I don't see a conflict between "experience helps" and "the manual should be better at teaching new DMs." At least give the new folks enough information that they make their own mistakes instead of repeating ours out of ignorance.All you need to be a good DM is a model to work from, the opportunity to run a bunch, and the space to F- it up.
Exactly. This is why some advice on DMing was really good when I was younger. Anything Robin D. Laws wrote tended to be extremely helpful, for example, and Mike Pondsmith had some surprisingly salient stuff in Listen Up... (despite it also being a hilarious insight into a man running his own game VERY different from how you'd expect, let's just say Streets of Fire seemed to be more of a model for Mike's own game than Neuromancer, Hardwired, Bladerunner, or the like). You can genuinely help new DMs by giving them good advice on how to avoid mistakes and so on.At least give the new folks enough information that they make their own mistakes instead of repeating ours out of ignorance.
What does that even mean though?Oh I don't disagree that a good DMG will have useful info for a new DM. I am, however, skeptical, of how much it can actually "teach."
I would have used appropriately myself.And that text shouldn't be split across two pages and confusedly sitting next to the "madness" tables!
Most of those I see saying that they don't read it are long time DMs who recognize that the vast majority of the book is advice that they don't need, but which would be useful to new players who might not have considered all of the options.The OP throws a bunch of things from the DMG at the wall with presumption people don't know those things are in the DMG because people don't read the DMG. How can a book that people don't read be useful? Why don't people read it?
How would one know the book is mostly "advice that they don't need" without reading it?Most of those I see saying that they don't read it are long time DMs who recognize that the vast majority of the book is advice that they don't need, but which would be useful to new players who might not have considered all of the options.
I would bet that most new DMs read most of or all of it.
I think that's because it's the PHB that has the rules to play the game, not the DMG. The DMG is almost entirely advice on world building with sides of magic items, XP charts and optional rules.This is spot-on. The amount you have to dig to find stuff - even rules you know exist - is staggering. The DMG is a masterpiece of confounding and vexing arrangement. The PHB is not at all like that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.