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Is the DM the most important person at the table
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<blockquote data-quote="prabe" data-source="post: 7934092" data-attributes="member: 7016699"><p>Yeah. There's really not much need for more than the area surrounding where the campaign begins, at least at first. Holds true for published stuff and for homebrew. I think it'd be good for someone (probably not WotC, given the publishing schedule they're sticking to) to publish a guide for new DMs on creating and running settings. Maybe it exists somewhere, or maybe something for another game might serve, though the latter really doesn't seem as useful to me as it might, because I'm thinking about all these people coming to the game without past game experience and little-to-no experience in system conversion.</p><p></p><p></p><p></p><p>Agreed. I sometimes buy setting books, if they have enough crunchy bits (character items, magic, items) that I feel it's worth my money.</p><p></p><p></p><p></p><p>Yup. Listen to your players. They'll tell you what's working, and what they enjoy, and what they want to see, all without really meaning to.</p><p></p><p></p><p></p><p>Yeah, that's pretty much how I do it. If everyone needs to save, I announce the DC. Just seems to streamline play some (unless I don't want them to know they didn't save, of course).</p><p></p><p></p><p></p><p>If someone is trying to decide between two things, the procedure is easy: Flip a coin; whatever you find yourself rooting for, do; if you don't find yourself rooting for anything, go with what the coin says.</p><p></p><p></p><p></p><p>I really GMing in-session, and I really enjoy the prep, because it's a more solitary creative endeavor (though I'm more about words than visuals, can't draw or anything to save my life). And these days I have a lot of time. So, it's kinda an all-around win. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p>[/QUOTE]</p>
[QUOTE="prabe, post: 7934092, member: 7016699"] Yeah. There's really not much need for more than the area surrounding where the campaign begins, at least at first. Holds true for published stuff and for homebrew. I think it'd be good for someone (probably not WotC, given the publishing schedule they're sticking to) to publish a guide for new DMs on creating and running settings. Maybe it exists somewhere, or maybe something for another game might serve, though the latter really doesn't seem as useful to me as it might, because I'm thinking about all these people coming to the game without past game experience and little-to-no experience in system conversion. Agreed. I sometimes buy setting books, if they have enough crunchy bits (character items, magic, items) that I feel it's worth my money. Yup. Listen to your players. They'll tell you what's working, and what they enjoy, and what they want to see, all without really meaning to. Yeah, that's pretty much how I do it. If everyone needs to save, I announce the DC. Just seems to streamline play some (unless I don't want them to know they didn't save, of course). If someone is trying to decide between two things, the procedure is easy: Flip a coin; whatever you find yourself rooting for, do; if you don't find yourself rooting for anything, go with what the coin says. I really GMing in-session, and I really enjoy the prep, because it's a more solitary creative endeavor (though I'm more about words than visuals, can't draw or anything to save my life). And these days I have a lot of time. So, it's kinda an all-around win. :)[/QUOTE] [/QUOTE]
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