Dungeon Master's Guide
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
PLAY STYLE<br />
By building a new world (or adopting an existing one)<br />
and creating the key events that launch your campaign,<br />
you determined what your campaign is about. Next, you<br />
have to decide how you want to run your campaign.<br />
What's the right way to run a campaign? That depends<br />
on your play style and the motivations of your players.<br />
Consider your players' tastes, your strengths as a<br />
DM, table rules (discussed in part 3), and the type of<br />
game you want to run. Describe to the players how you<br />
envision the game experience and let them give you<br />
input. The game is theirs, too. Lay that groundwork<br />
early, so your players can make informed choices and<br />
help you maintain the type of game you want to run.<br />
Consider the following two exaggerated examples of<br />
play style.<br />
HACK AND SLASH<br />
The adventurers kick in the dungeon door, fight the<br />
monsters, and grab the treasure. This style of play is<br />
straightforward, fun, exciting, and action-oriented. The<br />
players spend relatively little time developing personas<br />
for their characters, roleplaying noncombat situations,<br />
or discussing anything other than the immediate<br />
dangers of the dungeon.<br />
In such a game, the adventurers face clearly evil<br />
monsters and opponents and occasionally meet clearly<br />
good and helpful NPCs. Don't expect the adventurers<br />
to anguish over what to do with prisoners, or to debate<br />
whether it's right or wrong to invade and wipe out a<br />
bugbear lair. Don't track money or time spent in town.<br />
Once they've completed a task, send the adventurers<br />
back into the action as quickly as possible. Character<br />
motivation need be no more developed than a desire to<br />
kill monsters and acquire treasure.<br />
lMMERSIVE STORYTELLING<br />
Waterdeep is threatened by political turmoil. The<br />
adventurers must convince the Masked Lords, the city's<br />
secret rulers, to resolve their differences, but can do so<br />
A WORLD TO EXPLORE<br />
Much of a campaign involves the adventurers traveling from<br />
place to place, exploring the environment, and learning<br />
about the fantasy world . This exploration can take place in<br />
any environment, including a vast wilderness, a labyrinthine<br />
dungeon, the shadowy passages of the Underdark, the<br />
crowded streets of a city, and the undulating waters of<br />
the sea. Determining a way around an obstacle, finding a<br />
hidden object, investigating a strange feature of a dungeon,<br />
deciphering clues, solving puzzles, and bypassing or<br />
disabling traps can all be part of exploration.<br />
Sometimes exploration is an incidental part of the game.<br />
For instance, you might gloss over an unimportant journey<br />
by telling the players that they spend three uneventful days<br />
on the road before moving along to the next point of interest.<br />
Other times exploration is the focus, a chance to describe<br />
a wondrous part of the world or story that increases the<br />
players' feeling of immersion. Similarly, you should consider<br />
playing up exploration if your players enjoy solving puzzles,<br />
finding their way around obstacles, and searching dungeon<br />
corridors for secret doors.<br />
,.<br />
only after both the characters and the lords have come<br />
to terms with their differing outlooks and agendas.<br />
This style of gaming is deep, complex, and challenging.<br />
The focus isn't on combat but on negotiations, political<br />
maneuverings, and character interaction. A whole game<br />
session might pass without a single attack roll.<br />
In this style of game, the NPCs are as complex and<br />
richly detailed as the adventurers, although the focus<br />
lies on motivation and personality, not game statistics.<br />
Expect long digressions from each player about what<br />
his or her character does, and why. Going to a temple to<br />
ask a priest for advice can be as important an encounter<br />
as fighting orcs. (And don't expect the adventurers to<br />
fight the orcs at all unless they are motivated to do<br />
so.) A character will sometimes take actions against<br />
the player's better judgment, because "that's what the<br />
character would do."<br />
Since combat isn't the focus, game rules take a back<br />
seat to character development. Ability check modifiers<br />
and skill proficiencies take precedence over combat<br />
bonuses. Feel free to change or ignore rules to fit the<br />
players' roleplaying needs, using the advice presented in<br />
part 3 of this book.<br />
SOMETHING IN BETWEEN<br />
The style of play in most campaigns falls between these<br />
two extremes. There's plenty of action, but the campaign<br />
offers an ongoing storyline and interaction between<br />
characters as well. Players develop their characters'<br />
motivations and relish the chance to prove their skills<br />
in combat. To maintain the balance, provide a mixture<br />
of roleplaying encounters and combat encounters. Even<br />
in a dungeon setting, you can present NPCs that aren't<br />
meant to be fought but rather helped out, negotiated<br />
with, or just talked to.<br />
Think about your preferred style of play by<br />
considering these questions:<br />
• Are you a fan of realism and gritty consequences, or<br />
are you more focused on making the game seem like<br />
an action movie?<br />
• Do you want the game to maintain a sense of medieval<br />
fantasy, or do you want to explore alternate time lines<br />
or modern thinking?<br />
Do you want to maintain a serious tone, or is humor<br />
your goal?<br />
• Even if you are serious, is the action lighthearted<br />
or intense?<br />
• Is bold action key, or do the players need to be<br />
thoughtful and cautious?<br />
Do you like to plan thoroughly in advance, or do you<br />
prefer improvising on the spot?<br />
• Is the game full of varied D&D elements, or does it<br />
center on a theme such as horror?<br />
• Is the game for all ages, or does it involve<br />
mature themes?<br />
Are you comfortable with moral ambiguity, such as<br />
allowing the characters to explore whether the end<br />
justifies the means? Or are you happier with straightforward<br />
heroic principles, such as justice, sacrifice,<br />
and helping the downtrodden?<br />
34<br />
CHAPTER 1 I A WORLD OF YOUR OWN