It’s just a great resource for campaigns that enter into other planes of existence.
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Throughout it there are a ton of great hints on how to start, run, and then end your campaign.
This half of the chapter has a lot of useful tables for you to either cherry pick from or randomly roll on giving you a wealth of options for such things as disasters or invading forces. After that it gets into creating a campaign, either set in your homebrew or in Feârun. It gives you ideas on how to work the people of your world and add in factions and then round things out with some details on the magic that flows through. Four whole pages are devoted to religion, great read too. The religion portion does a great job of introducing religion concepts in the vein of their tropes and even the involvement of deities. It covers different religion concepts, helps you to map out continents, countries, all the way down to minor settlements. In Part One, titled Master of Worlds, we are greeted with the first two chapters that deal with first, the tools one needs to map out their own worlds and campaigns and secondly branching out into the Multiverse.Ĭhapter one’s details on building your own campaign starts with the big picture and works its way down to the smaller details. (I might also suggest a peek at my two part article on utilizing the Myers Briggs Type Indicator in your game). Honestly there isn’t much here we haven’t seen before but a new DM may learn a thing or two about their role and their player’s styles. The first part of the book is an introduction that covers some of the more overreaching goals of the Dungeon Master, the ways to use this book, and a nice little snippet on the different types of players you might encounter at your table. I especially love the bevy of art found in the Magic Items section. There are scenes of truly epic proportions and even the smaller scope additions are well drawn (no weird halfling wedding DJs to be found here). The DMG has surpassed it, and the PHB though. I honestly expected the best work in the Monster Manual, it is the book that requires a picture a page. I complimented the art in the Player’s Handbook, and even more-so in the Monster Manual, but I never really expected to prefer the Dungeon Master’s Guide over both of them. Really helps you flip about when looking for something in particular. Purple for Part One, red for Part Two, and Green for Part Three.
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A really nice touch that is only present in the DMG is the addition of a color code in the bottom right corner that represents the different parts of the book. Every bit as well crafted as its predecessors, and they’ve been just plain strong coffee this time around. At 320 pages it just barely beats out the Player’s Handbook for the second biggest book in the group. The Dungeon Master’s Guide is a big book. Hello beautiful! No…I don’t mean you Acererak.