Description

Book Synopsis
Now updated--the insider's guide that shows Dungeons & Dragons enthusiasts how to run their own D&D games More than 4. 6 million North Americans currently play Dungeons & Dragons, the granddaddy of all fantasy roleplaying games. For every D&D game, there's a Dungeon Master--the person who directs the storyline and acts as a referee.

Table of Contents
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: Your First Adventure: Kobold Hall.

Part II: Advanced Dungeon Mastering.

Chapter 8: Running an Ongoing Game.

Chapter 9: Choosing Your Game Style.

Chapter 10: Creating Excitement at the Game Table.

Chapter 11: Growing Your Game.

Chapter 12: Using Every Available Resource.

Part III: Creating Adventures.

Chapter 13: Tools of the Trade.

Chapter 14: The Dungeon Adventure.

Chapter 15: The Wilderness Adventure.

Chapter 16: The Event-Based Adventure.

Chapter 17: The Randomly Generated Adventure.

Chapter 18: Paragon and Epic Adventures.

Chapter 19: Sample Dungeon: The Necromancer’s Apprentice.

Part IV: Building a Campaign.

Chapter 20: Building a Continuous Story.

Chapter 21: Creating Memorable Villains.

Chapter 22: Bringing the World to Life.

Part V: The Part of Tens.

Chapter 23: Ten Heroic Encounters.

Chapter 24: Ten Paragon Encounters.

Chapter 25: Ten Things to Avoid When DMing.

Chapter 26: Ten Things to Do All the Time When DMing.

Index.

Dungeon Master For Dummies

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    £20.39

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    RRP £23.99 – you save £3.60 (15%)

    Order before 4pm tomorrow for delivery by Wed 10 Jun 2026.

    A Paperback / softback by James Wyatt, Bill Slavicsek, Richard Baker

    2 in stock


      View other formats and editions of Dungeon Master For Dummies by James Wyatt

      Publisher: John Wiley & Sons Inc
      Publication Date: 14/11/2008
      ISBN13: 9780470292914, 978-0470292914
      ISBN10: 0470292911

      Description

      Book Synopsis
      Now updated--the insider's guide that shows Dungeons & Dragons enthusiasts how to run their own D&D games More than 4. 6 million North Americans currently play Dungeons & Dragons, the granddaddy of all fantasy roleplaying games. For every D&D game, there's a Dungeon Master--the person who directs the storyline and acts as a referee.

      Table of Contents
      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: Your First Adventure: Kobold Hall.

      Part II: Advanced Dungeon Mastering.

      Chapter 8: Running an Ongoing Game.

      Chapter 9: Choosing Your Game Style.

      Chapter 10: Creating Excitement at the Game Table.

      Chapter 11: Growing Your Game.

      Chapter 12: Using Every Available Resource.

      Part III: Creating Adventures.

      Chapter 13: Tools of the Trade.

      Chapter 14: The Dungeon Adventure.

      Chapter 15: The Wilderness Adventure.

      Chapter 16: The Event-Based Adventure.

      Chapter 17: The Randomly Generated Adventure.

      Chapter 18: Paragon and Epic Adventures.

      Chapter 19: Sample Dungeon: The Necromancer’s Apprentice.

      Part IV: Building a Campaign.

      Chapter 20: Building a Continuous Story.

      Chapter 21: Creating Memorable Villains.

      Chapter 22: Bringing the World to Life.

      Part V: The Part of Tens.

      Chapter 23: Ten Heroic Encounters.

      Chapter 24: Ten Paragon Encounters.

      Chapter 25: Ten Things to Avoid When DMing.

      Chapter 26: Ten Things to Do All the Time When DMing.

      Index.

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