Whizbang Dustyboots
100% that gnome
The reason: It's the weakest of the core books.
It doesn't spend a lot of time teaching how to be a DM, but instead has a bunch of world-building advice.
It has a bunch of setting information (the most planar info we've gotten in 5E to date), while trying to be a tool for every table.
It has a bunch of magic items, although it's not terribly well organized (why are the weapons mixed in with everything else -- are there DMs who are equally likely, as a rule, to toss in a +1 longsword or jug of alchemy into a treasure?) but not enough information on how they can be made or sold. (I do like the double-page spread of ways to flavor magic items; I've used that a ton.)
Spell-creation advice essentially comes down to "you'll figure it out, champ," while the monster-building and player character species-building advice feels like it was created long before the math of 5E was finalized and isn't terribly helpful.
If 5E is supposed to be someone's first RPG, or even just their first game mastering experience, the DMG isn't the book for them to start with. (Return of the Lazy Dungeon Master is better, but even that is meant for an already experienced DM looking to detox a bit.) But it should be, since it's the resource new DMs are most likely to have.
The irony is that WotC's 4E DMGs were widely respected and looked back fondly upon. Surely some of that text could have been lifted wholesale, or made the model for what to put in the 5E DMG.
Here's hoping that the 1D&D DMG is recalibrated to be more than a resource for existing DMs (honestly, it reads like a bunch of Dragon articles, rather than a cohesive work, to me), but to actually be the textbook for new ones as well.
It doesn't spend a lot of time teaching how to be a DM, but instead has a bunch of world-building advice.
It has a bunch of setting information (the most planar info we've gotten in 5E to date), while trying to be a tool for every table.
It has a bunch of magic items, although it's not terribly well organized (why are the weapons mixed in with everything else -- are there DMs who are equally likely, as a rule, to toss in a +1 longsword or jug of alchemy into a treasure?) but not enough information on how they can be made or sold. (I do like the double-page spread of ways to flavor magic items; I've used that a ton.)
Spell-creation advice essentially comes down to "you'll figure it out, champ," while the monster-building and player character species-building advice feels like it was created long before the math of 5E was finalized and isn't terribly helpful.
If 5E is supposed to be someone's first RPG, or even just their first game mastering experience, the DMG isn't the book for them to start with. (Return of the Lazy Dungeon Master is better, but even that is meant for an already experienced DM looking to detox a bit.) But it should be, since it's the resource new DMs are most likely to have.
The irony is that WotC's 4E DMGs were widely respected and looked back fondly upon. Surely some of that text could have been lifted wholesale, or made the model for what to put in the 5E DMG.
Here's hoping that the 1D&D DMG is recalibrated to be more than a resource for existing DMs (honestly, it reads like a bunch of Dragon articles, rather than a cohesive work, to me), but to actually be the textbook for new ones as well.