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<blockquote data-quote="Jeffrey" data-source="post: 5762119" data-attributes="member: 90273"><p>Been thinking more on this. Not sure this is a fully-formed statement of desire on my part yet, but I've not been able to ignore these notions so I'll toss it out there to be commented up on and/or torn apart.</p><p></p><p>1.) Take the focus of the game out of the rulebooks and give the game <em>back </em>to the Dungeon Master.</p><p></p><p>2.) For this to be successful, you must give him/her the very basic tools (and not just an ever-growing pile of books of rules that vainly try to cover every possible situation while adding feat after feat and power after power) to be successful. </p><p></p><p>3.) Lastly, and perhaps most importantly, you must encourage them and provide some manner of <strong>training </strong>via game content; how to get into a good mindset to create and DM a game, what can be done to help a DM to think and create things on the fly (improvise!), how to think <em>outside </em>of the printed rules to delight your players, etc. A game of D&D can survive having one or two bad players. It <strong>cannot </strong>survive having a bad DM. This should be a top focus. Take the shackles and burden of trying to remember so many rules for each and every thing off of the DM and instead work to help provide a simple framework to show him/her how to run the kind game that excites and inspires <em>their unique group</em>. Don't tell them what they cannot do according to the rules, help them to break free and imagine what they <strong>can </strong>do <strong>with </strong>them.</p><p></p><p>4.) Then provide continued help, encouragement and the fluff and just get the hell out of their way.</p><p></p><p>-Jeff</p></blockquote><p></p>
[QUOTE="Jeffrey, post: 5762119, member: 90273"] Been thinking more on this. Not sure this is a fully-formed statement of desire on my part yet, but I've not been able to ignore these notions so I'll toss it out there to be commented up on and/or torn apart. 1.) Take the focus of the game out of the rulebooks and give the game [I]back [/I]to the Dungeon Master. 2.) For this to be successful, you must give him/her the very basic tools (and not just an ever-growing pile of books of rules that vainly try to cover every possible situation while adding feat after feat and power after power) to be successful. 3.) Lastly, and perhaps most importantly, you must encourage them and provide some manner of [B]training [/B]via game content; how to get into a good mindset to create and DM a game, what can be done to help a DM to think and create things on the fly (improvise!), how to think [I]outside [/I]of the printed rules to delight your players, etc. A game of D&D can survive having one or two bad players. It [B]cannot [/B]survive having a bad DM. This should be a top focus. Take the shackles and burden of trying to remember so many rules for each and every thing off of the DM and instead work to help provide a simple framework to show him/her how to run the kind game that excites and inspires [I]their unique group[/I]. Don't tell them what they cannot do according to the rules, help them to break free and imagine what they [B]can [/B]do [B]with [/B]them. 4.) Then provide continued help, encouragement and the fluff and just get the hell out of their way. -Jeff [/QUOTE]
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