I take time to read the forewords and preface of the ADnD DM guide,
if I can’t take out a design principle I would say it is about taking the game in your hands as a DM. Using imagination, common sense and pragmatism to build your world and game.
Respect the overall framework but don’t hesitate that add your personal flavor.
I take out that we should use contraints and rules as a way to give substance and meaning to the epic and unexpected adventure that the characters will live.
niche, balance and gatekeeping that the OP present as design principles should be view as tools not goal for the game.
For what I read in the actual Dm guide, Overall 5ed is pretty in line with that.
if I can’t take out a design principle I would say it is about taking the game in your hands as a DM. Using imagination, common sense and pragmatism to build your world and game.
Respect the overall framework but don’t hesitate that add your personal flavor.
I take out that we should use contraints and rules as a way to give substance and meaning to the epic and unexpected adventure that the characters will live.
niche, balance and gatekeeping that the OP present as design principles should be view as tools not goal for the game.
For what I read in the actual Dm guide, Overall 5ed is pretty in line with that.
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