1 of 14

A Guide for the Dungeon Master

By Samuel Mancia

2 of 14

Running Combat

  • Make it clear that combat can be either easy, challenging, or impossible levels of difficulty.
    • Players shouldn’t be required and locked in step in the story
    • They have the option to retreat and attempt to run away if they don’t want to fight
  • For a fair and challenging fight, keep in mind of balancing the enemies with the players

3 of 14

Combat Positions

  • Combat can be played one of two ways in either
    • Theater of the mind
      • Using imagination; Good for short encounters demanding little to keep track of what’s happening.
    • Battlemaps
      • A restrictive method that offers easy location of each player and enemy
  • Battles are basically
    • Roll Initiative (d20 + Dexterity modifier). Rolling once for each group of monsters makes the combat much easier. These determine rolls
      • Certain abilities improve these Initiative rolls
    • Each combatant acts in initiative order. On its turn, it can move AND take one action (typically an attack).

4 of 14

Balancing Encounters

  • Many factors affect combat in both enemies and players alike such as:
    • Action Economy (how many times one takes their turn)
    • Abilities
    • Weaknesses/vulnerabilities
    • Spells (environmental/utility)
    • Items
    • Damage and damage types
    • Health
    • Player feats
    • Skill proficiencies
    • Movement abilities
    • Saving throws
  • This is many times more difficult to plan for when the players aren’t fighting a prepared encounter

5 of 14

Clarity of the Players

  • Make sure players have the understanding what are the implications of their characters and how that affect their personal story
    • You may have to remind them about the implications of their character
  • Make sure player understand that their own abilities and skills so for example:
      • That despite being a Cleric or Druid who has been gifted divine or magical powers doesn’t necessarily mean that themselves know about religious institutions or nature
      • Player background doesn’t define their power or levels. A person could literally be the child of two gods, BUT since they chose to be a player then they’re just a killable character like everyone else.

6 of 14

Clarity of the World

  • Understand that the players don’t have an understanding of the universe that you do
    • Through either experiences or dialogue introduce the players to the world they’re in
  • Make the players understand the implications of their actions
    • Their actions could have the impact on other NPCs, players, or the actual setting
  • Make it clear that actions have consequences, but don’t spoil those consequences
    • Make sure consequences aren’t unexplained after the fact

7 of 14

Magical Items/Artifacts of Power

  • All magical items are incredible artifacts of wonder and power
    • Recognize that magical items should be sparced out given their applications
      • Uncommon items such as a +1 longsword can be found as early as level 2, but shouldn’t be given to everyone
    • The acquiring of magical items should be spaced out as so
      • All or almost all party members at level 5 would have at least 1 uncommon item
      • All or almost all party members at level 10 would have at least 1 rare item
      • All or almost all party members at level 15 would have at least 1 very rare
    • Legendary items are never bought, but earned through great feats or by significant reasons
  • Additionally, almost always magical items aren’t bought in public shops so unique vendors can be used to do this.
    • Magical items as a whole are usually found or earned through interesting circumstances, not always in fights

8 of 14

The Issues of Memorability

  • Don’t narrate the personal emotions or actions of the players
    • They have their agency and therefore would prefer to make actions of their own free will
  • If people are at the session and don’t pay attention to what is being said (beyond a misunderstanding)
    • Suggest that they takes notes so they’re able to remember important plot details
    • Give them a short summary of what’s happened so far, but beyond that don’t spend time telling them what has happened in the session
    • Use voices however good or bad to create a memory
  • Steal story elements and ideas as this game isn’t in the public
    • You’re free to steal ideas from any other intellectual property or a real life location makes it easier to introduce in the story
    • Similar ideas such as say a “magical academy that fights local cultists” or

9 of 14

Encounters

  • Always keep in mind Difficulty Class (DC). It means the number you need to hit or beat to succeed at a roll. It ranges from rolls of 5-30
    • Just as AC (Armor Class) is the number you need to hit or beat in order to strike an enemy with a weapon.
    • Difficulty Class wouldn’t be used for easy tasks such as walking normally or an actual impossible task like bargaining with a murderous and bloodthirsty monster like a mindless zombie
  • Recognize environmental or local effects for example:
    • Nearby townspeople who are witness to a crime
    • The spacing of certain objects and individuals
      • How close you are from the enemy?
  • Simplify the scene for ease of decision making
    • Don’t ask for exact positions of say “where they’re sitting at” unless it’s important
      • Whether or not one of them sits next to a target

10 of 14

Keeping Resources at Hand

  • Always keep a reference at hand to look at rules and encounters to be prepared into what happens
    • However this is for reference only and not to be relied. Story elements would need to be improvised if the players do something unexpected.
  • Take time to consider your decisions
    • It’s never bad to take some time to think about the implications or the requirements of an action like say
      • “Am I able to use this weapon without training?”
      • “I want to roll to see if I could manipulate this object in some way”
  • Don’t memorize information that’s the purpose of having a reference. It all matters about the application of what you have.

11 of 14

Having a Clear Voice

      • Understand the descriptions you give out as the Dungeon Master is separate from you speaking outside the role of the narrator:
    • Sam: “Ok, time to introduce Todd. You all hear a thud from the outside”
    • Alfonso: “Hi there Todd, who are you”
    • Sam: “Todd isn’t here in the room right now. I mean to say Todd is going to be introduced NOT that he is introduced”
  • If there is an issue with the scene given
    • If there was a misunderstanding
      • Correct the scene and insure that the player
    • If there wasn’t enough information
      • Then paint the scene with more descriptions such as sounds and sights

12 of 14

Improvisations & Prepwork

  • Be expected to improvise knowledge as more likely than not the player would do something you didn’t prepare for.
    • Doing the quest in a far different way
    • Asking for information that wasn’t prepared
      • Appropriately determine the roll for the situation
  • Have players give feedback on what they want from the game so you’re able to make enjoyable experience
    • Whether or not they have problems with the mechanics of the game, their character, the story, or other players
    • Your first priority isn’t writing a story novel but giving your players a fun game to play
  • More likely than not expect to use content at all
    • Players have the free will to get off the predicted story and that’s okay
    • It’s better to give the players agency in this game than it is to lay a railroad that they must follow to the letter
    • You can still incorporate written content in other ways if the opportunity arises

13 of 14

Gamemaster Warnings

  • Be wary of personal homebrew
    • The base game is balanced as is through the efforts of entire teams. Be wary of quickly introducing a custom ability without considering its power and impact
  • Don’t be Married to the Story
    • You may find enjoyment in the story and lore you create, however if that isn’t what interests the players then try something else
    • Try introducing more action into the story
  • The Trap of Worldbuilding
    • To a certain you create the world, however this isn’t the game. The world determines current events and consequences of the players’ actions
  • Avoid Splitting the Party
    • Weakens the party dynamic and splits the attention of not only yourself, but also your players who are waiting on standby

14 of 14

Gamemaster Suggestions

  • Familiarity builds consistency with the game. Consistent rules mean there is no surprise or question of the rules
  • Build up challenges not impossibility meaning players aren’t super powerful, but no discouraged
  • Use a Session 0 to acquaint yourself and the players with their characters
  • Create intrigue & reason for encounters. Make a reason of why things happen however random
    • Why do these trolls attack in the swamp?
  • Let the players quit quests, drop missions, retreat battles so they’re not locked into a decision