Customer Reviews
A well written introduction to, well, nothing. - By: X. Gallagher, 16 Jul 2008 
The DMG consists of 11 chapters, 2 an introduction to the game, DMing & running a session. 8 on the rules proper, & 1 on an adventure setting.
The highlight of the book is Fallcrest. It`s actually a good setting. The litmus test, that of inspiring ideas, was passed easily. A dozen or more ideas came to mind just skimming that chapter.
Now for the rest.
Every chapter is a well written, clear, introduction to the subject covered & provides a fair number of samples to illustrate the rules, such as they are. I'll even go as far as to call these a pleasure to read. I certainly enjoyed the precision writing. Each chapter served as a very good introduction to the rules.
And that's because each chapter is exactly that, just an introduction. The book is (again) content light & targeted at the novice DM. It's missing rules; just like the players handbook it's got enough to get you started but not enough to keep you going. The truth is that each chapter feels like part I of a three part series.
Any experienced DM who has faced tough rule calls, or written more than a standard dungeon crawl will notice immediately that this book is not fit for purpose. It, with the Players handbook & the Monster Manual do not provide the rich ecosystem of rules & inspiring material, that gives role playing games their bite.
As with the Players handbook this deeply underdeveloped system screams "arbitrary rule calls" & "trouble" (and please read my review of the Monster Manual for an extended view of this).
This book is, again, good enough for beginners. But the experienced role player will not find much worth having.
The writing quality is excellent, earning a star. Fallcrest is excellent earning a star. The rest of the content is too limited to earn stars.
Dungeon Mastering 101 - By: Phil Hattie, 02 Jul 2008 
If I were to try to count how many times I have picked up an RPG book & read a "gamesmastering" chapter I would quickly run out of fingers, toes, & other extremities on which to keep score. Since this product is essentially a gamesmastering chapter stretched accross two hundred & some pages I could be forgiven for having low expectations. Thankfully, for all involved, this may be the best basic guide to roleplaying games I have ever read.
Like the Players Handbook this edition of the DMG isin many ways different from previous versions. Magic Items are, for the most part, considered a character resource so have been shipped out to the PHB. To be frank the magic items chapter was always the DMGs big selling point, so what does this 4th Edition book offer? Well, it offers concise & clear guidance on any number of aspects of running a game of D&D from keeping players happy when they have different motivations, to dealing with problem players, to stuff we all take for granted like fudging the odd die roll. It contains excellent guidance on building balanced encounters & rewarding the characters appropriately, if I were to run a a game of D&D then that section would be much referenced. The rules for adapting existing monsters & building new ones is also clear (and consistent with the Monster Manual)- something I've always struggled within the past. The section on artefacts is well written, although I would have liked more examples, & the sample town near the end is loaded with plot ideas. Finally there's a short little adventure at the end that looks like a fun romp. Kobolds are tricky little buggersin this new 4th Edition & a clever DM could make a party really hate them & their "Shifty" ability.
Now I understand the criticism that this very fundamental guide to running games may be of limited value to an experienced DM & I accept that as being absolutely true. However this book is aimed at new DMs as well as the experienced ones & they will find those sections invaluable. Addtitionally I have to add that, although there was very littlein the early sections that was new to me, I absolutely enjoyed reading the whole book. The later chapters where things get a bit more crunchy are worth the cost alone. So yes, its simple & yes, the "I've been playing since Gary Gygax wasin kindergarten" brigade may feel short changed, but read & enjoy the best basic guide to D&D ever produced.
Excellent For Beginners... - By: Quicksilver, 29 Jun 2008 
I agreein part with a couple of the other reviews here. The new DM's guide is crammed full of information about the Dungeon Master's craft; how to maintain interest, write good campaign narratives & create well rounded locations. Where I disagree with the other reviews is that they believe this book worthy of 5 stars.
If you have NEVER been involvedin the game before, then this book might just scrape 5/5 but if you have been playing D&D for a long time then this is just money for old rope; there is going to be very little of worth to you on these beautifully rendered pages. There is almost no expansion on the rules outlinedin the Players Handbook; this is both good, as it can save you some money & bad, because some thingsin the PH, just weren't very clear. The only thing that might be useful is the small adventure at the back, which would give you a chance to test out the new rules. To be honsest you might as well purchase 'Keep of the Shadowfell' (The New 4th Ed Adventure) & get a much bigger adventure for less money; you could run it easily without this book.
Soin short, If you've never DM'din your life this book is excellent. If you have, don't bother; you can find all its hints for good DMing on the internet.
DMG 4th Edition - Old school mindset in a modern rules system - By: R. H. Nicholls, 22 Jun 2008 
Ive played D&D since 1981 when i first started playing basic at High School. Although the rules are now completely different to anything that has gone before the concepts are still there- races, classes, AC, hit points etc.
What this DMG does better than any is actually tell you how to be a DM. Very little is providedin the way of extra rules something that 3.5 & earlier seemed to do - new book yet more rules to learn ! 4th Edition has gone down the route of helping new DMs get to grips with actually running games & designing adventures - i personally think this book has stuff for both old & new DMs alike.
Thoroughly recommended ever for an old timer like myself who was getting jaded !
DMG the way it should be, for the Dungeon Master's advice! - By: Sa James, 12 Jun 2008 
-->Old School D&D Dungeon Master here, 22 years of being Evil DM (tm) to players' characters, lol ;)
Despite what some say, I think 4th ed is brilliant, a much needed kick up the backside. hehe
3.5 ed was far too complex. Great simulation, lousy gaming for the DM because, as the game's prime story teller & umpire, the complexity just made my role no damn fun :(
3.5 is better left to a computer to run that amount of dice checks (like the Temple of Elemental Evil PC game)
I ridiculed game systems like RuneMaster for over complexity, years ago, & it's what D&D turned into with 3.5 ed....ARG!!
So, 4th ed is deliberate attmept to get rid of that complexity & put FUN back...and it does it! this is the best version for new players. *All* Classes are fun, not just the spell casters.
The DMG doesn't have magic items, except artifacts. RIghtly, "gear" is putin the Player's Handbook, leaving the DMG ot be filled with stuff on HOW ot DM!
Remember folks, most people have never DMed...so how are they supposed to learn? Thus, do not knock the simplicity.
4th ed is a far more tactical & varied game than 3.5, by a long shot.
Roleplaying has not reduced because roleplaying is not about dice rolls!
If you need Social skill checks, 4th ed has them: Diplomacy, Streetwise, Insight, Bluff.
D&D needs new players if it is to live & grow, so note that, grognards ;)So, this is a big, & well done step.
my only concern so far are some backstory changes (see Driders & Inevitablesin the monster manual, ick!), & this first run of books have some pages that can smear, oddly enough.
I rate it 5 pints of Dwarven ale! :)