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The Sacred Cow Slaughterhouse: Ideas you think D&D's better without
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<blockquote data-quote="jbear" data-source="post: 6200365" data-attributes="member: 75065"><p>Sorry @permerton I don't mean to derail the thread. Yes, that makes what you said much clearer. I don't quite get what you mean by the giving of 'heft' to things but it sounds like an interesting topic for another thread.</p><p></p><p>Personally, the half page of the DMG I got the most out of was the passage about saying 'yes' to my players. It changed my Dming style irrevocably for the better. I saw the change visibly in a matter of 2 gaming sessions as I brought a group of new players to the game.</p><p></p><p>They went from 1 session with low level 3.5 characters completely frustrated an unenthused, struggling to stomp on the heads of a few diseased rats to the next, trying out 4e for the first time, feeling like important heroes battling against swarms of rats and other worthy foes ... and they were hooked. And a lot of that had to do with my approach to DMing which went from 'No, you can't ... you need to be higher level ... No, the rules say ... Okay, you can try but the DC is so hard that ...' to running with players ideas, actually letting them influence and take some of the narrative control of the story telling and play out their ideas without needing to reference the rules. </p><p></p><p>So right there was perhaps the most important sacred cow slaughter for me personally. I am not saying that this is a sacred cow for D&D in general. I have played D&D since I was 12 and I am going on 35. So for whatever reason that message of how to DM had never gotten through to me until then. But I am very thankful to the 4e DMG that eventually it did. (Other people may have received this message in earlier editions, I am aware of that e.g. Dragon magazine. I did not have access to those sources.)</p></blockquote><p></p>
[QUOTE="jbear, post: 6200365, member: 75065"] Sorry @permerton I don't mean to derail the thread. Yes, that makes what you said much clearer. I don't quite get what you mean by the giving of 'heft' to things but it sounds like an interesting topic for another thread. Personally, the half page of the DMG I got the most out of was the passage about saying 'yes' to my players. It changed my Dming style irrevocably for the better. I saw the change visibly in a matter of 2 gaming sessions as I brought a group of new players to the game. They went from 1 session with low level 3.5 characters completely frustrated an unenthused, struggling to stomp on the heads of a few diseased rats to the next, trying out 4e for the first time, feeling like important heroes battling against swarms of rats and other worthy foes ... and they were hooked. And a lot of that had to do with my approach to DMing which went from 'No, you can't ... you need to be higher level ... No, the rules say ... Okay, you can try but the DC is so hard that ...' to running with players ideas, actually letting them influence and take some of the narrative control of the story telling and play out their ideas without needing to reference the rules. So right there was perhaps the most important sacred cow slaughter for me personally. I am not saying that this is a sacred cow for D&D in general. I have played D&D since I was 12 and I am going on 35. So for whatever reason that message of how to DM had never gotten through to me until then. But I am very thankful to the 4e DMG that eventually it did. (Other people may have received this message in earlier editions, I am aware of that e.g. Dragon magazine. I did not have access to those sources.) [/QUOTE]
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The Sacred Cow Slaughterhouse: Ideas you think D&D's better without
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