I'd like to second what others have said. Looking over my copy, the manual itself is nice, and well laid out, but there's really nothing new. I do think it is a little short on some of the excellent advice the DMG1&2 had on running adventures and designing them in general. It's a great start for the newbie GM, but nothing a veteran needs at all. The tokens, maps, and screen are nice, but nothing super special, just enough utility without being fancy enough to drive the price point up to much. All in all, I really do think the adventure is the shining point of the whole setup. I hope to see more like it.
On a side note. Was anyone else a little disappointed that the Dungeon Master's book was a slightly different shape, and uses different glossy cover stock than HOTFL and the Rules Compendium? When I saw the new books, I had this image in my head of a beautifully designed, matching collection of books sitting proudly on my shelf, and the difference in covers ruined that.
On a side note. Was anyone else a little disappointed that the Dungeon Master's book was a slightly different shape, and uses different glossy cover stock than HOTFL and the Rules Compendium? When I saw the new books, I had this image in my head of a beautifully designed, matching collection of books sitting proudly on my shelf, and the difference in covers ruined that.