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448 lines
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448 lines
39 KiB
Plaintext
Episode: 2757
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Title: HPR2757: How to DM
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2757/hpr2757.mp3
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Transcribed: 2025-10-19 16:25:42
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---
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This is HPR Episode 2,757 entitled, how to DM, and is part of the series, tabletop gaming.
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It is hosted by Klaatu and is about 45 minutes long, and carries a clean flag.
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The summary is, Klaatu explains how to DM an RPG, and lost in wrongs demonstrates, step by step, how to build a dungeon.
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This episode of HPR is brought to you by an honest host.com.
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Get 15% discount on all shared hosting with the offer code, HPR15, that's HPR15.
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Better web hosting that's honest and fair at An HonestHose.com.
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Hey everybody, this is Klaatu, you're listening to Hacker Public Radio.
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I've gotten a lot of great feedback over the last couple of months on the Interface Zero playthrough that I did with Taj and Loboth,
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and good feedback on the episode that I did with lost in wrongs about getting started with RPGs.
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But people have also told me that one of the biggest blockers to actually getting started with an RPG,
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like actually making one happen for themselves, is knowing what to do as the GM, as the game master.
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Now I've read lots of rulebooks in my time, I really enjoy reading RPG rulebooks and even GM guides,
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and it seems to me that most of them assume you've either played an RPG before, and so you've seen an example of a game master at play,
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or you've seen one on YouTube or Twitch or some podcast.
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It's usually a safe assumption to be fair, but it's easy to forget all of those great examples that you've seen when you're under pressure.
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So in this episode, lost in wrongs and I are going to provide you with some clear and direct instructions on what exactly a GM does.
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Here's a quick caveat about the term GM and DM. GM is game master, DM is dungeon master.
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A DM is the original term from dungeons and dragons, because generally the campaigns, the adventures that you would play,
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were set in a literal dungeon, and so the dungeon master would run the dungeon, and you would run the player, and that's that made sense.
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As D&D evolved and other RPGs came into existence, the term DM became very specific to dungeons and dragons.
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And so GM, game master, is the generified version of that, especially since a lot of RPGs aren't set in a dungeon,
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and it doesn't really make sense to have a dungeon master in a game set in a post-apocalyptic megalopolis.
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So I use them interchangeably, just based on what my tongue decides to do at any given moment.
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So if I say DM or GM, it's the same thing, but without further ado, here is exactly what a GM or a DM does during a game.
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This is everything you need to know. You can stop listening to this episode after I provide you this list if you listen very, very carefully.
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So here's the short version. It's only two items, item zero. Tell the players where they are and what they see around them.
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Item one, listen to the players when they tell you what they want to do.
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Item two, tell the players the outcome of their actions based on your privileged knowledge of the game world or on the role of a dice.
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That's it. You loop over that sequence, and suddenly your game mastering.
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But that makes for a short episode, and anyway, there are details about the process that we can talk about to make you feel more comfortable with the prospect of deciphering a game world
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with your friends. To that end, Lost in Bronx and I have started a website dedicated to gaming. You should check it out.
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You should subscribe to the RSS feed. We discuss everything game related there, plus a little tech, and all manner of topics of interest to geeks and hackers.
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And probably possibly you. So I've given you the loop. I've given you the thing to iterate through over and over as the game goes on.
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But that only explains your function as the game master. It doesn't really explain how the game is created and built.
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There are lots of different ways to do this, and one of the ways is to build it yourself.
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This is actually an expectation built into games like Dungeons and Dragons and lots of other games, because they provide you the rules, the game engine,
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and then expect that you, the game master, are going to actually build the story.
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So how is that done? Well, Lost in Bronx, as it turns out, has done this sort of thing for years and years and years.
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And so I'm going to turn to him for the original and arguably most correct answer on this process.
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You'll know it's time to listen for Lost in Bronx when Tinkerbell turns the page.
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Right off the bat, it's important to understand that every game master is different.
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No two styles of running a game match completely, nor should they.
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And while there is no one correct way to run a game, there are plenty of ways to do it poorly.
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The GM wears many hats, but in my opinion, the most important duty is to make sure that everyone is having a good time.
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Your players are giving you an evening out of their lives.
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Next week, they'll probably give you another.
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It's your job to make sure that time isn't wasted.
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By definition, games, even role-playing games, are a form of entertainment,
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like reading a book, watching a movie, or enjoying the circus.
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When you go to that, the GM is the ring master, presenting the show,
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while the players are both the audience and the main attraction.
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The GM controls the world, the people, the monsters, the history, even the weather.
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The GM controls everything, in fact, except for the player characters.
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A game master presents the situation, but it's the players who decide what to do with that information.
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Now, this is all pretty vague and describing RPGs as far less informative than playing them.
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If you are in doubt about how this type of gaming works,
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I encourage you to go and listen to Hacker Public Radio,
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episodes HPR2424242429243724442455.
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Platt 2's five parts cyberpunk adventure, Interface Zero,
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also known as job insecurity.
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These are excellent examples of actual gameplay.
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Even if you're already familiar with how RPGs are presented and experienced,
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you'll appreciate those shows.
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Now then, almost all games are divided into genre types,
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sword and sorcery, space opera, spies, superheroes, and pretty much everything else.
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And I mean everything.
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If there's a genre of fiction and storytelling that you enjoy,
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chances are there's a game or game setting for it somewhere.
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The most popular style of RPGs out there are fantasy.
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Think Lord of the Rings, think Harry Potter,
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think of anything in fact because all of it is possible.
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A staple of high fantasy gaming is the dungeon.
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That term has two meanings in this sort of game.
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First, the usual definition of what essentially amounts to the basement of a castle,
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complete with jails and irrigation rooms, storage rooms, and more.
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The other meaning refers specifically to a type of adventuring environment.
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Both of these are usually found underground,
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but an adventuring dungeon may have nothing to do with any castle.
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It might be a lost crypt, a cave system, an abandoned gold mine,
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or the layer of some horrid beast that's been terrorizing the countryside.
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In the dungeon, might be enemies, monsters, and treasure protected by deadly traps.
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Magic abounds, there might be puzzles, dark secrets, or a kidnap prince to rescue.
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As a new game master, you can start off in any manner you like,
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but a great way to get used to how the game works and how the whole process of providing
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an evening's entertainment to your friends or family works in this context
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is to create a dungeon from scratch and run your players through it.
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This episode assumes you own copies of any relevant rule books for the game.
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It's kind of hard to play without them.
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One simple game system I recommend, with which you can get started,
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is Brent P. Newhall's Fabulous Dungeon Raiders.
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That's available at DriveThruRPG.com for whatever you want to pay, including nothing.
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With Brent's permission, we've also put together a very slightly revised edition,
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which you can grab at MixedSignals.ML.
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It cleans up a few of the tables and such, same rules, though.
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We'll have a link for that in the show notes.
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Whatever game system you use, Dungeons generally require setup time,
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that is to say, you have to design it in advance.
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Clat 2 and I are currently working on ways to ease that burden,
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with the ultimate goal of eliminating the pre-work entirely.
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For now, let's talk about the traditional way to approach all this.
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We'll be following a step-by-step process, but understand,
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it's only one of an infinite possible number of them.
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Step 1. Create the countryside.
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Some GM say creating the world is the first step.
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Some say creating the godly pantheons for that world is the first.
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Some say it's the history or the fantasy races.
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They're not wrong, but trust me, when you're just starting out none of that stuff matters.
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In this example, you'll be running the players through a dungeon.
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That dungeon is out in the country, within the middle of a large forest.
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It will make the beginning and end of the adventure easier if you have a small village nearby
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where the player characters all live. We'll call it forestdale for the lack of anything better.
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In forestdale, there's an inn or tavern.
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This is where people get together, tell tall tales, and become inspired to go adventuring.
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Let's give it a name as well, the prancing unicorn. That's home base.
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Every player character knows this place, and everyone in it knows them.
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One of the stories being swapped at the unicorn lately is about a tribe of dangerous creatures
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living in an underground layer somewhere within the forest.
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They are led by an evil wizard, or so the tales go.
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They've been attacking farmers and merchants who travel through the roads and footpaths
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to forestdale so they may sell their goods. One of the merchants says he saw them escape
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down the western path near the old bridge. The player characters all know where that is.
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Something must be done, but who would be brave or foolhardy enough to even try?
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Assuming the player characters are those brave fools, they'll trek out to the old bridge and
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find a meandering path leading off to the west. Following this for an hour or more, they'll find
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a clearing surrounded by trees, vines, and shrubs. The mouth of the staircase leading to the dungeon
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is hidden behind some bushes. Looking carefully, the player characters will see many footprints
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coming and going. And that's the level of detail you need for your entire world right now,
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not much. You'll flesh out the rest of it in later adventures. This stuff is new, remember.
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No one wants huge amounts of detail just yet, least of all you. You'll have enough to juggle
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before this dungeon crawl is over. Trust me. Step 2. Create the dungeon floor plan.
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You don't want to do more work than you need to. Let's make this a single level dungeon.
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Later on, you can add a secret panel somewhere that reveals a set of stairs down to a second level,
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and from there a third, fourth, tenth or more. For now, it's one level hidden below the forest.
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It's dark, it's dangerous, it's plenty. Putting a dungeon together can be difficult,
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but it doesn't have to be. The traditional way to create one of these is to use graph or
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hex paper and draw out the floor map. Each square of the graph paper is equal to 10 feet on a side,
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or say three meters. You make note of all rooms, caves, doors, hallways, stairs up and down,
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floor traps, hidden doors, and anything else you want in there. Be sure to put a set of stone
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stairs that lead from the forest above down to this dank and gloomy dungeon.
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There are no standard symbols for the different things on the map, despite what anyone might tell you.
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This is a step by step, so for now, let's turn the paper landscape style, so the long way goes
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side to side. Holding it that way, at the top of the page, somewhere at or near the middle,
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outline one square of the graph paper with a pencil. Inside the square, draw three or four small
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lines at an angle. This will represent a set of stairs. Next to the stairs, write the letter U.
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This is the way to get to the forest above. Granted, it's how the player characters will come
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down here to begin with, but once they are here, they have to go up to leave, hence the U.
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If that's confusing, you can write to the forest above next to the square, maybe with a little
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arrow pointing up. Either way, this is how your player characters will get in and out of your dungeon.
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We're going to draw the floor plan from the top of the page down. The entire dungeon map will
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be on one side of the paper. In the corner, draw another arrow pointing up and put a letter N
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there. That's North. We'll be using compass directions from now on. Granted, when underground,
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it's hard to get your bearings without a compass, but for this dungeon, we won't worry about that.
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North, South, East, West, it makes life easy. Near the bottom of the page, South, draw a box right
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in the middle that's 10 by 10 squares in size. This is where the dungeon tunnels all will be
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leading and where we'll have the biggest fight of the adventure. We're setting that up now so we
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always know where we need to go when laying out tunnels and other rooms. Now go back to the stairs
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at the top of the page. Draw a long line from the lower edge of the stairs going west. Stop the line
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a square or two from the edge of the paper. Now do the same thing going east. Next move down one
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square and draw another line parallel to both of these going entirely from one side of the page
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to the other east to west. You've just created a tunnel, a place for the players to explore,
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so imagine it for a moment. They come down some broken forgotten stairs. Let's say they travel
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at least 100 feet down, tripping over tree roots and walking through cobwebs until the stairs
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deposit them in the middle of a dark tunnel. 10 feet wide, 10 feet tall. It stretches to either side
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running east and west out of sight. You, as Game Master know that it goes hundreds of feet in both
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directions, but you'll let them discover that for themselves. They listen and can hear nothing but
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the scurrying of unseen vermin. At least they hope that's what it is. Not a bad start.
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Along this hallway on your map, you'll draw little rectangles like black bars on random squares
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upon the southern side of the tunnel. Not too many, just a few here and there with generous
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space in between. These are heavy wooden doors. Some may be locked, some not, that's your choice.
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If they are, put a little symbol near them. It could be as simple as the letter L for locked,
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so let's go with that. Now you know where all the doors are in this particular tunnel,
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and you know which of them will be a challenge for the player characters to open.
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This is just the first tunnel of a larger complex. This complex can be as big or as small as you'd
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like. Let's say it's moderately sized. Before we draw branching hallways, let's draw the rooms
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behind those doors. This will tell us how much map space we'll have for further tunnels.
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Some GMs like to draw all the tunnels first and then fit in the rooms. You can do it however
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way you want later on. Right now, let's just use this method. Pick a door. Draw a box behind it
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three or four squares in size. That's the room. Now do the same behind the other doors.
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Make the rooms different shapes and sizes, but not too big. Let the large room at the bottom be the
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star. When you're done, you'll have a long tunnel with several mysterious doors behind which are
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some good sized rooms. On the part of the tunnel that ends on the west side, draw a connecting tunnel
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south for eight squares and then turn the direction back to the east. Draw this tunnel going that
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way for ten squares. Put a door or two along here and draw some rooms for them. Turn the tunnel
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south again and go five or six squares and turn it west again for four squares. Draw a door
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and a room. Maybe it's locked? Maybe not. Continue with this meandering jagged floor plan,
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wandering east and then west, but always moving south. Add occasional doors and rooms as you go
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until your tunnel finally ends on the western side of the large 10 by 10 square room at the
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bottom of the page. Draw a door to get in there. Now go back up to the long tunnel at the top
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and repeat this whole process on the eastern side, eventually bringing that part of the tunnel to
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the eastern edge of the big room at the bottom. Put a door there. No matter which direction the
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players choose when they come down the stairs, they'll still end up where you want them to be.
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At this point, number your rooms on the map starting at the top and working your way down
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until you've marked each one. Room numbers are essential because you'll be keeping track of each one.
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The floor plan to your first dungeon is complete. Now you need to put interesting things in it.
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Step 3. Populate your dungeon.
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Okay, on a separate piece of paper, list the rooms of your dungeon. Start at number 1 and go down.
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Beside the room number, write a brief description along with any monsters, treasure,
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or other points of interest. Go one by one and take your time. You'll be consulting this list
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throughout the game, so write down everything you need to know in order to minimize the amount of
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time that you'll inevitably have your nose in the rulebook during the game. Monster statistics,
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including their weapons and the damage that they do, should all be on this list.
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When putting creatures and other items into your dungeon, the first thing to remember is not
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to overload it. Not all rooms need monsters or treasure. It might be helpful to think in terms of
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what you'd like to see in the dungeon as a whole. Remember the stories of evil creatures and
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possibly a wizard which you heard at the Dancing Unicorn? We'll use that as our springboard.
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This is a first dungeon, not just for you, but also for the player characters. Starting dungeons
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mean low level monsters, so let's go with goblins, which are short, mean creatures with a
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penchant for violence and mayhem. Goblins are generally quite impressed with magic,
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so we'll assume a human wizard of dubious moral fiber has bullied a small tribe of them into
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being his thugs. They've been waylaying passing merchants and farmers, stealing their wares and
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carrying off food, along with the occasional peasant worker, as goblins love the taste of human
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flesh. Stupid but dreadful creatures, they have displayed a level of tactical organization that's
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not normal for them. This, of course, is because the wizard is in charge. Look up the statistics for
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goblins in your rulebook and learn what they're like. For this adventure, we're not going to worry
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about goblin captains or goblin chiefs, both of which are tougher than average. You'll often find
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those listed in various monster guides, though not in dungeon raiders, so that's the one we'll
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stick with. No, all the creatures for this adventure have the same statistics. Don't drive yourself
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crazy writing these stats down over and over. Write them once at the bottom of the room list page,
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and every time the player characters run into goblins, consult those stats right there instead of
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juggling the rulebook. Let's say there are a total of 15 goblins in this dungeon. They won't
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all be in one place. The player characters will encounter a few of them here and there in various
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rooms, or maybe just wandering the tunnels. The rooms themselves will have the spoils of all their
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raids on forest travelers, including barrels of wine, hams and sides of beef. Furs and a few
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copper silver and gold coins can be found as well. All of this is treasure. If there's wine in one
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of the rooms, maybe the goblins there are drunk, fighting at a penalty to hit and damage.
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Once again, not all the rooms need to have monsters or valuable things in them. Maybe this was once
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a temple, and there's just broken furniture and rotting religious robes in some of the rooms.
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In one, there might also be a tapestry against the wall, depicting a miracle of whatever god this
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place was once dedicated to. What you might not tell the player characters upfront is that this tapestry
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could fetch a fair amount of gold coins in the market back in forest jail. Too big to carry while
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exploring the dungeon, such a thing could always be rolled up and fetched on their way out.
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Not all treasure is found in wooden chests. Then again, a lot of it is, so why not put one in the
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big room to the south? Of course, they'll have to defeat the evil wizard and his goblin cohorts first
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who are hanging out in there. As a rule of thumb, you might want to sprinkle half the goblins
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throughout the dungeon, leaving the other half here for the final fight.
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Stealth matters. Approaching the big room noisily and kicking open one of the doors is not stealthy.
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The player characters might be able to catch the wizard and his minions off guard if they move
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quietly. You may or may not want to suggest that. In order to be a credible threat to the player
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characters, this wizard should be of a slightly higher level, say second or third. He'll have some
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aggressive spells and he'll have his goblins handy. You'll roll up the wizard the same way the
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players rolled up their characters, only you'll make him more experienced and with more spells at his
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command. Maybe he even has a magic item of some sort. Should the players defeat this guy,
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the magic item will be part of the treasure. Until then, it's something the wizard will use
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against them if it all possible. Don't make it too tough. Maybe don't make it tough at all. A
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plus one ring of protection maybe or perhaps a plus one dagger. That might not sound like much,
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but it's more than the player characters have just yet. Not exciting enough maybe? Just add in a
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couple of giant rats in one of the rooms. Maybe some large spiders in another. Don't forget to put
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their statistics down in the descriptions for their rooms. Judging how tough or easy a dungeon needs
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to be comes with experience. My suggestion is to err on the side of toughness and put more challenges
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in there than maybe you feel comfortable with. If the player characters are looking depleted and
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injured, you can easily just tell them the next room they come to is empty, instead of being filled
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with snakes like you'd planned. Also, it doesn't hurt at all to remind the players now and then that it's
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okay to retreat. They can always come back another day when they've rested and made plans to
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defeat the wizard and his goblin horde based on the knowledge gained in the first adventure.
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It sets up a grudge match, the heroes versus the villains. You, as the game master, can just
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repopulate any killed goblins and move them around a bit in the dungeon so they're not in the same
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rooms as before, though the big room to the south should still be reserved for the final fight.
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This represents two knights worth of entertainment for the effort of only one.
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And there you have it, a stock dungeon that dovetails into the local lore of the countryside
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ready for your players to explore.
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If you think of an RPG in those terms, it makes some sense. It's the RPG creator has built the
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rules. They just never got around to building the board part of the game, the board game.
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So it's up to you if you want to build the board yourself and that's the beauty of an RPG is that
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it promotes a high degree of independence and self-reliance because they hand you the rules,
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pat you on the head and you're off to design an infinite number of spaces in which those rules
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can be used. That said, designing your own custom dungeon, maybe it seems intimidating to you,
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maybe it seems like a lot of work to you, maybe you just have no interest in that and you want everything
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created for you. Well, there is another way to go about this. It's a time-honored, very legitimate
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way to play and it's quite often the way that I play. You go find an adventure that someone else
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has already written and you run that. An adventure is the scenario you and your player's experience
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when you sit down at the table to play. It's arguably the game, the rulebooks are the game engine
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or the mechanics and the adventure that you play or the campaign is the actual game.
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Wizards of the Coast who are the owners of the Dungeons and Dragons brand Paiso who own the
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Pathfinder brand Catalyst, Cobald Press, Frog God and many many other publishers
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write and publish adventures, sometimes called modules or scenarios or adventure paths
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and they're written by professional game designers and sent out to game stores everywhere
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for you to purchase and to use. These adventures provide the story framework for your game.
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Now, they're still quite flexible because you never really can tell what the players are
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going to do from one moment to the next, but they provide a framework, a setting for you,
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where you can have your players go through a pre planned adventure and it's your job then as
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the game master. Well, as I said already, to tell your players what they see, to listen to your
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players when they tell you what they want to do and then to tell your players the results of
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their actions based on your privileged knowledge of the game world and on dice rolls.
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Now, not all game systems publish adventures or you may choose not to use one. If that's the case,
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spend some time developing a story yourself. Writing a good game is part science, part craft,
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part magic, but if you and your players are up to the challenge, then running blindly through
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a story that's being created spontaneously on the spot can be a lot of fun. If that sounds
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overwhelming though, just get a published adventure. So my emphasis here is that you have
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the choice between doing whatever you want or submitting yourself to the storytelling of
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someone else who likes writing stories and games and it's entirely up to you. So here's a quick tip.
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Free, small or introductory adventures are often available from DriveThruRPG.com or dmsgild.com
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or opengamingstore.com. And you can find lots of others all over the internet.
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Many adventures have text blocks that provide you the game master with introductory text for
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each part of the game. They explain clearly what the goal of the players is during that segment
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and they give you guidance on what players will find in the area and how those discoveries lead
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to the next plot point. So broadly speaking, there are two types of published adventures
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at adventures. There are one-shots and there are modules or adventure paths. A one-shot adventure
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is analogous to a quest in a video game. It's a single, clearly defined task with a very obvious
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and immediate result. For example, goblins are terrorizing the hapless citizens of a local village.
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So go to their cave, clear it out. If you do, you'll relieve the villagers of their horrors
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and you get to keep any gold or weapons that you find. The advantage is that it's designed to be
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a quick one-time game session. So it's perfect for playing with friends you only see once in a while
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or with someone who's never played before and just isn't sure if it's something they want to
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commit to. Don't be fooled by the page count of these small adventures. It may be only five to
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10 pages long, sometimes less, but you'll be surprised at how long players can spend exploring
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a boundless world existing only within their imagination. I have lots of thoughts on one-shot design
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and I would love to do an episode on it at some point, but we'll see if there's interest level
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for that. So adventure paths or modules as they used to be called or campaigns are bigger
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stories with loftier goals. You can think of them as lots of little one-shots strung together so
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that once players accomplish all the tasks and solve all the mysteries over the course of 200 pages,
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they have a final showdown with some big boss and win themselves a place in the legends of
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the game world. It's an epic poem instead of a short story. It feels grander, it feels more
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important. The losses along the way are more profound and the victories are sweeter. These campaigns
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take months to play and usually expect a gaming group to meet weekly or fortnightly or at least
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monthly to work their way through the tale. So the one-shots are a little bit more like if you
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wanted to get together with some friends and play clue or monopoly for a night and instead you
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just play Dungeons & Dragons or whatever RPG you choose, whereas the campaigns are a bigger commitment.
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I should mention one more kind of book you might stumble across and these are source books.
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I mention this because I've had friends go to buy books more or less blindly and then they bring
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them back home disappointed that instead of a book of lore about dark elves, they bought an adventure
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set in the under-dark or the other way around. They wanted an adventure and ended up with a
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rule book. This happens with the bigger systems that produce a lot of media like D&D, Shadow Run,
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Pathfinder, Warhammer, so get clarity on what you're buying before you make a purchase. If you
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come across a cool Shadow Run book called Run Faster, expecting a campaign to run with your
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friends, you'll be surprised to find that you've purchased a source book full of meta types,
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expanded rules and alternate character creation methods, sort of a Shadow Run core rule book part
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two. Same goes for, say, Volos Guide with D&D or Ultimate Campaign and Pathfinder. It can be
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overwhelming and they're not always labeled really clearly where if they are the label gets lost
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in the word cloud of RPG jargon that you're not used to yet. So do a little research first.
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That probably, this is a topic that deserves an entire episode to be honest. So I'm going to
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arbitrarily say go listen to HPR2770 from my take on the different types of books that you might
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find around the RPG industry. It'll be your guide on what to buy and what not to buy.
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Now I've played through dungeons that a GM created over his lunch break and I've played through
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adventures written by clever game designers and I can confidently say that they're both great
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ways to RPG but as a GM if you feel overwhelmed by the idea of designing a dungeon maybe you just
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feel the expectations are too great or maybe you just can't be bothered because you're a busy person
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then a published adventure is a great way to get started. Aside from reading a chapter ahead
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before each game night all the prep work is done for you and there's very little thinking required.
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Hey everyone it's Lost in Bronx again. Oh wait no it's not it's Clat 2. Tinkerbell's magic failed
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but that's okay that happens in an RPG sometimes you roll a one you roll poorly. So another part
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of being a game master is deciding when a die roll is necessary. Die rolls represent the chance of
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success or failure when a specific action is taken but the confusing thing is if you think hard
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enough about anything in the world you can find a chance of success or failure. So as a game
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master it's up to you to decide what's important enough for a dice roll. Strictly speaking that's
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determined by the rules the rules told you what requires a role and you're expected to know the
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rules well enough to make that call. In practice however you have a lot of stuff to track in your head
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as the game master and remembering what requires a die roll or deciding to request a die roll even
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though it may not be strictly required can feel overwhelming for a new game master. Good news
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players intuitively know when to roll dice. A player knows their characters skills because they
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built the character and wrote it down on their character sheet. So sometimes the actions they choose
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to take are chosen because it falls within a category of a skill they happen to have. So for
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what I'm saying is that if a player is playing a thief then they they will think oh I should look
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for a hidden door and they know that looking for a hidden door has a chance of success or failure
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because they don't know the answer to the question is there a hidden door there I don't know
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I need to ask the game master if there is a door there and they just kind of know well I can't
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just ask for information like that that's a die roll. Similarly if a fighter is looking for a hidden
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door they're not going to attempt to look for a hidden door they're going to just pound on the wall
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to see if it breaks in because that's that's what their skill is that they they have strength
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they have the ability to to bull rush through things and so they know that if they pound on that wall
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it may or may not break through and once again to find out the results of their actions they know
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automatically that they have to look to the GM and by extension they know that they're not allowed
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to just ask for magical results and so it requires a die roll. So if your player reaches for dice
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let them roll because they're probably right it probably requires a die roll. I'm sure it's
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possible to take that too far but people do like to roll dice in an RPG it's part of the fun
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|
of the experience the uncertainty of subjecting yourself to the whims of fate so when in doubt
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either make your players roll dice or roll dice yourself I use dice rolls to help me decide
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everything from NPC reactions to weather conditions it's usually safe to default to rolling.
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Worst case scenario is that die are only picked up for fights and for a literal interpretation
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of skills and that works because those are the rules as written. Hey everyone it's clat 2 again
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|
that's already been clat 2 I think well anyway players drive the story in video games or movie
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|
terminology they control the camera when players are exploring or investigating let them ask questions
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or take actions so things like I look in the closet or I look under the bed and answer them as
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|
you see fit you open the closet and see an array of fine garments okay I'll move the clothes aside
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|
and examine the walls in the floor I'm looking for a trap door or hidden compartments or anything
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suspicious and so on players can choose to investigate and explore for as much as they want
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that's the beauty of a pen and paper RPG the world is infinite that said you're the game master
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|
and you owe it to your players to keep the game moving you don't want to let your player spend
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three real hours searching a room that in the end has no bearing on the plot whatsoever now that
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can be a delicate matter the nature of the game means that you know things that the other players
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don't so a big part of the puzzle for players is what they don't know and if you simply tell them
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quickly oh this room is empty there's nothing important here then that spoils a lot of the game
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|
for them usually I let players explore a space on their own until I feel they've explored the
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obvious parts then I remind them where the exits are or I remind them how many other rooms there
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|
are left to explore or some subtle clue to say without saying in so many words that they've secured
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|
the area and there's no game importance that they haven't discovered already if players are
|
|
especially suspicious of something though you certainly have the power to generate a subplot
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|
and oftentimes you should do that it's fun for you and rewarding for the players for instance
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|
if a player is convinced that there's a secret panel in a closet and spends a lot of time investigating
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|
and they give you good reasons why there's a there ought to be according to their logic a secret
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|
panel in in the closet then you might decide that there suddenly is a secret panel in the closet
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|
and then roll on a random table to determine what could possibly be inside that compartment
|
|
where you could leave the compartment empty thereby creating a new story hook
|
|
to return to later what used to be in that compartment who took it and why what were the
|
|
implications keeping the game moving is an inexact and unscientific process but usually it comes
|
|
pretty naturally when you start to get bored of the players exploring you can bet that they're
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|
probably getting bored too and that's when you know to urge them forward if all else fails you can
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|
always have something lure them in from one space to another mysterious sound an oncoming threat
|
|
or a supernatural or divine instinct so let's review at this point the two steps of dungeon
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|
mastering or game mastering so the zeroeth point was to tell the players what's around them so
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|
once again you're gonna know that either because you designed the dungeon in the first place
|
|
or you've purchased a dungeon that someone else has designed and published it will tell you what
|
|
is around the players and what you can and cannot tell them exists obviously you wouldn't want
|
|
to blurt out oh and by the way there's a trap on the fifth square of this room that that would
|
|
defeat the purpose of the game you know the first task is to listen to the players to see what they
|
|
want to do that's easy you just do that naturally you respond to your players and then finally the
|
|
second task is to tell them the results of their actions now that can be determined either by the
|
|
structure of the of the space that they are playing in so for instance if someone accidentally
|
|
steps on that fifth square then they've just triggered a trap so if they tell you that they go
|
|
over to the podium over on the sixth square and to get there they have to pass through that fifth
|
|
square then you know they've just set off a trap and you can tell them oh you have set off a trap
|
|
here are the results of that or maybe maybe nothing is prescripted in the in the dungeon that they're
|
|
playing in in which case going to that podium may just reset you back to zero where you tell them
|
|
what they see or alternately maybe they've tried something that isn't prescripted but does require
|
|
a die roll in which case for instance maybe they're they're going to attempt to swing across a
|
|
cavern or a chasm rather using a rope you have to determine whether they whether they do that
|
|
successfully and the only way to know is to roll some dice as I say you keep looping over that
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|
they start in one space and they by nature move to another you continue to tell them what they see
|
|
and how things turn out for them they continue to tell you what they do and suddenly your game
|
|
mastering this is how the game goes eventually the game ends either they reach the end of the
|
|
dungeon or they die or the night the hour just gets late and everyone has to go home at the end
|
|
of the game or the end of the session if it's a big big campaign that takes months you should
|
|
tally up all of the XP the experience points or whatever whatever measure of progress the game
|
|
system that you're playing uses level the characters up as required or tell them to level up when
|
|
they go home and set up plans for the next game that's the only right way to do it I think the
|
|
most important thing at least from my perspective is not to over overthink an RPG there are lots of
|
|
weird representations of what happens in an RPG in media on TV and in movies and in books even
|
|
and most of it is about as accurate as depictions of hacking in the same media not very if you want
|
|
to play an RPG gather at least two friends sit down and muddle through it don't be embarrassed
|
|
don't be nervous don't think that you have to put on a show for your friends it's a collaborative
|
|
effort have fun make up some stuff roll some die it's a game it is meant to be enjoyable so make
|
|
it enjoyable and you will come back time and time again because there is no other game as
|
|
liberating and as infinite as an RPG thanks for listening talk to you next time
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you've been listening to hecka public radio as hecka public radio dot org we are a community
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podcast network that releases shows every weekday Monday through Friday today's show like all our
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shows was contributed by an hbr listener like yourself if you ever thought of recording a podcast
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and click on our contributing to find out how easy it really is hecka public radio was found
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by the digital dog pound and the infonomican computer club and it's part of the binary revolution
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if you have comments on today's show please email the host directly leave a comment on the website
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