gorice
Hero
Here's a question: if a new DM only needs to run the adventure they're given (and I agree that a good adventure covers a multitude of sins), what happens when the players do something the adventure writers hadn't accounted for?
My (cynical, perhaps) view is that, the way the game is currently designed and often played, the expectation is that the DM will use force to get play back on the rails. If you never leave the railroad WotC sells you, then, sure, you don't need a lot of rules. Though DMs still need ways of resolving things like failed knowledge checks stalling the game, which I don't think is taught anywhere.
My (cynical, perhaps) view is that, the way the game is currently designed and often played, the expectation is that the DM will use force to get play back on the rails. If you never leave the railroad WotC sells you, then, sure, you don't need a lot of rules. Though DMs still need ways of resolving things like failed knowledge checks stalling the game, which I don't think is taught anywhere.