Dungeon Master

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For other uses, see Dungeon Master (disambiguation).

In the Dungeons & Dragons 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.

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.

[edit] Role of Dungeon Master

The Dungeon Master prepares the game session for the players and the characters they play (known as player characters or PCs). The DM describes the events and decides on the outcomes of players' decisions. The Dungeon Master also keeps track of non-player characters (NPCs) and random encounters, as well as of the general state of the game world.

The game session (or "adventure") can be metaphorically described as a play, in which the players are the lead actors, and the DM provides the stage, the scenery, the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters.

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.

DMs may run their game as frequently or infrequently as they wish; some gamers meet once a week or once a month, others only two or three times a year. A DM can easily run one-shot, unconnected adventures each time their gaming group convenes; in this case there is no connected plot, and the players can choose to play different characters in each session. However, a devoted Dungeon Master can string many such adventures into a campaign, in which the same heroes fight many different monsters and a few recurring villains, gaining treasure, reputation and power as they go. Such campaigns can last for years, even decades, earning a great deal of loyalty from their players, even as some players join or leave the game along the way.

A good Dungeon Master draws the players into the adventure, making it enjoyable for everyone. Good Dungeon Masters have quick minds, sharp wits, and rich imaginations. A Dungeon Master must also maintain game balance: hideously overpowered monsters or players are no fun.

Just as there are good DMs, bad DMs also exist. One of these is the rare but well-known type known as the "killer DM". This type of Dungeon Master enjoys killing the PCs, meaning that the imaginary character "dies" in the same way a character in a novel might -- they cannot go forward in the story, short of in-game mechanics like magical resurrection. The DM might get satisfaction out of creating monsters with very powerful game statistics, or designing fiendish traps that are virtually impossible for the characters to escape, but such a DM is likely to have trouble keeping players coming back for more adventures.

On the other end of the spectrum, there are DMs who try to fulfill all of the desires of their players by giving the PCs an easy time of acquiring experience and treasure. These easy DMs are often called "Monty Haul" DMs, a reference to the game show host Monty Hall.

Long-time role-players often joke about their experiences with bad DMs.


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