AbdulAlhazred
Legend
Maybe one day. I have a policy of not spending money on books for games I'm not going to run...
Ah, the 1st Edition DMG. I have actually been reading the 1st Edition books for the first time this year, and finished the DMG last weekend. And I was shocked at how poor it actually is - badly organised, full of tedious minutae in many places, quite confusing at times (I read the initiative rules three times, and still don't understand them), and so on... (Which is probably heretical, I know...)
Not heretical at all. Now you know why many of us old time D&Ders think 4e is darn good! Read the 1e PHB sometime as well. In a way it is a great book, and in a way it will make your eyes roll, lol. (and of course if you were to read the original 1974 'beige box' D&D your head would probably actually explode).
However, where the 1st Ed DMG excels is in the appendices, with all that material on building dungeons, stocking dungeons... and the little flavour bits, such as the dungeon trappings, the medicinal uses for herbs, the inspirational reading...
There are a lot of little parts of the 1e DMG that are really useful. I still use it as a reference source for oddball things. It had a lot of great lists and some useful little niche subsystems. Mostly what it lacked was a sort of 'unity', it was a lot of little articles on this and that. Gary was more of a detail guy and less of a big picture guy, at least in writing style. The tone of the game OTOH is quite consistent. I really haven't run into any other writers quite like him.
The 2nd Edition DMG is a sad joke. Fortunately, they went some way towards fixing that with the "Campaign Sourcebook and Catacomb Guide". Even so, I don't think they ever actually explained how to build an adventure.
I seem to remember the 2e DMG/PHB as rather bland in tone compared to the style of 1e. It was a better organized book and the rules were more comprehensible than 1e, but the actual writing just never grabbed me at all. It didn't help that the physical quality of the books was to put it politely utter garbage. My 1st printing 1e DMG and PHB are still in fine shape and could survive another 10 years of heavy use. The 2e books spines broke on maybe the 4th day. So maybe that colored my opinion of 2e a bit.
The 3e DMG contains much of the solid stuff from the 1st Ed DMG, and is considerably better organised. Sadly, it spends so much time on dungeon trappings and the like that it's really dull. Plus, it doesn't actually say much about running the game - that wouldn't come until the DMG2.
So, yeah, the 4e DMG1 doesn't actually fare too badly in the comparison.
It's missing two key things:
1) An in-depth, step-by-step tutorial for building the first adventure.
2) An in-depth, step-by-step tutorial for running the first adventure.
The material is there, but it's spread out, and buried in a 224-page book. If you give that to a kid looking to start running games, he'll respond "TL;DR", and just wing it. And then, when it all goes horribly wrong, he'll give up and play WoW instead.
Perhaps. I'm not sure. I remember being thrilled to get the 1e DMG at that age. Honestly I didn't stop to take the time to actually READ it, lol. At least not right away. In some ways the 'snippet' style that it used was good because you could find the little paragraph article on just what you wanted and each one was highly focused. The 4e DMG OTOH (and honestly all post-Gygax RPG material I read) seems vastly more verbose, but more plain readable. I think I'm so far from being a beginner I can't even measure things on that scale anymore.
I would advocate splitting the DMG into two sections. The main section should provide the two tutorials right at the start (with Kobold Hall or equivalent used as the example for the first tutorial, then presented in full immediately thereafter), then continuing with an ongoing tutorial for the DM on continuing the adventures, building a short campaign, then a longer campaign, the basics of a setting, and so on.
The second section, the appendices, should provide all the crunch. Put it all together at the back of the book, so the experienced DM can ignore the tutorials and still find what he needs easily. That's if we need to have the crunch at all.
Oh, I think there is some crunch in there that does certainly belong. Monster design guidelines and such. The crunchy crunch.
No doubt. I come from a family of educators (while being the rebel of the family; I went into software engineering), so I have fairly strong opinions on how training materials should be presented. And, IMO, the DMG1 very definitely should be training materials.
That does sound really quite good. Maybe I will pick up a copy...
There definitely should be a book that explains things in an educational way, and it should be the first one that a potential DM gets hold of, so 'DMG' is probably the best name for it. I think DMG2 feels a bit like a hybrid between the old 1e DMG and the 4e DMG. Lots of pretty focused little articles, but focused and organized more in the 4e style.