Sign in/joinLanguage: English [ others ]
Over forty million books on members' bookshelves.
Hide this

Results from Google Books

Click on a thumbnail to go to Google Books.

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition by Wizards RPG Team
Loading...

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules,…

by Wizards RPG Team

MembersReviewsPopularityAverage ratingConversations
136239,674 (3.73)None
Loading...
won't like will probably not like will probably like will like will love

Sign up for LibraryThing to find out whether you'll like this book.

Showing 2 of 2
A great new DMG for 4th edition. Unlike other old schoolers I enjoy the new edition from a DM point a view because this version really streamlines the play so there is less time arguing over rules and more time actually roleplaying. The book will help the new DM a lot, but for the most part, as far as advice and tips go, its the same old game. I even like the new cosmology. ( )
BenjaminHahn | Oct 26, 2008 |  
Despite being the least patronizing of the core rule books, the new DMG still manages to be the worst. It as at heart little more than an appendix to the PHB. Shoot, you can even play the game without it since all of the real information is in the PHB.

This version of the DMG contains several sections advising the would-be DM on how to run the game, and how to deal with pesky players. There are sections also on the new cosmology (simplified, but dull) artifacts (there are only five or so presented ; no doubt the others will cost hundreds of dollars to present) and the all-important sample adventure setting carefully couched in silly names and the fantasy register.

Remember how in the 2nd edition how the DMG was basically cut and pasted from the PHB with a couple of extra wordings thrown in? The new edition doesn't go quite that far, but nevertheless cutting and pasting between sections can clearly be seen.

My advice: don't buy this. This is $35 worth of superfluous information, the absence of which won't harm your game one bit. If you really want the low down on the new cosmology, go to the game store, turn to page 160, and take notes. ( )
Baviv | Jun 28, 2008 |  
Showing 2 of 2
0.009 seconds to build listing
You must log in to edit Common Knowledge data.
For more help see the Common Knowledge help page.
Series (with order)
Canonical Title
Original publication date
People/Characters
Important places
Important events
Awards and honors
Epigraph
Dedication
First words
Quotations
Last words
Disambiguation notice
Publisher's editors
Blurbers
Book description

Amazon.com Product Description (ISBN 0786948809, Hardcover)

The second of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game. The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.

(retrieved from Amazon Fri, 24 Apr 2009 07:58:01 -0400)

The first test round has been closed. Visit the Open Shelves Classification group for details.

Popular covers

 

Help/FAQs | About | Privacy/Terms | Blog | Contact | LibraryThing.com | APIs | WikiThing | Common Knowledge | 41,099,066 books!