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LINE
OF SIGHT
Full Circle, Part 2
Missed
Part 1? Check it out in our Archives.
So there I was, a blank screen in front of me waiting
for me to write the new Dungeon Master’s Guide. Originally, way back when the 3rd Edition
process started, it was thought that we would just
take the existing 2nd Edition products and “update”
them. By the time I’d gotten to this point, though,
we’d chucked that idea right out the window. This
would be a brand-new book from start to finish. Like
the Player’s Handbook, some of the individual
bits would remain (for the PH, it was the spells,
for the DMG, it was magic items), but they’d be completely
redone and reorganized. There would be a firmer system
behind it all than in previous editions.
I’d just finished almost two years of meetings, discussing
everything about the new game, from what races to
include to how much damage a greataxe should inflict
to how hold person should work. That was fun,
but now it was time to actually put words on paper
(or at least on the black screen staring at me). But
there was so much I wanted to do with this book that
it daunted me.
I
wanted to capture the feeling of the 1st Edition Dungeon
Master’s Guide. That book didn’t talk down to
me. It assumed that, since I was a DM, I was intelligent
and had a good vocabulary. It assumed that I knew
how to play the game. That was a book a DM couldn’t
leave home without (having the combat tables in there
helped).
At the same time, I really wanted this to be the Dungeon
Master’s guide. That is to say, I wanted it
to be a book of advice and guidelines on how to be
a good DM. I wanted to appeal to both brand-new DMs
and those who had been running games for 20 years.
This was going to be quite a task.
So I began writing. The material on environments (now
in the Running the Game chapter) was once going to
be in the Player’s Handbook, so some of that
was already done. A few magic items had already been
dealt with, for playtesting. So there was at least
some place to start. I dug in. Meanwhile, a rough
draft of the basic rules was circulated out to the
playtesters. Internal playtests at Wizards continued
as well.
Unfortunately,
the playtests and further development on the Player’s
Handbook meant that things I was working on in
the DMG had to change as I wrote them. A change to
a spell usually meant a change to a magic item. A
spell name change often altered many magic items.
You can find, if you look around in the finished DMG,
a few of these sorts of things that just never got
caught because development of the two books was going
on at the same time. Not much later, Skip Williams
started writing the Monster Manual, and now
we had all three books going at once. Any major change
in one usually begged for a change in at least one
of the other books. It was crazy. (Note to those who
work on 4th Edition: Whenever that day comes: do the
books one at a time).
One great thing about 3rd Edition, I think, is that
we didn’t just change around some rules. The new game
was based on the way we found that people really played.
Although this approach was pretty obvious in the Player’s
Handbook, it came through in the DMG like a locomotive.
We didn’t just throw a table into a book, we tried
to explain why that table worked the way it did. When
we started thinking about the DMG, I really pushed
for the “Behind the Curtain” sidebars, because I knew
very well that people were going to develop their
own house rules, races, magic items, and whatnot.
I wanted DMs to know why something was in the game,
and what would happen if they changed it.
And we didn’t stop there. We updated the book to make
it read the way people really talked. They weren’t
“magical items,” they were magic items. It wasn’t
a “sword +1,” it was a +1 sword. People
enjoy dungeons, so I filled the Adventures chapter
with information about dungeon adventuring. Players
don’t always start characters at 1st level, so we
gave rules for starting them higher. Not everyone
was going to like the new initiative system, so we
addressed that too. This was a book where I, as a
game designer, got to talk right to the DMs reading
it. I wanted that discussion to be honest, frank,
and between equals. No holds barred. I wanted to provide
as much as I could in the space I had.
Before I knew it, the DMG was finished. It was a massive
book, but the fact is, I wrote much more than it could
hold. We shrank the text and tightened things up,
but we still had to cut a few items and other things
(most of the items made their way into other books,
some still forthcoming).
I’m more proud of the Dungeon Master’s Guide
than anything else I’ve ever worked on. But it wasn’t
just me. Plenty of others jumped in to help out. Jonathan
Tweet did most of the work on the encounter tables.
Once we figured out how random treasure would work,
editor Dave Noonan did the charts. Lots of people
jumped in to help with the various NPC stat listings
by class at every level. And the rules themselves
were developed primarily by the team, not by any one
individual.
And
of course, Julia Martin, John Rateliff, and Kim Mohan
improved the book in so many ways as editors, I can’t
begin to list them all. Then there’s the great artwork
provided by the artists under the guidance of art
director Dawn Murin, the help and encouragement from
D&D Creative Director Ed Stark… the list goes
on, and this is about to start sounding like one of
those boring Oscar speeches. You can read the credits
page for yourself.
Still,
I like to think of the circular nature of life. I
can remember the day I bought the 1st Edition DMG
as clearly as I remember the day I finished the 3rd
Edition DMG. A personal career highlight for me came
in an email from Gary Gygax, writer of the 1st Edition
DMG. He not only liked my DMG, but he said it had
taught him a few things about being a Dungeon Master.
Full
circle.
~Monte Cook
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