![]() If you have a few hours to devote between games, running modules is still a strong option.It is suggested that you re-read a few pages ahead of where you stopped at every session right before the next session, to refresh your memory for the game at hand. The only thing you have to do is read the adventure. This is the easiest and fastest way to run a game, as most of everything is done for you. They will be presented for characters between a certain levels, with challenges scaled to fit. If you have no time in between games, consider running modules.Maybe you rather wanted to slack off, but if the roleplay group is best suited to play on a particular day, then you should play that day. It's a daunting task, but it will become easier with time, patience, and practice. If your players encounter a creature, choose a plan of battle, it may be up to you to roll the dice to decide the outcome, and although the rules apply specific guidelines, you may use your own judgment to work that outcome in the best way to maintain the flow and continuity of the game. You describe the surroundings, manage the plot, and administer all of the elements of the game, including determining the outcome of battles between players and dungeon dwellers.The rest should not be considered necessary for running a game. In D&D, the Core Books are the Player's Handbook, the Dungeon Master Guide and the Monster Manual.Anything considered Core is what you need to have, at very least, a passing familiarity with. To aid in this, most RPGs provide basic entry books known as "Core" rulebooks. Just as a judge cannot do his/her job without knowing the law, a DM cannot run the game without knowing the rules of the game. It may be helpful to think of yourself as an impartial judge in this respect. To be a fair DM, you are expected to have a strong grasp of the rules of the game. ![]() This means that if the characters are having a hard time, nerf the monsters but don’t change how they would behave. Rather, you should strive to be fair and create an enjoyable experience. If your goal is to destroy the player characters any chance you get, then you are doing it wrong. ![]() Your responses to the players, the situations you present, the challenges you create, the stories you build together, all of it should be balanced so as to provide an enjoyable experience for you and your players. However, the goal of any RPG should be a fun time for ‘’’everyone’’’ involved. That means everyone or anything the players may come across or interact with is controlled by you. As a DM, you control everything and everyone that is not a Player Character (PC for short).Those descriptions are usually exaggerations from people who are either ignorant of what a DM really is or the extreme interpretation of a half-truth. The descriptions you may have heard of a Dungeon Master probably range from "the one who does all the work" to "You are god here". ![]()
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