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D&D 5E Should a D&D 5e DM read the DMG and PHB?

Wow. I never played a game like that, or at least remember that far back. It is hard to drop friends but you need to do something. I guess he is a new friend or player in the game so that may make things easier.
 

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I'll answer this question a couple of different way. Unfortunately, I didn't read all the replies so some of this might tread old water.

Anyone playing D&D should have read the PHB (DM's included). As for DM's, the DMG is pretty much optional and well as the Monster Manual. The reason these two are optional as you don't need them to actually run a game. Now the DMG really loses its value the more years you have played. From edition to edition, a lot of the information is the same (how to build dungeon/encounters). Though it is nice to see how magic items look in a given edition. The DMG is really not required, but is still a good read for experienced DMs. There is a reason this book was produced last of the three. 1st Edition DMG, now that is a different story; it is almost a required tool at the table.

Likewise, the MM isn't really needed either. The MM is just there so you can populate your world without a lot of work creating creatures. By no means is it necessary to play the game. More experienced DMs will use the MM as templates and customize those Monster based on the encounter, the environment, and the campaign. As a reference though, the MM is the most valuable asset beyond the PHB.

Now given that the PHB is required reading to play D&D, a group can play different styles based on the DMs ideas/goals as well as the player's input. I have played very strict rule-oriented games (by-the-book), more casual (look up that rule next session) and totally free-form. Though the free-form games (with very little dice) are usually one-on-one games. And in this case it does make some sense (1st Edition had no ability checks-sans Rogue). There is no need to make ability checks per say--the DM describes a challenge and you attempt to overcome that challenge. If one way does not work you attempt to find another solution. This can be a fun way to play. However, the DM must tread carefully in not making a challenge only passable one-way. It can be easy for this to occur if the 'overlord' wants the obstacle to be mitigated their way. Heck, I have been known to do this from time-to-time, but I quickly remember it is the player's game--not my game. I think your DM might be suffering a bit from this mentality; sometimes it just take a nudge to remind them this is not a novel. If this occurs often, it is a problem.

The last thing I will say, and this is just everyone in general. When joining a new game or group, people should come forth with the expectations and input on all sides of the table. People enjoy very different types of mechanics at play. The DMs job is to find a balance for all those players--if there is a disconnect between the player and DM then perhaps the group isn't the best for either.
 
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The only answer is yes. Any GM that doesn’t know the rules of he game isn’t worthy of the title.


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I think it's preposterous. I expect any DM to at least be familiar with the rules and, more than that how the game is generally run.. That last part is why you read the DMG. And if you aren't running a premade module, you really should be familiar with the MM.
 

Yes.

A good DM requires two things.

1. An excellent understanding of the basic rules and how the game's logic works.
2. A creative mind that can weave a story.

...

Three things:

3) The ability to balance the various personalities at the table, to ensure the game is fun for everyone there.

...

I think it's important to highlight that being a passable DM is not that hard. Becoming a great DM takes a lot of time and talent, but a great DM isn't required to play the game.

All that is required is a willingness to put in the effort and a desire to improve. Maybe I'm misreading, this DM doesn't seem to be putting in the effort, and doesn't seem to be overly interested in improving their game. But that's ok, because somebody who is willing to put in the effort and work to run a better game next week than the one they ran this week could easily step into the role.

If you are putting in the effort to show up and play every session, and if you have put in the effort to learn the rules that govern your character, you are more than capable of learning what you need to know to run the game from behind the screen. Become passingly familiar with the chapters in the PHB (or the Basic Rules) on "Using Ability Scores" through "Spellcasting." It's about 30 pages. You could pick up the DMG and use the chapter on "Master of Adventures" to get some quick ideas on creating a simple and fun adventure. Lean into the classics and the cliches — a familiar premise is fine, because you and the players will bring novelty and originality at the table. Or you could pick up the starter set for $25, which holds a DM's hand through running an adventure, and provides a great template for creating your next adventure.

Get behind the screen. Put some work into it. Make a ton of mistakes. Worst case scenario, you'll decide it's not fun for you, but come away with more appreciation of what the DM has to do every week to make the session happen. Maybe somebody else in your group will give it a try. Maybe your current DM will get a kick in the pants and decide to up their own game.
 

Interesting post overall but I have to say;

...
Anyone playing D&D should have read the PHB (DM's included).
...
Now given that the PHB is required reading to play D&D, ...

That's just putting up an unnecessarily high barrier to entry. I would have missed out on so many great experiences with family members, kids, friends and just new players if I had said "First, read these few hundred pages", heck if most people had to read the few pages of rules to a board game they would never play. Luckily, it's totally uneccessary IME, if anything some of my most fun and memorable moments were with players who had never read the rules.
 

Given the number of people I've played with who don't know how even basic class abilities of their 10th level character work...I'm not even sure literacy is required to play D&D, much less reading the PHB or the DMG.

That being said - it sure does help, both for the players and the DM.
 

Interesting post overall but I have to say;



That's just putting up an unnecessarily high barrier to entry. I would have missed out on so many great experiences with family members, kids, friends and just new players if I had said "First, read these few hundred pages", heck if most people had to read the few pages of rules to a board game they would never play. Luckily, it's totally uneccessary IME, if anything some of my most fun and memorable moments were with players who had never read the rules.

I completely agree. I've had great success running games for people who haven't read the rules. They have a character sheet that tells them what abilities they have, and I just follow the 3 basic steps of the game:

-I tell them the situation
-They tell me what they want to do
-I tell them the outcome

When it comes to making a specific roll, I tell them what to do or where to look on their character sheet for information or modifiers. They tend to pick up the rules organically this way pretty quickly, and I've never had anyone really struggle with playing if they start this way.
 

I completely agree. I've had great success running games for people who haven't read the rules. They have a character sheet that tells them what abilities they have, and I just follow the 3 basic steps of the game:

-I tell them the situation
-They tell me what they want to do
-I tell them the outcome

When it comes to making a specific roll, I tell them what to do or where to look on their character sheet for information or modifiers. They tend to pick up the rules organically this way pretty quickly, and I've never had anyone really struggle with playing if they start this way.

I've had success with this too.

The greatest challenge that I've found in teaching the game is that some people just look for buttons on their character sheet.

I say 'what do you do?' and they try to find a mechanic to do.

For example:

We're in combat and a player wants to have their character do something other than 'attack/cast a spell'. Most common is to avoid getting more hurt when they're low on HP. They get a bit frustrated b/c they don't want the character to die, and they're not quite sure what they can do. So I say 'well what do you want to do? Your options are actually anything. Just tell me what you want to do and I will tell you how successful you can be at that.' So they say, okay well I want to avoid attacks. Sure, so you spend your action Dodging, now enemies have disadvantage to hit you.

That's usually the lightbulb moment. Even though I taught the game as 'this is a world, just tell me what your character is doing,' I find a lot of players have this assumption that they can only press buttons.
 

I always wonder why players are happy to spend months, literally months, in terrible games instead of just DM'ing themselves. People are so lazy. I can't believe all his faults were so obvious to you, but you never considered taking over and running a good game.
 
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