The DMG. Starter sets. They're starting to do videos, which I think is a great idea.Serious question: how does 5e teach these 'best practices'?
The DMG. Starter sets. They're starting to do videos, which I think is a great idea.Serious question: how does 5e teach these 'best practices'?
That said, I have one question to leave, which may help me address some topics in the future. What do you think would be a good shorthand to refer to people that dislike how 95% of D&D tables currently play D&D but likes how the remaining 5% play it?
Serious question: how does 5e teach these 'best practices'?
Not trying to be confrontational, but: I've read the DMG cover to cover, and I don't remember anything useful. I'll take a look at the videos, though.The DMG. Starter sets. They're starting to do videos, which I think is a great idea.
A lot of advice on DMing D&D 5e on Twitter and elsewhere, ironically, points to the 4e DMG 1 & 2 as opposed to the 5e one.Not trying to be confrontational, but: I've read the DMG cover to cover, and I don't remember anything useful. I'll take a look at the videos, though.
I agree, but, this does support my original point: 5e is unfinished, and WotC relies on the community to insert knowledge (or project ideas, if I'm feeling less charitable) about how to actually play the game. If we go back to @pemerton 's example, I think his point still stands.Starter sets, rulebooks, social media, player network, Youtube personalities, Twitch streams, trial and error, and so on. D&D is in a unique position because of it's status as market leader (and thus the magnitude to which its player base eclipses all other ttrpg's players). With such a massive player base... it benefits them to leave the game more open to the vast range of styles people play the game in as opposed to hard-locking it into a single style. On the flip side the sheer number of players and the varied styles means it's extremely easy to find information, videos, supplements, etc to tackle something you wish to do with, add to, take out, etc. the game.
I think the problem is you want D&D to rigidly define a single playstyle but they seem to be better served by catering to a less rigid, more open defining of D&D's playstlyle... i.e. leaning more heavily into the rulings a particular DM makes defining the style they are playing the game in.
I think the problem is you want D&D to rigidly define a single playstyle but they seem to be better served by catering to a less rigid, more open defining of D&D's playstlyle... i.e. leaning more heavily into the rulings a particular DM makes defining the style they are playing the game in.
Not sure what you're looking for. There’s several sections in the DMG. There's blogs, live play videos, etc. As always if you have specifics you can always start a thread. Sometimes you may even get good advice.Not trying to be confrontational, but: I've read the DMG cover to cover, and I don't remember anything useful. I'll take a look at the videos, though.
I agree, but, this does support my original point: 5e is unfinished, and WotC relies on the community to insert knowledge (or project ideas, if I'm feeling less charitable) about how to actually play the game. If we go back to @pemerton 's example, I think his point still stands.