הטקסט הבא לקוח מהמודול B1 In Search of the Unknown שתפקידו בין השאר היה להכניס שחקנים חדשים לתוך התחביב. הטקסט הזה לקוח מקטע בעמ' 5 במודול "איך להיות שליט מבוך אפקטיבי" ואני חושב שזה מבט ארכיאולוגי מרתק על איך תפסו את תפקידי השה"ם באותה תקופה:
The Dungeon Master, as referee, is the pivotal figure in any game of Dungeons & Dragons. Accordingly, his ability and expertise – as well as fairness – will be important factors in whether or not the game will be enjoyable for all of participants, as well as for himself.
The Dungeon Master is best described as the moderator of the action, for he oversees the whole process, keeps the game moving, resolves the action based upon events occurring and player choices made, and monitors the actions end events outside the player group (i.e. handles monsters encountered, determines the actions of non-player characters encountered, etc.). His responsibilities are considerable, but his foremost concern should be to provide an enjoyable game which is challenging to the players. This means that risk should be balanced with reward, and that game situations are neither too "easy" nor too deadly. Above all, he must be fair, reasonable (without kowtowing to the unreasonable demands of the players), and worthy of the respect of all the participants.
It is crucial to keep in mind that D&D is a game based on player interaction and player choice. The game generally follows the course of the player's actions – if not always their plans! A moderator, you present an ever-changing situation as it occurs (sort of like an unfolding story, or even a movie, if you like to think in those terms), and the players respond pretty much as they desire. As the game goes on, you are presenting them with a hundred different opportunities and choices – exactly how the game goes will depend upon their response to those opportunities and choices. For instance, if players decide to walk down a corridor and find a dead end with three doors, they have a number of choices – simply turn around and ignore the doors, listen at one or more defore proceeding elsewhere, try to open one or more (either normally, by forcing them, or even by simply bashing them in), or whatever. You describe the situation, then await their decision as to a course of action. Of course, some decisions will be more difficult, or quick, or crucial to survival – and as always, imagination and resourcefulness, as well as quick thinking, will usually be rewarded.
A good DM remains "above the battle" and des not attempt to influence player actions or channel the activity in a particular direction. The Dungeon Master should do all he can to assist players in their quest without actually providing important information unless the players themselves discover it or put the pieces of a puzzling problem together through deduction or questioning, or a combination of the two. A large part of the game consists of player questions, may of which are "what do we see?". You job as gamemaster is to answer those questions without giving too much away. You need not hint to players any information that they do not ask for on their own, except in unusual instances. Allow them to ask the questions, and allow them to make the choices.
In the same vein, as Dungeon Master you will enjoy watching players wrestle with the problems you present them with. Although you may set up situations to challenge them, you must understand that you are not their adversary, not are you necessarily our to "defeat" them. You will enjoy moderating a well-played game where players respond to the challenges encountered much more than one where the adventurers foolishly meet their demise in quick time. However, if your players abandon caution or make stupid mistakes, let them pay the price – but be fair. In many cases, a danger due to lack of caution can be overcome, or a mistake in judgement countered by quick thinking and resourcefulness, but let your players do the thinking and the doing.
As Dungeon Master, you are the game moderator. This means you set the tempo of the game and are responsible for keeping it moving. Above all, you remain in control of the situation, although with reasonable players your game should always be in control. If players are unusually slow or dilly-dally unnecessarily, remined them that time is wasting. If they persist, allow additional chances for wandering monsters to appear – or at least start rolling the dice to make the players think that you are doing so. If players are argumentative with each other, remind them their noise also serves to attract unwelcome monsters; if they persist, show them that this is true.
It is important to remember that the Dungeon Master is the final arbiter in his or her game. If players disagree with you, hear them our and reasonably consider their complaint. However, you are the final judge – and they should understand that, as well as the fact that not everything will go their way, or as they expect. Be fair, but be firm. With human nature as it is, players undoubtedly attempt to try to talk you into (or out of) all sorts of things; part of the fun of being a DM is this verbal interplay. But in the end, what you say is what goes.