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In Search Of: The 5e Dungeon Master's Guide
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<blockquote data-quote="pointofyou" data-source="post: 8793138" data-attributes="member: 7037848"><p>There are a few specific things I want.</p><p></p><p>I want the book to be laid out and organized so actual people can actually read and use it. An actual functional index would be revelatory.</p><p></p><p>I want a basic explanation of what people usually expect from the game as players. This might need some granularity and some acknowledgment that people sometimes want and expect different things. It should probably include some specific advice for meeting those expectations.</p><p></p><p>I want some specific commentary on why a DM would run one way as opposed to another. This doesn't need to be judgmental but rather than just telling the new DM they can run in these ways it seems useful to explain at least some of why people run those ways.</p><p></p><p>I want the effects of and reasoning behind optional rules explained. I'd strongly prefer for those optional rules to have actual thought put into them and I'd strongly prefer for the explanations I want to actually reflect the effects of the optional rules on play.</p><p></p><p>I want instruction on worldbuilding to focus on getting the most play out of the least work and getting quickly to play. It's fine to work out complicated geography and functional calendars but I do not believe those things are exactly necessary to start play. Telling new DMs to figure out some broad strokes of the setting then some specifics of where play starts then fill things in as needed would be nice. An example of doing so with thought processes explained would be superb.</p></blockquote><p></p>
[QUOTE="pointofyou, post: 8793138, member: 7037848"] There are a few specific things I want. I want the book to be laid out and organized so actual people can actually read and use it. An actual functional index would be revelatory. I want a basic explanation of what people usually expect from the game as players. This might need some granularity and some acknowledgment that people sometimes want and expect different things. It should probably include some specific advice for meeting those expectations. I want some specific commentary on why a DM would run one way as opposed to another. This doesn't need to be judgmental but rather than just telling the new DM they can run in these ways it seems useful to explain at least some of why people run those ways. I want the effects of and reasoning behind optional rules explained. I'd strongly prefer for those optional rules to have actual thought put into them and I'd strongly prefer for the explanations I want to actually reflect the effects of the optional rules on play. I want instruction on worldbuilding to focus on getting the most play out of the least work and getting quickly to play. It's fine to work out complicated geography and functional calendars but I do not believe those things are exactly necessary to start play. Telling new DMs to figure out some broad strokes of the setting then some specifics of where play starts then fill things in as needed would be nice. An example of doing so with thought processes explained would be superb. [/QUOTE]
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