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Chris Thomasson

Author of Monster Manual III (3rd edition)

26+ Works 1,300 Members 3 Reviews

About the Author

Includes the name: Chris Thomasson

Works by Chris Thomasson

Monster Manual III (3rd edition) (2004) — Author — 325 copies
Fiend Folio (3.5 edition) (2003) — Author — 307 copies
Dungeon Master's Guide II (2005) 294 copies, 3 reviews
Dragon Magazine, No. 315 (2004) 16 copies
Dragon Magazine, No. 312 (2003) 15 copies
Dungeon Magazine #91 (2002) 15 copies
Dragon Magazine, No. 313 (2003) 13 copies
Dungeon Magazine #92 (2002) 12 copies
Dungeon Magazine #96 (2003) 12 copies
Dungeon Magazine #97 (2003) 12 copies
Dungeon Magazine #90 (2002) 12 copies
Dungeon Magazine #88 (2001) 12 copies
Dungeon Magazine #87 (2001) 11 copies
Dungeon Magazine #100 (2003) 11 copies
Dragon Magazine, No. 314 (2003) 11 copies
Dungeon Magazine #89 (2001) 10 copies
Dungeon Magazine #93 (2002) 10 copies
Dungeon Magazine #94 (2002) 10 copies
Dungeon Magazine #99 (2003) 10 copies
Dungeon Magazine #101 (2003) 9 copies
Dungeon Magazine #95 (2002) 9 copies
Dungeon Magazine #98 (2003) 8 copies

Associated Works

Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (2005) — Editor, some editions — 289 copies, 1 review
Magic Item Compendium (2007) — Editor, some editions — 212 copies
Monster Manual IV (2006) — Editor, some editions — 189 copies
Tome of Magic (2006) — Editor, some editions — 167 copies, 1 review
Sandstorm: Mastering the Perils of Fire and Sand (2005) — Editor, some editions — 156 copies, 1 review
Tome of Battle: the Book of Nine Swords (2006) — Editor, some editions — 146 copies, 1 review
Fiendish Codex II: Tyrants of the Nine Hells (2006) — Editor, some editions — 131 copies

Tagged

Common Knowledge

Canonical name
Thomasson, Chris
Gender
male
Nationality
USA
Associated Place (for map)
USA

Members

Reviews

3 reviews
This book goes into great detail on the roleplaying and practical aspects of being a Dungeon Master - it is not an expansion of rules or a replacement for the first Dungeon Master Guide. It goes into far greater detail than that volume on topics like how to understand the different types of players (why they are the way they are and how to motivate them, or otherwise work with them, in your campaign), how to design richer urban environments (cities, towns, and regional characteristics based show more on realistic ideas rather than random tables), and provides insight into magic and how to work it into your campaign. It also comes with a detailed example of an urban setting, the 'Saltmarsh', which is worth reading through even if you have no intention of using it. The descriptions of all aspects of the Saltmarsh are quite detailed and could easily be adapted in whole or in part into any number of urban environments in your own campaign.

While some of the content in the book will sound somewhat old hat to an experienced Dungeon Master, I'd be willing to bet that there is still a good deal of useful information in this book for everyone. I've not met many people who could not benefit in some way from an alternate point of view, and if you can be openminded to new ideas then you may find a reasonable amount of useful information in this book. At the very least this material should inspire some new ideas in the creative reader, and will certainly be a solid reference book for those who are looking for a good starting point to build quality DungeonMaster skills.

Like all information (printed or otherwise), depending on what you want from this book you may or may not find it useful. There is very little rule-based information, so don't worry about having to alter rules to suit your preferred version of the game - this book is all about general concepts and being creative to make a richer campaign for everyone. I have been playing D&D off and on since the late 1970's and I still found a good deal of useful insight here. I prefer a roleplaying oriented game where rules are used to enhance the experience of play, maps are hand drawn, and homemade props are common over a game where complex rules can become intrusive, cartoonish (and expensive) maps are required, and rapid advancement/power gain is the primary focus. I bought this book because I wanted some insight into how other people have resolved various issues and problems with the game and those who play it (especially the latter since online MMOs and console games have radically changed the expectations of the player base). I also wanted to read someone else's thoughts on how to develop more complex and interesting urban settings, both as a base for the party and a source of adventure that was not the standard dungeon crawl, and I found what I was looking for in this book.
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½
There are some useful things in this book, but not as much as I would have hoped for.
½

Awards

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Statistics

Works
26
Also by
7
Members
1,300
Popularity
#19,756
Rating
½ 3.6
Reviews
3
ISBNs
7
Languages
1

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