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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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<blockquote data-quote="Imaro" data-source="post: 8805321" data-attributes="member: 48965"><p>On the other hand let's look at the videogame industry... nowadays hardly any videogames include the obligatory introduction tutorial and/or the vast strategy guides that used to be published for the games that were staples in the late 80's up into the late 90's (they may have faded even before then)... why do you think that even though the average videogame today is more demanding, has a greater number of combinations (button wise) are magnitudes larger and in general are more complex than those that came before, they no longer do either of these? My bet would be that they realized most people really don't have a problem figuring it out on their own and for a large number of people this approach may even be more fun to figure it out themselves. Add on top of that easily searchable resources on the internet for those who want to use them and you have a situation (very similar to ttrpg's) where there's no need to spoon-feed to players in excruciating detail everything about the game. </p><p></p><p>IMO the quickest way to kill interest in DM'ing would be to create a document so comprehensive and so detail and example laden that most people's eyes glaze over shortly after starting it or better yet... they just don't start it because it's too much.</p><p></p><p>EDIT: Just to address your question about chapter 10... you're comparing apples and oranges... these are game rules being explained... the rule to add a setback is stated and it is explained when a DM can choose to use it. I mean the word range is used in chapter 10... but I don't see example of what range is because we assume the reader knows what is meant when the word range is used.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8805321, member: 48965"] On the other hand let's look at the videogame industry... nowadays hardly any videogames include the obligatory introduction tutorial and/or the vast strategy guides that used to be published for the games that were staples in the late 80's up into the late 90's (they may have faded even before then)... why do you think that even though the average videogame today is more demanding, has a greater number of combinations (button wise) are magnitudes larger and in general are more complex than those that came before, they no longer do either of these? My bet would be that they realized most people really don't have a problem figuring it out on their own and for a large number of people this approach may even be more fun to figure it out themselves. Add on top of that easily searchable resources on the internet for those who want to use them and you have a situation (very similar to ttrpg's) where there's no need to spoon-feed to players in excruciating detail everything about the game. IMO the quickest way to kill interest in DM'ing would be to create a document so comprehensive and so detail and example laden that most people's eyes glaze over shortly after starting it or better yet... they just don't start it because it's too much. EDIT: Just to address your question about chapter 10... you're comparing apples and oranges... these are game rules being explained... the rule to add a setback is stated and it is explained when a DM can choose to use it. I mean the word range is used in chapter 10... but I don't see example of what range is because we assume the reader knows what is meant when the word range is used. [/QUOTE]
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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