gizmo33 said:
I've said over and over again that the concept of a basic boxed set could contain everything that a beginning DM needs to play the game and yet somehow you're more of an expert on what I understand than what I say? Wouldn't you have to follow the one in order to know something about the other?
You keep saying that new DMs should have to buy another product. A Basic set, or a module, or a new DM book, or whatever.
"Maybe such a guide could guide you to a store where you could buy a module."
The more things you make someone buy in order to learn something, the less likely you are to get new people to do it.
The sentence "section on generating towns to provide an example" doesn't make any sense to me based on grammar alone.
So, you have trouble making sense of "I expect a book that has a section on generating towns to provide an example which can be used, as-is." because of what? I was lacking that comma before as-is in the original post?
What I don't want to see is a bunch of encounter location descriptions that are either divorced completely from a setting, or require you to own a setting (like Greyhawk) in order to make any sense out of.
Yeah, you've made it clear you don't want a generic example town that can be dropped into any setting or campaign to help a new DM because you don't need that sort of thing. We get it.
Think about it - how useful would Hommlet be without a Moathouse or the ToEE?
Extremely. It's got people who sell weapons, armor, adventuring supplies. It's got important NPCs that might have missions for the players (mayor, etc). It's got a tavern for that traditional "You all start in a tavern..." hook. It's got everything the players need when then go to and fro during their adventures.
Instead of having to come up with a dungeon AND a nearby town, only the dungeon needs to be made, because the town is covered. That reduces a new DM's workload.
How much sense would it make to a new DM who had never seen those products?
Uh, plenty, since it won't be built around being in a module. It will be built around being a generic example town that just happens to be an iconic one, a springboard for any adventure that needs a small town, but doesn't provide one.
And how interesting could a town description really be that's completely seperated from any information on the surrounding campaign world?
Pretty interesting, given some of the most interesting adventures from the early days of D&D started small (a town and surrounding area) and grew into bigger things with later products. If you can't perceive of anyone having the ability to make a single town interesting without having to describe the entire campaign world to you, that's just a personal limitation.