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<blockquote data-quote="Aldarc" data-source="post: 9147880" data-attributes="member: 5142"><p>Brevity is nice, but it can also be too little advice depending on the game or system. I'm not sure, for example, that the Mausritter advice would be sufficient for running 5e D&D. </p><p></p><p><strong><em>4e D&D DMG</em></strong> by James Wyatt (and others). When 5e gets criticized online for its DMG, I have seen a number of content creators point to the <strong><em>4e D&D DMG 1</em></strong> as the place new GMs should look for advice. One thing that I think that it does well is in how it organizes information: narrow to wide. It starts from what the GM needs to run the game, encounters (combat, building, and noncombat ones), adventures and rewards, and then finally to campaigns and worldbuilding. So it feeds the more pertinent information towards the beginning and expands its scope outwards. </p><p></p><p><strong><em>Stonetop</em></strong> by Jeremy Strandberg. It builds on the advice found in Dungeon World, which itself borrows liberally from Apocalypse World. The book elaborates on the play agenda, principles, and guidelines for the aforementioned games. Where I find Stonetop useful is that it provides a lot more guidance for new GMs, particularly for managing GM and player moves. The author provides plentiful examples as well. </p><p></p><p><strong><em>Index Card RPG</em></strong> by Hankerin Ferinale. It distills a lot of advice for GMs playing D&D games into a fairly simple rule set, but Hankerin also provides a lot of straightforward instruction for how to set up things like dungeons and encounters.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9147880, member: 5142"] Brevity is nice, but it can also be too little advice depending on the game or system. I'm not sure, for example, that the Mausritter advice would be sufficient for running 5e D&D. [B][I]4e D&D DMG[/I][/B] by James Wyatt (and others). When 5e gets criticized online for its DMG, I have seen a number of content creators point to the [B][I]4e D&D DMG 1[/I][/B] as the place new GMs should look for advice. One thing that I think that it does well is in how it organizes information: narrow to wide. It starts from what the GM needs to run the game, encounters (combat, building, and noncombat ones), adventures and rewards, and then finally to campaigns and worldbuilding. So it feeds the more pertinent information towards the beginning and expands its scope outwards. [B][I]Stonetop[/I][/B] by Jeremy Strandberg. It builds on the advice found in Dungeon World, which itself borrows liberally from Apocalypse World. The book elaborates on the play agenda, principles, and guidelines for the aforementioned games. Where I find Stonetop useful is that it provides a lot more guidance for new GMs, particularly for managing GM and player moves. The author provides plentiful examples as well. [B][I]Index Card RPG[/I][/B] by Hankerin Ferinale. It distills a lot of advice for GMs playing D&D games into a fairly simple rule set, but Hankerin also provides a lot of straightforward instruction for how to set up things like dungeons and encounters. [/QUOTE]
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