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People don't read the 5E DMG for a reason
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<blockquote data-quote="delericho" data-source="post: 8860490" data-attributes="member: 22424"><p>IMO, yes. Lost Mine is actually a really good example to follow - it starts with a very basic dungeon crawl that a new DM can run cold, then expands to a base village (introducing the interaction pillar), then a larger wilderness area (with several quests and introducing the exploration pillar), before coming to a conclusion. And in that final part, once the DM has been exposed to all the key topics, it advises them to give the players "a map to an adventure of your own devising". It's a really good intro to running the game.</p><p></p><p></p><p></p><p>I'd pitch the DMG mostly (though not exclusively) to DMs of <em>middling </em>experience and expertise. So fill it with discussions of different types of players and DMs and different game styles. Provide detailed descriptions of different types of adventure (dungeon crawl, heist, mystery...), along with step-by-step tools and tutorials to help DMs reliably put together decent adventures of various types. (And do the same for encounters, campaigns, and settings.)</p><p></p><p>By and large, though, don't pitch your 300+ page book to newbie DMs (who'll be overwhelmed) or to hugely experience DMs (who "know it all" anyway, and almost certainly won't read it anyway).</p></blockquote><p></p>
[QUOTE="delericho, post: 8860490, member: 22424"] IMO, yes. Lost Mine is actually a really good example to follow - it starts with a very basic dungeon crawl that a new DM can run cold, then expands to a base village (introducing the interaction pillar), then a larger wilderness area (with several quests and introducing the exploration pillar), before coming to a conclusion. And in that final part, once the DM has been exposed to all the key topics, it advises them to give the players "a map to an adventure of your own devising". It's a really good intro to running the game. I'd pitch the DMG mostly (though not exclusively) to DMs of [I]middling [/I]experience and expertise. So fill it with discussions of different types of players and DMs and different game styles. Provide detailed descriptions of different types of adventure (dungeon crawl, heist, mystery...), along with step-by-step tools and tutorials to help DMs reliably put together decent adventures of various types. (And do the same for encounters, campaigns, and settings.) By and large, though, don't pitch your 300+ page book to newbie DMs (who'll be overwhelmed) or to hugely experience DMs (who "know it all" anyway, and almost certainly won't read it anyway). [/QUOTE]
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