The Sigil
Mr. 3000 (Words per post)
Surprised no one has yet mentioned B11 - King's Festival. While it's not technically BX, it is BECMI, which is a very close cousin, and B11 actually does a pretty good job of walking a new DM through, you know, DM'ing in my opinion. Pages 3 through 9 are a DM tutorial with the following section headers (note the "Dungeon Master's Problem Guide" section which goes over a lot of scenarios that a new DM is likely to worry about):
- The PCs Don't Do (or Find) Something They Should
- A PC Tries an Action Not Covered in the Rules
- Quiet Players
- Disruptive PCs and Players
- Characters and Alignment
- You Make a Major Blunder
- A PC Dies
To say nothing of some of the "Adventure Clock" on Page 20 to help with Timekeeping.
Is all of the advice great? No. Some of it is somewhat dated to its time, but I still think it's one of the best BECMI resources I've seen for new DMs. A few sample quotes follow that I think are still relevant today:
"You can recover from almost any error. The first thing to remember is that no one expects you to be perfect."
"...you should have a back-up plan for providing [critical] information or item (such as a key) the PCs need to complete the dungeon. Just move the clue to another location where the PCs will find it."
"...if it is plain that the player insists on playing a character who is disruptive and creates problems, that player should firmly but politely be asked to leave the game. Disruptive PCs and players have been the death of more than one gaming group."
" ... If there were no possibility of a PC dying, the game would probably lose its thrill. Occasionally, a character will perish. But this should not happen often, unless you are being careless with the strength of enemies facing the PCs or cruel. "Killer dungeons" are dreadful and should be avoided at all costs."
- Getting Started
- Characters
- Equipment
- Preparing to Play
- The Organized Dungeon Master
- Time and Movement
- Experience and Experience Points
- The Descriptive Dungeon Master
- Monsters and NPCs
- Running Combat
- This is a Role-Playing Game!
- The Dungeon Master's Problem Guide
- The PCs Don't Do (or Find) Something They Should
- A PC Tries an Action Not Covered in the Rules
- Quiet Players
- Disruptive PCs and Players
- Characters and Alignment
- You Make a Major Blunder
- A PC Dies
To say nothing of some of the "Adventure Clock" on Page 20 to help with Timekeeping.
Is all of the advice great? No. Some of it is somewhat dated to its time, but I still think it's one of the best BECMI resources I've seen for new DMs. A few sample quotes follow that I think are still relevant today:
"You can recover from almost any error. The first thing to remember is that no one expects you to be perfect."
"...you should have a back-up plan for providing [critical] information or item (such as a key) the PCs need to complete the dungeon. Just move the clue to another location where the PCs will find it."
"...if it is plain that the player insists on playing a character who is disruptive and creates problems, that player should firmly but politely be asked to leave the game. Disruptive PCs and players have been the death of more than one gaming group."
" ... If there were no possibility of a PC dying, the game would probably lose its thrill. Occasionally, a character will perish. But this should not happen often, unless you are being careless with the strength of enemies facing the PCs or cruel. "Killer dungeons" are dreadful and should be avoided at all costs."
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