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General Tabletop Discussion
*Dungeons & Dragons
Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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<blockquote data-quote="Xamnam" data-source="post: 8803122" data-attributes="member: 7037765"><p>This sort of thing is exactly why I think the Starter Sets are fine as get-in-the-door-and-start-playing products, but are not a substitute for a text with explicit instruction. My group, understandably, realistically, wanted to stop in at Neverwinter after their adventures in Thundertree. They were close, they knew people who were currently there, they wanted to report into their factions. There is zero guidance in LMoP for how to handle the somewhat expectable (and non-module breaking) desire to visit this rather closeby huge city. I was glad I had read through the PHB and DMG, and that I was prepared with more than just the text of the starter kit. And while that's the clearest example, there were several instances of this nature over the course of our adventure. Even the Monster Manual was incredibly helpful in making the entire Thundertree detour far more engaging for the party. </p><p></p><p>Let me be clear, I'm not saying brand new DM's couldn't handle it, wing it, find a way to gently and non-combatively, non-railroad-ily dissuade them, or just straight up say "Umm, I don't know, let's skip it for now." or "Hey, I don't have the resources to do that." But, my players had a better time because I was prepared to handle it. I can also easily see it being a pain point for a non-insignificant amount of new DMs. Hence, the Starter Sets serve a valuable purpose that I feel is significantly distinct from the DM instruction I'd like to see in the PHB. </p><p></p><p>Now, granted, I'm presuming the newer kit relatively locks you into the titular island, probably to prevent problems of this specific nature. I've not read it, and if it has better instructional text than Lost Mine, I'll be thrilled.</p></blockquote><p></p>
[QUOTE="Xamnam, post: 8803122, member: 7037765"] This sort of thing is exactly why I think the Starter Sets are fine as get-in-the-door-and-start-playing products, but are not a substitute for a text with explicit instruction. My group, understandably, realistically, wanted to stop in at Neverwinter after their adventures in Thundertree. They were close, they knew people who were currently there, they wanted to report into their factions. There is zero guidance in LMoP for how to handle the somewhat expectable (and non-module breaking) desire to visit this rather closeby huge city. I was glad I had read through the PHB and DMG, and that I was prepared with more than just the text of the starter kit. And while that's the clearest example, there were several instances of this nature over the course of our adventure. Even the Monster Manual was incredibly helpful in making the entire Thundertree detour far more engaging for the party. Let me be clear, I'm not saying brand new DM's couldn't handle it, wing it, find a way to gently and non-combatively, non-railroad-ily dissuade them, or just straight up say "Umm, I don't know, let's skip it for now." or "Hey, I don't have the resources to do that." But, my players had a better time because I was prepared to handle it. I can also easily see it being a pain point for a non-insignificant amount of new DMs. Hence, the Starter Sets serve a valuable purpose that I feel is significantly distinct from the DM instruction I'd like to see in the PHB. Now, granted, I'm presuming the newer kit relatively locks you into the titular island, probably to prevent problems of this specific nature. I've not read it, and if it has better instructional text than Lost Mine, I'll be thrilled. [/QUOTE]
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General Tabletop Discussion
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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