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El. knyga: Dungeon Master For Dummies

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  • Formatas: PDF+DRM
  • Išleidimo metai: 13-Nov-2008
  • Leidėjas: For Dummies
  • Kalba: eng
  • ISBN-13: 9780470440094
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  • Formatas: PDF+DRM
  • Išleidimo metai: 13-Nov-2008
  • Leidėjas: For Dummies
  • Kalba: eng
  • ISBN-13: 9780470440094
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Design your own fantasy D&D epic filled with adventurous exploits, cloaked characters, and mysterious monsters

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 For Dummies tucked into your bag of tricks!

Whether you've assumed the role of Dungeon Master before or not, this illustrated reference can help you run a D&D game, either online or in person. 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, the game's creators, it shows you how to:





Run your very first campaign, from shaping storylines and writing your own adventures to dealing with unruly players and characters 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 to entrance players

If you're getting the urge to lead the charge in a D&D game of your own, Dungeon Master For Dummies provides the information you need to start your own game, craft exciting stories, and set up epic adventures. Grab your copy today, and you'll be on your way!
Foreword xix
Introduction 1(1)
About This Book
1(1)
About This Revision
2(1)
Why You Need This Book
2(1)
How to Use This Book
3(1)
D&D Terminology
4(2)
How This Book Is Organized
6(1)
Part I: Running a Great Game
6(1)
Part II: Advanced Dungeon Mastering
6(1)
Part III: Creating Adventures
6(1)
Part IV: Building a Campaign
6(1)
Part V: The Part of Tens
7(1)
Bonus chapters and full-color pages
7(1)
Icons Used in This Book
7(1)
Where to Go from Here
8(1)
Part I: Running a Great Game
9(92)
The Role of the Dungeon Master
11(10)
What Is a DM?
12(1)
So You Want to Be the Dungeon Master?
12(1)
What Do You Need for Playing?
13(1)
The Expressions of Dungeon Mastering
14(6)
DM as rules moderator
15(1)
DM as narrator
16(1)
DM as a cast of thousands
16(1)
DM as player
17(1)
DM as social director
18(1)
DM as creator
19(1)
The Goal of Dungeon Mastering
20(1)
Preparing for Play
21(10)
Gathering a Game Group
21(5)
Finding players
22(2)
Inviting players to the game
24(2)
Using a Published Adventure
26(1)
Wizards of the Coast products
26(1)
Dungeon magazine
26(1)
RPGA
27(1)
Other d20 publishers
27(1)
Creating Your Own Adventures
27(1)
Making Preparations before the Game
28(1)
Establishing the Ground Rules: Gaming Etiquette
29(2)
Running the Game
31(14)
Taking Charge as Dungeon Master and Running the Game
31(3)
DM laws
32(1)
DM basics
33(1)
Narrating
33(1)
Running NPCs and monsters
34(1)
Winging it
34(1)
Playing through the Game Session
34(11)
Setting ground rules
35(1)
Settling in as everyone arrives
35(1)
Gathering around the game table
35(1)
Updating characters
36(2)
Opening with the prologue
38(1)
Recapping the previous session
39(1)
Taking on encounters
40(1)
Handling combat
41(3)
Ending a game session
44(1)
Closing with an epilogue
44(1)
Narrating the Adventure
45(14)
Understanding D&D as a Storytelling Experience
45(2)
The group story concept
45(1)
An ongoing epic
46(1)
The DM's role
47(1)
Telling Interesting and Exciting Stories
47(3)
Making a story a D&D story
48(1)
Choosing an adventure premise
49(1)
Mastering the Adventure Narration
50(5)
Directing the adventure
50(1)
Adding special effects
51(2)
Playing the nonplayer characters
53(2)
Bringing the Adventure to Life
55(4)
Creating fantastic locations
55(1)
Describing intense battles
56(1)
Giving the players exciting challenges
57(1)
Roleplaying in encounters
58(1)
Dealing with Players
59(12)
D&D: A Social Experience
59(1)
Looking at the Game Group
60(1)
Comparing DMs and Players
60(4)
Being the DM
61(1)
Interacting with players
61(2)
What do you want out of the game?
63(1)
Increasing the fun quotient
64(1)
Setting Ground Rules and Expectations
64(5)
Choosing a theme and style
65(1)
Adding new players
66(1)
Bringing books
66(1)
Managing off-topic discussions
67(1)
Considering computers
67(2)
Sharing DM Duties
69(2)
Guest DMs
69(1)
Shared-world campaign
69(1)
Multiple campaigns
70(1)
Teaching the Game
71(12)
Dungeon Master as Teacher
72(2)
Teaching the basic rules
73(1)
Showing how to create a character
73(1)
Relaxing and having fun playing the game
74(1)
Making Use of Helpful Aids
74(1)
D&D Roleplaying Game Starter Set
74(1)
Dungeons & Dragons 4th Edition For Dummies
74(1)
Keep on the Shadowfell
75(1)
Dungeons & Dragons Miniatures
75(1)
Teaching Key Elements to New Players
75(6)
Explaining the premise of D&D
75(2)
Describing the world of D&D
77(1)
Showing how to use the core mechanic
77(1)
Explaining what a character can do
78(1)
Explaining character role
79(1)
Explaining the most important parts of the character sheet
79(2)
Making the Transition from the 3rd Edition to the 4th
81(2)
Your First Adventure: Kobold Hall
83(18)
Getting Started with the Adventure
83(2)
Knowing the players
83(1)
Knowing your adventure
84(1)
Understanding the adventure format
85(1)
Making Changes to the Adventure
85(6)
Making encounters easier or harder
86(2)
Appealing to player motivations
88(1)
Transforming the kobolds
89(1)
Expanding the adventure
90(1)
Running the Adventure
91(10)
Grounding the characters
92(1)
Hooking the characters
92(1)
Getting to the action
93(1)
Area 1: Sludge Pit
94(1)
Area 2: The Tomb
95(2)
Area 3: Skull-Skull!
97(1)
Area 4: The Big Boss
98(1)
Area 5: The True Threat
98(1)
Doling out the treasure from Kobold Hall
99(2)
Part II: Advanced Dungeon Mastering
101(64)
Running an Ongoing Game
103(14)
Choosing the Right Format
104(4)
The standalone session
104(1)
The dungeon-of-the-week adventure
105(1)
The one-shot campaign
106(1)
The continuing campaign
107(1)
Building a Basic Campaign
108(5)
Creating the home base
108(2)
Linking adventures together
110(2)
Outlining a campaign arc
112(1)
Using the Sample Base: Fallcrest
113(4)
Story elements and your campaign
114(1)
Adventures in and near Fallcrest
115(2)
Choosing Your Game Style
117(10)
Analyzing the Players
117(2)
Balancing Play Styles
119(1)
DM Styles: Running the Game You Run Best
120(3)
Action movie director
120(1)
Storyteller
121(1)
Worldbuilder
121(1)
Puzzlemaker
122(1)
Connector
122(1)
Establishing Your Own Style
123(1)
Setting the Tone
124(3)
Autocrat or facilitator?
124(1)
Arbiter or narrator?
124(1)
On-task or player-paced?
125(1)
Preparation or improvisation?
126(1)
Creating Excitement at the Game Table
127(16)
Maximizing Imagination
127(8)
Narrating for all five senses
128(1)
Mixing the mundane and fantastic
128(2)
Suspending disbelief
130(1)
Setting the mood
131(1)
Showing, not telling
132(3)
Pacing the Game
135(2)
Cliffhangers
135(1)
The cut-away scene
135(1)
Getting to the fun fast
136(1)
Keeping the Game Moving
137(6)
What does the monster do?
137(2)
Can I try this?
139(2)
Should the DM cheat?
141(2)
Growing Your Game
143(8)
Setting Your Game in a World
143(1)
Adding New Rules Elements
144(4)
Monsters and magic items
145(1)
Rituals and magic items
146(1)
Powers and feats
146(1)
Character classes and races
147(1)
Paths and destinies
147(1)
Getting Players Involved in the Game
148(3)
Crafting good backgrounds
148(1)
Using character goals
149(2)
Using Every Available Resource
151(14)
Buying Published Game Material
151(6)
Understanding what's out there
152(3)
Figuring out what you need
155(2)
Using D&D Insider
157(2)
The D&D magazines
157(1)
D&D Compendium
158(1)
The D&D Game Table
158(1)
The D&D Dungeon Builder
158(1)
Using the Rest of the Internet
159(1)
Finding Story Inspiration
160(3)
The real world
160(1)
Fantasy fiction
161(1)
Movies and TV
161(1)
The collision of ideas
162(1)
Talking with Other Gamers
163(2)
Joining a game club
163(1)
Corresponding on the Web
163(2)
Part III: Creating Adventures
165(88)
Tools of the Trade
167(16)
Breaking Down the Parts of a D&D Adventure
167(5)
The premise
168(2)
Encounters
170(2)
The end
172(1)
Creating Dungeon Maps
172(1)
Building Encounters
173(8)
Encounter level
174(1)
Monster roles
175(2)
Terrain, hazards, and challenges
177(2)
Encounter scripts
179(2)
Rewards
181(2)
Experience points
181(1)
Treasure
182(1)
The Dungeon Adventure
183(8)
Designing Your First Dungeon
184(5)
Plotting the dungeon's story
184(1)
Drawing the map
185(1)
Marking the encounter areas
186(1)
Making a key
187(2)
Adding Depth to Dungeon Crawls
189(2)
The Wilderness Adventure
191(6)
Designing a Wilderness Adventure
191(5)
What is the wilderness?
192(2)
How to use the wilderness
194(2)
Wilderness Adventure Outline
196(1)
The Event-Based Adventure
197(6)
Designing Event-Based Adventures
197(4)
The flowchart
198(2)
The timeline
200(1)
Using Flowcharts and Timelines in Dungeons
201(2)
The Randomly Generated Adventure
203(12)
Using the Random Dungeon Tables
203(4)
Getting started
204(1)
Using D&D Dungeon Tiles to lay out a random dungeon
205(2)
Random Encounters
207(2)
Using a Random Encounter Deck
209(4)
Special cards
209(2)
Sample encounter deck
211(2)
Generating Random Treasure
213(2)
Paragon and Epic Adventures
215(6)
Understanding the Paragon Tier
215(1)
Understanding the Epic Tier
216(1)
Understanding Specific Challenges for DMing High-Level Characters
217(2)
High mobility
218(1)
Divination and scrying
218(1)
Making the Experience Match the Level
219(2)
Raising the stakes
219(1)
Wowing the players with the setting
219(1)
Providing benchmark encounters
220(1)
Sample Dungeon: The Necromancer's Apprentice
221(32)
Dungeon Master Preparation
221(1)
The Necromancer's Apprentice
222(27)
Adventure premise
222(1)
Starting the adventure
223(2)
Arim's pasture
225(2)
The Cloak Wood
227(2)
House of Roburn
229(7)
The dungeon below
236(13)
Concluding the adventure
249(1)
Adapting the Adventure
249(4)
Adjusting for group size and level
250(1)
Adjusting for player motivations
250(2)
Adding encounters and treasure
252(1)
Part IV: Building a Campaign
253(30)
Building a Continuous Story
255(12)
Building a Campaign
256(6)
Creating a world
256(1)
Using context
256(1)
Building on past events
257(1)
Finding inspiration
258(1)
Choosing themes for adventures and campaigns
259(3)
The Dungeon-of-the-Week Campaign Model
262(1)
Building on What the Players Give You
263(1)
Converting an Old Campaign to the 4th Edition
263(4)
Glossing over the transition
264(1)
Blowing up the world
265(1)
Starting fresh
266(1)
Creating Memorable Villains
267(8)
What Is a Villain?
267(2)
Every Hero Needs a Good Villain
269(2)
Good villains take work
269(1)
Give villains every chance to succeed
270(1)
Villain Archetypes
271(4)
Master villains
271(2)
Minor villains
273(2)
Bringing the World to Life
275(8)
The World in a Nutshell: The DM's Notebook
275(1)
Building a World from the Inside Out: Start Small and Add Details
276(1)
Putting the World Together
277(6)
Climate and geography
278(2)
Sites of interest
280(3)
Part V: The Pan of Tens
283(86)
Ten Heroic Encounters
285(34)
Goblin Lair
285(3)
Elf Raiders
288(4)
Hobgoblin Guards
292(3)
Fiery Doom
295(3)
Orc Reavers
298(4)
Gnoll Marauders
302(3)
Forest Hunters
305(3)
Stalking Shadows
308(3)
Big Trouble
311(3)
Swamp Terrors
314(5)
Ten Paragon Encounters
319(40)
Serpent Cult
319(4)
Rocky Road
323(3)
Githyanki Raiders
326(4)
Zehir's Army
330(4)
Feydark Terror
334(4)
Drow Scourge
338(4)
Diabolic Legion
342(4)
Forge Defenders
346(5)
Death's Chill
351(3)
Winter Hunt
354(5)
Ten Things to Avoid When DMing
359(6)
Don't Get Attached to Your Villains
359(1)
Don't Try to Kill the PCs
359(1)
Don't Let the Players Become Too Frustrated
360(1)
Don't Compete with Other Entertainment
361(1)
Don't Overcomplicate the Encounter
361(1)
Don't Play Favorites
361(1)
Don't Give the Players Everything
362(1)
...But Don't Be Stingy, Either
362(1)
Don't Sit There Like a Lump
363(1)
Don't Center the Game on One Player
363(2)
Ten Things to Do All the Time When DMing
365(4)
Be Prepared
365(1)
Provide Various Challenges
365(1)
Start Each Session with Action
366(1)
Look for Opportunities
366(1)
Exude Drama in Your Descriptions
367(1)
Use Visual Aids
367(1)
Be Responsive
367(1)
Be Consistent
367(1)
Be Impartial
368(1)
Have Fun
368(1)
Index 369
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.