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informative medium-paced

Tough to rate, but incredibly helpful for a (soon to be) first time DM

A helpful reference text for world-building. It offers guidance around developing the setting, plot, and characters - offering prompts and fantastical springboards for writers and DMs alike.

I didn't read it cover-to-cover as that's not how this book is meant to be consumed. That said, I'm marking it as "read" as I did consume significant chunks while trying to prep for my first attempt at DMing.

While it didn't prepare me for the volume of ongoing mathematical calculations, it aided my ability to navigate moments of choose-your-own-adventure chaos generated by certain chaotic neutral characters (*cough* Priti Boneseeker & her quasit Sit *cough*).

I think I may try my hand at DMing again, not least because all of my players developed super compelling characters with phenomenal backstories and I want to watch them continue to interact.
adventurous informative inspiring medium-paced

It's been about 20 years since I ran a game but I already have the Player's Handbook so I nabbed this for cheap on Shopgoodwill.

Continuing in the simplified vein of the Player's Handbook, the Dungeon Master's Guide is a fairly straightforward resource about running adventures and campaigns. There are also lists of magic items, treasure, stuff about the multiverse, religions, and all sorts of other tidbits a Dungeon Master might need.

I thought it was laid out in a logical fashion. I don't remember much about the reading experience of AD&D 2e and D&D 3.0 Dungeon Master Guides but I feel like this was an easier read.

Shit, I forgot to mention there's a recommended reading section in the back AND the return of the random dungeon generator I remember from the AD&D 1e DMG.

Anyway, I still don't know that I'll ever have time to regularly run a game but I'm planning an adventure for when the SIL and BIL come to town in a few months.

nice book for dungeon masters for 5th edition dnd!

The fifth edition dungeon master’s guide is a very well polished handbook. More specifically its beautiful illustrations and efficiency of rules make it a joy to read and play. Much emphasis is given to provide the dm with tools to either plan for a campaign or to just improvise on the spot. A DnD classic volume.

It does exactly what it says it will.

Honestly, my heart remains with 3.5 . . . or really with 2nd ed. If I was a beginning dm, I think I would really feel lost, trying to plough through this. Luckily I'm not, and it was fine. Having been away from the game for a number of years, and having skipped 4e (which I've been given to understand was a blessing), I really expected more changes.
If you are new to dming, get the book by all means - but I recommend also joining one of the many online groups that offer advice, like D&D Beyond or Roll20 to name but a couple, in order to get some more specific guidance.

yt