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What can WotC do in OneD&D to make the DM's Guide worth buying?
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<blockquote data-quote="delericho" data-source="post: 8820251" data-attributes="member: 22424"><p>As I said on one of the other threads, I'd suggest that DMG should be aimed at intermediate DMs - beginners are better off being guided to the Starter Set and/or the how-to videos that WotC have made available. Advanced DMs, meanwhile, may benefit from some of the tools made available, but will largely ignore any advice given anyway.</p><p></p><p>(That said, I should note that I'm not absolutely opposed to including a short "how to DM" chapter at the start of the book. I don't think that's the best use of very limited page count, but if it absolutely has to be there, it's not a deal-breaker.)</p><p></p><p>So, what should be in the book?</p><p></p><p>I'd suggest that it should contain how-to guides for that intermediate DM that will allow them to reliably build interesting and fun encounters, to build interesting and fun adventures of various types (the classic dungeon crawl, the mystery, the prison break...), campaigns of various types, and so on.</p><p></p><p>The idea being that our intermediate DM should be able to pick up the book, follow the step-by-step guide and get an output that is worth running and worth playing. (And, obviously, the book needs to make it clear that this is one way to create such things, not the way!)</p><p></p><p>The book should also include lengthy sections giving examples of a wide range of Exploration and Interaction challenges (complete with mechanics), a large section giving examples of traps and other hazards, and the appendix of magic items.</p><p></p><p>The book would also probably benefit from having fewer, but better fleshed out, optional systems.</p><p></p><p>One other thing: in addition to being fairly badly written and organized, the method presented for creating monsters doesn't match up at all with the actual monsters in the MM (probably because it was written before the playtest locked down the 'correct' numbers). This should be fixed - the output of that system really should be comparable to the MM. Since that mostly seems to be a matter of fixing the numbers in a key table, hopefully that can be done.</p><p></p><p>And a really good index is a must!</p></blockquote><p></p>
[QUOTE="delericho, post: 8820251, member: 22424"] As I said on one of the other threads, I'd suggest that DMG should be aimed at intermediate DMs - beginners are better off being guided to the Starter Set and/or the how-to videos that WotC have made available. Advanced DMs, meanwhile, may benefit from some of the tools made available, but will largely ignore any advice given anyway. (That said, I should note that I'm not absolutely opposed to including a short "how to DM" chapter at the start of the book. I don't think that's the best use of very limited page count, but if it absolutely has to be there, it's not a deal-breaker.) So, what should be in the book? I'd suggest that it should contain how-to guides for that intermediate DM that will allow them to reliably build interesting and fun encounters, to build interesting and fun adventures of various types (the classic dungeon crawl, the mystery, the prison break...), campaigns of various types, and so on. The idea being that our intermediate DM should be able to pick up the book, follow the step-by-step guide and get an output that is worth running and worth playing. (And, obviously, the book needs to make it clear that this is one way to create such things, not the way!) The book should also include lengthy sections giving examples of a wide range of Exploration and Interaction challenges (complete with mechanics), a large section giving examples of traps and other hazards, and the appendix of magic items. The book would also probably benefit from having fewer, but better fleshed out, optional systems. One other thing: in addition to being fairly badly written and organized, the method presented for creating monsters doesn't match up at all with the actual monsters in the MM (probably because it was written before the playtest locked down the 'correct' numbers). This should be fixed - the output of that system really should be comparable to the MM. Since that mostly seems to be a matter of fixing the numbers in a key table, hopefully that can be done. And a really good index is a must! [/QUOTE]
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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