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In Search Of: The 5e Dungeon Master's Guide
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<blockquote data-quote="hawkeyefan" data-source="post: 8802178" data-attributes="member: 6785785"><p>Yup, this is a big part of what I’m saying. </p><p></p><p>The issue is that “play style”, despite the book offering two examples, generally just means “the collection of processes and rules that I prefer”. </p><p></p><p>And while I believe that such preferences can be collected under loosely defined headers, many find that idea off-putting. </p><p></p><p>I think it’d be good for D&D to actually categorize the styles of play that they expect are likely with the 5e rules, and how to achieve those styles. They can use the obligatory caveat (in bold and italics early on): “These styles are not universal, and are in no way meant to impugn any particular mode of play, but are instead used to make communication possible.”</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8802178, member: 6785785"] Yup, this is a big part of what I’m saying. The issue is that “play style”, despite the book offering two examples, generally just means “the collection of processes and rules that I prefer”. And while I believe that such preferences can be collected under loosely defined headers, many find that idea off-putting. I think it’d be good for D&D to actually categorize the styles of play that they expect are likely with the 5e rules, and how to achieve those styles. They can use the obligatory caveat (in bold and italics early on): “These styles are not universal, and are in no way meant to impugn any particular mode of play, but are instead used to make communication possible.” [/QUOTE]
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In Search Of: The 5e Dungeon Master's Guide
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