Dmg II

After reading some of the preview on the WotC site, this book actually looks a heck of a lot more useful than I had originally anticipated. I may actually get meself a copy...
 
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The_Universe said:
Link the preview maybe?

http://www.wizards.com/default.asp?x=dnd/iw/20050505a

June: Dungeon Master's Guide II

If you've ever taken a turn behind the screen, or want to take a crack at it, you're probably in the same boat as me -- you want to be the best DM you can be. A great game is fun for everyone and there's nothing like finishing up a session and having your players be eager to sit down for the next one. And that, my friends, is what the Dungeon Master's Guide II is all about. It's 288 pages of information, advice, guidelines, and ready-made resources that will help you improve your game -- whether you're working up a game session or DMing by the seat of your pants when the PCs head in an unanticipated direction, as they're wont to do.

You saw the back cover copy for this one last month. This month, I thought I'd give you an even better idea of what you're going to find inside the covers of this big, blue book. And I can't think of a more succinct way to do it than to give you a look at the Introduction, which sprawls all over page 4:

Just to give you an idea of how much information is packed into the DMG II, here's an example that draws on material from just two sections of the book -- Encounter Tables and Medieval Society.

Imagine your intrepid band of adventurers needs to get a piece of information from an individual they know is somewhere within a well-guarded city -- one that won't allow them access through the city gates. They might opt to sneak into the city through its sprawling sewer system. After dealing with a number of hazards encountered in its labyrinthine and dank depths, they emerge in an alleyway. Stepping out onto a bustling street, they are startled by alarmed shouts followed by the sound of a number of runaway draft horses, spooked by who knows what (perhaps foreshadowing a future adventure). During the chaos of navigating the stampede and avoiding being trampled, one of the characters crashes through the window of a shop. Once the tumult of the horses has passed, the party decides that this place of business (which turns out to be a blacksmith's shop) is as good as any to begin their search for their contact. While negotiating the purchase of a handful of iron spikes, the party describes their acquaintance to the blacksmith, who directs them to a nearby tavern -- the Scurvy Dragon. And off they go, ready to get started on their adventure. You can do a lot with some basic ideas and just a few dice rolls. Take a look.

* Introduction
* Encounter Tables

And that's really just touching on a fraction of what the Dungeon Master's Guide II can help you do for your game. Next month, I'll show you more.
 



Jyrdan Fairblade said:
Interesting. At first blush, it sounds much closer to the 1e DMG. Which is a good thing.


It's half -- half -- HALF a book in one! ;) Considering it takes two books to tell what the 1st ed. DMG to tell in one, this is the half I've been waiting for a while now.

I have seriously thought about picking it up, given that one of the co-authors is Robin Laws, whose work I've been more and more enamored of recently. I can always use more advice on being a good DM, and depending on its format, I may be strongly recommending this to one or two budding DMs in our gaming group if it's what I think it is.
 

The best looking thing they have released/announced in a while...and it looks far better than Heroes of Battle...

but speaking of which both products have "team work benefits"...not sure that yet another PC booster (on top of race, class, skills, feats, prestige classes...now replacement levels) is really needed, but more details on implementation is key.
 

Hmm, rolling 8 then 14 on the random tavern name generating table produces . . . "The Wet Wench." :eek:

Wonder if DMG II will have a "Mature Content" label on the cover.... :D
 



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