How to Dungeon Master in dnd? Guide to Tools, Software & screen 5e

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How to Dungeon Master in dnd? Guide to Tools, Software & screen 5e

Can you be a dungeon master in d&d as a beginner? How hard is it to become one?

It is not easy to become a Dungeon Master. There are many reasons to do so, especially if your goal is to become a great GM. A GM takes a lot more time than a player to master a game. The time it takes to build a character and play that character every session is more than the time it takes to plan and level up. The GM must spend time developing the campaign, planning each session, running each session, and then figuring out how to deal with the mad shit that players pull. Finally, the GM must prepare for the next session.

Being a GM is more costly than being a gamer. A character sheet is all a player will need to play a game. What do you think? A few pieces of paper the GM might have given you, a pencil and some dice. Buy-in: $3-10 The GM must have at least the core book (some systems split the core books into Players’ and GMs books while others don’t). That can cost anywhere from $20 to $60. He must also ensure that he has enough dice to provide for his players, who will not forget them. That’s the minimum cost. Many GMs will spend more money on tools that make their lives easier. Some DMS spent far too much on mapping software that doesn’t work as well as hand-drawing maps. Is it so difficult to find maps-programs that can be used to create modern structures? You may use blueprints of actual buildings most of the time. GMs are also more likely to purchase supplementary books. 

The GM is responsible for a lot more creativity at the table. The players only have one role, while the GM must manage dozens of NPCs. While the GM creates the story, the players are primarily open to it.

Players can sometimes lose focus. A Dungeon Master also makes them feel more involved in the story. Some players don’t have enough experience or don’t want to. That leaves the decision up to the GM.

What are the responsibilities of a Dungeon Master?

In a way that players will never see, GM’s also responsible for the entire story. While players can create their own stories, GM’s are responsible for weaving together the stories of everyone. It is where a player agency comes in. It can be challenging to connect everything if you don’t give players enough control. Some players are very skilled and can weave their stories with other PCs. As a GM, it’s a joy to see players doing all kinds of things. 

Another issue is that players feel it’s terrible to give the GM levers and hooks to manipulate their characters. Suppose you enjoy the story and the motivation of PCs as a gamer. These stories can tell the story of an emotional rise and fall. If you have a character that has no attachment to the world or motivation, it won’t be easy to manage with them. Instead, players like to share with their GMs a lot of hooks and levers. 

Mercer Effect

There’s also the Mercer Effect. That is not Matt Mercer’s fault, but some players have a terrible habit. They compare and critique their current GM to other GMs (often but certainly not always Matt Mercer). Different styles are common among GMs. It’s the way it is. Some players probably wouldn’t be able to run a serious game to save themselves. You can still have a fun, silly beer and pretzels game. 

You can ask your GM for suggestions or reconsider if something he has tried isn’t working for you. However, “Why can’t X be more like X?” isn’t a helpful criticism.

Software that every Dungeon Master should have

As a new DM, you have to figure things out by yourself. The Dungeon Master’s Guide offers many great tools. You can even use the core books to play dungeon & dragons. So whether you’re planning your campaign or creating encounters, look at this must-have Software.

Kobold Fight Club

Kobold Fight Club is a must-have if your DM cares about balanced encounters. It can track every monster and determine whether the meeting is easy, medium, rigid, or deadly, according to the Dungeon Master’s Guide. You can also generate random encounters at any difficulty level. Once you’re done creating encounters, you can run and manage them from your browser. That makes it an excellent tool for both planning and running the game.

Kassoon

It is a collection of tools, not a single device. Kissoon is a beautiful collection that includes everything from NPC generators to plot hooks, house, name and town generators. You can see it all, so I won’t be able to do justice.

Donjon

Donjon is a great tool to run D&D or any fantasy RPG. It includes random generators for dungeons, names, encounters, treasure etc. The random dungeon generator in this program is one of the best. It will work for you regardless if you are a novice or a veteran DM.

Random encounter generator for goblins

Rolling on tables can be fun, but some DMs prefer a digital format. While Goblins is similar to Kobold Fight Club in many ways, it has one unique feature that makes it stand out. Random encounters can be generated in any environment. A specific monster can be chosen to create an encounter, adding flavor and variety to the encounter.

Wonderdraft 

This tool is fantastic. It is one of the best map-making tools. It makes it so easy to create them. No more Photoshop tutorials!

Other related Software

  • N Generator
  • Town Generator
  • Random Plot Hook Generator
  • Generator for House Maps
  • Trap Generator
  • D&D 5E tools by Leugren

It is a collection that includes tools, like Kissoon. Many of the same tools as Kassoon’s are included in this toolbox, along with many more. It even has tools for players like a personality generator.

Adventure Lookup

Matt Colville, a valuable member of the roleplaying community, was instrumental in creating this beautiful tool. Although it’s not perfect, it makes the task of finding D&D adventures so much easier. You can filter for party level, D&D Edition and environments.

What does a Dungeon Master do?

  • The Dungeon Master is both the storyteller and creator of the adventuring universe. They must decide what happens to the players when they do things — the Dungeon Masters tells the effect.
  • The Dungeon Master roles-plays about half a dozen Non-Player Characters and about one to two dozen monsters that players will encounter on their adventuring trail.
  • The DM acts as the arbitrator for all rules. The DM sets the standard and decides what happens at the beginning and end. Rule Zero is essential: It’s the DM who will fix everything! It’s true. While the players may ask, plead, and beg, the DM will have the final say in the end.

Role Play & Storytelling

These social encounters can be very entertaining. They can tell a story. You can roleplay and talk without ever having to engage in combat (primarily). The DM explains the character’s visions and allows them to interact with them.

Does it not seem familiar for Dungeons Masters also to have an adventurer?

Players hired “non-player characters” (NPCs) to fill the gaps in their party’s roles. If there were no thieves, wizards would have a few bodyguards, and the party would hire one to burglarize. An NPC could even be brought along to an adventure by a Cleric, who would know the source of the undead menace, and need the party’s assistance to eliminate it.

However, times have changed, and players are more comfortable doing everything themselves.

They did not want to serve as escorts for someone else, nor did they like to share their experience and gold with hirelings. The practice of hiring henchmen or hirelings to do anything other than the most mundane tasks was abandoned.

That meant that Dungeon Masters had no reason to create a wide range of characters for hirelings. They can only roleplay patrons and shopkeepers who don’t have much character arc.

It is often the case that the DM creates their character and takes on the role of NPC in the party. These “DMPCs” are active party members whose players know what’s coming. Everyone agrees that the DMPC trope in DMing is a mistake.

What is the salary of a professional dungeon master?

From zero to millions of Dollars. Yes, millions. Literally. The trick isn’t getting paid by your gamers; strangers are spending it. You must make it on video if you want to make a living from gaming. A YouTube channel or Twitch stream is required. You also need enough subscribers to Patreon, ad revenue or Kickstarter funding to continue your gaming endeavours. The vast majority of these videos will make almost nothing. Many gameplay videos won’t get the large audiences required to make any money. It’s hard work to pay for snacks. Most games won’t be able to do that.

Matt Mercer’s Critical Role raised $11.4 million via Kickstarter. He and his actors are actors, to begin with. They can make themselves entertaining and can also improvise well. It’s an entirely different experience than the typical game, where people pause and um and ah at inconvenient times. Mercer is well-known for his work in several anime and video game series. He is also a Geek and Sundry channel gaming channel member, giving him a vast network to connect with.

He is also a great gamemaster who comes up with unique ideas for his players. There will likely be some discussion offscreen about the characters’ progress to create more dramatic arcs to tell a compelling story.

Does professional Dungeon Masters make money online?

A typical person would have to work hard and have the luck to make it big. You might not see any money for a few years. To get high-quality videos, you will need to invest in microphones and lighting. You might try playing a popular game online that has few players.

Some people will DM you for a fee. It is common for people to charge about 5$ per person. Others charge higher depending on where you live. You need to be noticed if you want people paying you. There are a lot of people who DM for free online. It will cost you between 20 and 100 dollars per week depending on how many people you get. It’s possible to make a living by running games for several groups each week. However, it’s not a full-time job, and you only get a few hundred dollars per month.

How do you become a great Dungeon Master?

A few things can help you distinguish between a good/great DM/GM and a bad one.

The rules. It doesn’t take much to know the rules or memorize them. The more you understand the rules, particularly the ones that are important, the better. For example, if you don’t have a party paladin, then it’s not necessary to be familiar with all abilities. However, you must know the capabilities of PCs. It is also helpful to know the capabilities of various NPC’s. Keep the game moving.

Know what your players want. IMO needs to understand what your players want and ensure they get it. If they are looking for much RP, give them the space and time to do it. Give them the area if they prefer to dungeon crawl. However, don’t expect RP-heavy groups to engage in endless combat or for combat-heavy groups to be able to spend hours talking to shop owners or innkeepers.

Allow the players to be themselves. Many players desire at least some illusion of agency. They want to have some control over their destiny. It is IMO an evil DM who tries to force players to follow the story they want. The DM sees the players as characters in the story… That is wrong.

The players should tell the story. They should be considered co-authors and not just characters. Let them tell the story. Let them tell the story, and let them add their backstory. They can direct the story entirely from time to time. Let them go to the party looking for justice or revenge if someone in their past has wronged them. Let them have the option of going north to see what’s out there, rather than south to what they had planned.

Be ready to let the Players destroy your plans. You’ve made your campaign vulnerable to the Players, and that is a bad thing. You must be able to deal with them when they go south.

Make the world a better place. It is the most important, but it may not be. You want the players to feel like they are part of a real-world and not just a cardboard model. That means that they can’t control or be involved in things that happen. The world becomes more centred around them, and nothing happens without their involvement, making it feel less like a living place and more like a game.

What are the Qualities of a Good Dungeon Master?

  • Having Enough Time to Plan. Arguably the most important thing a good dungeon master has is time. 
  • Ability to Improvise. 
  • Willingness to Listen to Players. 
  • Ability to Read the Room. 
  • Knowing When to Ignore the Rules. 
  • Learning When to Fudge Dice Rolls. 
  • Knowing It’s About the Players.

Dungeon master tools

DICE

Dice are almost a given, but they are the essential physical tool that DM requires. You’ll be rolling a lot when you run the game. You’ll need lots of dice to make sure your players are engaged. Whether it’s combat attacks and saves, determining encounters and loot at random tables, or keeping them on their toes. The Wiz Dice dice bags are worth every penny. Each pack contains 20 complete dice sets, so you won’t have to search for the d8 every time you need it. Why is it always the 8? These dice are also of excellent quality. These bags hold most of my die and are perfectly shaped to avoid cocked rolls. The bags are strong and feature cool designs. 

BOOKS

A Dungeon Master must at least have the Player’s Handbook as well as the Monster Manual. If you do have them, then Volo’s Guide to Monsters or Mordenkainen’s Tome of Foes are my top picks for Dungeon Master. These books are fantastic at providing a wide range of new monsters and juicy lore to DMs. Both of these books are so rich in folklore and options that it’s hard to decide which one I prefer. These books should be in every DM’s library, regardless of whether you are looking to learn more or find new enemies to shake up your encounters.

STATIONARY

Every Dungeon Master needs Pens, paper, notebooks, dividers. Preparation and organization are crucial to running a successful D&D adventure. You can make callbacks easier by making notes about important characters and events. It’s also a good idea to make general notes about the game before sitting down at your table. You can keep track of my players and their personalities. What are their goals? What are their favourite situations? These are extremely useful for planning sessions, so I can ensure that everyone has something! Stationery can be as wild as you like. Many dollar stores have tons of notebooks, pens, and other supplies at very affordable prices. It’s worth it to get them at a discount, considering how many you will use them.

DUNGEON MASTER SCREEN

A Dungeon Master screen is a screen that is put up between the Dungeon Master and the players. It usually separates the DM from the people who are playing the game and hiding any secrets they may be planning. The DM screen may also serve to display or hide critical tools and information that the Dungeon Master uses to run the adventure. Dungeon Master screens, storyteller screens, or Game Master screens are all the same family and serves the same purpose. The screen is there to create immersion for the players. It separates the DMs from players and puts the GM in the person’s responsibility behind the curtain. It hides all the DM’s notes and rolls.

DETAILS ON DUNGEON MASTER SCREEN

The Dungeon Master screen is more than just for hiding your evil plans and rolls! The DM screen is a great place to store important notes. Although the official DM screens of Wizards of the Coast look great, you may adopt them and use them often. One of my favourite aspects about the DM screen is making my inserts and storing them on the screen.

The game comes with several inserts, which are sure to prove very helpful when running the game. Inserts provide information about combat, character stats, and conditions. It is difficult to overstate the importance of a well-designed DM screen. There are few more frustrating things than pausing a game to flip through a book to find a rule.

MINIATURES

Theatre of the mind can be a wonderful thing. However, miniatures will bring your game to life. We’ll be getting into miniature painting later. However, for those who prefer models already painted, WizKids releases pre-painted miniatures with every new book. You’ll want to buy something to put those miniatures on if you plan to use them in your game. It is crucial to have the environment before you when making decisions and to execute combat tactics. It was night and day for my group to shift from “theatre-of-the mind” to these tactics. Before buying the Dungeon Tiles, refer to Chessex Battlemat to draw the dungeons with dry-erase markers. Although it’s not as fancy as the Dungeon Tiles, it’s still a great way to add an extra layer of strategy to your combat game.

TRACKER INITIATIVE

You need to keep track of your players’ initiative for years on paper or an Excel sheet. The Pathfinder Combat Pad, however, is a genius tool for tracking initiatives. It has dramatically improved our games. This little gem has helped keep many games moving smoothly, especially in big combats. Everyone at the table can see precisely where they are in battle. That is especially useful for spellcasters as it allows them to see how much time they have left to plan their next spell or look up its effects.

I hope this guide will help you to know about Dungeon Master.