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Dungeon Master's Guide

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The Dungeon Master's Guide, abbreviated as DMG, is the


text which lays out such rules as the game referee should
know and the players should accept. As the title suggests,
DMG comes out of Dungeons and Dragons - specifically,
1980ish AD&D, to which the sideline caught up, in 1983
under Mentzer. Some say, and we would agree, that good
DMing comes from experience more than from reading the
Idiot's Guide to DMing. But we were all idiots once.

Among what the DM should know and players shouldn't are


the vital statistics of magical-items and monsters. TSR
quickly found that monsters had minds of their own, so split
them into their own separate tome. Although some monster
data had to be dealt with, here, too.

The DMG has become one of the three volumes that TSR >
Wizards > Hasbro insists on republishing and revising
every edition, alongside the Players Manual which lays out
the rules everyone has to agree upon, and that Monster
Manual. DMing can become quite a complicated task
without a DMG, so it is advisable to have one in one form
or another.

The first Advanced Dungeons & Dragons version was


bonkers. Gary Gygax wrote it without much editorial
intervention; it is notable for historical references few of the 11 year old kids whose parents bought the thing for
them would even know, like Rasputin's 18 Constitution (their parents, pre-Internet, weren't much able to help,
either). The later editions focus more on being useful utilities for their versions of D&D.

Generation X grew to love this first edition exactly because Gygax didn't talk down to them, and instead pointed
them to an extended vocabulary and those historical references. Appendix N was a particular high point. We
weren't getting any of this shit in our English classes. Bless you Gary for all you have done to inspire us.

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