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Dungeon Master's Guide

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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

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