Page 34 - Dungeon Master's Guide
P. 34

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



             CHAPTER 1  I A WORLD  OF YOUR OWN
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