This is a continuation of D&D for Dummies. The previous article dealt with the foundation of a great D&D campaign, regardless of it being a handful of missions or a years long endeavor. Understanding what your players want from the game and what you are expected to give is a must at the beginning. But what do you do to fill in that idea with substance? That would come down to three things for me: technique, consistency, and adaptation. I like to think of these three as a step up from the previous topics because they will require reading and memorization. Be prepared to fail on these many times and know that you will never be 100 percent perfect.
Technique
Simply put, the D&D lexicon of rules and regulations (even when just paying attention to the core set of books) is a part time job in and of itself. Regardless of the edition, D&D has never been a simple game to run. Each bundle of rules has carried its failings and the current 3.5 edition rule set is no different. Before you even get to the table for a game, it is extremely important that you read and reread the core books cover to cover. I count these as the Player’s Handbook, Dungeon Master Guide, and whatever Monster Manual you happen to be drawing your creepy crawlies from. If this is your first game, you do not allow any player to play a class outside the Player’s Handbook. This may upset a long time player that does not see the fun in playing one of the core classes, but that is his issue to deal with not yours. One of the first things to muddy up a game is when the DM is unsure of how a PC can alter the setting via his classes given skills.

Something I cannot stress enough is to memorize those rules to cover events that slow down game play. The largest time sink in any D&D mission will be the attack of opportunity. It is a mechanism within combat that provides all combatants the ability to attack outside their given initiatives if an enemy provokes such an attack. The ambiguity of that statement is exactly the sort of thing that can start arguments within a group. You need to have the specifics of attacks of opportunity drilled into your head from mission one on.
Various other time sinks I have seen are high level spellcasting and the loss of very ingrained equipment. In World of Warcraft if you remove something that buffs you in such a way where other equipment depends on those buffs, the game system deals with a lot of that math behind the scenes. Not so in D&D. Try to anticipate loss of equipment but do not be afraid to use that as a threat against the players. Do not allow a player to influence your decision simply because it requires too much effort on their part. Part of your technique is to ensure that the player knows the rules.
Consistency
Players will quickly pick up on inconsistencies in your rulings. Good players will remind you kindly about your previous ruling. Bad players will utilize your misstep to whatever advantage they can think up. The best plan of attack for an event like this is to avoid it all together. If you come up with tweaks or custom rules for the build in D&D system, you must remember to stick with them. Finding tweaks you have made that create strife in the game are managable, of course.

For example, the standard rule in 3.0 edition D&D for downing a potion requires the PC to use a standard action that provokes attacks of opportunity. After only a few missions of running my first 3.0 edition game I found that this create dead rounds that saw the players simply moving and drinking potions. Needless to say, this was not creating the most tense of situations. I changed the rule for downing a potion to a move equivalent action that did not provoke attacks of opportunity. This did several things. It encourages potion use even through high level play, as even the grandest of healing spells require a standard action. It also quickens combat, as characters are able to swig a potion and smack that annoying ogre over the head.
Stick with the changes you make, unless they come out for the worse, but be willing to let them go through some growing pains. The straighter you stick to a ruling you make, even if it is at the detriment of a player, the easier you will find your DM responsibilities to be.
Adaptation
A very important skill and perhaps the hardest to learn appears when it comes down to the nuts and bolts of D&D or any tabletop game for that matter. When I speak of adaptation I mean mainly towards players and rule sets. Be ready to adapt to the situation of players not showing up because of sickness, family, loved ones, etc. You must allow your campaign to accept this disruption if your players have them, or you will soon find yourself without any players. It is OK if the reasoning is silly, or if you simply take over that character and use him as a silent NPC. Players should be aware that experience awards and treasure are applicable for those people actually playing. I have never run into a situation where a player complained about not receiving a reward for a missed mission. Adapting in the middle of the game occurs as well. People get into accidents, have babies, and many other things that will create emergency calls during a mission. As a DM you must realize your players are there not only for themselves, but also as a favor to you. Allow breathing room in return for that respect.
Adapting also includes acquiring new players and more importantly, new rule books. Feel free to place a cap on your party if needed, but remember that new players can add new blood to a tired campaign. Encourage players to spread out class wise, as you will find a riper experience as a DM with a fleshed out party. Concerning new rulebooks, you will find new players will usually bring new rulebooks. Prestige classes you’ve never seen and spells that seem to clash with those found within the core books. Remember your ruling power as a DM (I personally have denied certain spells to players), but explain that your ruling is needed to keep game balance or to fit into the fabric of your campaign’s world.
As someone that has DM’ed across numerous game worlds with varying mission amounts within those campaigns, I can say without a doubt that despite the headaches and effort associated with running a game it is the MOST rewarding experience in tabletop gaming. I find myself playing occasionally as a way to let go or when running a campaign becomes too much for my busy adult life yet I always return to my primary love of being the boss. Knowing that people return time and time again to listen to you talk is incredible. Run your game with confidence and skill and you will find yourself gaining a lot of respect from your players.
