THE PROPER PREPARATION OF THE DUNGEON MASTER

I have seen my share of Dungeon Masters, as well as various methods of preparations for their gaming sessions, and I have talked to more than a few about what has worked best for them in the way of getting ready when first starting a new game and/or just getting ready for an on going game session. Some of them insist on doing nearly everything on the fly. That is, with very little in the way of preparation, preferring to wing it as they go. These DMs will start a session when they still haven't a clue as to even a general idea of what will happen that session. Occasionally one comes across a DM who is so quick of mind and phrase that they can actually pull this off - not just occasionally, but consistently. However, I'm sorry to say the majority of the rest of us simply don't fall into that category of DMs. Many of us can certainly pull it off occasionally, but to do it every session is beyond our power, and though it greatly helps when the majority of your players are movers and shakers themselves, we DMs can't always rely on that.

On the opposite end of this spectrum we find a few DMs who insist on hammering out every little detail before they will even begin. Subsequently, many never do begin. They talk about it and all the wonderful detail they are putting into their game, but it never seems to come together. Again, the extreme, and only mentioned to offset the rest of us who are somewhere in between and are looking for a reasonable method of preparation that we can use.

To that end, I have always tried to find the best way to run my games, not with too much, nor too little detail, a reasonable idea of a story line, and at least the skeletal structure of the world around the PCs in which they find themselves. Knowing what's out there and why goes a long way in helping build stories around unexpected turns of events. And with the better players, that's practically always happening.

I have found, over the years, that what works best for me offers flexibility, realism, and consistency for my game, and with but a few exceptions most people I have talked to concerning my methods readily agree they are sound. If this is also true of the majority, then I think the simple outline below should give you a good idea of the sort of preparation that you, as DM, might have to go through in order to start a good game, as well as keep it running smoothly. It is however, just my opinion based on my personal experience as well as a few others I know, but since I don't know everything it may not work for everyone. Still, that's left up to you. I can only present this material here, hope you will read it, and be pleased to know you may find it useful to one degree or another. Good luck.

STEP 1: Draw a map. Any map. Put a scale of distances on it. Remember, your player's characters will be moving across it at about 24 miles/day, so it should be large enough to explore, yet not so large it will take forever just to get to interesting places, nor so large you can't possible fill it. And don't worry if you can't fill it today. It only need be there, to begin with, so you can fill it in the weeks and months to come as the players start to exercise their characters. You should, however, have several points of interest on the map to begin with, perhaps within a few days' march of where you intend the PCs to gather or call home. Thus, you should also have their hometown (or their base of operations where the PCs, after getting together for whatever reason, will likely end up returning after every adventure in the near and foreseeable future). Perhaps a ruin or two, a mystery of some kind, or a few distant cities where life is a little different than what the PCs may be used to can help fill out your map in the beginning. Naturally, this map isn't complete and may actually become the property of the PCs. After all, any map they're likely to get wouldn't be very good either, so there's a bit of realism for you right there. And as the characters explore, you both will start to flesh out the map together, though your copy is likely to be more complete.

STEP 2: In a very general way, at least partially determine who is holding the strings in this area. Is it a powerful Empire, a local Kingdom, the Thieves guild, a powerful and unchallenged Arch Mage, the Clerics of Set or some other group or individual? Mind you, these are for color, and the PCs will not be interacting with them in any great way any time soon. It's just nice to know these things, even if the details are still to come at a future time.

STEP 3: Know where the PCs are coming from, where they grew up, and make up a rough idea of how they will meet and why. Perhaps they all find themselves at an annual fair, maybe they come to town for the high holy day, they might naturally fall in together during the defense of the town from unexpected attack, or a number of other possible reasons. The mind boggles at just how many original reasons there are out there. Also you should know the names of each PC's trainer or mentor and have a little background information regarding them. Their alignments, their levels, and where they live coupled with the reason why they are training a student at this time should be all that is required to begin with. These characters will also be fleshed out as time goes by.

STEP 4: Character Generation. This can be done during the first session. The DM most easily walks through the steps of simple character generation and each player follows along while doing the particular step together. For example, when you determine starting money, everyone is doing that; when you are on the non-weapons proficiency tables, everyone is working there. When you are looking at the STRENGTH table, everyone is writing down their PC's STR score and pertinent stats. Naturally this is best accomplished when there are more than a few copies of Player's Hand Book around the table, but one or two will do in a pinch, just taking a little longer and promoting the virtues of sharing. And not all that detailed write-ups need be done today either. Just the bare bones: the stats, classes, races, rough origins, weapons, armor and other equipment, and a few other details to start them on their way. A good player will fill in the rest as they go, either during the game when the DM is busy with another PC, or even better, between sessions. Hopefully every player will own his or her own copy of the PHB that you are using for your game. If not, perhaps they can borrow one; it does make things easier. The only reason why someone might not want to spend $20 or so on such a useful book is if they are just testing the roleplaying game waters to see if they will even like it. These people can certainly borrow a book. If not, then you will probably have to have them play a character class other than a spell caster, for it is these character classes that most extensively use and need a handy PHB practically at all times. Besides, beginning players may not be ready for the challenge of playing a spell caster, so this works out fine in most cases.

STEP 5: If not right away for a beginning game, then later for an on going game, you, as Dungeon Master, will have to have about three good ideas of what might happen in the hours to come. Some DMs may have but one, almost forcing the players along that particular story line. Many players don't appreciate being man handled in that fashion, preferring to either make up their own minds about where they want to go or at least "thinking" they made up their own minds. With a little practice, the DM can subtly move the group in the more promising directions that present themselves. By rumor or clue, a fortuitous meeting with an NPC, an unexpected attack, or the casual suggestion of a trusted mentor or friend, the DM can gently nudge the party in the direction they want while it may seem to be the players' idea to go that way. This is decidedly easier if the DM has about three ready made stories to go, encouraging any movement on the part of the players when they desire to go in one of those directions while simultaneously not overly discouraging other possible suggestions. A good DM, after all, must be prepared to wing it - at least occasionally. That's what the bare bones of the world are for. The skeletal structure exists, and if the players insist on that course of action you need only flesh it out a little as you go. But, as will frequently be the case, the players will end up moving toward one of the three stories in waiting.

The wonderful thing about having three good ideas is that the players will never use more than one per session. This leaves the other two ready for future sessions. Just a little revision, perhaps, is all they need, and that takes little time in comparison to writing a whole new scenario. So after getting 2 or 3 story ideas ahead, it is only one new idea per session that the DM really needs. This was true before, but with a few scenarios ahead I think you will find each session can evolve along a more natural rather than an almost forced story line.

As far as further preparations are concerned, I wouldn't worry too much about it. There was a time when I would put a lot of detail into the maps that would only be used once or twice. If you know that's all there is to it, only lay out a simple sketch as a note or reminder (with dimensions written on rather than having a map drawn to scale). Chances are no PC will ever come this way again and too much detail will be a waste of time. When using "generic" monsters, don't bother to roll up their hit points. Just assume each one has the average hit points. In fact, I don't even keep track of the run of the mill generic monster's hit points during combat, but have the players remember how much damage they inflicted upon it. That way, when the damage approaches the average, the flow of the story and the needs of the situation will determine if they die next time they're hit, or the time after that. (Remember not to let your creatures stand up too long after taking above average damage. Though the DM cannot technically cheat, it is poor planning on your part if you attacked with insufficient forces to carry the story line to where you need it to be and continue to have average creatures not die in order to get the goal accomplished (whatever it might be)).

Of course the singular NPCs, like the lizard king, the orc leader, the shaman of the ogres, or who ever happens to be the big cheese will need to have a more detailed write up, but the lowly masses need not. Such effort is usually a waste of time that would far better be spent thinking about new scenario ideas. Remember that the players may be able to help you run the game. Just because you're the DM doesn't mean you have to do all the work.

The important thing to keep in mind, however, is that no matter how much detail you put into your game before you start it, you MUST start it. The vast majority of any good worlds I have seen have always been mostly comprised of things that were made after the game had started, so don't wait too long to get going.

© July of 1999
by
James L.R. Beach
Waterville, MN 56096