View Full Version : Dungeon Master's Guide II


Silent Bob
07-11-2005, 11:51 PM
Dungeon Master's Guide II

Monday July 11, @08:45AM
from the i-got-my-twelve-sided-die dept.
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.

( Read More...slashdot (http://books.slashdot.org/article.pl?sid=05/07/08/0739233&tid=6&tid=10)

BlueDragon1981
02-13-2006, 01:48 PM
Yep all true.....

I am the dm for a 1 or two person group...i have been one of the few that bases it around a world of things rather than just hack and slash. I have had gambling, a town that hates gnomes with a passion (incidently they had an assasian steal one and ask for a ransom....this one assasian almost killed a whole group...was a fun time), plenty of nuetral enemies that you can get around in many different ways.....and a whole storyline about a great deal of npcs.