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Encyclopedia > Dungeon Master

In the Dungeons & Dragons (D&D) role-playing game, the Dungeon Master (abbreviated as DM) is a selected player who describes the game to the other players. In effect, the Dungeon Master creates the entire world and allows the players (the DM is usually not described as a player) to interact with that world. Dungeon Master may mean: Dungeon Master (or dungeonmaster or DM), the organizer of a Dungeons & Dragons role-playing game Gamemaster, the generic term used by other role-playing gaming companies Dungeon Master (computer game), the first 3D realtime role-playing computer game Dungeon Master, a main character on the Dungeons... It has been suggested that this article be split into multiple articles. ... A role-playing game (RPG, often roleplaying game) is a type of game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. ...


The title was invented for the TSR Dungeons & Dragons RPG, and was introduced in the second supplement to the game rules (Blackmoor). To avoid infringement of TSR's copyrights, and to describe referees in role-playing genres other than swords and sorcery, other gaming companies use more generic terms, like Game Master or Storyteller. TSR was a company formed as Tactical Studies Rules in 1972 by Gary Gygax and Don Kaye (and others later) to publish the rule set for the Dungeons & Dragons role-playing game. ... A role-playing game (RPG, often roleplaying game) is a type of game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. ... Copyright symbol Copyright is a set of exclusive rights regulating the use of a particular expression of an idea or information. ... This article is about a fantasy sub-genre. ... This article refers to the role-playing game term. ... The Storyteller System (now called The Storytelling System), is the basic set of game mechanics in the role-playing games published by White Wolf Game Studio. ...


Role of Dungeon Master

The Dungeon Master (DM) presides over each D&D game session, serving as both storyteller and referee. As such, he/she is responsible for preparing each game session, and must have a thorough understanding of the game rules. Since the inception of the Advanced Dungeons & Dragons system in 1977, these rules have been contained in three hardbound books: the Player's Handbook, Dungeon Master's Guide and Monster Manual. Many other rulebooks exist as well, but these are not required for conducting the game. Players Handbook for D&D version 3. ... Dungeon Masters Guide for D&D version 3. ... Current Monster Manual (v3. ...


In storyteller role, the DM describes the events of the D&D game session and makes decisions about the course of a game session based on the decisions made by the players. As described in the main article on Dungeons & Dragons, each player generates a fictional player character (PC) who plays within the game session. The DM develops the plot and setting in which these PCs participate. The DM keeps track of non-player characters (NPCs), as well as random encounters with monsters that antagonize the PCs. The DM is also responsible for developing the game campaign and the game world. It has been suggested that this article be split into multiple articles. ...


Another aspect of dungeon mastering is that the DM is not required to follow the rules per se. Indeed, he/she has the authority to modify or even remove rules that might not fit into his/her game. This license, however, comes with great responsibility. The game system as published is (supposedly) balanced; the DM must ensure that any changes he/she makes maintains such balance.


The game session is typically known as an "adventure". It can be metaphorically described as an act within stage play, where the players are the lead actors. In this analogy, the DM provides the stage, the scenery, and the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters.


A series of adventures generally compose a campaign. Using the stage play analogy, a campaign would comprise all acts of said play. While each adventure may have its own story arc, they are usually parts of the larger story arc of the campaign. The DM strings individual adventures into this campaign, in which the same heroes (PCs) fight many different monsters and a few recurring villains; the PCs gain treasure, reputation and power as they go. Such campaigns can last for years or decades, earning a great deal of loyalty from their players.


Beyond the campaign is the "game world". This vast construct is typical of many fantasy novels, such as J.R.R. Tolkien's Middle Earth or Robert E. Howard's Conan saga. DMs may choose to run a game based on a published game world, with the maps and history already in place; such game worlds often have pre-written adventures. Alternately, the DM may build their own world and script their own adventures. J. R. R. Tolkien in 1916. ... A map of the north-western part of Tolkiens Middle-earth at the end of the Third Age Middle-earth is the literal translation of the Middle English term middel-erde, which developed from Old English middangeard. ... Robert Ervin Howard (January 22, 1906 – June 11, 1936)[1] was a classic American pulp writer of fantasy, horror, historical adventure, boxing, western, and detective fiction. ... Conan is the anglicized version of the Gaelic male name Conán, which means little wolf or little hound, derived from cú (grammatically changed to con), meaning hound or wolf, and the diminutive suffix án. ...


DMs may run their game as frequently as they wish; some gamers meet weekly or monthly, while others may only meet two or three times a year. A DM can also run a single adventure otherwise unconnected with a campaign or game world. In this latter case there is no connected plot, and the players can choose to play different characters in each session.


External links


  Results from FactBites:
 
Dungeon Master's Guide - Wikipedia, the free encyclopedia (578 words)
While all players, including the Dungeon Master, are expected to have to be able to refer to a copy of the Player's Handbook, only the Dungeon Master is expected to refer to the Dungeon Master's Guide or Monster Manual during gameplay.
The generator allowed, by the rolling of dice, to generate a dungeon adventure "on the fly." A dungeon complete with passageways, rooms, treasure, monsters and other encounters could easily and randomly be constructed as the player progressed.
For many players, the three core rulebooks were referred to so often that some dungeon masters wore out one or more copies of each book over the years.
  More results at FactBites »


 

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