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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="Beleriphon" data-source="post: 8837492" data-attributes="member: 27847"><p>The DMG needs to operate like an actual teaching textbook does. Introduce concepts and ideas in measured doses so you build upon each idea from the previous one.</p><p></p><p>Chapter One really should be what is the game, how to start a game, and why different people play. This can include how to appeal to different ways to play, as well as why <em>you </em>want to DM. Advice on problems that can arise in a D&D game. Use WotC IP examples to keep that brand train rolling.</p><p></p><p>From there introduce the idea of what kind of game to play. This is where fun random generation tables can start being introduced. Once you have what kind of game you want further chapters about building adventures to whole settings. Include customer monster rules in either chapter.</p><p></p><p>Setting design chapter should go over general advice about world building, including cosmology with the Great Wheel used as the example to illustrate different ideas. Discussion can contrast how say Eberron and Forgotten Realms handle high level NPCs why both approaches are valid and how choosing one of them can affect the game and how you need to approach it as the DM.</p><p></p><p>From there move onto how to provide both the players and the characters rewards. This is where we get into magic items and what not.</p><p></p><p>Full random generation and crazy tables can be in appendices.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 8837492, member: 27847"] The DMG needs to operate like an actual teaching textbook does. Introduce concepts and ideas in measured doses so you build upon each idea from the previous one. Chapter One really should be what is the game, how to start a game, and why different people play. This can include how to appeal to different ways to play, as well as why [I]you [/I]want to DM. Advice on problems that can arise in a D&D game. Use WotC IP examples to keep that brand train rolling. From there introduce the idea of what kind of game to play. This is where fun random generation tables can start being introduced. Once you have what kind of game you want further chapters about building adventures to whole settings. Include customer monster rules in either chapter. Setting design chapter should go over general advice about world building, including cosmology with the Great Wheel used as the example to illustrate different ideas. Discussion can contrast how say Eberron and Forgotten Realms handle high level NPCs why both approaches are valid and how choosing one of them can affect the game and how you need to approach it as the DM. From there move onto how to provide both the players and the characters rewards. This is where we get into magic items and what not. Full random generation and crazy tables can be in appendices. [/QUOTE]
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What can WotC do in OneD&D to make the DM's Guide worth buying?
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