The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).
Dungeon Masters Guide by Gary Gygax
'Essential reference information for gamemastering Advanced D&D' From the back cover: 'Dungeon masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the. I just spent hours trying to find the DMG. I have a huge library of game books but my lappy crashed with no backup and some files were lost from the recovery process. This pretty much does me. And yes, it opens fine on my system. Joining the recently released PDF edition of the AD&D 1st Edition Player's Handbook, you can now get the Dungeon Master's Guide and the Monster Manual from DnDClassics. From 1977 and 1979, these books were written by Gary Gygax (thanks to Emiliano for the scoop!) Find the Monster Manual here, and the Dungeon Master's Guide here.
After more than two years since tantalizing players with the AD&D Monster Manual, Gygax finished work on his most impressive project, the Dungeon Masters Guide. Oft-criticized for its complicated rules and wordiness, the DMs Guide nevertheless has held up remarkably well over time, and is an impressive milestone in role-playing-game history.
Printing Information |
The Dungeon Masters Guide Hangouts download for mac. lacks printing information on the copyright page, at least up until 1985. Much of what we have learned has been through extensive detective work; special thanks to Paul Stormberg for divining much of the information below. Thanks also Jim Fetzner, Paul Hennz, Rudy Hess, Oliver Rathbone, Bruce Robertson, and Jean-Philippe Suter for their contributions.
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Because it is very difficult to determine what printing you have, you may find this flowchart easier to follow.
![Dmg Dmg](/uploads/1/3/4/3/134380708/710808432.jpg)
Feb 04, 2019 This is a let’’s read of the first edition DMG. I wanted to look at something old school. How to download vimeo videos on macbook air. I was tempted to do the 1e Monster Manual, which is interesting in. AD&D 1st Edition - Dungeon Master's Guide (Original Cover).pdf - Free ebook download as PDF File (.pdf), Text File (.txt) or read book online for free. Scribd is the world's largest social reading and publishing site.
- First (Aug 1979) Jdk 8 download mac.
- Wizard logo
- Cover art is of three adventurers fighting a large efreet
- Flyleaves and endpapers are a yellow-orange color
- 'ADVANCED D&D' in the angled yellow banner is too large, and the 'D' of 'ADVANCED' partially runs off the cover
- Wizard logo and TSR address appear on spine
- No ISBN on spine, back cover, or title page
- Textblock is stitched 5/8' apart
- Spine inlay is yellow and red striped fabric
- 232 numbered pages
- This designation refutes Harold Johnson in Collectable Toys and Values (Meyer 1994) and 'The Story of TSR' in the Silver Anniversary Collector's Set (1999). Both of these sources indicate that the Second Print Alpha, below, is the first print run. The full argument suggesting this print to be the First print may be found here.
- Estimated print run is 40,000
- This print was first available at GenCon XII (August 16-19, 1979)
- Thanks to Hugh Marbach for the scan
- Second Alpha (Aug 1979)
- Wizard logo
- Cover art is of three adventurers fighting a large efreet
- Endpapers and flyleaves are a yellow-orange color
- 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
- Wizard logo and TSR address appear on spine
- No ISBN on spine, back cover, or title page
- Textblock is now stitched 1' apart, on this an all subsequent prints (up to and including the Eighth print)
- Spine inlay is no longer yellow and red striped fabric, on this and all subsequent prints
- 232 numbered pages
- According to Harold Johnson in Collectable Toys and Values and 'The Story of TSR' in the Silver Anniversary Collector's Set, this print had sixteen pages of the Monster Manual (Fourth Print) mistakenly bound within. Johnson relates in his interview that copies of this print went out to retailers via outer shipping. Once the error was detected, the books were recalled, the covers were removed, the correct pages were inserted, and the books were rebound with the old covers (see Second Print Beta below). However, at least a few copies were purchased by customers before the recall and remain in circulation. The pages for the DMG were apparently printed 16 to a sheet (8 on the front and 8 on the back), known as a signature, then cut to be bound in the book. In this case, the printer printed one side of the sheet with the DMG pages and the other with the Monster Manual pages. When they were cut and bound, alternating pairs of facing pages were thus either DMG or MM pages. The MM pages were also placed in their technically correct position in the book -- the page numbers were the correct MM page numbers, replacing the page of the same number in the DMG. The specific pages that contained Monster Manual data were: 98/99 (facing pages), 102/103 (facing pages), 106/107 (facing pages), and 110/111 (facing pages), for a total of 8 MM pages. As a result (of this, as well as the issue with the Third Print Alpha below), there was a severe supply shortage of the Dungeon Masters Guide in those early months
- A very rare DMG print. Only a few of these copies with Monster Manual pages managed to escape the recall
- Second Beta (Aug-Sept 1979)
- Recalled and rebound printing. As above, but MM pages were replaced by newly printed DMG pages and the books were rebound with the same covers. This print is recognizable by examining the endpapers -- the old endpapers are pasted over with the new endpapers. Also the textblock may have been stapled (three big staples) or re-stitched too far into the textblock during rebinding, leaving the gutter between pages too small or non-existent. Some text disappears into the gutter as a result. Also the new 16-page signatures were cut oddly and some page numbers are very close to the bottom edge of the page, with the text on those pages at a slight angle (quick check: page 99)
- This print is otherwise identical to the Second Print Alpha, above
- Third Alpha (Sept-Nov 1979)
- The third print run (again, 40,000 copies), printed just two weeks after the Second Print, had the cover of every other book deeply scored across the front cover by a loose wire on the boxing machine. This run was recalled, the good books sorted out and shipped, and the scarred covers replaced (confirmation needed)
- Third Print Alpha is the unscarred book that was shipped out. There should be about 20,000 of these in circulation
- Wizard logo
- Cover art is of three adventurers fighting a large efreet
- Endpapers and flyleaves are a yellow-orange color
- 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
- Wizard logo and TSR address appear on spine
- No ISBN on spine, back cover, or title page
- 232 numbered pages
- You can distinguish this print from the Second Prints, above, by looking for two factors: no Monster Manual pages within, and no pasted-over endpapers
- Third Beta (Sept-Nov 1979)
- Third Print Beta is the scarred book that escaped the recall (confirmation needed; no specimens of this print have yet been spotted)
- Other than the scar mark on the front cover, this print is otherwise identical to the Third Print Alpha, above
- Third Gamma (Sept-Nov 1979)
- Third Print Gamma is the scarred book that was recalled and the cover was replaced. This print is recognizable by examining the endpapers. The old endpapers are pasted over with the new endpapers. The holes from the previous binding are visible
- The only discernable difference between this print and the Second Beta, above, is page 99: the text here is not at an angle
- This print is otherwise identical to the Third Print Alpha, above
- Fourth (Sept-Dec 1979)
- Endpapers and flyleaves are white
- This print is otherwise identical to the Third Print Alpha, above
- Fifth (Sept-Dec 1979)
- Wizard logo
- Cover art is of three adventurers fighting a large efreet
- Endpapers and flyleaves are a yellow-orange color
- 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
- Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
- ISBN now appears on spine and lower left corner of back cover
- 232 numbered pages
- Sixth Alpha (Dec 1979) (Revised Edition)
- Wizard logo
- Cover art is of three adventurers fighting a large efreet
- Endpapers and flyleaves are a yellow-orange color
- 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
- Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
- ISBN now appears on spine, lower left corner of back cover, and bottom of title page
- Title page now says 'Revised Edition — December, 1979'. Dragon Magazine #35 has an Errata article describing the revisions; click the link to read it.
- Adds text, errata, Appendices O and P, product catalog, reference sheets, and survey form. Reference sheets are perforated
- Removes Todd Oleck artwork (pg. 40 of 5th and earlier prints) and Dave Sutherland artwork (pg. 119 of 5th and earlier prints), presumably to accommodate the new layout. Some artwork is also resized and moved
- 238 numbered pages
- Sixth Beta (1980)
- Endpapers and flyleaves are white
- Has a survey form, and reference sheets are perforated
- 238 numbered pages
- This print is otherwise identical to the Sixth Alpha print, above
- Sixth Gamma (1980)
- Endpapers and flyleaves are white
- The text on the spine is aligned to the 'bottom' of the spine, rather than being centered. This is possibly due to the printer using a slightly thinner cover and/or page stock, resulting in a thinner overall book
- No survey form, and reference sheets are NOT perforated
- 236 numbered pages
- This print is otherwise identical to the Sixth Alpha print, above
- Seventh(1981)
- TSR Face logo
- Cover art is of three adventurers fighting a large efreet
- Endpapers and flyleaves are white
- Angled yellow banner with 'ADVANCED D&D' and adding 'Adventure Games' below that
- TSR Face logo on spine. 'TSR Games' has been removed
- 'ADVANCED D&D' is now followed by 'Adventure Games' on spine
- ISBN now appears on spine, lower left corner of back cover, and bottom of title page
- 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™' on the front cover is changed to: 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™ GAMES'
- No survey card, and reference sheets are NOT perforated
- Textblock is no longer stitched, but glued (adhesive binding)
- 238 numbered pages
- Thanks to Michael Deaton for the scan
- Eighth (1983) https://ejfgtvt.weebly.com/free-games-download-mac.html.
- Cover art is updated, in line with the other AD&D manuals; depicts a DM opening a pair of large doors
- Orange spine
- Copyright page still states 'Revised Edition, Dec 1979', and still describes the rear cover artwork as depicting the City of Brass
- We've had to 'squish' the previous printings into several Alpha/Beta/Gamma prints so as not to collide with the actual print numbers that began to appear on the copyright page around 1985. Yes, it's a mess. Blame TSR -- there were far more than ten actual prints of the DMG by 1987!
Printing info most likely began to be added to the copyright page around 1985; discoveries of print info lower than 9th will throw our sequence above into chaos. :) The 9th printing was in August 1987, 10th printing was in 1987, the 11th printing was in April 1988, the 12th printing was in November 1988, the 13th printing was in July 1989, and the 14th printing was in July 1990. The description on the copyright page of the rear-cover artwork was never corrected. (Thanks to Michael Deaton and Gordon Richards for help with this info).
Auction Commentary |
First prints are reasonably scarce, but by no means 'rare' -- a Second Alpha print, with the Monster Manual pages inside, is much rarer.
This is a let’’s read of the first edition DMG. I wanted to look at something old school. I was tempted to do the 1e Monster Manual, which is interesting in some ways such as the fact that Drow are described as possibly mythical, but there’s a ton of other bestiary Let’s Reads out there. Besides, for those who haven’t played 1e, where the philosophy was to keep a lot of information from the player, this is at times a strange and alien book.1e Dnd Dmg Pdf
I played a little bit of 1e back in the day, though I was a BECMI kid. So I’m not completely unfamiliar with this, but don’t have an enormous amount of exposure.I’m working off the PDF put out by WOTC (available at Drivethru) which I believe, except for the cover and the copyright info on the title page. Is identical to the printed edition.
Shannon Appelcline has a history of the printings of the Dungeon Masters Guide (no apostrophe in 1e) here.
The cover on the edition I’m going by is this:
![Dmg Dmg](https://www.drivethrurpg.com/images/44/17004.jpg)
(WOTC really cropped too much out of all the 1e cover reprints, but that’s a subject for another day.)
We then learn, on the title page, this is 'A COMPILED VOLUME OF INFORMATION PRIMARILY USED BY ADVANCED DUNGEONS & DRAGONS GAME REFEREES, INCLUDING: COMBAT TABLES; MONSTER LISTS AND ENCOUNTERS; TREASURE AND MAGIC TABLES AND DESCRIPTIONS; RANDOM DUNGEON GENERATION; RANDOM WILDERNESS TERRAIN GENERATION; SUGGESTIONS ON GAMEMASTERING; AND MORE.” (TSR's all caps, not mine. )
Foreward
The book starts with introductory remarks by Mike Carr, not Gary Gygax, discussing whether Dungeon Mastering is an art or a science, more of something with an individual flair, or based on attention to detail.
Ad&d 1e Dmg Pdf
“Esoteric questions aside, one thing is for certain — Dungeon Mastering is, above all, a labor of love,” he says, before explaining how the AD&D DMG will improve your life as a Dungeon Master and, along with your imagination, help you create the best worlds possible.Contents
D&d 1e Dmg Pdf
1e Dmg Pdf
I don’t have much to say about the table of contents, since we’ll be getting to everything eventually. But it also has a list of the charts in this book, in alphabetical order rather than chapter order. To give you an idea of the diversity of what we’ll encounter, here are the “C” entries.Ad D 1e Dmg Pdf
Castle Tables ...............................................182, 183
Chance of Contracting Disease .......................................13
Chance of Discovering Natural Cave Area ..............................106
Chance of Parasitic Infestation ........................................13
Chances of Becoming Lost ...........................................49
City/Town Encounter Matrix ........................................191
Combat Sequence ................................................61
Conjured Animals Table ...........................................222
Construction Defensive Values .......................................110
Construction Times ...........................................106, 107
Cost of Constructions .............................................107
Cost of Holy/Unholy Water Receptacles ................................115
Cost of Siege Engines .............................................108
Cost of Spells Cast by Non-Player Characters ........................103, 104
Creatures Struck Only By Magic Weapons ...............................75
Chance of Contracting Disease .......................................13
Chance of Discovering Natural Cave Area ..............................106
Chance of Parasitic Infestation ........................................13
Chances of Becoming Lost ...........................................49
City/Town Encounter Matrix ........................................191
Combat Sequence ................................................61
Conjured Animals Table ...........................................222
Construction Defensive Values .......................................110
Construction Times ...........................................106, 107
Cost of Constructions .............................................107
Cost of Holy/Unholy Water Receptacles ................................115
Cost of Siege Engines .............................................108
Cost of Spells Cast by Non-Player Characters ........................103, 104
Creatures Struck Only By Magic Weapons ...............................75
Next: We get Gygaxian.