MichaelSomething
Legend
All hail the Matt Mercer effect! May it form the style of countless DMs to come!
Some people seem think Matt Mercer did something radical, but Critical Role just play D&D the way we have been doing since the 1980s (just with better acting).All hail the Matt Mercer effect! May it form the style of countless DMs to come!
The DMG has about ten times too many pages for onboarding new DMs.My point throughout has been that there's no reason the DMG can't be written in a way that works better for new DMs and that it should be written thus.
The biggest barrier to entry is overcoming the misconception that D&D is difficult.Here's some relevant content from another site...
I can't speak for the starter sets, but the DMG is probably the worst DMG for new DMs in the entire history of AD&D/WotC D&D. Certainly relative to the era it is.How many people starting D&D have never actually seen it being played either in person or on a stream? It's not like people live in a cave only to stumble upon the holy books.
I don't think starter kits will work for everyone but they're the best we can do. Seriously, expecting one tool to work for every possible situation (unless that tool is a sonic screwdriver of course) is always going to end in disappointment. That's why they're experimenting with other things like a sample encounter with associated video for example. Give people different options.
But the number available at people's fingertips for learning how to play is vastly more than we've ever had in the history of the game, I assume it's one of the reasons for continuous double digit growth. We picked it up from awful Gygaxian prose back in the day, I assume most people can muddle through running a game. They'll make mistakes, learn and get better, make more mistakes, rinse and repeat.
Is that a misconception?The biggest barrier to entry is overcoming the misconception that D&D is difficult.
I can't speak for the starter sets, but the DMG is probably the worst DMG for new DMs in the entire history of AD&D/WotC D&D. Certainly relative to the era it is.
There's no excuse for that.
There's no "it's the best we can do".
It's nowhere near the best WotC could do. It's a rushed-out, terribly-organised, conceptually-confused, badly-written book which doesn't at all focus on the essentials of DMing, and as much as it's aimed at all, seems to have been aimed at pretty experienced DMs attempting to recreate a previously existing experience. But it's not even good at that.
It's a good thing 2024 is coming up, because WotC could do drastically better, and I'm hoping that they will.
Is that a misconception?
In absolute terms, sure, like, it's not like learning a language or something.
In relative terms to other modern TTRPGs, boardgames, tabletop wargames, complex videogames and so on? Yeah D&D is pretty difficult to learn, and a lot of the difficulty is unnecessary, frankly. D&D is particularly high-effort to run, compared to most modern TTRPGs and to literally all of the other games listed. That's the biggest challenge with D&D, and I honestly have no idea how popular it would be if it was significantly easier to run, but it would definitely be more popular.
Better guidance, clearer rules, a better CR-type system (it is possible, 4E's was drastically better than 5E's one - admittedly 5E's is drastically better than 3E's), just better explanations focused on the basics and focused on keeping the game running and fun would be great. I honestly think more random tables and the like would also be very helpful to new DMs.
And more WotC-supported online resources, frankly.
You can start playing D&D and run games for years for free with the basic rules. If you need a little extra help, get the free rules and the starter set.Is the fact they exist at all good for DMs? Yes. Unequivocally.
Is the fact that you must pay extra for actual instruction good for DMs? No. Unequivocally.
Is the fact they exist at all good for DMs? Yes. Unequivocally.
Is the fact that you must pay extra for actual instruction good for DMs? No. Unequivocally.