Dungeon Master
Encyclopedia
In the Dungeons & Dragons
(D&D) role-playing game
, the Dungeon Master (often abbreviated as DM) is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events. In effect, the Dungeon Master controls all aspects of the game, except for the actions of the player character
s, (PCs) and describes to the other players what they see and hear.
The title was invented for the TSR Dungeons & Dragons RPG
, and was introduced in the second supplement to the game rules (Blackmoor). To avoid infringement of TSR's trademark
s, and to describe referees in role-playing genres other than sword and sorcery
, other gaming companies use more generic terms, like Game Master
, Game Operations Director, Judge, Referee, or Storyteller.
Also, in Faiths and Pantheons
, the Faerunian Overgod Ao answers to a superior entity, insinuated to be the "Dungeon Master".
and describes for other players what they see and hear in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules. Since the inception of the Advanced Dungeons & Dragons system in 1977, these rules have been contained in three hardbound books: the Player's Handbook
, Dungeon Master's Guide
, and Monster Manual
. Many other rulebooks exist as well, but these are not required for conducting the game.
The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback.
In storyteller role, the DM is responsible for
describing the events of the D&D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure
plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree
that is followed by the players, and a customized version can require several hours of preparation for each hour spent playing the game.
The DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them. The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign. This includes situations where the rules do not readily apply, making it necessary to improvise. An example would be if the PCs are attacked by a living statue. To destroy the enemy, one PC soaks the statue in water, while the second uses his cone of cold breath to freeze the water. At this point, he appeals to the DM, saying the water expands as it freezes and shatters the statue. The DM might allow it, or roll dice to decide. In the above example the probability roll might come up in favor of the players, and the enemy would be shattered. Conversely, rules do not fit all eventualities and may have unintended consequence
s. The DM must ultimately draw the line between creative utilization of resources (e.g. firing wooden arrows into a dragon, then using a spell that warps wood at a distance) and exploit
(e.g. "horse bombing" - using a non-combat spell that creates a temporary mount, several dozen feet above an enemy; hiring several thousand commoners to form a line and use a rule that allows characters pass items to each other immediately to propel objects at railgun
speeds.)
The game session is typically known as an "adventure." It can be metaphorically described as an act within a stage play, where the players are the lead actors. In this analogy, the DM provides the stage, the scenery, and the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters. Typically, each player generates a fictional player character (PC) to play within the adventure.
A series of adventures generally compose a campaign, and the player's characters will often remain as elements of the continuing story arc unless they meet an unfortunate demise. Using the stage play analogy, a campaign would comprise all acts of said play. While each adventure may have its own story arc, they are usually parts of the larger story arc of the campaign. The DM strings individual adventures into this campaign, in which the same PCs fight many different monsters and a few recurring villains; the PCs gain treasure, reputation and power as they go. Such campaigns can last for years or decades, earning a great deal of loyalty from their players. Also, there can be a common theme (e. g., find the Sword of Light) to a number of adventures that may in time become a campaign of sorts.
Beyond the campaign is the "game world". This vast construct is typical of many fantasy novels, such as J.R.R. Tolkien's Middle-earth
or Robert E. Howard
's Conan
saga. DMs may choose to run a game based on a published game world, with the maps and history already in place; such game worlds often have pre-written adventures. Alternately, the DM may build their own world and create their own adventures.
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
(D&D) role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
, the Dungeon Master (often abbreviated as DM) is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events. In effect, the Dungeon Master controls all aspects of the game, except for the actions of the player character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...
s, (PCs) and describes to the other players what they see and hear.
The title was invented for the TSR Dungeons & Dragons RPG
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
, and was introduced in the second supplement to the game rules (Blackmoor). To avoid infringement of TSR's trademark
Trademark
A trademark, trade mark, or trade-mark is a distinctive sign or indicator used by an individual, business organization, or other legal entity to identify that the products or services to consumers with which the trademark appears originate from a unique source, and to distinguish its products or...
s, and to describe referees in role-playing genres other than sword and sorcery
Sword and sorcery
Sword and sorcery is a sub-genre of fantasy and historical fantasy, generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural...
, other gaming companies use more generic terms, like Game Master
Gamemaster
A gamemaster is a person who acts as an organizer, officiant for questions regarding rules, arbitrator, and moderator for a multiplayer game...
, Game Operations Director, Judge, Referee, or Storyteller.
Also, in Faiths and Pantheons
Faiths and Pantheons
Faiths and Pantheons is a campaign accessory for the 3rd edition of the Dungeons & Dragons, for the Forgotten Realms campaign setting.-Contents:...
, the Faerunian Overgod Ao answers to a superior entity, insinuated to be the "Dungeon Master".
Role
The Dungeon Master (DM) assumes the role of the game master or refereeReferee
A referee is the person of authority, in a variety of sports, who is responsible for presiding over the game from a neutral point of view and making on the fly decisions that enforce the rules of the sport...
and describes for other players what they see and hear in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules. Since the inception of the Advanced Dungeons & Dragons system in 1977, these rules have been contained in three hardbound books: the Player's Handbook
Player's Handbook
The Player's Handbook is a book of rules for the fantasy role-playing game Dungeons & Dragons . It does not contain the complete set of rules, but only those for use by players of the game...
, Dungeon Master's Guide
Dungeon Master's Guide
The Dungeon Master's Guide is a book of rules for the fantasy role-playing game Dungeons & Dragons...
, and Monster Manual
Monster Manual
The Monster Manual is the primary bestiary sourcebook for monsters in the Dungeons & Dragons fantasy role-playing game. It includes monsters derived from mythology, and folklore, as well as creatures created for D&D specifically...
. Many other rulebooks exist as well, but these are not required for conducting the game.
The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback.
In storyteller role, the DM is responsible for
describing the events of the D&D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure
Adventure (role-playing games)
An adventure is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game. Each adventure is based upon a particular gaming genre and is normally designed for use with a specific game or gaming...
plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree
Decision tree
A decision tree is a decision support tool that uses a tree-like graph or model of decisions and their possible consequences, including chance event outcomes, resource costs, and utility. It is one way to display an algorithm. Decision trees are commonly used in operations research, specifically...
that is followed by the players, and a customized version can require several hours of preparation for each hour spent playing the game.
The DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them. The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign. This includes situations where the rules do not readily apply, making it necessary to improvise. An example would be if the PCs are attacked by a living statue. To destroy the enemy, one PC soaks the statue in water, while the second uses his cone of cold breath to freeze the water. At this point, he appeals to the DM, saying the water expands as it freezes and shatters the statue. The DM might allow it, or roll dice to decide. In the above example the probability roll might come up in favor of the players, and the enemy would be shattered. Conversely, rules do not fit all eventualities and may have unintended consequence
Unintended consequence
In the social sciences, unintended consequences are outcomes that are not the outcomes intended by a purposeful action. The concept has long existed but was named and popularised in the 20th century by American sociologist Robert K. Merton...
s. The DM must ultimately draw the line between creative utilization of resources (e.g. firing wooden arrows into a dragon, then using a spell that warps wood at a distance) and exploit
Exploit (online gaming)
An exploit, in video games, is the use of a bug or design flaw by a player to their advantage in a manner not intended by the game's designers. It is often colloquially abbreviated sploit. Exploits have been classified as a form of cheating; however, the precise determination of what is or is not...
(e.g. "horse bombing" - using a non-combat spell that creates a temporary mount, several dozen feet above an enemy; hiring several thousand commoners to form a line and use a rule that allows characters pass items to each other immediately to propel objects at railgun
Railgun
A railgun is an entirely electrical gun that accelerates a conductive projectile along a pair of metal rails using the same principles as the homopolar motor. Railguns use two sliding or rolling contacts that permit a large electric current to pass through the projectile. This current interacts...
speeds.)
Gaming groups
Regular gaming groups consist of a dungeon master and several players. Some meet weekly or monthly, while others may only meet two or three times a year. A DM can also run a single adventure otherwise unconnected with a campaign or game world. In this latter case there is no connected plot, and the players can choose to play different characters in each session.The game session is typically known as an "adventure." It can be metaphorically described as an act within a stage play, where the players are the lead actors. In this analogy, the DM provides the stage, the scenery, and the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters. Typically, each player generates a fictional player character (PC) to play within the adventure.
A series of adventures generally compose a campaign, and the player's characters will often remain as elements of the continuing story arc unless they meet an unfortunate demise. Using the stage play analogy, a campaign would comprise all acts of said play. While each adventure may have its own story arc, they are usually parts of the larger story arc of the campaign. The DM strings individual adventures into this campaign, in which the same PCs fight many different monsters and a few recurring villains; the PCs gain treasure, reputation and power as they go. Such campaigns can last for years or decades, earning a great deal of loyalty from their players. Also, there can be a common theme (e. g., find the Sword of Light) to a number of adventures that may in time become a campaign of sorts.
Beyond the campaign is the "game world". This vast construct is typical of many fantasy novels, such as J.R.R. Tolkien's Middle-earth
Middle-earth
Middle-earth is the fictional setting of the majority of author J. R. R. Tolkien's fantasy writings. The Hobbit and The Lord of the Rings take place entirely in Middle-earth, as does much of The Silmarillion and Unfinished Tales....
or Robert E. Howard
Robert E. Howard
Robert Ervin Howard was an American author who wrote pulp fiction in a diverse range of genres. Best known for his character Conan the Barbarian, he is regarded as the father of the sword and sorcery subgenre....
's Conan
Conan the Barbarian
Conan the Barbarian is a fictional sword and sorcery hero that originated in pulp fiction magazines and has since been adapted to books, comics, several films , television programs, video games, roleplaying games and other media...
saga. DMs may choose to run a game based on a published game world, with the maps and history already in place; such game worlds often have pre-written adventures. Alternately, the DM may build their own world and create their own adventures.