DM Tips to other DMs
- melancolly
- Posts: 50
- Joined: Tue Dec 14, 2004 3:38 pm
- Contact:
ive been a dm for years on and of but my recent campaign has been running for about 4 years and the pcs are all getting quite powerful now , i think the real trick to good dm ing is to allow the players to decide the route they take thru your world and when you have a goal in mind let the players feel that it was their decision to go down that route .
in several campaigns ive played in the dm has forced the point and lost player interest ,even to the point where in one the group has made a decision to go the other way no mater what, not much fun
so my dm tip is - let the players think that they are incharge even tho they most definately are not.
in several campaigns ive played in the dm has forced the point and lost player interest ,even to the point where in one the group has made a decision to go the other way no mater what, not much fun
so my dm tip is - let the players think that they are incharge even tho they most definately are not.
- Philos
- Posts: 781
- Joined: Wed Aug 18, 2004 12:07 pm
- Location: Near the house that Elvis built
- Contact:
Good NPCs
The importance of NPCs has been mentioned before but to add a couple additions to that, I offer the following:
Give some of your NPCs (ones that aren’t necessary to a plot or story line) more than just a name. Keep them in a handy folder. Build a background and history for them, much like a PC would have. This way if the players take a mini quest or side quest or go in a totally UNplanned direction you have some pre-built characters and atmosphere available. It gives you the ability to better flex with the party. You don’t necessarily need a lot of them but having a wide diversity of types/classes definitely adds to your flexibility.
Role-play your NPCs by doing such things as a character voice for them or personality quirks (not overly obnoxious ones mind you). I had created a Sverfneblin gnome NPC. One of the party needed a component for making a magic item (they wanted to have made) that could best be found in the Underdark. Perfect chance to use this NPC, and it ended up leading to an additional side adventure that the party enjoyed. I used a certain “small” voice whenever that character spoke, it cracked the group up (I’m 6’4”). But since the NPC had an interesting personality, it endeared him to the group. So much so that when they got ready to leave they begged him to join them.
NPCs don’t have to have a lot of magic to be interesting or powerful. Knowledge is sometimes THE most powerful thing about an NPC. A wise sage of an NPC who is “the” person that knows the secret of (fill in the blank) can be quite interesting or powerful indeed. Maybe it is the connections or contacts they know within a certain powerful circle of people. I have seen where DMs tried to make an NPC awe inspiring through the magic items they were laden with. That often leads to the typical “Monty Haul” mentality some campaigns fail into, i.e., it takes a lot of magic in order to be powerful.
The importance of NPCs has been mentioned before but to add a couple additions to that, I offer the following:
Give some of your NPCs (ones that aren’t necessary to a plot or story line) more than just a name. Keep them in a handy folder. Build a background and history for them, much like a PC would have. This way if the players take a mini quest or side quest or go in a totally UNplanned direction you have some pre-built characters and atmosphere available. It gives you the ability to better flex with the party. You don’t necessarily need a lot of them but having a wide diversity of types/classes definitely adds to your flexibility.
Role-play your NPCs by doing such things as a character voice for them or personality quirks (not overly obnoxious ones mind you). I had created a Sverfneblin gnome NPC. One of the party needed a component for making a magic item (they wanted to have made) that could best be found in the Underdark. Perfect chance to use this NPC, and it ended up leading to an additional side adventure that the party enjoyed. I used a certain “small” voice whenever that character spoke, it cracked the group up (I’m 6’4”). But since the NPC had an interesting personality, it endeared him to the group. So much so that when they got ready to leave they begged him to join them.
NPCs don’t have to have a lot of magic to be interesting or powerful. Knowledge is sometimes THE most powerful thing about an NPC. A wise sage of an NPC who is “the” person that knows the secret of (fill in the blank) can be quite interesting or powerful indeed. Maybe it is the connections or contacts they know within a certain powerful circle of people. I have seen where DMs tried to make an NPC awe inspiring through the magic items they were laden with. That often leads to the typical “Monty Haul” mentality some campaigns fail into, i.e., it takes a lot of magic in order to be powerful.
UNCOMMON VALOR WAS A COMMON VIRTUE
- HisDivineShadow
- Posts: 10
- Joined: Thu Apr 26, 2007 11:21 am
- Contact:
A good thing you can do as a DM to get in on some of your fun is to make a character to be your persona in the game.
A thing that can make it more interesting for players is unique things thrown into the game. In one campaign I introduced a dwarf who was a professional "bar brawler" and had him trash an establishment that the players were staying at. Isandor Odinhammer was never forgotten, and the players still bring it up. Another campaign I introduced the character, the fool. He was a court fool serving the king. He was trying to help the queen with some errand and recruited the party for help. In order to get past the gate guards, HE turned and kissed one of the MALE players. He always talked in rhymes and riddles. He is another character that was not forgotten. I also try to personalize animal companions. A wolf-dog might always say "You know you love me." Whenever he gets into trouble or wants something. It helps keep loose humor. Another wolf was "hopper" and liked to jump a lot. Things like that make the campaign more interesting and fulfilling to the players.
One of the greatest techniques I used to inspire drama in the campaign was to show the players a really powerful NPC, have it travel with them and help them out. It was critical to the plot, because the NPC was on a rescue mission and needed the player's help. They tracked down and rescued the prince, but during the escape the NPC sacrificed himself so the others could get away. The NPC had been the party's "leader" throughout the campaign, and now they were lost and disillusioned. Then something amazing happened. One of the players stepped forward and filled the gap. He started to get the players to do things again. That campaign was the best I ever ran out of over eight campaigns.
Always have a back story. In the above mentioned campaign, the NPC hero wasn't always a good person. He had a bad history. When the players found out about it, they questioned him, and his ability to lead them on the rescue attempt. This creates tension in the story. The players are unsure of the people around them. (Can they be trusted?) It helps to break up the focus so that every session isn't just a rush to the next plot device.
Never be afraid to pursue a tangent. The side quest might be more exciting than the actual mission. Especially if the players are more involved.
Epic events happening around the characters helps the players to feel as though they are playing in a living world, instead of a static environment that only reacts to them, never instigating events on its own.
To other people: Good advice all around, hope others can make use of my contributions.
A thing that can make it more interesting for players is unique things thrown into the game. In one campaign I introduced a dwarf who was a professional "bar brawler" and had him trash an establishment that the players were staying at. Isandor Odinhammer was never forgotten, and the players still bring it up. Another campaign I introduced the character, the fool. He was a court fool serving the king. He was trying to help the queen with some errand and recruited the party for help. In order to get past the gate guards, HE turned and kissed one of the MALE players. He always talked in rhymes and riddles. He is another character that was not forgotten. I also try to personalize animal companions. A wolf-dog might always say "You know you love me." Whenever he gets into trouble or wants something. It helps keep loose humor. Another wolf was "hopper" and liked to jump a lot. Things like that make the campaign more interesting and fulfilling to the players.
One of the greatest techniques I used to inspire drama in the campaign was to show the players a really powerful NPC, have it travel with them and help them out. It was critical to the plot, because the NPC was on a rescue mission and needed the player's help. They tracked down and rescued the prince, but during the escape the NPC sacrificed himself so the others could get away. The NPC had been the party's "leader" throughout the campaign, and now they were lost and disillusioned. Then something amazing happened. One of the players stepped forward and filled the gap. He started to get the players to do things again. That campaign was the best I ever ran out of over eight campaigns.
Always have a back story. In the above mentioned campaign, the NPC hero wasn't always a good person. He had a bad history. When the players found out about it, they questioned him, and his ability to lead them on the rescue attempt. This creates tension in the story. The players are unsure of the people around them. (Can they be trusted?) It helps to break up the focus so that every session isn't just a rush to the next plot device.
Never be afraid to pursue a tangent. The side quest might be more exciting than the actual mission. Especially if the players are more involved.
Epic events happening around the characters helps the players to feel as though they are playing in a living world, instead of a static environment that only reacts to them, never instigating events on its own.
To other people: Good advice all around, hope others can make use of my contributions.
Adventures
Have a highly detailed adventure, what monsters are where, NPC's and their personalities, and be willing to throw it all in the garbage because someone decides to stab the mayor instead of hunting down the evil dragon... :laugh:
And also be ready to stiff arm the players for info. If they ask for info you don't want to give, ask them how their character would know.
Finally, make random dice rolls for no reason, it keeps the players on edge :devil:
Have a highly detailed adventure, what monsters are where, NPC's and their personalities, and be willing to throw it all in the garbage because someone decides to stab the mayor instead of hunting down the evil dragon... :laugh:
And also be ready to stiff arm the players for info. If they ask for info you don't want to give, ask them how their character would know.
Finally, make random dice rolls for no reason, it keeps the players on edge :devil:
- themaelstorm
- Posts: 40
- Joined: Mon Dec 24, 2007 4:06 pm
- Contact:
Gonna read all asap, but for now, lemme throw a few bits.
In my point of view, the Dungeon Master is...
... NOT the dragon breathing fire at them
... NOT the mage (later lich) who keeps plotting against them
... NOT the paladin who tries to enforce good laws on them
... NOT the assassins hired to kill them;
"them" being players.
But a dungeon master is
...the intelligence of dragon that decides to breath them fire
...the persistent evil and ill-will of the lich who decides to end their life (or worse)
...the good-will and code-enforcing thoughts of the paladin
...the will of the person who hires the assassins.
So a DM shouldn't be the force to face players but the way or the tool that this force shows.
Do not try killing them! If you want to kill them, this ends campaign and upsets people. This means you, sir DM, fail.
Do not throw easy stuff on them just not to risk their necks! If they get over everything with ease, there won't be much fun in leveling (for combat) or thinking (for non-combat) to resolve ordeals.
My best advice is to keep the "difficulty" at medium as default. In some places, take it to a lower one. For example, the first time the mage gets Fireball and feels happy, you shouldn't bring out a fire giant (ha! single enemy AND fire subtype. FACE THIS LOSER! SEE HOW YOUR FIREBALL WORKS! LOL!!111!!1) nor suddenly involve them in a quest to fight just skeletons or goblins (3 fireballs and quest completed!) Instead, take them to a, say, Bugbear camp with goblins as workers. This way, there will be places where the mage will really help the group with his fireball, yet unable to "solo" the place. Sometimes, you will take the difficulty to a higher level. So they finally meet the blackguard that they've tracked? Well, it is time they meet someone to match their strength. Give the blackguard a few good items, plan his levels accordingly (a little powerplaying won't hurt anyone) and throw in some nifty minions and see how your players do! Do not overwhelm, be smart.
For items and magic, I think the most important thing is: be balanced! Do not let PCs with loads of magic while your NPCs have none or vice versa. Decide and later evaluate your world. Remember, your word is final. You can make Fearun a place with little magic or flood with it! For your ebil goons, do remember that the players will prolly be getting their hands on the items so think twice before giving that +3 Vorpal Bastard sword to your NPC. Make it so that they'll get items from big fights, but don't swarm them with items. If you use it too much, magic will be boring and not special -at all-. A good idea is making items to work with only the goon. Sarevok's Sword or a moonblade are good examples.
For enemies, categorize them. First, there are the unimportant standard goblin, standard skeleton etc. They have no bearing and die in numbers (or not in case of a standard nightwalker). Strong or not, they are meant to.. die. Another type meant to die is a stronger version, but still a standard of a creature. Like some Axin' Squad of goblins near Wonderwood. These creatures wield masterwork weapons and armor and few even have healing potions with them! Certainly they will be more of a threat and it will be exciting for players to meet them. Feel free to add some character to them. For example, these goblins may have some sort of warcry that they use in battle (in gameterms, they have a barbarian level and enter rage)
And there are "leader" types (that we sometimes refer to as "named" creatures). This Goggku is more than your standard goblin with his fiery axe and several types of potions, or your Vande, the vampire with monk levels wielding the kukris Glim and Glam with deadly grace. However, they are to die as well. Accept this fact. Consider them as a slight intimidation to PCs and to give them the feeling of.. accomplishment. Remember to give some character to these. In fact, this is much more important than their equipment. If Goggku just attacks and dies as another goblin, then it's just a stronger goblin for players. An important point is flashiness. Make Goggku rise amongst goblins and taunt the PCs, describe how he draws his axe (and how it bursts into flames as he shouts a warcry and charges, also boosting the morale of nearby goblins). Let Vande carry out a speech about how he has found the way of immortality a great way to perfect his spiritual sense.. and that he perfected his martial arts as well. He may even be waiting for the wolves he called and charge with them. With stuff like these, you make your PCs will be talking about these characters and will remember them. They will die, but do not worry, you will have plenty opportunities and have unlimited variation capacity!
Another one is a recurring villain. This guy will be a pain in the back for players! He will mock and taunt them, he will be mocked and taunted by them. But however hard the PCs fight, this villain will escape and be back for revenge. A good keyword here is undeath and reserruction spells. What I mean is, start the villain as a local necromancer. The PCs fight their way into the graveyard and bang the door, sure to find the necromancer. However, only thing they find is a note, which is actually trapped. Later, they run into him again and foil his plans once more, stopping him from charming young girls in the village Safehaven for who knows what evil purposes. Once more, they trace him. The villain gains power. PCs find a person who survived his attack on a village, informing the PCs that only a certain weapon may slay him now. So the PCs take an adventure to find this blade, get back, find the guy and kill him. Over.
or, is it?
Actually, it was the necromancer himself that told the man this information (he could even use a magical guise and deliver the info himself. Remember Koveras) and this weapons true power was to let him rise as a Lich. Now the lich starts plotting and his first target is surely the PCs. One day, the PCs may kill him. Maybe, it will be the reverse.
These sort of villains must not be many in number and all be well-thought characters. Consider law-chaos alignment axis here.
Lawful ones obviously make good recurring villains, since they are plotters, thinkers and stand back and let others do the job.
Chaotic ones are actually very good as well, they may not plot but show burst actions to damage the PCs, then go away.
Neutrals are somewhere between. Neither they are as plotting as lawfuls, nor they as instinctively active as chaotic ones.
Whatever you choose, think over this character well, as if it was your PC. Think about his background, his motives, his future plans etc. These villains make campaigns fun!
These are what I can think of right now. I'll surely be back for more;P
In my point of view, the Dungeon Master is...
... NOT the dragon breathing fire at them
... NOT the mage (later lich) who keeps plotting against them
... NOT the paladin who tries to enforce good laws on them
... NOT the assassins hired to kill them;
"them" being players.
But a dungeon master is
...the intelligence of dragon that decides to breath them fire
...the persistent evil and ill-will of the lich who decides to end their life (or worse)
...the good-will and code-enforcing thoughts of the paladin
...the will of the person who hires the assassins.
So a DM shouldn't be the force to face players but the way or the tool that this force shows.
Do not try killing them! If you want to kill them, this ends campaign and upsets people. This means you, sir DM, fail.
Do not throw easy stuff on them just not to risk their necks! If they get over everything with ease, there won't be much fun in leveling (for combat) or thinking (for non-combat) to resolve ordeals.
My best advice is to keep the "difficulty" at medium as default. In some places, take it to a lower one. For example, the first time the mage gets Fireball and feels happy, you shouldn't bring out a fire giant (ha! single enemy AND fire subtype. FACE THIS LOSER! SEE HOW YOUR FIREBALL WORKS! LOL!!111!!1) nor suddenly involve them in a quest to fight just skeletons or goblins (3 fireballs and quest completed!) Instead, take them to a, say, Bugbear camp with goblins as workers. This way, there will be places where the mage will really help the group with his fireball, yet unable to "solo" the place. Sometimes, you will take the difficulty to a higher level. So they finally meet the blackguard that they've tracked? Well, it is time they meet someone to match their strength. Give the blackguard a few good items, plan his levels accordingly (a little powerplaying won't hurt anyone) and throw in some nifty minions and see how your players do! Do not overwhelm, be smart.
For items and magic, I think the most important thing is: be balanced! Do not let PCs with loads of magic while your NPCs have none or vice versa. Decide and later evaluate your world. Remember, your word is final. You can make Fearun a place with little magic or flood with it! For your ebil goons, do remember that the players will prolly be getting their hands on the items so think twice before giving that +3 Vorpal Bastard sword to your NPC. Make it so that they'll get items from big fights, but don't swarm them with items. If you use it too much, magic will be boring and not special -at all-. A good idea is making items to work with only the goon. Sarevok's Sword or a moonblade are good examples.
For enemies, categorize them. First, there are the unimportant standard goblin, standard skeleton etc. They have no bearing and die in numbers (or not in case of a standard nightwalker). Strong or not, they are meant to.. die. Another type meant to die is a stronger version, but still a standard of a creature. Like some Axin' Squad of goblins near Wonderwood. These creatures wield masterwork weapons and armor and few even have healing potions with them! Certainly they will be more of a threat and it will be exciting for players to meet them. Feel free to add some character to them. For example, these goblins may have some sort of warcry that they use in battle (in gameterms, they have a barbarian level and enter rage)
And there are "leader" types (that we sometimes refer to as "named" creatures). This Goggku is more than your standard goblin with his fiery axe and several types of potions, or your Vande, the vampire with monk levels wielding the kukris Glim and Glam with deadly grace. However, they are to die as well. Accept this fact. Consider them as a slight intimidation to PCs and to give them the feeling of.. accomplishment. Remember to give some character to these. In fact, this is much more important than their equipment. If Goggku just attacks and dies as another goblin, then it's just a stronger goblin for players. An important point is flashiness. Make Goggku rise amongst goblins and taunt the PCs, describe how he draws his axe (and how it bursts into flames as he shouts a warcry and charges, also boosting the morale of nearby goblins). Let Vande carry out a speech about how he has found the way of immortality a great way to perfect his spiritual sense.. and that he perfected his martial arts as well. He may even be waiting for the wolves he called and charge with them. With stuff like these, you make your PCs will be talking about these characters and will remember them. They will die, but do not worry, you will have plenty opportunities and have unlimited variation capacity!
Another one is a recurring villain. This guy will be a pain in the back for players! He will mock and taunt them, he will be mocked and taunted by them. But however hard the PCs fight, this villain will escape and be back for revenge. A good keyword here is undeath and reserruction spells. What I mean is, start the villain as a local necromancer. The PCs fight their way into the graveyard and bang the door, sure to find the necromancer. However, only thing they find is a note, which is actually trapped. Later, they run into him again and foil his plans once more, stopping him from charming young girls in the village Safehaven for who knows what evil purposes. Once more, they trace him. The villain gains power. PCs find a person who survived his attack on a village, informing the PCs that only a certain weapon may slay him now. So the PCs take an adventure to find this blade, get back, find the guy and kill him. Over.
or, is it?
Actually, it was the necromancer himself that told the man this information (he could even use a magical guise and deliver the info himself. Remember Koveras) and this weapons true power was to let him rise as a Lich. Now the lich starts plotting and his first target is surely the PCs. One day, the PCs may kill him. Maybe, it will be the reverse.
These sort of villains must not be many in number and all be well-thought characters. Consider law-chaos alignment axis here.
Lawful ones obviously make good recurring villains, since they are plotters, thinkers and stand back and let others do the job.
Chaotic ones are actually very good as well, they may not plot but show burst actions to damage the PCs, then go away.
Neutrals are somewhere between. Neither they are as plotting as lawfuls, nor they as instinctively active as chaotic ones.
Whatever you choose, think over this character well, as if it was your PC. Think about his background, his motives, his future plans etc. These villains make campaigns fun!
These are what I can think of right now. I'll surely be back for more;P
Such as I you've never seen,
Clever comely and overly keen!
Clever comely and overly keen!
From looking at all the advice I think you guys have covered everything....except one thing I note that everyone missed.....and its probably the most important thing of all....
Make the campaign setting rich. What I mean by this is put in history behind everything that you create in the world. There should be nothing in a DM's campaign setting that does not have a history or story behind it.
Create that huge battle that occurred in the past that affected the entire realm...then separate every single little town, place, ruin, npc, temple, road, lake etc and give each of these history...maybe life after the Great Battle has forever changed....maybe it hasn't...but what ever you do have something prepared and if you don't write down what you advise to the PC's when you "wing it"....this is very very important for making the campaign world "rich". Names, events and history is what triggers memories with the players and therefore creating the sense that their characters belong. This is vital for keeping them enthralled and engrossed in the adventure.
When it comes time to have a rest and let another one from your group DM do not stop writing ideas down and creating your campaign world. There are so many things in every day life that can give rise to ideas. Write these ideas down, on restaurant napkins, on word during lunch breaks at work, in between TV shows etc. Just basically keep the ideas coming...some of my best ideas have come to me during odd times....so just keep those "creative juices" flowing.
Most important thing is that the DM is the story teller and the sole person for triggering the players imagination. As soon as you lose sight of this Dungeons and Dragons becomes just a game of chance and you might as well go and play Yahtze...
Have fun and Good luck.
Make the campaign setting rich. What I mean by this is put in history behind everything that you create in the world. There should be nothing in a DM's campaign setting that does not have a history or story behind it.
Create that huge battle that occurred in the past that affected the entire realm...then separate every single little town, place, ruin, npc, temple, road, lake etc and give each of these history...maybe life after the Great Battle has forever changed....maybe it hasn't...but what ever you do have something prepared and if you don't write down what you advise to the PC's when you "wing it"....this is very very important for making the campaign world "rich". Names, events and history is what triggers memories with the players and therefore creating the sense that their characters belong. This is vital for keeping them enthralled and engrossed in the adventure.
When it comes time to have a rest and let another one from your group DM do not stop writing ideas down and creating your campaign world. There are so many things in every day life that can give rise to ideas. Write these ideas down, on restaurant napkins, on word during lunch breaks at work, in between TV shows etc. Just basically keep the ideas coming...some of my best ideas have come to me during odd times....so just keep those "creative juices" flowing.
Most important thing is that the DM is the story teller and the sole person for triggering the players imagination. As soon as you lose sight of this Dungeons and Dragons becomes just a game of chance and you might as well go and play Yahtze...
Have fun and Good luck.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain. Time to die.
- Ian Bartles
- Posts: 4
- Joined: Mon Jun 16, 2008 10:16 pm
- Contact:
Wow this thread is *great*. I've learned a lot just reading through it.
One thing I like to do is leave everything very open. The PCs should be driving the campaign as much as you. I never really force the PCs back on the path. I can always reuse that dungeon in a future session anyhow, or even somehow incorporate it into the current one.
I plan out my world to a certain extent, but I can't be expected to make detailed notes for every forest, bartender, and sewer. Sometimes PCs throw a curveball and end up going somewhere I didn't plan for. I love it when this happens. Sometimes these are the most rewarding sessions, so long as it doesn't happen every time. When I end up having to wing it, I make sure the PCs don't *know* I'm winging it. I try to make their random detour to the thorp of Harsberg seem as well-planned as the ruins of the late King Dorp's castle I spent all Saturday afternoon designing. I also take notes on these random detours to incorporate into my main World binder, so that everything stays consistent.
Sometimes new PCs, or people who've never had a decent DM before, aren't used to "thinking outside the player's handbook" and I have to subtly (*very* subtly) push them towards it. Again the goal is to make everything look natural.
Basically, for me the essence of DMing (besides having fun of course lol) is making it seem like you're prepared for anything the PCs throw your way, and that your world is a concrete living place that's existed forever, not a random assortment of quest-hooks and dungeons.
One thing I like to do is leave everything very open. The PCs should be driving the campaign as much as you. I never really force the PCs back on the path. I can always reuse that dungeon in a future session anyhow, or even somehow incorporate it into the current one.
I plan out my world to a certain extent, but I can't be expected to make detailed notes for every forest, bartender, and sewer. Sometimes PCs throw a curveball and end up going somewhere I didn't plan for. I love it when this happens. Sometimes these are the most rewarding sessions, so long as it doesn't happen every time. When I end up having to wing it, I make sure the PCs don't *know* I'm winging it. I try to make their random detour to the thorp of Harsberg seem as well-planned as the ruins of the late King Dorp's castle I spent all Saturday afternoon designing. I also take notes on these random detours to incorporate into my main World binder, so that everything stays consistent.
Sometimes new PCs, or people who've never had a decent DM before, aren't used to "thinking outside the player's handbook" and I have to subtly (*very* subtly) push them towards it. Again the goal is to make everything look natural.
Basically, for me the essence of DMing (besides having fun of course lol) is making it seem like you're prepared for anything the PCs throw your way, and that your world is a concrete living place that's existed forever, not a random assortment of quest-hooks and dungeons.
- Lord_Chaos
- Posts: 29
- Joined: Mon Aug 18, 2008 1:43 pm
- Location: Stafford VA
- Contact:
Random lighting for problem players
In my experience i have used a extremely useful effect for thoses players who just dont want to follow the plot or are just trying to be difficult its the random bolt of lightning you simply roll a D100 and unless you roll a 100 the problem character it struck dead by a large volt of lightning and the player must make a new character i've only ever had to actually use this once the other times i just picked up the D100 and the problem character seemed to become quite coopertive when it came to loosing his Lv 11 human bard
...ooo Funyuns
In my experience i have used a extremely useful effect for thoses players who just dont want to follow the plot or are just trying to be difficult its the random bolt of lightning you simply roll a D100 and unless you roll a 100 the problem character it struck dead by a large volt of lightning and the player must make a new character i've only ever had to actually use this once the other times i just picked up the D100 and the problem character seemed to become quite coopertive when it came to loosing his Lv 11 human bard
...ooo Funyuns
When they return to the city with their loot, a large amount of it is taxed. And when everyone finds out they've suddenly become so wealthy, they start blackmailing them etc. And when they return they find their house has been completely wrecked, so they have to pay for repairs. Have a bunch of it stolen, that can make a good adventure.
I have no D&D experience as a DM, but I have a little as a player, and I have a lot of player and GM experience from other systems.
Here's my 5 cents:
1)
Do away with the experience point system. Instead, let them advance in levels when it fits your campaign. That way, you will have much more control over the characters' power, which will make it much easier for you to make challenging encounters.
Some of the item feats require XPs to work, which will create problems with this approach.. My DM instead gives "item creation" points each level instead.
This system works great. Try it
2)
Encourage players to take control of minor NPCs. The crimelord in the bar has two henchmen? Let one of the players take control of one of them and challenge the characters to a game of cards or a drinking contest.
This can provide a lot of fun.
Here's my 5 cents:
1)
Do away with the experience point system. Instead, let them advance in levels when it fits your campaign. That way, you will have much more control over the characters' power, which will make it much easier for you to make challenging encounters.
Some of the item feats require XPs to work, which will create problems with this approach.. My DM instead gives "item creation" points each level instead.
This system works great. Try it
2)
Encourage players to take control of minor NPCs. The crimelord in the bar has two henchmen? Let one of the players take control of one of them and challenge the characters to a game of cards or a drinking contest.
This can provide a lot of fun.
I agree with this. It isn't hard to gently steer the PCs back on track if they stray off course. You most definitely want the players to think (and rightfully so) that this is THEIR game. Let them go where they please and be ready for them to be unorthodox.melancolly
Exalted Member
ive been a dm for years on and of but my recent campaign has been running for about 4 years and the pcs are all getting quite powerful now , i think the real trick to good dm ing is to allow the players to decide the route they take thru your world and when you have a goal in mind let the players feel that it was their decision to go down that route .
in several campaigns ive played in the dm has forced the point and lost player interest ,even to the point where in one the group has made a decision to go the other way no mater what, not much fun
so my dm tip is - let the players think that they are incharge even tho they most definately are not.
"Korax thinks you look very tasty today...
- Sanick Lore
- Posts: 6
- Joined: Thu Oct 30, 2008 10:42 am
- Contact:
So i found myself looking at this thread...Not involved and couldnt help but registering and then replying. All of you have really got me thinking. I have been playing D and D for a year tomorrow, and the last 2 months i have been DM. I am not great but there is one thing i am ALWAYS complimented on. Weather and Enviroment. The last camp i was a player in we played for 8 months...And not once was the weather brought to our attention of being adverse or harsh. Nothing Makes a player more nervous knowing that his fight has to roll a survival because of the blizzard he is attempting to brave to find a prty member. Or the Sandstorm that is disorienting. Or the giant wave rolling up into the city through the docks. Make sure you allow the enviroment to change and throw the characters for loops
- Nathanial of DK
- Posts: 1
- Joined: Mon Apr 13, 2009 5:34 pm
- Contact:
I find that in a game, there are 3 main types of players. The first are promising people who are new to the game. They are interested in it, and also possiby wan't to become a DM at some point. I fint the best way to entertain these people is to show them how everything works. Rather than telling them how to do things, let the try to work out some of the stuff, so they remember it, and understand how it works more. For these people, to much knollege doesn't ruin the enjoyment, it makes it better.
The second type of people are just normal players. The have reached there potential, and are content to have you as DM. For these people, you need well designed dungeons, and lots of monsters. You also shouldn't reveal to much about how your working things out, as it adds to the tension for them. For example, when your doing you rolls for random monsters, or rolls for monsters nearby hearing the group, don't let them know thats what your rolling for. Occasionally, you may wan't to even make a false roll, to throw them off, and make sure they don't recognise any patterns.
The third type of people are temporary players. These are people who are only there because there friends are, or because they have nothing better to do. If you have a group of people like this, it makes your life either easy, or like hell. If your a perfectionist, or are a DM with a playable character, then you may strugle with these people, and i advise you look for another group. If however, you find yourself short of time, or have a stressfull life, then these are the perfect group. All that you need to do to keep these people happy, is to have a interesting, but not complex storyline, have lots of powerfull items, and this bit is important LOWER THE NEEDED EXP FOR THE NEXT LVL. You will find that these type of people will rush through campaines, and will also go through characters quicker than normal. You may find that a character dies every week so because of a rash mistake. If this is happening, you can either lower the needed exp for each lvl, so they get the full experience of the game... or as much as they can, anyway, lol; or you keep major traps and battles out of your campaine, errasing all real threats from your characters lives. This allows the characters to reach a higher lvl than they normally would- possibly even reaching the lvl of a normal player- before they start again.
i hope this helps
The second type of people are just normal players. The have reached there potential, and are content to have you as DM. For these people, you need well designed dungeons, and lots of monsters. You also shouldn't reveal to much about how your working things out, as it adds to the tension for them. For example, when your doing you rolls for random monsters, or rolls for monsters nearby hearing the group, don't let them know thats what your rolling for. Occasionally, you may wan't to even make a false roll, to throw them off, and make sure they don't recognise any patterns.
The third type of people are temporary players. These are people who are only there because there friends are, or because they have nothing better to do. If you have a group of people like this, it makes your life either easy, or like hell. If your a perfectionist, or are a DM with a playable character, then you may strugle with these people, and i advise you look for another group. If however, you find yourself short of time, or have a stressfull life, then these are the perfect group. All that you need to do to keep these people happy, is to have a interesting, but not complex storyline, have lots of powerfull items, and this bit is important LOWER THE NEEDED EXP FOR THE NEXT LVL. You will find that these type of people will rush through campaines, and will also go through characters quicker than normal. You may find that a character dies every week so because of a rash mistake. If this is happening, you can either lower the needed exp for each lvl, so they get the full experience of the game... or as much as they can, anyway, lol; or you keep major traps and battles out of your campaine, errasing all real threats from your characters lives. This allows the characters to reach a higher lvl than they normally would- possibly even reaching the lvl of a normal player- before they start again.
i hope this helps
- Zaneth
- Posts: 12
- Joined: Sat May 30, 2009 11:04 pm
- Location: Eberron, on the Lost Continent of Xen'drik
- Contact:
Seriously...
Try to keep things serious, I once had an idiot in the party who, in a joking manner, ran into a wall of poison barbs, killing himself. Everyone laughed...until they encountered an enemy with high magic resistance and therefore needed the fighter who killed himself for ****s and giggles Though in hindsight, DMs should prepare for ****-ups and bend the upcoming parts of the story accordingly (ie: remove the deceased's shining moment if they had one coming).
Try to keep things serious, I once had an idiot in the party who, in a joking manner, ran into a wall of poison barbs, killing himself. Everyone laughed...until they encountered an enemy with high magic resistance and therefore needed the fighter who killed himself for ****s and giggles Though in hindsight, DMs should prepare for ****-ups and bend the upcoming parts of the story accordingly (ie: remove the deceased's shining moment if they had one coming).
I have been playing D&D for 23 years now, and DMing for about 14 of those years... I don't any more, though, as RL responsibilities (read wife & kids) have eaten up almost all of my free time. BUt from my experience, a few things I cna share are as follows:
1) do not be afraid of humor. don't think, "I can't make a joke right now, it will kill the great tension I've worked so hard to build up". Sure, tension is great, but if every battle puts the characters on the edge of their seats, then it's going to lose its effectiveness. a few well-placed, worldy-appropriate[1] one-liners will go a long way to keeping the balance between when the players are in a fight for ther lives or not.
2) campaigns should not read like a treasure map. First go to town A, then slay monster B. Take cryptic clue C, to crackpot mystic D, who gives you the next piece, etc etc.
3) make sure you have a couple of good plot twists ready to really throw your players... one of my personal favorites is to put the PCs into a situation where they uncover evidence of corruption in the local government, and they decide to expose things, but the problem is, the current government leaders are beloved by the pesants, so teh PCs have to choose between letting things stay as they are adn keep teh majority of the people happy, or turn the entire town/villiage against them by exposing the wrongdoing that's been going on.
4) Don't just read fantasy novels to give you good devices. read comic books, manga (japanese comics), adn other fiction books by mystery/suspense authors, like Crichton, clancy, King, and others. One good practical example of my point #3 above is the japanese manga titled Ubel Blatt (translated from teh German title, it literally means Evil Blade). Go read that.
5) don't just be a DM to your players. if you only get together with your players on game nights, you won't be as effective a DM as if you got together outside of the game for a movie, or to play some basketball...
6) the counterpoint to #5, don't be such good friends with your players that you give them all extra feats, or special weapons, or anything. Being friends doesn't mean allowing the pplayers to trick out their characters into walking Kobold Cuisinarts.
7) require the players to come up with a decent backgrond for their characters. this will give you the ability to rock them individually with a reference here and there. it will make the players be more involved if while in a dungeon, the thief discovers a clue that could help him find the information he needs to clear his family's name...
8) Alignments are there for a reason. if the LG player tortures a prisoner, have something happen that proves that they can't get away with that kind of action. Especially if they're playing a paladin... do the fall from grace thing, and come up with a creative adn long road to repentance for them. Or, more interesting, have them decide that they've had enough playing the goody-two-shoes, adn become an Anti-Paladin...
9) The library is your friend. Go check out past issues of magazines like dragon and DungeonMaster for other ideas.
10) don't consider teh rules to be absolute... I'll never forget the first time my old DM had us encounter a Beholder. He interpreted the anti-magic ray that it shoots out of its central eye as havign the power to permanently nullify magic enchantments adn items. We lost a necklace of Missles adn a Sword +2 Giant-slayer because of that.
I'm going to stop there, because I could go on and on and on, but that's a good start... i'll post more later...
Meantime, a few choice famous Last words that I've heard (either from my players, or from other DMs):
"The minotaur's got me in a bear hug? GREAT! I cast Flame Strike on it"
"I push the red lever, then the blue one... No, WAIT!!!!"
"Do you hear that?"
"What Landshark?"
"Of course I trust the thief. He's in our party"
Game on...
1) do not be afraid of humor. don't think, "I can't make a joke right now, it will kill the great tension I've worked so hard to build up". Sure, tension is great, but if every battle puts the characters on the edge of their seats, then it's going to lose its effectiveness. a few well-placed, worldy-appropriate[1] one-liners will go a long way to keeping the balance between when the players are in a fight for ther lives or not.
2) campaigns should not read like a treasure map. First go to town A, then slay monster B. Take cryptic clue C, to crackpot mystic D, who gives you the next piece, etc etc.
3) make sure you have a couple of good plot twists ready to really throw your players... one of my personal favorites is to put the PCs into a situation where they uncover evidence of corruption in the local government, and they decide to expose things, but the problem is, the current government leaders are beloved by the pesants, so teh PCs have to choose between letting things stay as they are adn keep teh majority of the people happy, or turn the entire town/villiage against them by exposing the wrongdoing that's been going on.
4) Don't just read fantasy novels to give you good devices. read comic books, manga (japanese comics), adn other fiction books by mystery/suspense authors, like Crichton, clancy, King, and others. One good practical example of my point #3 above is the japanese manga titled Ubel Blatt (translated from teh German title, it literally means Evil Blade). Go read that.
5) don't just be a DM to your players. if you only get together with your players on game nights, you won't be as effective a DM as if you got together outside of the game for a movie, or to play some basketball...
6) the counterpoint to #5, don't be such good friends with your players that you give them all extra feats, or special weapons, or anything. Being friends doesn't mean allowing the pplayers to trick out their characters into walking Kobold Cuisinarts.
7) require the players to come up with a decent backgrond for their characters. this will give you the ability to rock them individually with a reference here and there. it will make the players be more involved if while in a dungeon, the thief discovers a clue that could help him find the information he needs to clear his family's name...
8) Alignments are there for a reason. if the LG player tortures a prisoner, have something happen that proves that they can't get away with that kind of action. Especially if they're playing a paladin... do the fall from grace thing, and come up with a creative adn long road to repentance for them. Or, more interesting, have them decide that they've had enough playing the goody-two-shoes, adn become an Anti-Paladin...
9) The library is your friend. Go check out past issues of magazines like dragon and DungeonMaster for other ideas.
10) don't consider teh rules to be absolute... I'll never forget the first time my old DM had us encounter a Beholder. He interpreted the anti-magic ray that it shoots out of its central eye as havign the power to permanently nullify magic enchantments adn items. We lost a necklace of Missles adn a Sword +2 Giant-slayer because of that.
I'm going to stop there, because I could go on and on and on, but that's a good start... i'll post more later...
Meantime, a few choice famous Last words that I've heard (either from my players, or from other DMs):
"The minotaur's got me in a bear hug? GREAT! I cast Flame Strike on it"
"I push the red lever, then the blue one... No, WAIT!!!!"
"Do you hear that?"
"What Landshark?"
"Of course I trust the thief. He's in our party"
Game on...