Dungeon Master For Dummies

Dungeon Master For Dummies

Baker, Richard; Grubb, Jeff

John Wiley and Sons Ltd

04/2006

408

Mole

Inglês

9780471783305

0471783307

698

Offers you the basics on running a great game, info for advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. This book shows you how to handle various expressions of DMing - moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator.
Foreword.Introduction.Part I: Running a Great Game.Chapter 1: The Role of the Dungeon Master.Chapter 2: Preparing for Play.Chapter 3: Running the Game.Chapter 4: Narrating the Adventure.Chapter 5: Dealing with Players.Chapter 6: Teaching the Game.Chapter 7: Sample Dungeon: The Rat Lord's Lair.Part II: Advanced Dungeon Mastering.Chapter 8: Running an Ongoing Game.Chapter 9: Knowing the Players.Chapter 10: Choosing Your Game Style.Chapter 11: Creating Excitement at the Game Table.Chapter 12: Growing Your Game.Chapter 13: Using Every Available Resource.Part III: Creating Adventures.Chapter 14: Tools of the Trade.Chapter 15: The Dungeon Adventure.Chapter 16: The Wilderness Adventure.Chapter 17: The Event-Based Adventure.Chapter 18: The Randomly Generated Adventure.Chapter 19: The High-Level Adventure.Chapter 20: Sample Dungeon: The Necromancer's Apprentice.Part IV: Building a Campaign.Chapter 21: Building a Continuous Story.Chapter 22: Creating Memorable Villains.Chapter 23: Bringing the World to Life.Part V: The Part of Tens.Chapter 24: Ten Best Classic Adventures.Chapter 25: Ten Best Dungeon Magazine Adventures.Chapter 26: Ten Best 3rd Edition Adventures.Chapter 27: Ten Challenging Traps.Chapter 28: Ten Ready-to-Use Encounters.Chapter 29: Ten Things to Avoid When DMing.Chapter 30: Ten Things to Do All the Time When DMing.Index.
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