D&D's Next Dungeon Master's Guide Includes A Starter Campaign

Dungeons and Dragons is striving to make things easier for new players, and an integral part that comes with its new Dungeon Master's Guide. Senior story designer Chris Perkins explained that it comes with its own starter campaign, so you can play an adventure without having to set one up yourself.
"We're going to give you specific examples of the types of things we're talking about - a specific D&D campaign, for instance," Perkins said (thanks, WarGamer). "The DMG will now contain one that you can basically either copy and emulate or just pick up and use to make your own."
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The next DMG releases in 2024 as the beginning of the One D&D era. Unlike previous DMGs, it won't start with a deep dive into worldbuilding but instead, the basics, onboarding newcomers by showing them how to create their own world and lore. However, Perkins stresses that "This is not published adventures like our big D&D books; this is a new approach."
Bregan D’aerthe By Sidharth ChaturvediNot only will it make creating a starter adventure easier than ever, but it will also come with a rules encyclopedia that is backwards-compatible with existing campaigns. This should, hopefully, make things more intuitive for first-time D&D players.
Perkins breaks down the book in detail in an official D&D YouTube video. He says that chapter one will focus on the basics, two will cover what happens when you're actually playing, three is an alphabetical list of rules, four and five give advice on building an adventure, six is centred around the 5th Edition, seven is about old and new magic items, and chapter eight is a surprise yet to be revealed. All of which comes out with a pull-out map, a first for DMGs.
To complement the rulebook, Wizards of the Coast is also releasing a new Monster Manual and Player's Handbook, the former of which is what it says on the tin - a giant breakdown of D&D's fictional critters, containing more than ever before. The latter breaks down D&D classes, races, and backgrounds, making it a handy reference for any aspiring DM.
To try and visualise what the book is saying, Perkins and the team employed a "more show, not tell" approach. This means that all of the advice and guidance provided in the book has been used by the team to design a campaign, one that you can use as a starter adventure to play with. This also showcases how the book can be useful in helping you put together your own custom one, so you're not beholden to any templates.
Perkins also broke down why prior DMGs didn't work, explaining that it was because, in 2012 and 2013, only small groups were developing them, with most of the resources being dedicated to the Player's Handbook and Monster Manual. Luckily, this appears to be changing, offering aspiring D&D players a new avenue for getting into the game.
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