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Dungeon Master's Guide II 409

Running a table-top roleplaying game is, to put it mildly, a challenge. A prospective Game Master (or Dungeon Master) has to utilize interpersonal communications, mathematics, creative writing, acting, and endless stores of patience in order to successfully draw a group of players into a gaming experience. With that in mind, most wise DMs use every tool they can lay their hands on to make the job easier. Wizards of the Coast's sequel to the Dungeon Master's Guide may just be the toolkit you've been looking for. Read on for my impressions of WotC's Dungeon Master's Guide II.
Dungeon Master's Guide II
author Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws
pages 288
publisher Wizards of the Coast
rating 8
reviewer Zonk
ISBN 0786936878
summary A worthy successor to the D&D core book with advice for the starting DM.
Like all gaming communities, the table-top community is filled to the brim with nit-picking critics. WotC has gotten a lot of flack for churning out books that are filled with prestige classes, feats, and spells ... and not much else. While I think they're doing much better of late on that front, if you've found this to be your experience this book will convince you there is more than just numbers to the west coast wizards.

DMG II is a deeper mirror of the first Dungeon Master's Guide. Each chapter in the first book is reflected in the sequel, providing more explanation and a deeper look at the subject matter showcased in the original. In addition to mechanics, which was the primary focus of the first Guide, the DMG II examines the process of running a Dungeons and Dragons game by breaking it into discrete elements.

The first few chapters of the second Guide are entirely devoted to the experience of the game from the Dungeon Master's side of the screen. Like another good book on the subject, Robin's Laws of Good Gamemastering , DMG II goes into the psychology of the rules arbiter by laying out what will likely be required from you in your role as DM. The Guide also goes inside the heads of players to offer up to the reader possible motivations for a player coming to the gaming table.

From the broad scope of running a game, the book focuses in on the campaign and adventure specific levels. An examination of campaigns covers a large amount of terrain, starting with game styles and character creation suggestions, and ending up in a discussion of the medieval-renaissance flavor of the default Dungeons and Dragons setting. Adventures as discrete entities get something of a short shrift in the book, with heavy discussion of iconic adventure settings taking up most of that chapter. If you've ever wanted to run a battle in the sky, this tome has what you need. The adventure chapter does have a few worthwhile tips on incorporating material from outside sources into your own campaigns, making a Dungeon Magazine subscription more tempting than it might otherwise be.

Beyond the basics, the mission of the second DMG seems to be to allow DMs with a limited amount of time maximum flexibility. Where the original title had pre-generated NPC statistics to utilize, the second book has chapters on making NPCs more interesting, ways to integrate your players more fully into the campaign world, and an entire mapped out and catalogued city for you to insert into your game. The character chapter includes a system for allowing players to run their own businesses. It abstracts out a good number of factors, keeping the focus of the game on fun and adventure while allowing players to put down roots and make some money. While more realistic campaigns may not find it worthwhile, the average dungeon-crawl will benefit from a small business run using these rules. Similarly impressive is the canned city, Saltmarsh. Saltmarsh is a good-sized town, with plots aplenty and several interesting adventure opportunities spread throughout the different districts. Like the campaign chapter, the city of Saltmarsh gives a window into the standard setting that a first time DM might not otherwise have available.

For a veteran Dungeon Master, there are a few gems that stand out as making this book worthwhile. The sections on Saltmarsh, the business system, and the various tips on tweaking your gameworld (including suggestions for creating prestige classes) would all be handy to have at your fingertips. Newer Dungeon Masters should not miss the opportunity to take a look at this book. The chapters on pacing, performance, and campaign preparation are very well written and will provide some much needed advice for someone just cutting their teeth. Players need not apply. The information a Player would get from this book is simply not worth the money to pick up, unless you're planning on getting into the DM gig.

Wizards of the Coast has created a worthy successor to the original Dungeon Master's Guide. Providing a deeper examination of the original tome's content and a reflection on the performance art that is DMing, to new DMs the DMG II is definitely worth the price-tag.


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Dungeon Master's Guide II

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  • Nethack (Score:5, Funny)

    by Rei ( 128717 ) on Monday July 11, 2005 @03:48PM (#13036537) Homepage
    Running a tabletop role playing game easy enough. Just take your laptop, run "nethack", and it takes care of itself. That is, until you get a message like

    "You fall into a pit! You land on a set of sharp iron spikes!--more--
    The spikes were poisoned! The poison was deadly...--more--

    Do you want your possessions identified?"
    • Laptop D&D (Score:5, Funny)

      by AtariAmarok ( 451306 ) on Monday July 11, 2005 @04:14PM (#13036780)
      "Running a tabletop role playing game easy enough. Just take your laptop, run "nethack", and it takes care of itself..... "

      Let's listen in for a couple of minutes while the DM runs the game using Nethack for his source:

      "Blue screen of death? I make a saving throw!"

      "What do you mean, I am attacked by a Bonzi Buddy?" "Donno. It just appeared on the screen."

      "This is interesting. Did you know that if you give this guy in Nigeria 13,000 gold pieces, he will pay you back 30,000,000 gold pieces and bump you up to a tenth-level character?"

      "What do you mean, my sword's damage was not increased +20? I used C1ALiS on it!"

    • Re:Nethack (Score:2, Insightful)

      by Monte ( 48723 )
      I find Nethack to be needlessly complicated, with one useless gee-gaw feature after another, eventually turning the entire RPG experience into a mishmash of nonsense.

      Much cleaner and more to the point is the classic, Hunt the Wumpus:

      I feel a draft!
      Bats nearby!
      You are in room 11
      Tunnels lead to 10 12 19
      Shoot, Move or Quit (S-M-Q)?

      Now that is gaming.
      • Re:Nethack (Score:5, Interesting)

        by Rei ( 128717 ) on Monday July 11, 2005 @05:01PM (#13037217) Homepage
        Oh, come on, you have to love a game that takes so much attention to detail that there's code like this in it (god_zaps_you function). This function would be quite simple in most games - a god wants to zap you, it zaps you, you die. Not in nethack: [google.com]

        * The god sends down a bolt of lightning at you. Normally, you can only evade the lightning by having reflection or shock resistance (caused by several possible means); otherwise you're dead. However, if you were engulfed by a monster trying to eat you, the lightning strikes the monster instead, and if it's not resistance, the game kills it and gives you the experience (since it really takes guts to get your god to kill a monster for you ;) )

        * The god is undeterred if you survive. It zaps you with a wide-angle disintigration ray. Again, your god can kill something that is trying to eat you with the ray, or you can use an intrinsic disintigration resistance to survive (prompting your god, shocked by your basking in the black glow, to exclaim "I believe it not!"

        * The God gives up trying to kill you themself. If you're near ascention, he gives one last ditch effort, and summons three powerful creatures to kill you (which, if you've survived all of this, you probably have plenty of tricks left to take care of them)

        Gotta love a game in which you not only can outsmart a deity's instadeath attack, but can get experience for doing so. ;)
        • Re:Nethack (Score:5, Interesting)

          by snuf23 ( 182335 ) on Monday July 11, 2005 @09:47PM (#13038934)
          Gotta love the comments too:

          364 | /* "I am sometimes shocked by... the nuns who never take a bath without
          365 | * wearing a bathrobe all the time. When asked why, since no man can see them,
          366 | * they reply 'Oh, but you forget the good God'. Apparently they conceive of
          367 | * the Deity as a Peeping Tom, whose omnipotence enables Him to see through
          368 | * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
          369 | * Divine wrath, dungeon walls, and armor follow the same principle.
          370 | */
    • by sgant ( 178166 ) on Monday July 11, 2005 @05:05PM (#13037260) Homepage Journal
      Jesus saves...everyone else takes 2d20 crushing damage

      But really, the best rules were the totally incoherent 2nd edition rules for AD&D. Yes, I loved that it was a pain in ass and led to so many arguments. That was part of the game! Now everything is too sterile.

      But the 2nd edition rules also pushed me and my friends into different game systems. Anybody remember "Fantasy Hero"? or "Danger International"? Probably not. We were some of the few that actually played that system on a regular basis. It was fun.

      But nothing topped "Call of Cthulhu". Going back to AD&D after that was painful...so we rarely did.
  • by ehaggis ( 879721 ) on Monday July 11, 2005 @03:49PM (#13036547) Homepage Journal
    I know what I'll be reading next Friday night.
  • ummmm (Score:5, Funny)

    by COMON$ ( 806135 ) on Monday July 11, 2005 @03:50PM (#13036558) Journal
    ahhh yes the pinnacle of geek discussions...debating the usefulness of a dungeon master book. I can hear weezer playing now....

    also so does every reply in this forum decrease one's chances of ever having sex?

    • Re:ummmm (Score:3, Funny)

      by spellraiser ( 764337 )
      also so does every reply in this forum decrease one's chances of ever having sex?

      It would, except odds can never have a negative value.

    • Re:ummmm (Score:5, Funny)

      by ClippyHater ( 638515 ) on Monday July 11, 2005 @03:58PM (#13036650) Journal
      Hopefully it won't take back the sex already had...

      That could be a bit messy and uncomfortable for all parties involved...
    • God, not wheezer too...
    • also so does every reply in this forum decrease one's chances of ever having sex?
      Yes, each post applies a -3 penalty to your Charisma roll.
    • Re:ummmm (Score:5, Funny)

      by Rei ( 128717 ) on Monday July 11, 2005 @04:09PM (#13036740) Homepage
      I think the book should include some of the less popular spells [rcn.com]. For example:

      21: Badly Programmed Illusion
      44: Charm Friends
      84: Deny Reality
      99: Differentiate Without Error
      109: Drawmij's Instant Coffee (components: hot water and cup)
      153: Get Life
      178: Impress Plants
      187: Irritate Self
      205: Lightning Blot
      220: Magic Missal
      260: Nystul's Undetectible Aura
      279: Power Word, Pun
      292: Protection From Weevil
      304: Remove Hand (yours)
      326: Speak With Boring Monsters
      348: Teleport With Lots Of Errors

      I've seen a page with lots more... like "Summon Insect Swarm (range: 3"), but I can't find it offhand. I always thought it might be amusing to play a game with the voluntary restriction of only having access to the "unpopular" spells.
    • Re:ummmm (Score:2, Interesting)

      by zenneth ( 767572 )
      Weezer? I always played the Conan the Barbarian soundtrack, or maybe Robin Hood: Prince of Thieves or maybe some Enya... although the latter sometimes causes the lower-level players to succumb as though a Sleep spell had been cast.
      • Re:ummmm (Score:2, Interesting)

        by COMON$ ( 806135 )
        no offense but that has got to be one of the geekiest things I have EVER read...thinking about making it my sig :)

        seriously one time a friend of mine's fiance went to a magic the gathering tournament with him and she referred to the attendees as "a bunch of little boys who would never have sex" Had to laugh at that one...saying her future husband was one of the refs.

      • Also (Score:3, Interesting)

        Bram Stoker's Dracula soundtrack, Glen Danzig's Black Aria, Gustav Holst: The Planets Suite, and O Fortuna from Carmina Burrana for epic boss fights. :)
    • Re:ummmm (Score:2, Funny)

      by soma_0806 ( 893202 )

      also so does every reply in this forum decrease one's chances of ever having sex?

      For me, as I'm a girl, I think it seriously increases my chances.
      Now, are they chances I actually want to take....
    • Re:ummmm (Score:5, Insightful)

      by Planesdragon ( 210349 ) <slashdot@castlestee l s t o ne.us> on Monday July 11, 2005 @05:00PM (#13037208) Homepage Journal
      also so does every reply in this forum decrease one's chances of ever having sex?

      I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid.

      But, instead, I'll simply point out that Wizards of the Coast is famous for Magic and buying TSR, and INfamous for the swining orgies and wife-swapping that were rampant in the company in years gone by.
      • Re:ummmm (Score:5, Funny)

        by mattsucks ( 541950 ) on Monday July 11, 2005 @05:21PM (#13037412) Homepage
        But, instead, I'll simply point out that Wizards of the Coast is famous for Magic and buying TSR, and INfamous for the swining orgies and wife-swapping that were rampant in the company in years gone by.
        Squeal like a piggy, boy.
      • Re:ummmm (Score:5, Funny)

        by coaxial ( 28297 ) on Monday July 11, 2005 @06:33PM (#13037959) Homepage
        I could respond that not only am I a happily married uber-RPG geek (The "writes his own RPGs" type), or that not a single one of my players, past or present, remains a virgin, or that a suprising number of women play RPGs and, thus, make them actually a way to be MORE likely to get laid.

        Look, I was drafted into a few DnD games recently. Yes, there were girls there. However, they were all grotesque and scary looking. So um, count me out.
  • by JWW ( 79176 ) on Monday July 11, 2005 @03:51PM (#13036571)
    If they were truly skilled at this would they be a dungeon master????
    • i find your lack of faith disturbing.

      geek-o-meter... melting...

      honestly though, it's a misconception to summarily categorize all people who enjoy playing DnD with their friends as lacking in interpersonal skills. it is really just a game, afterall. Right? RIGHT???? [chick.com]

  • by suitepotato ( 863945 ) on Monday July 11, 2005 @03:53PM (#13036597)
    I will likely stick with the original manuals and my creativity and leave it at that. Besides by burning hatred for WotC, I feel AD&D has been mismanaged to the hilt ever since Gygax left and I'd rather play old-school with plain blue dice from the D&D boxed set than electronic doo-dads, manuals taking all the creativity out of everything down to the smallest thing, and AD&D being made more like M:tG than the trippy blaze your own trail thing it used to be.
    • by MoodyLoner ( 76734 ) <moodyloner,ca&gmail,com> on Monday July 11, 2005 @04:03PM (#13036703) Homepage Journal
      Good point.

      However, between the job and the family, anything that cuts down on my prep time is good. Particularly if I wind up running an iconic 3.5 campaign with the Eberron setting, which seems to be where player demand is going.

      I also wouldn't mind suggestions on simplifying D&D further, as my 4-year old now has an interest in playing. Looks like I'll have to write most of "pre-D&D" myself, though. (Maybe basing this on Basic D&D would work better.)

      I think I'll wait and see if this shows up as a birthday present before I decide whether or not to buy it. And yeah, I miss the old school too.
      • The obvious way to simplify D&D is to just start tossing out rules and special cases (especially in combat and character generation).

        Once you've done that, you'll basically have reinvented the old Basic D&D rules. Well actually, you would if you started with AD&D. If you started with the 3.5 rules, I'm not sure where you'd end up, since the structure is very different.

        Actually, I've considered starting a new D&D campaign based on the old Basic/Expert rules, as I find that the reduction in
    • while you're certainly welcome to your opinion, IMHO, it isn't like T$R was particularly good for the game, either. they sent cease & desist letters to fansites, licensed altogether too many computer games that were badly done.

      taking all the creatvity out of everything down to the smallest thing? do you not remember the hordes of the complete [noun] books?

      look, while i'm glad you're a gamer and more importantly, playing the game that you want and having fun doing it, if you're going to criticize ne
  • Optional literature? (Score:5, Interesting)

    by AtariAmarok ( 451306 ) on Monday July 11, 2005 @03:53PM (#13036599)
    The best RPG campaign I remember is one where the DM had no books, no maps, no rules. He had just a ten-sided die. It beat just about all campaigns where there are books and graph paper scattered all over the table.
  • by Anonymous Coward on Monday July 11, 2005 @03:54PM (#13036615)
    "Guide to Never Getting Laid. Ever."
    • by MightyMartian ( 840721 ) on Monday July 11, 2005 @04:04PM (#13036715) Journal
      Golly, I've been roleplaying for nearly twenty five years, and I've got a wife and kids. Just imagine the fun you missed out on because you had some silly, inaccurate view of roleplayers. That's alright, you probably would have made a crappy roleplayer anyways.
      • Wow, that makes two of us!

        Next thing you know, we'll find out that not only he didn't get laid, but he ALSO missed the good times of a good RPG!
    • by zenneth ( 767572 ) on Monday July 11, 2005 @04:44PM (#13037012)
      How about the apparently overwhelming popularity of the "Guide to Posting Inane, Unfunny, and Downright Mean AC Comments"
      (even if they are true)

      not really, though. many nerds grow up to at least have sex with other nerds. some even get lucky and have sex with very attractive people
      (and not have to pay for it... nice try, dude.)
  • D&D (Score:3, Interesting)

    by Anonymous Coward on Monday July 11, 2005 @03:55PM (#13036632)
    I may likely get Trolled for this, but I wish people would realize how poor a system strict adherance to D&D rules produces. Philosophically, the purpose of these games is to be given freedom to pretend you are a person in a world that we could never really have (and likely wound not want) so why is it that D&D must tabularize everything? A game founded on imagination tries to eliminate almost every shred of it and instead replaces creativity with canned cities/NPCs/damage-amounts-for-falling-on-hard-sur faces etc. When I have played/DMed something somewhat D&D related, all I use are books cataloging spells and equipment. Damage amounts, loot etc. I create based upon judgement, or as a player allow the DM to control. People are so nitpicky and so concerned with getting something that is "+4" than actually having a fun and challanging experiance that they refuse to trust the DM, and instead make him into a sort of catch all LUT/Name generator. The game is about imagination, why stifile with with a million dice rolls and the demand that damage be down according to a table, not according to what the DM judges makes the game the most enjoyable.
    • Have you read the second paragraph of this review even?

      I have the DMG II, and I agree that it's not like that at all. It's about how to make good stories, characters, and settings, not rules-correct dungeon crawls.
    • In almost every game I've ever played or GMed, we've ended up with a concoction that's some portion the " published system rules and some other portion homemade rules. I can't imagine trying to use any of the systems I've played as they're written up. Most are just too clunky or plain complex. In fact, in the last few years, we've been playing as close to rule-less as possible, particularly on the PBEM I run. I'm interested in narrative play, and dice rolls are kept to a minimum.

      I remember playing gam

    • Re:D&D (Score:5, Insightful)

      by Macgrrl ( 762836 ) on Monday July 11, 2005 @09:14PM (#13038802)

      There is a whole spectrum between 'strict system games' and 'system-less' games (where all decisions about the game world are determined soley by the GM with no reference to any other source of structure.

      The closer you get to systemless the more arbeitrary the game becomes. Some players perceive this as good, they trust the GM to not bias outcomes against them without good reason, but this can also lead to a sense of betrayal among the players if things go against them and they do not accept/understand the GMs reasoning (greater good, narrative reasons)

      Some players prefer strict rules based systems, where the world may be inherently inconsistent in some ways, the issues are transparent and in the hands of the fates, GM biases do not direct the final outcome.

      The reality of tabletop gaming is that most games sit somewhere between the two extremes, GMs choose when to force a roll - or not. They may decide to conceal rolls and change the result. They may do some sections of the game as a cinematic, and others as miniatures and probability math.

      The trick is to find a gaming group where you are all happy with the degree of strict vs. arbeitrary

  • by Neil Watson ( 60859 ) on Monday July 11, 2005 @03:57PM (#13036643) Homepage
    I believe it was the first DMG by EGG who wrote that all rules were optional. Too many rules and books get in the way of the true goal of RPGs: telling a good story.
    • Actually, to quote someone I know from various old school message boards: "The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed."
    • by Illserve ( 56215 ) on Monday July 11, 2005 @04:14PM (#13036781)
      As a player I don't want to be told a story, nor do I want to play one out.

      I want to *be* the story.

      And rules can be a nice way to put structure that make it feel that way. It depends on your GM really, some can be objective that it feels like you're running around in a universe.

      But some GM's have trouble evaluating the actions of their players in the absence of rules. While the GM should have some input in how decisions go, his personal biases, likes and dislikes of certain kind of actions shouldn't completely rule the day. When they do, the players become largely irrelevant and that's no fun for anyone but the GM.

  • harder than DM'ing (Score:5, Insightful)

    by override11 ( 516715 ) <cpeterson@gts.gaineycorp.com> on Monday July 11, 2005 @03:58PM (#13036658) Homepage
    Much harder than DM'ing is trying to teach a new player how to play. Trying to get across that a new character isnt rolled each session (most love the character creation, but suck at roll playing) Does anyone have suggestions on reading material for a new D&D player that goes over the basics from a higher level?? I tried to get my wife to read parts of the Players guide, and she got a bit glossed over at all the statistical tables.
    • Pregenerated characers. Simple scenarios. Introduce one concept at a time.

      Least, that's how my four-year-old is learning.
      • characters.

        Dammit.
    • Try "Dungeons and Dragon's for Dummies." No, really, it's a real book and I hear it really presents things in a simplified manner. Comes with some pregenerated characters too.
    • by Titusdot Groan ( 468949 ) on Monday July 11, 2005 @04:40PM (#13036978) Journal
      I just did a D&D day for my son's birthday party. I created 7 different characters complete with character sheets, minature, and a set of dice each. I described the advantages and disadvantages of each character and let the highest die role pick their character first.

      After each adventure I gave them a new character sheet with their new leveled up character.

      Sort of like the Basic Game box but with more characters and real adventures (rescue the kidnapped kid, raid an evil temple and cleanse it, fight a young dragon etc.)

      This way worked *really* well, they were up and playing in 10 minutes and everybody had a real blast.

  • by Savatte ( 111615 ) on Monday July 11, 2005 @03:59PM (#13036668) Homepage Journal
    When I ordered it, I got a free copy of 101 Ways To Keep Your Virginity
  • by exp(pi*sqrt(163)) ( 613870 ) on Monday July 11, 2005 @04:03PM (#13036707) Journal
    interpersonal communications
    Players have to talk.
    mathematics
    I rolled a 2 and a 3. That makes 5.
    creative writing
    You enter a dark and smoky tavern. Everyone turns to look at you as you enter. Then a wizened old man in a dark cloak comes up to you and asks "Are you brave adventurers?".
    acting
    I don't like sand. It's coarse and rough and irritating, and it gets everywhere. Not like here. Here everything's soft... and [touching her skin] smooth...

    OK, I cheated. That last one was professional acting rather than something from a D&D game.

    • Don't forget the skill to pay attention! Much as I'd like to involve my best friend in some D&D action, he has SEVERE ADHD. when i invited him, and he asked if he could bring his gameboy to the table to play with when it wasn't his turn....
      I promptly un-invited him.
      Its not that he doesn't want to play, its that he can't pay attention to one thing for longer than a few minutes unless its attached to a video screen, and, really, it seems that this is epidemic among potential players, and I'm having a ver
  • creating atmosphere (Score:5, Interesting)

    by loudmax ( 243935 ) on Monday July 11, 2005 @04:07PM (#13036727) Homepage
    The original Palladium Beyond the Supernatural game had a very good chapter on creating suspense and atmosphere in a game. For example don't say "You hear someone's guts being torn out in the room next door." Instead say "You hear tearing, then a squishy sound followed by a scream. It happened nearby." You can also freak your players out by asking them questions which cause them to think about potential scary consequences (even when there aren't any): "So, are you going to turn that doorknob with your right hand, or your left had?"

    Ideas like these are applicable to almost any Role Playing Game, not just horror games. Creating tension and atmosphere makes role playing much more enjoyable. Personally, I find this kind of advice much more valuable than pregenerated NPC tables.
    • "So, are you going to turn that doorknob with your right hand, or your left had?"

      Do this and my players would never get around to opening the door.

    • It's also enjoyable to encourage the idea of perspective to a PC, e.g. a PC attempting to "move stealthily". How do you know if you moved "stealthily enough" to avoid detection? No sensible enemy is going to announce, "I see you!" whenever you don't successfully move. The DM rolls his dice behind the screen, and regardless of whether or not the PC was detected, the DM replies, "you succeeded in moving."
      • by Hast ( 24833 )
        Most systems have a way of differentiating between actions where the player has full knowledge of outcome (eg shooting someone), partial knowledge (sneaking) and no knowledge (perhaps hiding an object? hard to think of true no knowledge examples). The idea is that if you try to sneak you can know eg if you step on a twig, but you don't know if the enemy heard you. To solve that both player and DM rolls and only the DM knows the answer, but the player knows his result and hence can guess the outcome.

        This wo
  • pen and paper (Score:4, Insightful)

    by captain_blie ( 594398 ) on Monday July 11, 2005 @04:13PM (#13036759)
    As a veteran gamer and more often DM, I always chuckle when people quip at gamers about not having a life. The game is all about social interaction and without a group there is no game, only a dream.

    One of the many drawbacks of D&D is that it trivializes day to day activities and only focuses on the "fun" stuff. Fun here is a relative term and left to the definition of the players and DM of any game. Because of this one of the most common complaints by players is a lack of realism. If this book can help me/them establish realism for players who want realism while maintaining the fantasy element for the escapists in all gamers then I'm all for it.

    Many of WotC recent books have been virtually useless to me and many gamers I know, simply because the deluge of material is not anything I will be able to incorporate into my worlds soon. But at least it is there for those who want it.

    D&D was the first MMORG (oops MMRG).
  • I have to admit I'd been wondering about buying the product. Let's just say I own every preceding generation of the product and was wondering what they'd offer me now that might be worthy of prying some more gold from my purse.

    It seems that this is a little less mechanistic and a bit more process oriented. That's a good thing, for many folks.

    And I have to admit, I loved the original Sinister Secret of Saltmarsh (Module U1) as a starter adventure. My current 15-16 year old campaign ran the series U1 to U3
  • by aarku ( 151823 ) on Monday July 11, 2005 @04:23PM (#13036844) Journal
    I'm sorry, but the original DM guide [acaeum.com] was from 1979.
  • by frkiii ( 691845 )

    I DM'd late 1970's to early 1980's.

    I quit because, it be came work and was not fun any more. I had to spend hours getting game together, adventures, random monster tables, etc.

    I wanted a game where this could all be generated so I could actually "have fun", which is how it used to be when I first started to play.

    Now, with the adult restraints on my time, I do occasionally play an MMORPG, I have fun and do not have to "work at it".

    Just hope that the people that still play the "table" version have

  • How is he going to explain the dupe? Schizophrenia?
  • by pfafrich ( 647460 ) <rich@sin g s u rf.org> on Monday July 11, 2005 @04:38PM (#13036963) Homepage
    Its always seem to me that all these new fangled computer games like Doom and Diablio took the wrong bit of D&D. The lifted all the rules, dice roling, Hit Points, Strength points, lots of wapons, magic and monsters, but missed the heart of D&D. What made D&D was the fact that you could spend three hours talking to a Dragon, or with a sutibally lenient dungon master you could add a bit of imagination, say take one clock of flying and two wands of fire and pretend to be the red barron. Computer gamres have so far to go if they are ever going to match D&D for the posibilities. GTA getting closer in the fredom aspect but still so limiting. Computer RPGs don't deserve the title Role Playing.
  • by devphaeton ( 695736 ) on Monday July 11, 2005 @04:44PM (#13037016)
    While i unfortunately feel as if i've 'outgrown' such games (at the age of 30)....

    I'm glad to see that people are still playing them and that they're still alive. My friends and I put in a lot of hours to D'n'D and similar, creating and playing our worlds and characters. And this was back in the late 1980s/early 1990s when video games still rawked!

    Oddly, i feel the same way about a lot of video games as i do about tabeltop games.... Strange predicament- I feel "too old" to get interested in them, but rationally I can't figure out why my age would matter at all.

    -hopeless....
  • If you do go out and pick up the new DMG2 and decide to add Saltmarsh to your campaign, it would be worthwhile to go pick up the old module "The Sinister Secret of Saltmarsh". It is actually the first of a three part series that leads to some pirate ship adventure and more. The first one actually begins with the exploration of a haunted house (or is it?) just outside of town and proceeds onto the high seas of adventure in the following two modules. Well worth seeking out and fairly easy to run, but you'l
  • by EvilNight ( 11001 ) on Monday July 11, 2005 @04:52PM (#13037114)
    Has anyone besides myself noticed that at some point, the games became less about roleplaying and more about the rules? When did the rules lawyers become the new priesthood? People collect D&D3 books like they were stamps or baseball cards.

    I can name a dozen RPGs that have rules so simple you can learn them in five minutes. The only thing they have in common is that they are usually superior in imagination and quality to the popular games, as well as unknown and ignored by the majority of roleplayers, as you can see simply by glancing at the games being run at conventions like GenCon. Page after page, and nothing but D20 and derivatives.

    The rules aren't optional for the players. For this new breed of gamer, if it's written, it's the law. They've paid their thirty dollars for Tips and Tricks of Thievery Volume 7 Version 5 and by god, that book is the final word. How many games have you been in where one of the players tries to use these rules to push the GM around, and gets angry if they are denied?

    Watching two rules lawyers at odds is like watching some perverse mental fencing match, and for fifteen minutes nothing gets done while the sacred rules of the game are read from dusty tomes in voices of hused awe and righteous fury. I used to laugh at it, but now it's just getting old.

    D20 strikes me as one of the worst things to ever happen to the industry, and I mean that very sincerely. The unique, creative rules for each individual game used to be part of that game's atmosphere. Learning the new rules and seeing the new ways of doing things was part of the fun of playing a new game. It was not work. I can still remember how pleased I was when I first picked up Deadlands (a wild west RPG) and found the designers had worked in poker chips and playing cards as part of the system.

    Now everything new just slaps D20 on because it's easy instead of getting creative, or because if they don't they'll be ignored by gamers who can't be bothered to learn a different paradigm for a change. D20 became the mindshare monopoly that GURPS always wanted to become.

    If you like your D20, that's fine, but don't laugh when I tell you that you simply don't know what you're missing. There are games where the game is about what happens in the game, not about the rules defining the way the game works.

    I can take one of these simple games, walk into a convention, pick up a half dozen gamers, and usually give them a session better than anything they've had in the last couple of years, all on a game they didn't even know how to play ten minutes ago. I am not that good at GMing, either. I much prefer to play. The reason they enjoy it is because it is unknown. They don't know the setting, they don't know all the rules or all the details, they can't predict every nuance of the game in their heads, and they know there's no arguing with the GM... things are just too simple. All that's left is story and roleplaying. That's where most of the fun is.

    Sorry for the rant, but I was laughing at the idea of needing another revised expanded edition of the Dungeon Master's Guide. A stack of all of WoTC's D20 books over the last couple of years could probably build a bridge over the Mississippi river.
    • by Infonaut ( 96956 ) <infonaut@gmail.com> on Monday July 11, 2005 @06:01PM (#13037732) Homepage Journal
      RuneQuest's 2nd and 3rd edition rules were brilliant in their simplicity. Mechanics were skill-based, combat had a realistic feel but proceeded rapidly, and the system was so flexible and easy to use that GMs could adapt on the fly. The system encouraged creativity and never had a dogmatic feel. The RQ rules were modified slightly for Call of Cthulhu, which ultimately became a far more popular and long-lived game.

      The problem I have with d20 is not that it creates standardized rules. In theory a standardized set of core rules could lead to more creative individual game suppliments and worlds. But that's only if the game system itself is open-ended and flexible enough to allow for wide variety without necessitating endless reams of additional world-specific rules.

      One of the worst things about D&D and the d20 system is its emphasis on classes. Sure, characters can multiclass, but that only adds to the confusion. I find it much more interesting when characters are not identifiable as being of a certain class. Classes are essentially templates, and even when you modify them by creating many options within the class, you're still creating an artificial and needlessly confusing system.

      I heartily concur with you that story and roleplaying are at the heart of truly satisfying roleplaying. Rules facilitate great games, but too many rules bury the game in the overhead of excessive die rolls and rules consultations.

      I'm part of group of friends who have known each other since high school, when we spent a lot of time gaming. We are now all approaching our 40s, and for many years we have only been able to get together infrequently at best for gaming sessions. But when we do get together, usually I GM a game. Recently we have experimented with games in which the players don't even have standard character sheets.

      They know their relative strengths and weaknesses, and have a list of what things they're good at and to what relative degree. The game mechanics are invisible to the players. I let them know when they have to make a good roll, and what it is for, but other than that, the certainty of numbers is removed from the equation altogether.

      When your character is hit and bleeding, feeling woozy and impaired in his ability to fight; but you as a player don't know how many hit points the character has left (or even how many he had when healthy), it puts the uncertainty back into the game and forces a player to think like a character.

      This approach doesn't work all the time, and I don't recommend it as the be all, end all of pencil and paper gaming, but to me it's a reminder that roleplaying games are about letting your imagination take charge.

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