What can we expect from DMG2

I heard a rumor a while back that the DMG2 was to have a write up of Sigil ala Fallcrest in DMG1. If this happens it would make me very happy. Other than that some minion creation rules, more traps & how to make them, item creation rules (ie how to determine the cost of an item reliably) and a little more advice on using skill challenges in play.
 

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I recall an article saying that the DMG2 will have a "Follow up" chapter for each chapter in the DMG1.

So probably expanding on/continuing each chapter of the DMG1.
 

Well, if it wasn't out, I would've liked something similar to Dungeon Mastering 4th Edition for Dummies. Considering the authors were James Wyatt, Bill Slavicsek, and Richard Baker, it's as close to the real thing as it gets for 3rd party products. The book gives a lot of advice on DMing in a sort of supplemental fashion to the DMG; it's meant to be used along with the core books, not as a replacement.
 


Truth be told I'd expect the PHB 2 creature templates now as a web enhancement. They don't really offer anything to someone who doesn't have the books or D&DI anyway so why not give them to us?
 

I'd like to see some alternate rules such as balancing a game for one, two, or three players and I'd like to see some alternate rules for speeding up combat.

Better skill challenge rules would be great and maybe more useful NPC generation tables for appearance, mannerisms, and what not.
 

On one of Mike Mearls's blogs (that dude has more blogs then blogmaster blog face) I remember reading that the next DMG (and I guess DMGs after that) would start to expand upon more of the heavier "worldbuilding" concepts.

IE teach the basics first, then start to get more detailed in future books.
 

More traps, encounter zones and artifacts.
More city, town, kingdom building advice and crunch to help it out.
This.

I heard a rumor a while back that the DMG2 was to have a write up of Sigil ala Fallcrest in DMG1.
I believe this is true and was confirmed in a DDI article somewhere. I should try to dig it up...

I'd like to see some alternate rules such as balancing a game for one, two, or three players and I'd like to see some alternate rules for speeding up combat.

Better skill challenge rules would be great and maybe more useful NPC generation tables for appearance, mannerisms, and what not.
This too.

I would like to see some more skill challenge examples, what constitutes a SC that consumes a day of gametime, a week of gametime and one that consumes a month of game time. What makes them different and how do I best RP them at the gametable.

(Speaking of which, a podcast of SC run in game as examples would be cool.)
 

Oh, for crying out loud. I was under the impression that you people at ENworld were legendary fact-finders in your chosen sphere.

[This is where a smiley would go, if the ones on ENworld didn't collectively ERIC'S GRANDMOTHER.]

AMAZON.COM SAYS

Product Description
A source of inspiration for Dungeon Masters of any level

This core rulebook for the Dungeons & Dragons® Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers–the interplanar city of Sigil.
 
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Amazon.com said:
"a comprehensive look at skill challenges"

I hope not a rehash of the articles in the online magazines... that would disappoint me. I am looking forward to trap building rules and more traps and skill challenge templates.
 

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