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DM Resources

When PCs Kill the Final Boss Too Soon

As a player nothing bugs me more than a villain that is protected by the power of plot. No matter what happens, no matter how creative or lucky the PCs get during a direct confrontation early in the adventure, this one particular villain cannot be killed, captured or defeated because the DM needs him during the final showdown. It’s the biggest tease in gaming and it needs to stop.

Now I’m not saying that DMs should never have the PCs engage the major villain before the final confrontation. I like it when the PCs get a glimpse of who they’re up against early on. But if circumstances happen to put the PCs into a fight with the big boss and they manage to take him down, don’t rob them of that victory. Obviously something went very, very right for the PCs or something went very, very wrong for the villain. In either case the encounter was likely memorable and no doubt thrilling. So why belittle such an amazing convergence of fortune and let the villain live simply because the story demands that he does?

In a home game the DM obviously has significant latitude to tweak the story if a big boss villain is unexpectedly killed early on, but in printed adventures it’s a lot more difficult. However, it’s never impossible and more DMs need to remember this. You are in charge of everything behind the scenes. You are empowered to make changes as you see fit. You are responsible to keep the adventure moving forward and ensuring the players are having fun along the way. Waving the magic DM wand and saying “he wasn’t really dead” is not the right way to handle things. Not when there are some many great alternatives.

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Friday Favourites

Friday Favourite: Playing Two Characters

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 8, 2009, Dungeon’s Master once again presents: Playing Two Characters.

I like playing two characters. As long as I get to create them both, then I’ll play two characters any time the DM allows it. But playing two characters when one is yours and one belongs to someone else is a lot more difficult and generally not as much fun.

I’ve played in games where the DM gave players the option of playing one or two characters. Most of my friends choose to stick with one character, but not me; if I can play two characters, I will. Here are some of the pros and cons I’ve found over the years of playing two characters in the same campaign.

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D&D Encounters

D&D Encounters: Storm Over Neverwinter (Week 8.)

storm-over-neverwinter-cover

This week the PCs faced the eye of the storm, both figuratively and literally. They continued to advance onward and upward through Helm’s Hold to the roof where Elden Vargas was doing something to manipulate the storm over Neverwinter.

Considering this was the last week of the season I was expecting a better turn out. At Harry T North in Toronto we only had eight people (including the two DMs), that awkward zone where it’s too many for one table and not enough to break off and form two tables. We decided to delay starting our session for almost half an hour in hopes that a few more players might arrive. Two finally did giving us two DMs and eight players, perfect for two groups. Unfortunately by the end of the session both groups suffered because of their minimal numbers. In retrospect a table of seven might have been a better idea.

The party I played with had a Human Vampire, Human Assassin, Tiefling Battlemind and Goliath Monk (my PC). The Assassin and I both started the encounter with fewer than maximum hit points and only 1 healing surge each.