Dungeon Masters Guide II is probably one of my favorite 3.5 edition hardbacks. For those of you who actively play 3.5 or Pathfinder, this book is full of suggestions on how to make a campaign more fun for your players. There are sections of the book devoted to politics within a city or settlement (including random events generators!) and new NPC classes to round out a campaign. The best thing in the book, IMHO, is the update to 1st Edition's town of Saltmarsh, the setting for the classic U1-U3 series of modules. I spent hours pouring over that section alone, and plan to incorporate it into some homebrew games in the future. A great buy, even if you only want the new "Saltmarsh" setting!
As the DM who ever wants to be the best so as to give a proper game to PCs, buying this supplemental book seemed the right thing to do. It claimed to be a "toolbox of time-saving aids" and given I was desperate to make my first campaign run properly...though I must admit as well, I was an addict to buying gaming books at the time as well. But at least it all worked out, right? And did it ever. This book is likely one of the best buys I've ever made for my D&D needs. As the predecessor to the original Dungeon Master's Guide, it must be noted this isn't a replacement for it. Those looking for the Core Rules should otherwise keep away from this book. However, should you already have the Core Rules at your disposal, this book is a treasure trove of not only additional tools, but tables, knowledge and philosophy of all things. Those not looking to delve too deeply and want something off the bat, the ready made items within are enough on their own. NPCs, magical events, traps, items, and even the city of Saltmarsh in full detail. And because all of these can be modified as needed for a campaign, it's a given how valuable all that is. Again, that's just the ready made items, and there's plenty more for those whose appetite isn't sated. At 285 pages, you can't go wrong with the sheer amount of data at you disposal. If there would be a flaw to this book, it would be the vast number of pages. The Table of Contents and Index, both being one page each, make searching through the book for specific info difficult. This can be solved with properly reading through the book and having a feel for the tome, but even I haven't gotten through the whole of it yet, let along the original Dungeon Master's Guide. Ever looking forward to learn what more this book has to offer.Read full review
I like this guide - but I won't use it much. Why? It is a great help for a DM in creating details for an own, self-developed campaign. For this it contains a lot of ideas and approaches. (As it is saying on the backside cover: It is a toolbox) I for myself use ready-to-run modules a lot and rather need something to aid in improvisation to link the modules together into one greater campaign. And for this the Dungeon Master's Guide 2 does not help me much. Btw. it contains no real *essential* rules or additions. So if you not to intend to create your full own campaign it is more nice to have than really needed.
This book is not needed but can be used when your getting writers cramp. fun to read but also a sad atemp by wizards of the coast to get more money out of idiots
This book contains various different points to ponder when you are the merciless, or merciful DM of a campaign. It helps you to get around various problems and points you in the right direction for dealing with several different problems that may arise while playing. This book is a very helpful supplement to the gamer.
Current slide {CURRENT_SLIDE} of {TOTAL_SLIDES}- Best Selling in Books
Current slide {CURRENT_SLIDE} of {TOTAL_SLIDES}- Save on Books