You are just gosh darn lovely ❤❤❤. DM’s guides have always been underrated and a lot of DM’s never read it. Player agency is important, but it definitely also have its limits. The DM is also a player, and not just a repository of stuff for the players to do with what they want. And as a DM setting boundaries for the players is important. And despite what some will say, you can say no as a DM, as long as you either follow it with a “but” or “however”. And players not always getting what they need is also a solid world building point. We have however moved on from D&D to more greener pastures. There are systems out there that suit us better. And as a bonus means less money for wotc
It's honestly the best version of the DMG I've seen - they've done a good job of teasing out Forgotten Realms setting lore out of this and the PHB, so the DM who wants a blank slate for their own setting is left with the just mechanics they need, the DM who wants to run in a specific pre-built setting can lay that down on top of these rules, and you can still play with the complex lore of the Forgotten Realms if that's your thing. Requiring a new DM to absorb 50+ years of Forgotten Realms lore that's spread over modules, campaigns, novels, films, and computer games is just overwhelming, as is beginning with creating planes and deities. Instead it starts with the small local things and builds outward from there - as it should. Getting players invested in world-building is a good thing; especially if you don't want to be the forever-DM. Again, it starts at the small local scale and lets them get a taste for it.
I love the new DMG and also PHB, while I'm still not a fan of having every subclass start at lvl 3 and I don't like that they nerfed my favourite spell (counterspell). I have also heard this complaint about the adapting of the world to the players. To me that is the main point of DND. I had a party enter into a small little farmstead with around 25 npcs, due to the players very unfortunate rolls and someone not thinking about the radius of their spell, a house collapsed and killed 1/3 of the inhabitants. A few months later (both in game and out) they returned to that farmstead and found it abandoned and now a bandit hideout. The world changed because of my players, I knew that after losing 1/3rd of the labour in this small farm there was no way they would be able to sustain themselves so they would of had to leave or eventually they would have died. That is a very bleak encounter I will say but the world also changed in positive ways through my parties actions. I love creating a fantasy playground and then letting the players tell their stories.
Yeah I hate that role. I've been through "Players tell their own stories" in hundreds of groups for over 40 years. They all devolve. It works best when the DM is telling the story, and you are an active part of that tale. If you don't like it, quit the group. That actually works. People get cohesive and often epic stories. But the final arbiter must be the DM. Even bad DMs tend to do better with this. D&D has gotten so far off called it D&D isn't even really accurate anymore.
You are just gosh darn lovely ❤❤❤.
DM’s guides have always been underrated and a lot of DM’s never read it.
Player agency is important, but it definitely also have its limits. The DM is also a player, and not just a repository of stuff for the players to do with what they want. And as a DM setting boundaries for the players is important. And despite what some will say, you can say no as a DM, as long as you either follow it with a “but” or “however”. And players not always getting what they need is also a solid world building point.
We have however moved on from D&D to more greener pastures. There are systems out there that suit us better. And as a bonus means less money for wotc
It's honestly the best version of the DMG I've seen - they've done a good job of teasing out Forgotten Realms setting lore out of this and the PHB, so the DM who wants a blank slate for their own setting is left with the just mechanics they need, the DM who wants to run in a specific pre-built setting can lay that down on top of these rules, and you can still play with the complex lore of the Forgotten Realms if that's your thing. Requiring a new DM to absorb 50+ years of Forgotten Realms lore that's spread over modules, campaigns, novels, films, and computer games is just overwhelming, as is beginning with creating planes and deities. Instead it starts with the small local things and builds outward from there - as it should.
Getting players invested in world-building is a good thing; especially if you don't want to be the forever-DM. Again, it starts at the small local scale and lets them get a taste for it.
I haven't played DnD for along time but would love to play it again. Definitely be tempted to get the guide
Let's roll the 🎲 ❤
If it is easier for new beginners, then that is a good thing right veterans can always play how they want to play ❤❤
I love the new DMG and also PHB, while I'm still not a fan of having every subclass start at lvl 3 and I don't like that they nerfed my favourite spell (counterspell).
I have also heard this complaint about the adapting of the world to the players. To me that is the main point of DND. I had a party enter into a small little farmstead with around 25 npcs, due to the players very unfortunate rolls and someone not thinking about the radius of their spell, a house collapsed and killed 1/3 of the inhabitants. A few months later (both in game and out) they returned to that farmstead and found it abandoned and now a bandit hideout. The world changed because of my players, I knew that after losing 1/3rd of the labour in this small farm there was no way they would be able to sustain themselves so they would of had to leave or eventually they would have died.
That is a very bleak encounter I will say but the world also changed in positive ways through my parties actions. I love creating a fantasy playground and then letting the players tell their stories.
Yeah I hate that role. I've been through "Players tell their own stories" in hundreds of groups for over 40 years. They all devolve.
It works best when the DM is telling the story, and you are an active part of that tale. If you don't like it, quit the group. That actually works. People get cohesive and often epic stories. But the final arbiter must be the DM. Even bad DMs tend to do better with this. D&D has gotten so far off called it D&D isn't even really accurate anymore.
❤❤❤eres una barbie ❤❤❤hetmosa