D&D 5E In Search Of: The 5e Dungeon Master's Guide


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How would one know the book is mostly "advice that they don't need" without reading it?
I saw that with a glance through the book. I flipped through and saw that it was just teaching world building for the most part, then skipped to the portions on XP, magic items and optional rules, since those were all that I needed out of the book.
Before I ever ran 5e I read the DMG primarily because I was expecting it to be helpful. I was of course gravely disappointed.
How long have you been playing D&D?
 


That's how it's presented, but the DMG does have a ton of rules and/or rules guidance and strong suggestions (which the game assumes you'll be using) that often get overlooked because they're buried amongst all this other junk.
Some. I don't think I'd say a ton. I can't remember the last time I opened it to look at anything other than the XP charts and treasure.
 

I saw that with a glance through the book. I flipped through and saw that it was just teaching world building for the most part, then skipped to the portions on XP, magic items and optional rules, since those were all that I needed out of the book.

How long have you been playing D&D?
If it had started with Running the Game, how much would you have skipped?

I've been playing D&D since 1983.
 

My feeling from places like the dndnext reddit is that they do not, but not because they're twits or something, just because the 5E DMG is such a damn mess.
I'm not going to argue with you, since I'm just guessing based on what I would do were I a new DM. I'm too smart? afraid? to go near places like reddit and the like. ;)
 

If it had started with Running the Game, how much would you have skipped?

I've been playing D&D since 1983.
Same. Which is why it isn't very helpful. I really is almost entirely advice on worldbuilding, which you and I have long since mastered. Really, the DMG(minus the disorganization) is the beginners book.

Edit: I would have skipped most of it still. I know how to run a game.
 

You are exceptional in my eyes because most people I have gamed with, are not reading through nearly 900 pages of material to play a game... Much of D&D's marketing material, intros, advice, etc. make it point to stress you don't need to read all of that to play because they know it would kill the game.

I don’t think anyone’s saying that the books need to be read in their entirety before playing. I mean, all this stuff happens in phases. People aren’t noobs one day and then veteran DMs after running Lost Mines of Phandelver.



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.

Every tool that’s available. Other players and GMs, videos, actual plays. The books themselves.
 

I'd be interested to hear from anyone that started DMing with the 5E DMG alone as to how they found it.

Personally I find first time DM's I've played with in 5E to be much better than when I started playing back in the late 80's. I think this has more to do with being in our mid to late teens back then, compared to these days where I've played with new DM's in their 20's, 30's and 40's. But I'm sure there are a number of factors.
 

Same. Which is why it isn't very helpful. I really is almost entirely advice on worldbuilding, which you and I have long since mastered. Really, the DMG(minus the disorganization) is the beginners book.

Edit: I would have skipped most of it still. I know how to run a game.
It must be nice to be so familiar with a game you haven't run before.
 

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