Syndetics cover image
Image from Syndetics

Dungeon master's guide.

Contributor(s): Material type: TextTextSeries: Dungeons & dragonsPublisher: Renton, WA : Wizards of the Coast, 2014Copyright date: ©2014Edition: Fifth editionDescription: 320 pages : color illustrations, color maps ; 29 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9780786965625
  • 0786965622
Other title:
  • At head of title on cover : D&D
  • Dungeons & dragons : dungeon master's guide [Spine title]
Subject(s): Genre/Form:
Contents:
A world of your own -- Creating a multiverse -- Creating adventures -- Creating nonplayer characters -- Adventure environments -- Between adventures -- Treasure -- Running the game -- Dungeon master's workshop -- Appendix A: Random dungeons -- Appendix B: Monster lists -- Appendix C: Maps -- Appendix D: Dungeon Master inspiration.
Production credits:
  • D&D lead designers, Mike Mearls, Jeremy Crawford ; Dungeon master's guide leads, Jeremy Crawford, Christopher Perkins, James Wyatt ; designers, Robert J. Schwalb, Rodney Thompson, Peter Lee ; editors, Scott Fitzgerald Gray, Michele Carter, Chris Sims, Jennifer Clarke Wilkes ; producer, Greg Bilsland.
Summary: This book contains tools a Dungeon Master needs to provide stories and game play. An resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and advice from the game's experts. Created as part of a massive public playtest involving more than 170,000 fans of the game.
Holdings
Item type Home library Collection Call number Materials specified Status Date due Barcode Item holds
Adult Book Adult Book Dr. James Carlson Library NonFiction 793.93 D916 Available 33111011119449
Adult Book Adult Book Northport Library NonFiction 793.93 D916 Available 33111011153570
Total holds: 0

Enhanced descriptions from Syndetics:

Weave legendary stories in the world's greatest roleplaying game.

All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master's Guide teaches you how to how to run D&D adventures for your players-- how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore.

"[The Dungeon Master's Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . ."
--Charlie Hall, Polygon.com

"D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind 'Game of Thrones' have all been Dungeon Masters." --Neima Jahromi, The New Yorker

* The Dungeon Master's Guide is one of the three main Dungeons & Dragons books, along with the Player's Handbook and Monster Manual. It's a reference used by the Dungeon Master (the game's narrator) to create adventures--to run Dungeons & Dragons games and fill them with characters and stories.

* The Dungeon Master's Guide (DMG) is full of tools to help you immerse players in the game. What's the demon lord's secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly.

* In the Dungeon Master's Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative--and the Dungeon Master's Guide has all the tools you need to flesh it out with ease.

* In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.

* Dungeons & Dragons is the world's greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

"Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game"--Cover.

D&D lead designers, Mike Mearls, Jeremy Crawford ; Dungeon master's guide leads, Jeremy Crawford, Christopher Perkins, James Wyatt ; designers, Robert J. Schwalb, Rodney Thompson, Peter Lee ; editors, Scott Fitzgerald Gray, Michele Carter, Chris Sims, Jennifer Clarke Wilkes ; producer, Greg Bilsland.

This book contains tools a Dungeon Master needs to provide stories and game play. An resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and advice from the game's experts. Created as part of a massive public playtest involving more than 170,000 fans of the game.

Includes index.

A world of your own -- Creating a multiverse -- Creating adventures -- Creating nonplayer characters -- Adventure environments -- Between adventures -- Treasure -- Running the game -- Dungeon master's workshop -- Appendix A: Random dungeons -- Appendix B: Monster lists -- Appendix C: Maps -- Appendix D: Dungeon Master inspiration.

Powered by Koha