Monday, March 4, 2013
The Dungeon Alphabet Review
Players and GMs will be familiar with most of the topics covered in this book. Altars, dragons, gold, traps, undead, pretty standard dungeon-defining elements. Each entry provides a summary, why players fear them, and the role role they play in a dungeon. The meat of each entry is the random table. If your eyes go wide at the sight of random tables, this is the book for you. This slim book is packed full tables to spruce up these well-worn dungeon elements. Essentially, this is a "how-to" manual for making your encounters interesting.
While some of the entries are going to be more useful than others, this book is really indispensable for game masters. Entries like the "100 Random Book Titles" are a great way to add detail on the fly to the otherwise nondescript musty brown tomes crowding the Wizard's bookshelf (they can't all be full of spells!). The entry on Kobolds, for example, is just one of many that add flavor to an enemy that is often encountered but seldom interesting.
I went for the limited edition cover. The production quality of this book is similar the limited edition DCC RPG, which is to say, worth it. I tend to shy away from such purposes, but these are reference materials built to last and will look great on your bookshelf. Also, I find the original cover a little too crowded for my taste. At this point, the limited edition is probably long gone from your FLGS' shelves but I would definitely snatch it up if you happen upon this gem.