The Pen & Dagger RPG’s Directors & Mythmakers Guide
The Pen & Dagger RPG is a game of the imagination. All you need to play is a tale, some paper and pencils, seven polyhedral dice, and one or more friends – one to be the Director and Mythmaker (or DM) and the rest to be heroes. This book, the Directors & Mythmakers Guide (or DMG), provides a DM's resources for running the game.Nearly all men can stand adversity, but if you want to test a man's character, give him power.
GETTING STARTED
As Director and Mythmaker, you control the game, setting the stage for the story and drawing the players in. Whether your tale is as simple as exploring a haunted house or as complex as unraveling a world-spanning conspiracy, the key is to make it matter to your players. Two things to keep in mind for doing so are directing and mythmaking.DIRECTING
All the world is a stage, and you are the director. Just as the best cinema is beautifully shot, give your players clarity in the world. Whether it be cityscapes, monsters, or allies, paint the clearest picture possible of your player's options and their consequences.MYTHMAKING
The game is about the players so put their heroes and their decisions at the center of it. Chaos will ensue, but embrace the fun of that madness. Your players' heroes are building their myths. Keep them at the heart of the story and make its events matter to them and you'll open the floodgates to fun, horror, and twists of fate.
The Pen & Dagger RPG was designed is several DM goals in mind.
Simplicity: A game should not be work. As director and mythmaker, you should be free to focus on creating fun. Set your stage and weave your story without worrying about math. Players know if they succeed or fail, leaving you to tell them how the world reacts.
Flexibility: Swap in monsters, treasures, and stories from any source without mathematical conversion. With simplicity at P&D's core, you can adapt any module or story into your game.
Cinematics: Battles flow. Lines break. Dragons wheel. The foes your players face are not easily pinned down. Combined with your control over heart-pounding critical failures, you play the strongest hand in etching memories into your players' minds.
Mystery: While your players know if their spear strikes true or if dragon flame catches their cloak afire, they may not know from where the assassin made her attack. You are solely privy to player knowledge, placing the element of fear in your command.
Story: Most importantly, you hold the tools to drive the story and the means to draw your players into acting within it. Heroism and villainy await you all, with game mechanics built to encourage everyone's participation.
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