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Dungeons & Dragons Dungeon Master's Guide, 3rd Edition

Author: Monte Cook, et al
Category: game
Company/Publisher: Wizards of the Coast
Line: D&D
Cost: $19.95
Page count: 255
ISBN: 0-7869-1551-X
SKU: TSR11551
Capsule Review by Evan Waters on 09/13/00.
Genre tags: Fantasy Generic

D&D used to occupy an interesting place in the FRPG community. On one hand, it was the #1 game and invented the hobby, etc., while on the other it was viewed as outdated, unrealistic, and sloppy. The 3rd edition of the game hasn't completely silenced all naysayers, but it's won a few converts and managed to eke out a more secure niche. The Player's Handbook introduced a solid, highly workable set of rules for fantasy adventure. The Dungeon Master's Guide not only fleshes out those rules, it allows for all kinds of variants and is an invaluable resource.

The introduction reinforces the all-important "Rule 0"- "You get to decide how the rules work, which rules to use, and how strictly to adhere to them." Chapter 1 is a splendid introduction to the basics of running an RPG- "Kick in the Door" games vs. "Deep-Immersion Storytelling", keeping the game moving, keeping it balanced, changing rules, and most importantly keeping the players happy. Chances are YOU know this, but it's laid out in more detail than one normally sees, which is a great help. It's also a great improvement over the 2nd edition DMG, which adamantly stated it was not going to include any material relating to the process of DMing. I'm still scratching my head over that one.

Chapter 2, Characters, lays out alternate forms of ability score generation and has some basic guidelines for subraces and having PCs be monsters (I LOVE the picture of the troll fighter). Other ideas are put forth for new races (including an "Ability Score Equivalency" table that explains why the Half-Orc seems so poor) and new classes, basically suggesting balancing a new class by comparing it with pre-existing ones. Then there's Prestige Classes, which are classes players can attain after some adventuring provided they meet certain conditions. Examples include the old favorite the Assassin as well as Arcane Archers, Blackguards (the archetypal Black Knight), Dwarven Defenders, Loremasters, and Shadowdancers. It's pretty cool stuff. We also get NPC classes and basic rules for creating NPCs.

The most interesting thing in the chapter is the number of variants on traditional character creation. Multiclassing at first level, learning skills and feats via training, fixed hit points, and creating characters above 1st level. There's also some good material about how the characters generally interact with the world around them, and details on the Leadership feat. This chapter is packed.

Chapter 3, Running The Game contains most of the basic reference material the DM will need. All kinds of possible conditions and factors are dealt with on some level, and there's an excellent list of Condition Definitions (Entangled, Nauseated, Prone, Shaken, etc.) We also get detailed rules for ability checks (including Degrees of Success and bonuses when the PCs are specific about what they're doing), as well as a table of Difficulty Class Examples. Variants are provided for critical successes and faliures, and the DM is given a nice rule of thumb- favorable conditions add 2 to the skill check, and unfavorable conditions take away 2.

Then we come to the other thing the 2nd ed. DMG refused to talk about- creating adventures. Chapter 4 covers this in detail, ranging from general story advice like good structure, dungeon ecology, the flow of information, etc., to a table outlining what proportion of a certain difficulty of encounter is ideally present in an adventure, and of course what decides that difficulty. Then there are features like kinds of walls, doors, traps, magic traps, and wandering monsters. Yep, you can find just about anything you want here. I felt like I was at Elminster's Home Depot. There's even tables for Random Dungeons, which of course don't have a lot of internal logic but will do in a pinch. The Sample Dungeon from the 1st Ed. DMG is reprinted (with some modifications, or so I understand), then there's an example of play, Wilderness Encounters, and Generating Towns- whew!

Chapter 5, Campaigns, is relatively short. It's basic stuff on beginning a campaign small, increasing the scope as characters increase in level, changing alignment (no stupid XP penalties, yay!), general guidelines for what players are capable of as they increase in level, how to keep them from becoming too powerful, more info on handling NPCs, etc. This naturally segues into world building, the focus of Chapter 6. This has some nice, substantive guidelines on the basics of what a campaign world needs, how to handle magic in the world, using different cultures as a basis, incorporating higher technology- there's even a nice little passage on how a full-scale fantasy war might work. This chapter is also somewhat short, but hints at quite a few possibilities for the game.

Chapter 7, Rewards, gives the full XP awards list as well as suggestions for Free-Form Experience, Story Awards (about a full page is devoted to this, though due to the nature of such things a hard-and-fast rule can't be arrived at), and Roleplaying Awards. Finally, Chapter 8, Magic Items, manages to be more than a simple list. There are some guidlines to handling them in adventures, and rules for creation.

As you can see, this book's 256 pages are positively stuffed. But there's also a variety of mostly striking and memorable art. The text has the same "lined" look to it as the PHB- personally this didn't interfere with my reading at all, but as I've seen from other postings, your mileage may vary. The cover is also kinda cool.

There are some flaws- perhaps class creation could have been given more detail, rules regarding NPCs are spread out over various chapters, and despite the return of some 1st ed. material, there's still no Random Prostitute Table. But everything else is superb. As a guidebook for new DMs, it's splendid, containing a lot of advice for them. The abundance of variants is wonderful- not only are you told "if you don't like a rule, change it", you're given some advice as to how. And finally, just as a straightforward reference book and guide to creating adventures, it provides enough material to keep DMs informed and inspired for God only knows how long. 3rd edition just keeps getting better and better.

Style: 5 (Excellent!)
Substance: 5 (Excellent!)
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