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The Lazy Dungeon Master

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You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?

It's time to unleash the Lazy Dungeon Master.

Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.

Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.

Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.

156 pages, Kindle Edition

First published December 1, 2012

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About the author

Michael E. Shea

27Ìýbooks38Ìýfollowers

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Displaying 1 - 30 of 109 reviews
Profile Image for Jack Vinson.
894 reviews44 followers
September 14, 2015
Good advice if you are planning some dungeon mastering. Do only those things that are relevant to the game at hand. Don't create massive stacks of paper that the players are only going to ignore.

In fact, there is some stuff in here that relates to other parts of life. Focus on the things that will add value - these are not necessarily the same things that are "fun" or "easy". In fact, the best reward might come from the hardest things.
Profile Image for Love of Hopeless Causes.
721 reviews54 followers
March 1, 2017
Shea opens this repetitive Bame (composed mostly of fart gas and Dorito crumbs left in a couch crack) with an internet poll he conducted, that he claims is unreliable, yet is the basis for this book. Why in the Name of Saint Smithens and His Holy Pork Sausage Distillery would you do that? And if it's so important why is it at the back of the book?

Imagine the DMG opened like this: Hi I'm Gary Gygax. Hunt through this book until you find appendix N, read all the books that inspired this game, then come back when you're done. Sorry I don't know the page number.

Let's say we blame Novak and leave rude comments on his blog: for this Bag of Layout Failing. But wait, there's more to hate!

Only a gamer thinks two column books are clever, but only a dumb gamer extends the header material across both columns. Is this a book, or a poorly designed game? Let's call it a Bame. You will need either a tablet or smart phone to read this, otherwise you will get sick of zooming and sliding the columns and will abandon the book. Yet this book has no DRM, so it is most likely to be read on a computer.

Need some DM advice? Plan four encounters ahead, tie it to the player's goals, improv the rest. Now have a nice day.

Somebody care to explain why this is the number one ranking game book on Lulu? Because I can't.
Profile Image for Diz.
1,804 reviews124 followers
May 31, 2019
This book gives advice on how to reduce prep time for dungeon masters. There are quite a few good tips. One thing to be aware of is that this was written in the era of 4th edition D&D, so there are a few mentions of some of the issues with that edition (never ending combat). However, I'd say that about 98% of the content does not mention specific rules, so the advice would be applicable to other editions and systems as well. If you want a more up to date version of this book, get Return of the Lazy Dungeon Master by the same author.
Profile Image for Paul Baldowski.
AuthorÌý22 books10 followers
September 23, 2014
Starts well, with advice generic enough to suit any Gamemaster. By the individual interview section, the target audience narrows somewhat. Some of the advice is pretty D&D-centric and didn't suit my thinking or gaming at all.

Overall, I liked the ideas and ways to get more from less. Your mileage may vary.
Profile Image for Ana Mardoll.
AuthorÌý7 books371 followers
December 28, 2023
The Lazy Dungeon Master / 978-1073741113

This book was clearly a labor of love and I hesitate to give it a poor rating, but it simply was not helpful to me. Others might find my experience useful when considering whether or not to purchase for themselves.

Some background: I have been dungeon mastering for 10+ years. I have run official modules as well as completely homebrew worlds I made up myself. I have run in-person tables and online games, both in voice/video calls and in text-based forum formats. I am currently running the official Curse of Strahd module in an online game over Discord. I frequently find myself pressed for prep time, and I was hoping this book might help me optimize my preparation so that I could spend less time preparing and more time playing.

First, to start with, this book is VERY oriented around the expectation that you're DMing a completely homebrew world. A lot of the "lazy" guidelines basically boil down to not going overboard on worldbuilding, and to confine your efforts to things the players will actually see and interact with. This is true: if you're building an adventure in Texas, you don't need to nail down everything that's happening in Alaska. But this is also largely unhelpful for anyone running a prewritten adventure, as I currently am.

Second, and similar to above, the authors are extremely concerned that you may be spending too much time building homebrew monsters rather than using ones from published sources. Again, this is good advice but largely unhelpful to anyone already doing that. I don't think I've ever homebrewed a monster; they are correct that there are just so many already published ones. This might be a difference between the 2020s and the 1980s, but in the hundreds of games I've attended as a player, I don't think I've ever seen any DM pull out a homebrewed-from-scratch monster. My experience is that we usually take a prepublished one and tweak as needed. This particular advice may be a bit out-of-date.

Third, and continuing this theme, there is a LOT of emphasis on not spending too much time fleshing out NPCs. The authors recommend taking characters from popular books, movies, and other media and using them as templates rather than trying to build new personalities from scratch. This isn't a terrible idea, but it's overly belabored here: there are actual *lists* of characters that the authors like from popular shows. It feels like filler material to flesh out the book and (again) this isn't helpful to DMing a written module.

A lot of the advice is very geared towards short 3-5 session adventures, which is fine but definitely not necessarily the norm in this post-Matt Mercer world. (My own Curse of Strahd adventure has been going on for years.) Their key rules for "Five-Minute Adventure Preparation" is shortened to "three simple questions": "where does your adventure begin, to what three areas might your adventure lead, and what are your three notable NPCs up to?" These aren't awful questions when homebrewing a new world, but they are not useful for my prep session today, which is about finishing out a boss fight with a lich.

Moreover, a lot of the "advice" in this book is heavily centered around implementation gimmicks rather than concepts. The authors are obsessed with the number "3" and with 3x5 index cards. Instead of telling the reader to keep their NPC list short and manageable, for example, there are litanies of 3s: three notable NPCs, three adventure locations the PCs might discover, three scenes that they might encounter. Instead of "don't go overboard fleshing out the person/place/event and keep your notes short", there's an insistence that it all needs to fit on individual 3x5 card for each item. I've tried that method before, it's fine, but it's not for me (I will always prefer typing to handwriting) and having to wade through pages of implementation advice, rather than exploring the underlying concepts of simplicity and how to achieve it in all forms, is tiring.

I've mentioned that my prep session today involves finishing out a boss fight. The things I need to do for prep include: Remind myself of what happened in the first half of the fight, including damage dealt and initiative order. Brush up on monster abilities and what each character can do on their turn. Familiarize myself with the (premade) dungeon map in case the PCs want to explore more after finishing the fight. Reacquaint myself with the existing NPC personalities so that I can improvise when the PCs talk to them. Have at hand my DMing tools: dice, initiative tracker, calculator, and damage counters.

All of the above can take me anywhere from one to three hours, which is why I was hoping a "lazy DM guide" might help me. But nothing in this book helps to condense this work; heck, nothing in the book even acknowledges that prep time *contains* this stuff. If I were a new DM reading this book, I would think that 95% of weekly DM prep work was making NPCs and monsters and rooms and places and events and scenes from scratch. If you're running an official module, almost all of that stuff is already done for you; if you're running a homebrew, all of that stuff still isn't 95% of the weekly prep for me. It's very strange to me that the book not only doesn't have advice for the "nitty-gritty" of the weekly prep I've done for 10+ years, it doesn't even *mention* it. DMing is so much more than putting, ahem, "Walter White from Breaking Bad" on the NPC cast list under a new name.

I am confused who this book is for. The advice to not go overboard on worldbuilding is useful for new DMs but the introduction says "This book is intended for experienced dungeon masters who had run dozens, if nor hundreds, of Dungeons and Dragons games. This is not a book for a novice." The introduction also includes an inspirational quote from Chris Perkins (credited here as "senior producer of Dungeons and Dragons and dungeon master for Acquisitions Incorporated") saying "I don't have to do much prep at all, I just kind of wing it", with the implication that this is an ideal way of DMing and, with a little practice, you can too. But to be honest, I don't see how any advice in this book addresses the concept of games that aren't short sessions designed to either be a single 1-shot or maybe 3-5 sessions at the most. Improvising and "winging it" works fine for snappy dialog, but it's not going to familiarize you with how, for example, Night Hags interact with the Ethereal Plane and whether they can take people and objects with them and whether the PCs will be able to use the Heartstone to do the same. I suppose the 1980s answer would have been to just make up an answer on the fly (rather than grind the game to a halt to consult the manual), but again in this post-Matt Mercer world, plenty of people at the table have a decent enough understanding of The Rules and The Lore that they might well find this off-putting and immersion-breaking. Most of the players at my table are *also* DMs, and they understandably expect me to know my stuff and not just "wing it" all the time.

Maybe that means this book is just a product of an older era, I don't know. Obviously a lot of folks have found the book to be incredibly thoughtful and useful, so take this opinion with a heavy gallon of salt. I hope my experience helps you to determine whether this book is for you. Happy gaming!

~ Ana Mardoll
Profile Image for Mike Perschon.
81 reviews13 followers
May 30, 2018
A solid array of approaches to making your RPG more about improv and interaction with your players, rather than a novel you force friends to play act. It was a mix of affirmations of the things I am already doing right, but also full of innovations for ways to make my games even better (and I’ve been a DM for over 30 years). Highly recommended!
Profile Image for John.
537 reviews17 followers
February 7, 2023
A really great read for me, and one that jived with a lot of the thoughts I’d been having after Quinns� video for Shut Up & Sit Down about getting into running RPGs. I immediately want to put a lot of the ideas in this book into practice, and I'm buzzing with excitement for running one-shots and campaigns again. Highly recommend to anyone who runs RPGs.
Profile Image for Bryan milstid.
4 reviews
January 25, 2018
Great Resource

This book is a great resource. My default GM style is improv and this just gave me more ammo to use.
Profile Image for Ryan Korte.
51 reviews
April 24, 2020
Very helpful, quick read. I’d strongly recommend this to anyone who strives to be a good dungeon master
Profile Image for Adam Wolf.
AuthorÌý3 books7 followers
January 5, 2018
I really liked this. I haven't read a lot about Dungeon Mastering, but it had a good amount of useful advice!
72 reviews
January 2, 2018
They say this is geared more toward experienced DM's, but I have found this to be a very valuable resource and I've never DM'd before.
Profile Image for Adrian.
15 reviews1 follower
October 3, 2017
Let me preface this with that I'm an Adventurer's League (AL) Dungeon Master. Therefore, my prep is usually constrained to pre-written stuff and I don't often get those pitfalls associated with writers creating their own campaigns. That said, the bes thing about this book is that it invites you to check yourself as a writer and those impulses to over-prep and to over-analyze, and to think from the player's perspective as to what really needs to get done. I've seen writers attempt to DM only for it to become a railroaded trainwreck, and Shea recognizes the evils of writing campaigns like writing books; it's not the same medium, you don't have 500 pages to expound on a given character, but 2-4 hours to get players to explore and learn about your world. Why write 5 pages worth of things that may bear no weight should the players not bother to talk to that NPC? In addition, this book has a lot of insightful interviews from other Dungeon Masters as to their perspective, so for that alone it's worth the sticker price.
Profile Image for Peter.
63 reviews
November 24, 2016
This wasn't a long book, but it did have a lot of useful info for anyone that might be overthinking their D&D games. Nothing really world-changing, but rather it offered different ways of approaching how to build a campaign of any size quickly, and where to focus your efforts in order to create a vibrant world that gives both you and your players a lot of agency.

I ran a one-shot game after reading this book, using a lot of its tools and methods, and it was a blast! My players loved it, and I wasn't stressed out trying to create a bunch of stuff that they either wouldn't see, or I would feel obligated to shoehorn in. What's best is that it took me about two hours to create a fun six-hour experience.

I suggest reading this if you've been running games for a while, and feel like you're in a rut. It offers new ways of looking at various DM tools that really help.
Profile Image for Matt Tillman.
4 reviews1 follower
December 18, 2016
Great book. It gives the courage to believe that you do t have to have the history of a world in front of you to successfully pull off an interesting bit of group storytelling. Halfway through the book I was prepping an adventure, and decided to follow the principles inside. I built an adventure based on the simple rule of threes, with about an hour of work (of which 30 minutes was spent on the big fight at the end). In the fashion described in the book, the players chose to do something else entirely and I felt good about NOT wasting a lot of time and then railroading them to my beautiful creation.
Profile Image for Alfredo Amatriain.
80 reviews1 follower
February 16, 2017
Solid DMing advice, if not groundbreaking. It may help some DMs set in their old ways of over-preparation to realize that when roleplaying the real fun happens at the table, and too much of the wrong kind of preparation can make the game feel stiffed and forced.

It's very interesting that it presents itself as a book intended for the D&D crowd (and also for OSR guys, one would suppose), yet so much of the advice echoes that of the indie crowd (the stuff about making the story player-centric and not preparing plots in advance would be right at home in a Powered by the Apocalypse book). It shows there's a lot of overlap in both rpg'ing schools.
20 reviews4 followers
July 23, 2017
Quick, but great read

I am getting ready to launch my first "home-brewed" game, using the OpenLegend rule set, and this book really helped me realize how much I can relax and have fun. I was definitely falling into the approach of trying to create too much up front info on the world, characters, stories, etc. Other experienced GMs told me to start small, but until I read this book I didn't really have an idea of what that meant. This is a great intro. My one complaint is that, at least in the Kindle version, many links either didn't work at all or took me to a root page that was not the specific content mentioned, requiring me to search for it myself.
Profile Image for Sean.
90 reviews13 followers
July 16, 2013
What elevates this book from a simple treatise to genuinely helpful reading is the inclusion of specific strategies for preparing a rpg session. The enjoyment of players is the foremost concern here, and the author accomplishes this by discussing how to directly target each player, share focus among the players, and break down what a challenge is and how to most entertainingly provide one. The system for game prep is a series of short challenges to be linked together as a story or dodged by the players as they choose. Easy advice I will attempt in my next session.
Profile Image for Mike Helfer.
12 reviews2 followers
March 17, 2017
This is a great guide to creative DMing and storytelling. It gives a structure to those who often get intimidated, or overwhelmed in the minutia of D&D. I read this book mostly to give credence to the way I already choose to run my games and took several of the tools and ideas from it. It was nice to read something that reinforces my "lazy" style of game mastery. I believe for a game master who wants to up their game or a DM who is very stuck in their ways about game mastery, this book will be very helpful.
Profile Image for Rob.
109 reviews2 followers
June 23, 2014
This was a very good guide, and an easy read. Many of the tricks they discussed are things I'm already doing, but it definitely helped me identify where I can save a little time in my game prep. Mostly it's probably things I could have thought of on my own if I'd taken a while to actually reflect on where I spend time in game prep and what things actually get used in my game. But it was much simpler to let them point that out to me. :)
158 reviews3 followers
June 26, 2013
Now that my Pathfinder game is going to start up again for the summer, I was feeling a bit of anxiety. I picked this book up looking for tips to help me run a better game, and I wasn't disappointed. I'll have to try some of the suggestions in the next few weeks and see if they make the game more fun for everyone.
Profile Image for Ryan.
187 reviews1 follower
June 2, 2014
More practical ideas building off of the author's previous work, Dungeon Master Tips. This work is also short, helpful, and a breeze to read. He also references quite a few outside resources (webpages, youtube, videos, books, movies) to help continue the educational process beyond the book itself.
Profile Image for Jorge.
AuthorÌý8 books18 followers
November 25, 2014
Short, powerful advice. Preparing for a session is something graciously omitted from core rulebooks. Somehow a DM has to learn on his own. The road is filled with obstacles and unnecessary complications, especially if you take published adventures as what your own preparation should look like. It becomes a daunting task. But it need not be, and that's what this little book is about.
3 reviews
July 10, 2016
Great tool for DMing

I always try to live by the manta "work smarter, not harder" when it comes to work and such projects. When it comes to DMing, the things you do in between games can be considered work. This book helps you simplify that part of DMing and gives you more time enjoying the best part, which is the art the table.
26 reviews
January 7, 2017
Many of the problems I have faced as a DM comes during the preparation. How much do I prepare, what do I prepare, how do I prepare, and is my preparation good enough?

Mike Shea has assuaged many of these fears by reassuring me that these are problems faced by many DMs, and better yet, that there is a way to handle them.

I recommend this book to any DM or GM looking to level up their game.
21 reviews
July 28, 2015
A book on dungeon master...ing. I liked a couple of the ideas here but I don't know if it was really worth the like $5 for a bunch of tips I could have probably read off of various forums.

13/52 - A book you can finish in a day
Profile Image for Evan.
5 reviews2 followers
July 18, 2016
A fun, quick, and useful read

I found a lot of good tips and resources in this blood and the layout and pacing was accessible and made it easy to get back to points I wished to revisit
Profile Image for Jorge.
AuthorÌý8 books18 followers
September 12, 2016
Este es un libro que todos los DMs deberían leer y volver a leer cada cierto tiempo. Trae las cosas más fundamentales del arte de dirigir una partida, cosas que a uno se le pueden olvidar con el tiempo y cosas que le hacen la vida de máster mil veces más fácil y divertida.
Profile Image for Clayton.
29 reviews
June 16, 2017
Awesome book that really helps you whittle down prep time and focus in on what's important. The principles are pretty simple, but Shea gives some great practical steps to implement them. The interview and reference content is excellent.
2 reviews1 follower
July 17, 2013
It has many ideas to improve your games while also decreasing your preparation time. I fully endorse this book.
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