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Dungeons and Dragons: The "Dungeon Master's" edition.
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<blockquote data-quote="AmerginLiath" data-source="post: 6459460" data-attributes="member: 777"><p>The 'modules,' like the rules in general of 5e, have been sliced up finely and stitched into a larger collection of options and suggestions. It's very hard (except in a few places) to grab one chunk and say "this is Nth Edition!" – which was surely done on purpose, given how each edition has has really good elements and really flawed elements alike. A large part of the issue remains the game of Telephone over the idea of what the DMG would/could contain, honestly from people on all sides who need to better understand how publishing works.</p><p></p><p>I personally really like how the DMG ended up. What has stopped me from wanting to DM over recent editions is the issue of math and system mastery. I don't have the time to learn every nuance of the legal code that is 3.x or 4th (and I say that as a historian who works in math publishing as a day job, so it's not a "it's too hard!" comment – it's a question of investment of what I find fun vs. my limited free time). THIS is a game that I actually want to run, because both myself and the players (professionals, grad students, parents, etc) with no time or care for system mastery can just be creative about coming up with hair-brained schemes and I can call out what to roll on. Until now, there was always that ONE guy (always a different one, but it's like "We are Legion, because we are many!") in the group who would moan about the exact rule on that one page and then team-kill until we got it "right."</p><p></p><p>5e is beautiful and the 5e DMG is like the illegitimate child of Gary Gygax and Santa Claus.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6459460, member: 777"] The 'modules,' like the rules in general of 5e, have been sliced up finely and stitched into a larger collection of options and suggestions. It's very hard (except in a few places) to grab one chunk and say "this is Nth Edition!" – which was surely done on purpose, given how each edition has has really good elements and really flawed elements alike. A large part of the issue remains the game of Telephone over the idea of what the DMG would/could contain, honestly from people on all sides who need to better understand how publishing works. I personally really like how the DMG ended up. What has stopped me from wanting to DM over recent editions is the issue of math and system mastery. I don't have the time to learn every nuance of the legal code that is 3.x or 4th (and I say that as a historian who works in math publishing as a day job, so it's not a "it's too hard!" comment – it's a question of investment of what I find fun vs. my limited free time). THIS is a game that I actually want to run, because both myself and the players (professionals, grad students, parents, etc) with no time or care for system mastery can just be creative about coming up with hair-brained schemes and I can call out what to roll on. Until now, there was always that ONE guy (always a different one, but it's like "We are Legion, because we are many!") in the group who would moan about the exact rule on that one page and then team-kill until we got it "right." 5e is beautiful and the 5e DMG is like the illegitimate child of Gary Gygax and Santa Claus. [/QUOTE]
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