Results for tag: advice
Posted by: Webster on Sep 17, 2012 at 08:33:52 PM
"The most important rule of Dungeons & Dragons" read the original red boxed set, "is simply this; BE FAIR."
Those words have stuck with me my entire D&D playing career. It's not fair to have the first level characters go up against five huge red dragons.
Lately there's been a rash of anti-DM sentiment going around. The phrase "DM May I" is derrogotory. The DM is in fact a very important player. Rule, game, setting, adventure and other decisions lay on the shoulders of the DM. The DM is the person entrusted with running the game. All editions of D&D acknowledge this.
Looking at some of my older modules, the game itself tells the DM to use judgement. If an encounter is too easy, one module advises, add more monsters. Or have monsters from room 22 hear the noise and join the fight. In a multi...
Posted by: Webster on Sep 3, 2011 at 08:19:33 AM
Most role-playing games will suggest you borrow ideas from other sources, including other game systems. Not every book translates well, although with work, a good DM/GM can make almost anything work.
There’s one book on my D&D shelf that can not only be used in any edition of D&D, but in any RPG period. That book is the Campaign Sourcebook and Catacomb Guide.
While DM books generally tell you how to play D&D, the CS&CG tells you properly how to RUN the game. Whereas the DMG tells you how to handle encounters, CS&CG tells you how to handle players. It is one of the most useful books ever printed. It is what the DMG should have been, or at least included. So Let’s Review this gem.
The first chapter is very helpful as it handles gaming etiquette. It covers...