Hardcover: 288 pages
Publisher: Wizards of the Coast; First Edition edition (June 1, 2005)
Language: English
ISBN-10: 0786936878
ISBN-13: 978-0786936878
Product Dimensions: 8.5 x 0.8 x 11.2 inches
Shipping Weight: 2.3 pounds
Average Customer Review: 4.0 out of 5 stars See all reviews (30 customer reviews)
Best Sellers Rank: #207,629 in Books (See Top 100 in Books) #101 in Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons #261 in Books > Computers & Technology > Games & Strategy Guides > Strategy Guides #681 in Books > Humor & Entertainment > Puzzles & Games > Video & Computer Games
This is the latest book from WOC and I found it to be very useful. It is primarily for DM's but players will find things helpful.Chapter one opens with particulars of running a campaign. There are discusions with the DM's responsibilities for running a campaign with various styles of gamers and your particular style of running campaigns. Most of it is basic like letting your players know before hand about any house rules you may have, ways of imparting information to the players about their environment and rough guidelines for preparing a game.Chapter two deals with the particulars of running an adventure, both using published and your own materials. the third chapter deals with specifics of running a campaign. Things like guilds, law and order, and building a city are contained in this chapter. I felt this part was better than the information about cities in the complete adventurers guide.Chapter four contains the city of Saltmarsh, was part of a series of modules years ago. It is expanded and really could be a useful part of a campaign. I will probably adopt it at some point myself.chapter 5 deals with npcs and their care and feeding.Chapter 6 deals with the characters themselves and introduces apprenticeships, mentors and teamwork options for the players. I have done similar things in the past and I feel that it is a good idea as it gives the players more continuity with the campaign and plot hooks. There is a section on designing your own prestige classes and pc organizations.Chapter 7 is about magic items. A section on signature magic items and bonded magic items is discussed and rules for doing such things.
The Dungeon Master's Guide II is not a replacement for the DM's Guide but rather a complementing supplement that adds much more additional information for the DM to use. In all there are seven chapters in the book covering the following topics:1. Running the Game2. Adventures3. The Campaign4. The Saltmarsh5. NPC's6. Characters7. Magic ItemsRunning the game provides tips on knowing your players...their behaviors, their personalities and tendencies. Examples are given on how to add drama and developing a story in your games. Suggestions are provided for using house rules and laptops to assist the DM. While this information is nice, it's more geared towards inexperienced DMs.The adventure chapter covers things such as many new traps, map and grid design, building encounter tables, and encounters for such areas as the Abyss and Infernal planes, graveyards, haunted buildings, lost ruins, and several other specific type locations.The campaign section provides information if you want to develop your own campaign as opposed to buying an off the shelf product such as the Forgotten Realms. It provides all the information you need on setting up a medieval-type world including social and political structures, lifestyles and more. There are also 50 rumors/adventure hooks provided that the DM can use to flesh out adventures.The Saltmarsh is recognizable to older fans of D&D as the name of an old module. The Saltmarsh is provided here as a kind of drop-in city for use in any campaign. It's ready made with all the information you need to run if you don't feel like making a city from scratch, providing maps, business locations, NPCs, guilds, adventure hooks and more.
All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."And there are no prestige classes in this book.I might weep. I might actually weep.Anyway. We won't hold that against them. We won't. My review will be objective. Honest.Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.So here we are, years later, holding DMG II.Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better.
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Dungeons & Dragons V.3.5 Core Rulebook Set (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Three Book Slipcased Set) Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition Mastering Iron Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) The Divine and the Defeated (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Magic of Incarnum (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons) Deck of Wizard Spells (Advanced Dungeons and Dragons: The Official Dungeon Master Decks) The Wheel of Time Roleplaying Game (d20 3.0 Fantasy Roleplaying) Dungeons & Dragons Starter Set: Fantasy Roleplaying Game Starter Set (D&D Boxed Game) Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System) Curse of Strahd: A Dungeons & Dragons Sourcebook (D&D Supplement) Advanced Dungeons & Dragons, the Complete Book of Humanoids : Player's Handbook Rules Supplement The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115