DMG Content/Advice Wish List

Rechan

Adventurer
A lot has been said about rules, options for this or that. But the ol' DMG is getting quite neglected. Here I'd like to talk about stuff that we'd like to see go into the DMG, or stuff that's already there needing more ink spent on it.

Personally I'm less concerned about crunchy rules, and more about advice regarding issues that crop up:

Issues with the Group. What's the social contract of appropriate gaming behavior? How you deal with a disruptive player (i.e. killing random NPCs)? What about conflict among players. How to address disputes over rules interpretations or DM calls. Conflict among characters. DM Burnout. Player & DM Trust.

Party Size. Many times I've been in a situation where I could only scrounge up 3 people. And often there are people who come into the forums asking "So how can I run a game with 1-2 people?" A few pages of advice on how to deal with this (including optional rules, or even taking this into consideration when designing the system) would be very nice. Including how that changes the adventures you run, etc.
 

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One of the things 4th got right and would like to see GREATLY expanded was fantasy terrain.Im sure most of were doing this already it was great to see in print.
If youn want to see a book that got it right DMG 2 4th ed is one of my favorite rpg books of all time

got it WRONG,Pathfinder DMG really pissed I spent my money on this one only abot 10 usable pages
 

Bring back the Random Harlot Table!


Seriously though, that's kind of what I'd like to see - lots and lots of random tables. They can produce gibberish, but they can also produce some interesting ideas.
 

If it were up to me they would lean heavily on the 1st edition AD&D DMG. I would rather peruse a tome than analyze a appliance manual. I'm sure there is something to be said for clear written instructions, but I never could learn a game without see it in play so what do I know anyway.
 

1. Random treasure tables. Those are a lot of fun for some people. Even for me sometimes.

2. BUT at the same time I would like to see the Treasure Parcel system taken to its logical conclusion: just give an abstract treasure value per player per level, and let the players decide what they found in the dungeon. "Hey look! A chest of gold!" "Aha! Behold the Vorpal Sword which my mentor told me lay buried in the caverns of Nargothrond." "I think some of the things in this armoury are magical: I found some +1 plate and a +1 sword." "Mmm... a pouch of magical herbs: I bet if I smoke these they will allow me to see invisible creatures."
Never mind telling the players: all right this level you get a level 4 item, and you get a level 6 item and you get nothing but a bit of gold. Make it equal and fun for those of use who like wish lists, and make it even easier for the dungeon master than it is now.
 

I want rule zero to have an ENTIRE chapter devoted to it! If it's so freakin' vital to run an RPG well, it needs an entire chapter to show how important it is!
 

I want rule zero to have an ENTIRE chapter devoted to it! If it's so freakin' vital to run an RPG well, it needs an entire chapter to show how important it is!

TVTropes can handle this in a single paragraph:

Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a Game Master has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

And now we have the rest of the chapter freed up for potion miscibility tables and generating women of ill-repute.
 

I want to see a whole chapter devoted to running a dungeon crawl in excruciating detail. The complex theories of how to build a dungeon, why different dungeon structures work better than others, how to get people into the dungeon, how to properly flavor a dungeon, and the wide varieties of dungeon that can be used.

I then want to see the next chapter go into the exact same level of detail for running cinematic event sequences that don't even touch dungeons or the assumptions behind dungeons. The chapter after that should be devoted to military battles. The chapter after that would be for BBEGs, including fights against them and invading their fortresses. The last chapter shall be devoted to puzzles.
 

In most every edition of D&D, I have used the DMG very little. Mostly for the treasure tables and magic items. Make this book earn the money we pay. If it's advice, you'll probably read it once. That is better suited to online articles. Just make sure the book is very good at pointing you to the right place online. FWIW, I should use the bulk of the book more than once. A third of the book on creating your own game elements (classes, races, spells, etc.), a third of the book on world-building with examples that can be pulled and ready for use, a third of the book for NPCs showing how to make them useful and memorable plus plenty of examples across the levels, a third of the book for crafting story including instant hooks and plot element tables, a third of the book for treasure and magic items.
 

I would really like a section on world-building like Rolemaster published in Campaign Law. But maybe it should just be a series of articles in the Dungeon magazine.

Edit: I just read in a thread about a 1996 2nd edition TSR product, "World Builder's Guidebook" by the Richard Baker. I should check it out, although the one review I found thereof was very unpromising: too many pointless random tables, not enough actual design aids.
 
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