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Is the DM the most important person at the table
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<blockquote data-quote="Hussar" data-source="post: 7922130" data-attributes="member: 22779"><p>Different editions approach things differently though. AD&D is extremely opaque from a new gamers POV. To the point where people who have been playing the game for years can still be surprised by hidden rules buries somewhere behind the mountain of Gygaxian prose. </p><p></p><p>OTOH, if we look at the 4e DMG, probably the most directly useful DMG in D&D history to teach someone how to run a game (not how to run every game, or how to run the perfect game, but, how to run A game) people absolutely lost their minds over the advice that was being given because it was "telling us how to run our games". </p><p></p><p>Imagine trying to walk into 3.5 edition, cold, with no gaming experience whatsoever, and trying to run games. There's a reason the hobby stagnated so badly for so long, not attracting any new members. 4e made a decent attempt at trying to bring in new blood, but, it was mired so badly behind an extremely strong negative reaction to the way the material was presented and some blindingly bad marketing decisions. 5e, OTOH, has managed to leapfrog over those mistakes, avoiding all of 4e's missteps, while still presenting D&D in the most easily consumable form the game has ever had. The yearly release of Adventure Paths has been a fantastic way to create new GM's.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7922130, member: 22779"] Different editions approach things differently though. AD&D is extremely opaque from a new gamers POV. To the point where people who have been playing the game for years can still be surprised by hidden rules buries somewhere behind the mountain of Gygaxian prose. OTOH, if we look at the 4e DMG, probably the most directly useful DMG in D&D history to teach someone how to run a game (not how to run every game, or how to run the perfect game, but, how to run A game) people absolutely lost their minds over the advice that was being given because it was "telling us how to run our games". Imagine trying to walk into 3.5 edition, cold, with no gaming experience whatsoever, and trying to run games. There's a reason the hobby stagnated so badly for so long, not attracting any new members. 4e made a decent attempt at trying to bring in new blood, but, it was mired so badly behind an extremely strong negative reaction to the way the material was presented and some blindingly bad marketing decisions. 5e, OTOH, has managed to leapfrog over those mistakes, avoiding all of 4e's missteps, while still presenting D&D in the most easily consumable form the game has ever had. The yearly release of Adventure Paths has been a fantastic way to create new GM's. [/QUOTE]
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