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12 Simple Rules for DMing: The Magic Behind Mayhem, Murder, and Monsters

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For nearly half a century, Dungeons & Dragons has enthralled fantasy fans around the globe. It continues to attract new players even in this era of high-tech pastimes, despite the fact that D&D relies on nothing more than a couple of rule books and some funny-looking dice.

What makes D&D and other tabletop role-playing games so special, so alluring, is the fact that anyone can enjoy them. You don't need any particular skills; you only need to bring your imagination. And because of that, each time you sit down at the gaming table--whether that table is in a bar, a basement, or a hotel ballroom--the experience is a little different.

There's only one real constant in D& the fun is in the playing, not the winning. In fact, unlike most board games, card games, and video games, no one ever "wins" D&D. You simply live to fight another day.

Richard Read has spent more than three decades playing D&D, and much of that time has been spent behind the dungeon master's screen. In this short book, he shares some of the lessons he's learned overseeing campaigns large and small. If you're a longtime dungeon master, many of his observations will probably ring true. And if you're new to DMing, some of his advice may help turn your next adventure into one that players remember for years to come.

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Richard Read has written about games, cars, travel, theatre, and pop culture for Gawker, Fodors, High Gear Media, and many points in-between. He's penned several D&D adventures; edits Gaywheels.com, a website devoted to LGBT car fans; and co-authored The French Quarter Drinking Companion, a field guide to some of New Orleans’ best watering holes. He lives in New Orleans with his partners, numerous hounds, and a moderately well-stocked bar.

27 pages, Kindle Edition

Published August 1, 2018

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Richard Read

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24 reviews
December 29, 2018
Good tips for beginner and veteran DM/GMs. Easy read. It's only a few pages long and takes but a few minutes. :-D
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