Review of Dungeon Builder's Guidebook


Goto [ Index ]
In an ideal world supplements are published to inspire or at least present new ideas for a GM to use in his games. The worst sin a game company can do is to publish something simply for the sake of producing a steady flow of support material. When they do the latter they end up producing things like "Dungeon Builder's Guidebook" (DGB)which really serves no purpose.

Concentrating on the "Dungeons" part of AD&D, DGB sets out to explore the varied types of dungeons that a GM can throw at his players. You have explanations of differences between Aerial, Castle, Interdimensional, Natural Tombs and Underwater dungeons and the types of bad things you can encounter in each. It gets old real fast with charts, encounter tables and repetitious art.

TSR put out a major dud with this one. Unless you and your players are fascinated by dungeons there is little incentive to pick this one up.

Style: 2 (Needs Work)
Substance: 2 (Sparse)

Recent Forum Posts

CommentatorDateMessage
RPGnet Reviews1998-05-27 Tomas J Skucas's Summary: Go to the full review for more information.

Copyright © 1996-2026 RPGmatch Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2026 RPGmatch Inc.
RPGnet® and RPGmatch® are registered trademarks of RPGmatch Inc., all rights reserved.