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Dungeon Master’s Guide 2

5.00 (1 rating)
Release Date September 2009
Designer Greg Gorden, Mike Mearls, Robin D. Laws
Players 3 - 8
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  • An inspirational tome for Dungeon Masters of any level
  • Skill Challenges, Customized Monsters, Paragon Campaigns and more!
  • Superb advice for the creation of Advanced Encounters

While the nuts and bolts behind the Dungeon Master process may seem simple at first, it's the nuance that can elevate the layman practitioner into the epic storyteller. And, as with any endeavour worth pursuing, a DM keen on self-improvement is always on the lookout for more advice and options to add to his arsenal. The Dungeon Master's Guide 2 does not disappoint here. Chapter 2 – Advanced Encounters is of particular interest, but gold can be found in a rich vein throughout. For example, there's some great material on Monster Customization, using templates to create thematically consistent threats. Throw in some campaign ideas, traps, magic artefacts and more, and the Dungeon Master's Guide becomes essential reading for anyone looking to improve their game.

Age
12+
Play Time:
Very Long (120+ min)
One of the best sourcebooks ever for DMs / GMs of any game

This books distills years of experience from some of the game's best DMs to help you improve your game. It sounds simple, but it's all about the execution - and in this case, it's nearly perfect. 

No matter what RPG system you run, if you are a DM/GM it's worth it to have this book on your shelf just for the inspiration and advice contained inside. 

Review posted on 31 July 2011