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The 5e DMG Part 2- The Purpose of the DMG
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8797580" data-attributes="member: 7023840"><p>So, in line with the thesis and the OP, and this post, I reviewed the introduction to the 4e DMG that many people have said is a great introduction to being a DM. </p><p></p><p>Here's the thing- they are right, in part. It's a great guide to DMing 4e. I would quibble with the idea that this written advice is actually the best way to on-board new DMs (as I have repeatedly stated that I think that other methods are better), but I think that this is quite good in terms of giving new DMs ... DMing advice. Some parts (such as player motivations) are even borrowed and put into the 5e DMG. </p><p></p><p>Here's the thing, though- that's not the purpose of the 5e DMG (the thesis above). When I read the 4e DMG, I am immediately turned off. Why? Because at the very beginning, it is prescriptive. It is telling me how to do things. It tells me that I can't run ToTM (it says that in order to play, I <u>must use</u> a Battle Grid and miniatures). It's cross-merchandising (specifying the Dungeon tiles and D&D Miniatures and D&D Insider) and vaguely insistent (stating that every player needs their own copy of the PHB). It's reminding me of the primacy of combat by explaining that I need to make sure that the PCs have the different roles covered in the game. That's right at the beginning! </p><p></p><p>When someone like me reads that, they bounce right off it. Some things get walked back a little (there is a section on what to do if roles aren't covered, but it states that the players should agree to cover all roles), others don't (the insistence on miniatures and the use of them in all combat examples). None of this is wrong, by the way- just choices that are made and passed on as advice. The 4e DMG is truly excellent- for certain styles of play within 4e. </p><p></p><p>Essentially, that's the thesis above- when you are being prescriptive, it can be a lot easier to tell someone what to do. 5e's strength and weakness is that it doesn't hold on to any position strongly ... as I wrote, it just tries to affirm everyone. </p><p></p><p>I also think that there might be a divide between two different ideas that people aren't articulating fully.</p><p></p><p>The first is that the DMG should be useful for teaching new DMs, who have never DMd before, how to DM. </p><p>The second is that the DMG should be useful as a resource for new DMs.</p><p></p><p>Those statements are similar, but not the same.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8797580, member: 7023840"] So, in line with the thesis and the OP, and this post, I reviewed the introduction to the 4e DMG that many people have said is a great introduction to being a DM. Here's the thing- they are right, in part. It's a great guide to DMing 4e. I would quibble with the idea that this written advice is actually the best way to on-board new DMs (as I have repeatedly stated that I think that other methods are better), but I think that this is quite good in terms of giving new DMs ... DMing advice. Some parts (such as player motivations) are even borrowed and put into the 5e DMG. Here's the thing, though- that's not the purpose of the 5e DMG (the thesis above). When I read the 4e DMG, I am immediately turned off. Why? Because at the very beginning, it is prescriptive. It is telling me how to do things. It tells me that I can't run ToTM (it says that in order to play, I [U]must use[/U] a Battle Grid and miniatures). It's cross-merchandising (specifying the Dungeon tiles and D&D Miniatures and D&D Insider) and vaguely insistent (stating that every player needs their own copy of the PHB). It's reminding me of the primacy of combat by explaining that I need to make sure that the PCs have the different roles covered in the game. That's right at the beginning! When someone like me reads that, they bounce right off it. Some things get walked back a little (there is a section on what to do if roles aren't covered, but it states that the players should agree to cover all roles), others don't (the insistence on miniatures and the use of them in all combat examples). None of this is wrong, by the way- just choices that are made and passed on as advice. The 4e DMG is truly excellent- for certain styles of play within 4e. Essentially, that's the thesis above- when you are being prescriptive, it can be a lot easier to tell someone what to do. 5e's strength and weakness is that it doesn't hold on to any position strongly ... as I wrote, it just tries to affirm everyone. I also think that there might be a divide between two different ideas that people aren't articulating fully. The first is that the DMG should be useful for teaching new DMs, who have never DMd before, how to DM. The second is that the DMG should be useful as a resource for new DMs. Those statements are similar, but not the same. [/QUOTE]
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