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[BVX]≫ Read Dungeon Alphabet *OP Michael Curtis 9780984112760 Books

Dungeon Alphabet *OP Michael Curtis 9780984112760 Books



Download As PDF : Dungeon Alphabet *OP Michael Curtis 9780984112760 Books

Download PDF Dungeon Alphabet *OP Michael Curtis 9780984112760 Books

Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook.

Dungeon Alphabet *OP Michael Curtis 9780984112760 Books

I've spent hours browsing through this delightful book, but I've never actually used it for its supposed purpose: when you have a pool or an altar in your dungeon and you'd like to spice it up a bit, roll a d20 and consult the following table. If you roll a 8, then drinking from the pool erases your memory of the last 24 hours, rolling a 9 causes you to see illusions, etc.

Instead, I just use it as inspiration, and to help me fill my dungeons with first-edition type puzzles and curiosities. There are many ideas herein and the book is filled with the style of artwork that was characteristic of 1e.

I play 4e, so a lot of the stuff cannot be used without extensive revision. Some of the items/effects would be rather unbalancing in 4e, so you have to think carefully about whether you want to use them.

But still, one thing I loved about being a kid and playing D&D was that the dungeons did not necessarily make sense: there'd be all sorts of curiosities whose presence in the dungeon couldn't be convincingly explained. No one seemed to mind, though.

These days, the adventure modules written by WotC are depressingly coherent: everything fits, every curiosity can be explained, although perhaps not until one finishes the dungeon.

But this book helps keep me on track as a DM: instead of focusing on presenting a coherent experience (which is lost on many players anyhow), you focus on filling them with a sense of wonder and dread.

I don't know why I ordered this: I was expecting it to be stupid. Instead I wound up loving it.

COMPLAINTS:

1. It's a thin book.
2. I see no reason for it to have been hardbound.

Product details

  • Hardcover 48 pages
  • Publisher Goodman Games (December 16, 2009)
  • Language English
  • ISBN-10 0984112766

Read Dungeon Alphabet *OP Michael Curtis 9780984112760 Books

Tags : Dungeon Alphabet *OP [Michael Curtis] on Amazon.com. *FREE* shipping on qualifying offers. Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar,Michael Curtis,Dungeon Alphabet *OP,Goodman Games,0984112766,GAMES & ACTIVITIES Role Playing & Fantasy,Role Playing & Fantasy - General,Role Playing Games
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Dungeon Alphabet *OP Michael Curtis 9780984112760 Books Reviews


I picked this book up on a whim, and I love it. It is chock full of wonderful tables and bits of flavor that can be used in just about any fantasy setting. So if you feel like adding something a little different to a dungeon or finding an extra creative spark, this book is a great tool for any GM.
I am very impressed with the Dungeon Alphabet book. The illustrations are perfect, and they beautifully complement the text. The descriptive text within the tables is well written and funny. I can't wait to throw some of these classic dungeon tropes at my 4th edition D&D group. This book just makes me happy whenever I open it. Thanks to Goodman Games for continuing to produce such great books!
This is a great book for helping DMs to make interesting dungeons with an old-school flavor. I run D&D 3rd edition games, but I still miss the feeling of the adventures we used to run back in the day with the first edition. This book has loads of ideas for building dungeons with the old flavor that I miss. It's fairly compact, but it's packed full of inspiration.
This is a fun book for quickly adding a bit of spice to your adventure. This book brings me back to my 1st edition AD&D days in format and artwork but is still valuable for you 4th edition whippersnappers as the material is not edition nor game system dependent. I would recommend this book to all aspiring as well as experienced Dungeon Masters. The Dungeon Alphabet is a short but sweet book and is hardbound( a shock to me as I was anticipating a perfect bound book) and you can't beat the $9.99 price.
This book is an outstanding piece of system-neutral dungeon crawling goodness. It's aimed at class-and-level RPG games but it'll work for anything as there are no hard-coded stats embedded in the book.

It's well written, well illustrated, and the content is exactly what you need to spice up any dungeon. When you get stuck for the contents of a room, the magical effects of a statue, or what kind of trap to use, you can hit the relevant entry, roll some dice, and find out. Even if you don't use the result as is, it'll spark your imagination.

This book is underpriced at $9.99.
Im a big fan of old and new school roleplaying games and The Dungeon Alphabet is a great resource for both. It has great b&w art by various old school style artists. I had the pdf but liked it well enough that I bought this hardcover. It takes each letter in the alphabet and gives you a chart, table or resource based on a subject title. There are alot of great quick ideas for any dm/gm. Plus its only 10 bucks. I really hope they make a wilderness or city alphabet in the future.
When I first heard about this book I was not planning on purchasing it. I didn't really understand what it was going to be about. But then I read one review, and then another, and then more and more praising it and thought that I should see what all of the fuss was about.

I am so glad I did.

This book takes me back to when I first opened my Dungeons & Dragons boxed set on a cold Christmas morning in 1979. The game (without a board!) was so revolutionary and fantastic to me. It filled me with wonder. "The Dungeon Alphabet" reminds me of all of the reasons that I shared this game with my friends. Its pages are filled with evocative descriptions of all of the aspects that make classic D&D so great doors masking the unknown, random events, dark caves, intelligent monsters and the unsettling nature of the color yellow. The random tables for each entry are so much fun and filled with such great ideas that I can't see how this book could not help any DM working on creating their own campaign.

For the design, imaginative content, old school illustrations, solid printing and binding - Five Stars!
I've spent hours browsing through this delightful book, but I've never actually used it for its supposed purpose when you have a pool or an altar in your dungeon and you'd like to spice it up a bit, roll a d20 and consult the following table. If you roll a 8, then drinking from the pool erases your memory of the last 24 hours, rolling a 9 causes you to see illusions, etc.

Instead, I just use it as inspiration, and to help me fill my dungeons with first-edition type puzzles and curiosities. There are many ideas herein and the book is filled with the style of artwork that was characteristic of 1e.

I play 4e, so a lot of the stuff cannot be used without extensive revision. Some of the items/effects would be rather unbalancing in 4e, so you have to think carefully about whether you want to use them.

But still, one thing I loved about being a kid and playing D&D was that the dungeons did not necessarily make sense there'd be all sorts of curiosities whose presence in the dungeon couldn't be convincingly explained. No one seemed to mind, though.

These days, the adventure modules written by WotC are depressingly coherent everything fits, every curiosity can be explained, although perhaps not until one finishes the dungeon.

But this book helps keep me on track as a DM instead of focusing on presenting a coherent experience (which is lost on many players anyhow), you focus on filling them with a sense of wonder and dread.

I don't know why I ordered this I was expecting it to be stupid. Instead I wound up loving it.

COMPLAINTS

1. It's a thin book.
2. I see no reason for it to have been hardbound.
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