Perhaps starting in the late 80's - early 90's as TSR released setting after setting, the idea embraced in the earliest editions of the game that each table of players and Dungeon Master should create their own world (I'd argue collaboratively), was abandoned and D&D products seemed to push an orthodoxy with settings defined and each setting deadened by reams of officious petty rules and mechanics. This is perhaps the strongest aspect of the 5th edition brand - that makes motions in the direction of creativity and setting variation which some earlier editions refused to. Unlike some past guides it seems more interested in offering play options and setting variety to Game Masters, rather then creating the one true setting and manner of playing D&D. The Dungeons & Dragons 5th Edition Dungeon Master's Guide is a odd book, much like the 1st Edition AD&D guide it is a scattered confluence of ideas, suggestions and game-able content.
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