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Can we talk about best practices?
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<blockquote data-quote="Malmuria" data-source="post: 8341018" data-attributes="member: 7030755"><p>How did your daughter find it disappointing?</p><p></p><p>5e is in a weird place, because the official materials arguably don't do a great job at teaching new players/dms how to play the game, but because of its popularity, there is no shortage of unofficial advice and examples of play. Whereas almost all of the basic intro box sets had extended examples of play, the basic rules/phb has one very short and not very instructive example. The "how to play" subsection is filled generalities and ambiguities ("a DM might do this," "some DMs do this"). There's a section on the supposed three pillars of play, but as is well known by now, two of them lack concrete and consistent procedures. Chapter 8 in the basic rules/phb, "Adventuring," covers both of these topics in 5 total pages. The "Social Interaction" section gets a total of 1 page of content (spread out over two pages because they don't care about layout). It's not necessarily that you need a higher page count; in fact the rules for exploration, such as they are, could be more efficient and more usefully presented on a 1 page chart. But on the whole the rules do end up communicating that the hallmarks of exploration found in earlier editions are not going to be meaningful in 5e, at least in terms of procedures. I.e, the players won't be scared of the dungeon because their light might go out and there is a d6 table of bad things that happen when the lights go out; they'll be "scared" by the theatrics of the dm and their own suspension of disbelief in getting into a 'dnd mindset.'</p><p></p><p>Clearly there is a market out there for people to learn DM "best practices." Lots of people make a living in providing concrete tools, and overall <a href="https://slyflourish.com/returnofthelazydm/" target="_blank">do a better job</a> than the official materiel. Actual plays model what an entire campaign of dnd looks like. But by the same token all of that advice has some people feeling that they are playing the game "wrong." So where is the disconnect?</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8341018, member: 7030755"] How did your daughter find it disappointing? 5e is in a weird place, because the official materials arguably don't do a great job at teaching new players/dms how to play the game, but because of its popularity, there is no shortage of unofficial advice and examples of play. Whereas almost all of the basic intro box sets had extended examples of play, the basic rules/phb has one very short and not very instructive example. The "how to play" subsection is filled generalities and ambiguities ("a DM might do this," "some DMs do this"). There's a section on the supposed three pillars of play, but as is well known by now, two of them lack concrete and consistent procedures. Chapter 8 in the basic rules/phb, "Adventuring," covers both of these topics in 5 total pages. The "Social Interaction" section gets a total of 1 page of content (spread out over two pages because they don't care about layout). It's not necessarily that you need a higher page count; in fact the rules for exploration, such as they are, could be more efficient and more usefully presented on a 1 page chart. But on the whole the rules do end up communicating that the hallmarks of exploration found in earlier editions are not going to be meaningful in 5e, at least in terms of procedures. I.e, the players won't be scared of the dungeon because their light might go out and there is a d6 table of bad things that happen when the lights go out; they'll be "scared" by the theatrics of the dm and their own suspension of disbelief in getting into a 'dnd mindset.' Clearly there is a market out there for people to learn DM "best practices." Lots of people make a living in providing concrete tools, and overall [URL='https://slyflourish.com/returnofthelazydm/']do a better job[/URL] than the official materiel. Actual plays model what an entire campaign of dnd looks like. But by the same token all of that advice has some people feeling that they are playing the game "wrong." So where is the disconnect? [/QUOTE]
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