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Dungeon Master's Design Kit (Advanced Dungeons & Dragons Accessory)
  
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Dungeon Master's Design Kit (Advanced Dungeons & Dragons Accessory) (Paperback)
by Harold Johnson (Author), Aaron Allston (Author)
  3.8 out of 5 stars 4 customer reviews (4 customer reviews)  


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Product Details
  • Paperback
  • Publisher: Wizards of the Coast (October 1988)
  • Language: English
  • ISBN-10: 0880385995
  • ISBN-13: 978-0880385992
  • Average Customer Review: 3.8 out of 5 stars 4 customer reviews (4 customer reviews)
  • Amazon.com Sales Rank: #1,640,003 in Books (See Bestsellers in Books)
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Customer Reviews
4 Reviews
5 star: 50%  (2)
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Most Helpful Customer Reviews

 
5 of 5 people found the following review helpful:
5.0 out of 5 stars Ideal time-saver for DMs in need of organization, May 2, 2000
By "darkseraphim" (Denver, CO USA) - See all my reviews
This is one of the best products ever put out by TSR. Harold Johnson and Aaron Allston created a near-perfect system to streamline the adventure creating process. Starting with just a few ideas, you can turn out a quick, dramatic, original and uniquely detailed adventure, incorporating ideas you never thought of before, using an ultra-fast layout system that's very similar to planning out a complicated novel. If you write your own adventures, or just modify modules to fit perfectly into your own campaign, you need this set! Includes a long-forgotten module, laid out in the format so you can see how it's done. Perfect!
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3 of 3 people found the following review helpful:
3.0 out of 5 stars One great section out of three, June 25, 2003
By "ivan_sidorov" (San Diego, CA USA) - See all my reviews
This is a nice little tool, and remarkably useful even for D&D products several generations down the road. Easily the most relevant section today is "Book III: Adventure Cookbook," which is a fun brainstorming tool for getting adventure and campaign ideas flowing. The DM rolls dice for theme, setting, villain and various plot points, and the results, although random, often amount to the beginnings of a promising adventure. The charts and forms in the first two books are a little overcomplicated for my taste, but they could still generally be used with third-generation-era D&D. Note that there is basically nothing here on overall world-design. Included is a module with some fun ideas.
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