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Sly Flourish's
Dungeon Master Tips
by Michael E. Shea
Copyright © 2010 by Michael E. Shea
!
http://mikeshea.net/about
Cover and interior art Copyright © 2010 by Jared von Hindman
!
http://headinjurytheater.com
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First Printing July 2010
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYERʼS
HANDBOOK, PLAYERʼS HANDBOOK 2, DUNGEON MASTERʼS GUIDE, MONSTER MANUAL,
MONSTER MANUAL 2, and ADVENTURERʼS VAULT are trademarks of Wizards of the Coast in the USA
and other countries and are used with permission. Certain materials, including 4E References in this
publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are
property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed in the 4E System Reference Document,
available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYERʼS HANDBOOK, written by Rob Heinsoo, Andy Collins,
and James Wyatt; DUNGEON MASTERʼS GUIDE, written by James Wyatt; and MONSTER MANUAL,
written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYERʼS HANDBOOK 2, written by
Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and
Chris Sims; Adventurerʼs Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009
Wizards of the Coast. All rights reserved.
Contents
How to Use This Book!
.......................................................................................... 5
Build Your Story!
....................................................................................................... 8
Focus on Your Next Adventure!
............................................................................. 9
Review the Adventure Checklist!
..........................................................................12
Maintain Creativity .............................................................................................. 17
!
Tell Organic Stories!
............................................................................................. 20
Create Awesome Villains!
.................................................................................... 22
Avoid Story Pitfalls!
.............................................................................................. 24
Design Fun Encounters!
......................................................................................... 27
Use an Encounter Checklist!
................................................................................28
Balance Challenge and Fun!
................................................................................ 30
Build Exciting Battle Maps!
.................................................................................. 32
Make Environments Enjoyable!
........................................................................... 37
Use Minions Effectively!
...................................................................................... 40
Improve Solo Creatures!
...................................................................................... 44
Design for Fast Combat!
...................................................................................... 47
Optimize Your Monsters!
...................................................................................... 49
Avoid Encounter Pitfalls!
...................................................................................... 51
Run a Great Game!
.................................................................................................. 54
Use Props and Handouts!
.................................................................................... 55
Keep Your Playersʼ Attention!
............................................................................... 57
Manage Time at Your Table!
................................................................................ 59
Run Exciting Skill Challenges!
............................................................................. 63
Get Your Players to Roleplay!
.............................................................................. 65
Use Cheap Table Tools!
....................................................................................... 67
Use Effective and Entertaining House Rules!
...................................................... 69
Tap Into the D&D Hive Mind!
................................................................................71
Acknowledgments!
............................................................................................... 72
References!
.......................................................................................................... 74
About the Author!
..................................................................................................75
About the Artist!
.................................................................................................... 76
How to Use This Book
I wrote this book to help you run awesome Dungeons and Dragons games. I wrote it
assuming you’ve read both of the Dungeon Master Guides and have run a few games
yourself.
This is a short book on purpose. It is designed to be readable in a couple of hours,
even skim read in a few minutes. It is designed to act as a reference, offering checklists
for designing your adventures, encounters, and battle maps. It is split into three
sections: building your story, designing fun encounters, and running a great game.
Throughout, you will find useful tools, tips, and advice you can use every time you
prepare a game.
The first tip: If it doesn’t fit, ignore it
In his 1946 essay “Politics and the English Language”, George Orwell offers a rule
that you should keep ready when reading the tips in this book:
“Break any of these rules sooner than say anything outright barbarous.”
Part of being a great dungeon master is knowing which ideas and rules work well at
your table and which do not. Consider all of the tips and advice in this book, but also
consider whether this advice will work well for you and your group. Some tips may,
some may not.
You will find few original ideas in this book. In the age of the web, we have access to
a wealth of information and ideas that far outstretch what was available to us 30 years
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