DMG news from Rich Baker blog

Wormwood said:
I've been DMing since 1981, and I want my RPGs to come complete with settings and scenarios.

Hell, I expect it.

It depends. For a setting-focused game like a WoD or Shadowrun, I expect it.

I don't see D&D as being setting-focused. D&D should be a toolkit that lets me run a fantasy game in a setting of my own devising or a published setting. The more true the line "D&D emulates the D&D genre" becomes, the less I want to play D&D.

That said, I'm a lazy bastard. I very much appreciate the implied setting, as I understand 4E to be including it, and I (at worst) don't mind the DMG having a sample adventure in it. Heck, the red box had a sample solo adventure as the intro to the player's book, IIRC. Talk about limited re-use, but it was a Good Thing.

Sometimes I think we grognards forget what it was like starting out. It's all well and good that I can pick up a book that reads like the dictionary and digest the rules, but that doesn't really help sustain the hobby. I find it's useful if my casual players, less rules-adept players, or *gasp* new players are willing and able to pick up a book and look something up. The dictionary approach doesn't really encourage that.

The "well put out a special 'n00bie kit'" doesn't either. It's the die-hards and grognards who are willing to shell out for additional materials, not the tyros and prospective players. I have a hard enough time getting the 15+ year gaming veterans in my group to shell out for Complete Arcane so they can knowledgeably play a warlock.

Examples and explanations are critical to the sustainability of the hobby. The best place to put (a certain amount of) them is in the basic books. I don't want to see the DMG become nothing more than a setting book with a "start here" adventure, but I can't see anything but good coming from the inclusion of some samples with a discussion of the design behind them. Even those of us who have been playing D&D since before there were hardcover rulebooks could benefit from seeing some of the edition changes in action and understanding the thoughts behind them.
 

log in or register to remove this ad

Mercule said:
I don't want to see the DMG become nothing more than a setting book with a "start here" adventure, but I can't see anything but good coming from the inclusion of some samples with a discussion of the design behind them.
We are in complete agreement on this point.
 

I wanted to separate this point out, regarding the notion that "experienced DMs won't get anything out of the examples":

In my experience, the closer a person is to the top of their field -- whether that field is business, computer programming, sports, or something else -- the more likely that person is to spend a significant amount of their time reading and studying what others in the field or doing and trying to glean that extra tiny bit of info. For some reason, prolonged success in an arena seems to go hand-in-hand with studying things beyond the mechanical.

I find it dubious in the extreme that refereeing a role-playing game would be the exception to that rule.
 
Last edited:

Not sure if i like it. Adventures are a dime a dozen as are settings. In the long run, those are going to be 30 to 40 wasted pages in the book. It would be better served aiding newbie DMs into creativity like how to build adventures and dungeons. The last thing a newbie needs is another crutch to read word from word from.
 

FabioMilitoPagliara said:
they are working on rules for the swordmage.... (already working on phb2?)
Personally, I'm still hoping that 2008 release is the Player's Handbook. Swordmage should be a core class! :cool:
 

DonTadow said:
Not sure if i like it. Adventures are a dime a dozen as are settings.

And expecting a new DM to buy adventures and settings to run their first game is a lousy idea. Giving them an adventure to start with in the DMG makes much more sense to me.

In the long run, those are going to be 30 to 40 wasted pages in the book. It would be better served aiding newbie DMs into creativity like how to build adventures and dungeons.

Information on how to build adventures and dungeons will already be in the DMG. That information is likely to be even more effective if there's an actual example in the book too.

The last thing a newbie needs is another crutch to read word from word from.

Actually many newbies could use all the crutches they can get. Just because it's not something you or I need doesn't mean it's a bad idea for someone just getting into D&D.
 


Kudos, but...

Wasn't the town supposed to be famous or at least recognizable to veterans? Anyone want to tell me "Fallcrest" is in the pantheon of starting towns?

That said, I'm glad they went (again) with fresh-n-new rather than cram nostalgia in for nostalgia's sake.
 

Remathilis said:
Kudos, but...

Wasn't the town supposed to be famous or at least recognizable to veterans? Anyone want to tell me "Fallcrest" is in the pantheon of starting towns?

That said, I'm glad they went (again) with fresh-n-new rather than cram nostalgia in for nostalgia's sake.

It's supposed to be built on the ruins of a much larger city. Could be Greyhawk.

(That's a joke -- I hope.)
 


Remove ads

Top