The 1979 Advanced Dungeons and Dragons Dungeon Master’s Guide is a milestone in the history of the roleplaying hobby. A quantum leap in terms of scale, scope and information on Dungeons and Dragons from previous offerings and editions, it was an essential volume for any Dungeon Master at the time. The book is a folio of wonders, and is a delight to flip through, even if I have not run a straight Advanced Dungeons and Dragons game in many years. For example, the art of the Dungeon Master’s Guide is a real treat, from small illustrations like a farmer running from a giant insectoid Ankheg, to bits of humor (The mickey mouse ear wearing adventurers are hilarious, to some absolutely gorgeous full page illustrations.
The Dungeon Master’s Guide, as you might expect, includes information on an often bewildering array of subjects that I’ve used then, and now. Magic item lists? Check. Strange Artifacts (including how to roll your own)? Yep. Want to create a random dungeon? Rules for that. Random encounter table for a fantasy city? Got those, too. [You, too, can have your player characters run into a Weretiger. 1 percent chance!] How long does it take for an armorer to make plate mail? Yep, a chart for that. [90 days].
There is also some extremely weird information that never entered any game I ran or ever heard of anyone using. Saving Throws for magical and non magical items. Types of Insanity. The Humanoid Racial Preferences Table [Did you know that Trolls and Hobgoblins hate each other and your Evil Overlord should not be keeping them near each other?] The chances of your player’s characters getting a parasitic infection. [base 3 percent chance per month, before modifiers.] And much more.
And then there is the heart of the matter for today’s column, Appendix N.