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Advanced Dungeon and Dragons Dungeon Masters Handbook Cover Art

Role-playing game rulebook

Dungeon Master's Guide
DungeonMasterGuide4Cover.jpg
Author Gary Gygax
Cover artist David C. Sutherland III
Genre Function-playing game
Publisher TSR

Publication date

1979
Pages 238
ISBN 0935696024

The Dungeon Master'southward Guide ( DMG [i] or DM's Guide ; in some printings, the Dungeon Masters Guide or Dungeon Master Guide ) is a book of rules for the fantasy function-playing game Dungeons & Dragons. The Dungeon Master'due south Guide contains rules apropos the arbitration and administration of a game, and is intended for use by the game's Dungeon Master.[2] The original Dungeon Master'southward Guide was published in 1979[iii] and gave Dungeon Masters everything they needed to run a D&D game campaign.[1]

It is a companion book to the Player'south Handbook, which contains all of the basic rules of gameplay, and the Monster Manual, which is a reference book of statistics for various animals and monsters. The Player'due south Handbook, Dungeon Master's Guide, and Monster Manual are collectively referred to as the "core rules" of the Dungeons & Dragons game.[iv] Both the Dungeon Main's Guide and the Histrion'south Handbook give advice, tips, and suggestions for various styles of play.[5]

While all players, including the Dungeon Master, are expected to have at their disposal a copy of the Player's Handbook, only the Dungeon Main is expected to refer to the Dungeon Master'southward Guide or Monster Manual during gameplay.[six]

Advanced Dungeons & Dragons [edit]

The original Ad&D Dungeon Masters Guide (sic) was written past Gary Gygax and published by TSR in 1979 as a 232-page hardcover with a cover by David C. Sutherland Three.[vii] The 1983 printing featured a new cover past Jeff Easley.[7]

Like other volumes of Dungeons & Dragons handbooks, the Dungeon Masters Guide has gone through several versions through the years. The original edition was written by Gary Gygax and edited past Mike Carr, who also wrote the foreword. The original cover art was by David C. Sutherland III, and interior illustrations were provided by Sutherland, D. A. Trampier, Darlene Pekul, Will McLean, David S. LaForce, and Erol Otus.

The first edition Dungeon Masters Guide covered the essential rules for the Dungeon Master: creating and maintaining histrion characters and managing not-histrion characters, treatment combat, and running adventures and multi-session campaigns.[vii] The book also included descriptions of magic items and treasure, random monster encounters, and statistics for the basic monsters and creatures of the game.[seven] New magic items were introduced.

The Dungeon Masters Guide contains scores of tables and charts for figuring damage and resolving encounters in a typical take chances, tables and rules for creating characters, and lists of the diverse abilities of the different classes of characters.

One supplement to the Guide was the Dungeon Masters Screen: 2 heavy-duty tri-fold boards with the nearly frequently used tables printed on them for easy reference. The 1979 second edition of the screen describes its purpose as "useful for shielding maps and other game materials from the players when placed upright, and also provide[s] instant reference to the charts and tables most commonly used during play." The Advanced Dungeons & Dragons Second Edition screen came packaged with a brief run a risk; afterward editions of that screen, and screens produced for subsequently editions, accept instead included graphic symbol sheets and general reference booklets.

A feature of the first edition Dungeon Masters Guide was the random dungeon generator. The generator immune the Dungeon Master, by the rolling of die, to generate a dungeon risk "on the fly". A dungeon complete with passageways, rooms, treasure, monsters, and other encounters could easily and randomly be constructed as the player progressed. It could be used with several people or a single histrion. The generator was not included in subsequent editions of the Dungeon Primary'south Guide only made a re-appearance in the fifth edition Dungeon Master's Guide.

The original Dungeon Masters Guide was reviewed by Don Turnbull in outcome #xvi of the magazine White Dwarf (December 1979/January 1980). Turnbull commented generally on the size of the volume, "I would say that simply the most severe critic could signal at a minor omission, let alone a serious one."[2]

The 1st edition Dungeon Masters Guide was reproduced every bit a premium reprint on July 17, 2012.[8]

Reviews [edit]

  • Casus Belli (Issue 5 - Sep 1981)[9]
  • Casus Belli #39 (Aug 1987)[ten]

Advanced Dungeons & Dragons second edition [edit]

The Advert&D 2nd Edition Dungeon Principal Guide was released in 1989.[iii] This 192-page hardcover volume was designed by David "Zeb" Melt, with cover art by Jeff Easley.[7] The book featured interior illustrations by Easley, Clyde Caldwell, John and Laura Lakey, David Dorman, Douglas Chaffee, and Jean E. Martin.

This Dungeon Master Guide featured revised 2nd edition rules for the Dungeon Primary, totally reorganized and streamlined.[seven] The volume detailed options for character creation, treatment alignment, new coin and equipment rules, treasure and magical items, encounters, time and movement, and handling not-player characters.[vii] The book is indexed, and contains many total-page color illustrations.[7]

The 2d edition Dungeon Master Guide is an ORIGINS and Gamer'due south Choice award-winner.[vii] In his 1991 book Heroic Worlds, Lawrence Schick commented that this volume contained "lots of excellent new advice on how to run AD&D".[seven] A new version of the Dungeon Principal Guide, with new art and layout but the same text, was released in 1995, equally function of TSR'southward 25th ceremony.[iii]

The 2nd edition Dungeon Master Guide was reproduced equally a premium reprint on May 21, 2013.[xi]

Reviews [edit]

  • Magia i Miecz #29 (May 1996) (Smooth)[12]

Dungeons & Dragons 3rd edition [edit]

Dungeon Master'due south Guide (v.three.5)
Genre Role-playing game
Publisher Wizards of the Coast

Publication date

July 2003
Media type Print (Hardback)
Pages 320
ISBN 0-7869-2889-1
OCLC 52691405
LC Class GV1469.62.D84 D836 2000

The 3rd edition D&D Dungeon Master'due south Guide was published in 2000.

Monte Melt, Jonathan Tweet, and Skip Williams all contributed to the 3rd edition Role player's Handbook, Dungeon Master's Guide, and Monster Manual, and then each designer wrote ane of the books based on those contributions.[thirteen] Cook is credited with the book's design. Comprehend art is by Henry Higginbotham, with interior art by Lars Grant-West, Scott Fischer, John Foster, Todd Lockwood, David Martin, Arnie Swekel, Kevin Walker, Sam Wood, and Wayne Reynolds. Dungeon Master'due south Guide was republished in 2001 equally a slightly revised edition, correcting a few errors in the commencement edition.

In 2003, the Dungeon Master's Guide was revised for the 3.5 edition. David Noonan and Rich Redman are credited for the Dungeon Principal'southward Guide iii.v revision. Cover art is past Henry Higginbotham, with interior fine art by Matt Cavotta, Ed Cox, Lars Grant-Due west, Scott Fischer, John Foster, Jeremy Jarvis, John and Laura Lakey, Todd Lockwood, David Martin, Raven Mimura, Wayne Reynolds, Scott Roller, Brian Snoddy, Arnie Swekel, and Sam Wood.

When asked about the changes from the previous Dungeon Master's Guide, Rich Redman said:[14]

I remember the nearly immediate, obvious, and dramatic change is the reorganization. When the tertiary Edition books came out, the adventure game was supposed to teach you virtually D&D (including both playing and DMing) and the adventure path modules were supposed to assist yous acquire more virtually DMing. That meant that the DMG could be, more than or less, a catalogue or encyclopedia of rules information, a reference book for DMs. With the demise of the hazard game (which had stopped printing long before we started on 3.5), nosotros needed to focus the 3.5 books much more on introducing the game to players. That meant reorganizing the DMG in particular. Several years of published books that referred to pages and chapters in the DMG meant nosotros could only reorganize so much, but the copies I've seen stayed pretty close to the way I reorganized it.

The D&D Dungeon Chief'due south Guide (five.three.5) was reproduced as a premium reprint on September 18, 2012.[15]

Reviews [edit]

  • Backstab #24[xvi]
  • SF Site [17]

Dungeons & Dragons 4th edition [edit]

Dungeon Master's Guide (4E)
Author James Wyatt, Wizards RPG Team
Genre Role-playing game
Publisher Wizards of the Coast

Publication engagement

June 2008
Media type Print (Hardback)
Pages 224
ISBN 978-0-7869-4880-2

The 4th edition D&D Dungeon Master'due south Guide was released on June vi, 2008, at the same time as its companion volumes. Information technology is a 224-folio hardcover written past James Wyatt. The front cover illustration was by Wayne Reynolds and the back cover illustration is by Brian Hagan, with interior illustrations by Rob Alexander, Steve Argyle, Wayne England, Jason Engle, David Griffith, Espen Grundetjern, Brian Hagan, Ralph Horsley, Howard Lyon, Lee Moyer, William O'Connor, Wayne Reynolds, Dan Scott, Ron Spears, Chris Stevens, Anne Stokes, and Eva Widermann. In add-on to a comprehensive look at how to DM a quaternary Edition campaign or run a risk, it contains information on edifice encounters, aquatic and mounted combat, skill challenges, traps and hazards, rewards, NPC creation, artifacts, monster creation, and template, along with a sample town and short take chances and then that DMs can start running their beginning 4th Edition adventure right abroad. Although it does contain artifacts, it is the get-go Dungeon Primary'due south Guide not to contain standard magic items, which were moved into the Player's Handbook for quaternary Edition.

Shannon Appelcline, author of Designers & Dragons, highlighted that the volume introduced mechanical changes such as a "new style for chance encounters" and a "skill challenge organisation" which were part of the cardinal design philosophies of fourth edition. Appelcline wrote "also revamping philosophies and rules, D&D 4e also revamped the game's standard globe model and its cosmology" and "Wizards also introduced a new earth setting that has become most popularly known every bit 'Nentir Vale' (though that just designates a small function of the world)".[xviii]

In September 2009, the Dungeon Master's Guide ii was released. It was written by James Wyatt, with Beak Slavicsek, Mike Mearls, and Robin D. Laws. Appelcline wrote "the original Dungeon Master'southward Guide had covered heroic adventuring (levels 1-10), so now the Dungeon Main's Guide 2 detailed paragon adventuring (levels 11-20). Notwithstanding, at that place is much more in the volume too, including storytelling advice, skill claiming and monster customization, and the return of one of D&D'south most beloved settings". The "fan-favorite setting of Sigil" was concluding revisited in depth in the Planescape Campaign Setting (1994) for the 2nd edition.[19]

As part of the Essentials line of products, which were intended every bit an easy entry point for new players, Wizards of the Declension released a Dungeon Master'south Kit (2010) that included a assimilate-sized book for the Dungeon Master containing much of the aforementioned cloth as the quaternary edition Dungeon Master's Guide forth with a 2-part adventure module and a set of cardboard tokens for monsters.[20]

Reviews [edit]

  • Pyramid [21]

Dungeons & Dragons 5th edition [edit]

Dungeon Master's Guide (5E)
Author Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt
Genre Office-playing game
Publisher Wizards of the Coast

Publication date

December 9, 2014
Media type Print (Hardback)
Pages 320
ISBN 978-0786965625

The 5th edition Dungeons & Dragons Dungeon Chief's Guide was released in 2014 every bit the last of three core rulebooks for the new edition. On the staggered release schedule, Jeremy Crawford wrote "our small squad couldn't stop the books at the aforementioned time and as well ensure their high quality. [...] We could either stagger their releases, or we could sit on the books until all three were finished".[22] Crawford and Mike Mearls co-atomic number 82 design for the Fifth Edition of Dungeons & Dragons. Polygon reported that the volume "is by far the densest of the rulebooks yet released, but shares the same cover toll — $l in the U.s.".[22]

In an interview with Escapist Magazine, Mearls said:[23]

Bones D&D hits core fantasy, information technology's stereotypical fantasy adventuring. If you're the DM and you want to exercise something more exotic, you say "I want to add engineering science to my game" or "I want to have more detailed rules for a grim and grittier game, more of a horror game." That'due south where the DMG comes in, information technology'due south for actually fine-tuning your campaign, and creating a unlike type of experience than your standard fantasy campaign. It's also for expanding the scope of the game. [...] The DMG too has a lot of utilities in it, like for dungeon cosmos, adventure creation, creating monsters, creating spells, fifty-fifty if y'all wanted to create a grapheme class. [...] So it's actually for getting under the hood of how the system works and building up your campaign.

Reception [edit]

The volume won the 2015 ENnie "Best Supplement" Gilt award and the 2015 Origins "Best Role-Playing Game Supplement" and "Fan Favorite" awards.[24] [25]

Henry Glasheen, for SLUG Magazine, wrote "Fifth Edition, to my eyes, is the new aureate standard for D20-based tabletop RPGs. It strips abroad the tedium of systems and statistics and replaces them with the true substance of function playing—deep, immersive stories. I've often plant that the Dungeon Master'south Guide was the almost vestigial of all the D&D manuals, but Fifth Edition has elevated this previously tertiary book into something far more of import and useful".[26]

Jonathan Bolding, for Escapist Magazine, wrote "however, on finishing the volume information technology's clear that while many critics - myself included - thought that this organisation would hinge on the DMG, the DMG but confirmed what we already knew D&D 5th Edition to exist. This is a living history of D&D, a collection of what the game has been so far. Perfection, not innovation. Options, non prescriptions".[27]

Chuck Francisco of mania.com commented: "Miles of treasure tables escort a wealth of random run a risk tables to the ball, where they're resplendent in all of their easy session crafting majesty. The versatility of this tome is nowhere more obvious than amongst the flavor filled side panels, which further item the lower magical level of the master setting, before explaining all of the variable options a DM has in bringing to life a world of their own."[28]

In a review of Dungeon Primary's Guide in Blackness Gate, Scott Taylor said "The 5E DMG devotes the first 127 pages to instruction a novice player how to [be] a Dungeon Master in this system. Where Gygax fabricated the assumption that an aspiring DM needed to sit down at a table every bit a player and learn the system from some other, get inspired, then extrapolate on what they'd learned firsthand, the folks [at] Wizards of the Declension have gone in the contrary direction and believe anyone buying this volume has never actually played D&D before and needs educational activity on how to DM the game."[29]

Reviews [edit]

  • Casus Belli (v4, Issue 13 - January/Feb 2015)[thirty]

References [edit]

  1. ^ a b "Dungeons & Dragons FAQ". Wizards of the Coast. Archived from the original on May xiv, 2010. Retrieved October 3, 2008.
  2. ^ a b Turnbull, Don (December 1979 – January 1980). "Open Box". White Dwarf (review). Games Workshop (16): 15.
  3. ^ a b c "The History of TSR". Wizards of the Coast. Archived from the original on 2008-09-24. Retrieved 2005-08-20 .
  4. ^ Livingstone, Ian (Baronial–September 1979). "White Dwarf Interviews Gary Gygax". White Dwarf (Interview). Games Workshop (14): 23–24.
  5. ^ Pulsipher, Lewis (April–May 1981). "An Introduction to Dungeons & Dragons, Part Two". White Dwarf (Overview). Games Workshop (24): 10–xi.
  6. ^ Pulsipher, Lewis (February–March 1981). "An Introduction to Dungeons & Dragons". White Dwarf (Overview). Games Workshop (23): 8–9.
  7. ^ a b c d due east f g h i j Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Office-Playing Games. Prometheus Books. p. 85. ISBN0-87975-653-5.
  8. ^ "Dungeon Master's Guide". Wizards of the Coast. Retrieved June 24, 2013.
  9. ^ "Chevalry & Sorcery | Commodity | RPGGeek".
  10. ^ "Têtes d'Affiche | Article | RPGGeek".
  11. ^ "Dungeon Master Guide". Wizards of the Coast. Retrieved June 24, 2013.
  12. ^ "Magia I Miecz 1996 05". May 1996.
  13. ^ "Profiles: Monte Cook". Dragon. Renton, Washington: Wizards of the Coast (#275): 10, 12, fourteen. September 2000.
  14. ^ Ryan, Michael (July 4, 2003). "Production Spotlight: D&D three.5". Wizards of the Coast. Retrieved August 11, 2013.
  15. ^ "iii.five Edition Premium Dungeon Primary'due south Guide". Wizards of the Coast. Retrieved June 24, 2013.
  16. ^ "Backstab Magazine (French) Effect 24".
  17. ^ "The SF Site Featured Review: Urban Arcana".
  18. ^ Appelcline, Shannon. "Dungeon Master's Guide (4e) - Product History". DriveThruRPG . Retrieved 2020-06-20 .
  19. ^ Appelcline, Shannon. "Dungeon Main'due south Guide two (4e) - Product History". DriveThruRPG . Retrieved 2020-06-20 .
  20. ^ Kulp, Kevin. "Dungeon Principal's Kit (4e) - Production History". DriveThruRPG . Retrieved 2020-06-20 .
  21. ^ "Pyramid: Pyramid Reviews: Dungeons & Dragons 4th Edition -- Thespian's Handbook, Dungeon Master's Guide, & Monster Manual".
  22. ^ a b Hall, Charlie (2014-12-08). "D&D's concluding cadre volume is your comprehensive guide to breaking the rules". Polygon . Retrieved 2020-06-twenty .
  23. ^ Bolding, Jonathan (ii June 2014). "Inside the Launch of the New Dungeons & Dragons With Designer Mike Mearls". Escapist Magazine (v1) . Retrieved 2020-06-20 .
  24. ^ "2015 ENnie Award Winners". ENNIE Awards. 2015-08-12. Retrieved 2020-06-20 .
  25. ^ "2015 Origins Award Winners". icv2.com . Retrieved 2020-06-20 .
  26. ^ Glasheen, Henry (2015-02-26). "D&D Fifth Edition: Dungeon Master's Guide Review". SLUG Magazine . Retrieved 2020-06-twenty .
  27. ^ Bolding, Jonathan (12 January 2015). "D&D Dungeon Primary'due south Guide Review - A Toolbox, But is it Useful?". Escapist Magazine (v1) . Retrieved 2020-06-xx .
  28. ^ "Dungeons & Dragons Dungeon Master's Guide Review". January v, 2015. Archived from the original on March 16, 2015.
  29. ^ "Fine art of the Genre: Playing D&D 5E and an In-Depth Wait at the new DMG – Black Gate".
  30. ^ "Dungeon's Master Guide | Article | RPGGeek".

Farther reading [edit]

  • "Avant-garde Dungeons & Dragons Combat Tables", White Dwarf #thirteen.
  • "Clerics Turning Undead", Footprints #7.
  • "Expanded Secondary Skills", Footprints #8.
  • "Chief Encumbrance Guide: Lessening the Burden of Encumbrance", Footprints #7.
  • "Sneak Preview: Advertizing&D Dungeon Masters Guide", The Dragon #22.
  • "The Consummate Set on and Saving Throw Table", Footprints #10.

External links [edit]

  • Total list of contents for the AD&D Dungeon Chief's Guide
  • Errata
  • Review of the AD&D Dungeon Master's Guide from RPG.net

dixonlausbance.blogspot.com

Source: https://en.wikipedia.org/wiki/Dungeon_Master%27s_Guide

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