By Wizards RPG Team
Every little thing a Dungeon grasp must weave mythical tales for the world’s maximum roleplaying game
The Dungeon Master’s advisor presents the foundation and the tips you must spark your mind's eye and create worlds of experience on your gamers to discover and enjoy.
Inside you’ll locate world-building instruments, counsel and tips for growing memorable dungeons and adventures, non-compulsory online game ideas, hundreds of thousands of vintage D&D magic goods, and masses more!
• The 3rd of 3 middle rulebooks, this e-book comprises instruments a Dungeon grasp must offer desirable tales and online game play.
• a good source for brand new and latest Dungeons Masters to have interaction in either event and global construction, with principles, directions, and sage recommendation from the game’s specialists.
• Created as a part of a major public playtest regarding greater than 170,000 fanatics of the sport.
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Extra info for Dungeons & Dragons: Dungeon Master's Guide
Is the game full of varied D&D elements, or does it center on a theme such as horror? • Is the game for all ages, or does it involve mature themes? Are you comfortable with moral ambiguity, such as allowing the characters to explore whether the end justifies the means? Or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden? CHARACTER NAMES Part of your campaign style has to do with naming characters. It's a good idea to establish some ground rules with your players at the start of a new campaign.
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land , transforming into a nature spirit of a particular place or an aspect of the wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold for thousands of years, or establish guilds or orders that keep the adventurers' principles and dreams alive.
Other portals are tions-ci rcles of standing stones, soari ng towers, ing ships, or even whole towns-that exist in tiple planes at once or flicker from one plane to - ther. Some are vortices, joining an Elemental Plane - a ve ry similar location on the Material Plane, such e heart of a volcano (leading to the· Plane of Fire) or depths of the ocean (to the Plane of Water). ing through a planar portal can be the simplest _-w travel from the Material Plane to a desired arion on another plane. Most of the time, though, a :tal presents an adventure in itself.