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General Tabletop Discussion
*Dungeons & Dragons
Should a D&D 5e DM read the DMG and PHB?
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<blockquote data-quote="redrick" data-source="post: 7335678" data-attributes="member: 6777696"><p>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.</p><p></p><p>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 <em>is</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="redrick, post: 7335678, member: 6777696"] 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 [I]is[/I] 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. [/QUOTE]
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Should a D&D 5e DM read the DMG and PHB?
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