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for you Joe, just remember Joe there is a place for us Joe
There people who need us Joe. People who need the things thatwe know. Just make sure they pay you well and always up front
FOREWORD
Is Dungeon Mastering an art or a science? An interesting question!
If you consider the pure creative aspect of starting from scratch, the ”personal touch” of individual flair that goes into prepar-
ing and running a unique campaign, or the particular style of moderating a game adventure, then Dungeon Mastering may
indeed be thought of as an art.
If you consider the aspect of experimentation, the painstaking effort of preparation and attention to detail, and the continu-
ing search for new ideas and approaches, then Dungeon Mastering is perhaps more like a science - not always exacting in a
literal sense, but exacting in terms of what is required to do the iob well.
Esoteric questions aside, one thing is for certain - Dungeon Mastering is, above all, a labor of love. It is demanding, time-
consuming, and certainly not a task to be undertaken lightly (the sheer bulk of the book you hold in your hand will tell you
that!). But, as all DM’s know, the rewards are great - an endless challenge to the imagination and intellect, an enjoyable
pastime to fill many hours with fantastic and often unpredictable happenings, and an opportunity to watch a story unfold and
a grand idea to grow and flourish. The imagination knows no bounds, and the possibilities of the game of ADVANCED
DUNGEONS 8 DRAGONS are just as limitless. Who can say what awaits each player, except a cornucopia of fantasy and
heroic adventure? So much is waiting, indeed!
This book holds much in store for you as a DM- i t is your primary tool in constructing your own “world”, or milieu. It contains
a wealth of material, and combined with the other works of ADVANCED DUNGEONS 8 DRAGONS (the MONSTER MANUAL
and PLAYERS HANDBOOK) gives you all the information you need to play ADBD. But, as always, one more thing is needed
- your imagination. Use the written material as your foundation and inspiration, then explore the creative possibilities you
have in your own mind to make your game something special.
Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult. There are few
gamemasters around who are so superb in their conduct of play that they could disdain the opportunity to improve them-
selves in some way. Fortunately, this work addresses the matter at length, and gives you plenty of suggestions on all aspects
of Dungeon Mastering (as well as some of the finer points) in order to help you improve your own efforts. Take heed, and
always endeavor to make the game the best it can be - and all that i t can be!
Mike Carr
TSR Games & Rules Editor
16 May 1979