Imaro said:Wouldn't this be a better fit in the Basic Set? I mean a pamphlet sized, "Guide to..." type thing. I just don't get the point of having a Basic Set unless that's where new players are suppose to go to learn, well...the basics of the game.
guide (gd)
n.
1.
a. One who shows the way by leading, directing, or advising.
b. One who serves as a model for others, as in a course of conduct.
2. A person employed to conduct others, as through a museum, and give information about points of interest encountered.
3.
a. Something, such as a pamphlet, that offers basic information or instruction: a shopper's guide.
b. A guidebook.
4.
a. Something that serves to direct or indicate.
b. A device, such as a ruler, tab, or bar, that serves as an indicator or acts to regulate a motion or operation.
5. A soldier stationed at the right or left of a column of marchers to control alignment, show direction, or mark the point of pivot.
Imaro said:I just don't get the point of having a Basic Set unless that's where new players are suppose to go to learn, well...the basics of the game.
Wormwood said:And I don't understand why an RPG would even need a Basic Set these days---especially if you're expected to shell out for the 3 core books *also*.
Imaro said:Uhm...because I'd rather pay $25 dollars and realize somethings not for me versus $90...YMMV of course, but I wouldn't understand if it did.
Mourn said:We're not talking about new players. We're talking about current players that are interested in becoming new DMs. If that guy has to go and buy another product aside from the obvious one (Dungeon Master's Guide), he's far less likely to do so.
Remember, for those of you that can't understand why the Dungeon Master's Guide should assume that you are learning the craft (gizmo, in particular), there's the actual definition of guide to explain it.
3 is the appropriate one.
Now, if the Dungeon Master's Guide doesn't offer basic information or instruction in being a Dungeon Master, then it shouldn't be called that.
Imaro said:So give me easy to follow rules for constructing a town with guidelines and advice sidebars. If I really need all the work done for me then yes, I should buy a pre-made adventure w/town. Saltmarsh was 34 pages of the DMG II, I don't want that in the first DMG. Giving me the environmental mechanics that were spread out across...sandstorm, frostburn, etc.
If the 3e Basic box is any guide towards WotC's thinking, the Basic game focuses on an introduction to the tabletop miniatures aspect of D&D, rather than an introduction to the roleplaying/social aspect.Imaro said:Wouldn't this be a better fit in the Basic Set? I mean a pamphlet sized, "Guide to..." type thing. I just don't get the point of having a Basic Set unless that's where new players are suppose to go to learn, well...the basics of the game.
Imaro said:So give me easy to follow rules for constructing a town with guidelines and advice sidebars.
If I really need all the work done for me then yes, I should buy a pre-made adventure w/town.
Saltmarsh was 34 pages of the DMG II, I don't want that in the first DMG.
Mourn said:And an example that you can both learn from, or use as-written, since some people learn better from examples. And sometimes a DM just needs a quick town to throw in, but doesn't have time to put one together.
Mourn said:If you want an adventure, I guess. I don't want to have to purchase Pleasure Prison of the Bethuvian Demon Whores just to have a village that I can throw into any campaign.
Mourn said:Well, if it is Hommlett, it's a village, rather than a large town, so I don't think it will have the same space devoted to it. DMG2 has 34 pages because it had a lot more space to work with because core topics were addressed in the DMG1.