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General Tabletop Discussion
*Dungeons & Dragons
"I have Experienced What I'd Call 'DM Burnout'" (a poll)
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<blockquote data-quote="iserith" data-source="post: 8722845" data-attributes="member: 97077"><p>I'm not sure I understand this bit. Do you mean perhaps that you change things and the players don't know that you did or ignore it? For example, dragonborn are not a thing in your world, but players are clamoring to create dragonborn anyway? Or like you're using Greyhawk gods but they want to suddenly be clerics of Ilmater or whatever?</p><p></p><p></p><p></p><p>The DMG could do better on telling people how to prep. There are also a lot of tools online that DMs can use to make things quicker. I'm not sure whether that's the best thing to publish in something like a DMG though as those tools' availability may change over time. Certainly encouraging DMs to look for things online would be useful. Some more guidance on creating sandboxes and using tables to generate content would also be good. It has some of that in the DMG, but it's not obvious how to pull it together in a way that's going to work easily. I just put together an island-hopping hexcrawl using the Saltmarsh ship rules and overland travel and it's really tight and easy to manage. It will generate content for over a year easily. And I'm not even planning on running it for my group. I just wanted to do it.</p><p></p><p>I don't find the rules all that fiddly, but then I've been playing for 7 or 8 years now so maybe that's just faded to the background for me. I also don't really pay attention to the players' sheets. That's on them to manage. I have a general sense of when something doesn't seem right for this edition and ask occasionally if I'm not sure if something the player did was rules legal. Other than that, I don't see this as much in the way of overhead.</p></blockquote><p></p>
[QUOTE="iserith, post: 8722845, member: 97077"] I'm not sure I understand this bit. Do you mean perhaps that you change things and the players don't know that you did or ignore it? For example, dragonborn are not a thing in your world, but players are clamoring to create dragonborn anyway? Or like you're using Greyhawk gods but they want to suddenly be clerics of Ilmater or whatever? The DMG could do better on telling people how to prep. There are also a lot of tools online that DMs can use to make things quicker. I'm not sure whether that's the best thing to publish in something like a DMG though as those tools' availability may change over time. Certainly encouraging DMs to look for things online would be useful. Some more guidance on creating sandboxes and using tables to generate content would also be good. It has some of that in the DMG, but it's not obvious how to pull it together in a way that's going to work easily. I just put together an island-hopping hexcrawl using the Saltmarsh ship rules and overland travel and it's really tight and easy to manage. It will generate content for over a year easily. And I'm not even planning on running it for my group. I just wanted to do it. I don't find the rules all that fiddly, but then I've been playing for 7 or 8 years now so maybe that's just faded to the background for me. I also don't really pay attention to the players' sheets. That's on them to manage. I have a general sense of when something doesn't seem right for this edition and ask occasionally if I'm not sure if something the player did was rules legal. Other than that, I don't see this as much in the way of overhead. [/QUOTE]
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"I have Experienced What I'd Call 'DM Burnout'" (a poll)
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