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General Tabletop Discussion
*Dungeons & Dragons
What Do You Need From The DMG?
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<blockquote data-quote="steenan" data-source="post: 6318259" data-attributes="member: 23240"><p>The first and most important thing I expect from the DMG is a clear description of the intended playstyle and the assumptions the game is based on. An answer to the question "Ok - so as a GM, what do I do in this game?". Something like the GM principles in Dungeon World. </p><p></p><p>If 5e really supports multiple playstyles, I want to know how to customize the game for each of them. And I don't really mean optional rule pieces here. More on how to prepare adventures (including what to prepare, what to improvise and what to ask players about), what setting elements to include or not include, what to focus on when playing NPCs and so on.</p><p></p><p>The third part is NPC/monster math and short analysis of how different abilities and powers affect play. With DMG in hand, I want to be able to create an NPC that really can play the role I intend for them. And, depending on the playstyle, the role can be setting defined ("He's a gang leader and is able to keep this band of sneaky bastards in control"), story defined ("I want him problematic enough and powerful enough that he can't be ignored, but not evil enough that killing him is the obvious solution") or tactics defined ("I want him to work well with minions and to exploit inefficient teamwork between PCs").</p><p></p><p>And finally, I want the DMG to have a lot of examples. I want to see how the authors intended various pieces of mechanics to be used.</p></blockquote><p></p>
[QUOTE="steenan, post: 6318259, member: 23240"] The first and most important thing I expect from the DMG is a clear description of the intended playstyle and the assumptions the game is based on. An answer to the question "Ok - so as a GM, what do I do in this game?". Something like the GM principles in Dungeon World. If 5e really supports multiple playstyles, I want to know how to customize the game for each of them. And I don't really mean optional rule pieces here. More on how to prepare adventures (including what to prepare, what to improvise and what to ask players about), what setting elements to include or not include, what to focus on when playing NPCs and so on. The third part is NPC/monster math and short analysis of how different abilities and powers affect play. With DMG in hand, I want to be able to create an NPC that really can play the role I intend for them. And, depending on the playstyle, the role can be setting defined ("He's a gang leader and is able to keep this band of sneaky bastards in control"), story defined ("I want him problematic enough and powerful enough that he can't be ignored, but not evil enough that killing him is the obvious solution") or tactics defined ("I want him to work well with minions and to exploit inefficient teamwork between PCs"). And finally, I want the DMG to have a lot of examples. I want to see how the authors intended various pieces of mechanics to be used. [/QUOTE]
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What Do You Need From The DMG?
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