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Dungeon Master's Guide 2

3.65  ·  Rating Details  ·  156 Ratings  ·  4 Reviews
A source of inspiration for Dungeon Masters of any level

This core rulebook for the Dungeons & Dragons Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challeng
Hardcover, 224 pages
Published September 15th 2009 by Wizards of the Coast
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Michael Burnam-fink
Jan 23, 2012 Michael Burnam-fink rated it really liked it
Shelves: rpg, 2012
The Great Edition Wars have begun, and because of that, I've been going back and looking at some 4e classics. The first DMG was a really solid book, covering playing psychology and the elements of adventure design. In fact, I thought that it was praiseworthy because it was the first DMG that I'd seen where somebody who had never played an RPG before could pick it up, read it, follow the steps, and run a semi-competent adventure.

DMG2 continues the trend, but focuses on designing more complex Para
Randy Lander
Sep 21, 2009 Randy Lander rated it liked it
Shelves: gaming
Despite a host of good GM-ing advice from luminaries like James Wyatt and Robin Laws, and the usual high production values and solid editorial content from Wizards, I believe that the Dungeon Master's Guide continues to be the weak link in the D&D 4E line.

It's not that this is a bad book. I'm certain I'll get some use out of the traps, and the notions for a collaborative, semi-improvisational campaign are quite interesting, and more the province of work in the indie RPG community, which thri
C.D. Gallant-King
Mar 13, 2014 C.D. Gallant-King rated it it was amazing
One of my favourite D&D books by WotC. Full of useful tips, great advice and helpful ideas, instead of bloated rules crunch like most 4E books.
May 07, 2012 Matthew rated it liked it
Shelves: fantasy
Very good, helpful, interesting ideas.
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