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*Dungeons & Dragons
What Do You Not Like About The 2014 5E DMG?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9364093" data-attributes="member: 7023840"><p>I covered my opinion on this in detail before-</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/in-search-of-the-5e-dungeon-masters-guide.692133/[/URL]</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/the-5e-dmg-part-2-the-purpose-of-the-dmg.692181/[/URL]</p><p></p><p></p><p>I would boil down both the great strength and weakness of the 5e DMG to the following-</p><p></p><p><em>In this way, the DMG is not prescriptive (telling your how to DM) so much as it is descriptive (explaining how other people DM, and providing ideas and options for a campaign or adventure).</em></p><p><em></em></p><p><em>The key to understanding all of this is that the DMG does not seek to tell a DM how the DM should run a game, or what type of campaign the DM should run. Far from it- it is agnostic as to the style of play the table uses.</em></p><p><em></em></p><p><em>On the other hand, it served a much more important purpose - it provided both a toolbox, as well as being open-ended to allow most people to play D&D the way that they wanted to. Because the DMG didn't prescribe a playstyle, it also couldn't be weaponized against people that don't play that way!</em></p><p><em></em></p><p><em>But just as important as the many, many, many variant rules in the DMG is the entire vibe of the DMG- it is not about telling people how to run their own game, as much as it is giving tables the inspiration, tips, and tools that they need to make a game their own, while preventing others from telling you that you're doing it wrong.</em></p><p></p><p>I think that some of the criticisms of the DMG (especially organization!) are valid. But the 2014 DMG served a valuable purpose in the sense that it wasn't prescriptive. Unfortunately, this lack of prescription (you play it THIS WAY) also meant that it is more of a grab-bag of different ideas without a coherent philosophy.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9364093, member: 7023840"] I covered my opinion on this in detail before- [URL unfurl="true"]https://www.enworld.org/threads/in-search-of-the-5e-dungeon-masters-guide.692133/[/URL] [URL unfurl="true"]https://www.enworld.org/threads/the-5e-dmg-part-2-the-purpose-of-the-dmg.692181/[/URL] I would boil down both the great strength and weakness of the 5e DMG to the following- [I]In this way, the DMG is not prescriptive (telling your how to DM) so much as it is descriptive (explaining how other people DM, and providing ideas and options for a campaign or adventure). The key to understanding all of this is that the DMG does not seek to tell a DM how the DM should run a game, or what type of campaign the DM should run. Far from it- it is agnostic as to the style of play the table uses. On the other hand, it served a much more important purpose - it provided both a toolbox, as well as being open-ended to allow most people to play D&D the way that they wanted to. Because the DMG didn't prescribe a playstyle, it also couldn't be weaponized against people that don't play that way! But just as important as the many, many, many variant rules in the DMG is the entire vibe of the DMG- it is not about telling people how to run their own game, as much as it is giving tables the inspiration, tips, and tools that they need to make a game their own, while preventing others from telling you that you're doing it wrong.[/I] I think that some of the criticisms of the DMG (especially organization!) are valid. But the 2014 DMG served a valuable purpose in the sense that it wasn't prescriptive. Unfortunately, this lack of prescription (you play it THIS WAY) also meant that it is more of a grab-bag of different ideas without a coherent philosophy. [/QUOTE]
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What Do You Not Like About The 2014 5E DMG?
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