Welcome back to my current series on the Dungeon Master. This week we will go into depth about the Dungeon Master’s Guide. This resource is essential to all dungeon masters to create a campaign.
The first part of the sourcebook focuses on creating and getting to know the world you're setting your campaign in. As a DM, you are responsible for knowing and portraying the world to your players. The chapters in this part go into depth about the gods, languages, settlements, organizations, and the different magic in the world you are creating.
This section of the book explains the different aspects of play styles, events during the campaign, tiers of play, and the different types of fantasy a campaign can have. This first part of the book is essential to any DM when it comes to creating a campaign and getting to know its setting.
The second part of the sourcebook focuses on the adventure, nonplayer characters, environments, between the adventure, and different treasures players can find. These are essential for any DM when building the specifics for the campaign. As a DM, you want to know who the players will run into, what they can get on the journey, and who they will battle. It is essential that you are prepared with all these aspects of the campaign to continue the adventure.
The source books discuss how to run the game and workshops for the DM. The chapter on running the game goes into depth about the rules of D&D, the role of dice, combat, and more. It helps new and current DMs know how to keep each aspect of the game running smoothly. The last chapter is the DM’s workshop gives DM’s options to add to their play, such as ability, adventuring, and combat options.
I highly recommend getting this book and using it as a resource if you plan on becoming a DM. As a DM, this should be your Bible to everything for a D&D campaign. If you are a new DM, take your time going through this source and make sure you understand everything in the book. Next week, I will give tips and tricks for becoming a DM.
Happy Rolling!
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