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==External resources==
 
==External resources==
* [[https://neverwinterconnections.org|Neverwinter Connections]], a DM-player matching service
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* [https://neverwinterconnections.org/ Neverwinter Connections], a DM-player matching service
 
*[http://nwvault.ign.com/View.php?view=Other.Detail&id=498 Neverwinter Connections community guide to Dungeon Mastering] @ NWVault
 
*[http://nwvault.ign.com/View.php?view=Other.Detail&id=498 Neverwinter Connections community guide to Dungeon Mastering] @ NWVault
 
[[Category: Neverwinter Nights]]
 
[[Category: Neverwinter Nights]]

Revision as of 04:58, 11 February 2019

A Dungeon Master (DM) is a player who orchestrates a campaign, able to control nearly every aspect of the game other than the other players. The role of a DM is supportive, making the game more enjoyable and dynamic for the other players. Towards this goal, a DM can control (or even possess) non-player characters, create objects, and otherwise manipulate the virtual reality in which the game is played. In one sense, the DM is near-omnipotent, but in another, the DM depends on player characters, since without players to enjoy it, there is no adventure. A good DM is both master of the world and servant to the players, to varying degrees.

A player becomes a DM by using the DM client instead of the standard client. This often requires a password, as most people prefer to be selective as to who is entrusted with the powers possessed by a DM in their own games. Furthermore, not all game sessions require a DM, as many modules (including those of the official campaigns) are designed to be fully functional without a DM. On the other hand, multiple DMs are possible, and some of the larger and more complex adventures are directed by a team of DMs.

In pencil-and-paper, the DM is the head storyteller and ultimate authority, making anything happen simply by saying it is so. In Neverwinter Nights, this responsibility is split between the DM and the module builder (although often the same person fills both roles). The builder constructs areas, designs blueprints, and provides the scripts that make various aspects of the module work. The DM works within what the builder created, and manipulates the environment to accommodate players' desires and abilities. This can result in a much more traditional pencil-and-paper feel to the game.

Roles

The DM role can be whatever the player wants it to be. DMs can run a simple dungeon hack, but the tools at the DM's disposal are far more powerful and evocative than simply plopping down monsters and treasure. DMs can interact with players on a one-to-one basis, to truly be the character the players are talking to. Through possessions of non-player characters, a DM can tell a tale of love lost, have a feared orc chieftain sheathe his sword in the midst of battle when he learns that it is his half-orc daughter who opposes him, and breathe life into everything. As the head storyteller, a DM can bring wit and emotion to the gameworld, enriching the roleplaying experience of the players. They can have a deep emotional impact on the players, filling the world with drama, and building mood and atmosphere in everything the DM does.

A DM can also be a power-hungry dictator seeking to limit what players can accomplish. The powers of a DM are great, and so are the variances of how different people use them. A key to a successful DM is a matching of DM style to player wants. A DM who makes the game rather unfun for other players will soon be left with no players, while successful DMs often have waiting lists of players eager to join their campaigns.

External resources