If you’re here you’re probably at least passively aware of the 1st edition AD&D Dungeon Master’s Guide. It’s an old book that is kind of hard to get your hands on these days. There are some archived digital versions out there with the images and formatting removed to preserve them, and there was a reprint a while back. To me, this book has always been an important reference tool, even when playing other games. There is a lot here that can be useful. So I would like to talk less about this book as a whole, there are plenty of people who cover it in detail, and more just the parts that I find myself referencing often.
Plants
First up on this list is the herbs, spices and medicinal vegetables table. Found on page 220 we have a sizable list of plants and their uses or “powers”. This list is very hit or miss for accuracy, plenty of things listed here are correct and more than a few kill you if you consume them but are listed to have healing properties. Even with that, this is a good table to have on hand and reference in the moment. Yes, you could take a more comprehensive work and use that as a reference but why would you need to? At the table, in the moment of the game, not everything needs to be 100% accurate to real world equivalents and this table gives you something fast and easy to reference for this purpose.
Gems
The next table I reference constantly, given the slightly magical nature of all gems in Hodas, Reputed Magical Properties of Gems. This one starts on page 26. It gives us a list of gemstones and minor magical properties affiliated with them. For example it claims agate grants restful and safe sleep, it claims a ruby brings good luck, and jade imparts skill with musical instruments. This table is a good leaping off point to decide the powers of a magical gem. In Hodas this table contributed heavily to a similar one that is used to reference the very real minor magical properties of the gems in the setting.
Potions
Another table I reference often is Potion Miscibility. This is a short section on page 119 that covers two scenarios: when two potions mingle, and when you drink a potion while under the effects of another potion. Especially for DCC this feels so right. A world where magic is chaotic and unpredictable and you just mingled two pieces of that unpredictable mess of magic? Be worried. This could result in an explosion that deals 6d10 damage, it could poison you, or it could make the effects of one of them permanent. There are some more robust versions of this table out there but this is the one I like, it’s short and it’s fast to move through.
NPCs
This next section is a whole lot of tables that start on page 237 and give you a whole lot of tables to generate an NPC. I typically use this one to make a character’s mentor or important NPC they might have picked up through the Tome of Levelup or declared they have from their time between levels 0 to 1. I have my own version of this on this very blog but I’m not entirely satisfied with it and have been working on a re-write. Until then, this section is a good reference point to give a whole lot of information about someone and it’s seen a lot of usage at my table over the years.
Alignment Tongue
Alignment Tongue is something that it’s possible for a character to roll as a language in the DCC rules. It would be a fair assumption to say that it is simply the secret language spoken by agents of that alignment and then move on. What is presented in this book is a pretty detailed description of what this actually is and at my table we go by this description. The short version of it is that it’s basically a sort of thieves cant for an alignment. And just like thieves cant, it is limited in it’s applications. You will not be having long, fully detailed conversations about anything and everything in your alignment tongue. You will be able to establish things like intent, ask about hunger, and health but not much more. Speaking this to someone who you are not sure of their alignment can be messy.
Descriptions
Something that is common in this book are tables of descriptive words. Things you can read once or twice but every time you do read it you’ll come away with another word to help bring your games to life. I am not ashamed to admit these tables expanded my vocabulary. There are sections of descriptive words for, gemstones, potions, dragons, dungeon dressings, hirelings, castles, and many more. This isn’t found on any one page. Most of these are scattered through the book in somewhat random places and others are near similar information.
Economics
This last one might sound boring but hear me out! On Page 90 there is a discussion about economics framed around the context of PCs. It touches down on the fact that PCs bringing an influx of gold will flood the economy. It speaks to things that don’t get talked about often, taxes and trade. Why wouldn’t the local lord demand a cut of the money you pull from the dungeon that is in his lands? Why wouldn’t the PCs be charged a toll to cross a bridge along the way? It talks about a silver and copper based economy. These are all things that can matter as much or as little as you want them to and if you do want them to, this gives you a good starting point.
I could go on about this book for a long time and talk about tons of sections, but I wanted to keep this post connected to the tables and parts I use the most. There are so many other helpful pieces in it that can really bring some new ideas, or old ones, into your games. It’s one of my most used reference tools over the years. Are there parts that I don’t bother with? Yes! Tons of them! Even so, this is a great piece of reference material for any table and I strongly recommend looking at one of those archive preservation versions of this book.