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In Search Of: The 5e Dungeon Master's Guide
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<blockquote data-quote="FrogReaver" data-source="post: 8795310" data-attributes="member: 6795602"><p>In Chapter 5, there are about 6 pages devoted to Dungeons. There are about 14 pages on Wilderness right after. There is nothing specifically on urban. Not sure what you mean by social adventure design. There is a decent sized section on creating NPC's. There's multiple pages devoted to talking through social interaction.</p><p></p><p>There's a page on playstyle (and I agree that while it's a good writeup it's lacking quite a bit of things I would have thought would be mentioned - as an example it doesn't even mention sandbox vs 'linear' adventure). 4 pages on various genres. </p><p></p><p>We can debate some about the specifics of the content that is there but for the most part the things that keep getting brought up are covered. They may not be covered to someones particular liking, but they are covered.</p><p></p><p></p><p>Assuming you are right on the starter sets. I've never delved into those. But it seems to me that if the starter set teaches you how to run that adventure, then the DMG provides you the tools to build your own adventures that you then can run. That's it's primary purpose and I think it does a solid job there (nothing is perfect).</p><p></p><p></p><p>I think in practice you'll find it difficult to say much about those playstyles without prescribing particulars to them that don't really fit for all players of that style. IMO, the best they can do without prescription is end up with more things some describe as meaningless platitudes.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8795310, member: 6795602"] In Chapter 5, there are about 6 pages devoted to Dungeons. There are about 14 pages on Wilderness right after. There is nothing specifically on urban. Not sure what you mean by social adventure design. There is a decent sized section on creating NPC's. There's multiple pages devoted to talking through social interaction. There's a page on playstyle (and I agree that while it's a good writeup it's lacking quite a bit of things I would have thought would be mentioned - as an example it doesn't even mention sandbox vs 'linear' adventure). 4 pages on various genres. We can debate some about the specifics of the content that is there but for the most part the things that keep getting brought up are covered. They may not be covered to someones particular liking, but they are covered. Assuming you are right on the starter sets. I've never delved into those. But it seems to me that if the starter set teaches you how to run that adventure, then the DMG provides you the tools to build your own adventures that you then can run. That's it's primary purpose and I think it does a solid job there (nothing is perfect). I think in practice you'll find it difficult to say much about those playstyles without prescribing particulars to them that don't really fit for all players of that style. IMO, the best they can do without prescription is end up with more things some describe as meaningless platitudes. [/QUOTE]
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