game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign. This includes situations where the rules do not readily apply, making it necessary to improvise. An example would be if the PCs are attacked by a living statue. To destroy the enemy, one PC soaks the statue in water, while the second uses his cone of cold breath to freeze the water. At this point, he appeals to the DM, saying the water expands as it freezes and shatters the statue. The DM might allow it, or roll dice to decide. In the above example the probability roll might come up in favor of the players, and the enemy would be shattered. Conversely, rules do not fit all eventualities and may have unintended consequences. The DM must ultimately draw the line between the creative utilization of resources (e.g. firing wooden arrows into a dragon, then using a spell that warps wood at a distance) and an exploit (e.g. "horse bombing" - using a non-combat spell that creates a temporary mount, several dozen feet above an enemy). Gaming groups Regular Dungeons & Dragons groups consist of a dungeon master and several players. Some meet weekly or monthly, while others may only meet two or three times a year. A DM can also run a single adventure, typically referred to as a "one shot", otherwise unconnected with a campaign or game world. In this latter case there is no connected plot, and the players can choose to play different characters in each session. The game session is typically known as an "adventure." It can be metaphorically described as an act within a stage play, where the players are the lead actors. In this analogy, the DM provides the stage, the scenery, and the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters. Each player generates a fictional player character (PC) to play within the adventure. A series of adventures generally compose a campaign, and the player's characters will often remain as elements of the continuing story arc unless they meet an unfortunate demise. Using