Dungeon Master For Dummies
Autor James Wyatt, Bill Slavicsek, Richard Bakeren Limba Engleză Paperback – 17 noi 2008
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
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Specificații
ISBN-13: 9780470292914
ISBN-10: 0470292911
Pagini: 424
Dimensiuni: 191 x 235 x 23 mm
Greutate: 0.59 kg
Ediția:4th edition
Editura: Wiley
Locul publicării:Hoboken, United States
ISBN-10: 0470292911
Pagini: 424
Dimensiuni: 191 x 235 x 23 mm
Greutate: 0.59 kg
Ediția:4th edition
Editura: Wiley
Locul publicării:Hoboken, United States
Public țintă
Primary: D&D players interested in assuming the role of Dungeon Master. Secondary: Existing Dungeon Masters that want a friendly easy–to–access reference to running a D&D game, either online or in person. U.S. Market: According to WotC estimates, there are more than 4.6 million active D&D players and nearly 1 million DMs in the U.S.Notă biografică
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.
Cuprins
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.
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.
Descriere
Now updated--the insider's guide that shows Dungeons & Dragons enthusiasts how to run their own D&D games More than 4. 6 million North Americans currently play Dungeons & Dragons, the granddaddy of all fantasy roleplaying games. For every D&D game, there's a Dungeon Master--the person who directs the storyline and acts as a referee.