Instructional / E-Learning

0:00
Elearning
19
0

Description

This is a sample of an How-To text, explaining how to get into Dungeons and Dragons.

Vocal Characteristics

Language

English

Voice Age

Young Adult (18-35)

Accents

North American (General) North American (US Mid-Atlantic)

Transcript

Note: Transcripts are generated using speech recognition software and may contain errors.
So you're going to be a D. M. Maybe you've been watching critical role or you've been a player for years and finally decided to see how the other half lives. Or maybe the role of the D. M has been thrust upon you because no one else was willing. Whatever the reason, now you're wondering just how to go about being the dungeon master. Here are nine tips for beginner Dems Rule number one, a k a. Rule zero The D. M is always right. You might hear this rule in many places, and at first glance it might seem heavy handed and destructive. Let's be clear. Your job as DM is not to be the opponent for your players. Your job is to be part of telling a cooperative story and take care of all the N. P. C s monsters, traps and plot points the players will encounter. In this case, what Rule Zero, aka the DM, is always right, Means is that you don't need to worry about the rules or the text of an adventure verbatim. If during a session something comes up in a game and you're not sure what rule applies or how a rule might apply. You can either stop the game and look up the rule and then debate it with the players for hours. Or you can make a ruling on the spot for the sake of keeping the game flowing. I vote for the second option. Make it clear to the players that you're making a ruling now and we'll check the rule later just to keep the game going. After the session, you can look up the rule and parse it out. If you got it wrong, no big deal. It's a game next session. You can tell the players what you learned and let them know that going forward is the same situation or not. They're just happy to have a D m after all.