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<blockquote data-quote="Pour" data-source="post: 5239942" data-attributes="member: 59411"><p>I'm hoping the Red Box has a solid equivalent to the DMG, more than even simplified classes or cleaned-up rules. While there are multiple snags and plenty of places to get confused and even frustrated, the life and expansion of the hobby doesn't fall on the player in my mind, but the DM. The DM is the conduit through which the game is experienced. His or her accessibility equates to the game's accessibility.</p><p></p><p>A savvy DM, one conscious of pacing and who learns when to follow the rules to a T and when to lay off and allow things to happen, will make or break a first timer's experience. The DMG must convey that DMs should improvise and expand and make things their own for the sake of fun. It should be encouraging, and hardly a rulebook at all... I guess more of a guide book, emphasis on the DM<strong>G</strong>.</p><p></p><p>Admittedly, I never DMed 12 year olds, but I have DMed 17-18 year olds, sophomores, juniors and seniors in high school. Between video games, sports and all their other time-eaters, to have them consistently want to game, weekly even, isn't because of the clarity of the rules (though of course they help) or the ease of the classes or their understanding of attacks of opportunity. It's in how the game is run and the freedom they are given.</p><p></p><p>I'm not sure how much a book can impart in regards to DMing ability, but there are certain key points that should be addressed. And if the Red Box as a whole does it's job, which is sparking the imagination, hooking the DM or convincing another player to take up DMing and a group, then that first-timer will make it a point to get better.</p></blockquote><p></p>
[QUOTE="Pour, post: 5239942, member: 59411"] I'm hoping the Red Box has a solid equivalent to the DMG, more than even simplified classes or cleaned-up rules. While there are multiple snags and plenty of places to get confused and even frustrated, the life and expansion of the hobby doesn't fall on the player in my mind, but the DM. The DM is the conduit through which the game is experienced. His or her accessibility equates to the game's accessibility. A savvy DM, one conscious of pacing and who learns when to follow the rules to a T and when to lay off and allow things to happen, will make or break a first timer's experience. The DMG must convey that DMs should improvise and expand and make things their own for the sake of fun. It should be encouraging, and hardly a rulebook at all... I guess more of a guide book, emphasis on the DM[B]G[/B]. Admittedly, I never DMed 12 year olds, but I have DMed 17-18 year olds, sophomores, juniors and seniors in high school. Between video games, sports and all their other time-eaters, to have them consistently want to game, weekly even, isn't because of the clarity of the rules (though of course they help) or the ease of the classes or their understanding of attacks of opportunity. It's in how the game is run and the freedom they are given. I'm not sure how much a book can impart in regards to DMing ability, but there are certain key points that should be addressed. And if the Red Box as a whole does it's job, which is sparking the imagination, hooking the DM or convincing another player to take up DMing and a group, then that first-timer will make it a point to get better. [/QUOTE]
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