Post by Gilvan Blight on Sept 11, 2006 19:42:26 GMT -5
Disclaimer: as with the players book, I have not played with the rules include, merely read them.
Summary: the DMs version of the Munchkin players handbook. Goes on about putting the control back in the DM's hands, but really is just a tome of great DM ideas, tricks, tips, tables and a bunch of magic items.
The Good: unlike the players handbook this is actually a good book. There was stuff in here that actually made me think about the way I run a game. There is one great section (which I shouldn't tell the players about) where all it was was a set of tables to determine an NPCs tunic colour. But come on, how much cooler are your descriptions when you add colour, I never think to say that the Begger on the street is wearing a torn up chartreuse tunic. Even better is having tables to roll this stuff up randomly. The magic items are classic Munchkin and rather amusing, I could see throwing them into a normal D&D or other fantasy game for a laugh. The rules for Barkeeps are rather good (+10 competence bonus to hit and damage while in their own bar for one) and will make your characters think twice about killing every villager.
The Bad: Still too over the top. The random adventure hook chart has 20 way to get in a dungeon, 19 involve the party falling somewhere through blackness and ending in a 10x10 room with one exit, except 20 which makes you re-roll and substitue Grey Mist for blackness. Okay yeah it's pretty damn funny, but in the end pretty damn useless.
The Ugly: incomplete rules! Okay I know this is supposed to be a joke, but at least a joke you can bring to your gaming table. The rules just aren't all there. The bartender I mention earlier, it's a common Class, but no where do they list their Hit die, their base attack or their class skills. Aka it can't actually be used in game without the DM making up most of the rules. If you want to play a silly game and make up most the rules you don't need this book.
Overall: way better then the players handbook just because it has some stuff that will actually make a GM think, it also has some stuff you will actually consider throwing in your game. Overall though it's too silly, and for the stuff there is rules for, you don't get all the rules and they are actually unplayable.
Summary: the DMs version of the Munchkin players handbook. Goes on about putting the control back in the DM's hands, but really is just a tome of great DM ideas, tricks, tips, tables and a bunch of magic items.
The Good: unlike the players handbook this is actually a good book. There was stuff in here that actually made me think about the way I run a game. There is one great section (which I shouldn't tell the players about) where all it was was a set of tables to determine an NPCs tunic colour. But come on, how much cooler are your descriptions when you add colour, I never think to say that the Begger on the street is wearing a torn up chartreuse tunic. Even better is having tables to roll this stuff up randomly. The magic items are classic Munchkin and rather amusing, I could see throwing them into a normal D&D or other fantasy game for a laugh. The rules for Barkeeps are rather good (+10 competence bonus to hit and damage while in their own bar for one) and will make your characters think twice about killing every villager.
The Bad: Still too over the top. The random adventure hook chart has 20 way to get in a dungeon, 19 involve the party falling somewhere through blackness and ending in a 10x10 room with one exit, except 20 which makes you re-roll and substitue Grey Mist for blackness. Okay yeah it's pretty damn funny, but in the end pretty damn useless.
The Ugly: incomplete rules! Okay I know this is supposed to be a joke, but at least a joke you can bring to your gaming table. The rules just aren't all there. The bartender I mention earlier, it's a common Class, but no where do they list their Hit die, their base attack or their class skills. Aka it can't actually be used in game without the DM making up most of the rules. If you want to play a silly game and make up most the rules you don't need this book.
Overall: way better then the players handbook just because it has some stuff that will actually make a GM think, it also has some stuff you will actually consider throwing in your game. Overall though it's too silly, and for the stuff there is rules for, you don't get all the rules and they are actually unplayable.