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Dungeon Master's Guide

2003Skip Williams

4.3/5

I finished reading the Dungeon's Master Manual for D&D e3.5 recently. In addition for its stated purpose, the game itself, I find it is also tremendously helpful in for novel writing as well. For me, at least, it does double duty as one of those how-to-write books. It is particularly useful because D&D is the root of my favored genre. It has extended lessons and quick tips for writing plots and handling multiple characters. It has numerous plot prompts and story hooks, as well as means for investing both characters and players (or in my case, readers) into the adventure. It covers both long-term arc plotting as well as improvisation. There's lots of help for quickly creating NPCs. It even has rules for things like daily weather, which I tend to forget to include. These rules inspired me to create my own system so that I remember to include these little, background, things. This alone does wonders for setting and scene. Just the initial distinction of adventure is a big help. There is the "kick in the door" style of starting at the dungeon and fighting everything inside, or the more ease-into-adventure that has more role-playing and narrative. That is the primary distinction between Journey To Chaos and my next flagship series, currently untitled. Journey To Chaos starts with Eric and establishes his character, his conflict, etc. before there is any action. My next protagonist will be introduced beating the shit out of enemies. Currently, (first draft material) she will quickly find a story hook and go straight into the unknown world for adventure and plunder. If I ever started DMing, I feel like this book will give me all the necessary tools. Trickster Eric Novels gives "Dungeons and Dragons: Dungeon Master's Manual E3.5" an A+
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