Aeolius said:
Personally I feel they should put a "starter town" in a web-enhancement and use those pages in the DMG for something more valuable, like guidelines governing undersea adventures.
Now, you see, I've always been of the opinion that while they should do a quick few pages on handling exotic locales for an adventure, such as undersea or what not, I've always felt that those should have their own book since the majority of people might not use it.
While using a web-enhancement to supplement a book, especially the DMG, is a good idea, I think putting stuff that would be how-to for a new DM/GM would be the wrong way to go.
In fact, it'd almost be more appropriate for a more fully fleshed outline and guidelines for running an undersea campaign to be a web enhancement since it could be expanded from a brief outline in the DMG and is something that would benefit the most people, as it would cut down on those who would say "They wasted pages on this undersea stuff!", yet also cutdown on "Where's the love for undersea adventures?".
As I've said previously, I'm a firm believer that all RPGs need in the main "Game Runner Books" a section on how to run the game, not only the mechanics, but how to make your own adventures, locations, plotting, et al, since it gives people the tools to become a person who runs a game and without this section we're likely to reduce the people who make that jump.
While my experience might differ from others, I will say that a lot of people that I've seen who go from not being "the game runner" to running games have done it with the assistance of just such sections and enjoyed things even more when there were examples of how to make or create things.
The 1st Edition AD&D DMG had a lot of this stuff and it worked for people, since they're going to have to learn somewhere, right?