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Experienced DMs, how useful is the 2024 DMG to you?
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<blockquote data-quote="MerricB" data-source="post: 9503102" data-attributes="member: 3586"><p>I find it a profoundly disappointing book. It's not that it's all bad - but a lot of it is superficial, and I feel the style is incredibly handwavy. There's stuff I think is fantastic and I turn the page hoping for a continuation of this usefulness, only to be disappointed.</p><p></p><p>The stuff on chases, for instance. Let's reprint the (not working) rules from the 2014 rules, and include fewer options!</p><p></p><p>But it has a section on reactive tactics - on having monsters react to what the players do rather than just stand there waiting to be slaughtered! Cool! That's what I want!</p><p></p><p>But then I turn to the section on designing dungeon adventures and... there isn't one. In fact, the section on designing adventures seems the most underwritten in the book. Lots of handwaving, a few good bits of advice, but the lack of a strong core about adventure structure or even what a dungeon adventure <em>is.</em></p><p></p><p>For an experienced DM - sure, you'll be fine. Though the book lacks a lot of the resources found in the 2014 DMG for stocking dungeons (many of which were reprinted from the 1E DMG - for good reason!) </p><p></p><p>As a DMG that was intended to introduce new DMs to the game - which I heard a few times was the intent - I think it's passable on running the game (some good and bad advice), but often very bad at preparing for the game and designing adventures.</p></blockquote><p></p>
[QUOTE="MerricB, post: 9503102, member: 3586"] I find it a profoundly disappointing book. It's not that it's all bad - but a lot of it is superficial, and I feel the style is incredibly handwavy. There's stuff I think is fantastic and I turn the page hoping for a continuation of this usefulness, only to be disappointed. The stuff on chases, for instance. Let's reprint the (not working) rules from the 2014 rules, and include fewer options! But it has a section on reactive tactics - on having monsters react to what the players do rather than just stand there waiting to be slaughtered! Cool! That's what I want! But then I turn to the section on designing dungeon adventures and... there isn't one. In fact, the section on designing adventures seems the most underwritten in the book. Lots of handwaving, a few good bits of advice, but the lack of a strong core about adventure structure or even what a dungeon adventure [I]is.[/I] For an experienced DM - sure, you'll be fine. Though the book lacks a lot of the resources found in the 2014 DMG for stocking dungeons (many of which were reprinted from the 1E DMG - for good reason!) As a DMG that was intended to introduce new DMs to the game - which I heard a few times was the intent - I think it's passable on running the game (some good and bad advice), but often very bad at preparing for the game and designing adventures. [/QUOTE]
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Experienced DMs, how useful is the 2024 DMG to you?
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