Advanced Dungeons amp; Dragons - Xecunet.doc

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1、Advanced Dungeons & DragonsDungeon Masters GuideAs interpreted and envisioned by Phil Knopp, DMSPECIAL REFERENCE WORKA COMPILED VOLUME OF INFORMATION PRIMARILY USED BYADVANCED DUNGEONS & DRAGONSTMG AME REFEREES, INCLUDING:SUGGESTIONS ON GAMEMASTERING; AND MORE.Table of ContentsI.Introduction2A.Forew

2、ard2B.Preface3C.The spirit and intent of the game.6D.Regarding this revision7E.House Rules10Characteristics of Rules10Characteristics of Stats11a.Mechanics:11b.Differences between this campaign universe and the real world12II.Dungeon Master Notes, thoughts, and commentary14A.The Campaign14B.E. Gary

3、Gygax On introducing a new player to the game17C.Monster Population and Placement18D.A guide to creating believable campaign settings23E.What Not to Include: Hard choices in campaign design32F.Integrating Player Characters into Your World39G.Monsters and Organization Primer from 1st edition DMG43H.G

4、uide to better DMing47I.Go with the flow52J.Achieving Verisimilitude53K.Be the Best DM you can be55L.An Introductory Guide to Understanding Role Playing57M.Uncle Figgys Guide to Good Game Mastering or.61N.Concepts of the Elemental Planes79O.The First Dungeon Adventure81P.Life, Death, and well the af

5、ter life.84Q.Magic Theory86R.Alignment88S.Miscellaneous thoughts92III.Historical notes and conversion in into game terms96A.Simplified Formal Organized Structures/Hierarchies of the Sentient Races97B.Stone Age Cultures100C.Bronze Age or Ancient/Primitive Cultures104D.Iron Age or Classical Cultures10

6、5E.Medieval Cultures107F.Renaissance Cultures109G.Example of an historical political body to campaign world equivalent110H.Reconsidering military development based on historical study.112I.Culture and Civilization115IV.Glossary: Terminology or clarification of reserved words147I. IntroductionA. Fore

7、wardIs Dungeon Mastering an art or a science? An interesting question!If you consider the pure creative aspect of starting from scratch, the ”personal touch” of individual flair that goes into preparing and running a unique campaign, or the particular style of moderating a game adventure, then Dunge

8、on Mastering may indeed be thought of as an art.If you consider the aspect of experimentation, the painstaking effort of preparation and attention to detail, and the continuing search for new ideas and approaches, then Dungeon Mastering is perhaps more like a science - not always exacting in a liter

9、al sense, but exacting in terms of what is required to do the job well.Esoteric questions aside, one thing is for certain - Dungeon Mastering is, above all, a labor of love. It is demanding, time consuming, and certainly not a task to be undertaken lightly (the sheer bulk of the book you hold in you

10、r hand will tell you that!). But, as all DMs know, the rewards are great - an endless challenge to the imagination and intellect, an enjoyable pastime to fill many hours with fantastic and often unpredictable happenings, and an opportunity to watch a story unfold and a grand idea to grow and flouris

11、h. The imagination knows no bounds, and the possibilities of the game of ADVANCED DUNGEONS & DRAGONS are just as limitless. Who can say what awaits each player, except a cornucopia of fantasy and heroic adventure? So much is waiting, indeed!This book holds much in store for you as a DM- it is your p

12、rimary tool in constructing your own “world”, or milieu. It contains a wealth of material, and combined with the other works of ADVANCED DUNGEONS & DRAGONS (the MONSTER MANUAL and PLAYERS HANDBOOK) gives you all the information you need to play AD&D. But, as always, one more thing is needed - your i

13、magination. Use the written material as your foundation and inspiration, then explore the creative possibilities you have in your own mind to make your game something special.Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult. There are few ga

14、memasters around who are so superb in their conduct of play that they could disdain the opportunity to improve themselves in some way. Fortunately, this work addresses the matter at length, and gives you plenty of suggestions on all aspects of Dungeon Mastering (as well as some of the finer points)

15、in order to help you improve your own efforts. Take heed, and always endeavor to make the game the best it can be - and all that it can be!Mike CarrTSR Games & Rules Editor16 May 1979Original 1st edition AD&D Dungeon Masters GuideB. PrefaceWhat follows herein is strictly for the eyes of you, the campaign referee. As the creator and ultimate authority in your respective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are not from on high as respects your game. Dictums are given for the sak

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