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<blockquote data-quote="Obryn" data-source="post: 5983337" data-attributes="member: 11821"><p>I'm not just talking about p42. Seriously.</p><p></p><p>The first 30 pages are generalized DMing advice that includes (looking at subheadings) narration, pacing, props, skills, improvisation, and troubleshooting. Then we have 30 pages about combat and encounter building. Then the dreaded awful DMG1 skill challenges that need to just be ignored because they are horrible. Then puzzles and exploration. Then adventures, of which part is about combat but most is not. Then XP/treasure. Then the world, monster building advice, etc. It's good, generalized advice about the stuff DMs need to know when running a good, effective game that's <em>not</em> all about combat.</p><p></p><p>There was a short section called "improvisation" but most of the rest of the book was teaching DMs how to improvise and run games, too.</p><p></p><p>All in all, I'm not seeing a substantial difference in pagecount dedicated to combat than previous editions. Maybe you had a misprint? <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p> </p><p></p><p>You are. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> The first 30 pages are on "group storytelling." Which is all about the narrative and improvisational aspects of play, including excellent advice from Robin's Laws about player types and goals.</p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> It was a <strong>3.5</strong> invention. 4e, sadly, kept it. I think it's emblematic of bad adventure design, but that's about it. It's about convenience. Sadly, it greatly limits the sorts of stories you can tell in an adventure. Which is why no competent DM writes adventures like that.</p><p></p><p>4e adventures improved markedly once this format was thrown to the wayside.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 5983337, member: 11821"] I'm not just talking about p42. Seriously. The first 30 pages are generalized DMing advice that includes (looking at subheadings) narration, pacing, props, skills, improvisation, and troubleshooting. Then we have 30 pages about combat and encounter building. Then the dreaded awful DMG1 skill challenges that need to just be ignored because they are horrible. Then puzzles and exploration. Then adventures, of which part is about combat but most is not. Then XP/treasure. Then the world, monster building advice, etc. It's good, generalized advice about the stuff DMs need to know when running a good, effective game that's [I]not[/I] all about combat. There was a short section called "improvisation" but most of the rest of the book was teaching DMs how to improvise and run games, too. All in all, I'm not seeing a substantial difference in pagecount dedicated to combat than previous editions. Maybe you had a misprint? :angel: You are. ;) The first 30 pages are on "group storytelling." Which is all about the narrative and improvisational aspects of play, including excellent advice from Robin's Laws about player types and goals. :hmm: It was a [B]3.5[/B] invention. 4e, sadly, kept it. I think it's emblematic of bad adventure design, but that's about it. It's about convenience. Sadly, it greatly limits the sorts of stories you can tell in an adventure. Which is why no competent DM writes adventures like that. 4e adventures improved markedly once this format was thrown to the wayside. -O [/QUOTE]
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