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*Pathfinder & Starfinder
A detailed town in the DMG: your preference?
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<blockquote data-quote="The Little Raven" data-source="post: 3837199" data-attributes="member: 10095"><p>Guide is defined, in a book sense, as "Something, such as a pamphlet, that offers basic information or instruction."</p><p></p><p><a href="http://www.thefreedictionary.com/dict.asp?Word=guide" target="_blank">http://www.thefreedictionary.com/dict.asp?Word=guide</a></p><p></p><p>A Dungeon Master's <strong>Guide</strong>, it would stand to reason, offers basic information or instruction on the subject of being a Dungeon Master.</p><p></p><p></p><p></p><p>No, change is not better simply by being change. However, the books have become better, because they reorganize them based on feedback from the previous one. The reason the DMGs have more tables now is because they've been requested.</p><p></p><p></p><p></p><p>We, as the gaming community. And mistakes, I mean design elements that we later figure out are flawed, and fix. Demi-human level limits. Huge disparities between power level of classes. All things from previous editions that we've fixed, because we, as the community, have fixed them. The community spawns both the developers/designers and the feedback for them to work with.</p><p></p><p></p><p></p><p>It's not a module. It's a sample town that you can use as a jumping off point for any module or plot hook. Need a place for them to restock supplies? Here's a place you don't need to put any effort into.</p><p></p><p></p><p></p><p>Not by the definition of "guide."</p><p></p><p>And, again, you're not understanding that forcing NEW people to buy MORE things is a disincentive for them to get into DMing. Advanced players will already consider buying more products from the get-go, especially if they are something geared towards something they particularly want (like underwater adventuring rules).</p><p></p><p></p><p></p><p>The DMG is a book. Period. It provides advice, additional rules, and examples to help you be a DM. Everything else required to <strong>play</strong> the game is still required.</p><p></p><p>Why would my criteria for <strong>written material</strong> include dice, considering dice are not written material?</p><p></p><p></p><p></p><p>Except the word I used was "players." The Basic Set has always been to get new players interested in the game, so that they will then go on to buy the books.</p><p></p><p></p><p></p><p>What are you talking about? I make a distinction between experienced and inexperienced (aka new) DMs. That's my whole point. The first DMG should be written so that an inexperienced DM will learn from it, not so an experienced DM gets extra stuff.</p><p></p><p></p><p></p><p>That's because you're an experienced DM that doesn't need an example town.</p><p></p><p></p><p></p><p>Exactly.</p><p></p><p>You think that an inexperienced/new DM should have to buy more things than an experienced one in order to be able to learn and become experienced. I disagree.</p><p></p><p></p><p></p><p>You'll get no dispute about that.</p><p></p><p></p><p></p><p>The DMG does not introduce new players. It's supposed to be a guide for the DM on how to run the game. Advice, new rules, tables, examples, all that. If you want to learn how to DM the game via book, the Dungeon Master's Guide is the one to use.</p><p></p><p></p><p></p><p>So, while every other hobby starts cheap for novices and becomes more expensive for experts, you want D&D to be super-expensive for a new person to get into and learn to run, so grognards can get in cheap since they have experience to draw on? Great way to not grow the hobby.</p><p></p><p></p><p></p><p>For a base town, yes. That way the new DM can focus on the monsters you'll fight and the caves you'll explore.</p><p></p><p></p><p></p><p>Read the 4th Edition page at ENWorld.</p><p></p><p></p><p></p><p>Probably.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3837199, member: 10095"] Guide is defined, in a book sense, as "Something, such as a pamphlet, that offers basic information or instruction." [url]http://www.thefreedictionary.com/dict.asp?Word=guide[/url] A Dungeon Master's [b]Guide[/b], it would stand to reason, offers basic information or instruction on the subject of being a Dungeon Master. No, change is not better simply by being change. However, the books have become better, because they reorganize them based on feedback from the previous one. The reason the DMGs have more tables now is because they've been requested. We, as the gaming community. And mistakes, I mean design elements that we later figure out are flawed, and fix. Demi-human level limits. Huge disparities between power level of classes. All things from previous editions that we've fixed, because we, as the community, have fixed them. The community spawns both the developers/designers and the feedback for them to work with. It's not a module. It's a sample town that you can use as a jumping off point for any module or plot hook. Need a place for them to restock supplies? Here's a place you don't need to put any effort into. Not by the definition of "guide." And, again, you're not understanding that forcing NEW people to buy MORE things is a disincentive for them to get into DMing. Advanced players will already consider buying more products from the get-go, especially if they are something geared towards something they particularly want (like underwater adventuring rules). The DMG is a book. Period. It provides advice, additional rules, and examples to help you be a DM. Everything else required to [b]play[/b] the game is still required. Why would my criteria for [b]written material[/b] include dice, considering dice are not written material? Except the word I used was "players." The Basic Set has always been to get new players interested in the game, so that they will then go on to buy the books. What are you talking about? I make a distinction between experienced and inexperienced (aka new) DMs. That's my whole point. The first DMG should be written so that an inexperienced DM will learn from it, not so an experienced DM gets extra stuff. That's because you're an experienced DM that doesn't need an example town. Exactly. You think that an inexperienced/new DM should have to buy more things than an experienced one in order to be able to learn and become experienced. I disagree. You'll get no dispute about that. The DMG does not introduce new players. It's supposed to be a guide for the DM on how to run the game. Advice, new rules, tables, examples, all that. If you want to learn how to DM the game via book, the Dungeon Master's Guide is the one to use. So, while every other hobby starts cheap for novices and becomes more expensive for experts, you want D&D to be super-expensive for a new person to get into and learn to run, so grognards can get in cheap since they have experience to draw on? Great way to not grow the hobby. For a base town, yes. That way the new DM can focus on the monsters you'll fight and the caves you'll explore. Read the 4th Edition page at ENWorld. Probably. [/QUOTE]
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A detailed town in the DMG: your preference?
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