Ich habe mir nun leider nicht alles von euch durchgelesen
lese schließlich genug Fachliteratur, Zeitungen, Skripte, D&D und Pathfinder Bücher...
"The Dungeon Master
One person has a special role in a D&D game: the Dungeon Master (DM). The Dungeon Master presents the adventure and the challenges that the players try to overcome. Every D&D game needs a Dungeon Master—you can’t play without one.
The Dungeon Master has several functions in the game.
✦ Adventure Builder: The DM creates adventures (or selects premade adventures) for you and the other players to play through.
✦ Narrator: The DM sets the pace of the story and presents the various challenges and encounters the players must overcome.
✦ Monster Controller: The Dungeon Master controls the monsters and villains the player characters battle against, choosing their actions and rolling dice for their attacks.
✦ Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story."
- Player'S Handbook 4E S.8
"Making It Yours!
Even though you’re using a published setting, always remember: It’s still your campaign. You should never limit your creativity to what the book says—any book. A Campaign Guide is a source of ideas and a toolbox. You don’t have to use that material exactly as it stands. You can and should change things you don’t like, incorporate elements you like from other campaigns or adventures, and put your own distinctive stamp on the world. Altering a published campaign to suit your tastes can be tricky if the setting is familiar to one or more of your players. It’s a good idea to establish at the outset that not everything in the book is necessarily true in your version of the world. Otherwise, the game can get bogged down by arguments about the details, such as whether the adherents of this or that deity would do the things your adventure calls for them to do.
It’s your game, and the players should understand that its events make sense in your vision for the setting."
Dungeon Master's Guide 4E S. 133 (Hervorhebungen von mir)
"As the Dungeon Master, you continually exercise your creative imagination to present new challenges to your players. You’re not even limited by the encounter rules in this book or the selection of monsters in the Monster Manual—only your own imagination controls what you can do. This chapter is all about going beyond the basics and making the D&D game distinctly yours. Customizing your campaign is a mix of art and science. Here is where you’ll find plenty of “crunch”— new rules for creating and modifying monsters and other challenges. This chapter also offers plenty of advice on giving your imagination free rein without unbalancing your game. Above all, it’s about having fun!"
Dungeon Master's Guide 4E S. 172
"Informing Your Players
As you start to develop the ideas of your campaign, you’ll need to fill in the players on the basics. The easiest way to do this is to compile essential information into a campaign handout. Typical material to include in the handout includes the following.
✦ Any restrictions or new options for character creation,such as new or prohibited races."
DMG 4E S.142
Ein paar Zitate, die verdeutlichen sollen, dass der DM, so wie es die meisten auch sehen, sehr wohl viele Kompetenzen hat, darunter eben auch die Kompetenz Monster zu ändern (wieso sollte es auch sonst die Templates zum Verändern der Monster geben -.-). Aber wie auch oben in einem Zitat sollte nicht vergessen werden: "Above all, it’s about having fun!".
Danke für eure Antworten, ich fühle mich in meiner Position gestärkt. Ich habe aber auch gelernt, dass Wissen-Checks sehr gut überlegt sein müssen und ich daran arbeiten muss! Danke!