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General Tabletop Discussion
*Dungeons & Dragons
How to be a Not-Terrible DM: Thoughts on the Upcoming DMG
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9430860"><p>Honestly the DMG, even in editions I don't like, is like the thing I would complain about the least. I do think 2E kind of made things hard by shifting a good portion of the book to the Campaign sourcebook and Catacomb Guide (which ended up being great but it was a little confusing trying to work off that first DMG). Still the DMG itself had all kinds of useful stuff. The D&D DMG is really more about the tables, the tools, magic items, NPC types, world building widgets, etc. There are bags of goodies in there that make running the game so much easier and so much more fun. The advice I think is mostly there for new people (unless they are trying to highlight something significant to the game or a particular edition, for example having a section on dungeon ecologies). I think it is very hard to give overly proscriptive advice in D&D because every table approaches the game differently so they are better off trying to give an overview of approaches and sticking to nut and bolt details on prep like how to map, approaches to planning out adventures, types of adventures, etc).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9430860"] Honestly the DMG, even in editions I don't like, is like the thing I would complain about the least. I do think 2E kind of made things hard by shifting a good portion of the book to the Campaign sourcebook and Catacomb Guide (which ended up being great but it was a little confusing trying to work off that first DMG). Still the DMG itself had all kinds of useful stuff. The D&D DMG is really more about the tables, the tools, magic items, NPC types, world building widgets, etc. There are bags of goodies in there that make running the game so much easier and so much more fun. The advice I think is mostly there for new people (unless they are trying to highlight something significant to the game or a particular edition, for example having a section on dungeon ecologies). I think it is very hard to give overly proscriptive advice in D&D because every table approaches the game differently so they are better off trying to give an overview of approaches and sticking to nut and bolt details on prep like how to map, approaches to planning out adventures, types of adventures, etc). [/QUOTE]
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How to be a Not-Terrible DM: Thoughts on the Upcoming DMG
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