
Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you.
It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to:
* Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator
* Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own
* Conjure up exciting combat encounters
* Handle the three types of encounters: challenge, roleplaying, and combat
* Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure
* Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot ;-)