Dungeon Master's Guide II

Looks like a fluff book to me

Don't see what the big deal would be to quit the hobby over it. I think some DM's might like it. I'm probably going to get it, because I "gotta catch 'em all". :D
 

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Frankly, I think the DMG 2 is the book the DMG was supposed to be in the first place. I think the DMG was supposed to be a book on 'how to be a dungeon master?' not 'use these massive lists of traps, magic items and prestige classes and do what you want with them' book.

Sure, the DMG has a few blurbs on what different kinds of games consist of, a chapter on world building (which doesn't help a damn on actually building a campaign world), a large chapter on dungeons (and a random dungeon creation chart), the experience point chart, rules on wilderness situations (something actually useful), and rewards. I am probably overlooking a small few items of note, but the DMG is not a book that teaches somebody how to be a dungeon master.

The description of the DMG 2 sounds, to me, to be that book they need for helping DM's become actual DM's.
 

I agree that it is not the best possible title for the book, but it doesn't fill me with an urge to quit the hobby either. I will at least look at it. (Though at the price it would have to be fantastic to tempt me.)

The Auld Grump
 

Ulrick said:
The first thought that popped into my mind when I saw this was...


"This really temps me to quit the hobby."

So what was your second thought? :)

I am having a very hard time understanding how this sort of book would make you want to quit the hobbit... it's the last book I can imagine it may have this sort of effect on a gamer.
 

Doesn't sound like a book I need, but i know at an early point in my DMing career I probably would have loved a book like this. I probably should get it for my kids, they want to DM too.
 

I am a DM. I refuse to buy any of the "Complete" books. I will not buy "Frostburn" or any of the environmental series. I am sick and tired of new prestige classes, alternate core classes, and so on.

I might buy this book.
 


I fail to see how the release of any product would lead one to "quit the hobby." With that aside, though . . .

I'm buying this book. In my mind, the game needs not only DMGII but also DMGIII. There is a lot of information DMs need to know and, currently, the game does a poor job of instructing new DMs. This leads inexperienced DMs to learn from computer RPGs -- and this tactic places a boss monster at the end of each dungeon level (not that that is completely bad . . . ).

People constantly claim to want products for DMs but, when they exist, the sales just aren't there. The reason so many prestige class, feat, and spell books exist is that players buy those things all of the time. If you see WotC publishing a book for DMs, at least look it over and read reviews before "quitting the hobby." After all, if this doesn't do well you're not likely to see another support product for DMs for a long time.
 

Ulrick said:
http://www.wizards.com/default.asp?x=products/dndacc/863170000

The first thought that popped into my mind when I saw this was...


"This really temps me to quit the hobby."

:eek:


HELP

I am not sure why the hate is here for it? I read the blurb and it seems more like something that would be a bunch of articles, hints and those kinds of things that Monte writes for Dungeon magazine.

Admitedly, it seems like something someone would need if they had not been the DM before or someone just getting into the game and I probably could have gotten more use out of it 20 years ago but I don't get the sense that it is somehow the end of D&D or anything.
 

Sorry but this is what I expect from the hobby, we do not see modules any more, what we see are source books. Why? Because they sell.

More and more we are seeing the game being claimed by the players, it is their games, the rules they want, the setting as they see it. WoTC is supporting that with more general source material allowing the players to lay that claim. I don't see it as a bad thing.
 
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