Explore the greatest dungeons of the Dungeons & Dragons (R) world!
This lavishly illustrated guide explores the fantastic dungeons of the fictional D&D world, from the perilous Tomb of Horrors to the Sunless Citadel and the Lost Caverns of Tsojcanth. Aimed at the novice dungeoneer, this book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and terrible traps!
The Dungeon Survival Guide is aimed at readers who enjoy fantasy and heroic tales of knights, wizards, and legendary monsters, and it gives non- D&D players a thrilling glimpse into the life of the intrepid dungeon explorer.
Bill Slavicsek's gaming life was forever changed when he discovered Dungeons & Dragons in 1976. He became a gaming professional in 1986 when he was hired by West End Games as an editor. He quickly added developer, designer, and creative manager to his resume, and his work helped shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplaying games. He even found some time during that period to do freelance work for D&D 1st Edition. In 1993, Bill joined the staff of TSR, Inc. as a designer/editor. He worked on a bunch of 2nd Edition material, including products for Core D&D, Dark Sun, Ravenloft, and Planescape. In 1997, he was part of the TSR crowd that moved to Seattle to join Wizards of the Coast, and in that year he was promoted to R&D Director for D&D. In that position, Bill oversaw the creation of both the 3rd Edition and 4th Edition of the D&D Roleplaying Game. He was one of the driving forces behind the D&D Insider project, and he continues to oversee and lead the creative strategy and effort for Dungeons & Dragons.
I do not get who this supplement is for. It seems to be aimed at players, but gives an overview of all popular dungeons in the game with hints on how to deal with the encounters as well as floor plans in some cases. Why would you ruin your experience as a player in this fashion? And in the unlikely case a GM would read this, it looks like a catalogue of available dungeon scenarios for which you paid money. Very weird (and in my opinion useless) supplement.
This book isn't so much useful, as it is mildly interesting. The first part explains things about classes and races most people who have played RPGs or MMOs would already be familiar with.
Most of the book comprises short descriptions of many classic and/or well known dungeons that are interesting as a piece of lore.
The book is short, and contains information probably readily available on the internet.
Might be useful if you have someone absolutely brand new to fantasy, games, and the world of D&D so they could get a feel for the flavor of it all.
Not necessary for reference and really not a needed book.