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How to Be a Dungeon Master

Fuente:

http://www.wikihow.com/Be-a-Dungeon-Master

Información:


Edited by Chrisgocountyjr, Vivek Kumar Rohra, Rob S, Sondra C and 15 others
1
Be a Dungeon Master
The term Dungeon Master (DM for short) was coined by Dungeons & Dragons© in the early 70s, but has now become a catch-all term for anyone who runs a Role-Playing Game (generally however, the title DM[Dungeon Master] applies to Dungeons and Dragons, whereas GM [Game Master] refers to the "DM" of another RPG than Dungeons and Dragons.) Being a Dungeon Master sounds easy; you control everything and just tell people what they can and can't do. However, that couldn't be further from the truth. You are charged with both creating the details and challenges of the adventure while maintaining a realistic continuity of events in your dungeon. You must also have a good knowledge and understanding of the rules of the game. While a fair DM can make an enjoyable experience for everyone, a poor one can ruin any game. The following is biased toward D&D, though they are more or less general enough to be applied to any RPG.

EditSteps

  1. 1
    Understand the Role of a DM - The descriptions you may have heard of a Dungeon Master probably range from "the one who does all the work" to "You are god here". Those descriptions are usually exaggerations from people who are either ignorant of what a DM really is or the extreme interpretation of a half-truth.

    As a DM, you control everything and everyone that is not a Player Character (PC for short). That means everyone or anything the players may come across or interact with is controlled by you. However, the goal of any RPG should be a fun time for everyoneinvolved. I cannot stress everyone enough. Your responses to the players, the situations you present, the challenges you create, the stories you build together, all of it should be balanced so as to provide an enjoyable experience for you and your players. What you are not is against the PCs. If your goal is to destroy the player characters any chance you get, then you are most certainly doing it wrong.
  2. 2
    Know the Rules - As the DM, you are expected to have a strong grasp of the rules of the game. It may be helpful to think of yourself as an impartial judge in this respect. Just as a Judge cannot do his/her job without knowing the law of the land, a DM cannot run the game without knowing the rules of the game. To aid in this, most RPGs provide basic entry books known as "Core" rulebooks. Anything considered Core is what you need to have, at very least, a passing familiarity with. In D&D, the Core Books are the Player's Handbook, the Dungeon Master Guide and the Monster Manual. The rest is gravy, and should not be considered necessary for running a game.

    You describe the surroundings, manage the plot, and administer all of the elements of the game, including determining the outcome of battles between players and dungeon dwellers. If your players encounter a creature, and choose a plan of battle, it may be up to you to roll the dice to decide the outcome, and although the rules apply specific guidelines, you may use your own judgment to work that outcome in the best way to maintain the flow and continuity of the game. It's a daunting task, but I guarantee that it will become easier with time, patience, and practice.
  3. 3
    Prepare. - For some DMs, the thrill of writing their own adventures and stories to present to their players is the reason for doing it. For others, it's a sense of balance they can provide, or simply the fact that you control everything. And for some, it's simply their turn to DM this session. Regardless of why you do it, the how you get ready is what can make or break the game. The ways you can prepare could fill its own wiki, but here are the basics for first time DMs. Remember that everyone will be comfortable with different ways and it is best to only use what works for you. Don't try to force something that doesn't feel right. Again, the end result should always be a fun game for everyone. If it feels too much like work, don't hesitate to take it down a notch.

    • IF you have no time in between games - Consider running modules. They will be presented for characters between a certain levels, with challenges scaled to fit. This is the easiest and fastest way to run a game, as most of everything is done for you. The only thing you have to do is read the adventure. It is suggested that you re-read a few pages ahead of where you stop at every session right before the next session, to refresh your memory for the game at hand.
    • IF you have a few hours to devote between games - Running modules is still a strong option. However, you may want to re-write parts of the module to fit the game or particular story line(s) you're running with the PCs. Changing descriptions of locations or replacing treasure found in the module with items better suited for your players are good and easy places to start. As you progress in skill, you may start lifting whole encounters from one module and writing it into another. Not only does this allow you to essentially cherry-pick the best parts of an otherwise so-so module, but players who may have read or run through the module before will be in for a surprise!
    • IF you have lots of time OR really enjoy writing fiction - Writing your own adventures is a possibility. For new DMs it is still recommended that you run a module first, just so you're only juggling one major concept at a time (learning the rules). However, you will be more inclined to change things and write new scenarios yourself. Pulling encounters from published works and writing the bridges between them all would be a good start, then slowly replacing published works with your own.
  4. 4
    Take Notes - During and immediately after the game session, be sure to jot down a few notes about what the players did, what your NPCs did, how your other NPCs and Bad guys will respond to new events, the names of NPCs you may have made up on the fly, and any other details you may find important. This will help build continuity, and allow you to use NPCs previously met to make reoccuring characters. The side effect of that is you can limit the amount of NPCs you have in the story, which keeps confusion to a minimum and allows for more character development or enjoyable depth.
  5. 5
    Be willing to make mistakes - Sometimes things will not go as you plan. Whether it is a mistake on how a rule works, or confusion of how a spell would affect an NPC, or your carefully written adventure is thrown aside by players that think a random NPC you had nothing written for is FAR more interesting than your save-the-maiden quest, problems will occur. Frequently. The best tool any DM has in their toolkit is the ability AND willingness to roll with the punches.

    • If the problem is a rule disagreement, don't let that derail your game. Spend no more than two minutes looking up anything, unless the character in question may die from the result. Calmly explain your ruling on how it will work, resolve to look it up after the game or between sessions and move on. Nothing kills a game faster than bickering for 15 minutes between two people while the rest of the group is bored. Keeping the game going in a fair manner is better than killing the game while trying to get every detail right every time.
    • If the problem is that the players did something that you didn't plan for, anticipate, or want them to do... be willing to say "Yes"... or at the very least don't say "No". Some DMs can make things up on the fly - do so if you can. If you're not comfortable with that, ask for a short break (people can go to the bathroom, smoke, whatever) while you write up some ideas and make a short outline plan for this new and exciting direction they are going... which leads us to...
  6. 6
    The Golden Rule of DMing - The players will always do something you never thought of and could never have anticipated in a million years. No matter how many solutions or tangents you plan for, it is likely they will go in the one you did not. It is best that you accept this reality now, otherwise you're setting yourself up for pretty frequent frustration when it happens... over, and over, and over... Don't be discouraged by this though! This detail keeps the game exciting and surprising for you, which can be very enjoyable.
  7. 7
    Be confident. - Not only will this make the game more decisive, it will make it more fun. No one wants to be playing when the dungeon master is saying "ummm...well...you just...found a cave, yeah. And in the cave...is...ummm...an imp. Ummm...what do you do?" Instead, say "You stumble across a cave, and what do you find? An imp, of all things. What do you do?" Preparing is a good way to build this confidence. Remember that until you say it exists, no one knows what is on that piece of paper behind your screen. Whether you read it directly or change details as you go along, unless you tell the players that they will think it was meant to be that way all along. Use this to your advantage.
  8. 8
    Be involved, creative and reasonably realistic. - Don't just drone on about the surroundings; change your voice to show you actually care. Taking on accents of various NPC's also adds a bit of flavor to your dungeon. Additionally, the point of going on an Adventure is to see and experience new things. Be creative with your descriptions and scenarios to give every location and interaction its own flavor. Don't let your creativity run amok, however. There is a thing called "suspension of disbelief" that you want to establish. While you may be pretending to be in a fantasy world where magic is common, there are still rules to how that works. Keeping your work within those guidelines can mean the difference between an engaging fantasy story and a parody where everything seems hokey and dumb.
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EditTips

  • For first time DMs, it is actually recommended that you limit yourself and players to the options/rules ONLY from the Core Books. Not all additional books are well balanced in relation, and you will quickly find one player very overpowered compared to others. This generally is not a good thing.
  • When you're just starting out, play with friends; a relaxed and familiar group of people will help everyone learn the game much more, especially when you can joke around.
  • One of the most important things for a DM is the ability to think on your feet. Things will happen that you'd never expect. The players may kill the person they were supposed to get the vital information from, or they may end up going to the only section of town that you haven't detailed yet. Make it up as you go along, just be sure to jot down notes so you can incorporate them into the story later.
  • Books aren't completely necessary for all players; you can play just fine without them, but at minimum the DM should have one copy of each which can be shared around the table.
  • Description is really important in D&D. Unlike a movie or tv show, the players are actually just watching you. The better your descriptions, the more vivid it will be for your players, and the better your game will be. (Ex. a foul stench flows forth from the cavern entrance. Water trickles down around the outside of it's mouth, spilling into two tiny streams along the rock floor. It seems there is a grooved channel in the rock.)
  • Have fun. It may seem hard, but it will get easier. Just keep having fun with it. If your players see that you're not having a good time, they won't have a good time, either.
  • The bull session - Over time, you'll notice as you play with the same gamers, you'll talk a few minutes before the start of the game. It's okay to have this. It loosens up your players, gives you time to re-check that you have all that you need, and are prepared to begin, to answer any questions the players might have, or even a chance to see what everyone has been up to since your last game. Don't let it last too long, though. Say 15 to 30 minutes. Anything more, and you're burning daylight (well, sort of...).
  • Name Vault - Make a name vault starting after your first game. Over time, you'll find yourself in need of names, so start keeping track of interesting ones you think of or come across. My favorite's still Ozell ( a Nice guy, he was!)
  • Instead of fighting a horde of weaker monsters, fighting a few tougher monsters is sometimes more enjoyable. Fighting a horde of weaklings means you have to roll a lot of dice. Running tougher monsters means you can focus on individual strategy more.
  • You aren't a good DM if you're just a referee (i.e. you always use dungeon ideas off the net ), so use these sometimes but make it your own (add your own monsters, stuff like that) but come up with dungeons on your own by using your imagination well.
  • Don't "not allow" someone to do something. If you're trying to get your players to go to a certain place, don't just say "you can't go there;" instead, say something like "a lady over there says just happened at . Would you like to check it out? You can also have them roll a passive insight to see how likely their character would want to go in the direction... in this case, set the DC (Difficulty Check) low."
  • There are generally 2 types of dungeon masters: one that kills all player characters in the very first microsecond, & the kind that likes the player characters to have an adventure; You could follow one of their personalities if you want, but it's kinda healthy to follow both!

EditWarnings

  • Alignment can be a sticky situation from time to time. Remember, evil isn't stupid, it's just evil. As the DM, it's your job to be all three sides: the good, the bad, and the scenery.
  • D&D can be addicting, it is a game after all. Allow yourself to rest mentally and physically from the game; maybe even a fifteen minute minute break every three hours of game play would be sufficient for most DM's. Don't overexhaust yourself or your players (this just makes everyone in bad moods, and the game becomes less enjoyable.)
  • Beware of rulers, lawyers and metagamers, and don't play their game just to punish them. Come up with interesting in-game ways to deal with their characters instead.
  • Know when the amount of information you give the players is too much, not enough, or just right. Keep your answers to questions concise, and don't give away too much information.
  • Don't let your players dictate how things "should" be from novels or published stories. Otherwise, the one person who has read the thirty novels based in that world can try to manipulate you with knowledge only he has. In the end, the DM is the final word on what does and does not exist. However, a balance is best - work with them to incorporate some of those details so long as it does not give anyone an unreasonable advantage.
  • some people might think parts of your dungeons story are silly ( monsters hatched from pumpkin farms next door, All NPCs are alien invaders) but that's their problem not yours. It is your story after all.
  • Don't let yourself get bullied by other players. What you say is as good as divine law in your dungeon.
  • While you may want to make your dungeon challenging, don't make it impossible. What's the point of doing it if it's going to be too difficult for the PC (Player's Character)?
  • Some people really do want to learn how to play D&D, some may just be interested in what you're up to, and some will be downright mean about their opinions. As the DM, be sure to show respect to all three types of people. Doing so for the first group might net you some new gamers (to go with your new DM-ness), for the second group it might get people who eventually might want to learn how to play, and for the third it might dispel a myth. At the very least, it will show your players how to behave in those situations (as some players get overzealous from time to time).

EditRelated wikiHows

EditSources and Citations

  • Dungeons & Dragons Core Rulebook II: Dungeon Master Guide (ISBN 0-7869-2889-1)
  • Robin's Laws of Good Game Mastering
    • Originally printed by Steve Jackson's Games (ISBN 1-55634-629-8), but later incorpoated and reprinted specifically for Dungeons & Dragons within the Dungeon Master Guide II (ISBN 0-78693-687-8). Note that the DMG2 is not a "Core" book.
  • Role-Playing Mastery - By: Gary E. Gygax (ISBN 0-39951-293-4)
  • Roleplaying Tips - Free Online Resource - [1]

Article Info

Categories: Role Playing Games
Recent edits by: Teresa, MrAsheSin, Tryme2

How to Play Dungeons and Dragons

Fuente:

http://www.wikihow.com/Play-Dungeons-and-Dragons

Información:


Edited by Brent, Krystle C., Brigitta M., Xander and 48 others
0
Dungeons and Dragons is a really good game to play while you are bored, or if you want to expand the realms of your imagination. After all, a game with a depth such as this really needs a lot of work to be played right. Here are some things to do to be able to play this magnificent game.

EditSteps

Sample Campaigns


Playing Dungeons and Dragons

  1. 1
    Purchase the handbooks. To be able to play Dungeons and Dragons, also known as D&D or more commonly DnD, you need to know the rules. If you can't find a store to buy the books from, try some website such as amazon.com. Read through the handbooks to the point that you basically know every rule.
  2. 2
    Join a game. The simplest, best, and easiest way to get started is to join an existing group. If you are less socially apt than average, this can seem daunting.  
    1. Find a group. Friends who are interested in D&D are also a good group that you can form
      • ##* Post a note on the cork board. "New player looking for a D&D game" should do it. Don't forget your contact details.
      • Leave some D&D paraphernalia lying about your workspace. You will want to purchase a set of D&D dice anyway. The 20-sided die is iconic - anyone who plays will know what they are for.
    2. Make contact. You must email, phone and/or meet the person hosting the group, and ask to join the game. The main thing you want to establish is age group. D&D is an activity that a mixed-age group can enjoy, but you don't necessarily want to be the only teenager in a room full of 40-year-olds. It's your call on that one.
    3. Show up on game night. Once again - there's no way around this. You must go to the home of a total stranger, and knock on the door. Just be brave, and by the way, it never hurts to have that Swiss Army Knife in your front pocket just in case the person turns out to be some sexual predator, or something. Learn to defend yourself.
  3. 3
    Organize your own game. This takes a little more work on your part.
    • Designate a Dungeon Master (DM). - most likely you, if you are the one organising a new game. This person should have the most knowledge of the rules, or at least most willing to learn and run the game. They will want to do a little bit of preparation of an adventure before the first session. This person should purchase or already have a copy of the Core Rulebooks - The Player's Handbook, The Dungeon Master's Guide & the Monster Manual I. There are tons more books available, but you only needthese three to run the game.
    • Find a place to play - Typically this involves a table with some chairs around it, and is usually at the DM's house/apartment (not for any real good reason, that just seems to be how it pans out). Preferably somewhere without distractions such as the TV or other folks who won't be playing.
    • Find interested players - When you're just starting out, you'll probably want to stick with friends. The only things they need is an interest in Fantasy settings, an open mind, and imagination. Optional, but recommended, items include a pencil, a set of dice (more on that later), and a Player's Handbook of their own.
  4. 4
    First Session - Character Creation - Once you've figured out who and where, you should all meet for character creation. You can do this alone, but with new and inexperienced players it is best to all get together. That way confusing topics and party balance can be easily explained and corrected.
    • Make sure everyone has a blank character sheet or use a program like Redbladeto do it for you.
    • Read the instructions regarding character creation in the Player's Handbook and have everyone but the DM create a character.
    • Take note of the differences between races and classes, and which complement each other. For example, if you decide to be a Fighter and this is your first time out, a Human or Half-Orc will be a far better choice than either an Elf or a Gnome. On the other hand, if you want a challenge, then try a Monk or a Spell Caster of any sort (Sorcerer, Druid, Cleric, Wizard, etc.)
      • This will be called your Player Character (PC). All the other characters that are in the game world which are not controlled by a Player are called Non-Player Characters (NPC) and will be controlled by the Dungeon Master.
  5. 5
    The Adventure Begins - You can move right into this step on the first session after you finish making characters, or this could also be the second session. Either way, this is where you all begin actually playing the game.
    • Each player controls their own PCs. You cannot control other people's PC, nor can you control NPCs.
    • The DM will describe where you are and what is around you.
    • The players all take turns telling the DM what action they would like to do in response. The DM will answer each question and explain what the outcome of any action.
    • Play will continue in this back and forth between the players and DM.
      • Example: Start the game with the DM telling you where you are and some general ideas about your surroundings, Such as: "You find yourself in a swamp. To the North you can see a house. To the West you can go further into the swamp. The East and South passages are blocked by dense growth".
        • Player 1: "I move to the North slowly, drawing my sword in case something attacks us."
        • Player 2: "How deep is the swamp water?"
        • Player 3: "Is the house in good repair?"
        • Player 4: "I move to the North, too."
        • DM: "The two of you begin to move north slowly, the mud sucking at your boots from below the water line. The water is about one to two feet deep; generally shin-deep. {Player 3}, you try to determine the quality of the house from where you are. Make a perception check."
          • Player 3, who is trying to see if she can do something that may or may not be feasible is asked to make a "perception check". She will roll a twenty-sided die (d20) and add her skill of perception to the total. The DM, in secret, will determine a number that represents how difficult it would be to succeed; this is called the "DC". If the player's total is equal or above the DC, then the attempt succeeds. More detail on how this works can be found in the Player's Handbook or in the SRD (System Reference Document).
        • Player 3 rolls a 13 on the d20. She adds the +3 she has in Spot, giving her PC a total of 16 to see the condition of the house. The DM had made the DC a 10, as it was fairly easy to see.
        • DM: "Squinting at the structure, you see that it seems to be leaning a bit to the side, with boards on the windows. It is unlikely that anyone has lived there in some time, but as to any thing living there... well, you're not too sure."
    • Additional examples of play are located in the Player's Handbook and Dungeon Master Guide.
  6. 6
    End of Game - Most sessions will end at or near a pre-determined time. The average time is determined by how often you play - if you can play once a week, then those sessions may be only four hours where-as if you can only play once a month, everyone may opt for eight hour sessions. Whichever you prefer, the DM generally keeps track of the time and will call the end of game when appropriate. Most DMs prefer to create an episodic "cliff-hanger" feel right before some kind of action to stop at. This essentially pauses the adventure at an intriguing point so that excitement for how it will resolve at the next session is high among the players. Just like a TV show, this will encourage everyone to come back next time!

EditVideo



EditTips

  • There are gaming modules (maps and stories which include various types of encounters such as: monsters, NPCs, and treasure locations) available both in the books and online which can assist a DM if he or she does not want to create one. This is a great place for new DMs to start.
  • Don't be afraid to role play! Try to say things that your character would say, rather than speaking in present-day slang. You don't have to pepper everything with Thou's or Milord's, but a medieval archer would not say "Dude!", or "that's wicked beast!"
  • Enjoy your time together, regardless of the outcome of the adventure. The point of it all is to have fun.Some people may think this rule does not apply and may throw temper tantrums if it doesn't go well. If this does happen don't be shy to ask your DM to kick him/her out.
  • Designate a Map Maker/Note Taker from the remaining players. This step is optional, but by doing so it will eliminate a lot of back-tracking and forgotten clues.
  • Dice are referred to by number of sides, so a d20 refers to a twenty-sided die. Some times you will need a d2 or d3, since these do not exist use a d6 with 1,2,3=1 and 4,5,6=2 or just a fair coin (d2) and 1,2=1; 3,4=2 and 5,6=3 (d3). The number preceding the "d" is the number of dice; so 3d6 is three six-sided dice.
  • Beginners should stick to the standard character races and classes found in the Player's Handbook.
  • In D&D gaming you roll various dice (from d4 to d20 - 4 sided to 20 sided dice) to determine the results of many actions when under duress, if the outcome could have non-trivial repercussions or if the action is challenging to the character enough to be unsuccessful. Examples could range from success or failure in combat, trying to jump over a large pit, how well you represented yourself in talks with a prince, if you could stay on a galloping horse in the rain, being able to see something from a distance, etc.

EditWarnings

  • Not everyone will understand the joy of roleplaying. That's their problem, not yours. Have fun no matter what they say.
  • Do not bring guests with you to a session unannounced. Always ask the DM and the owner of the location you are playing at before you show up with anyone! Spectators typically serve as more of a distraction than anything else and will make many people uncomfortable. This is especially true of the owner of the location. Being courteous and respectful is always important.
  • It can be difficult to focus on the adventure when you're with your friends. Gaming sessions frequently lapse into chit-chat. You decide whether this is good or bad.
  • The degree of roleplay is often determined by the group you play with. Learn how far they take the roleplay, and how much comedy is integrated into the roleplay.
  • It is a good idea to have a game grid system to eliminate any confusion on where everyone is compared to where the monsters are.
  • Make sure everyone is playing with the same version. There are major changes from one version to another, and even 3rd edition to 3.5 has some big changes. If you aren't careful, you may end up creating a character that is broken (extremely good, usually because of exploits) or one that can't correctly function due to the mix up of rules.
  • It's good to roleplay, but don't overdo it. For example, you don't need to always say stuff like, "Prithee my liege, but if mine dagger doesn't end up back in my ponce, I'm going to have to splay and butterfly you on a tree. Huzzah!"
  • If others do not role-play, it is not a problem you should get hung up on. Many do not role-play because they have strong beliefs against witchcraft and may become uncomfortable with someone acting like they can do spells. Others simply feel self-conscious playing "let's pretend" as grown-ups, and would rather focus on the game aspect of D&D. You can still have great fun behaving like real people!

EditThings You'll Need

  • Books for rules and information such as: Dungeons and Dragons: Players Handbook,Dungeons and Dragons: Dungeon Master GuideDungeons and Dragons: Monster Manual .
    • All three can be purchased as a starting pack in a slip case for a discount
    • The basic rules, called the d20 System Reference Document (SRD), are online and free. (http://www.d20srd.org)
  • Dice: d20, d12, d10(actually two dice in a pair, one going from 1-10 and another going from 10-100, counting up in tens) , d8, 4d6, 2d4
  • Paper and pen or pencil (for mapping, keeping track of character stats, etc)
  • Graph paper (optional): Great for map making for both the DM and the Map Maker
  • A friend

EditRelated wikiHows


EditSources and Citations

  • The Hypertext d20 SRD Many of the rules for Dungeons & Dragons in easy to use and reference Hypertext form.
  • Wikipedia: Dungeons & Dragons More information on D&D from creation to history to character details, etc.
  • Free RPG Tired of playing in a medieval fantasy world? Here's a list of free games if you're still interested in role playing. Don't worry, if you still want to play in a medieval fantasy world, there are options listed here that go beyond the original D&D realm as well.

Article Info

Categories: Role Playing Games
Recent edits by: Milind, Jordan, Teresa