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Dungeons & Dragons Second (Revised) Edition Dungeon's Master Guide

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      05.02.2013 02:09
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      Essential although not immediately obvious

      I won't go into too much detail about what Dungeons and Dragons is, that can be seen in my other review of a different book for Dungeons and Dragons on my profile.

      Now that you've skimmed through that review, we're ready to continue.

      ***What is a Dungeon Master?***

      A Dungeon master or 'DM' is the person who sets up, regulates and maintains the game throughout play. You are the one that allows and bans certain actions in the game. You are...The Dungeon Master.

      As Dungeon master however, you are also heavily burdened with many commitments. If you have told your players that you will be the DM, you have basically said to them 'You don't have to put in that hard work, I'll do it!'. So it's important that your head and heart are in the right place before you start doing this,as it can often be a long and arduous process.

      The commitments of the dungeon master are fairly large as well. In order to play a game, you must at least possess a story. Usually that is not enough, the players will be content on trying to find flaws within your story, you must be extremely prepared or they WILL find flaws in your story. It's best to back up your story/adventures with maps of the settings. Once you have the maps done, you will need to populate these with monsters to ensure there is some form of risk in the game aswell. Usually individual monsters will need backgrounds aswell.

      Remember, with a role-playing game ANYTHING can happen. Although that giant bear was there to attack the players, the players may have gotten lucky and got on its good side. When this happens and you are unprepared the game fails. So let's recap
      A dungeon master will (probably) need;
      A story - A setting, location, history, names of famous figures, etc...
      Maps - Regional maps, world maps, town maps, dungeon maps, ALLLL the maps.
      Monsters - Not just their statistics like hit-points and attack, they need a background and a motive.
      Risks - Hovering platforms 5,000 feet above smelting lava and the only way is to jump.
      Rewards - You jumped over the lava didn't you, here, have some cool stuff.
      Continuation - More quests that continue the story are usually more satisfying than one different quest after another.

      ***Why would I WANT to be Dungeon Master?***

      Despite the large amount of effort needed to have a successful game, the rewards are great. The players are like putty in your hands and you control the fate of most of them.

      It's also extremely educational when you're creating a background for your stories. You'd be surprised at the things you need to read about in order to convincingly convey a village.

      Although I have mostly stressed the need for dungeon masters to create,create and create! They also do get to play the game. All the villains and monsters that you created are played out by you. You get to make the story AND play it, sounding a bit better now? Yer it is!

      Now that I have piqued your interest, perhaps you'd like to know about the book oh young dungeon master...

      ***The Dungeon Master Guide book***

      The Dungeon's master guide is a companion to the players handbook (for 2nd edition) and is essential in order to play the game. The number of useful charts and tables spread throughout the book are the biggest reason to buy. Whilst the book is largely useful, there is a lot of 'fluff' text. Text that is not really needed and just drags on adjective after adjective.

      I believe they probably could have slimmed down the book personally as it is rather weighty and some points could be said in half the words they've used.

      The dungeon masters guide contains such useful information as;

      Encounter tables - These tables are looked at when you want to randomly generate a creature for a specific type of terrain

      Treasure tables - Occasionally you might need a shortcut. Sometimes you can't think of suitable treasure for completing a quest and that is what these tables are for.

      Rules - Lots of rules. Thankfully, this book covers a lot of ground that the players handbook does and so the majority of the time you and your players can easily reference a section in two different books, this is extremely helpful when you want to preserve the pace of your game.

      ***Am I a dungeon master?***

      Not yet, but I believe with proper studying of this guide, you will be the greatest!

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        09.11.2000 22:15
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        You just can’t run a game without this book. I’m not 100% convinced that all of the updates from the first edition are improvements, but it’s a good book. It still contradicts the Players Handbook in places, but I’m prepared to forgive that. Your DM can overrule in this case. I still find that you have to flick backwards and forwards to get all the information required in a given situation and so I make a lot of notes in the margins. They could have improved things by having page references next to certain tables telling you the locations of the others you are likely to need.

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        14.07.2000 19:00
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        As you can see I like dungeons and dragons because I have written two opinions already so I will make this the last opinion on dungeons and dragons. This is the essential manual for AD&D game dungeon master. All the information you need to create and run thrilling, swords-and-sorcery adventures is clearly laid out in the dungeon master guide. Learn all there is to know about magical spells, hundreds of devices and treasures, battles, travel, experience awards, and more. This fresh new format will be your guidebook to the challenging world of the AD&D dungeons master if you get it!!!!

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        25.06.2000 02:02
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        AD&D has been poorly served in recent years. The death of TSR and the takeover by Wizards of the Coast has left AD&D static, with a dreaded third edition on the way. All I can say is buy the second edition while you can. This is a great game. AD&D is probably the most fun of any of the fantasy RPG's out there - it is simple where it needs to be, especially in combat - and detailed where that is right - spells being a point in case. The DMG provides all those details that the players shouldn't know, but as everyone who plays AD&D buys this book, already do. Details of the combat system, experience points, great ideas on none-player characters and a vast list of magical items. Like all AD&D rule books, you can get overwhelmed by all the options, but most of them can be ignored until you are sure of yourself, while the rest are well explained. This revised edition takes the original and improves the presentation massively - gone are the iffly line drawing. Regardless of the fate of AD&D in the future, there are so many products out for this system that you will never run out. This is half of the best RPG of them all.

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