Board game reviews, strategy tips & session reports
The Dungeons and Dragons Fifth Edition (5e) Dungeon’s Master Guide is full of tips for running and creating campaigns and lots of optional rules. It is full of useful information no matter which RPG you are running.
The 5e Dungeon Master’s Guide (DMG) has an introduction, three main sections and some appendices.
The introduction is pretty standard fair but has a great section on knowing your players and the type of game they like. This is useful to have in the back of your mind when creating encounters, adventures and campaigns for your group.
The first main section of the DMG guides you through creating a campaign. It covers how deities act, creating maps, traveling the planes and a lot of other big picture items for your world. One section deals with the theme of your world and the type of game you want to run. Classic fantasy, horror, and oriental adventures are all referenced and are possible in this system.
Next the book outlines how to create adventures. There is information on everything from encounters to NPCs to maps. There are a bunch of tables to generate random encounters, NPCs and villains. The small section on what PCs do between adventures is helpful. And then there is a huge lexicon full of random tables of treasure and magic items.
The last main section is about rules and how to actually run the game. It contains options for giving out inspiration, rules for using siege equipment and how to resolve social interactions as well as how to use a square or hex-grid and miniatures. The second half of this section is called the Dungeon Master’s Workshop and it is full of variants and ways to switch up your game. There are guidelines for Hero Points, honor and sanity and extra options for healing. This section wraps up with instructions on how to create your own monsters, spells and magic items.
The appendices have charts to create a random dungeon, a listing of the monsters from the Monster Manual and some maps you can use in your adventures.
The 5e DMG is a must buy if you plan to run DnD 5th Edition. It has useful information for rookie and veteran DMs alike.
The book is well organized and looks great. The artwork and layout are both very well done. The charts are easy to read and the flow of information makes sense.
I have to say my favorite part of the game is the DM’s Workshop. All the optional rules enable you to create a unique flavor of DnD that fits your group. The flexibility of the system to handle different settings and genres is impressive.
I also really like all the tables of magic items. This is reminiscent of older versions that had some really powerful items and gives you a lot of options when rewarding your players.
It might be in the wrong book but it is nice to see they included the monster listing that should have been in the Monster Manual.
I have said before that 5e feels like the best from 2e, 3e and 4e. And I continue to think that. That said the DMG is the best of the three core books. It has a bunch of great information and continues the modular and flexible feel this edition has. If you are running DnD 5e, buy it.
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