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D&D 5E What you would like the DM guide to include (that previous DM's guides didn't have)

I would like the DMG to be about 10% advice for new DMs (this should be chapter one), 10% rules that players don't need regular access to, and the rest a grab-bag of ready-made tools for the DM who needs to whip something up on the fly. I'd like to see the following chapter headings, in no particular order:

  • Traps and Puzzles
  • Social Scenarios
  • Magic Items and Treasure
  • Wandering Encounters
  • Lairs
  • Downtime Activities
  • Mass Combat Scenarios
  • Domain Ruler Scenarios
  • Basic Bestiary
(The Basic Bestiary would be a small list of low-level monsters, all of which would be reprinted in the Monster Manual. It would serve two purposes. First, it would make the DMG into a self-sufficient DM book, so novice DMs can get started without shelling out extra for the Monster Manual. Second, by providing statblocks for common "minion" monsters, it would make it possible for the DM to have two statblocks open at the same time, which is actually extremely useful.)
 

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Advice on how to run adventures and entire campaigns without the usual dungeons etc., including examples on politic (with a small overview of different systems), trade and exploration campaigns where combat is not a goal or forgone conclusion.
 

Advice on how to run adventures and entire campaigns without the usual dungeons etc., including examples on politic (with a small overview of different systems), trade and exploration campaigns where combat is not a goal or forgone conclusion.

What Derren says and I would add guideliness on how to create your own adventures (like the 5 Act structure) and your own adventure/campaign paths (like the wonderful input Chris Perkins shared with us in his column).
 

- scene-driven rule-light mass combat system (something like specific encounters giving victory points to the PC's camp).
- a working economic system. I hate the "you sell the 250 000 GP magic sword to the merchant and then..." vibe of 3e with passion. This recquire a working reward and random treasure system, so that PC don't become the equivalent of Bill Gates when they reach 10th level, and marauding orcs have a reason to be marauding rather than living in a life of luxury in the finest palaces...
- a rule-light domain management system, when the PCs start to play political games.
- clear, simple rules for exploration, including navigation. I guess the basis will end-up in the PHB, but if I want to make a wilderness/survival centered adventure, I need some rules, allowing me to challenge the players with something else than fights after fights...
- likewise, rules and advice for setting up chases and hide and seek scenarios in various environments, like a forest, a town... I want the DMG to give me options and support when I try something else than the old "bash the door, smash the monster, loot its stuff" structure.
 

What you would like the DM guide to include (that previous DM's guides didn't...

Extensive advice for approaching the game in different ways. IOW the DMG should be what it says on the cover. A guide book on how to DM.

Provide multiple examples with multiple approaches. Teach and show people how to run a game.

All the crunchy bits from above I'd put in the second DMG.
 

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