Want to be a Dungeon Master? Get started or ramp up your skills with this fun and easy guide!
Whether you've already run a few Dungeons & Dragons(r) games or you've decided to try Dungeon Mastering, this book's for you. Here are all the basics of managing a game in the new 4th Edition plus everything that will take your skills to the next level: how to build a good story, design a great dungeon, craft a campaign, and so much more.
* Keep it moving - learn to build challenging encounters, make reasonable rulings, and manage disagreements
* Play in style - find your personal style and develop a game that plays to your strengths
* Be adventurous - understand the parts of an adventure, how to create maps, and how to run monsters and villains
* Risks and rewards - learn to keep the game in balance with level-appropriate rewards (experience points, treasure, and magic items)
* Campaign - build a campaign with exciting themes, memorable villains, and plots that keep players entranced
Open the book and find:
* A sample adventure
* How to improve your narration
* How to tailor adventures for various types of players
* Tips for running published adventures
* Advice on building a continuing storyline
* How to draw dungeon maps and use D&D Dungeon Tiles
* How to create a campaign world
* How to keep adventures challenging through the paragon and epic tiers
Produkt-Info
Auflage
Sprache
Verlagsort
Verlagsgruppe
Produkt-Hinweis
Broschur/Paperback
Klebebindung
Maße
Höhe: 235 mm
Breite: 191 mm
Dicke: 23 mm
Gewicht
ISBN-13
978-0-470-29291-4 (9780470292914)
Schweitzer Klassifikation
James Wyatt is Design Manager for D&D and a lead designer of D&D 4th Edition. Bill Slavicsek is Director of Roleplaying and Miniatures Game Design. Richard Baker is a senior game designer and bestselling author of Forgotten Realms novels. All are associates of Wizards of the Coast, publisher of the Dungeons & Dragons(r) game. Bill and Richard are coauthors of Dungeons & Dragons(r) For Dummies.
Foreword. Introduction.
Part I: Running a Great Game.
Chapter 1: The Role of the Dungeon Master.
Chapter 2: Preparing for Play.
Chapter 3: Running the Game.
Chapter 4: Narrating the Adventure.
Chapter 5: Dealing with Players.
Chapter 6: Teaching the Game.
Chapter 7: Your First Adventure: Kobold Hall.
Part II: Advanced Dungeon Mastering.
Chapter 8: Running an Ongoing Game.
Chapter 9: Choosing Your Game Style.
Chapter 10: Creating Excitement at the Game Table.
Chapter 11: Growing Your Game.
Chapter 12: Using Every Available Resource.
Part III: Creating Adventures.
Chapter 13: Tools of the Trade.
Chapter 14: The Dungeon Adventure.
Chapter 15: The Wilderness Adventure.
Chapter 16: The Event-Based Adventure.
Chapter 17: The Randomly Generated Adventure.
Chapter 18: Paragon and Epic Adventures.
Chapter 19: Sample Dungeon: The Necromancer's Apprentice.
Part IV: Building a Campaign.
Chapter 20: Building a Continuous Story.
Chapter 21: Creating Memorable Villains.
Chapter 22: Bringing the World to Life.
Part V: The Part of Tens.
Chapter 23: Ten Heroic Encounters.
Chapter 24: Ten Paragon Encounters.
Chapter 25: Ten Things to Avoid When DMing.
Chapter 26: Ten Things to Do All the Time When DMing.
Index.