The inside front cover provides this handy index of mapping symbols. I loved this, and still use most of these symbols myself on my maps. The symbols here also gave me inspiration about the sorts of things I could add to my dungeons to spice them up (compared to the sample dungeon in the DM tutorial). Of course, I still have trouble "Jacquaying" my dungeons, but at least some of the ideas here make them a little less dull than just endless 10' wide corridors connecting to square or rectangular rooms. This Key serves as a subtle learning tool, conserves space by utilizing the inside cover, and is in a convenient location for repeated reference.
The Preface to this book is short and to the point. If you just want to be a player, don't read this book. If you're interested in being the DM, and you've read the Players Manual already, then "WELCOME!" [all caps in original] Luckily, Frank does give us a bit of explanation why players shouldn't read this book, at least not yet.
"You will have less fun playing if you learn the information ahead of time! A big part of the game is the mystery and excitement that comes from not knowing all the answers." [emphasis in original]Next to that, we have the Table of Contents. Again, I'll add hyperlinks to these sections as I cover them in various articles so this post can serve as a hub for the series.
- INTRODUCTION
- Terms and Abbreviations
- The Most Important Rule
- The Dungeon Master's Job
- The DM's Roles
- Reactions
- Running the Game
- Order of Events charts (3)
- YOUR FIRST GAME
- Pre-Game Checklist
- Adventure Record Sheet
- Group Adventure
- DM Info Charts
- Entries #1-#19
- Dungeon Level One
- Map (L1)
- Notes for the DM
- Encounter Key #20-39
- Dungeon Level Two
- Map (L2)
- General Notes
- Dungeon Level Three
- Ending an Adventure
- Gaining Levels
- XP for monsters
- PROCEDURES
- Alignment Changes
- Arguments
- Charm Person Spells
- Clues
- Complaints
- Creating Characters
- Deities
- Demi-Humans (special abilities)
- Dice
- Doors
- Equipment not listed
- Evasion and Pursuit
- Higher Level Spells
- Hit Points (low rolls)
- Languages
- Listening
- Magic-User Spells
- Mapping
- Morale
- Multiple Characters
- New Rules and Items
- Questions
- Retainers
- Sleep Spells
- Thief Abilities
- Timekeeping
- Transferring Characters
- Turning Undead
- MONSTERS
- General Notes
- Hit Dice
- Dungeon Levels
- Monster Levels
- Number of Monsters
- Reactions
- Chart
- Character Actions
- Effects of Charisma
- Negotiations
- Combat
- Hit Chart
- Saving Throws
- Special Attacks
- Blindness
- Charm
- Energy Drain
- Paralysis
- Poison
- Descriptions
- Name
- Armor Class
- Hit Dice
- Move
- Attacks
- Damage
- XP Value
- No. Appearing
- Save As
- Morale
- Treasure Type
- Alignment
- Description
- Monster List A-Z
- Animal to Doppelganger
- Dragon
- Dwarf to Lycanthrope
- Medusa to Shrew
- Shrieker to Zombie
- TREASURE
- Random Treasure
- Placed Treasure
- Adjusting Treasure
- Treasure Types Chart 1
- Treasure Types Chart 2
- Other Treasure Types
- Average Treasure Values
- Coins
- Gems
- Jewelry
- Magic Item Subtables
- General Table
- Subtables a-h
- Explanation of Magic Items
- Identifying Magic Items
- Types of Magic Items
- Using Magic Items
- Charges in Magic Items
- Detailed Explanations a-h
- CREATING DUNGEONS
- Types of Dungeons
- Good and Bad Dungeons
- Step by Step
- List 1-6
- Details 1-6
- Random Stocking
- Notes and Charts
- Room Contents
- Traps
- Specials
- Wandering Monsters
- Charts 1-3
- REFERENCE CHARTS
- Saving Throw Chart
- Monsters' Hit Chart
Happy writing and gaming.
ReplyDeleteThanks, Ivy! You, too.
DeleteThank you for whay you've done so far, and please keep up the great work!
ReplyDelete