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tHe tHe diceMaster diceMaster’s diceMaster s Guide<br />

Guide<br />

The dicemasters Guide<br />

They are called by many names: Narra<strong>to</strong>r, S<strong>to</strong>ryteller, Referee, Mayor, Game<br />

Master, Big Fat Slobbering Trai<strong>to</strong>r Why The Hell Did You Roll That 20. But<br />

mostly, the big guy running a Fantasy Role-Playing Game is called the dM<br />

– the diceMaster! Your mission is crucial <strong>to</strong> success of the any Dungeon<br />

Adventure Game. You create the Adventures (well, at least most of them –<br />

more on that in a bit), you tell the s<strong>to</strong>ry, you run the Monsters, you decide<br />

the price of Ale, and most of all – you try and kill the Adventurers off so that<br />

the players will go home and let you get some sleep.<br />

I Am, Who dM<br />

Mostly, the dM is there <strong>to</strong> roll a lot of dice, and pretend that they mean<br />

something. Occasionally look something up in the rule book, fiddle around<br />

with your backpack, and ask someone if they remember what HITS DIE a<br />

Turbonium Dragon has – and as long as the game is fun, and you are fair,<br />

everyone will have a great time.<br />

Now, the ultimate power of the diceMaster is the ability <strong>to</strong> make people roll<br />

dice (mainly the little cubes, but sometimes the tiny pyramids, little<br />

octahedrons, tasty decahedrons, and delightful dodecahedrons). Whenever<br />

an Adventurer wants <strong>to</strong> do something (other than simple actions like talking<br />

<strong>to</strong> the bartender, or reading a book), you are going <strong>to</strong> tell that player <strong>to</strong><br />

“Roll!” and tell them which STAT DIE <strong>to</strong> roll and what DEFENSE they need <strong>to</strong><br />

beat.<br />

Whenever a player wants their Adventurer <strong>to</strong> do something, have them<br />

explain it <strong>to</strong> you. Then, you tell them what happens. Sometimes, when there<br />

is chance that what the player wants <strong>to</strong> do might fail (like hitting someone<br />

with a sword, disabling a trap, or trying <strong>to</strong> get a date*), have them roll one<br />

of their STAT DICE add their LEVEL (and any modifiers) and see if they beat<br />

the DEFENSE.<br />

* Well, there’s a chance that it might succeed – it’s all a matter of positive<br />

thinking really.<br />

Example: Carson tells Matt that his Adventurer, Vargo the Hamsterling Cage<br />

Fighter, wants <strong>to</strong> jump off the moving wagon and slam his Mace of Many<br />

Hurts in<strong>to</strong> the whimpering Kobold. Matt (the dM) says, “Ok. So Vargo runs<br />

across the wagon, unsheathing his mighty Mace of Many Hurts, and leaps<br />

from the side of the wagon. Roll your REFLEX DIE and beat a DEFENSE of 10<br />

not <strong>to</strong> get sucked under the wagon wheels…”<br />

HOW<br />

ATTRACTIVE<br />

MIND<br />

STRENGTH<br />

EXTRANEOUS<br />

REFLEXES<br />

Example Actions per Stat die<br />

Doing your hair, picking up chicks, seducing<br />

Orks.<br />

CASTing Tricks, reading old <strong>to</strong>mes,<br />

remembering important clues, lying <strong>to</strong> people,<br />

resisting mind control, taking the SATs.<br />

Breaking stuff, TOHIT rolls, holding your breath,<br />

resisting poison, being <strong>to</strong>rtured, flexing your<br />

muscles.<br />

Don’t worry, as long as there are monsters <strong>to</strong><br />

kill, no one will ever need <strong>to</strong> roll under this Stat,<br />

except <strong>to</strong> PRAY.<br />

Walking a tightrope, jumping a cliff, tying a<br />

knot, catching arrows, not being hit by a giant<br />

boulder.

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