No love for DMG II !?!?

Got it yesterday, and I liked it. I found the parts on more cooperative storytelling techniques very interesting and I wonder if I can incorporate it more. I find the idea of building characters together with a common background the easiest - that's something I have already done when I started playing Shadowrun. Only in D&D it fell back, which might be more related to the group then the game system, though.

The stuff on skill challenges and monster design is definitely useful.
 

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I'm focusing on my new campaign based around thunderspire labyrinth. I want the new DMG but finances are tight right now. I may buy it a a little prezzy to myself soon. All my hype is going into my new campaign - I'm excira'd...

The book does sound like it is covered in awesome sauce though.
 


The book is awesome. Since picking it up I haven't stopped using its contents, from terrain powers, to alternate rewards, to proper companion characters. I definitely will be using the Sigil adventure, and the listing of gate towns inspired a whole homebrew introduction adventure. The extra insight on skill challenges also really helped me. If you're a 4e DM, get it.

Could you list the 4E gate towns for us?
 

I picked it up yesterday and so far for me it's a mixed bag. I was looking forward to some comprehensive trap rules, but what was presented still leaves me a bit befuddled. I'm hoping a re-read will make the light bulb appear.

The "cooperative campaign building" stuff et al. is sorta old hat for me (having both been a GM for 25+ years and already read most of Robin Laws' stuff), but I can see it being good for young 'uns.

A very large portion of the book was pushing Sigil and plane-hopping as the standard for post-11th-level play, which for me is like nails on a chalkboard. There are plenty who will say that's a feature, not a bug, tho. YMMV.

-The Gneech, who wants a 1-30 "heroic tier" game
 

Ooh - it reprints the Skill Challenge from "Journey Through the Silver Caves", which has been my favourite skill challenge so far, really showing what the format can do.

That's very, very cool.

Cheers!
 

Got it yesterday, and I liked it. I found the parts on more cooperative storytelling techniques very interesting and I wonder if I can incorporate it more. I find the idea of building characters together with a common background the easiest - that's something I have already done when I started playing Shadowrun. Only in D&D it fell back, which might be more related to the group then the game system, though.

I've also found that if you give the players some sort of common theme or background element, such as "You're all linked to the noble family X in some ways" or "This campaign revolves around the Arcane University in city Y", they usually will come up with some sort of connection how to link their PC to that theme/element on their own and without further "prodding".
 


Could you list the 4E gate towns for us?

The DMG2 lists the following:

Tradegate (Sigil)
Slumber (Plane of Dreams)
Excelsior (Celestia)
Bedlam (Pandemonium)
Plague-Mort (Abyss)
Moonstair (Feywild)
Farren (Far Realm)
Gloomport (Shadowfell)
Gleaming (Astral Sea)
 


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