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	<title>Comments on: 5 Errors I’ve Made as DM</title>
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	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Warforged – Creating an Identity for an Artificial Being — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-41275</link>
		<dc:creator>Warforged – Creating an Identity for an Artificial Being — Dungeon&#039;s Master</dc:creator>
		<pubDate>Mon, 28 Mar 2011 12:05:30 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-41275</guid>
		<description>[...] our 300th post Wimwick and I each created King Leonidas from the movie 300. Post 404 was all about Errors I’ve Made as a DM. With the 500th post looked at extreme wealth, the Fortune 500 of [...]</description>
		<content:encoded><![CDATA[<p>[...] our 300th post Wimwick and I each created King Leonidas from the movie 300. Post 404 was all about Errors I’ve Made as a DM. With the 500th post looked at extreme wealth, the Fortune 500 of [...]</p>
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		<title>By: D&#38;D Encounters: March of the Phantom Brigade (Week 6) — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-40475</link>
		<dc:creator>D&#38;D Encounters: March of the Phantom Brigade (Week 6) — Dungeon&#039;s Master</dc:creator>
		<pubDate>Thu, 17 Mar 2011 13:17:37 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-40475</guid>
		<description>[...] good DM learns from his mistakes. I’ve certainly made plenty of mistakes as a DM. This week I had the opportunity to learn from one I made just a few weeks ago at D&amp;D [...]</description>
		<content:encoded><![CDATA[<p>[...] good DM learns from his mistakes. I’ve certainly made plenty of mistakes as a DM. This week I had the opportunity to learn from one I made just a few weeks ago at D&amp;D [...]</p>
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		<title>By: Greatest Hits 2010: 5 Errors I’ve Made as DM — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-31306</link>
		<dc:creator>Greatest Hits 2010: 5 Errors I’ve Made as DM — Dungeon&#039;s Master</dc:creator>
		<pubDate>Sun, 19 Dec 2010 15:02:23 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-31306</guid>
		<description>[...] From June 23, 2010, Dungeon’s Master once again presents: 5 Errors I’ve Made as DM [...]</description>
		<content:encoded><![CDATA[<p>[...] From June 23, 2010, Dungeon’s Master once again presents: 5 Errors I’ve Made as DM [...]</p>
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		<title>By: Jet</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-22092</link>
		<dc:creator>Jet</dc:creator>
		<pubDate>Mon, 26 Jul 2010 17:55:48 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-22092</guid>
		<description>&quot;Saying &#039;No&#039;&quot;

A little while back I took a few acting workshops, one of them focused entirely on Improv. A lot of DMing, in my experience is just that; improvising an encounter when your players do exactly what you don&#039;t expect them to do. Anyways, during the workshop we worked on the concept of &quot;Yes, and...&quot;

The idea was that as you role-play a scene from scratch, saying &quot;yes&quot; to a player generated idea opens up new possibilities and allows you to build off of them.

A recent example that comes to mind involves my PCs resuscitating a downed NPC. I had originally intended for the players to stumble across the NPC, have the hapless half-elf mumble some trivial clue about a future encounter, and then die. The party, quite altruistically, refused to let him die, and after 3 Heal checks at 25+ I agreed and ruled that yes, he was stabilized, but he was still unconscious. Not wanting to drag dead weight around, the party left the NPC with the first group of &quot;trustworthy&quot; individuals they could find, which just so happened to be a group of Deathcultists. This opened up the door for me to use the half-elf, now a half-crazed cultist, as a recurring antagonist, much to my PCs&#039; chagrin (but secret enjoyment).</description>
		<content:encoded><![CDATA[<p>&#8220;Saying &#8216;No&#8217;&#8221;</p>
<p>A little while back I took a few acting workshops, one of them focused entirely on Improv. A lot of DMing, in my experience is just that; improvising an encounter when your players do exactly what you don&#8217;t expect them to do. Anyways, during the workshop we worked on the concept of &#8220;Yes, and&#8230;&#8221;</p>
<p>The idea was that as you role-play a scene from scratch, saying &#8220;yes&#8221; to a player generated idea opens up new possibilities and allows you to build off of them.</p>
<p>A recent example that comes to mind involves my PCs resuscitating a downed NPC. I had originally intended for the players to stumble across the NPC, have the hapless half-elf mumble some trivial clue about a future encounter, and then die. The party, quite altruistically, refused to let him die, and after 3 Heal checks at 25+ I agreed and ruled that yes, he was stabilized, but he was still unconscious. Not wanting to drag dead weight around, the party left the NPC with the first group of &#8220;trustworthy&#8221; individuals they could find, which just so happened to be a group of Deathcultists. This opened up the door for me to use the half-elf, now a half-crazed cultist, as a recurring antagonist, much to my PCs&#8217; chagrin (but secret enjoyment).</p>
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		<title>By: DM16</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-21460</link>
		<dc:creator>DM16</dc:creator>
		<pubDate>Thu, 15 Jul 2010 15:10:53 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-21460</guid>
		<description>Another thing is not having a back up if the players go way off the story line</description>
		<content:encoded><![CDATA[<p>Another thing is not having a back up if the players go way off the story line</p>
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		<title>By: Skallawag</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-20212</link>
		<dc:creator>Skallawag</dc:creator>
		<pubDate>Mon, 28 Jun 2010 19:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-20212</guid>
		<description>Great post! I would add that excluding one of your PC&#039;s from an encounter is another one. I remember being the PC who was captured in a prison and the rest of the part had to rescue me and I didn&#039;t do anything the whole evening.</description>
		<content:encoded><![CDATA[<p>Great post! I would add that excluding one of your PC&#8217;s from an encounter is another one. I remember being the PC who was captured in a prison and the rest of the part had to rescue me and I didn&#8217;t do anything the whole evening.</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-06-25</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-20210</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-06-25</dc:creator>
		<pubDate>Mon, 28 Jun 2010 18:26:59 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-20210</guid>
		<description>[...] 5 Errors I’ve Made as DM  We all mistakes. It&#8217;s just a fact of life. However, it&#8217;s always better to learn from someone else&#8217;s mistakes before you have a chance to run off and perform them yourself. Check out this post on some of Ameron&#8217;s mistakes and how to recover from them. [...]</description>
		<content:encoded><![CDATA[<p>[...] 5 Errors I’ve Made as DM  We all mistakes. It&#8217;s just a fact of life. However, it&#8217;s always better to learn from someone else&#8217;s mistakes before you have a chance to run off and perform them yourself. Check out this post on some of Ameron&#8217;s mistakes and how to recover from them. [...]</p>
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		<title>By: mbeacom</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-19988</link>
		<dc:creator>mbeacom</dc:creator>
		<pubDate>Thu, 24 Jun 2010 19:17:40 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-19988</guid>
		<description>This is a great article. As someone who is getting back into the hobby after close to 20 years away, I really need to freshen up my perspective.  
Also, to agree with Asmor I would add this: Maybe I&#039;m not doing it right, but with regard to the overpowered encounter, I usually just fix things on the fly.  If the party is getting pummeled, I have no problem halving monster HP, or fudging missed rolls to keep the battle balanced(I love Asmors &quot;pushing over a tree&quot; idea, I hope you don&#039;t mind if I steal for my next encounter!). I&#039;d never fudge rolls to make things easy, just survivable. Also, in designing encounters (plugins for published adventures), I have no problem subjecting my PCs to a forced retreat.  I firmly believe that not every encounter should be at their level. It only makes sense that if the PCs are truly in a living breathing world, there will be plenty of enemies both higher and lower in capability. Sometimes badass PCs will stumble on a small group of puny goblins, or even stumble into an immense dragons lair that they have no business even approaching. It makes the world feel real.  

I started to realize this the first time one of my PCs (who was also a fledgling DM) encouraged the group to forge ahead with little planning simply because he said that the published module wouldn&#039;t contain any encounters that weren&#039;t balanced for their level.

One thing I&#039;ve had a lot of success with is to create an encounter that is intentionally too hard for the PCs. Let them run in and fail, eventually fleeing out bloodied and humbled. I encourage them to rest, and re-think their strategies and plan more, use the group more effectively and work as a team. Then when they go at it again at a later point in the story, I lower the difficulty enough to make it realistic. This does two things. It encourages them to work more as a team, and rewards them for playing more strategically. I know I&#039;ve been successful when I hear the talk after the game and they say things like, &quot;Man, if we had just been more careful the first time&quot;. Little do they know that it was planned for them to fail the first time and now the game seems like a more genuine challenge to everyone, not to be taken for granted.</description>
		<content:encoded><![CDATA[<p>This is a great article. As someone who is getting back into the hobby after close to 20 years away, I really need to freshen up my perspective.<br />
Also, to agree with Asmor I would add this: Maybe I&#8217;m not doing it right, but with regard to the overpowered encounter, I usually just fix things on the fly.  If the party is getting pummeled, I have no problem halving monster HP, or fudging missed rolls to keep the battle balanced(I love Asmors &#8220;pushing over a tree&#8221; idea, I hope you don&#8217;t mind if I steal for my next encounter!). I&#8217;d never fudge rolls to make things easy, just survivable. Also, in designing encounters (plugins for published adventures), I have no problem subjecting my PCs to a forced retreat.  I firmly believe that not every encounter should be at their level. It only makes sense that if the PCs are truly in a living breathing world, there will be plenty of enemies both higher and lower in capability. Sometimes badass PCs will stumble on a small group of puny goblins, or even stumble into an immense dragons lair that they have no business even approaching. It makes the world feel real.  </p>
<p>I started to realize this the first time one of my PCs (who was also a fledgling DM) encouraged the group to forge ahead with little planning simply because he said that the published module wouldn&#8217;t contain any encounters that weren&#8217;t balanced for their level.</p>
<p>One thing I&#8217;ve had a lot of success with is to create an encounter that is intentionally too hard for the PCs. Let them run in and fail, eventually fleeing out bloodied and humbled. I encourage them to rest, and re-think their strategies and plan more, use the group more effectively and work as a team. Then when they go at it again at a later point in the story, I lower the difficulty enough to make it realistic. This does two things. It encourages them to work more as a team, and rewards them for playing more strategically. I know I&#8217;ve been successful when I hear the talk after the game and they say things like, &#8220;Man, if we had just been more careful the first time&#8221;. Little do they know that it was planned for them to fail the first time and now the game seems like a more genuine challenge to everyone, not to be taken for granted.</p>
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		<title>By: Lahrs</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-19923</link>
		<dc:creator>Lahrs</dc:creator>
		<pubDate>Wed, 23 Jun 2010 20:41:36 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-19923</guid>
		<description>Saying yes is still a problem I have, particularly with the new 4.0 races.  Having established a homebrew years ago around 3.5, adding in new races has been a challenge and I say no too often.  I also have a heroic only rule, because in the beginning our group had too many issues with party cohesion due to allignment, but now rogues and rogue types have suffered in my games, and I am still trying to relax my grasp.  Robin Hood was a thief and Raistlin was a black robed mage, yet both played a heroic part, or at least had party cohesion.

My other big problem, which has thankfully been overcome, is severely hurting my wife in gear and role playing ability due to wanting to make sure I did not show favoritism.  It got so bad, that she was no longer effective, which hurt the party.    I have learned to treat her as any other player, and haven&#039;t had any complaints of ignoring or favoring my wife in game.  And I have to say, having a spouse who not only supports my gaming habit, but also participates, is a very wonderful experience.</description>
		<content:encoded><![CDATA[<p>Saying yes is still a problem I have, particularly with the new 4.0 races.  Having established a homebrew years ago around 3.5, adding in new races has been a challenge and I say no too often.  I also have a heroic only rule, because in the beginning our group had too many issues with party cohesion due to allignment, but now rogues and rogue types have suffered in my games, and I am still trying to relax my grasp.  Robin Hood was a thief and Raistlin was a black robed mage, yet both played a heroic part, or at least had party cohesion.</p>
<p>My other big problem, which has thankfully been overcome, is severely hurting my wife in gear and role playing ability due to wanting to make sure I did not show favoritism.  It got so bad, that she was no longer effective, which hurt the party.    I have learned to treat her as any other player, and haven&#8217;t had any complaints of ignoring or favoring my wife in game.  And I have to say, having a spouse who not only supports my gaming habit, but also participates, is a very wonderful experience.</p>
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		<title>By: Brian Engard</title>
		<link>http://dungeonsmaster.com/2010/06/5-errors/comment-page-1/#comment-19918</link>
		<dc:creator>Brian Engard</dc:creator>
		<pubDate>Wed, 23 Jun 2010 18:11:23 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=5014#comment-19918</guid>
		<description>@Mike
I&#039;m not sure your initial comment is entirely fair.  I think that WotC does do extensive playtesting; the errata is not an indication otherwise.  What it&#039;s an indication of is that there&#039;s only so much playtesting they can do before they release the product to the world, and no amount of playtesting is going to hold a candle to thousands of D&amp;D fans picking your product apart simultaneously.  

However, I do agree with your main point: the rules as written are a guideline, a starting place.  The reason there&#039;s a live DM in that chair is that not every monster or encounter or adventure is going to be perfectly balanced for every party.  Things are going to need tweaking, and even well-playtested published adventures are not above this.

My first real experience with 4e was running Keep on the Shadowfell for my party, a party that included two defenders, a leader, and a striker (then later, a second striker).  This is not the standard group; there was no controller, and even with only a single leader, there was a lot of healing in the group (paladins make good secondary leaders, and fighters can heal themselves fairly well).  Keep on the Shadowfell, while well-balanced from a purely rules perspective, was not designed with this group in mind, and needed to be tweaked.

I discovered this after the first few encounters, which my players completely thumped mercilessly.  So, I started tweaking.  By the end of the adventure, I&#039;d say that I&#039;d changed at least 50%, if not more, of the encounters in some way or another, and the encounters that were the most memorable were the ones I had changed.

The rules are great.  I&#039;ll be the first to say that.  I love 4e D&amp;D, it&#039;s easily, hands-down, my favorite version of D&amp;D so far.  The rules are not perfect, though.  I&#039;ll be the first to say that, as well.  They need tweaking from time to time.  And I agree with both Mike and Asmor: you can&#039;t let one bad experience discourage you from rolling up your sleeves and tinkering with the works.  The tinkering is where all the good stuff is.</description>
		<content:encoded><![CDATA[<p>@Mike<br />
I&#8217;m not sure your initial comment is entirely fair.  I think that WotC does do extensive playtesting; the errata is not an indication otherwise.  What it&#8217;s an indication of is that there&#8217;s only so much playtesting they can do before they release the product to the world, and no amount of playtesting is going to hold a candle to thousands of D&amp;D fans picking your product apart simultaneously.  </p>
<p>However, I do agree with your main point: the rules as written are a guideline, a starting place.  The reason there&#8217;s a live DM in that chair is that not every monster or encounter or adventure is going to be perfectly balanced for every party.  Things are going to need tweaking, and even well-playtested published adventures are not above this.</p>
<p>My first real experience with 4e was running Keep on the Shadowfell for my party, a party that included two defenders, a leader, and a striker (then later, a second striker).  This is not the standard group; there was no controller, and even with only a single leader, there was a lot of healing in the group (paladins make good secondary leaders, and fighters can heal themselves fairly well).  Keep on the Shadowfell, while well-balanced from a purely rules perspective, was not designed with this group in mind, and needed to be tweaked.</p>
<p>I discovered this after the first few encounters, which my players completely thumped mercilessly.  So, I started tweaking.  By the end of the adventure, I&#8217;d say that I&#8217;d changed at least 50%, if not more, of the encounters in some way or another, and the encounters that were the most memorable were the ones I had changed.</p>
<p>The rules are great.  I&#8217;ll be the first to say that.  I love 4e D&amp;D, it&#8217;s easily, hands-down, my favorite version of D&amp;D so far.  The rules are not perfect, though.  I&#8217;ll be the first to say that, as well.  They need tweaking from time to time.  And I agree with both Mike and Asmor: you can&#8217;t let one bad experience discourage you from rolling up your sleeves and tinkering with the works.  The tinkering is where all the good stuff is.<br />
<span class="cluv">Brian Engard&#180;s last [type] ..<a class="50a2f58751 19918" rel="nofollow" href="http://feedproxy.google.com/~r/GamecraftersGuild/~3/kFaM3QhPmP4/799">Here There Be Dragons: Status-Quo Encounters</a></span></p>
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