Being the Dungeon Master inDungeons & Dragonscan be incredibly fun, fulfilling, and rewarding,but it is by no means easy. One often has to be an author, an improv actor, a teacher, a painter and so much more. The many DMs have their preferences when it comes to preparations, and usually develop their own style of running games.

It can be quite a lot to take in when one decides to try their hands on Game Mastering for whatever system, but thankfully there are plenty of resources, online and otherwise, to assist and guide them on their journey. By no means does one need to be perfect, or even good ateverything,but doing one’s best in developing their craft can go a long way.

Unframed The Art of Improvisation For Game Masters

8Unframed: The Art of Improvisation For Game Masters

Goodreads Rating: 3.80

Improvisation is vital to the DM. No matter how much one prepares in advance, players willalwaysdo something unexpected, one way or another. They might decide to talk to a random stranger on the street or disregard whatever plan there may be andgo to war with the local authorities.

Coming up with information, dialogue, and whatever else on the spot can be incredibly fun. There are many resources that help with improvisation in general, but this is a great place to start, especially for DMs. The book gives several useful anecdotes, and many great tips to help one stay on their toes.

The War of Art

7The War of Art

Goodreads Rating: 3.99

Planning and running games can take a lot of energy out of a person, especially if they have a lot on their plate as it is. And if DMs write their own homebrew campaigns and entire worlds, it might take a certain level of strength and commitment to go on.

Writer’s block is no joke, and it is all too common among many writers in different fields. This book is not aimed directly at DMs, but rather at artists in general, helping them learn to overcome that gnawing lack of inspiration. While certain chapters have rather harsh, tough-love approaches, the book has helped many find their muse.

Valda’s Spire of Secrets

6Valda’s Spire of Secrets

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Valda’s Spire of Secretsis a supplement book forDungeons and Dragons, full to the brim with new content for both DMs and Players. From new classes to spells to items and even concepts, it is a great unofficial addition to one’s collection.

While the book mainly expands on the player options, the DMs can put all the items and evenvariant rules to good use, introducing them to the table. And besides, if players decide to play a new unique class (which they so often do), it might be a good idea to at least familiarize themselves with what exactly might be in store for them.

The Art of Game Design A Book of Lenses

5The Art of Game Design: A Book of Lenses

Goodreads Rating: 4.39

Running, and especiallywritinga campaign from scratch is not unlike game design. One has to think of plot points, engaging encounters, and an otherwise coherent (mostly) plan for a game. This book is, of course, aimed at video game designers, but its lessons can be quite eye-opening to DMs.

The book gives different angles on game design and really digs deep into what makes any gamefun.In that regard,D&Dis still a game, and DMs do indeed design their own little pen-and-paper adventures. And if one is concerned with making their own game fun, why not learn from some of the best people in the industry?

Hamlet’s Hit Points

4Hamlet’s Hit Points

Goodreads Rating: 3.37

Stories are at the very core of anyD&Dgame. Even if a group prefers much more combat in their games, it is ultimately still a story about how they killed that one ugly giant, or survived through a meat-grinder dungeon (or didn’t).

This book goes into greatdetail about the structure of a story,and how to go about pacing, story beats, and more. Specifically, this book is written with RPGs in mind, so it is much more to the point when it comes toD&D, and thus can give more coherent examples and guidelines.

KOBOLD Guides

3Kobold Guides

Goodreads Rating: 4.08

KOBOLD Guides are a collection of books, written for both Players and DMs. While there is a straightforward “Guide to Gamemastering”, the entire collection is a treasure trove when it comes to DMing. From game design to worldbuilding, to an entire book devoted to the actual Dungeons,KOBOLD Press has been hard at work for a very long time to help both new and veteran DMs alike.

The books are full to the brim with great insights and useful information, and on top of that, most of them have sections written by some of the best GMs and authors out there.

The Monsters Know What They’re Doing

2The Monsters Know What They’re Doing

Goodreads Rating: 4.43

The title of the book should be obvious, yet many completely overlook that absolutelycrucialaspect. Withouta good understanding of monstersandD&Dcombat, it is all too easy to have combat be as simple and quite boring as the basic exchanging of damage numbers.

This book and its sequels are borderline necessary for any DM, as it dives deep into countless beasts, monsters, and everything in between. Every monster is a living creature, with set tactics, instincts, and hunting methods. The book does a fantastic job of showcasing just how smart and cunning they can be and giving DMs the tools they need to create realistic and interesting encounters.

Return of the Lazy Dungeon Master

1Return of the Lazy Dungeon Master

Life has a way of getting in the way of games, both in terms of planning and trying to a day for multiple people to meet. And sometimes, there just isn’t enough time to spend hours and hours preparing towns, NPCs, encounters, and scheming plotlines.

The book is absolutely invaluable when it comes to efficient structuring and planning for a game. This is not at all about being lazy or uncaring, it is about making the most out of a game while putting in enough effort, without going completely overboard. With many interesting perspectives, useful tips, and great planning lists, this is a must-read for any DM.

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