by Wizards of the Coast
Started: April 10
Finished: April 15
Notes: Early on I didn't care for this new, fifth edition of the Dungeons & Dragons game, but of late I've been doing a lot of online tabletop gaming, and I have to admit I've come to appreciate this version of the game. It does some things of which I'm not fond, but it also does a lot which I've found quite interesting and enjoyable within actual gameplay. Because of this, I've decided to go ahead and read the Dungeon Master's Guide for this edition. Traditionally this book is more than a rules book, but helps guide the Dungeon Master with the flow of the game, making him or her a storyteller of sorts. To this day I consider the original AD&D Dungeon Master's Guide by Gary Gygax to be a landmark piece of literature not only for tabletop RPG gaming, but for the fantasy genre in general. None of the versions of the DMG since then have quite had that impact, in my opinion, because they have been more game oriented, but we'll see how this one does.
Mini review: To be honest, most of the material here isn't necessary for the Dungeon Master as long as he or she is an experienced Dungeon Master. Someone new to the role of DM will find tons of interesting takes on the game here, with lots of potential, so much so that it might be overwhelming at first with all the variant rules, the open-ended-ness of some rules, etc. But you beginners, don't worry. The thing to keep in mind is that you are the DM and what you say goes, even including superseding the actual rules, if needs be. Always remember it's a game and everyone is there to have fun. As a DM, try to make if fun for everyone, all the players, but also yourself.