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DMG: hard rules or just DM advice?
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<blockquote data-quote="Oofta" data-source="post: 8047747" data-attributes="member: 6801845"><p>Most of the rules in the book are, to some degree, just suggestions. As others have stated, the DMG is mostly DMing advice and most of the rest is explicitly optional. So I use some of it, other parts I don't. </p><p></p><p>I think that works for D&D and part of what makes it so popular. Enough of a structure with limited constraints. There's another thread talking about exploration and some of the system that other praise, to me, would get in the way of the story I want to tell with my group. I don't <em>want </em>a book that tells me explicitly how to run my game because what works for me may not work for anyone else.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8047747, member: 6801845"] Most of the rules in the book are, to some degree, just suggestions. As others have stated, the DMG is mostly DMing advice and most of the rest is explicitly optional. So I use some of it, other parts I don't. I think that works for D&D and part of what makes it so popular. Enough of a structure with limited constraints. There's another thread talking about exploration and some of the system that other praise, to me, would get in the way of the story I want to tell with my group. I don't [I]want [/I]a book that tells me explicitly how to run my game because what works for me may not work for anyone else. [/QUOTE]
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DMG: hard rules or just DM advice?
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