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Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="Remathilis" data-source="post: 9358058" data-attributes="member: 7635"><p>Why should it bother with any of that. D&D is not GURPs, no matter how you wish it to be. D&D settings should teach D&D assumptions: all twelve PHB classes, the majority if not all the races, all the spells and magic items in the core, and all the Monsters in the Monster Manual. A first time DM should learn how to run the default assumption before they try to twist genes or muck around with class or magic assumptions. </p><p></p><p>No beginner DM should be trying to make Dark Sun. The DMG is not the place to try to go that far askew. It is sufficient enough to teach a starting DM how to create a map, some countries, a few cities and towns, basic background like deities and calendars, and some starter adventures. </p><p></p><p>You teach not by dropping a new DM into 300 options and telling them to go wild, you teach by starting them with the core assumptions and when they want, let them expand.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9358058, member: 7635"] Why should it bother with any of that. D&D is not GURPs, no matter how you wish it to be. D&D settings should teach D&D assumptions: all twelve PHB classes, the majority if not all the races, all the spells and magic items in the core, and all the Monsters in the Monster Manual. A first time DM should learn how to run the default assumption before they try to twist genes or muck around with class or magic assumptions. No beginner DM should be trying to make Dark Sun. The DMG is not the place to try to go that far askew. It is sufficient enough to teach a starting DM how to create a map, some countries, a few cities and towns, basic background like deities and calendars, and some starter adventures. You teach not by dropping a new DM into 300 options and telling them to go wild, you teach by starting them with the core assumptions and when they want, let them expand. [/QUOTE]
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Greyhawk Confirmed. Tell Me Why.
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