I like the new DMG. I like the fact that it is both geared toward new DM's, actively teaching them how to run a game of (4E) D&D, and that is full of useful material like traps and monster creations rules and diseases and the like. However, I found something in it that irritates me to no end and brings back all that teeth gnashing resistence I felt during the lead up to release.
First, though, a little bit from the introduction:
This is a nice little statement early on in the game, reminding the DM thatthe definition of fun varies between folks. But later, at the very end of a very good encounter chapter, we get this definition of "fun":
This is stuff straight out of the pre-release hype machine that badwrongfun'd pretty much everything about earlier editions. This is stuff that says that Mearls and Co. know fun, and your ain't it. This is stuff that just plane pisses me off. To some people, some of those listed things are, in fact, fun. For a few, all of those things are fun. I think those 100 words or so would have been better spent reiterating the point of the first quote, that there is no right (or more importantly in this case, wrong) definition of fun and what matters is that the group as a whole shares a similar definition.
Instead, we've got badwrongfunism forever enshrined in the DMG, and thus, if goal are met, a whole generation of D&D players that don't waste time on unfun stuff like talking to guards, exploring dungeon coorridors or managing "real" resources.
First, though, a little bit from the introduction:
DMG on "Fun" said:Different people have different ideas of what’s fun about D&D. Remember that the “right way” to play D&D is the way that you and your players agree on and enjoy. If everyone comes to the table prepared to contribute to the game, everyone has fun.
This is a nice little statement early on in the game, reminding the DM thatthe definition of fun varies between folks. But later, at the very end of a very good encounter chapter, we get this definition of "fun":
DMG on "Fun" said:Fun is one element you shouldn’t vary. Every encounter in an adventure should be fun. As much as possible, fast-forward through the parts of an adventure that aren’t fun. An encounter with two guards at the city gate isn’t fun. Tell the players they get through the gate without much trouble and move on to the fun. Niggling details of food supplies and encumbrance usually aren’t fun, so don’t sweat them, and let the players get to the adventure and on to the fun. Long treks through endless corridors in the ancient dwarven stronghold beneath the mountains aren’t fun. Move the PCs quickly from encounter to encounter, and on to the fun!
This is stuff straight out of the pre-release hype machine that badwrongfun'd pretty much everything about earlier editions. This is stuff that says that Mearls and Co. know fun, and your ain't it. This is stuff that just plane pisses me off. To some people, some of those listed things are, in fact, fun. For a few, all of those things are fun. I think those 100 words or so would have been better spent reiterating the point of the first quote, that there is no right (or more importantly in this case, wrong) definition of fun and what matters is that the group as a whole shares a similar definition.
Instead, we've got badwrongfunism forever enshrined in the DMG, and thus, if goal are met, a whole generation of D&D players that don't waste time on unfun stuff like talking to guards, exploring dungeon coorridors or managing "real" resources.