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<blockquote data-quote="woodelf" data-source="post: 2296057" data-attributes="member: 10201"><p>It is, and it isn't--look at all the horror stories of bad GMs. Now, i suspect that, even in aperfect world, some of that is inevitable: you have to be a beginner at some point. But, the fact that people can learn to GM with D&D is not counter-evidence to the claim that they could learn better/faster with some other system (whether more structured, more realistic, more abstract, simpler, more narrative--whatever). </p><p></p><p>Mind you, if i were going to teach a new GM (and, actually, i might be doing just that, soon) i would give them copies of The Dungeon Master's Design Kit, Robin's Laws of Good Gamemastering, Uncle Figgy's Guide to Roleplaying, Uncle Figgy's Guide to Gamemastering, and either a middling-to-lite system, like cinematic unisystem or BESM or Blue Rose, or a lite narrative system, like Dust Devils or Sorcerer. The choice of system would depend on their abilities/style, and the genres they're comfortable with, and the systems they're familiar with. The most important part of system choice, however, would be a system that hte GM felt she was comfortable with--much more important than simplicity or actual mastery of the system is confidence, and the ability to not worry about the system and focus on everything else. If that meant D&D3.5E, so be it--i'd still give her all those other resources.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2296057, member: 10201"] It is, and it isn't--look at all the horror stories of bad GMs. Now, i suspect that, even in aperfect world, some of that is inevitable: you have to be a beginner at some point. But, the fact that people can learn to GM with D&D is not counter-evidence to the claim that they could learn better/faster with some other system (whether more structured, more realistic, more abstract, simpler, more narrative--whatever). Mind you, if i were going to teach a new GM (and, actually, i might be doing just that, soon) i would give them copies of The Dungeon Master's Design Kit, Robin's Laws of Good Gamemastering, Uncle Figgy's Guide to Roleplaying, Uncle Figgy's Guide to Gamemastering, and either a middling-to-lite system, like cinematic unisystem or BESM or Blue Rose, or a lite narrative system, like Dust Devils or Sorcerer. The choice of system would depend on their abilities/style, and the genres they're comfortable with, and the systems they're familiar with. The most important part of system choice, however, would be a system that hte GM felt she was comfortable with--much more important than simplicity or actual mastery of the system is confidence, and the ability to not worry about the system and focus on everything else. If that meant D&D3.5E, so be it--i'd still give her all those other resources. [/QUOTE]
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