4E DMG...good...bad...ugly

What is your opinion on the 4E DMG?

  • The 4E DMG is great! Best yet.

    Votes: 56 33.9%
  • The 4E DMG is good. As good or better then the rest.

    Votes: 62 37.6%
  • The 4E DMG is OK. Not as good as some others.

    Votes: 15 9.1%
  • The 4E DMG is eh. I liked others better.

    Votes: 12 7.3%
  • The 4E DMG is bad. Maybe one of the worst.

    Votes: 6 3.6%
  • The 4E DMG is so bad, its I can’t believe how bad it is bad.

    Votes: 5 3.0%
  • I am not familiar with the 4E DMG, as I don’t DM.

    Votes: 2 1.2%
  • I am not familiar with the 4E DMG, by (other) circumstances.

    Votes: 1 0.6%
  • I am not familiar with the 4E DMG, as I know I do not want to play 4E.

    Votes: 6 3.6%

4e is my first experiance with pen and paper games. I had acouple of friends who wanted to start playing and since I was the first one to read threw the phb I was elected to be DM. I'd never even seen a dnd game played so I had no idea what to expect. The 4e DMG was amazing it answer all of the questions I had in my head and gave me information beyond what I thought I needed. Over all I think it's a great guide to running a game it helps to direct your focus towards fun for the group. I've played acouple games since where I wasn't the DM. The DM had alot of dnd experience (started playing with adnd) and loved to run off the cuff games where you make it up as you go along. This is fine but by the end of our second session I was wishing he'd read the 4e DMG for the section about finding the fun at least. We were starting fights with random town folk just so the gaurds would show up and we could ask them for something to do the game really started to drag. I think the new DMG really helps to keep situations like this and may others from happening.
 

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I think that it is an excellent Dungeon Masters Guide, which is good because that is what it purports to be. It tells you what you should be doing and suggests a lot of things that you could be doing to make your game good. I can understand how the layout makes it a less than ideal reference book but that can be fixed by photocopying a few critical pages or getting a good DM screen.

I think it has all the appeal that the PHB completely lacks. My opinion is that the PHB is dry and lacking in any sort of draw for the new player. But the DMG is the complete opposite.
 

4e is my first experiance with pen and paper games. I had acouple of friends who wanted to start playing and since I was the first one to read threw the phb I was elected to be DM. I'd never even seen a dnd game played so I had no idea what to expect. The 4e DMG was amazing it answer all of the questions I had in my head and gave me information beyond what I thought I needed. Over all I think it's a great guide to running a game it helps to direct your focus towards fun for the group. I've played acouple games since where I wasn't the DM. The DM had alot of dnd experience (started playing with adnd) and loved to run off the cuff games where you make it up as you go along. This is fine but by the end of our second session I was wishing he'd read the 4e DMG for the section about finding the fun at least. We were starting fights with random town folk just so the gaurds would show up and we could ask them for something to do the game really started to drag. I think the new DMG really helps to keep situations like this and may others from happening.

Very interesting post! That's the first time I've ever read an account of a new DM, and it seems at least as if the DMG does what it was supposed to do.

Did you also post in the 4E PHB...good...bad...ugly forum? I wonder if the PHB achieved the same...
 

Good, bad, etc

Good: A Dungeon Master Guide, that is an actual guide to being a dungeon master. Finally. And a guide that is clearly informed about how a lot of (good) DMs actually DM and how a lot of groups actually play.

Bad: A little too much "wrong-bad-funnism" and not enough info on traps, tricks, artifacts and dungeon, town, and wilderness features.

Ugly: They got the defualt DCs wrong AND the screwed up the skill challenges. You have got to be *&%! kidding me.
 

In Comparison (and a thought)

vs. 3E The 3.0 DMG was a good toolkit, the 3.5 DMG a better one. (though I dare anyone to read it cover to cover). But the 4E one does cover a lot (but not all) of the same ground in fewer pages and more from a "this is how it really works" perspective. Plus, it really spells out how to DM in a way those don't. And you can read it cover to cover. 4E DMG wins.

vs. 2E The 2E DMG was perhaps the saddest core book ever, though parts of it are actually pretty readable. Still, not even in the same league.

vs. 1E Just totally different books. The 1E DMG was not for newbies. It was for someone who started playing in the mid 1970's and served two functions. 1) Allowed the DM to hold up this great big book and say "this is how it works". 2) Gave the DM all sorts of things, some far, far, outside the box, with which to build exciting worlds and totally mess with his players. I think each excells at what it does. Though the 4E approach probably has a little broader audience.

DMGII As noted above, the 4E DMG is really building on the 3E DMGII. And I think it does a better job. This also gets the sequance right: start with this book. THEN, do the "advanced" one. The 4E DMGII should be the sequal to the past toolkits. Loaded with options, rules, specifics, and advanced advice on how to shake things up and push your game to the next level. Or at least totally mess with your players.
 

I voted "Ok, not as good as others", but I realized afterward that that's incorrect. It's a darn good book, and puts both 3e DMGs and the 2e DMG to shame.

It's only by comparison with the 1e DMG that it begins to tarnish.
 

+ Very good advice about actually being a DM.

- Not enough artifacts & relics.

Overall, it's damn good.

Cheers, -- N
 

Good: A Dungeon Master Guide, that is an actual guide to being a dungeon master. Finally. And a guide that is clearly informed about how a lot of (good) DMs actually DM and how a lot of groups actually play.

Bad: A little too much "wrong-bad-funnism" and not enough info on traps, tricks, artifacts and dungeon, town, and wilderness features.

Ugly: They got the defualt DCs wrong AND the screwed up the skill challenges. You have got to be *&%! kidding me.

I agree with all these comments, I really was disappointed with the skill challenges... it was one area I was really looking forward, but overall it's a great resource.
 

Could someone point to the "Good DM advice"? I am just having trouble finding the stuff that is exceptional. Not trying to knock the book mind you, I just don't see anything that jumps out at me as revolutionary or New or fantastic.
 

From the votes so far the new DMG is doing pretty well, and better then the PHB in the comparable pole.

Not nec. what you would expect from mostly be an advice book, with a sample town and adventure, and otherwise limited crunch.
 

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