In that case it seems that the most important advice is thereTerraDave said:Over and over again. Lean how to say YES! to your players.
That also gets old.

In that case it seems that the most important advice is thereTerraDave said:Over and over again. Lean how to say YES! to your players.
That also gets old.
There is nothing wrong with a bit of positive reinforcement, especially for DMs who have had long years and experience at crafting carefully detailed, closely argued reasons to say no.TerraDave said:Over and over again. Lean how to say YES! to your players.
That also gets old.
Ironically, the word is present in the second sentence, the one about rations and encumbrance. Also, the intention is obvious is obvious.Doug McCrae said:How about "Talking with guards usually isn't fun."
That would be accurate, yes.Doug McCrae said:Which would mean this whole thread is an argument about the lack of one word in the DMG.
Doug McCrae said:How about "Talking with guards usually isn't fun."
Which would mean this whole thread is an argument about the lack of one word in the DMG.
Cadfan said:Simple. There's a GIANT DIFFERENCE between 1) forcing the players to talk to the guards at the gate in a perfunctory and ultimately pointless exercise, and 2) refusing to permit the PCs to talk to the guards at the gate even if they want to do so.
Bad DMing 1:
DM: The guards at the gate stop you. There are two, one tall, and one short. "Name and business?" the tall one asks.
PC: I am [blah blah blah]
...
30 seconds of conversation passes
...
DM: They wave you through the gate.
PC: We head to the tavern.
DM: You're early for your meeting with the Scarlet Scoundrel, so lets roleplay another mandatory conversation with a faceless NPC that isn't likely to matter ever again and about whom you don't care in the least! Act out your drink orders at the tavern bar. NOW!
Bad DMing 2:
DM: You arrive at the city, and the guards wave you through the gate after determining your name and business.
PC: I'd like to ask the guards about...
DM: NO! The DMG says you're not allowed to talk to guards! Its not fun and you're not allowed to do it! I know because I read books the same way Amelia Bedelia pitches tents! Move on!
Good DMing 1:
DM: You arrive at the city, and the guards wave you through the gate after determining your name and business. You head to the tavern where you agreed to meet the Scarlet Scoundrel.
Good DMing 2:
DM: You arrive at the city, and the guards wave you through the gate after determining your name and business. You head to...
PC 1: Actually, I'd like to ask the guards some questions before we go into this.
DM: Oh, sure.
PC 2: And I have some investigation I'd like to do as well before we meet this guy.
DM: Alright, go ahead. *makes notes and secretly starts a skill challenge*
What? Impossible! That would never happen in these game forums. [/sarcasm]Doug McCrae said:Which would mean this whole thread is an argument about the lack of one word in the DMG.
Reynard said:But an extremely important word.
More to the point, what gets my goat is that this little badwrongfun paragraph is an anomoly in what is otherwise a very DM empowering system. It isn't that I think, "Oh, noes, I'll never be able to run 4E my way!", or even "poor newbs will never understand the fun of tracking rations!" -- the problem is that the paragraph serves no useful purpose, is insulting to a particular play style, and would have been far better served reiterating and reenforcing the general "play to your players" tone of the introduction.
Reynard said: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.
CleverNickName said:What? Impossible! That would never happen in these game forums. [/sarcasm]
This is just one example of the DMG's poor writing style; I am sure you can find others if you wanted to. The book just doesn't read very well.