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Dungeon Master’s Guide 2

Posted by MkaY On September - 30 - 2009

Few days ago, I got my hands on Dungeon Master’s Guide 2 and I have to admit, that in my opinion, it is the best 4th edition release besides the actual Player’s Handbook. In fact, the book is a lot more useful than the original Dungeon Master’s Guide. Right in the introduction it states that; “A Dungeon Master’s Guide isn’t just about the rules, it’s about helping you to be the better dungeon master”. That it truly does.

Chapter I: Group Storytelling. When I was a DDI subscriber, I got the chance already to try some of the stuff that is in the book so I know it works. The section contains good advice and advanced techniques transforming your game a group effort making everyone participate more to the traditional dungeon master’s part. When I first read the chapter through, immediately my mind was full of ideas how to use what was given in the book. In my opinion, when a book makes you exited about trying to enhance your gaming, it has done its purpose. As a player, it also makes me want to invest more to the narrating part.

Chapter II: Advanced Encounters. The second chapter focuses on adding motivation and story to encounters; using various elements as tools in order to make encounters more fluent. Advice covers key elements of a successful encounter and makes sure that your encounter doesn’t make your players yawn. In other words, it explains how to make more memorable encounters.

Chapter III: Skill Challenges. In the original Dungeon Master’s Guide there was a need for revision in the skill challenges part. Here it now stands in the DMG 2, replacing the content in the original book. The rules are revised, they’ve added some tips and advice to the section and also included various skill challenge examples. The internet is full of fantastic use of skill challenges, but it isn’t a waste to see what is included here. A good solid chapter; it takes the concept and really runs with it.

Chapter IV: Customizing Monsters. The next Chapter is about customizing monsters. New templates (oh how I love templates), as well as revised rules for building new monsters. The new tools can make your villains and his minions to present more of that theme you want to implement. Tasty stuff for any DM.

Chapters V-VI: Adventures and Paragon Campaigns. The last chapters of the book consist of Adventure and Campaign elements including also alternate rewards for players; presenting great alternative ideas as a reward. It also focuses on artifacts, organizations (how to create organizations to help or hinder PCs) and has its own section on Campaign Arcs. The book concludes with a chapter on Paragon Campaigns. What it means when character reaches the paragon tier. The book gives examples how to broaden your campaigns horizons.

I’m not the best person to review books, but as you can see the excitement through this review, I believe that the book is worth a look. As a conclusion: Dungeon Master’s Guide II is worth a look when you wish to have more FUN! around the gametable. In addition, this book would have saved my poor players years ago when I was running my first campaign.

2 Responses to “Dungeon Master’s Guide 2”

  1. Saragon says:

    Have you looked at the Eberron Campaign Guide for 4E D&D yet? I've found it to be an amazingly good book – pretty much every page had me going "Man, I want to run an adventure based on that." The book is practically soaked in ideas (which is why it's my top 4E book thus far.)

    Of course, your DMG2 review is the first review I've seen that hasn't been a rather 'formal' review – it's good to see off-the-cuff indie reviews. So I may have to pick that up soon too…

  2. MkaY says:

    I haven't. Your comment tells me that I finally should. First there was regular 4th edition d&d and now we are playing 4th edition Forgotten Realms.

    I think it is now clear what is the next D&D to try. What I've heard also from other sources, it has been all good.

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