Even though in today's day, there are books which are, in my opinion, excellent resources for a 5e DM.
These are the ones I STILL look at from time to time. Not for rules that are obsolete. But for inspiration!
I will add stuff as it is brought up after review
4e
Draconomicon: Chromatic Dragons and others.
Of all editions, the 4e Draconomicon I believe is the best version. Everything from regional aftereffects if an ancient baddie dies to lair ideas. Only thing is, no gem dragons.
3e/3.5
Stronghold Builder's Guidebook
THE book if you have characters building strongholds, cities, and other structures. A must for higher level games.
Hero Builder's Guidebook
For the backstory geeks among us, the best assist for creating a family history, both current and ancestral, that I know of.
2e and earlier
Wilderness Survival Guide and Dungeoneer's Survival Guide
These two books are masters in the class of running great outdoor campaigns.
World Builder's Guide
At a certain point, as a DM you transcend beyond just making sessions and trying to keep the rules straight/people happy. If you find yourself running a long campaign and want/need to create a world, this is for you.
1e Dungeon Master's Guide
Not only for old school cred. More resources and advice than you can shake a stick at, and though some of that advice is very dated (being oriented around an approach to RPG's that is simply not used anymore - or at least not understood) a LOT of it is still better than anything that's been published since.
Any others I am missing?
These are the ones I STILL look at from time to time. Not for rules that are obsolete. But for inspiration!
I will add stuff as it is brought up after review
4e
Draconomicon: Chromatic Dragons and others.
Of all editions, the 4e Draconomicon I believe is the best version. Everything from regional aftereffects if an ancient baddie dies to lair ideas. Only thing is, no gem dragons.
3e/3.5
Stronghold Builder's Guidebook
THE book if you have characters building strongholds, cities, and other structures. A must for higher level games.
Hero Builder's Guidebook
For the backstory geeks among us, the best assist for creating a family history, both current and ancestral, that I know of.
2e and earlier
Wilderness Survival Guide and Dungeoneer's Survival Guide
These two books are masters in the class of running great outdoor campaigns.
World Builder's Guide
At a certain point, as a DM you transcend beyond just making sessions and trying to keep the rules straight/people happy. If you find yourself running a long campaign and want/need to create a world, this is for you.
1e Dungeon Master's Guide
Not only for old school cred. More resources and advice than you can shake a stick at, and though some of that advice is very dated (being oriented around an approach to RPG's that is simply not used anymore - or at least not understood) a LOT of it is still better than anything that's been published since.
Any others I am missing?
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