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How to make good DnD game
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www.epicd
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d20.com
www.epicd20.com
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Introductions
So you have decided to take a spin at rolling the dice from behind the
dungeon master’s screen and are perhaps a bit nervous on where to
start.
Being responsible to run an adventure, keep all the rules in check, and
make sure all the players have a good time can be very intimidating.
But it doesn’t have to be with a little preparation, understanding and
confidence in your skills as a player and store teller.
Being an effective dungeon master is a learned skill. Think about the
first time you played a role playing game or even a complex board
game. First came understanding the rules of the game, then the flow of
those rules, and finally strategy which you used to win or play the
game.
That is the aim of this PDF‐ to give you the fundamental tools you need
to understand as a dungeon master along with the confidence to run
your first adventure and keep on building from there.
Ready to get started?
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Behind The Screen
In my many years of enjoying tabletop role playing games, both as a
player and as a dungeon master one of the biggest fears that I have
encountered is what happens if you get something wrong or make a
mistake as a DM.
What happens to the flow of the game and the thoughts of the players
when something goes wrong?
Typically my response is this‐ how do they (the players) know that
something goes wrong?
Think about both the perspective from behind and in front of the
dungeon master’s screen. Running an adventure and sitting behind that
screen you have a ton of notes to follow, maps to sort out, dice,
miniatures perhaps, and some tokens to take care of‐ all while sorting
out the rules and figuring out what is next.
You know where the players have been, where they are now, and
where they will be going.
But what do they know?
Sitting in front of the screen, the player have their character sheets,
dice, and perhaps a miniature for their character.
They only know what you tell them, and what has just recently
happened in the adventure.
From the perspective of the dungeon master there is no way you can
make a mistake since you are in charge of the flow of the adventure‐ an
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ultimately a GOOD DM is all about maintaining the flow and keeping it
going‐ and we will get to that in a bit.
Keep this fundamental principal in mind:
AS THE DUNGEON MASTER YOU CAN’T MAKE A MISTAKE.
Once you allow yourself that consideration you are well on your way to
mastering the art.
An example?
Let’s say you have been leading the players through a dungeon
adventure for the last few hours of the evening and they are
approaching the final room in the dungeon which contains the locked
artifact they have been searching for.
The door in front of it is un‐pickable and magic locked so the only way
in is to use the key…
…and then you suddenly realize that the key the party is supposed to
have they don’t‐ you made a mistake and forgot to give it to them.
Back in one of the first encounters against a pair of trolls (one who had
the key to the treasure room) you were supposed to allow the players
to find the key when they defeated them.
And you forgot to tell them.
What to do?
Well, they could just open up the door, but that doesn’t make much
sense.
Panicked yet?
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AS THE DUNGEON MASTER YOU CAN’T MAKE A MISTAKE
Pause for a moment.
Remember, they don’t know the trolls had the key since you “forgot”,
and they are not aware of the next steps in the adventure.
Simply have one of the trolls come back down the hallway, hurt, but
regenerated and fight the players one more time, and it goes down,
allow the key to fall from its hands.
When the players search the area, allow them to find a small hidden
chest behind the wall with a trap (makes sense) with the key inside.
Put the key on the last boss monster they are about to fight.
From behind the DM screen you think you made a mistake, but from in
front of the screen, from the perspective of the players, they just found
the key to the treasure room.
This is an example of keeping the flow of the game going no matter
what‐ direct the players along the path of the adventure, let them make
their own choices, and see the outcome to the end of the game.
A good place to start.
So now, let’s start looking at how you can control the flow of the
adventure, and some ideas to help you find the style of dungeon
mastering that you enjoy.
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Finding Your Voice
Running an adventure as a dungeon master is an art form‐ part story
teller, part arbitrator, and part rules lawyer, there are many ways to do
it, just as there are many ways to sing a song or create music.
The key is to find the style you are most comfortable with‐ don’t try to
emulate other DM’s or RPG game masters you have played with.
Finding your natural voice means you will be comfortable with how the
adventure comes out and flows, the difference between creating a
good story for your players and just reading something to them.
The first step is to select an adventure that you want to run‐ something
with a plot line or encounter that captures your imagination‐ this
enthusiasm will carry over into the game, making the story better,
while allowing you to flow easily and correct many mistakes.
Now it is true that certain players also have their own taste of what is
fun in an adventure‐ some prefer straight up tactical combat, other
acting out an RPG scene with the non‐player characters in the
adventure, etc.
Don’t completely ignore what the players like, but rather include,
direct, or pick an adventure with a few of these likes rather than
making it the entire thrust of the game.
For example if one of your players loves tactical combat, include or
steer one of the encounters in that direction, likewise for NPC
interaction.
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Before running the adventure take a few moments to ready through
both boxes for each encounter to help get a flavor as to what is going
on and what the players might reasonable do.
The next decision is going to be to determine how you convey the
adventure to the players‐ which is a matter of personal taste and style.
When the players move to a new encounter and you have to describe
what they see (as in the player text box) are you going to read it word
for word, or give a summary of it in your own words?
Both have advantages and disadvantages.
If you read the descriptive text from the box word for word you will be
sure not to miss anything but it can be very limiting and cut into the
flow of the game.
At parts of the adventure you will be looking down away from the
players and reading words to them rather than creating words.
The other option is to read the text of what the players see to yourself
really quick and then while looking up and engaging the players tell
them what they see in your own words.
This has the advantage of adding your own flair and personality to it‐
thus making it more lively, while at the same time fully engaging the
players.
Which method is “better”?
For now your comfort level as a new DM is what is most important as
each of us start with different skills sets and comforts.
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If you feel more comfortable reading the text as‐is then 100% start
there, but seek to gradually work your way up to where you can read
the player text to yourself and then communicate it to the players in
your own words and personality as this will come though more genuine
and keep the game going.
A very good DM rarely looks down at his notes or stuff‐ consider how a
very good public speaker acts and looks‐ this is the goal and
engagement we are striving for!
Find what is comfortable to you and slowly work on expanding out.
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Adventure Preparations
Let’s now take a moment to talk about setting for your first adventure
and some things to put in place before the game with flow in mind.
Once you have picked an adventure you are passionate about running
(a good sign of that is an adventure that you as the DM get so caught
up in that not only are you excited to run it, but also you never want it
to end) and have read through it to familiarize yourself with it, it is time
to set up the table.
Set up your adventure behind the dungeon master screen and of
course make sure you have your dice, core books, some paper, pencils,
and all that.
If there are any monsters or spell effects in the adventure that you are
not familiar with, or are complex, take a moment ahead of time to put a
sticky note or scrap of paper in the monster manual or dungeon
master’s guide where the monster or spell entry is.
This way if you have to look something up it is quick, creates little
stress, and won’t break the flow of the game.
As a DM there is no way you will ever be able to memorize everything,
nor should you be expected, but having the stuff you might need to
look up ahead of time indexed goes a long way.
Nothing helps kill a game and drain the excitement of an encounter
with a huge gap in time.
Why is this bad?
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When the players are involved in an encounter in the adventure you
want to keep it as close to “real time” as possible‐ create a sense of
urgency for them to act in the moment. Giving them smaller amounts
of time to think and act creates drama.
Now the player SHOULD have time to think and plan their actions, but
once the swords start swinging and the spells slinging stopping the
encounter to look up just what a certain rule or monster does can be a
buzz kill.
There is a HUGE difference between just going to page X and reading
what acid stream does vs. figuring out what book it is in, thumbing
through the index, reading it, etc.
PLUS having the potential rules you don’t 100% know at hand will help
you be relaxed which will show in the adventure.
Many gaming groups also use miniatures, gaming tiles, or dry erase
mats to draw the dungeon or encounter and play on‐ if you decide to
do this, make sure it is all set up ahead of time to keep the game going.
Personally I use both tiles and a dray erase chessex mat depending on
the adventure‐ but with both I either lay out all the tiles ahead of time,
or draw the entire (or as much as I can) dungeon on the map and then
cover it over with paper to reveal to the players as they go.
This way everything I need for the night is set up and mapped out
ahead of time‐I only have to reveal it over drawing it, which could take
up ten or so more miniatures during the adventure‐ again an
interruption of the flow.
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The DM Dice
Next let’s talk about the dice from the perspective of the DM and how
they are tool to create suspense and NOT punish the players. Nothing
from the dungeon master’s perspective should be absolute‐ you should
be able to manipulate everything to help build, run, and create the fun
in an adventure, and as the dice are there to interject some unknown
randomness (like does the dragon hit me?) you want to be able to
control it.
Some dungeon masters roll the dice behind the screen, while others
roll it for the players to see‐ both just like managing the adventure text
have advantages and disadvantages.
When you roll the dice for the players to see it allows them to
potentially learn more about the encounter‐ for example in fighting a
dragon if I as the DM roll a D20 and the dragon hits the best fighters
armor class on a 3+ on the D20 then the party is going to have a
problem.
How powerful a monster appears, is, and decided by the players should
not be figured out from the dice, but rather in how it is described by
the dungeon master at the start of the encounter.
That said, showing the players the dice, allowing them to see the rolls
can create some VERY intense moments‐ that final moment in the
battle when both the monster and a player have a few hit points left
and it all comes down to who strikes first‐ does the monster hit…roll
that D20…
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Of course the downside to this is that it is harder to modify the dice.
Let’s say the players have some unlucky rolls at the start of the battle
and the monsters are thumping them around‐ if the dice are hidden
behind the screen that you can roll it and just pretend the monsters
missed a round or two even if they hit‐ you can “fudge” the dice to help
the player catch up.
And as the DM you SHOULD fudge the dice from time to time to help
keep the game dramatic.
That said, even if the dice are visible, you can’t fudge the to hit score,
but you can modify the damage‐ have them make a lesser attack, roll
one less D6, roll a D4 instead of a D6‐ often the players won’t ask
questions if they are engaged in the moment.
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