INTRODUCTION
The format of this book is
simple and straightforward.
The first sections pertain
to material contained in the PLAYERS HANDBOOK,
and each pertinent section
is in corresponding order.
Much information was purposely
omitted from the latter work, as it is data which would not normally be
known -- at least initially -- to a person of the nature which this game
presupposes, i.e. an adventurer in a world of swords & sorcery.
It is incumbent upon all
DMs to be thoroughly conversant with the PLAYERS
HANDBOOK,
and at the same time you
must also know the additional information which is given in this volume,
for it rounds out and completes
the whole. While players will know that they must decide upon an alignment,
for example,
you, the DM, will further
know that each and every action they take will be mentally recorded by
you;
and at adventure’s end you
will secretly note any PC movement on the alignment
graph.
After the material which
pertains directly to the PLAYERS HANDBOOK
comes the information which supplements and augments.
There is a
large section which lists and explains the numerous magical
items.
There are sections on the
development of the campaign milieu, dungeon
design, random creation of wilderness and dungeon levels, and the development
of NPCs. In fact, what I have attempted is to cram
everything vital to The Game into this book, so
that you will be as completely equipped as possible to face the ravenous
packs of players lurking in the shadows, waiting to pounce upon the unwary
referee and devour him or her at the first opportunity.
Thus, besides the systems, I have made every effort to give the reasoning and justification for the game. Of course the ultimate reason and justification is a playable and interesting game, and how much rationalization can actually go into a fantasy game? There is some, at least, as you will see, for if the game is fantasy, there is a basis for much of what is contained herein, even though it be firmly grounded on worlds of make-believe. And while there are no optionals for the major systems of ADVANCED D&D (for uniformity of rules and procedures from game to game, campaign to campaign, is stressed), there are plenty of areas where your own creativity and imagination are not bounded by the parameters of the Game system.
These are sections where
only a few hints and suggestions are given, and the rest left to the DM.
There is so much that could have been included herein that a maior part
of authoring this volume was deciding what would be omitted! The criterion
was usefulness. 1st came material which was absolutely vital to play, then
came the inclusion of what would be most helpful to you, and finally
interesting items of broad
appeal which tend to improve the flavor of a campaign
were sifted into the work. Material included was written with on eye towards
playability && expedition. The Fun of The Game
is action && drama.
The challenge of problem solving is secondary. Long and drawn out operations
by the referee irritate the players. More ”realistic” combat systems could
certainly have been included here, but they have no real part in a game
for a group of players having an exciting adventure. If you will do your
best to keep the excitement level of your games at a peak, you will be
doing yourself and your participants a favor which will be evident when
players keep coming back for more.
The final word, then, is
the game.
Read how and why the system
is as it is, follow the parameters, and then cut portions as needed to
maintain excitement.
For example,
the rules call for wandering monsters, but these can be not only irritating
- if not deadly - but the appearance of such con actually spoil a game
by interfering with an orderly expedition.
You have set up an area full of clever tricks and traps, populated it with
well thought-out creature complexes,
given clues about it to pique players’ interest,
and the group has worked hard to supply themselves with everything by way
of information and equipment they will need to face and
overcome the imagined perils.
They are gathered together and eager to spend an enjoyable evening playing
their favorite game,
with the expectation of going to a new, strange area and doing their best
to triumph.
They are willing to accept the hazards of the dice, be it loss of items,
wounding, insanity, disease, death,
as long as the process is exciting.
But lo!, everytime you throw the ”monster die” a wandering nasty is indicated,
and the party’s strength is spent trying to fight their way into the area.
Spells expended, battered and wounded, the characters trek back to their
base.
Expectations have been dashed, and probably interest too, by random chance.
Rather than spoil such an otherwise enjoyable time, omit the wandering
monsters indicated by the die.
No, don’t allow the party to kill them easily or escape unnaturally, for
that goes contrary to the major precepts of the game.
Wandering monsters, however, are included for two reasons, as is explained
in the section about them.
If a party deserves to have these beasties inflicted upon them, that is
another matter,
but in the example above it is assumed that they are doing everything possible
to travel quickly and quietly to their planned destination.
If your work as a DM has been sufficient, the players will have all they
can handle upon arrival, so let them get there, give them a chance.
The game is the thing, and
certain rules can be distorted or disregarded
altogether in favor of play. <colors added>
Know the game systems, and
you will know how and when to take upon yourself the ultimate power.
To become the final arbiter,
rather than the interpreter of the rules, can be a difficult and demanding
task, and it cannot
be undertaken lightly, for
your players expect to play this game, not one made up on the spot.
By the same token, they
are playing the game the way you, their DM, imagines and creates it.
Remembering that the game
is greater than its parts, and knowing all of the parts,
you will have overcome the
greater part of the challenge of being a referee.
Being a true DM requires
cleverness and imagination which no set of rules books can bestow.
Seeing that you were clever
enough to buy this volume,
and you have enough imagination
to desire to become the maker of a fantasy world,
you are almost there already!
Read and become familiar
with the contents of this work and the one written for players,
learn your monsters, and
spice things up with some pantheons of super-powerful beings.
Then put your judging and
refereeing ability into the creation of your own personal milieu,
and you have donned the
mantle of Dungeon Master.
Welcome to the exalted ranks
of the overworked and harrassed, whose cleverness and imagination are all
too often unappreciated by cloddish characters whose only thought in life
is to loot, pillage, slay, and who fail to appreciate the hours of preparation
which went into the creation of what they aim to destroy as cheaply and
quickly as possible.
As a DM you must live by
the immortal words of the sage who said:
“Never give a sucker an even break.”
Also, don‘t be a sucker
for your players, for you‘d better be sure they follow sage advice too.
As the DM, you have to prove
in every game that you are still the best.
This book is dedicated to
helping to assure that you are.
- DMG.9
*
Komus the Conjuror wrote:
Hello Gary:
Wow I can't believe you're being asked recipes...I mean, you're like a god to me and my friends who grew up enamored with your incredible creative masterpieces. Your ideas really found their rightful place in the excellence of your expression. Few writers I read today can inspire as much as some of your writings have done.
Sorry to be kissing butt here but I wanted to say that, being as I am autistic, I had a very troubled and difficult childhood that was made better because of D&D and AD&D. I realize you've moved on from these, and that you're happy the way things turned out, after all what can one accomplish by dwelling on the past right? Even so, I for one wish TSR would've been spared its demise. To my mind, nothing beats the original RPG. I still have all my hardcover AD&D books except the DMG (and I miss it as it was my very first AD&D book), which was lost a few years ago. Anyway, your works have meant alot to alot of people, I'm sure you know that but I wanted to say it regardless. I do wish you many, many years of fun gaming and I'm glad you're so generous with your valuable time as to speak with everyday gamers like this.
Cheers!
Dan
Hi Dan,
My thanks for the kind words.
Well, cooking is creative too, so why not an occassional post about that?
As a matter of fact, I had
a really difficult childhood too--mainly because I was a difficult child.
Chess and other games, as
well as much reading, helped to keep my head on a bit straight.
You should pick up another DMG methinks.
Cheers,
Gary
<bold color added>
Howdy SpiralBound
Clearly you are most serious about this matter, and I relate to what you are saying
If I were to write a rule regarding rules, I believe I would do it in this general way:
While this work contains clear, concise, and complete rules for the game, they are not graven in stone. Each Dungeon Master is unique, as if the player group. Together they develop a special world of their own, the campaign setting. As this environment is created by the group, the rules that govern it must suit their needs. In short, the DM has carte blanch to alter the game rules, doing so with the advice and concent of the players if a wise game master.
FWIW,
Gary