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No Appendix N Equivalent?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9511508" data-attributes="member: 6790260"><p>...which is why I've said several times over that that would be just one entry among several. Have I messed up in communicating that? I don't understand how you can read any of what I wrote and get even the slightest notion that this is about entrenching any playstyle or preference.</p><p></p><p></p><p>Most of these wouldn't be for you. They wouldn't be for me, either. The point is to cast a wide net, not to make every entry a resounding hit. I care very, very much about reaching out to folks whose playstyle I don't share and including both rules and tools/advice that would be great for them and pointless for me. That's how we make a game that is <em>actually</em> big-tent, from a playstyle and gameplay-preference perspective. Well, that and inclusive language, diversity in art, getting more voices from more places, etc., but WotC is already making progress on those things.</p><p></p><p></p><p>Have you truly never thought, "I'd really like to do X, but I don't really have any good examples of how that works"? Because I have. I had to go scouring the internet, soliciting advice from dozens of people, hitting up legit actual authors and experts on the topic, in order to get enough background to where I felt I could capture the feel, the essence, of the particular campaign concept I wanted to express (in this case, "Arabian Nights"). Having a short chapter in the DMG that goes over how people can do that, <em>and then</em> gives explicit examples and <em>shows</em> how those examples contribute to the final result, would be a godsend for many fresh-faced, green DMs struggling even to get started.</p><p></p><p>Seriously. This would have been very, very useful for every single DM I have personally helped get started in the hobby. Showing people how to develop a campaign milieu or concept, giving examples of great works for various campaign premises that have been popular over the years (as noted, cosmic horror, post-apocalyptic, Age of Sail, etc.), and how one can leverage sources like that into developing one's own spin? That would be wonderful!</p><p></p><p></p><p>Correct, and useless. Which was the point. People who are just starting their DMing career need guidance. Those who already know what they're doing neither need nor care for such advice. "Do whatever you want! You're the DM!" was <em>the biggest problem</em> with the 5e DMG. It has tons of """advice""" that boils down to, "You can do X. Or yoou can <em>not</em> do X! You decide." Without giving even a whisper of explanation for WHY or, in several cases, even HOW.</p><p></p><p>A book purporting to <em>guide</em> Dungeon Masters should be an actual guide. Meaning, something for people who need guidance.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9511508, member: 6790260"] ...which is why I've said several times over that that would be just one entry among several. Have I messed up in communicating that? I don't understand how you can read any of what I wrote and get even the slightest notion that this is about entrenching any playstyle or preference. Most of these wouldn't be for you. They wouldn't be for me, either. The point is to cast a wide net, not to make every entry a resounding hit. I care very, very much about reaching out to folks whose playstyle I don't share and including both rules and tools/advice that would be great for them and pointless for me. That's how we make a game that is [I]actually[/I] big-tent, from a playstyle and gameplay-preference perspective. Well, that and inclusive language, diversity in art, getting more voices from more places, etc., but WotC is already making progress on those things. Have you truly never thought, "I'd really like to do X, but I don't really have any good examples of how that works"? Because I have. I had to go scouring the internet, soliciting advice from dozens of people, hitting up legit actual authors and experts on the topic, in order to get enough background to where I felt I could capture the feel, the essence, of the particular campaign concept I wanted to express (in this case, "Arabian Nights"). Having a short chapter in the DMG that goes over how people can do that, [I]and then[/I] gives explicit examples and [I]shows[/I] how those examples contribute to the final result, would be a godsend for many fresh-faced, green DMs struggling even to get started. Seriously. This would have been very, very useful for every single DM I have personally helped get started in the hobby. Showing people how to develop a campaign milieu or concept, giving examples of great works for various campaign premises that have been popular over the years (as noted, cosmic horror, post-apocalyptic, Age of Sail, etc.), and how one can leverage sources like that into developing one's own spin? That would be wonderful! Correct, and useless. Which was the point. People who are just starting their DMing career need guidance. Those who already know what they're doing neither need nor care for such advice. "Do whatever you want! You're the DM!" was [I]the biggest problem[/I] with the 5e DMG. It has tons of """advice""" that boils down to, "You can do X. Or yoou can [I]not[/I] do X! You decide." Without giving even a whisper of explanation for WHY or, in several cases, even HOW. A book purporting to [I]guide[/I] Dungeon Masters should be an actual guide. Meaning, something for people who need guidance. [/QUOTE]
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