What info would you want in a New DM only book??

I think it would be a great idea if someone was to put together a product that is a 2nd DM only book.

"Behind the scene's" Or "Behind the DM Screen"

A book that deals with adjusting CR with ideas like this one Quoted from RyanD: "CR Factors". A "CR Factor" might be something like "Undead +2CR".

And idea's on how to handle situations that come up like infighting.

How to handle a campaign where there is no cleric other than healing for hire.

How to run campaings where there are only 1-2 players and only 2 or 3 characters.
How to use tactics and to how create usable tactics for monsters

A great detailed how-to section on dm'ing writen by a expert DM on ways to challenge the party while giving pratical and usable idea's on how be creative. ( Did that make sense? )

How to handle the Prestige classes like modifying your campain to include new ones or to better fit them into your campaing.

These are just idea's i put donw to give people the idea of what i was thinking.

What other type of info would you like to see in a product like this.
 

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- Even more charts and graphs on how to Calculate magic item costs.
- Tips and instruction on making good quality game add onss like counters and paper handouts.
- Maps in all orders.
- Maybe making it into a folder map like the old 2e Monster manuals, were you could clip in new info.
- Charts of extra combat modifiers.
- Expanded system of Masterwork, possibly extending it to +2 non-magical items.
- discussions of co-DMing, Online DM-ing, PBM Dming.
- A set popular of campaign outlines which could be chosen from a competition.
- Pub/Casino/Sport events in D&D.
- Special tactis for unusual monster combo's.
 


  • Something to include would be a 3e version of the Dungeoncraft articles that were in Dragon Mag. Expanded world building tips and the such.
  • Out of game issues like the ones mentioned above (in-fighting, how to make your players better RP-ers, etc.)
  • Additional PrC's and how to balance them (similar to what Monte Cook has on his site)
  • uh.... there are plenty more but I can't think at the moment....
 


NPC's

maybe an array of NPC's, that would be easily molded into many different campaign settings. I do think that would be a plus.
 

Most ideas posted here plus:

-How to deal with specially powerful spells (Wish, Resurrect, Miracle...)

-Alternate XP assignation methods (earning experience for role-playing, for resolving dilemmas and so)

-Various rules to change the alignment of PCs.
 

Well the GM Mastery series by Johnn For and RPGObjects does some of this with its first release, NPC Essentials.

Robin Laws book on Good Game Mastering should be a part of any GM's library.

The Gamemaster Secrects book 2nd ed has some good buzz about it.
 

-Recognition that there is no suchthing as a "DM only" book that isn't actually written by the DM himself :D
 

A book that expands Greyhawk as a legitimate game setting complete with NPCs, Prestige Classes, and plot hooks. I'm underwhelmed by the RPGA's treatments, and the splatbooks don't really delve into the setting too, too much other than using recognizable names (Great Kingdom, Hextor, etc.)
 

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