Thought this may be useful to some: I've summarized in a definite overview fashion the Dungeon Master's Guide 2 for fourth edition.
Dungeon Master's Guide 2 - Fourth edition: A Brief
Where does a lot of it come from? Getting a concise view of the book before getting it.
* Dragon Magazine * Dungeon Magazine * D&D Compendium
Text references D&D Insider
www.dndinsider.com
<<<Chapter 1: Group Storytelling>>>
Includes the following excerpts from the DM's Workshops
* Royal Summons
* Conceiving the Revived
* Casting the Revived
* Champions of Honor
* Forks in the Road
* Deep Gnome Rule
* Tentacle Temple
* Dragons Love Elves
* Tanis
* Banished
* Called to Account
* Report to the Emperor
* Illithid Attack
<<<Chapter 2: Advanced Encounters>>>
Following sidebars from Dungeon Master 4th Edition for Dummies
* Actors in Kobold Hall
* Explorers in Kobold Hall
* Storytellers in Kobold Hall
* Don't Take it Personally
* Finding Players
* Dynamic Encounters sidebar from Wizards.com staff blogs
Top Ten Traps To Avoid (a sidebar)
10 Traps without cause
9 Traps out of scope for the trap setters - can the PC figure out why
8 Too many traps in expected places - predictable ones, found in module after module
7 Traps that counter PC preparations
6 Traps in unexpected places
5 Traps designed to defeat the rogue
4 Traps that make the characeter sit out the fight - making PCs not want to play
3 Traps without countermeasures - use of multiple ways to potentially beat it
2 Traps that don't give experience
1 Extremely deadly traps
Top Ten Ways to Make your Traps more Fun (a sidebar)
10 Reward the PCs with treasure
9 Reveal a World Detail
8 Encounter the Trap Keeper
7 Give an Adventure Tip
6 Give the Characters Something to Learn
5 Reveal a New Section of the Dungeon
4 Team it With Other Traps
3 Give the PCs Control
2 Allow Every Pc to Contribute
1 Combine it with Combat
Sample Traps
* Kissing Maiden (Level 4 Lurker)
* Falling from Portcullis (Level 7 Minion Obstacle)
* Water-Filling Chamber (Level 8 Elite Blaster)
* Crushing Walls Room (Level 11 Elite Blaster)
* Giant Rolling Boulder (Level 14 Minion Blaster)
* Death Strangler Statue (Level 16 Blaster)
* Elemental Tiles (Level 16 Obstacle)
* Phantom Hunter (Level 18 Lurker)
* Pain Vault (Level 20 Warder)
* Life Eater Haze (Level 22 Obstacle) - typed as Hazard
* Far Realm Star Trap (Level 26 Elite Blaster)
* Maddening Mural (Level 29 Warder)
<<<Chapter 3 Skill Challenges>>>
Sources: virtual pages of Dungeon magazine - "Ruling Skill Challenges" column
Ground Rules for Skill Challenges
1 Like combat encounters, skill challenges work best when you and PCs want one to happen
2 As in a combat encounter, if the best plan is going 'round in circles with an idea, then rework it from the start
3 As in a combat encounter, a variety of options makes a skill challenging compelling
4 Unlike a combat encounter, a skill challenge can cover hours or even days of progress
4a Each skill check in a challenge should accomplish one of three goals: (1) Introduce a new option for the PC [new plausible path to success] (2) Change the situation (3) Grant the characters a tangible consequence - one to influence later decisions
4b Characters should always be the active party in a skill challenge
Skill Challenge Examples
* Closing the Portal - Shawn Merwin (Dungeon Delve)
* Hunting the Mastermind - James Wyatt (Eberron Campaign Guide)
* Traveling Through Gorgimrith - Bruce Cordell/Chris Tulach/Bill Slavicsek (Kingdom of the Ghouls)
* The Restless Dead - Richard Baker/Mike Mearls (Thunderspire Labyrinth)
* The Rushing River - Logan Bonner (Journey Through the Silver Caves)
<<<Chapter 4 Customizing Monsters>>>
Guidelines for Class Templates
* At-Will Attack Powers
* Encounter Attack Powers
* Daily Attack Powers
* Utility Powers
Monster-Making Tips (things to avoid) from Logan Bonner
* Effects that take away action
* Effect that reduce damage output
* Too much healing
* Repetitious resistance
* Stealing resources
<<<Chapter 5 Adventures>>>
Rewards in the form of Boons
Divine Boons (deity)
Some reasons: Avenging one's death, Re-discovering a lost temple, Foiling the enemies major plot, saving one from danger
Examples
* Avandra's Boon of Escape (level 3+)
* Bahamut's Protection Ward (level 3+)
* Corellon's Boon of Arcane Might (level 3+)
* Erathis's Beacon (level 3+)
* Ioun's Revelation (level 3+)
* Kord's Mighty Strength (level 3+)
* Melora's Storm Blessing (level 3+)
* Moradin's Blessing of Iron (level 3+)
* Pelor's Sun Blessing (level 3+)
* The Raven Queen's Shroud (level 3+)
* Sehanine's Mark of the Dark Moon (level 3+)
Legendary Boons
Some reasons: legendary story, a powerful figure in myth or legend, place in a larger story
Examples
* Book of Five Truths (level 8+)
* Fortune's Nod (level 3)
* Heartblood of Festergrim (level 19+)
* Quickening Waters (level 22)
* Silver Hands of Power (level 14 or 19)
Grandmaster Training
Some reasons: vivid personality, goals and desires, place in a larger story
Examples
* Davros Elden's Defensive Step (level 7)
* Davros Elden's Hasty Resurgence (level 9)
* Davros Elden's Blinding Strikes (level 11)
* Davros Elden's Aerial Step (level 13)
Artifacts
Examples
* Amulet of Passage (Heroic level)
* Al'Akbar (Paragon Level) - Talisman, Cup, Potion
* Emblem of Ossandrya (Paragon level)
* Rash and Reckless (Paragon level)
* Standard of Eternal Battle (Paragon level)
* Rod of seven parts is also included for Heroic/Epic levels
Additional
* "Destroying Artifacts" sidebar is developed from the 1979 1st edition DMG
* "Start Small" sidebar - James Wyatt (Dungeoncraft Episode 1, Dungeon 151)
* Dungeoncraft: The Campaign Arc - James Wyatt (Dungeoncraft Episode 3, Dungeon 153)
<<<Chapter 6: Paragon Campaigns>>>
Highlights
* Large section on Sigil, The City of Doors
* Five detailed encounters
* Typical street and sewer encounters
<<<Book Closing facts>>>
* small index
* little over 30 new monsters are in the text