I couldn't find much use for the material contained. The tables and writings about dungeon building within this book might have been groundbreaking when it came out but I haven't experienced any kind of inspiration or revelation from it. Not like the World Builder's Guidebook which I continuously gain inspiration from.
I've been using this book on and off for years. It's not as good as the "World Builder's Guidebook",
but it's a great short sword to complement the long sword.
With only slight modifications, this manual can be used regardless of which setting (or edition) you are partial to. It provides a framework in which you can create just about everything you need for a great adventuring area with the added benefit of reminding you of things you may have otherwise forgotten. IT IS HELPFUL IF YOU HAVE PLAYED 2nd EDITION D&D BEFORE YOU USE THIS... simply because this is the context in which it was written. With that said, IMO, it is one of the best purchases a homebrewing DM/GM can make and for the price is a "no brainer" to put in your cart.
Useful. Even if you're using newest versions of the rules. If you are a GM and you are in a hurry, it can be very useful.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
Usefull assistance for the DM to design his own dungeon, or use some of the included in the book geomorphs. Some very restrictive rules about custom designing are realy too much, and add unessesary complexity but you can either use them or not! Good and methodical work that categorize and refine thoughts and options that every DM has in his mind.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>