But now the DM Guide.
--- --- Shape
The form is very nicely finished, artwork is really beautiful, the sides, as in the Player's Handbook, with very fine light an indicated Parchment Background. The drawings really succeeded not so rough, as one still knows from the 4th Edition (however is a matter of taste). Unfortunately, it is also here - like with the Player's Handbook - so that the reference is made extremely difficult. There are in the footer just an indication of the main chapter, not the sub-chapter. So it is hard to see when browsing, where you are. The reference data are in accordance with Mies: when referring to a special detail is there "see chapter 9"; Chapter 9 is of course very very long. Why can not on one side ("see page 139") refer, as is usual everywhere?
--- --- Content
It is, as I said, placed great emphasis on the playful element of D & D, which I find very good. So there are huge sections of the structure of adventures, how to write itself, suspense etc. pp. That's all very nice, so a course in creative writing and I also write love adventure prefer itself, however:. The rules you still missing the Player's Handbook, and on which one has then hoped in DM Guide, absent here also! One finds so umpteen tables how auswürfelt a randomly built dungeon (which now really no one needs), but if you want to know how to use a scroll, who can know how he does it, or what happens when it goes wrong ; None. There is a single set of silly that anyone can read, can try to activate a scroll. That's can surely not have been. The same applies to poisons, diseases, traps. Although it is even mentioned that there is something and what principal Eigent machinations were, but a list of selfsame, which could then use in an adventure, there is not. The few examples listed are far too little and on top of that without specifying the Experience and the Challenge ratings. You have to then even cope frickeln.
--- Conclusion ---
Who imagines himself like everything, is in good hands here. There are many suggestions for self-modified rules, created as one's own magic items, etc. But if a reference for the DM investigated who wants equip his adventures with elements, has suffered here. Very nicely finished in form, but difficult to use. For people who like to dive into fantasy and make not much of Hack & Slay and Powegaming, the DM Guide and the 5th Edition is in general a good thing. A real paradigm shift from fourth to fifth.