|
Dungeon Master's Guide 2: A 4th Edition D&D Core Rulebook |  | Authors: Mike Mearls, Robin D. Laws, Greg Gorden Publisher: Wizards of the Coast Category: Book
List Price: $34.95 Buy New: $20.70 as of 7/29/2010 17:37 MDT details You Save: $14.25 (41%)
New (42) Used (17) from $18.90
Seller: zp_books Rating: 11 reviews Sales Rank: 14750
Media: Hardcover Pages: 224 Number Of Items: 1 Shipping Weight (lbs): 1.8 Dimensions (in): 11.7 x 8.7 x 4.5
MPN: WOC24206 ISBN: 078695244X Dewey Decimal Number: 793.93 EAN: 9780786952441 ASIN: 078695244X
Publication Date: September 15, 2009 Availability: Usually ships in 1-2 business days
| |
| Features:
| • | ISBN13: 9780786952441 | | • | Condition: New | | • | Notes: BUY WITH CONFIDENCE, Over one million books sold! 98% Positive feedback. Compare our books, prices and service to the competition. 100% Satisfaction Guaranteed |
|
| Similar Items:
| |
| Editorial Reviews:
Product Description This 224-page hardcover core rulebook for the Dungeons and Dragons Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience with a particular focus on running adventures and campaigns in the paragon tier (levels 11?20). It includes advanced encounter-building tools (including traps and skill challenges) storytelling tips to bring your game to life new monster frameworks to help you craft the perfect villain example campaign arcs a comprehensive look at skill challenges and a detailed home base for paragon-tier adventurers -- the interplanar city of Sigil.
|
| Customer Reviews:
Showing reviews 1-5 of 11
DM-ing 102 July 6, 2010 Charles Stuckey (Florida) 1 out of 3 found this review helpful
If you need to know the basics of being a DM, and have never played, this is for you. If you're looking for anything of substance, new rules or clarifications, or much of anything beyond a few ideas for plot lines and a lot of unnecessary verbiage to fill in the pages, pass on this.
4e Gamer Review June 5, 2010 Daniel J. Caulder 1 out of 20 found this review helpful
The newest edition of the Dungeons and Dragons saga is simple. Convenient and expensive to attracted new players with new cash. But mechanically, the system is a step back in gamer evolution. It does cater to amine' fans and the WOW crowd. But doesn't offer the depth or insight experienced gamers crave. If you're new to Role-playing, start here. If you're an experienced gamers, this product is a flaccid, stinky bomb.
Synopsis - if you don't know what's good in RPG, this is a learning experience. If you're already experienced, pass on this product.
A+++++ Service February 6, 2010 Stephan A. Kannarr 0 out of 6 found this review helpful
The delivery of this item was extremely fast and the item came in perfect condition!
Anyone who runs RPGs can profit from reading this. October 26, 2009 Jacob G Corbin (Prairie Village, Kansas United States) 40 out of 43 found this review helpful
As anyone who plays RPGs knows at this late date, the fourth edition of Dungeons & Dragons (or D&D4E) has engendered a lot of controversy in the community by breaking dramatically with the game's past in several key areas, replacing decades-old systems like "Vancian" casting and skill checks with power lists and collaborative skill challenges. Where did these innovations come from? "4E rips off World of Warcraft," say people who in most cases know very little about either. The truth is that a lot of 4E's mechanics and underlying philosophy were heavily influenced by the burgeoning independent RPG movement of recent years, a collection of writers and designers that have worked to stretch the boundaries of what is possible in the world of roleplaying games. Games without dice or any random elements, games without referees or dungeon masters, games without rules...a whole new world of strange delights that Gary Gygax and Dave Arneson could never have foreseen.
Influenced by these innovators, the people who made 4E went under the hood of Dungeons and Dragons and rebuilt it from the ground up. Nothing was sacred. We've seen the result of their efforts in the rules of the system to date, but now, with the release of Dungeon Master's Guide 2, we see the philosophy illustrated, not with rules, but with storytelling techniques that any DM, for *any* system, can profit from. Very little of the advice is specific to 4E, or even to Dungeons and Dragons. It shows you, with examples, how to harness the power of collaborative storytelling, how to enlist your players in worldbuilding and how to tell stories that engage everyone at the table.
Let me share my own story. The day after getting this I was due to begin a new game of Star Wars Saga Edition with a new group of people - some friends and some strangers - and I was stumped for what to do. I was having serious trouble coming up with characters and stories, and I dreaded showing up unprepared. But I took the advice from chapter 1 of this book and during character creation at the first session, I went around the table and had each of my players describe for me a positive relationship their character has with another PC, a negative relationship they have with another PC, and to name and describe an NPC that they have a relationship with. Here's the thing: that may sound basic, but often, many players have thoughts about their characters and the game as a whole that they never share with each other or with the group - but here, as we went around the table, the characters came to life, not only in their players' minds, but in each other's as well, and they began relating to each other with a level of excitement and drama that in the past took weeks or months of play to form. And meanwhile the players had, completely without knowing it, given me enough story fuel to last for months! The game has been a huge hit and the players love seeing the NPC and setting details they created reflected in the world around them. I've been DMing for two decades and that simple trick had never occurred to me, and now I'll never run another game without it.
The book is full of useful, practical advice like that. But there's a challenge inherent in much of the advice, and it involves being willing to let go a bit of the old ways of doing things. Many DMs are immensely possessive of "their" story and "their" world, and the suggestions in this book will sound like madness to them. They want to stick with what's worked for them. And I can't blame them for that, but what this book has shown me is that even in a field as well-trodden as Dungeon Mastering there are still new things to try. In a way, it's liberating, to realize that after all this time, I am still a learner.
Great family fun October 24, 2009 LawrenceSvetlana (USA) 3 out of 6 found this review helpful
My son lives and breathes all his D&D books. We have lots of them and he reads them anytime he can get his hands on them. What I did not expect is how these books lead to fantastic family time when my children host D&D games with their friends and play for hours at the kitchen table with their Dad.
Showing reviews 1-5 of 11
|
|
| Legal and Privacy CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED ‘AS IS’ AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME. Powered by Associate-O-Matic
| |