Yep. I've (finally) answered Dr. Rotwang's challenge and acquired an Advanced Dungeons & Dragons Dungeon Masters Guide of my very own.
The new(er) cover isn't quite as cool as the original efreet-fighting one, but it's not bad. Overall, I quite like the "book" part of the book. It's got a nice weight to it, and that wonderful old paper smell.
And, of course, it's got charts. I haven't had a chance to really study it yet, but what I've flipped through so far looks good. "Unexplained Sounds and Weird Noises," suggestions for tricks a dungeon might play on adventurers, a whole set of tables for generating random NPC personalities (including sanity!) -- all kinds of crazy goodness.
That there's a great buy! Allow me to draw your attention to the following neat bits:ReplyDelete
Value and Reputed Properties of Gems and Jewelry pp. 25-27
The Campaign pp. 86-93
Monsters and Organization pp. 104-105
I'd also recommend this thread where The Gray Elf is reading through the 1e DMG and commenting on each section. He's only just begun, so you can get in on the ground floor, as it were.
Yeah, I haven't gotten to the third yet, but the gems bit and campaign stuff are pure must-use-this-in-a-campaign-now awesome. And I'm going to have to have a wizard laboratory somewhere, just so I can use all the neat suggestions for things to put in them.ReplyDelete