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Let's talk about the AD&D 1e Dungeon Master's Guide
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<blockquote data-quote="fredramsey" data-source="post: 1839622" data-attributes="member: 20274"><p>Much of what I liked about the 1st ed. DMG was that it opened up the game from simple dungeon crawls to the idea that worlds could be designed and real stories could be told.</p><p></p><p>However, information was all over the place, poorly organized, and practically useless as a reference.</p><p></p><p>As I said before, if you haven't done so, I would read the 3.5 DMG pretending you are a new DM. There is a lot of good stuff in there, lots of advice, tables, etc.</p><p></p><p>Let's not confuse nostalgia with objectivity <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="fredramsey, post: 1839622, member: 20274"] Much of what I liked about the 1st ed. DMG was that it opened up the game from simple dungeon crawls to the idea that worlds could be designed and real stories could be told. However, information was all over the place, poorly organized, and practically useless as a reference. As I said before, if you haven't done so, I would read the 3.5 DMG pretending you are a new DM. There is a lot of good stuff in there, lots of advice, tables, etc. Let's not confuse nostalgia with objectivity ;) [/QUOTE]
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