Dungeon Master's Guide

Dungeon Master's Guide

Book - 2014
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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.
Publisher: Renton, WA : Wizards of the Coast, [2014]
Copyright Date: ©2014
ISBN: 9780786965625
Branch Call Number: YA 793.93 M4631D 2014
Characteristics: 320 pages : color illustrations, color map ; 29 cm
Additional Contributors: Crawford, Jeremy


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Oct 09, 2020

I've been a dungeon master for nearly 6 years now, at this point two years into a project to write my own RPG and world, and this book is a major part of the reason why. The DM's guide isn't so much an ironclad handbook as, well, a guide, and it gently shapes your path of storytelling to help you write thrilling encounters your players will love. Grab a pencil, get some dice, and start playing--you won't want to stop.

Sep 03, 2020

One of the three essential books for Dungeons and Dragons DM's! The Dungeon Master's Guide goes through everything you need to take the reins and be a great story teller.

It goes through what to consider for homebrew games as well and what to consider when it comes to players, roleplaying, creating NPC's, the multiverse in the D&D world, different gods and goddesses, and so much more.

It's also super easy to use as the book is broken down into three parts that make the book easy to navigate. The only thing is that it is a lot of reading and some things can be hard to understand, but this book is really meant for reference and not meant to be consumed in one sitting.

SCL_BethZ Jul 26, 2019

A core book for anyone who wants to take on the DM (Dungeon Master) role for their D&D group. The book helps you develop worlds, build balanced encounters, create interesting quests, reward characters with magic items, and more. Most useful for DMs but players may find it interesting to poke through to enhance their understanding of the game.

This DM's Guide is for 5th edition, the newest set of rules for Dungeons & Dragons.

OPL_DavidD Oct 17, 2018

Essential if you are going to Dungeon Master the game, but also fun for players to look over. I found the parts about mapping settlements and coming up with motivations for characters to be helpful for my game. You can use this book to really tweak the game to match your table.

Jun 22, 2017

Really Good! I enjoyed the magic items table; my siblings and I had fun looking at the cool swords.


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