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Experienced DMs, how useful is the 2024 DMG to you?
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<blockquote data-quote="Loren the GM" data-source="post: 9502709" data-attributes="member: 6882721"><p>My thoughts after some initial time with it over the last week:</p><ul> <li data-xf-list-type="ul">This is a great book on how to DM. The usefulness of that particular content will vary for the reader based on their current experience with DMing, but it is incredibly well presented. I wish I had had this book when I first started DMing.</li> <li data-xf-list-type="ul">The general presentation overall of the book is excellent. It is well laid out, clearly written, and has great art work.</li> <li data-xf-list-type="ul">For game time reference, I'm glad to have it, but much like the 2014 book, it isn't going to be a constant resource at this point for me. That said, I think when I DO need it, it will be easy to find the information I'm after.</li> <li data-xf-list-type="ul">The Greyhawk info is interesting, but I don't run games in Greyhawk (or plan to), so not the most useful for me. That said, it is presented well, and I think does a good job of covering the setting in an approachable way.</li> <li data-xf-list-type="ul">The most useful parts for me will likely be the Treasure/Magic Items, possibly Bastions, the clear layout so if I need to look up specific rule stuff I can in the DM's Toolbox section or encounter planning sections (for monster math), the Lore Glossary, and the various Tracking Sheets.</li> <li data-xf-list-type="ul">The Creating Adventures section with several example adventures does a good job of tying to the Greyhawk content, and also presents a clear way for DMs to think about creating adventures. I like that the example adventures are much more stripped back than other adventure books or anthologies, providing more of a simple structure on how to think of adventure design. I think there is still plenty of room for a good new starter set, but I like this content for the DMG.</li> <li data-xf-list-type="ul">The Lore Glossary is a great inclusion. While I could see it being a little lacking in context for new DMs, I think it will only grow more useful as a reference for DMs who play in official WotC settings and campaigns. There is a lot of great quick info here (even if most of it is also just a quick web search away as well), having it all assembled in one place that I can quickly flip to if I'm not online is very useful. It gives me a lot of hope for what future books can bring, especially anything that handles setting info.</li> <li data-xf-list-type="ul">The tracking sheets are really nice! I'm not sure how much use the official ones in the book will get from me, but I think what they present in general is very useful, and like much of the book, is inspiring me to think (this is what this DMG does best) about how I want to create useful tracking sheets specific to my games.</li> <li data-xf-list-type="ul">The book does some nice things, like taking the time to explain what each of the three pillars is and how to run them (social interaction, exploration, combat). These sections pretty clearly define the intentions of the D&D design team around the game pillars, and provide a lot of framework and rules around each. It isn't as in depth as some other supplements I've seen (I would also argue it doesn't need to be, those supplements are definitely creating alternative systems to core rules), but it is solid and provides clear distinction about how the game plays each of the pillars.</li> <li data-xf-list-type="ul">I hope the monster info is repeated in the Monster Manual, and hopefully expanded on. I'd prefer not to have to flip to the DMG for the encounter math, and would like to see more info on creature creation.</li> </ul><p>An example of some of my favorite writing in the book, that is incredibly needed information but isn't something I'll reference every day (but will include at every session 0):</p></blockquote><p></p>
[QUOTE="Loren the GM, post: 9502709, member: 6882721"] My thoughts after some initial time with it over the last week: [LIST] [*]This is a great book on how to DM. The usefulness of that particular content will vary for the reader based on their current experience with DMing, but it is incredibly well presented. I wish I had had this book when I first started DMing. [*]The general presentation overall of the book is excellent. It is well laid out, clearly written, and has great art work. [*]For game time reference, I'm glad to have it, but much like the 2014 book, it isn't going to be a constant resource at this point for me. That said, I think when I DO need it, it will be easy to find the information I'm after. [*]The Greyhawk info is interesting, but I don't run games in Greyhawk (or plan to), so not the most useful for me. That said, it is presented well, and I think does a good job of covering the setting in an approachable way. [*]The most useful parts for me will likely be the Treasure/Magic Items, possibly Bastions, the clear layout so if I need to look up specific rule stuff I can in the DM's Toolbox section or encounter planning sections (for monster math), the Lore Glossary, and the various Tracking Sheets. [*]The Creating Adventures section with several example adventures does a good job of tying to the Greyhawk content, and also presents a clear way for DMs to think about creating adventures. I like that the example adventures are much more stripped back than other adventure books or anthologies, providing more of a simple structure on how to think of adventure design. I think there is still plenty of room for a good new starter set, but I like this content for the DMG. [*]The Lore Glossary is a great inclusion. While I could see it being a little lacking in context for new DMs, I think it will only grow more useful as a reference for DMs who play in official WotC settings and campaigns. There is a lot of great quick info here (even if most of it is also just a quick web search away as well), having it all assembled in one place that I can quickly flip to if I'm not online is very useful. It gives me a lot of hope for what future books can bring, especially anything that handles setting info. [*]The tracking sheets are really nice! I'm not sure how much use the official ones in the book will get from me, but I think what they present in general is very useful, and like much of the book, is inspiring me to think (this is what this DMG does best) about how I want to create useful tracking sheets specific to my games. [*]The book does some nice things, like taking the time to explain what each of the three pillars is and how to run them (social interaction, exploration, combat). These sections pretty clearly define the intentions of the D&D design team around the game pillars, and provide a lot of framework and rules around each. It isn't as in depth as some other supplements I've seen (I would also argue it doesn't need to be, those supplements are definitely creating alternative systems to core rules), but it is solid and provides clear distinction about how the game plays each of the pillars. [*]I hope the monster info is repeated in the Monster Manual, and hopefully expanded on. I'd prefer not to have to flip to the DMG for the encounter math, and would like to see more info on creature creation. [/LIST] An example of some of my favorite writing in the book, that is incredibly needed information but isn't something I'll reference every day (but will include at every session 0): [/QUOTE]
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