Jeff Carlsen
Adventurer
First, I think the 4e DMG and DMG 2 are a good launching point. The discussion of Player types is good, and dovetails nicely into play styles. But I agree that a large section of the book should go into understanding the intent of specific mechanics, how to modify the game to achieve a particular playstyle, and guidance for understanding the implications of various changes.
It should have a wide variety of example campaigns, including the modifications used.
I also think that it would be of benefit to have a portion of the book simply be short essays that cover anything from problem players to adventure inspiration.
I'm also not sure it should launch with the game. I mean, sure, the most basic DM advice should be in the core product, but I think the developers might want to take some time, engage their audience online, and build the DMG in response to what DMs are actually needing. Or at least put the DMG through a playtest process similar to the rules.
It should have a wide variety of example campaigns, including the modifications used.
I also think that it would be of benefit to have a portion of the book simply be short essays that cover anything from problem players to adventure inspiration.
I'm also not sure it should launch with the game. I mean, sure, the most basic DM advice should be in the core product, but I think the developers might want to take some time, engage their audience online, and build the DMG in response to what DMs are actually needing. Or at least put the DMG through a playtest process similar to the rules.