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Dungeon Master's Guide II

Running a table-top roleplaying game is, to put it mildly, a challenge. A prospective Game Master (or Dungeon Master) has to utilize interpersonal communications, mathematics, creative writing, acting, and endless stores of patience in order to successfully draw a group of players into a gaming experience. With that in mind, most wise DMs use every tool they can lay their hands on to make the job easier. Wizards of the Coast's sequel to the Dungeon Master's Guide may just be the toolkit you've been looking for. Read on for my impressions of WotC's Dungeon Master's Guide II. Dungeon Master's Guide II author Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws pages 288 publisher Wizards of the Coast rating 8 reviewer Zonk ISBN 0786936878 summary A worthy successor to the D&D core book with advice for the starting DM. Like all gaming communities, the table-top community is filled to the brim with nit-picking critics. WotC has gotten a lot of flack for churning out books that are filled with prestige classes, feats, and spells ... and not much else. While I think they're doing much better of late on that front, if you've found this to be your experience this book will convince you there is more than just numbers to the west coast wizards.

DMG II is a deeper mirror of the first Dungeon Master's Guide. Each chapter in the first book is reflected in the sequel, providing more explanation and a deeper look at the subject matter showcased in the original. In addition to mechanics, which was the primary focus of the first Guide, the DMG II examines the process of running a Dungeons and Dragons game by breaking it into discrete elements.

The first few chapters of the second Guide are entirely devoted to the experience of the game from the Dungeon Master's side of the screen. Like another good book on the subject, Robin's Laws of Good Gamemastering , DMG II goes into the psychology of the rules arbiter by laying out what will likely be required from you in your role as DM. The Guide also goes inside the heads of players to offer up to the reader possible motivations for a player coming to the gaming table.

From the broad scope of running a game, the book focuses in on the campaign and adventure specific levels. An examination of campaigns covers a large amount of terrain, starting with game styles and character creation suggestions, and ending up in a discussion of the medieval-renaissance flavor of the default Dungeons and Dragons setting. Adventures as discrete entities get something of a short shrift in the book, with heavy discussion of iconic adventure settings taking up most of that chapter. If you've ever wanted to run a battle in the sky, this tome has what you need. The adventure chapter does have a few worthwhile tips on incorporating material from outside sources into your own campaigns, making a Dungeon Magazine subscription more tempting than it might otherwise be.

Beyond the basics, the mission of the second DMG seems to be to allow DMs with a limited amount of time maximum flexibility. Where the original title had pre-generated NPC statistics to utilize, the second book has chapters on making NPCs more interesting, ways to integrate your players more fully into the campaign world, and an entire mapped out and catalogued city for you to insert into your game. The character chapter includes a system for allowing players to run their own businesses. It abstracts out a good number of factors, keeping the focus of the game on fun and adventure while allowing players to put down roots and make some money. While more realistic campaigns may not find it worthwhile, the average dungeon-crawl will benefit from a small business run using these rules. Similarly impressive is the canned city, Saltmarsh. Saltmarsh is a good-sized town, with plots aplenty and several interesting adventure opportunities spread throughout the different districts. Like the campaign chapter, the city of Saltmarsh gives a window into the standard setting that a first time DM might not otherwise have available.

For a veteran Dungeon Master, there are a few gems that stand out as making this book worthwhile. The sections on Saltmarsh, the business system, and the various tips on tweaking your gameworld (including suggestions for creating prestige classes) would all be handy to have at your fingertips. Newer Dungeon Masters should not miss the opportunity to take a look at this book. The chapters on pacing, performance, and campaign preparation are very well written and will provide some much needed advice for someone just cutting their teeth. Players need not apply. The information a Player would get from this book is simply not worth the money to pick up, unless you're planning on getting into the DM gig.

Wizards of the Coast has created a worthy successor to the original Dungeon Master's Guide. Providing a deeper examination of the original tome's content and a reflection on the performance art that is DMing, to new DMs the DMG II is definitely worth the price-tag.

You can purchase Dungeon Master's Guide II from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

10 of 409 comments (clear)

  1. Rejuvenated Social Life by ehaggis · · Score: 5, Funny

    I know what I'll be reading next Friday night.

    --
    One ring to bind them - should probably have more fiber and less rings in their diet.
    1. Re:Rejuvenated Social Life by Hogwash+McFly · · Score: 5, Funny

      I know what I'll be reading next Friday night.

      Masturbating to anime porn?

      Wow, they've got guides for everything these days...

      --
      Mother, do you think they'll like this sig?
  2. ummmm by COMON$ · · Score: 5, Funny
    ahhh yes the pinnacle of geek discussions...debating the usefulness of a dungeon master book. I can hear weezer playing now....

    also so does every reply in this forum decrease one's chances of ever having sex?

    --
    CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    1. Re:ummmm by DoomHaven · · Score: 5, Funny

      It's not a case that the odds are good.

      It's a case that the goods are odd.

      --
      "Don't mind me cutting myself on Occam's Razor"
  3. This should be titled... by Anonymous Coward · · Score: 5, Funny

    "Guide to Never Getting Laid. Ever."

  4. How come the bonus book wasn't reviewed? by Savatte · · Score: 5, Funny

    When I ordered it, I got a free copy of 101 Ways To Keep Your Virginity

  5. O! The skill required to play D&D! by exp(pi*sqrt(163)) · · Score: 5, Funny
    interpersonal communications
    Players have to talk.
    mathematics
    I rolled a 2 and a 3. That makes 5.
    creative writing
    You enter a dark and smoky tavern. Everyone turns to look at you as you enter. Then a wizened old man in a dark cloak comes up to you and asks "Are you brave adventurers?".
    acting
    I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...

    OK, I cheated. That last one was professional acting rather than something from a D&D game.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  6. Laptop D&D by AtariAmarok · · Score: 5, Funny
    "Running a tabletop role playing game easy enough. Just take your laptop, run "nethack", and it takes care of itself..... "

    Let's listen in for a couple of minutes while the DM runs the game using Nethack for his source:

    "Blue screen of death? I make a saving throw!"

    "What do you mean, I am attacked by a Bonzi Buddy?" "Donno. It just appeared on the screen."

    "This is interesting. Did you know that if you give this guy in Nigeria 13,000 gold pieces, he will pay you back 30,000,000 gold pieces and bump you up to a tenth-level character?"

    "What do you mean, my sword's damage was not increased +20? I used C1ALiS on it!"

    --
    Don't blame Durga. I voted for Centauri.
  7. Re:even too geeky for /. by lastchance_000 · · Score: 5, Funny

    dork = pointing out minute distinctions between 'geek' and 'nerd'

  8. Re:Favorite bumper sticker: by Mingco · · Score: 5, Funny

    Jesus saves...everyone else takes 2d20 crushing damage

    Jesus is not immune to piercing damage, however.