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Indlæser... Dungeon Master's Guide II (udgave 2005)af Decker, Jesse (Forfatter)
Work InformationDungeon Master's Guide II af Jesse Decker
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Belongs to SeriesDungeons & Dragons 3.5 Edition (WTC 863170000)
A follow-up to the Dungeon Master’s Guide, designed to aid Dungeon Masters and reduce game preparation time. TheDungeon Master’s Guide IIbuilds upon existing materials in the Dungeon Master’s Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town. JESSE DECKER is the development manager for Wizards of the Coast, Inc. whose recent roleplaying game design credits includeComplete Adventurer™, Races of Stone™, andUnearthed Arcana™. DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoringComplete Divine™ and co-authoring Races of StoneandUnearthed Arcana. CHRIS THOMASSON previously served as Editor-in-Chief ofDungeon® Magazine. His design credits includeFiend Folio™ andMonster Manual™ III, as well asBow and Bladefor Green Ronin Publishing. JAMES JACOBS is the associate editor ofDungeon® Magazine and has published numerous articles inDragon® Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoringThe Book of Aberrations,Races of Faerûn™, andFrostburn™. ROBIN D. LAWS, game designer and novelist, is best known for the roleplaying gamesFeng Shui,Heroquest, andDying Earth, along with,Robin’s Laws of Good Gamemastering. No library descriptions found. |
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While some of the content in the book will sound somewhat old hat to an experienced Dungeon Master, I'd be willing to bet that there is still a good deal of useful information in this book for everyone. I've not met many people who could not benefit in some way from an alternate point of view, and if you can be openminded to new ideas then you may find a reasonable amount of useful information in this book. At the very least this material should inspire some new ideas in the creative reader, and will certainly be a solid reference book for those who are looking for a good starting point to build quality DungeonMaster skills.
Like all information (printed or otherwise), depending on what you want from this book you may or may not find it useful. There is very little rule-based information, so don't worry about having to alter rules to suit your preferred version of the game - this book is all about general concepts and being creative to make a richer campaign for everyone. I have been playing D&D off and on since the late 1970's and I still found a good deal of useful insight here. I prefer a roleplaying oriented game where rules are used to enhance the experience of play, maps are hand drawn, and homemade props are common over a game where complex rules can become intrusive, cartoonish (and expensive) maps are required, and rapid advancement/power gain is the primary focus. I bought this book because I wanted some insight into how other people have resolved various issues and problems with the game and those who play it (especially the latter since online MMOs and console games have radically changed the expectations of the player base). I also wanted to read someone else's thoughts on how to develop more complex and interesting urban settings, both as a base for the party and a source of adventure that was not the standard dungeon crawl, and I found what I was looking for in this book. ( )