| Foreword.
Introduction.
Part I: Running a Great Game.
Chapter 1: The Role of the Dungeon Master.
Chapter 2: Preparing for Play.
Chapter 3: Running the Game.
Chapter 4: Narrating the Adventure.
Chapter 5: Dealing with Players.
Chapter 6: Teaching the Game.
Chapter 7: Sample Dungeon: The Rat Lord’s Lair.
Part II: Advanced Dungeon Mastering.
Chapter 8: Running an Ongoing Game.
Chapter 9: Knowing the Players.
Chapter 10: Choosing Your Game Style.
Chapter 11: Creating Excitement at the Game Table.
Chapter 12: Growing Your Game.
Chapter 13: Using Every Available Resource.
Part III: Creating Adventures.
Chapter 14: Tools of the Trade.
Chapter 15: The Dungeon Adventure.
Chapter 16: The Wilderness Adventure.
Chapter 17: The Event-Based Adventure.
Chapter 18: The Randomly Generated Adventure.
Chapter 19: The High-Level Adventure.
Chapter 20: Sample Dungeon: The Necromancer’s Apprentice.
Part IV: Building a Campaign.
Chapter 21: Building a Continuous Story.
Chapter 22: Creating Memorable Villains.
Chapter 23: Bringing the World to Life.
Part V: The Part of Tens.
Chapter 24: Ten Best Classic Adventures.
Chapter 25: Ten Best Dungeon Magazine Adventures.
Chapter 26: Ten Best 3rd Edition Adventures.
Chapter 27: Ten Challenging Traps.
Chapter 28: Ten Ready-to-Use Encounters.
Chapter 29: Ten Things to Avoid When DMing.
Chapter 30: Ten Things to Do All the Time When DMing.
Index.
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