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Should D&D be easier to learn? If so, how would you do it?
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<blockquote data-quote="hawkeyefan" data-source="post: 8765209" data-attributes="member: 6785785"><p>As others have said, you can’t play without a GM so I’d focus on that.</p><p></p><p>If it was up to me, I’d create a “How to DM” document. I’d likely make it a free pdf on the DMsGuild. It would be a sample adventure with examples of varying encounters and scenes, and it would offer actual applicale at the table advice about resolving the different obstacles. </p><p></p><p>I’d playtest this adventure and then include as much of the feedback from the playtest as possible in the final document. So if some playtesters came up with some off the wall solution to a problem, that could be included and reviewed. </p><p></p><p>Just actual advice on the nuts and bolts of running a game. I’d take extra care to avoid the idea that RPGs are “unique” or “special” in that regard. I’d want to encourage people with the specifics rather than scare them off with the idea that there’s something mysterious or unknowable about RPGs. </p><p></p><p>This would give people a starting point to learn how to DM. I’d likely make a video series highlighting each part of this document as well. </p><p></p><p>Include pregenerated PCs for new players to play in this adventure when the DM is ready. </p><p></p><p>It’d really just be a more robust starter kit, aimed more at the DM than the players.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8765209, member: 6785785"] As others have said, you can’t play without a GM so I’d focus on that. If it was up to me, I’d create a “How to DM” document. I’d likely make it a free pdf on the DMsGuild. It would be a sample adventure with examples of varying encounters and scenes, and it would offer actual applicale at the table advice about resolving the different obstacles. I’d playtest this adventure and then include as much of the feedback from the playtest as possible in the final document. So if some playtesters came up with some off the wall solution to a problem, that could be included and reviewed. Just actual advice on the nuts and bolts of running a game. I’d take extra care to avoid the idea that RPGs are “unique” or “special” in that regard. I’d want to encourage people with the specifics rather than scare them off with the idea that there’s something mysterious or unknowable about RPGs. This would give people a starting point to learn how to DM. I’d likely make a video series highlighting each part of this document as well. Include pregenerated PCs for new players to play in this adventure when the DM is ready. It’d really just be a more robust starter kit, aimed more at the DM than the players. [/QUOTE]
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Should D&D be easier to learn? If so, how would you do it?
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