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In Search Of: The 5e Dungeon Master's Guide
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<blockquote data-quote="Alby87" data-source="post: 8795359" data-attributes="member: 7031244"><p>I think that the heart of the debate is that the Starter Set and Essentials Kit are like a demo of D&D, and not a standalone version of it. In all the three products (Both Starter Sets and the Essentials Kit) there is an adventure with some "advice" to the DM, but not a guide on how to be one. For me, the right division of kits should be:</p><p>1) For new players and new DMs: Tutorial style game play, maybe even a choose your path like the Red Box from BECMI or Essentials: premade characters, and a very module with a lot of reminders on how to do something and guide new DMs, railroady but with reminders that more advanced game can go on different directions. This should be the starting guide for new players and DMs</p><p></p><p>2) A little more advanced players: Essentials Kit: now the game is a bit more advanced: players know enough of basic gameplay to understand the choices to be made when creating a new character, and a DM can understand the game enough to be guided by a module like B1 or B2 to create new dungeons, using a small selection of monsters and some uncommon magic item. Giving a small rewritable map, dices, condition and initiative cards, and DM screen tells you the kit is helping you growing in the game. </p><p></p><p>Now with both boxes you have a sized down game, that you can combine to create small adventures, with a selection of classes and low levels.</p><p></p><p>3) What to up the game? Time for the core rules! Players will have a lot more choices, the complete rules, feats and spells. The DM will find in the guide a lot of advices and tables to continue building bigger dungeons (more traps examples), bigger settlements (up to cities), and adding subsystem like Wilderness, Domain management and so on!</p><p>Experienced players from previous edition can buy just the core and have everything, without not necessary tutorials. New players will be guided to how to start to play without having to pay upfront the core books or being not sure how to do after the end of the starting set.</p></blockquote><p></p>
[QUOTE="Alby87, post: 8795359, member: 7031244"] I think that the heart of the debate is that the Starter Set and Essentials Kit are like a demo of D&D, and not a standalone version of it. In all the three products (Both Starter Sets and the Essentials Kit) there is an adventure with some "advice" to the DM, but not a guide on how to be one. For me, the right division of kits should be: 1) For new players and new DMs: Tutorial style game play, maybe even a choose your path like the Red Box from BECMI or Essentials: premade characters, and a very module with a lot of reminders on how to do something and guide new DMs, railroady but with reminders that more advanced game can go on different directions. This should be the starting guide for new players and DMs 2) A little more advanced players: Essentials Kit: now the game is a bit more advanced: players know enough of basic gameplay to understand the choices to be made when creating a new character, and a DM can understand the game enough to be guided by a module like B1 or B2 to create new dungeons, using a small selection of monsters and some uncommon magic item. Giving a small rewritable map, dices, condition and initiative cards, and DM screen tells you the kit is helping you growing in the game. Now with both boxes you have a sized down game, that you can combine to create small adventures, with a selection of classes and low levels. 3) What to up the game? Time for the core rules! Players will have a lot more choices, the complete rules, feats and spells. The DM will find in the guide a lot of advices and tables to continue building bigger dungeons (more traps examples), bigger settlements (up to cities), and adding subsystem like Wilderness, Domain management and so on! Experienced players from previous edition can buy just the core and have everything, without not necessary tutorials. New players will be guided to how to start to play without having to pay upfront the core books or being not sure how to do after the end of the starting set. [/QUOTE]
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