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What Do You Not Like About The 2014 5E DMG?
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<blockquote data-quote="SpeedyCreek" data-source="post: 9364408" data-attributes="member: 7045894"><p>Ignoring the rules I would change, omit, or add....</p><p></p><p>1. The layout is quite muddled. To my mind it should start with the role of the DM --> How the game works--> Running the game--> and so on. Something to give perspective before diving into NPC's, World Design, In Between Adventures materials etc. Everyone has their own order but the one in the DM's guide seems a little cart before the horse in a lot of areas.</p><p>2. I would have preferred to see details such as multiverse, world design, and setting specific items to have been put in a separate book. The depth of material for creating and designing worlds deserves its own guide. The very basics can be retained but only as a simple introduction. World design is something that generally needs a more experienced DM to pull off correctly so lets just ease DM's in and when they are ready they can graduate to the design guide.</p><p>3. I think that the guide should include at the start more details about the role of the DM and better examples for running the game and adjudication. Showcasing different methods DM'ing and their strengths and weaknesses would be nice.</p><p></p><p>Obviously there are always issues when producing books, hopefully they learn when they do. The brilliance of TTRPG's is that we make them ours. (Based loosely on the published materials and the ideas we create and borrow from others)</p></blockquote><p></p>
[QUOTE="SpeedyCreek, post: 9364408, member: 7045894"] Ignoring the rules I would change, omit, or add.... 1. The layout is quite muddled. To my mind it should start with the role of the DM --> How the game works--> Running the game--> and so on. Something to give perspective before diving into NPC's, World Design, In Between Adventures materials etc. Everyone has their own order but the one in the DM's guide seems a little cart before the horse in a lot of areas. 2. I would have preferred to see details such as multiverse, world design, and setting specific items to have been put in a separate book. The depth of material for creating and designing worlds deserves its own guide. The very basics can be retained but only as a simple introduction. World design is something that generally needs a more experienced DM to pull off correctly so lets just ease DM's in and when they are ready they can graduate to the design guide. 3. I think that the guide should include at the start more details about the role of the DM and better examples for running the game and adjudication. Showcasing different methods DM'ing and their strengths and weaknesses would be nice. Obviously there are always issues when producing books, hopefully they learn when they do. The brilliance of TTRPG's is that we make them ours. (Based loosely on the published materials and the ideas we create and borrow from others) [/QUOTE]
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What Do You Not Like About The 2014 5E DMG?
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