Dungeon Master For Dummies

Dungeon Master For Dummies

4. Aufl.

von: James Wyatt, Bill Slavicsek, Richard Baker

17,99 €

Verlag: For Dummies
Format: PDF
Veröffentl.: 13.11.2008
ISBN/EAN: 9780470440094
Sprache: englisch
Anzahl Seiten: 408

DRM-geschütztes eBook, Sie benötigen z.B. Adobe Digital Editions und eine Adobe ID zum Lesen.


If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master’s Guide Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you’re getting the urge to lead the charge in a D&D game of your own, Dungeon Master 4th Edition For Dummies will introduce you to the DM’s many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you’ll be on your way!
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.
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® game. Bill and Richard are coauthors of Dungeons & Dragons® For Dummies.
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® 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

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