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Did you make up your mind about 5.24?
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<blockquote data-quote="Emerikol" data-source="post: 9501973" data-attributes="member: 6698278"><p>That is a way but not everyone has the genius of Gygax to do that well. Some do. </p><p></p><p>I would hope in almost all cases the DM comes from the ranks of players. Play the game and see how a good DM does it and then carry on. I am not at all against inside out designs. To some degree even the outside in people do that somewhat. </p><p></p><p></p><p>I think that just having the players bring their own gods might work for you but it would not for a lot of us. I don't really know much about Matt Mercer but if he agrees with you on this then I disagree with him. </p><p></p><p></p><p>Well for me it has a tremendous amount of impact on play. In fact as a player I must insist on it. I don't want to play a campaign were the DM is just one step ahead of me making it up as he goes. The world will lack verisimilitude and flavor. That doesn't mean I would insist on every detail being done but I want enough detail that the DM knows generally what to expect should be veer in one direction or another.</p><p></p><p>And I'm not saying it needs to be chapter 1. I guess it never affronted me that it was early in the book though. I think general table management, how to write up a session 0 (which would include the DM giving out details players must know), and how to write adventures and build encounters is important too. Not more important as both are essential but equally important.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9501973, member: 6698278"] That is a way but not everyone has the genius of Gygax to do that well. Some do. I would hope in almost all cases the DM comes from the ranks of players. Play the game and see how a good DM does it and then carry on. I am not at all against inside out designs. To some degree even the outside in people do that somewhat. I think that just having the players bring their own gods might work for you but it would not for a lot of us. I don't really know much about Matt Mercer but if he agrees with you on this then I disagree with him. Well for me it has a tremendous amount of impact on play. In fact as a player I must insist on it. I don't want to play a campaign were the DM is just one step ahead of me making it up as he goes. The world will lack verisimilitude and flavor. That doesn't mean I would insist on every detail being done but I want enough detail that the DM knows generally what to expect should be veer in one direction or another. And I'm not saying it needs to be chapter 1. I guess it never affronted me that it was early in the book though. I think general table management, how to write up a session 0 (which would include the DM giving out details players must know), and how to write adventures and build encounters is important too. Not more important as both are essential but equally important. [/QUOTE]
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