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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.

23 of 409 comments (clear)

  1. As nice as this may be by suitepotato · · Score: 5, Insightful

    I will likely stick with the original manuals and my creativity and leave it at that. Besides by burning hatred for WotC, I feel AD&D has been mismanaged to the hilt ever since Gygax left and I'd rather play old-school with plain blue dice from the D&D boxed set than electronic doo-dads, manuals taking all the creativity out of everything down to the smallest thing, and AD&D being made more like M:tG than the trippy blaze your own trail thing it used to be.

    --
    If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
    1. Re:As nice as this may be by MoodyLoner · · Score: 3, Insightful

      Good point.

      However, between the job and the family, anything that cuts down on my prep time is good. Particularly if I wind up running an iconic 3.5 campaign with the Eberron setting, which seems to be where player demand is going.

      I also wouldn't mind suggestions on simplifying D&D further, as my 4-year old now has an interest in playing. Looks like I'll have to write most of "pre-D&D" myself, though. (Maybe basing this on Basic D&D would work better.)

      I think I'll wait and see if this shows up as a birthday present before I decide whether or not to buy it. And yeah, I miss the old school too.

      --
      No Longer a Menace to Society.
      Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    2. re: as nice as this may be by ed.han · · Score: 2, Insightful

      while you're certainly welcome to your opinion, IMHO, it isn't like T$R was particularly good for the game, either. they sent cease & desist letters to fansites, licensed altogether too many computer games that were badly done.

      taking all the creatvity out of everything down to the smallest thing? do you not remember the hordes of the complete [noun] books?

      look, while i'm glad you're a gamer and more importantly, playing the game that you want and having fun doing it, if you're going to criticize newer versions of the game, don't dress it up as something it isn't.

      disliking wizards/coast i can understand. finding the cost of change prohibitive i can understand. enjoying the nostalgia of playing the same ruleset for all these years i can understand. these are all perfectly valid reasons and more power to you, suitepotato.

      but some of your arguments were just as true of D&D when T$R was in control.

      ed

    3. Re:As nice as this may be by sorak · · Score: 2, Insightful
      I will likely stick with the original manuals and my creativity and leave it at that. Besides by burning hatred for WotC, I feel AD&D has been mismanaged to the hilt ever since Gygax left and I'd rather play old-school with plain blue dice from the D&D boxed set than electronic doo-dads, manuals taking all the creativity out of everything down to the smallest thing, and AD&D being made more like M:tG than the trippy blaze your own trail thing it used to be.

      Sorry to hear about the Gary Gygax thing, but there were two versions of dnd back in the Gary Gygax days:

      1. Basic dnd, where every race was a class with no potential to be anything else. Personally, I think THAT limited creativity by forcing all other races to conform to a single stereotype.

      2. Advanced dnd, in which it seemed like the goal was to cram as many rules into a system as possible. If he had stayed and kept making modifications, it may have eventually eveolved into RoleMaster. Scary thought.

      IMHO, 2nd edition was crap, but WOTC made some nice improvements in third edition by wiping the slate clean and trying to reimagine the game.

      And as for the manuals, they can't infuse creativity into a mediocre campaign, but a good GM draws inspiration from several sources. For example, my group is currently playing a homebrewed setting based primarily on a mix of influences ranging from sci-fi shows like babylon 5 and farscape to Lord of the Rings, anime, current events, and who knows what else. Anyway, the point is that creativity is only hindered when the GM sees a limited number of references as the "true canon" of what gaming should be.

      One of the places where I think the two of us could agree is in the suggestion that, if a GM could only read one book (other than the player's handbook and DMG), he or she would be better off reading a good fantasy or sci-fi novel than the DMG2

  2. The First rule of RPGs by Neil+Watson · · Score: 4, Insightful

    I believe it was the first DMG by EGG who wrote that all rules were optional. Too many rules and books get in the way of the true goal of RPGs: telling a good story.

    1. Re:The First rule of RPGs by Northrundicandus · · Score: 2, Insightful

      Actually, to quote someone I know from various old school message boards: "The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed."

    2. Re:The First rule of RPGs by Illserve · · Score: 5, Insightful

      As a player I don't want to be told a story, nor do I want to play one out.

      I want to *be* the story.

      And rules can be a nice way to put structure that make it feel that way. It depends on your GM really, some can be objective that it feels like you're running around in a universe.

      But some GM's have trouble evaluating the actions of their players in the absence of rules. While the GM should have some input in how decisions go, his personal biases, likes and dislikes of certain kind of actions shouldn't completely rule the day. When they do, the players become largely irrelevant and that's no fun for anyone but the GM.

  3. harder than DM'ing by override11 · · Score: 4, Insightful

    Much harder than DM'ing is trying to teach a new player how to play. Trying to get across that a new character isnt rolled each session (most love the character creation, but suck at roll playing) Does anyone have suggestions on reading material for a new D&D player that goes over the basics from a higher level?? I tried to get my wife to read parts of the Players guide, and she got a bit glossed over at all the statistical tables.

    --
    No I didnt spell check this post...
  4. Re:This should be titled... by MightyMartian · · Score: 4, Insightful

    Golly, I've been roleplaying for nearly twenty five years, and I've got a wife and kids. Just imagine the fun you missed out on because you had some silly, inaccurate view of roleplayers. That's alright, you probably would have made a crappy roleplayer anyways.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
  5. pen and paper by captain_blie · · Score: 4, Insightful

    As a veteran gamer and more often DM, I always chuckle when people quip at gamers about not having a life. The game is all about social interaction and without a group there is no game, only a dream.

    One of the many drawbacks of D&D is that it trivializes day to day activities and only focuses on the "fun" stuff. Fun here is a relative term and left to the definition of the players and DM of any game. Because of this one of the most common complaints by players is a lack of realism. If this book can help me/them establish realism for players who want realism while maintaining the fantasy element for the escapists in all gamers then I'm all for it.

    Many of WotC recent books have been virtually useless to me and many gamers I know, simply because the deluge of material is not anything I will be able to incorporate into my worlds soon. But at least it is there for those who want it.

    D&D was the first MMORG (oops MMRG).

  6. Re:Worst. Moneygrab. Ever. by PsychoSlashDot · · Score: 5, Insightful

    I bought DMG2, and I'm a new DM so I suppose I'm reasonably qualified to comment.

    I used to role-play, back 20 years go, during the days of 1st Ed. Then I fell out of it. Now, a friend and I play again, using 3.5e rules. He's massively more experienced than I am. He's great at presenting material to me smoothly, and as a player, I quite like 3.5e ("we" started with 3.0) However, when I try to spin the table around and run a campaign trying to challenge and engage him, an experienced player, it's really not an easy task. The original DMG helps in terms of providing quick & dirty sample NPCs and tables, but the DMG2 covers more important matters: when and how to use those things. It's not so much a rulebook as a style book. And having read the thing, I found myself repeatedly saying "hey, I do that" or "hey, I SHOULD do that". DMG2 provides content that is valuable to me, the newbie DM. And I, surprisingly, am the target market. Go figure.

    As an aside, on the topic of a moneygrab, I think you're missing the point. Those people who own 3.0e manuals don't HAVE to purchase 3.5e materials. There's enough similarity that adventures and other supplemental materials make complete sense to someone using 3.0e core rules. To people who don't already have 3.0e manuals, given that 3.5e offers more content at the same price-point, how can this possibly be construed as a moneygrab?

    My point: if you, an experienced RPG player feel the compulsion to buy manuals you don't like or feel give you value, you've got a sickness, just like the guy who has to pick up the copy of Dark Side of the Moon with "new" cover-art, just because it exists.

    --
    "Oh no... he found the .sig setting."
  7. Re:Nethack by Monte · · Score: 2, Insightful

    I find Nethack to be needlessly complicated, with one useless gee-gaw feature after another, eventually turning the entire RPG experience into a mishmash of nonsense.

    Much cleaner and more to the point is the classic, Hunt the Wumpus:

    I feel a draft!
    Bats nearby!
    You are in room 11
    Tunnels lead to 10 12 19
    Shoot, Move or Quit (S-M-Q)?

    Now that is gaming.

  8. Good ole D'n'D Advanced by devphaeton · · Score: 2, Insightful

    While i unfortunately feel as if i've 'outgrown' such games (at the age of 30)....

    I'm glad to see that people are still playing them and that they're still alive. My friends and I put in a lot of hours to D'n'D and similar, creating and playing our worlds and characters. And this was back in the late 1980s/early 1990s when video games still rawked!

    Oddly, i feel the same way about a lot of video games as i do about tabeltop games.... Strange predicament- I feel "too old" to get interested in them, but rationally I can't figure out why my age would matter at all.

    -hopeless....

    --


    do() || do_not(); // try();
  9. Re:This should be titled... by sflory · · Score: 2, Insightful

    I don't know gaming has never gotten in the way of my getting laid. (It didn't help mind you. Other than that one time I LARPed.) If you want to get laid go to bar, or an online dating service.

    Every woman I dated for any length of time prefered me gaming one night a week, every week. Than going out drinking with the guys every so often. Any woman who won't date you because you are a gamer is more trouble than she's worth.

    --
    IANALBIPOOGL (I am not a Lawyer, but I play one on GrokLaw.)
  10. Paying to avoid thinking... by EvilNight · · Score: 5, Insightful

    Has anyone besides myself noticed that at some point, the games became less about roleplaying and more about the rules? When did the rules lawyers become the new priesthood? People collect D&D3 books like they were stamps or baseball cards.

    I can name a dozen RPGs that have rules so simple you can learn them in five minutes. The only thing they have in common is that they are usually superior in imagination and quality to the popular games, as well as unknown and ignored by the majority of roleplayers, as you can see simply by glancing at the games being run at conventions like GenCon. Page after page, and nothing but D20 and derivatives.

    The rules aren't optional for the players. For this new breed of gamer, if it's written, it's the law. They've paid their thirty dollars for Tips and Tricks of Thievery Volume 7 Version 5 and by god, that book is the final word. How many games have you been in where one of the players tries to use these rules to push the GM around, and gets angry if they are denied?

    Watching two rules lawyers at odds is like watching some perverse mental fencing match, and for fifteen minutes nothing gets done while the sacred rules of the game are read from dusty tomes in voices of hused awe and righteous fury. I used to laugh at it, but now it's just getting old.

    D20 strikes me as one of the worst things to ever happen to the industry, and I mean that very sincerely. The unique, creative rules for each individual game used to be part of that game's atmosphere. Learning the new rules and seeing the new ways of doing things was part of the fun of playing a new game. It was not work. I can still remember how pleased I was when I first picked up Deadlands (a wild west RPG) and found the designers had worked in poker chips and playing cards as part of the system.

    Now everything new just slaps D20 on because it's easy instead of getting creative, or because if they don't they'll be ignored by gamers who can't be bothered to learn a different paradigm for a change. D20 became the mindshare monopoly that GURPS always wanted to become.

    If you like your D20, that's fine, but don't laugh when I tell you that you simply don't know what you're missing. There are games where the game is about what happens in the game, not about the rules defining the way the game works.

    I can take one of these simple games, walk into a convention, pick up a half dozen gamers, and usually give them a session better than anything they've had in the last couple of years, all on a game they didn't even know how to play ten minutes ago. I am not that good at GMing, either. I much prefer to play. The reason they enjoy it is because it is unknown. They don't know the setting, they don't know all the rules or all the details, they can't predict every nuance of the game in their heads, and they know there's no arguing with the GM... things are just too simple. All that's left is story and roleplaying. That's where most of the fun is.

    Sorry for the rant, but I was laughing at the idea of needing another revised expanded edition of the Dungeon Master's Guide. A stack of all of WoTC's D20 books over the last couple of years could probably build a bridge over the Mississippi river.

    --
    Hell is being intelligent in a world full of idiots.
    1. Re:Paying to avoid thinking... by tfoudray · · Score: 2, Insightful

      You're right, rules lawyering sucks the life out of a game. The fact that they are given 15 minutes to argue about this or that rule is not, however, their fault (alright, it is, because the are morons, but whatever, the world is full of them, so deal.) -- rather the DM that either allows them to continue on that way, or that takes their bait and does the arguing him or herself is at fault. it is the DMs job to run the game. That doesn't just mean that have to prepare some adventure (although some of my best games have been spontaneous), but that they need to run something fun. Who is having fun when there is an argument going on? just the one rules lawyer who is masturbating over his or her great success, I suppose. When I DM, Rule #1 is the DM is always right. I don't care how wrong I am, I'm right so that the game can go on. people grumble occassionally, and I'll verify the rules (or justify my choice) AFTER the game to whomever wants to discuss it, but usually by then they have cooled down or simply forgotten, and we can all get on with our lives.

      Also, mod me informative:
      openrpg for online roleplaying!

      And mod me +5 is a DM AND plays online, but isn't a virgin. :-P

  11. Re:ummmm by Planesdragon · · Score: 4, Insightful

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

    I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid.

    But, instead, I'll simply point out that Wizards of the Coast is famous for Magic and buying TSR, and INfamous for the swining orgies and wife-swapping that were rampant in the company in years gone by.

  12. How's your social life? by craenor · · Score: 4, Insightful

    You know...I find this hilarious. Everyone who barely has a life away from their computer is bashing the people who play Table Top RPG's for having no life.

    Meanwhile, let's ignore the fact that a table top rpg requires you to socialize face to face with other people normally.

    A significant portion of these "other people" are gamer, geek females. A subculture of geeks that 90% of you would cream yourself to just meet...and I hang out with 3 of them, all single, on a weekly basis. The last 10 girlfriends I've had over numerous years, including the most recent, my current wife, have all been gamers.

    News flash, bashing rpg's for being too geeky went out of style in the late 1980's..when something more geeky came along, the PC.

    1. Re:How's your social life? by snuf23 · · Score: 2, Insightful

      You might get some additional satisfaction out of improving your English spelling and writing skills.

      --
      Sometimes my arms bend back.
  13. Chaosium had it right by Infonaut · · Score: 5, Insightful
    RuneQuest's 2nd and 3rd edition rules were brilliant in their simplicity. Mechanics were skill-based, combat had a realistic feel but proceeded rapidly, and the system was so flexible and easy to use that GMs could adapt on the fly. The system encouraged creativity and never had a dogmatic feel. The RQ rules were modified slightly for Call of Cthulhu, which ultimately became a far more popular and long-lived game.

    The problem I have with d20 is not that it creates standardized rules. In theory a standardized set of core rules could lead to more creative individual game suppliments and worlds. But that's only if the game system itself is open-ended and flexible enough to allow for wide variety without necessitating endless reams of additional world-specific rules.

    One of the worst things about D&D and the d20 system is its emphasis on classes. Sure, characters can multiclass, but that only adds to the confusion. I find it much more interesting when characters are not identifiable as being of a certain class. Classes are essentially templates, and even when you modify them by creating many options within the class, you're still creating an artificial and needlessly confusing system.

    I heartily concur with you that story and roleplaying are at the heart of truly satisfying roleplaying. Rules facilitate great games, but too many rules bury the game in the overhead of excessive die rolls and rules consultations.

    I'm part of group of friends who have known each other since high school, when we spent a lot of time gaming. We are now all approaching our 40s, and for many years we have only been able to get together infrequently at best for gaming sessions. But when we do get together, usually I GM a game. Recently we have experimented with games in which the players don't even have standard character sheets.

    They know their relative strengths and weaknesses, and have a list of what things they're good at and to what relative degree. The game mechanics are invisible to the players. I let them know when they have to make a good roll, and what it is for, but other than that, the certainty of numbers is removed from the equation altogether.

    When your character is hit and bleeding, feeling woozy and impaired in his ability to fight; but you as a player don't know how many hit points the character has left (or even how many he had when healthy), it puts the uncertainty back into the game and forces a player to think like a character.

    This approach doesn't work all the time, and I don't recommend it as the be all, end all of pencil and paper gaming, but to me it's a reminder that roleplaying games are about letting your imagination take charge.

    --
    Read the EFF's Fair Use FAQ
  14. Re:D&D by BDZ · · Score: 2, Insightful

    I hear you. Long ago I ran a TW:2000 campaign that ran about a year and a half. I ignored so many of the rules. All the looking things up and making so many dice rolls for every little thing got in the way of the story. Not that my players didn't enjoy throwing the bones, but I kept it to dramatic moments like combat and death defying leaps and such.

    I did much the same when I ran a Shadowrun campaign for many years. The decker is off looking for information...rather than have her roll for every little thing we just did some rolling to see what she found and some rolling to bypass ICE (nasty intruder destroying programs). In combat there would be dice rolling and for dramatic moments like leaping from a flaming vehicle, but otherwise we just winged it. I can't understand rolling some dice to see if a player managed to sweet talk some info out of the Don's niece or if they found that rare item in the market. Rules that get in the way of the story or destroy the flow during a climatic scene should be disregarded.

    At least that's how I like it, and my players as well.

    Ah, PBEMs. Yeah, they work best when the story is everything. Only been involved in one though. An Amber campaign. I swear I don't think I've ever worked harder on a character's background than I did for that game.

    Ok, done rambling.

    -BDZ

    Addendum: by the way, if you love your rules and throwing the dice then more power to ya. It's not my cup of tea, but I sure don't look down my nose at you for what you find fun.

  15. Re:D&D by Macgrrl · · Score: 4, Insightful

    There is a whole spectrum between 'strict system games' and 'system-less' games (where all decisions about the game world are determined soley by the GM with no reference to any other source of structure.

    The closer you get to systemless the more arbeitrary the game becomes. Some players perceive this as good, they trust the GM to not bias outcomes against them without good reason, but this can also lead to a sense of betrayal among the players if things go against them and they do not accept/understand the GMs reasoning (greater good, narrative reasons)

    Some players prefer strict rules based systems, where the world may be inherently inconsistent in some ways, the issues are transparent and in the hands of the fates, GM biases do not direct the final outcome.

    The reality of tabletop gaming is that most games sit somewhere between the two extremes, GMs choose when to force a roll - or not. They may decide to conceal rolls and change the result. They may do some sections of the game as a cinematic, and others as miniatures and probability math.

    The trick is to find a gaming group where you are all happy with the degree of strict vs. arbeitrary

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  16. Re:Interpersonal communications??? by jp10558 · · Score: 3, Insightful

    Or, maybe - like in the recent story about Doom 3 - after the 10,000 full house or two pair, the damn game is repetitive, and boring. For me, it's like twiddling my thumbs - marginally better than watching the paint dry, but not something I'd plan on for any amount of entertainment.

    I really fail to see why it's "normal" to sit around a table playing poker, maybe losing or winning money - but somehow childish to sit around the same table playing an RPG...

    --
    Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3