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Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to:
- Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator
- Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own
- Conjure up exciting combat encounters
- Handle the three types of encounters: challenge, roleplaying, and combat
- Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure
- Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot
To get you off to a fast start, Dungeon Master For Dummies includes:
- A sample dungeon for practice
- Ten ready-to-use encounters and ten challenging traps
- A list of simple adventure premises
- Mapping tips, including common scales, symbols, and conventions, complete with tables
Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:
- Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more
- Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher
- Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector
- Using miniatures, maps, and other game aids
- Using 21st century technology, such as a Web site or blog, to enhance your game
The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered….
- Sales Rank: #799479 in Books
- Brand: For Dummies
- Published on: 2006-04-24
- Original language: English
- Number of items: 1
- Dimensions: 9.20" h x .90" w x 7.30" l,
- Binding: Paperback
- 408 pages
- Great product!
Amazon.com Review
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!
Look inside scenes from Dungeon Master 4th Edition For Dummies (Click on images to enlarge)
From the Back Cover
See what it takes to host a game and plan adventures
Sharpen your DM skills, practice storytelling, and get to know your players
Whether you're just considering venturing into the world of the Dungeon Master or you want to hone a fledgling skill, here's the place to start. Not only do our experts give you the full scoop on running and improving a game, creating adventures, crafting plots, and building campaigns, they even include some sample dungeons for practice!
Discover how to
- Use prepared adventures or create your own
- Host the game
- Manage ongoing games and campaigns
- Explore various types of adventures
- Create memorable villains
- Develop plots and story lines
About the Author
Bill Slavicsek began playing the DUNGEONS & DRAGONS roleplaying game with his friends during his formative teenage years in New York City. This was in 1977, the same year that Star Wars and Sword of Shannara debuted. This trilogy of epic fantasy combined with comic books and horror novels were to forever influence Bill’s outlook on life and entertainment. In 1986, Bill’s hobby became his career when he joined the staff of West End Games. There, as an editor and game designer, Bill worked on a number of board games and roleplaying games, including Ghostbusters, Paranoia, Star Wars: The Roleplaying Game, and Torg: Roleplaying the Possibility Wars. Later, Bill went on to use his vast knowledge of the Star Wars films and associated extensions to write two editions of A Guide to the Star Wars Universe for Lucasfilm, Ltd., and published by Del Rey Books.
In 1993, Bill joined the staff of TSR, Inc., then publishers of the DUNGEON & DRAGONS game lines, as a game designer and editor. His design credits for the company include the ALTERNITY Science Fiction Game (which he co-designed with Richard Baker), the d20 Modern Roleplaying Game, the d20 Star Wars Roleplaying Game, the Star Wars Miniatures Game, Urban Arcana, Council of Wyrms, and the EBERRON Campaign Setting.
Since 1997, Bill has been the Director of Roleplaying Games Research and Development for Wizards of the Coast, Inc., the company that now publishes all DUNGEONS & DRAGONS novels and game products. He oversaw the creation of the d20 Roleplaying Game System and the newest edition of the DUNGEONS & DRAGONS game. Bill leads a talented staff of game designers, developers, and editors who produce award-winning game products for DUNGEONS & DRAGONS and other d20 System game lines, including roleplaying game supplements and accessories, adventures and campaign books, and prepainted plastic miniatures.
Richard Baker is an award-winning game designer and a best-selling author. He’s worked on the DUNGEONS & DRAGONS game lines since 1991. Rich traces his D&D experience back to 1979, when he began playing the DUNGEONS & DRAGONS game as a 7th-grader. He spent a significant amount of his high school and college years playing D&D at every opportunity, and after serving as a surface warfare officer in the United States Navy, Rich decided to take a shot at working on the game he grew up playing — and so he joined the staff of TSR, Inc., and became a game designer. Rich’s list of D&D design credits numbers over 50 game products, including the Origins Award-winning BIRTHRIGHT Campaign Setting, the ALTERNITY Science Fiction Roleplaying Game (which he co-designed with Bill Slavicsek), and the newest edition of the DUNGEONS & DRAGONS game. He has also served as creative director for the ALTERNITY and FORGOTTEN REALMS game lines. As an author, Rich has published eight fantasy and science fiction novels, including City of Ravens, Forsaken House, and the New York Times bestseller Condemnation. Rich is currently employed as a senior game designer at Wizards of the Coast, Inc., and works every day on new products for the DUNGEONS & DRAGONS game.
Most helpful customer reviews
0 of 0 people found the following review helpful.
great for both new and seasoned
By Jessica L. Shepherd
Provides tips for seasoned dms and a how to for new dms. Youll still need the dungeon master guide and the player handbook.
11 of 11 people found the following review helpful.
Nice, but the constant ads for WOTC were annoying
By Stephen Brennan
I picked this up based on reviews I've read about an earlier edition. As a relatively new dungeon master who is about to launch my own 4th Edition campaign I thought this book could be helpful.
To be positive, the book was helpful in a lot of places. However there were a number of places, such as the section where the book discusses creating adventures, where I felt the book could have gone into more detail.
However what turned me off this book was the constant advertising spam the authors inserted for other WOTC D&D products. This annoyed me for three reasons. Firstly, a lot of the promotions were out of context with regards the material being discussed. Secondly, at times they interrupted the flow of the topic the authors were writing about and lastly they pushed the same product over and over again.
All in all the book contains some good advice, but it is overshadowed by a large amount of unnecessary advertising.
28 of 35 people found the following review helpful.
A Terrific Companion For Novice Dungeon Masters
By Doc Holiday
Part of the fun of playing Dungeons and Dragons is being the story teller aka referee aka Dungeon Master. The idea is that other PC (Player Characters) are exploring your world and learning to overcome challenges that you create for them. The book is a good place to begin if you've never DM'd before since the authors are all skilled DM's and write from their own experiences.
You're given game etiquette and how to host a game session advice as well as PC styles of play whether it's the Rules Lawyer who invokes the rules at every opportunity or the Power Gamer who builds his character for ultimate power, you're given ideas on how to deal with these types of mind sets which has proved helpful to me.
I've DM'd in both 1st & 2nd edition of D&D and really felt lost in the new 3.0/3.5 editions. I have a lot of the rule books and supplements for 3.0 and I was kind of disappointed this was not covered in this book. I mean what does one do if they have a substantial investment in 3.0 edition books and all of a sudden, they're outdated?!?!?!?! I feel the authors could have discusses this a bit and given some ideas and ways around that setback.
For a Novice DM, the sample town given in the book is a great place to use as a backdrop for your first games. The book does a nice job of dichotomizing a campaign based series of adventures versus the single module type of ones and even mentioned that you can interconnect these modules to create an ongoing campaign. (FYI: A campaign is where the PC's use the same characters from start to finish whereas a module based style of play means the PC's can roll up new characters to play)
The Tens lists are helpful and many of the modules I'd never heard of before. (Used my own world primarily for 1st edition and Forgotten Realms for 2nd edition) Some of the modules I'm going to go out and get. In fact, Wizards of the Coast have graciously allowed many old 1st & 2nd edition modules & supplements to be downloaded free at their website.
Overall I think the book rates 4.5 stars but I was quite disappointed at no mention for how to reconcile 3.0 & 3.5 core rulebooks & supplements!
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