Critical Hits Reviews Dungeon Master’s Guide 2

I must admit that with all of my concentration as of late going into preparing for Trail of Cthulhu, it completely slipped my mind that the DMG2 was out today!

For Dungeon Masters of all stripes, new and experienced both, the DMG2 is a must-have and will challenge the ideas of even someone who regularly dispenses advice on running RPGs (such as myself). This is the first 4e book that I can recommend to non-4e players for the strength of the first chapter alone. Plus, for 4e DMs, you get an extension of all that came before in the original DMG.

I must admit that I wasn’t impressed with the DMG from 4e, especially compared to its predecessors. I was told by other reviewers who liked it (and disliked the other two books) that it was a great primer for new DMs, and that may very well be true, but for someone who has as much XP as I do on running games, the only highlights were page 42, up-leveling/down-leveling monsters, and treasure parcels. The DMG2 builds on all that information and brings a lot new to the table while developing the concepts established in the original book.

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Curt

Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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