Hatmatter
Laws of Mordenkainen, Elminster, & Fistandantilus
I am still reading through the Dungeon Master's Guide a little at a time and I am finding neat ideas unobtrusively threaded throughout it.
For instance, the section on Death (page 62-63) has a brilliant little idea of extending role-playing to the experience of dying itself and has a recommendation for how a player's Death Save roll can translate into either a positive or negative experience of dying, with either encouraging memories from one's life flashing through one's fading consciousness or a character experiencing shame or grief as they are slipping away.
I like creative ways to extend the role-playing experience and I thought this was a nice touch. There are other such moments as well. They seem to come and go quickly in the text because the book is concise and one section is always followed by another one with good ideas, so it is easy as a reader to look ahead to the next entry.
For instance, the section on Death (page 62-63) has a brilliant little idea of extending role-playing to the experience of dying itself and has a recommendation for how a player's Death Save roll can translate into either a positive or negative experience of dying, with either encouraging memories from one's life flashing through one's fading consciousness or a character experiencing shame or grief as they are slipping away.
I like creative ways to extend the role-playing experience and I thought this was a nice touch. There are other such moments as well. They seem to come and go quickly in the text because the book is concise and one section is always followed by another one with good ideas, so it is easy as a reader to look ahead to the next entry.