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*Pathfinder & Starfinder
Mike Mearls comments on design
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<blockquote data-quote="Hussar" data-source="post: 3925754" data-attributes="member: 22779"><p>I agree to a point.</p><p></p><p>However, in 3e, you don't even get cake mix. You get handed a bunch of ingredients and told to make a cake. Never mind that you've possibly never seen a cake and have no idea what it should look like. </p><p></p><p>Ok, cake is a bad analogy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>You get the point though, I think. Without an explicit example of doing a campaign right, how can a new DM be expected not to make all the same mistakes that we did? Railroading, disorganization, burnout - all of these things are the result of learning on the job. Why not hand a new DM a paint by numbers picture and tell him the reasons for picking those particular colors?</p><p></p><p>In the past, the DMG has been very, VERY light on any sort of advice on how to develop a campaign. Lots on how to make an adventure. A fair bit on how to make a world. But, very little on how to hang it all together. And, next to nothing on how to avoid the rather numerous pitfalls of DMing. Heck, the Wolfgang Baur article on the Wizards site a while back on how to design a dungeon is some of the best advice I've seen in years. THAT'S what should be in the DMG.</p><p></p><p>I guess I'm coming from the point of view that we've tried for years to hand new DM's the tools without taking the time to show them what the end product can look like. For example, Keep on the Borderlands states that DM's should fill in the blanks but gives pretty much no guidance as to how to fill in those blanks. It's assumes that new DM's will figure it out.</p><p></p><p>There is another approach. Come from the finished product, deconstruct it down the its basic components and then hand it to the new DM.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3925754, member: 22779"] I agree to a point. However, in 3e, you don't even get cake mix. You get handed a bunch of ingredients and told to make a cake. Never mind that you've possibly never seen a cake and have no idea what it should look like. Ok, cake is a bad analogy. ;) You get the point though, I think. Without an explicit example of doing a campaign right, how can a new DM be expected not to make all the same mistakes that we did? Railroading, disorganization, burnout - all of these things are the result of learning on the job. Why not hand a new DM a paint by numbers picture and tell him the reasons for picking those particular colors? In the past, the DMG has been very, VERY light on any sort of advice on how to develop a campaign. Lots on how to make an adventure. A fair bit on how to make a world. But, very little on how to hang it all together. And, next to nothing on how to avoid the rather numerous pitfalls of DMing. Heck, the Wolfgang Baur article on the Wizards site a while back on how to design a dungeon is some of the best advice I've seen in years. THAT'S what should be in the DMG. I guess I'm coming from the point of view that we've tried for years to hand new DM's the tools without taking the time to show them what the end product can look like. For example, Keep on the Borderlands states that DM's should fill in the blanks but gives pretty much no guidance as to how to fill in those blanks. It's assumes that new DM's will figure it out. There is another approach. Come from the finished product, deconstruct it down the its basic components and then hand it to the new DM. [/QUOTE]
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