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Dungeon Master For Dummies, 4th Edition

ISBN: 978-0-470-29291-4
Paperback
416 pages
November 2008
List Price: US $24.99
Government Price: US $16.82
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This is a Print-on-Demand title. It will be printed specifically to fill your order. Please allow an additional 10-15 days delivery time. The book is not returnable.

Foreword.

Introduction.

Part I: Running a Great Game.

Chapter 1: The Role of the Dungeon Master.

Chapter 2: Preparing for Play.

Chapter 3: Running the Game.

Chapter 4: Narrating the Adventure.

Chapter 5: Dealing with Players.

Chapter 6: Teaching the Game.

Chapter 7: Your First Adventure: Kobold Hall.

Part II: Advanced Dungeon Mastering.

Chapter 8: Running an Ongoing Game.

Chapter 9: Choosing Your Game Style.

Chapter 10: Creating Excitement at the Game Table.

Chapter 11: Growing Your Game.

Chapter 12: Using Every Available Resource.

Part III: Creating Adventures.

Chapter 13: Tools of the Trade.

Chapter 14: The Dungeon Adventure.

Chapter 15: The Wilderness Adventure.

Chapter 16: The Event-Based Adventure.

Chapter 17: The Randomly Generated Adventure.

Chapter 18: Paragon and Epic Adventures.

Chapter 19: Sample Dungeon: The Necromancer’s Apprentice.

Part IV: Building a Campaign.

Chapter 20: Building a Continuous Story.

Chapter 21: Creating Memorable Villains.

Chapter 22: Bringing the World to Life.

Part V: The Part of Tens.

Chapter 23: Ten Heroic Encounters.

Chapter 24: Ten Paragon Encounters.

Chapter 25: Ten Things to Avoid When DMing.

Chapter 26: Ten Things to Do All the Time When DMing.

Index.

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