Let's Talk About WotC DM Supplements.

I remember back during the earlier part of the 3.5 era there was an outcry on the various forums about the lack of fluff in WotC's books. As a result, the later supplements (all, not just DM books) got more flavor text -- which of course didn't suit everyone, since we got less crunch.

Kinda similar to what happened with the 4e books, at least the MMs.
 

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I can't really comment on the Draconomicons because I couldn't get past the $40 price point. To me, I just didn't think I would be able to justify spending that much on a dragon book since even in a dragon-heavy campaign, actual dragons won't be brought out all that often.
I had been lucky to get Draconomicon 2 at a reduced price and was very pleasantly surprised.

After reading it, I decided I wouldn't use any of the chromatic dragons in my campaign. Now, there are a 12 metallic types, there's enough variety, and they're less well known than the chromatics. I also found the new take on metallic dragon psychology very exciting. Even the rare good-aligned dragons are going to make great villains!

I was also impressed by the Lair write-ups. Calling them 'Lairs' doesn't really do them justice. They're all complete 'delves' of 3-4 encounters with lots of background and ideas to turn them into full-fledged adventures.

My favorite 4e books so far have been Plane Above and Hammerfast.


Imho, Plane Above showcases what makes the 4e versions of supplements the best yet:
Seamless integration of fluff and mechanics, sufficiently detailed to be put to use in your game without (extensive) prep work.

3e supplements often had more 'fluff' but it wasn't immediately useable. Yes, they inspired adventure ideas, but you'd have to invest a lot of work before you could actually use them.


And Hammerfast has to have the best ratio of adventure hooks per page I've ever seen in any supplement! Initially it didn't look like much, but after reading it I realized, that it has everything that has been lacking in WotC's 4e adventures so far.


For pure monster fluff, though, I still go back to my 2e monstrous compendiums. Regarding MM3, I actually felt it was a step back in usefulness. While there's more fluff than in previous monster manuals, it often felt like 'fluff for fluff's sake'. It's also less organized. I liked the short write-ups for monster knowledge checks. The ones in MM3 are unsuitable for that purpose. And several tactics sections only contain fluff now instead of concrete advice.

Some things that I deem important are still missing:
- a short write-up describing how the monster looks (a picture (which is sometimes missing, too) is not sufficient!)
- a habitat/society entry, i.e. where do you encounter the monsters most often, and how do they live.

The monsters in MM3 are an improvement regarding their mechanical aspects, though. (Almost) all of them seem to be very carefully designed.
 


My top three, so far, are The Plane Below, Demonomicon and Underdark. I've been finding little gems in these every time I re-read them. Good stuff.

My bottom three are Revenge of the Giants (we really don't need a giant race based in the Astral Sea that look like they were crossbred with Sigmund the Sea Monster), H3 The Pyramid of Shadows (atrocious; no redeeming features) and P3 (whatever it's called; Railroad of Orcus?).

However, I've basically been satisfied with everything I've bought (with the exception of my bottom three above).
 

I've been very light in my 4e buying, mostly because I play instead of DMing. The only DM supplements I've had until recently were MotP and Open Grave, both of which were good, but not great.

I decided I wanted a D&D book to read and picked up The Plane Above. Wow! I was very pleased with it. I can easily see setting multiple entire campaigns in the Astral Sea. Based on that reading I picked up the Plane Below, which didn't thrill me as much, but was definitely interesting (I think I liked the more "mappable" mental image I have of the Astral Sea vice the Elemental Chaos). I've since pulled the MotP back out, and I'm looking at Underdark. The various hints I got of Torog made me more interested than I have been so far. I like the idea of gods outside the Astral Sea.

PS
 

Until I started coordinating and running a table for Encounters at my FLGS, I was running successful games with just the three core books plus DMGII, MMII and now MMIII, and AVI.

I consider my games successful when everyone has fun and an interesting story is told.

For a new book to be worth its cover-price it has to promise to make my game even more fun and the stories told even more interesting.


  • DMGII picks up where excellent DMGI leaves off and will help you tell better stories.
  • MMIII and the rules updates to adjust monster HP, accuracy, and damage are essential. However, the MMIII monsters are a varied lot and you still need MMI and MMII for the classics, even if you have to "update" their statblocks. These adjusted stats make the game more fun.
  • AVI is dry as the antarctic to read. But the first chapter brings so much flavor and options to your monsters and NPCs, forget the players, that it is essential. The new weapons were very "Dark Sun" two years before the official Dark Sun release. Great for adding a flair of the exotic to your creatures. Mounts and vehicles were sorely missing from the PHB and DMG. And alchemy has been awesome in my games. Notice I haven't even mentioned the 160+ pages of magic items--including the very fun consumables--and rules for creating magic items. I do wish it had included more rituals. This book makes the game more fun and helps tell more interesting stories.
Those four books (DMGII, MMII, MMIII, and AVI) have been so good to me I recommend new DMs buy them and study them as soon as they can. They are worth their full cover price, IMHO, which is saying a lot since AV is $30 (and out of print, I believe), MMII and MMIII are $35 each, and DMGII is $35.

Oh, and despite the problems with the backside being out of date, the DMG screen is the best I've used. It's long, so you have plenty of coverage across "your" space, but it's short so you can see the table in front of you and player's don't feel like you have built a wall. The art on the player's side is a masterpiece. And it's heavy duty: mine still looks like new. Only $10 makes it an impulse buy, or a rounding error if you are starting from scratch at this point.

My FLGS gives me a great discount in lieu of pay, so I've picked up almost all of the other supplements now. I haven't found anything that reaches the bar set by those four already mentioned. Everything else is either situational or mediocre at best.

Supplements:

  • Manual of the Planes: Not necessary until you reach Paragon tier, then it's really a must, but you'll need to combine it with Plane Below and Plane Above to get the most out of it. $30 is steep since it's a pretty slender volume. $15
  • Open Grave: Could be titled "The Plane to the Left: Secrets of the Shadowfell"; if you are going to feature either the Shadowfell or undead in your campaign you should want this. $30 seems fair if your game will be spending quite a bit of time with its subject matter. Otherwise the MMs do a great job for your occasional encounter. Probably most useful at mid- to late-Heroic tier.
  • Dungeon Delve: It was a stop-gap until DDI got its legs under it. $30 dollars is way to much to spend these days. Spend $10 once for DDI and download every issue of Dungeon instead. I also recommend making random tables of adventure hooks, monsters, hazards, traps, and dungeon tiles. Trying to make a coherent story out of the results is a great exercise in storytelling and can actually create a very memorable session.
  • PHBII is clearly essential, because you can't properly create a gnome sorcerer NPC without it. ;-)
  • Adventurer's Vault II: Not worth it. Once again, it's impossible to read through because it's just item block after item block. Immurements are interesting, and there are some neat wondrous items, but item sets seem like the natural and potentially campaign destroying (stop everything while Joe the Fighter tries to complete his set!) end result of encouraging player wish lists. The worst thing is charging the same price as AVI ($30) but being 70 pages shorter and not bringing as much to the game. A major pass.
  • Dragon Magazine Annual 2009: As I said for Dungeon Delve, just pay $10 for a one-month subscription to DDI and download every back issue. Maybe look at this book's table of contents as a suggested reading list. Saving the $30 cover price will let you repeat this little trick three times over three years.
  • The Plane Below: Secrets of the Elemental Chaos: A good book full of interesting fluff, locations, and monsters. But the Elemental Chaos is extremely deadly. You won't use it in-game until late Paragon tier or early Epic, but then it is a must. Getting it before then could influence you to direct your game into the EC if you weren't planning to already. $30 is a bit steep, but the $20 Amazon price seems right.
  • Underdark: Almost a campaign setting in its own right. Like with The Plane Below, you might end up sending your game underground for the duration after picking this up. $30 seems right for a campaign setting. If you are into this style of game, you'll want to pick this up early in the Heroic tier.
  • PHBIII: Psionics--If you want that you need this. Also necessary to adequately create the guild of gnome monk ninjas to assist your players in taking down the union of halfling rogue thieves.
  • The Plane Above: Secrets of the Astral Sea: A must once you hit the early Paragon tier, IMHO. As with The Plane Below, $30 is a little steep, but the Amazon price seems about right.
  • D&D Player's Strategy Guide: I just picked this up on a whim and was blown away. You know how the DMG and DMGII are hailed as great because of the outstanding advice they give on how to be a great DM? Well this is the outstanding advice on how to be a great player. It could be called "PHB I, vol. 2". As the DM you should be able to coach your players, especially those brand new to the game. This book will help you do that. I am so happy I picked this up. It should have been $20, with a $15 or less Amazon price so that everyone who plays 4E would pick it up.
  • Dungeon Magazine Annual: See Dragon Magazine Annual, above.
  • Demonomicon: Just picked this up. First impression is that I'm not sure if this is necessary if you already own The Plane Below. I'd definitely pick up The Plane Below first. $30 seems expensive for what you get. I wish the development time had been spent on either an outdoor adventure or Feywild guide.
  • I haven't picked up either Draconomicon yet, so can't comment. I also don't own any of the Power books.
  • I have become a really big fan of dungeon tiles since using them for Encounters instead of the poster maps that come with the adventure. They are priced right, but go out of print way too quickly, after which time they go for outrageous prices. I'd pick up two of each set if you get into them. Most of my players have become big fans, even though they've always said they prefer hand drawn maps. They are most useful for heroic tier adventures since once you hit Paragon and Epic the locations are either so sprawling or abstract you either will need way more tiles than you have available or tiles won't adequately represent what you want to have represented.

Adventures:

  • H1, H2, H3: H1 has become a classic. The rest are just OK at best. $30 is way too much for H1, and asking $25 for H2 and H3 isn't much better.
  • P1, P2, P3: I don't own these, but I haven't heard anything good about them either. I believe P3 sets the stage for and ties directly into the E-series. I don't see how they can ask $25 for these kinds of adventures and think they'll sell any.
  • E1, E2, E3: Amazing, amazing concept. Just terrific. Unfortunately the actual encounters are written are primarily a nonstop, railroaded battle across three adventures and ten levels. I'm reworking these to someday use as a campaign arc, but when you risk players saying "oh, no, another fight against the forces of Orcus" something's wrong. If you pick these up you'll want to also have Manual of the Planes, Open Grave, Plane Below, and Plane Above. Again, $25 each is too much to pay for these adventures.
  • I don't own Revenge of the Giants, Hammerfast, Tomb of Horrors, or Vor Rukoth, so can't speak to them. $30 for RotG and ToH seems too expensive by half. $10 on Amazon for Hammerfast and Vor Rukoth seems right.
  • HS1 is a groundbreaking published adventure design for WotC. A recommended first adventure for new players or players new to 4E. HS2, unfortunately, falls back into the every encounter is a fight to the death mold.
 
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My only complaint about the supplement books I have (plane above, plane below, etc.) is the almost complete lack of maps. I don't mean encounter maps.

If a city or a geographic location is described, I want a map of it, dammit. Seeing these fictional places mapped out is a big part of what enjoy in RPG supplements, and they're useful in game to help establish a sense of location.
 

I think that the Vor Rukoth supplement is a step in the right direction from a development standpoint. It focuses on the site itself rather than the monsters. It seeds the DM's imagination and lets them fill in the blanks with the resources already out there.

Great product, easily insertable into any campaign world.
I quite liked the Vor Rukoth supplement too. I think the flavor of the town is quite interesting, and the various factions outlined are not too over-written. It strikes a nice balance between being functionally useful for the DM to build with but not being so rigidly written as to require you to 'rewrite'.

If anything it's possible to run the site straight from the book so that when players encounter specific NPCs, you can play them as is, but without being 'committed' to whatever motivations they could possibly have.


I am actually more pleased with the 4e "DM books" that give practical advice for how to manage the game -- the two 4e DMGs are excellent at this, and there is advice scattered in other places.
Me too. The people I've met who pooh-pooh these books are generally the ones who already have a strong amount of confidence in running games and are basically arrogantly dismissive about the utility of these books because they take their own experience/skills for granted and assume that anyone else who can't work without a bit of a nudge here and there just aren't trying hard enough.

I also really like the 4e books that have campaign outlines. Those are very helpful to me in coming up with a rough idea of what the PCs will be doing when, and they often spark specific adventure or even encounter idea. (So, they work at the highest level -- campaign -- all the way down to the most granular level -- encounter.)
Same here.

I think as someone who is new to D&D and its 'fluff traditions' these kinds of books (Underdark, The Plane Below) make it easier for me to grok what I'm supposed to be doing with these components.

Like okay, I've heard about the iconic subterranean realm of the Underdark through osmosis, but now that I'm actually running D&D, I'd like to know what makes it special in terms of building campaigns around it and creating player-relevant stories with it in mind and having sample campaign arcs really helps in that regard.
 

I have become a really big fan of dungeon tiles since using them for Encounters instead of the poster maps that come with the adventure. They are priced right, but go out of print way too quickly, after which time they go for outrageous prices. I'd pick up two of each set if you get into them. Most of my players have become big fans, even though they've always said they prefer hand drawn maps. They are most useful for heroic tier adventures since once you hit Paragon and Epic the locations are either so sprawling or abstract you either will need way more tiles than you have available or tiles won't adequately represent what you want to have represented.
I would echo this, and add a little tip. My wife found one inch square wooden blocks in a local handicrafts store for a couple of pounds a bagfull - now I can put the tiles on top of them to create multi-level encounter maps that look pretty awesome.

Other than that - whew, long post, but useful, thanks. I might even get prompted to pick up the Players' Guide as a result...
 

Is this the wrong place to mention Paizo's wonderful "GameMastery Guide"? :D It's full of good advice, helpful tables, and great ideas.

You can buy a cheaper version, too, if you don't mind a few dents and scratches.

Paizo's Description said:
This comprehensive guide to the art of Game Mastering goes beyond the Core Rulebook to offer tips, guidelines, and additional rules destined to take your Pathfinder Roleplaying Game campaign to the next level. Containing the accumulated knowledge and best practices of Paizo's award-winning creative staff and cadre of regular freelancers, this 320-page hardcover book is filled to bursting with encounter charts, idea lists, encounter design advice, tips for using and adapting published products to your personal campaign, and top-to-bottom guidelines for building a campaign from scratch. With a cover from fan-favorite artist Wayne Reynolds and lavish full-color interior illustrations, the Pathfinder RPG GameMastery Guide is an essential volume for gamers eager to take the next step in their Pathfinder journey.

* The Pathfinder RPG GameMastery Guide includes: Campaign basics such as choosing a tone, getting players together (and working together), and guidelines to establish exciting narrative techniques

* An extensive chapter on handling players and their characters, from balancing a party to handling PC death and new characters to common house rules and solo campaigns

* Tips for creating memorable Non-Player Characters, guidelines for followers, cohorts, sages, and hirelings, and more than 100 stat blocks for common NPCs such as guardsmen, knights, bandits, pirates, villagers, and nobles

* Mountains of advice for handling treasure and rewards, from extensive lists of sample treasures to guidelines for nonstandard rewards like NPC favors, adjudicating wish spells, and making magic items

* Rules and suggestions for world building, including community generation, overviews of different culture and technology paradigms, dealing with terrain, building calendars, and planar considerations

* Advanced GM techniques such as fixing a "broken" game, using accessories, converting content from other systems, using props and handouts, when to "cheat," and how to prep a game from scratch in 15 minutes

* Additional advanced rules including chases, sanity, hauntings, mysteries and investigations, research, weather, diseases, hazards, curses, poisons, traps, and much more

* As many idea-generating and time-saving charts and tables as we can manage to fit between two covers!

* …and much, much more!

ISBN-13: 978-1-60125-217-3
 

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