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31 of 37 people found the following review helpful:
4.0 out of 5 stars
The start for any aspiring Dungeon Master, December 4, 1999
This book is the newest edition of the Advanced Dungeons and Dragons Dungeon Master's Guide. As it is one of the three "core books", i.e. ones that contain the general rules, it is required reading for the DM. This release has its faults and its good sides. Like all three core books ( Player's Handbook, Dungeon Master's Guide, and the Monstrous Manual) that were reprinted in 1995, this volume is expanded from the previous editions. It has many more pages that before, many with color illustrations. The font is larger and easier to read. As a manual for creating realism in the adventures you create, the Guide does succeed, although not everywhere. Nearly every rule is followed by good sketches, tables, and graphs for easy reference. New situations are detailed, and there is a generous sprinkling of optional rules for enhanced realism. Despite this, some of the shady areas have been left only partially explained ( large-scale travel, for example). The book is written with good-natured humor, and is by itself fine reading. Also, I would like to commend on the lists of magical and arcane items. The book is the required start for any DM, and it reamins the necessary component of any game session. Buy it, but never show it to your players.
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