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In Search Of: The 5e Dungeon Master's Guide
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<blockquote data-quote="hawkeyefan" data-source="post: 8803269" data-attributes="member: 6785785"><p>I don't see why following the rules is bad. I think there was still plenty of ways to shift things a bit, but certainly not the leeway that 5E gives. </p><p></p><p></p><p></p><p></p><p>What does "style" mean here to you? </p><p></p><p></p><p></p><p>Apologies, I included a "don't" where I should not have. I've edited. </p><p></p><p>I think keeping those reminders in is good for 5e and I've been saying that all along. </p><p></p><p></p><p></p><p>No, I'm repeatedly reminded how "The DM is in charge of the game, not the rules" so I think I'm aware. I just know that people are going to do that no matter what, and I'm don't think it should be a primary concern for writing the DMG. </p><p></p><p></p><p></p><p>I'm advocating for more specific advice about running the game. </p><p></p><p>What I'd like to see is not advocacy for one mode or means of play over others. What I'd like to see is some specificity about how to actually GM a game and a campaign, and how to use different methods for different reasons. Instead of writing the book in such a broad way that anyone already familiar will fill in the blanks with what they already know, I'd like them to talk about how to bring about those things. </p><p></p><p>Again, what I'm describing wouldn't do what you seem concerned it will.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8803269, member: 6785785"] I don't see why following the rules is bad. I think there was still plenty of ways to shift things a bit, but certainly not the leeway that 5E gives. What does "style" mean here to you? Apologies, I included a "don't" where I should not have. I've edited. I think keeping those reminders in is good for 5e and I've been saying that all along. No, I'm repeatedly reminded how "The DM is in charge of the game, not the rules" so I think I'm aware. I just know that people are going to do that no matter what, and I'm don't think it should be a primary concern for writing the DMG. I'm advocating for more specific advice about running the game. What I'd like to see is not advocacy for one mode or means of play over others. What I'd like to see is some specificity about how to actually GM a game and a campaign, and how to use different methods for different reasons. Instead of writing the book in such a broad way that anyone already familiar will fill in the blanks with what they already know, I'd like them to talk about how to bring about those things. Again, what I'm describing wouldn't do what you seem concerned it will. [/QUOTE]
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