![]() | Dungeon Master’s Guide 2 Release Date September 2009 Publisher Wizards of the Coast (US) Designer Greg Gorden, Mike Mearls, Robin D. Laws Players 3 - 8 Brand Dungeons and Dragons |
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.
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.