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Are DMs getting lazy?
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<blockquote data-quote="Hussar" data-source="post: 6547124" data-attributes="member: 22779"><p>i kinda sorta see what Reynard is talking about, but, I'd point out a different element - creating campaigns. There is a thread right now talking about "what is gold good for" that is getting lots of traffic. The fact that the 5e DMG spends several pages talking about downtime activities in broad strokes gets generally pooh poohed. "Why don't they tell us exactly what is involved in building a castle?" or "What does carousing really mean?" go the various criticisms. For me, as someone who started back with B/E D&D, my first thought is, "Well, why are you DMing? Isn't that my job to answer these questions?"</p><p></p><p>I mean, all that kind of stuff is part and parcel to running a campaign. It's done in broad strokes because my game world and your game world are different. If WOTC gets specific, then they have to start dictating what the "standard campaign" looks like. Whether it's a 3e game world or a 4e game world or something else, once you start nailing down specifics, the game worlds that are created with those systems start looking very much the same.</p><p></p><p>The magic item economy, for example, meant that a lot of 3e game worlds looked a lot alike. You either followed the WbL guidelines in the 3e DMG, or you had a huge amount of work cut out for you. </p><p></p><p>On and on. I don't want WOTC to tell me exactly how much a guard room in a castle costs - that level of fiddly bits doesn't interest me in the slightest, for one, but, also, once you make that determination, it means that the players will start to expect it to look like that. I love the fact that 5e doesn't fight me every step of the way when I'm designing a campaign. Fantastic.</p><p></p><p>No, 5e will not gently hold your hand and tell you every little detail. You are expected to buck up and give it some thought yourself. It's part of being a good DM. The mark of a great DM is one that can look at the general and make it specific.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6547124, member: 22779"] i kinda sorta see what Reynard is talking about, but, I'd point out a different element - creating campaigns. There is a thread right now talking about "what is gold good for" that is getting lots of traffic. The fact that the 5e DMG spends several pages talking about downtime activities in broad strokes gets generally pooh poohed. "Why don't they tell us exactly what is involved in building a castle?" or "What does carousing really mean?" go the various criticisms. For me, as someone who started back with B/E D&D, my first thought is, "Well, why are you DMing? Isn't that my job to answer these questions?" I mean, all that kind of stuff is part and parcel to running a campaign. It's done in broad strokes because my game world and your game world are different. If WOTC gets specific, then they have to start dictating what the "standard campaign" looks like. Whether it's a 3e game world or a 4e game world or something else, once you start nailing down specifics, the game worlds that are created with those systems start looking very much the same. The magic item economy, for example, meant that a lot of 3e game worlds looked a lot alike. You either followed the WbL guidelines in the 3e DMG, or you had a huge amount of work cut out for you. On and on. I don't want WOTC to tell me exactly how much a guard room in a castle costs - that level of fiddly bits doesn't interest me in the slightest, for one, but, also, once you make that determination, it means that the players will start to expect it to look like that. I love the fact that 5e doesn't fight me every step of the way when I'm designing a campaign. Fantastic. No, 5e will not gently hold your hand and tell you every little detail. You are expected to buck up and give it some thought yourself. It's part of being a good DM. The mark of a great DM is one that can look at the general and make it specific. [/QUOTE]
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