The Dungeon Master's Guide is a comprehensive resource for individuals taking on the role of Dungeon Master (DM) in Dungeons & Dragons, providing essential information on running the game, creating adventures, and facilitating player engagement. The 2024 edition includes updated advice, encounter building assistance, and expanded magic rules, enhancing the overall gameplay experience. Key components for playing include rulebooks, character sheets, dice, and a suitable space for gameplay, along with suggestions for finding players and organizing sessions.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0 ratings0% found this document useful (0 votes)
13 views
Chapter 1. The Basics
The Dungeon Master's Guide is a comprehensive resource for individuals taking on the role of Dungeon Master (DM) in Dungeons & Dragons, providing essential information on running the game, creating adventures, and facilitating player engagement. The 2024 edition includes updated advice, encounter building assistance, and expanded magic rules, enhancing the overall gameplay experience. Key components for playing include rulebooks, character sheets, dice, and a suitable space for gameplay, along with suggestions for finding players and organizing sessions.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 20
DUNGEON MASTER'S GUIDECREDITS
fle roar fey afer (ea hes De om,
ve han Muy en Cer
Pt vat on nds eo io, Pai ee
er olacors teri (ed ok en
Croan ssc
‘cert: tr Rn oh Oo eager
nan Dom ron Cia Bs ely Shark
‘ured, nad nee sen Cnn Hay
Soo oon Daan neon a
Ice fy ese fang lao ety Co
‘Nie Honor, apy sou Som eer lin
aan ne or tae
ry, mcheas hr
Inline tha, ali Ch Seman dee
eng Spence Sone ol Thomos Beh
(On re Cover
(Saw sou 4 CE LK
ea, rg nr es
Caogaper: cre bela Don ops Mi Sey
Coenen
Taneja ye osnon 98 alc,
ann 2c ones Mendes, Math
‘ocr ota osu aa arn eboah A
‘amo nC Sy Tu oo Toner
reac: Dn Yn leas, Sar Sager,
ret Opens ger a He, Sst Wes
Iago, ian asec, eee
Pan Scalise Cup
seo te Ougron Master ule 204
Tory Caw cote Crstepe Prin ced oes
(Bn to tt rt Shans
Can npn ad Deere den Slope
‘on rue Aurcover
{otk he Demon Quel Spider, ie tag web of
‘hone od arnt Haart Our Red.ConTENTS
(Chater The Bate nee
‘What Does aM Dates
Things You Need nn
Preparing Sesion
Howto Rieatenia—
Example af Py
Matal Respect an
Respect for the ars
Respect for the DM
‘cnaper 2: Rung te Game —20
Know Your Pers mat
(Group Sten
Mule Dis
‘ity Checks
‘ack Role
Siving Throws nnn
Diet Css
|Adantge and Danse
Running Soll ltersction,
Taken
Brite
aig nite
Using and Taking Condos 8
“Tracking Position at Long Range 45
Narration in Comits=
Keeping Combat Moving o
‘Abusing Diet
eer
‘Chapter DAs Toor 50
ening aaciground
(eting Crete 36
Ceting a Mag Rema
(tet Spleen nnn 38
{Curses an Magic Contaions
Desh
‘earand Mest test 0
‘rears and Explosives 2
Nonpiyer Graders oad
RenoVircnnnnnnernnr 8
Sete <=
Siege Eatin Ea aap
Siperatre Gita
Tepe io
Sti Step Adventurer 109
EapOatthe Premise 109
“Adventure Prise rs
‘aventate Conte 108
Advent tutions by Level 106
‘Adverts Stig
ippentance Hook
Pan bncountes eens td
‘haracterOsetvs 12
Keeping the Adventre Mong 112
Scathing or Everyone
Mate Way to Progr
Monster Behavior nnn 118
Encounter Pace snd Tena,
Being tto a Ed
out Campaign ura
CGnpign Premises
‘Campaign Chara
(Campaign Confit
Favors amas
mse
Tipe
Greyhaek's Premise
Free ity of Gey 9
Grephawh Gazetter
pe 6 cool.
Phanae Travel 76
Pan Advesurng
‘Tourette Malis
open 2 Tere ——
‘Trade Bary _
Trae Good
Gontnes
‘Magic lem Categorie.
Magi em Rat n
Avnring Magi ems
Crafting Mag ems
Magen Special Pures 222
‘rts
Sentient Mag ema
Random Masi tes
per 8 Bastions nnn 382
Ione Pcl
Special alte
‘dete
Bastion en
Flos Bastion
Append A: Lore Glossy monn 354
Aprende Maps 65
Carman Examen sa
(Gotarade Vilage
Drago Latte
Dungeon det
Game Expt nnn
‘rave Planer.
NrcTacter
amptg Journal
Mage Rem Tracker
Baton TakersCHAPTER 1
THE BASIcs
LUNGEONS & DRAGONS 18 A GAME IN wttet
you and your friends take onroles and tell
2 shared story. While the Payer Handbook
teaches You how to play the game ani how to cre-
ate characters who ae the heroes ofthe story the
Dungeon Masters Guides written forthe player who
resides over the game and makes sure everyone is,
‘having fun. This player i the Dungeon Master, or
DM Being a Dungeon Master is af
and rewarding experience, and this
{you through the basis.
Wuat Doers a DM Do?
“The DM gest play many Fun roles
‘Actor. The DM pays the monsters choosing their
‘aclons and oling dice for their atlack. The DM
also plays al the people the charaers mee
Director Like the director ofa mov, the DM de
‘ides (and describes) what the plays’ characters
encounter inthe course of an adventure. The DM
Isalso response for the pace of play session
and fr creating situations tha facitat fun.
Improviser big part of being the DMIs deciding
‘how to apply the rules as yu go ard imagining
the consequences ofthe character actions in
‘way that will make the game fun for everyone
Referee. When it’s not clear what ought to happen
‘ext the DM decides how to applythe rule,
Storyteller, The DM crafts adventures, setting itu
slona in oat ofthe characters tht entice them
toexplre and interact withthe gane world,
‘Teacher. It's often the DM job to teach new players
how to play the game.
\Worldbuilder. The DM crests the world where the
same’ adventures take place. Evenif youre using
‘published setting you get to make yours.
De
‘The most important par of being a good DM is
facilitating the Fan of everyone atthe table Keep
these tips in mind to help things go smoothly
Embrace the Shared Story. DAD is bout telling a
‘story asa group, s let the other plyerscontri>-
Ute through the words and deeds of thelr charac-
ters. Encourage player to engage by asking them
what thelr characters are doing.
Ws Nota Competition. The DM isnt competing
“against the other players Is your b to provide
Fun challenges and Kep the story moving
Be Fair and Flexible. Treat your players in fir
Impartial manner The rules help you do this, but
wien you need o acta efere, try to make dec
"Sons that ensure everyone shaving fun,
(Communicate with Your Players. Open commu:
lation is exsential to a suoczsful DED game.
‘Many probleme canbe solved a even prevented
with honest conversation, Ak questions and so
lt feedback after or between sessions
W5 OK to Make Mistakes. If you overiook or mis
represent something, corect yourself and move
fon, Noone expects you to memorize every rule or
‘etal Event you dou’ realoe your mistake ut
after a game session is over i's OK to acknow
‘ge the mistake atthe star ofthe next session
find make sdjustiente moving forward.
‘War's New in THE 2024 VERSION?
This is the 2024 version ofthe fifth edition Dun-
20" Master Guide Much ofthe book has been
‘eorganized, expanded, and rewiten rom the
2014 version, and the versions of things inthis
bok replace versions fom older books. Here are
few highlahs:
‘Sound Advice. Every chapter but especialy chap-
ters 1,24 and 8) has new advice for Dungeon
Masters ofall experience levels
‘Tracking Shots. Hepflshetstroughout the
book ge you tools to plan your game and keep
teack of your campaign These sheets are also
svaeble on DnDBeyond com,
‘Encounter Builing Assistance The rules for est
‘mating the difeltyof combat encounters have
changed, as youll seein chapter 4
‘Ready Made Elements Sample adventures in
chapter 4, campaign sting in chapter 5, and
‘new maps in appendix 8 make ease torn 3
game right any.
Expanded wd Revised Magic Wen Chapes 7s
(ached with new magic ems and ld nes that
have been revised.
Bastion. Chapter &has rules tht allow payer
Characters to bul, maintain and enjoy hee
‘oun tronghols
Love Giossey In append A, a help glossary
‘ipa many ofthe conc peopl ad loca
tions fund thoughout the DD multiverse
5Tuincs You NEED
‘What you need to play hat changed much since
the game’ ist publication in 1974
RULEBOOKS
‘As the Dungeon Master, you need this book pus the
Players Handboo (which entains most ofthe rules
‘ofthe game) and the Monster Manual. You payers
peed access tothe Player Handbook, oo, bt they
‘can share as needed,
Tet players know heforesand hat books (other
than the Plajers Hendbool they can reference
during a playing sesion. For example, i nt ap
propriate for players to look up monster in the
Monster Manual (r the equivalent digital too) while
Sighting that monster Ifyure running a published
adventure players should void reading that adven-
tures they dont spoil any surprises
ADunozon Master
‘One player has the special roe of Dungeon Master.
Some peopl love being the DM all the ime, while
‘others can end up feeling tapped asthe “forever
[DM for thle gaming growp: The “Group Siac” sec
tion in chapter 2 discusses possiblities for sharing
therole of Dungeon Master among multiple payers
ina group.
PLAveRS
Players who arent the Dungeon Master take on the
roles ofthe heroes, also krown asthe characters oF
the adventurers,
‘DAD plays best with four to sx players in addition
to the DM, butt’ possible to un a game with ewer
‘or more adventurers, See the “Group Sze section
in chapter 2 for advice on doing so
Finpino PLAYERS
‘Where do you find player? Here are handful of
suggestions
{Game or hobby toes (the Store Locator onthe
‘Wirards ofthe Const website can help you find
stores near you that hs: DAD evens)
+ Friends, family commurity members, and work
‘alleges who enjoy gaming or fantasy
= Gaming lbs at schools
+ Social media and online messaging sites
Gaming conventions
APLacE TO PLay
‘The bare minimum of space you need to play D&D
{room for everyone In your group to gather and
participate,
"When choosing the space youl be paying, em
list your players’ help. Think abou any accessibility
‘neds youorthey might have. Some players might
Ihave difclty with low light, background muss
strong odors, cramped spaces or specii allergens.
‘Accommodate what you can; communicate what
you cantas early as possible
If possible, playin an area with minimal visual or
auditory dsractions. Favor surroundings that rn
force your desired atmosphere and have litle non
player tall I'space is shared reserve the space in
vance
"You can also play D&D anywhere you might come
together in an online space from a group video call
tos rophisticoted viral tabletop
Dice
You needa fll set of polyhedra dice: dd, 28,
410, 42, and d20. 1's helpful to have at east to of.
«ach kind, Mealy, each player should also have their
‘own set of polyhedral dice,
Lots of dgtal dice rllers exist, Simple, browser:
‘based dice rollers are easily found onthe internet,
Specialized dice apps canbe found in app stores,
and virtual tabletops typically have dicerling
Tanetionalty bul in
Nors-Taxine MATERIALS _
veryone needs some way to take notes, During er
cry round of combat, someone needs to keep track
nitive, Hit Pints conditions, and othe nfor
talon. Payers often lit take notes bout what
happen in the adventure, and atleast one of them
should record any eles and treasure the characters
collect.
Cuanacrer Sueers
Players need some way to record important infor-
‘mation about their characters, lain paper works
fine, but pavers might find oficial or far-made
character sheets more helpfulin organizing the
‘ScHepuuine Games
Sometimes the hardest thing about cunning
game is Bring a time when everyone can ply
‘Some groups play for few hours every week,
hile others set atdea whole day once a month
Creates schedule tha works best fo your group.
Fornew groups, it often helps to schedule 8
Singl-sesson game often called 2 “one-shot")
2353 way fr peopl ory ou everyone has a
reat time at that one session, ltcan be ease to
et them to make a long-term commitrent
‘Scheduling confit are sometimes nescap-
able. The "Group Size” section in chapter 2 offers
Some advice on what to do when 3 player has toinformation. A variety of digital character sheets
are aleo availble if youre playing orline or using
Sigal devices atthe table
Canpatcx JouRNAL
‘Throughout this book youl find tasking sheets
you can use to make your work as aM easier
They range from sheets you can useto track NPCS
‘orsettlements in your game to trackers you can use
tomake sre youre giving the adverturers a good
‘numberof magi items These tracking sets can
form the basi ofa campaiga journal ee chapter 5)
and they'l help you plan your adventures ad build
‘Your world You can sean or photocopy these sheets
for your personal use, and youl fine downloadable
‘versions on DnDBeyond com.
User ADDITIONS _
Various resources can enrich your game and make
{kmore fun Many ofthese resource might have
Aigial versions making compaterstablets and
Smartphone seni lenin some DED games
andor some payers
DM Scrzes
[ADM sereen shields your books. nots, and dieolls
From your players (Se the “Ensuring Fan for All
section ater this chapter for more about when
find why you might want to hide derlls) Most DM
‘creens have at on the otwvard-facing panels and
handy rules information onthe nse facing panel
(Others might be made of fancy wood or sculpted to
help set the mood for your game
"You dont need a physical screen t hide things if
yout playing online, bt it ean be llpfulto have
Feady acces to important information like cond
ton definitions, common actions aad other key
rules, Some DMs set up a pyseal IM sereen near
their computer seeen, A virtual aletop might
have reference information ike tis builtin
ADVENTURES AND SOURCEROOKS
Beyond the thre ere rulebook, a plethora ofa
ditional conten is available from Wizards ofthe
Coast and other publishers. Adventures provide
hooks, lots, maps, and encounters you can use in
{Your game, Soureebooks include things ike new
Character options, new monsters, and inspira
tion for building your own adventures and
‘campaigns. You can play DAD without any of
thee ational products, bt many DMs (and
Players) find them tobe exciting ations to
the game
Barri Grip AND MINIATURES
‘Some DMs us a battle grid and minlatures to run
‘combat encounters, which helps plyers visualize
scenes when playing in person. A vinyl wet erase
rat with printed ged’ a gridded whiteboard,
ttng mata large sheet of gridded paper ora
Printed poster map-any of these can serve as a
battle rid. The grid should be marked in Finch
squares.
"You also need plastic or metal miniatures to rep
resent characters and monsters inthe game, but You
‘an us coins, extra dice, paper counters, or even
pieces of eandy if miniatures are unavailable
Many software tols designed to facilitate online
DAD play provide bate grid. Even without such
tae Pham many online DAD games use sereen
sharing in combination with drawing programs,
‘Shared whiteboards, or similar tool ax simple battle
tris. Some DMs are comfortable with software
that allows therm to control lighting and show the
players exactly what they can see ethers find that
‘complex software gets in the way ofthe gume Use
\shatever works for you and your group.
Carp Accrssontes
Some players and DMs find it helpful to have infor
‘mation avaiable in the form of cards. You can buy
{or make) cards with individual spell, magi items,
‘monster stat blocks, rules reference, and similar
{ormation for easy reference,
7PREPARING A SESSION
‘The more you prepare bere your game, the more
smoothly the game will goto. certain point. To
void being either under or overprepared, use the
one-hour gudeline below and prioritize what to
prepare depending onthe sie you have available,
Tue ONE-Hour GUIDELINE
|ADAD game session usually starts with some out
‘of game chatter as everyone settles downto pay,
‘Once the session gets undereay, most groupe can
(of play where cach “thing” might be any of the
felling:
Explore locaton such chamber in a caste or
+ Converse with an intelgent creature
+ Reach consensus ona divisive fare
Solve tricky riddle or paral
Survive a deadly trp
Fight love difculty combat encounter
‘Amore dificult combat encounter might count as
ttwoor thre things anda vense negotiation can use
‘most orallof an hour of py on ts own,
PREPARATION TIME
‘The following guidlines can help you prepare for a
session of play sing a pubshed adventure
(Owr-Hour Pazranarion
you spend one hour each week preparing for your
same lle these steps
Step 1 Focus onthe story af the adventure. Read
‘or reread the adventure’ introduction and ble
ground information, Create ablleted ist of key
plot points to make sures coherent story unfolds,
‘Step 2 Identify the encouters you want to run
‘then figure out how likly is cach encounter will
st played, categorizing ach one as “definite
possible” or “nll
Step 3 Gather any maps yuul ned forthe definite
and posible encounter, “hen focus the remainder
‘of your prep time onthe Jefnite encounters, a
For combat encounters review the monsters
tacts and stat blocks, Note any special rules that
apply tothe setting ofthe encounter,
or social interaction encounters. make notes
about the nonplaver charters (NPCS) in the en
ounter~their personales, goals and facies.
For exploration encourvers record any cls
other information the cherates should lear,
nd review any special rides that might come into
Playin the encounter
Step 4. Consider how each definite encounter re
latest the players motivations (ee the "Know
Your Players" section in chapter 2) Think about
ements you ean at interest them, For exam
plea combat encounter cau open with tense
‘egotaton designed to appeal to players who en
Joy social interaction,
‘Step 5 Skim the encounters you flagged as posible,
Two-HoUR PREPARATION
‘With another hour to prepare, add these steps
Step 6, Carefully review each “possible encounter
Step 7Devote anytime you have le to creating
Improvisational ads (ce the “Improvising An
‘swes" section in chapter 2)
Thees-HovR PREPARATION
I you have three hous to prepare, add these steps
‘Step 8. Skim cach “unlhely” encounter.
‘Step 9 Creates new encounter designed to appeal
specifically to one paver, o alter an existing en
Counter to relat othe goals and motivations of
that players character Over the course of several
sessions, do this forall our players and thei
characters,How To Run A SESSION
‘Ths section explains how to runa game session;
later on, chapters and 5 detall howto combine
sessions into adventures and adventares into
Recap
Star each game session after the ist with a reap
‘of what happened in the previous sesion A recap
‘els players get bac int the story. also provides
important information to players wko missed the
previous session. You can provide ths recap of You
‘an Invite one or more players to deliver the recap
Instead. Each approach has benefit:
DM Recap. Provide the recap yours you have
specific information you need to impart orf
You want the recap tobe concise aad focused on
‘whats evant
Player Recap Let the players provide the recap
‘you want to gauge wha they thin is important
frlearn more about what they're petting out of
the game Ifthe players miss any important details
Jntheir recap you can interject a reminder.
Encounters
‘Thebulk ofa typical DAD session cnssts ofa se
ries of encounters, similarto how a movie isa series
‘of acenes In each encounter, theres chances for
the DM to describe creatures and places and for
characters to make choices, Encounters can involve
exploration (interacting with the environment,
‘hung puzzles), socal interaction with erature,
frcombat. The Players Handbook ulins the gen
‘ral hythm of playin an encounter The following
“Stetions offer more detailed information on hove an
encounter typically unfolds, in three steps.
Srep I: Descriae THe SrTUATION
AAs the DM, you decide how mich totell the players
and when Allthe information the plyers need ta
make choices comes from you. Within the rules of
the game and the limits ofthe characters know!
edge and senses, tel layers everything they need
to know
Published adventures often include tet in a box
lke thie which s meen tobe red loud tthe
players when ther characters rat ave a3
location or under a specif cicumstance, 2s de
scrlbed inthe tet it usually descrtes locations
othe players know what's happening and have 3
Sense of hat her characters options ar.
Whether you're running 2 published adventure or
tone of your own ereation, your ital desrition of
‘room or situation should focus on what the char
acters can perceive You don have to reveal every
detail at once Most players begin to lose focus afer
aout three sentences of descriptive text. As charac
ters search rooms, open draers and chest, and ex
amine things more closely, give players more detalls
shout what thelr characters find.
"The Narration” section in chapter 2 offers more
extensive advice and examples of narration,
Srep 2: Ler Tue PLavens TALK
(nce youre done describing the station, ask the
players what their characters want todo, Note what
the players say and identify how to resolve thei ac
‘ons Ask them for more information If you need i
Sometimes the players might give you a group
answer-"We go through the door” Other times,
individual players might want todo spelfic things
tne might search a chest while anather examines
‘bookshelf Outside combat, the characters dont
‘need to take turns, but you need to give each player
2 chance to tll ou what thee characters doing so
‘you can decide how to resolve everyone's actions. In
Combat, everyone takes turn in Inte order
Srep 3; Descnine Waar Haprexs
After the players describe their characters actions,
isthe DMs ob to resolve those actions, guided
by the rules and the adventure youve prepare.
So how do you decide? Think through these
possiblities
[No Rules Required. Sometimes, resolving sits
ation easy. fam adventurer wants to cross an
{Empty oom and open a door you ean just say
thatthe door opens and describe what les beyond
(perhaps referencing your map or nots)
Obstacles to Success, Alock a guano sme
other obstacle might hinder a characters ability to
completes task In those cases, you typically eal
fora D20 Test, usually an ability check For exam
ple succesful Dexterity (Sleight of Hand) check
Imght be needed to pick the lock, whlleasuccess-
Ful Charisma (Persuasion check and some coins
ing Outcomes” section in chapter 2 gives more
{dance on hw to use D20 Tests and other tools
to determine the results of character’ actions
Roleplaying, When the pavers interact with other
‘reatures, roleplay those creatures based on
whether they are Friendly, Indifferent, or Hostile
Improvise based on what you know about the
ereatures their knowlege, and ther motivations
‘Then being these creature toile ar you deseibe
iat happens. (See the “Running Social Intera
sclion in chapter 2for more advice)
9One Action a a Time. The rules about actions in
the Player's Handbook lim how many things 3
character ean do at once Keeping thse rules in
‘mind can help you adjudrate situations
Combat. In combat, many ituations involv attack
rolls or saving throws, The rules of combat can
help you determine the eectvenes of charac-
ters aetions. The “Running Combat section in
‘hapler 2 offers advice on comb.
Spelleasting. Ifa character casts a spell you can
‘sal le the player tellyou what the spell does
and how to resolve If cuestions arse, read the
text ofthe epell yourelf-how a epll i ruppored
to workis usally pretty clear. The general rules
of spelestng inthe Payer’ Handbook are also
‘sential for resolving spells facts.
Exceptions Supersede Geseral Rules, General
rules govern each part ofthe game, but the game
also includes class features. spells, magi items,
‘monster alte, and otfer elements that ean
contradict a general rule. When an exception and
a general rule disagree the exception wins. For
ftample,i'sa general ru. that meee weapon
attacks use the attackingcharacter's Strength
‘modifier But ia featuresays that a character can
‘make melee weapon attacks using Charisma, that
‘rception supersedes the general rule
‘When narrating results ty to give a flavorful
SOFT LIMIT: HANDLE WITH CARE OR OFF.CAMERA
PLAYER'S HOPES AND EXPECTATIONS
AT-THE-TABLE CONCERNS
4ENSURING FUN FORALL
Aad ofthe game, if you haven't done so already,
discuss with your players the experience yea
hoping for, as wellas topics, themes, and behavior
{tha might spol someone's enjoyment ofthe game
Murwat Respect
Whether youre plying with longtine fends or
stranger, fs important to creat a ndaton
ofrmutual rust. The best games happen when
everyone atthe table feels safe enough tobe them
{elves peak up and get nto character.
sup to everyone to pha the principles of re
spec. Dificul conversations on fill on the DM
tolead, but they dont have to. ene players behav
loris interfering with everyone else enjoyment,
everyone has astake in elping to resolve the ese,
Serving Exrecrarions
Before you assemble a group arounda game table,
pitch the adventures you're thinkingabout running
to your prospective players. Note the in-world con
Ait that might arse, the setting’ oeall tone and
the themes youl keto explore. (The "Every DM i
‘Unique section earlier inthis chapter can help you
describe your game to others)
“Telling players what to expect prepares them as
they imagine what sorts of characters they could
‘ereateand launches conversations atout content to
beembraced and avoided, You dot ced to reveal
the major pot points or twists in your story, but
share the themes you'e intrested inexploing, the
kinds of stories youre inspired by, ard which fx
vore of fantasy (outlined in chapter 9 interest you.
Being transparent with your playersallows them to
decide f this sa game they want to ply, which i
best to know before play Begins.
Being clear about your expectations and making
sure you understand your players expectations in
‘return canhelp ensure a smooth game. Take your
players opinions and desires serious and make
sure they take yours just as seriously eal yo
Finda ste of play that sits everyone,
Harp anp Sorr Liuars
youre interested in exploring in your camp, t's
Inmportant to haves conversation with your players
shout topics that can be senaitve or uncomfortable
Teanbe helpful discus these tops in terms of
soft ad hard limit:
+ Asoft limi applies toa topic tat should be
handled carefully, st might create umwekome
anxiety. ear, or discomfort
+ Ahardlint applies toa tpi that sould not be
‘mentioned or described
DMs and players can have phobias or riggers that
‘others might not be aware of Any in-game top or
theme that makes a member of the gaming group
Feel unsafe (a hard limi) must be avoided. It topic
‘ortheme makes one or more players nervous but
they consent to ince it in-game (a sof limi),
incorporate with care, fatal and be ready to
gulch ver away from iif needed
‘Common in-game nits apply to topics such
asintraparty romance, se, exploitation, racism,
enslavement, and violence toward children and
‘animals Limits can also apply to certain creatures,
Such as spiders, sakes. rats, and demons, Is also
Important to discuss limits around what harm
‘might befill characters, including mind conteal
‘magic helplessness, and death,
That said, DAD is a game that as in-world com
{ics and mayhem. Certain core elements ofthe
game are dificult to ignore. For example, taking
damage isn aimit you can work round easly
‘Similars character deaths something that hap
pens from time to time, though the game has was
to counteract or avoid (se Death in chapter 3
for suggestions.
Usine THE Game Expectarions SwEEY
“The Game Expectations tracing shetis 3 tool
You can useto set expectations at the start of
fame and ensure the game fan for everyone,
‘Before dstrbuting the sheet o payers, fin
thetwo topmost Boxe:
‘Game Theme and Flavor. nts box, broadly de
‘cre the direction you envision for your game.
See the “Setting Expectations section forthe
kinds of information to nce here,
Potentially Sensve Element. you know tht,
Some elements afthe gare might ran up
against some players limits, It those elements
inthis box See the "Hard and Sof Lite sec
tion for examples
‘Once the sbove information added, ge copy
ofthe sheet o each payer Payers can lout
their sheets anonymously, but sk each of them
tw add the flowing information:
Lit Using an for 3 hard imi or 3 question
‘mark fora soft imi, indeate ary potently
‘Ses elements that are problematic. Ada
anyother elements to stad
Hopes, Expectations, and Concems. nthe ast
‘wo bores, share any hopes and expectations
forthe game, and Ist any concern about be
havior athe table,
Collect al the sheets, and gather your pliyes'
limits into a separate, anonymous decurent the
hole group ean acces.
cMArree |THE aAsios 15,6
Communicating Limits Nake sure everyone is
comfortable with how thediscwssion of limits takes
place Players might not want to discuss limits
"oud, especially If theyrenew to roleplaying games
forhavent spent alt of tine with other members
‘te group One way toalleviate such discomfort
{sto provide away for players to share limits ano
symodly Everyone can jot down thee imits onan
!nonymous survey, such asthe Game Expectations
tracking shect inthis chapter
‘Compile ints nto a ist that can be shared with
the group. Limits arent negotiable, and everyonein
the group needs to respect ther.
The start of carmpaign sa great time to have
this discussion, but furthe discussion is warranted
teach time a nev payer Jos the group or when
the campaign ha ast i story o tone. Someone
‘might cross ine and need to be reminded of
Timi, or someone might ot think to include some
of thelr iit inthe initial discussion Players can
tise discover new limits asthe campaign unfolds.
‘Check in with the group erery few sessions to make
sure everyone's comfort with how the game is