Thursday, 23 January 2025

An Introduction to Dungeons & Dragons: Part II Dungeon Mastering Styles


(White Dwarf #24)

Lew’s series is aimed at beginners. Is it good advice, and does it offer something for veteran DMs?


What’s it about?

Lew points out the DM sets the game’s tone and outlines styles on a spectrum: simulation, wargame, absurd, and novel. He advises players to seek a different DM if their style doesn’t suit them.


He dismisses simulationists, arguing D&D is fundamentally a wargame. Absurd elements, creatures like “spelling bees”, are fine in moderation. Most games fall between wargame and absurd.


Lew criticizes the novel style, where the DM narrates a story, since players become passive participants—though it may suit passive groups. Players tend to prefer frequent combat with occasional puzzles to keep things varied.


He stresses balancing risk and reward. His low-risk/reward approach, where veteran players rarely lose characters and level after 10 adventures, feels too slow for me. Lew claims the game isn’t built for 10th+ level play, becoming too complicated, but works best from levels 3-6, the old “sweet spot.” I think 10+ level play is viable.


The DM’s job, Lew argues, is to provide many meaningful choices, allowing skilled players to improve their odds of survival. He advises DMs to be neutral judges, not "gods" demanding the players entertain them, and to avoid attachment to creations, as they’re meant to be defeated. Finally, he encourages DMs to stick to their chosen style once they've worked it out.


Anything insightful?

  • Most games blend wargame and absurd—sounds like my game.
  • Players favor combat over puzzles.
  • Work out your risk / reward ratio.
  • Focus on giving players many meaningful choices.

Is this a keeper?  

Yes - Lew gets it. His points on risk/reward, player choice, and the DM as a neutral judge are essential lessons. Rejecting novel play, avoiding excess simulation, and reining in absurdity is good advice. This joins the ‘best of’.

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