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Dungeon Master's Guide 2 (4th Edition D&D) ハードカバー – 2009/9/15

4.6 5つ星のうち4.6 108個の評価

A source of inspiration for Dungeon Masters of any level

This core rulebook for the
Dungeons & Dragons® Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers–the interplanar city of Sigil.

登録情報

  • 出版社 ‏ : ‎ Wizards of the Coast (2009/9/15)
  • 発売日 ‏ : ‎ 2009/9/15
  • 言語 ‏ : ‎ 英語
  • ハードカバー ‏ : ‎ 224ページ
  • ISBN-10 ‏ : ‎ 078695244X
  • ISBN-13 ‏ : ‎ 978-0786952441
  • 寸法 ‏ : ‎ 21.69 x 1.65 x 28.32 cm
  • カスタマーレビュー:
    4.6 5つ星のうち4.6 108個の評価

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John Blake
5つ星のうち5.0 Five Stars
2015年5月20日にカナダでレビュー済み
Amazonで購入
Lopest
5つ星のうち5.0 A must have for a DM, awesome print quality.
2012年12月14日に英国でレビュー済み
Amazonで購入
This manual is part of the core D&D ruleset so it's a must have, it comes with an awesome printing and paper quality which make it last for several years even if it's used frequently.
Jacob G Corbin
5つ星のうち5.0 Anyone who runs RPGs can profit from reading this.
2009年10月26日にアメリカ合衆国でレビュー済み
Amazonで購入
As anyone who plays RPGs knows at this late date, the fourth edition of Dungeons & Dragons (or D&D4E) has engendered a lot of controversy in the community by breaking dramatically with the game's past in several key areas, replacing decades-old systems like "Vancian" casting and skill checks with power lists and collaborative skill challenges. Where did these innovations come from? "4E rips off World of Warcraft," say people who in most cases know very little about either. The truth is that a lot of 4E's mechanics and underlying philosophy were heavily influenced by the burgeoning independent RPG movement of recent years, a collection of writers and designers that have worked to stretch the boundaries of what is possible in the world of roleplaying games. Games without dice or any random elements, games without referees or dungeon masters, games without rules...a whole new world of strange delights that Gary Gygax and Dave Arneson could never have foreseen.

Influenced by these innovators, the people who made 4E went under the hood of Dungeons and Dragons and rebuilt it from the ground up. Nothing was sacred. We've seen the result of their efforts in the rules of the system to date, but now, with the release of Dungeon Master's Guide 2, we see the philosophy illustrated, not with rules, but with storytelling techniques that any DM, for *any* system, can profit from. Very little of the advice is specific to 4E, or even to Dungeons and Dragons. It shows you, with examples, how to harness the power of collaborative storytelling, how to enlist your players in worldbuilding and how to tell stories that engage everyone at the table.

Let me share my own story. The day after getting this I was due to begin a new game of Star Wars Saga Edition with a new group of people - some friends and some strangers - and I was stumped for what to do. I was having serious trouble coming up with characters and stories, and I dreaded showing up unprepared. But I took the advice from chapter 1 of this book and during character creation at the first session, I went around the table and had each of my players describe for me a positive relationship their character has with another PC, a negative relationship they have with another PC, and to name and describe an NPC that they have a relationship with. Here's the thing: that may sound basic, but often, many players have thoughts about their characters and the game as a whole that they never share with each other or with the group - but here, as we went around the table, the characters came to life, not only in their players' minds, but in each other's as well, and they began relating to each other with a level of excitement and drama that in the past took weeks or months of play to form. And meanwhile the players had, completely without knowing it, given me enough story fuel to last for months! The game has been a huge hit and the players love seeing the NPC and setting details they created reflected in the world around them. I've been DMing for two decades and that simple trick had never occurred to me, and now I'll never run another game without it.

The book is full of useful, practical advice like that. But there's a challenge inherent in much of the advice, and it involves being willing to let go a bit of the old ways of doing things. Many DMs are immensely possessive of "their" story and "their" world, and the suggestions in this book will sound like madness to them. They want to stick with what's worked for them. And I can't blame them for that, but what this book has shown me is that even in a field as well-trodden as Dungeon Mastering there are still new things to try. In a way, it's liberating, to realize that after all this time, I am still a learner.
99人のお客様がこれが役に立ったと考えています
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Alloyed
5つ星のうち5.0 Good Candy
2009年10月9日にアメリカ合衆国でレビュー済み
Amazonで購入
A very solid book throughout, as much for the advice on techniques and food for thought as the crunchy bits. Which are pretty nice, too, by the way.

The book provides some good alternatives to magic item progression, for those who find that undesirable, and also some good nuts-and-bolts type advice for building traps and skill challenges (as well as a number of sample plug-and-play challenges you can adapt very easily). The Sigil section is very well done; it captures the feel of the old Planescape material without being overwhelming for those who've not had the pleasure of reading about it before. My only complaint with that section is that there's a lot of Cant slipped in, but no centralized place to look it up so you can use it when adventuring there. STill, that's a minor complaint; there's still plenty of resources for that kind of thing on the interwebs.

All in all, an awesome book. Would definitely recommend to any DM who wants to up their game.
19人のお客様がこれが役に立ったと考えています
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Chris Jennings
5つ星のうち3.0 Lower quality than expected
2017年9月7日にカナダでレビュー済み
Amazonで購入
Would rate 3.5 if I could. Book itself is functional but the seller lied about the condition, saying it was Very Good even though the sides of the cover were taped and the spine/corners were worn and slightly mangled. It's very used, but acceptable. Good price, however. The description was misleading, if you can get past that it's worth a buy.
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Chris Jennings
5つ星のうち3.0 Lower quality than expected
2017年9月7日にカナダでレビュー済み
Would rate 3.5 if I could. Book itself is functional but the seller lied about the condition, saying it was Very Good even though the sides of the cover were taped and the spine/corners were worn and slightly mangled. It's very used, but acceptable. Good price, however. The description was misleading, if you can get past that it's worth a buy.
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