Dungeoncraft Ray Winninger
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Dungeoncraft Ray Winninger A 29-part series of articles which appeared in Dragon Magazine from 1997 to 1999: a comprehensive look at the process of traditional dungeon-based game-mastering. Preserved by John H. Kim at http://www.darkshire.net/jhkim/rpg/dnd/dungeoncraft/ Table of Contents 1 Should I DM? et al............................................4 2 World Building, Part I.....................................22 3 World Building, Part II....................................43 4 World Building, Part III...................................72 5 Character Names...........................................100 6 Home Base....................................................114 7 The Rumor Mill and Maps............................129 8 Four Things You Can (and Should!) Do With NPCs................................................................149 9 The Anatomy of an NPC...............................164 10 Mapping the Wilderness..............................182 11 Wilderness Features.....................................195 12 Challenging the Players...............................213 13 Challenging the Characters.........................227 14 Creating an Adventure Concept..................241 15 Starting Adventure Maps.............................263 16 Identifying the Sub-Goals...........................273 17 Preparing for the First Session....................290 18 Tools............................................................310 19 Action and Reaction....................................328 20 Your Game's Voice......................................344 21 I've Got a Secret, Part I...............................360 22 I've Got a Secret, Part II..............................377 23 Migrating to Third Edition..........................398 24 Newfangled Fighting...................................411 25 Let's Take It From the Top..........................425 26 Let's Take It From the Top II.......................441 27 Off to the Races...........................................456 28 Gotta Have Faith, Part I..............................474 29 Gotta Have Faith, Part II.............................489 Rules of Dungeoncraft.....................................514 1 Should I DM? et al. From Dragon Magazine 255 The Advanced Dungeons & Dragons (AD&D) game is a game of the imagination. It's this characteristic more than any other that sets AD&D apart from chess, checkers, charades, poker, Monopoly, Chutes and Ladders, Space Invaders, and just about any other game that comes to mind. All of these other games are defined by their rules-pass "Go" to collect $200, a flush beats a straight, and so forth. The AD&D game, on the other hand, doesn't really have any rules. The Player's Handbook and Dungeon Master Guide aren't full of rules in the conventional sense-they're more like suggestions. AD&D players are expected to take these suggestions and use them to create their own games ideally suited to their own tastes. As a result, each AD&D session can be a unique and rewarding experience. It isn't just a game; it's an educational experience, a social event, and an outlet for creative energy. Because there are no absolute rules to fall back on, however, the AD&D game is only as much fun as the players can make it. A game of the imagination isn't very interesting unless the players are inventive. As both referee and guardian of the game world, much of this creative burden rests squarely on the shoulders of the Dungeon Master (DM). Good DMing is the key to a rewarding AD&D campaign. A good DM can make the most mundane adventures come to life, while all the rulebooks and dice in the world can't save the ailing campaign of a poor DM. A good DM is a writer, actor, game designer, storyteller, and referee all rolled into one. Taking on all these roles is not easy; effective DMing is more art than science. Beginning with this issue, Dragon Magazine devotes a few pages each month to exploring the art of Dungeoncraft. In the months ahead, you'll have an opportunity to peek behind the scenes as I prepare and run a complete AD&D campaign. Along the way, I'll discuss how I designed and ran various aspects of the campaign. I'll also give you tips for creating or improving your own campaigns and for handling special situations that arise during play. Future installments of this column will cover topics ranging from worldbuilding and character creation to dungeon design and playing effective NPCs. Although "Dungeoncraft" is an obvious starting point for beginners running their first games, experienced dungeon-crawlers should find plenty of interesting material in these pages as well. Along the way, you're bound to encounter some new rules, techniques, and tricks to help you spice up even a long-running campaign. Between "Dungeoncraft," the monthly "Sage Advice" rules column, and the occasional "Dungeon Mastery" articles on special topics related to DMing, each issue of Dragon Magazine should provide just about any DM with plenty of food for thought. "Dungeoncraft" will include advice on how to handle the sticky situations that arise in your own games. Need advice on how to deal with a "difficult" player? Wondering how much treasure to place in your dungeons? Want to know how to run a doppleganger effectively? If so, drop me a line at the address above. With all that out of the way, we can move on to this month's topic: getting started. A good DM knows that lots of prep time is necessary before building a new campaign. There are maps to draw, stories to write, characters to create, and dungeons to stock. Because the many tasks that must be completed before beginning play are obviously interconnected, it's sometimes difficult to decide where to begin. Begin by asking yourself a few key questions. Although a couple of these queries might sound a bit trite, having clear answers in mind for each of them up front is bound to save you lots of time and headaches later. In order, the key questions are: 1. Should I DM? Running your own AD&D campaign can be incredibly rewarding. In essence, you get to create an entire world, write its history, populate it as you see fit, and craft your own legends. What's more, if your campaign is effective, you might experience the unique satisfaction of creating something that eventually attains a depth and a life of its own. Some AD&D campaigns have run for twenty years or more and have generated enough tales to fill several volumes. On the other hand, you should recognize that DMing isn't a responsibility to be assumed lightly. Before you begin, you should take some time to make sure that you're ready to start a game. DMs face two real problems. The first is a lack of time. While it's certainly enjoyable work, preparing and running an AD&D campaign is just that-work. In the early going, you should count on spending three to four hours per week (in addition to actual playing time) preparing adventures, drawing maps, and adding little details to your setting. If you don't have the time to spend, don't even try to run the game; you'll only frustrate your players. You can significantly decrease prep time by using published adventures and settings, but as a practical rule, you're likely to get only as much out of these products as you're willing to put into them. Never try to run a published adventure without reading it thoroughly prior to play. The second problem facing DMs is a lack of restraint. If you think you'd rather be a player, don't DM. Part of the DM's job is to let the players grab center stage. A good DM always gives the players the last word and lets them decide what happens next. While this advice might sound straightforward, losing sight of it has been the downfall of many a campaign. Once play begins, you're going to have to resist the urge to use favorite NPCs to steal the spotlight from the players. You'll also need to keep an open mind about the outcome of the adventures and storylines you create lest you steer the players toward the endings you favor. Ultimately, the stories arising from your campaign belong to the players. If you have a problem with that, let someone else run the game. "False starts" can waste a lot of time (yours and the players') and they inevitably make it even harder to set up a viable game later. 2. How Many Players Do I Want? Where Will I Find Them? Unlike a lot of newer roleplaying games, AD&D works best with a lot of players. Think of the ideal AD&D adventuring party-you need at least a couple of fighters to engage monsters and protect the weaker adventurers in combat, a cleric to cast healing spells, a thief to deal with tricks and traps, and a wizard or two to decipher magical clues and provide an extra punch in important battles. If any of these key roles aren't filled, the players are bound to run into trouble; many AD&D supplements were designed under the assumption that all these skills would be available to the players' party. Similarly, it is nice if one or two of the players choose to play nonhuman races, giving the party even more capabilities and flexibility with regards to language, etc. Because players are free to choose any role they wish, it's wise to plan on four or more players to guarantee a well-balanced party. If your players are willing to give up some of their options while creating their characters, you might get away with only four or five players (more on this in a later installment devoted to character creation). Playing with fewer than four players is likely to prove difficult in all but the most unusual campaigns. On the upper end, you'll want to limit yourself to eight or ten players as a general rule. With more than ten players, it's easy to lose control of the game.