by Ameron (Derek Myers) on January 27, 2012
In Dungeons & Dragons, as in real life, there are two things that help people succeed where others fail: what you’ve done and who you know. In D&D we already make a big deal about “what you’ve done” and we call it XP, but there never seems to be much emphasis or importance placed on “who you know.”
Who you know can be interpreted in a few different ways, but when I think of this idea I think of all the people you can call on or a favour. This favour might be something as simple as a piece of local gossip or as significant as borrowing the King’s royal scepter. The point is that who you know is an important part of character development. During a PCs adventuring career he will meet many people and I’ll bet that many of them would be willing to help him down the road if the circumstances are right.
However so few players bother to track these potential allies and fewer still ever make an effort to call upon them when they need something. It’s impossible for an adventurer to do everything himself, that’s why he’s part of an adventuring party. But even his four or five closest buddies won’t always have what he needs. This is where contact can become exceptionally useful.
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by Ameron (Derek Myers) on January 26, 2012
After battling the Xivorts during the night, the PCs managed to complete their extended rest and began this week’s adventure at 100%. Knowing that the Hag Soryth was expecting them, they hurried to storm her Palace of Spires where they planned to free Juliana and stop Kalabon and Soryth from completing their evil plans for Porpherio’s Isle.
The heroes entered the hedge maze and began to follow the path of least resistance. One of the Pixies tried to fly above the hedges to get a better vantage point of the maze, but as soon as he got above the foliage he felt dizzy and experienced vertigo. As soon as he landed his head cleared and he was fine to continue. Clearly the magic of the maze worked to keep flying creatures grounded.
Numerous paths opened to the right and left, but the party managed to continue on what they believed was the correct path with few delays or the need for backtracking. After about 15 minutes of navigating the maze the PCs found themselves at a crossroads. The path to the north was lined with yellow roses, the path to the east was lined with white roses and the path to the south was lined with red roses. The aroma from the flowers was overpowering and mildly disserting. The white and red roses gave off a heavy scent whereas the yellow roses gave off a sweet scent. In order to continue the PCs needed to choose one of these three paths.
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by Ameron (Derek Myers) on January 25, 2012
Everyday as I venture to work in downtown Toronto I make use of the PATH. The PATH is Toronto’s underground labyrinth of shops and corridors connecting office buildings, shopping centers and public transit together. In the summer it provides escape from the sunny surface streets and in the winter it is a much warmer alternative than walking through snow. Wandering the PATH is the closest I’ll ever come to exploring a real dungeon and it’s a great example of a fantastic location that can inspire any DM.
This month Keith Davies – In My Campaign hosts the RPG Blog Carnival. January’s topic is Fantastic Locations. In the Dungeons Master contribution to the blog carnival we’ll begin by taking you through the PATH before emerging to street level and exploring how to transform a regular location into something fantastic for your next campaign.
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by Ameron (Derek Myers) on January 24, 2012
Have you ever played a character in 4e D&D without optimized stats? A Fighter with a Strength score below 14 or a Wizard with an Intelligence under 14? I think it’s safe to say that none of us have done it. Why would you? The game assumes that you’re going to have a decent score (16+) in your primary ability from the outset and to ensure this we use the point buy system to assign the numbers as we deem appropriate. Add to that racial bonuses and there’s really no reason you’d even have to play a character with a low score in their primarily ability.
As long as players use point buy to assign scores we’re always going to see fully optimized stats. All Fighters will have exceptional Strength. All Wizards will have exceptional Intelligence. The base foundation on which characters are built (the six ability scores) will be similar, if not identical, when comparing characters of similar classes. The mechanics of 4e almost demand that this be the case. It’s not to your advantage to play a PC with sub-optimized ability scores. If you want to be on par with the game’s power baseline you have to optimize the numbers. A character with a 14 in his main ability will be less powerful than his allies. But is this really a bad thing.
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by Ameron (Derek Myers) on January 23, 2012
Adventure hooks are indented as a way to get the PCs into the action quickly. Dangle something interesting in front of them and hope that they take the bait. It might be a greed trap where you offer them a pretty bauble or magical item, or it might be an interaction with a strange or unusual character. In most cases the adventure hook is simple and straight forward (which is not to say boring).
However, in some cases the adventure hook can be more than just a simple way to get the PCs interested in the next leg of the adventure. Every once in a while adventure hooks should be a little bit more complicated than the usual fare. DMs should provide the PCs with a dilemma in which that have to make a choice. Although there isn’t a clear-cut right or wrong answer, either outcome will have serious consequences.
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by Ameron (Derek Myers) on January 20, 2012
The latest trend sweeping the D&D Blogosphere is to answer the GM Questionnaire. It was posted on Wednesday by Zak S at the website Playing D&D With Porn Stars. He’s asking people to post their answers in the comments section of his website or to post them on your own blog and share the link. Today I’ve decided to join in the fun and share my answers to Zak’s 23 Questions. I encourage you to answer the questions yourself and either leave the responses in the comment below or visit Playing D&D With Porn Stars and post your answers there.
Please note that the Playing D&D With Porn Stars website does contain some material that may not be suitable for all readers. There’s also a good chance that if you try to visit this website from a work or school computer that it will be forbidden (at least it was for me).
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by Ameron (Derek Myers) on January 19, 2012
Last week the PCs found Orlando (fused with Propherio) and defeated the Verbeeg Basal who was trying to kill him. After the contest of champions in which the PCs emerged victorious, Basal rewarded the party with a magical item and then agreed to accompany them and Orlando back to Uma.
The return trip back to Uma’s grove took a couple of hours and by the time they got there, night was upon them. When they reached their destination they saw Uma with her Nymphs and Pixies on the eastern bank and Ragnar with his Satyrs and Wilden on the western bank with the Treant, Sir Oakstaff, straddling the stream between he two groups.
Uma and Ragnar shouted insults and blame at each other with Oakstaff trying to mediate a resolution. As they noticed the PCs approach with Orlando and Basal the bickering stopped. Uma bade Orland come to her so that she could protect him and mend his wounded mind. Ragnar meanwhile demanded that the PCs bring Orlando to him. Oakstaff once again called for peace.
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by Ameron (Derek Myers) on January 18, 2012
I’ve played in a lot of games where things could have been a lot easier if we’d only had a Cleric in the party. Or an archer. Or someone trained in Thievery. Or a controller. The point is that some obstacles are going to be easier if you have the right tools for the job. This is also true when it comes to PCs. The right mix of classes and races in any given party will provide you with a competitive edge that will make many tasks easier.
Many DMs design adventures knowing what tools, skills and abilities the PCs have and create challenges that their unique skill sets will be adequately suited to overcome. However, there are often just as many times where the DM simply needs to throw certain monsters or other obstacles at the PCs and if they don’t have the right tools for the job then things are going to be a lot more difficult. This is especially true of you are playing form a printed adventure like those found in Dungeon magazine. The key to overcoming this issue is to try to ensure that the party is made up of the PCs most suited for the job in front of them; a task that’s easier said than done.
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by Ameron (Derek Myers) on January 17, 2012
What if you never got more hit points that what you began with at level 1? Think about it. As 4e is set up now most PCs begin with around 20 hit points. This is enough to take a couple of hits but you are by no means invulnerable. As you get more XP and level up you start to improve and one thing that comes with each level bump is more hit points. But lately I’ve been wondering how things would change if your maximum hit points were fixed. How would this change D&D?
In previous editions of D&D PCs could begin with as few as 1 hit point. Some PCs were extremely fragile and a single hit from anything could, and often did, kill them. Knowing that PCs were this vulnerable forced players to play smarter. If your PC was likely to die from a single hit you didn’t run blindly into a group of monsters, even if they were only Kobolds or Goblins. Tactics were important because they often made the difference between living and dying.
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by Ameron (Derek Myers) on January 16, 2012
Remember the old D&D Cartoon from the 80s? Six kids are magically transported into the world of Dungeons & Dragons where they fight the forces of evil while trying to find a way home. (See the cartoon intro below). In the cartoon the Dungeons Master was an actual character. He would appear at the beginning of each episode and provide the heroes with a quest; in much the same way the DM does during an actual game of D&D. The DM served as the guide for the characters in the show and the viewers at home. He’d also step in from time to time and give the characters advice or help them out of a really tight jam.
In 4e D&D the DM is not one NPC, rather the DM takes on the roles of every NPC. But wouldn’t it make things easier if Dungeon Master actually was an NPC in your game?
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