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Take A Closer Look At The 2024 Dungeon Master’s Guide
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8996422" data-attributes="member: 7023840"><p>In my preferred world, the new DMG would have even more variant rules, and even more information on how to fine-tune and change rules.</p><p></p><p>That said, I wouldn't put it in a sidebar. Instead, I would put them together in clusters. The current DMG has a lot of good ideas for variant rules, but they are hard to find and scattered throughout the book. Why not put variant rules in thematic clusters- </p><p>Running a more "traditional" OSR low-magic game.</p><p>Running a high-magic and high fantasy heroic game.</p><p>Running games with more player control of the narrative.</p><p>Running games with themes (horror, science fiction, comedy, whatever).</p><p>Running games with a tactical and combat focus.</p><p></p><p>Put together rules variants in thematic clusters and people are more likely to view them holistically, while still being able to pick and choose among them.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8996422, member: 7023840"] In my preferred world, the new DMG would have even more variant rules, and even more information on how to fine-tune and change rules. That said, I wouldn't put it in a sidebar. Instead, I would put them together in clusters. The current DMG has a lot of good ideas for variant rules, but they are hard to find and scattered throughout the book. Why not put variant rules in thematic clusters- Running a more "traditional" OSR low-magic game. Running a high-magic and high fantasy heroic game. Running games with more player control of the narrative. Running games with themes (horror, science fiction, comedy, whatever). Running games with a tactical and combat focus. Put together rules variants in thematic clusters and people are more likely to view them holistically, while still being able to pick and choose among them. [/QUOTE]
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