Dungeons Are Half the Game. You can't control what players are going to do. That's half the fun. But you can control where they do it. That's a whole other half The Kobold Guide to Dungeons gives both new and experienced Game Masters over 100 pages of insight and ideas into making dungeons great. In-depth essays from industry luminaries teach you to think outside your own boxes, and into a larger realm of challenge, discovery, and...