The Dungeon Master’s Guide (DMG) is a purchase I always make when entering a new edition of D&D, but its usefulness and value are not equal or consistent. Unfortunately, there can be a lot of rehashing or copy-paste of old material. For some editions, it is impractical and cumbersome. In most cases, I find myself not referring to it at all as the game goes on… except when it contains some crunch material. My favorite are the magic items.
An excerpt was published yesterday (I did not pick up on it till early this morning) only teases the question: How much stuff should I give out to my players?
Magic items fall into the “DM’s cool stuff” I really want to give to my players and have them ponder and cherish it, but in the back of my mind, I always wonder where the line for Monty Haul will get crossed. I do like to get carried away designing an item with purpose and backstory, hoping the players will pick up on it. I am very much looking forward to the new edition of D&D magic items.
What do you think of DMGs? Are they useful to you? Or are they just fluff pages until you can get to the magic, rules, and laser weapons?
But… what do I know…?