Iosue
Legend
Hello, folks. What I'd like to do with this thread is basically a Let's Read of the advice explicitly aimed at new DMs back in the late 70s and early 80s. A lot of advice covered such topics as designing and stocking dungeons, the use of time, and retainers. I'm going to skip that, though, and focus on what this advice said about running the game, and the role of the DM. I'm going to look at the "Dungeon Mastering As A Fine Art" section of the Holmes Basic rules, the "How To Be An Effective Dungeon Master" sections of Mike Carr's B1 and Gary Gygax's B2, the "Dungeon Mastering As A Fine Art" sections of the Moldvay Basic rules and the Cook/Marsh Expert rules, and finally the Introduction of Mentzer's Basic Set Dungeon Masters Rulebook. Most of the time will be spent on B1, B2, Moldvay, and Cook/Marsh, as these are the places where the role of the DM is really explored in a concentrated manner.
The negative stereotype of the game during this era (possibly even a positive stereotype for some folks) is that the DM is adversarial and all-powerful, dungeons are highly lethal, and balance is not a consideration. I think there are certainly passages in the AD&D DMG that would lead people to this stereotype, and lead novice DMs to play this way. But I think it less true when it comes to D&D, sometimes to a profound degree. Speaking personally, such a stereotype doesn't match how I remember being "taught" to DM by materials such as these. The style of play encouraged by the D&D of this era is ostensibly meant to be emulated by D&D Next. I think these passages may prove good advice to folks intending to try playing this way.
To start with, much of Holmes' advice lies in the basic procedures of building a dungeon, with an example of play and a sample dungeon. Here are the parts most relevant to our subject:
This advice is pretty succinct, but does touch on some elements that will come up time and again as we look at the other sources. First is an emphasis on game speed. While not specifically mentioned here, one purpose of the Caller is to streamline party decision making, so that the game keeps moving. Next is an emphasis on balance. Traps should not be auto-kill. The dangers of the dungeon should appropriate to the level of the characters. Finally is an emphasis on DM autonomy from the rules. Part of this goes back to the emphasis on game speed: something comes up you're not sure about, just improvise. Make up a percentage chance and roll! Part of it also goes to matching the game to the desires and expectations of the table.
B1 and Moldvay especially elaborate on these ideas, and some advice that seems adversarial and/or autocratic, like "The DM is the Boss!", has to be read in this context.
Next Time: Mike Carr on Basic DMing...
The negative stereotype of the game during this era (possibly even a positive stereotype for some folks) is that the DM is adversarial and all-powerful, dungeons are highly lethal, and balance is not a consideration. I think there are certainly passages in the AD&D DMG that would lead people to this stereotype, and lead novice DMs to play this way. But I think it less true when it comes to D&D, sometimes to a profound degree. Speaking personally, such a stereotype doesn't match how I remember being "taught" to DM by materials such as these. The style of play encouraged by the D&D of this era is ostensibly meant to be emulated by D&D Next. I think these passages may prove good advice to folks intending to try playing this way.
To start with, much of Holmes' advice lies in the basic procedures of building a dungeon, with an example of play and a sample dungeon. Here are the parts most relevant to our subject:
J. Eric Holmes said:Traps should not be of the "Zap! You're dead!" variety but those which a character might avoid or overcome with some quick thinking and a little luck. Falling into a relatively shallow pit would do damage only on a roll of 5 or 6 ( 1 - 6 hit points at most) but will delay the party while they get the trapped character out. Hidden rooms, movable walls, teleportation devices, illusion rooms, dead ends, etc., make interesting variations.
Since the game (and the dungeons) are limited only by the imagination of the Dungeon Master and the players, there is no end to the variation possible. Try to keep the dangers appropriate to the levels of the characters and the skill of your players. The possibility of "death" must be very real, but the players must be able to win through with luck and courage, or they will lose interest in the game and not come back.
Once the game begins, try to keep the action moving at a dramatic pace. If the going gets rough, the characters have the option of turning around and going back to the surface. If time runs out the characters can always be left at some appropriate spot within the dismal depths, time suspended, and the action taken up again another day. Dramatize the adventure as much as possible, describe the scenery, if any. Non-player characters should have appropriate speech, orcs are gruff and ungrammatical, knights talk in flowery phrases and always say "thou" rather than "you." When characters swear they call on the wrath of their appropriate deities, be it Zeus, Crom, Cthulhu or whatever. The dramatic talents of the Dungeon Master should be used to their fullest extent. It adds to the fun.
One player should map the dungeon from the Dungeon Master's descriptions as the game progresses. This is easiest done if he uses a piece of graph paper marked North, East, South, West with the entrance to the dungeon level drawn in near the center. One of the players should keep a "Chronicle" of the monsters killed, treasure obtained, etc. Another should act as "caller" and announce to the Dungeon Master what action the group is taking. Both mapper and caller must be in the front rank of the party. If the adventurers have a leader, the caller would logically be that player.
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Obviously, the success of an expedition depends on the Dungeon Master and his creation, the dungeon. Many gamesters start with a trip across country to get to the entrance to the dungeon — a trip apt to be punctuated by attacks by brigands or wandering monsters or marked by strange and unusual encounters. The party then enters the underworld, tries to capture the maximum treasure with the minimal risk and escape alive. The Dungeon Master should have all this completely mapped out, hit points and attack die rolls calculated and recorded, so that the game will proceed most rapidly at the exciting moments when the enemy is encountered. Do not hesitate to have lawful or helpful characters chance by at times, your adventurers may need a little help!
The imaginary universe of Dungeons & Dragons obviously lies not too far from the Middle Earth of J.R.R. Tolkien's great Lord of the Rings trilogy. The D & D universe also impinges on the fantasy worlds of Fritz Leiber, Robert E. Howard, Gardner F. Fox, classical mythology and any other source of inspiration the Dungeon Master wants to use.
A final word to the Dungeon Master from the authors. These rules are intended as guidelines. No two Dungeon Masters run their dungeons quite the same way, as anyone who has learned the game with one group and then transferred to another can easily attest. You are sure to encounter situations not covered by these rules. Improvise. Agree on a probability that an event will occur and convert it into a die roll — roll the number and see what happens! The game is intended to be fun and the rules modified if the players desire. Do not hesitate to invent, create and experiment with new ideas. Imagination is the key to a good game. Enjoy!
This advice is pretty succinct, but does touch on some elements that will come up time and again as we look at the other sources. First is an emphasis on game speed. While not specifically mentioned here, one purpose of the Caller is to streamline party decision making, so that the game keeps moving. Next is an emphasis on balance. Traps should not be auto-kill. The dangers of the dungeon should appropriate to the level of the characters. Finally is an emphasis on DM autonomy from the rules. Part of this goes back to the emphasis on game speed: something comes up you're not sure about, just improvise. Make up a percentage chance and roll! Part of it also goes to matching the game to the desires and expectations of the table.
B1 and Moldvay especially elaborate on these ideas, and some advice that seems adversarial and/or autocratic, like "The DM is the Boss!", has to be read in this context.
Next Time: Mike Carr on Basic DMing...