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adventurous informative slow-paced

Have looked through this a couple of times since dm'ing my first session around 4 years ago. But for some reason it doesn't feel as accesible as the dm part of Xanathar's guide. I often find myself using the player's handbook, monsters guide and maybe some slivers of an already written adventure when I prepare a session for our homebrew game. But now that I have pushed myself to study it some more and browse through it again I must say it has some interesting charts and guidelines.
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adventurous inspiring
informative medium-paced

It's the DM's Guide. You wanna be a Dungeon Master? Read this cover to cover, then go read the Player's Handbook, then go through this again and put sticky notes on the pages that confuse, excite, or interest you.
This is literally the bible to D&D and while most games are more fun when you bend the rules, you need to know the rules so you know how far they bend before they break.
If you haven't read this, don't run a campaign! It's not that I think you'll do a poor job or that you'll be a disservice to your players, but you can't imagine how much easier it is to do until you've read the whole dang thing. I don't think I'm the greatest DM in even a 10 block radius, but I sure am a lot better than I was when I skimmed this book and tried to throw something together.
There's a lot of this book that you can skim, there's a lot of nonsense you don't need to know until it comes up, but when it comes up you're going to want to know where to find it.
Read, Re-Read, and Run one hell of a game.
adventurous informative slow-paced
adventurous informative slow-paced

I actually have the Core Rule Books (D&D) Gift Set [same ISBN for 3 books] and e-access via D&D Beyond, thus want to add as individual book.