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Community
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="EzekielRaiden" data-source="post: 8808993" data-attributes="member: 6790260"><p>Alright. You want an example? I'll quote an example. This is something I'm pretty reluctant to do, because while <em>rules text</em> is unambiguously something you can clearly share, <em>developer commentary</em> is...a lot more questionable. But you've been so strident in your requests, and made rather a lot of silence or refusal to provide such things. So here you go.</p><p></p><p>First example <em>is</em> rules text, so I can post that without much difficulty. These come from 13th Age, a game which I think has an excellent core book. It's for the Linguist feat. Though the whole feat is good, the relevant part is underlined (which is not in the original; all other emphasis is.)</p><p></p><p></p><p>Second example: the developer commentary about the One Unique Thing feature. TL;DR: Every character gets some <em>thing</em> which makes them unique in all the world. It can't have combat applications, but it can be whatever the DM and player agree on.</p><p></p><p></p><p>Finally, a bit simply from Rob Heinsoo, discussing why they went with average damage for monster attacks.</p><p></p><p></p><p>Each of these demonstrates an actual delving into the <em>how and why</em>, a discussion of the interaction between players and DM, ideas on the act and process of running. It's conversational, which might not necessarily be the right tone for every part of the DMG, but it helps make it feel like amiable <em>instruction</em> from a <em>person</em>. I find it extremely helpful for thinking about how I <em>could</em> run the game, and in helping me make my own decisions about how I <em>will</em> run my game.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8808993, member: 6790260"] Alright. You want an example? I'll quote an example. This is something I'm pretty reluctant to do, because while [I]rules text[/I] is unambiguously something you can clearly share, [I]developer commentary[/I] is...a lot more questionable. But you've been so strident in your requests, and made rather a lot of silence or refusal to provide such things. So here you go. First example [I]is[/I] rules text, so I can post that without much difficulty. These come from 13th Age, a game which I think has an excellent core book. It's for the Linguist feat. Though the whole feat is good, the relevant part is underlined (which is not in the original; all other emphasis is.) Second example: the developer commentary about the One Unique Thing feature. TL;DR: Every character gets some [I]thing[/I] which makes them unique in all the world. It can't have combat applications, but it can be whatever the DM and player agree on. Finally, a bit simply from Rob Heinsoo, discussing why they went with average damage for monster attacks. Each of these demonstrates an actual delving into the [I]how and why[/I], a discussion of the interaction between players and DM, ideas on the act and process of running. It's conversational, which might not necessarily be the right tone for every part of the DMG, but it helps make it feel like amiable [I]instruction[/I] from a [I]person[/I]. I find it extremely helpful for thinking about how I [I]could[/I] run the game, and in helping me make my own decisions about how I [I]will[/I] run my game. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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