![]() TSR Ravenloft Van Richten's Guide to Vampires VG+ US $9.00
|
![]() GAMEMASTERY MOD TC1 INTO THE HAUNTED FOREST US $11.60
|
![]() HEROQUEST GAME SYSTEM Board Game - MB 1990 Complete US $79.99
|
![]() DUNGEONS AND DRAGONS 1ST EDTION HUGE LOT SOME QUITE RARE D&D US $59.32
|
![]() WOTC D&D 3rd Ed Complete Champion NM US $62.00
|
![]() TSR Planescape Planes of Chaos EX US $85.00
|
![]() TSR Planescape Planes of Law VG US $80.00
|
![]() TSR Planescape Faces of Evil - The Fiends VG US $60.00
|
![]() TSR Planescape Factol's Manifesto, The VG+ US $55.00
|
![]() ICE Rolemaster 2nd Ed Companion II EX- US $18.00
|
![]() TJG/GDW Master Europa Western Front - Invasion MINT US $18.95
|
![]() Dungeons & Dragons D&D 4th Edition Dungeon Master's Guide US $15.99
|
![]() AD&D HHQ4 Cleric's Challenge Dungeons & Dragons! US $15.00
|
![]() AD&D Dark Sun The Will and The Way Psionics Dungeons & Dragons! US $24.00
|
![]() Dungeon Master's Guide (2nd Print Beta) Used GD US $101.00
|
![]() Dungeons And Dragons Players Handbook And Dungeon Masters Guide US $25.99
|
![]() DUNGEON MASTER'S GUIDE V 3.5 CORE 11 V/F CONDITION US $9.99
|
![]() AD&D 2nd Ed Starter Set US $200.00
|
![]() Dungeons & Dragons Easy to Master Game TSR 1070 US $14.99
|
![]() AD&D TSR 2nd Ed Core Books + Supplements LOT US $34.00
|
![]() Dungeons & Dragons RPG Lot 9 book collection New D&D d20 3.5 3.0 Soucebooks US $38.24
|
![]() Defenders of the Faith Guidebook, D&D, RPG, Redman US $17.00
|
![]() TSR Basic D&D Master Player's Screen w/The Spindle of Heaven VG US $18.00
|
![]() ICE MERP Perils on the Sea of Rhun VG+ US $28.00
|
![]() Song & Silence Guidebook, D&D, RPG, Noonan & Rateliff US $15.00
|
![]() TSR AD&D 2nd Ed Diablo II EX US $11.00
|

I need to learn how to be a Dungeon Master.?
For a project at school im creating a D&D like RPG about my school itself. I've played D&D before but i need a little insight on how to make the game as well as be the DM for it.
Links, emails, or suggestions appreciated.
If you intend to significantly alter the system, I would suggest making it as simple as possible. Probably most of your classmates and your teacher have little experience, if any, with D&D and you don't want to get a poor grade simply because your teacher was unable to immediately understand the rules. (That's assuming a rather poor teacher, of course.)
As for running the game, I am assuming that the project requires nothing more then a one-shot adventure covering one, maybe two sessions. Given this, I would suggest an old-fashioned dungeon crawl. This maximizes the chance to demonstrate your rules and show them in action. As an example, perhaps the characters have been told to take the Calculus final to the main office, and must fight through a bunch of students trying to steal the final and copy it as well as the traps they've laid.
Also, because of the one-off nature of the game, you do not need to create an entire level structure for each class. (I.e., define what each class receives at level one, level two, etc.) Nor do you need extensive equipment lists, skill lists, feats, or anything. Rather, just come up with a few pre-generated characters using your new system and give them to whoever would be playing along with an explanation of what their pre-selected skills, abilities, and feats do. That should suffice to get you through the project, and can always be expanded upon later.
If you want just general advice on being a GM, there are a few tips that are helpful. Remember that you cannot plan for everything; even novice players will come up with solutions to the problems their characters face that you never dreamed of. (Example: Our GM had prepared an extensive map and security set up for a research facility up in the mountains that our characters had to navigate before breaking into the facility itself. Instead, we proceeded to trigger an avalanche and bury all of his carefully prepared guards under twenty feet of snow.)
A GM needs to be able to think on his feet, especially in a live game. When your players do something crazy and unexpected (and they will) you have to be able to roll with that.
Try to give all of the players a chance to shine. Should be easy enough to do in a dungeon crawl, when you can just tailor specific encounters so that they play to everyone's strengths.
Remember that the game is not you vs. the players. That doesn't mean you should make things easy for them, as a hard-earned victory is far more satisfying then one handed to you. But you need to know when to follow the dice and when to just roll a die and say "You did it!" regardless of the roll.
Whats On My YouTube Today?
The Dungeon Master Trailer
Here Are A Few Items From Amazon You Might Be Interested In.
| Account limit of 2212 requests per hour exceeded. |
Items recently purchased on this site:
Thanks for visiting!
Tags: dungeon master's kit, d&d, masters















































































