Current Events > How exactly does Dungeons and Dragons work?

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CRON
07/17/24 5:36:27 PM
#1:


Like I know the basic mechanics and how there's a DM, but what keeps confusing me is how a DM is able to just create a story on the fly. Are there rules or limits as to what they can creatively do? Like do they have to use specific locations and specific character/enemy types?

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Accolon
07/17/24 5:38:13 PM
#2:


Generally there's a lot of preparation involved, or they use a premade adventure book.

The book includes all the maps, monsters, story, descriptions and different things the party might do.

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Baha05
07/17/24 5:38:33 PM
#3:


I mean a good DM or even beginner DM would either crafted the story prior or use premade stories that give you the general enemies, items, encounters, etc. but a lot of it can be adjusted and since DnD is mostly imagination based some things can be tweaked on the fly.

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DrizztLink
07/17/24 5:40:01 PM
#4:


The DM can go in a couple ways.

They have modules, which are self-contained stories with all the info provided (enemies, room layouts, NPCs, etc.) The Tomb of Horrors is a famous (infamous, really) D&D module.

Others make their own story within the same universe.

Others completely homebrew, meaning it's basically all self made except the basic framework.

Enemy stats are in the Monster Manual and other books, but one can play with the numbers if they like.

It's also all dependent on the system, Pathfinder and D&D are similar but nowhere near identical.

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GATTJT
07/17/24 5:40:10 PM
#5:


Sky's the limit, really. There are official adventures created by WotC, but you don't need to use those at all. You can make your own storylines, settings, enemies, etc.

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CoyoteTheGreat
07/17/24 5:42:42 PM
#6:


Some DMs are better at going off the rails than others. Like, if a DM isn't very good at improving situations for their players, they'd generally be considered a railroader. It all depends on the personal style of the DM, the game is very freeform and customizable.

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MasterEdge1
07/17/24 5:47:18 PM
#7:


The Dungeons and Dragons Players Handbook is basically a toolkit that provides a setting and general rules for players to play a game. The Dungeon Masters guide is a toolkit that gives DMs recommendations on the setting and general rules on how to host a game. To answer your question, the great thing is that DMs really have free rein to create their own story/setting and use or ignore any rules they want. There are no limits to what they can creatively do. The rule books are basically a premade game engine with a setting/characters/creatures to make it easy for the DM to create something but they are free to do whatever they want. Being a good DM requires a lot of organization and planning.
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MC_BatCommander
07/17/24 5:47:32 PM
#8:


It's basically super thorough guidelines that you can use to do whatever you want. It takes care of the mechanics so you can focus on the story and roleplaying

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hitokoriX
07/17/24 5:50:16 PM
#9:


MC_BatCommander posted...
It's basically super thorough guidelines that you can use to do whatever you want. It takes care of the mechanics so you can focus on the story and roleplaying

This. I run a game with my friends. The mechanics are well defined (though you can make whatever changes you want) and as a DM you can make your own world or use one someone else has made. A good DM has things prepared, but should always be ready to change things up. My players just did an impromptu Oceans 11 style heist.

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