On September 9 we began the new season of D&D Encounters – Out of the Abyss. As D&D Encounters returns to a regular weekly schedule and everyone gets back to playing more or less the same encounters each week we’ll get back to doing new Recounting Encounters episodes every week. Links to the weekly show will be included in the weekly recap articles (the week 1 recap will be posted shortly).
So what have we been doing over the past few months you may be asking? Over the summer some groups at our FLGS continued with Princes of the Apocalypse, and by the end most were at very different points in the adventure with none anywhere near the end. Other groups gave up on PotA once the material in the free DM PDF was completed. Tables at our FLGS who stopped decided instead to run D&D Expeditions to fill the time on Wednesday nights.
With everyone doing different things and playing different games we found it difficult to keep to a regular Recounting Encounters schedule with meaningful content. But we did manage to record a few new episodes. Today we’re sharing those podcasts. You can click the links below to listen or download each episode. These are also now available through iTunes.
On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 13, 2012, Dungeon’s Master once again presents: DM Compensation.
With another season of D&D Encounters coming to an end this week we’ve been having some discussions at my FLGS about who’s going to take over the reigns as the DM for the next season. I continue to volunteer my services as the primary DM at two FLGS in my community, but in both cases we have sufficient numbers to need additional DMs pretty much every week. During the discussion about who will step up to DM more than one prospective DM asked about compensation. They wanted to know what they got if they agreeing to DM. At first I was a bit surprised that they’d even ask, but as I gave the question more consideration I realized that it’s not an altogether unreasonable question.
On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 3, 2013, Dungeon’s Master once again presents: Back to School Tips for Gamers.
Yes, I realize we ran this as a Friday Favourite this time last year, but I think this is a good article, and it’s timely, so we’re running it again. Enjoy. — Ameron
It’s that time of year again. The time when gamers everywhere realize there’s only two short weeks until GenCon. Ah, GenCon. The Best Four Days in Gaming. It’s more than just a motto, it’s the absolute truth! GenCon is awesome. And it begins in exactly two weeks.
This will be my 8th GenCon and I’m expecting great things this year. Even though I’m planning to spend a great deal of time playing D&D I’ve also got other fun and exciting things on my schedule and today I’m going to tell you all about them.
On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 26, 2011, Dungeon’s Master once again presents: Dealing With Conflict At The Gaming Table.
Mr. Pink: Hey, why am I Mr. Pink? Joe: Because… Mr. Pink: Why can’t we pick our own colors? Joe: No way, no way. Tried it once, doesn’t work. You got four guys all fighting over who’s gonna be Mr. Black, but they don’t know each other, so nobody wants to back down. No way. I pick. You’re Mr. Pink. Be thankful you’re not Mr. Yellow. Mr. Pink: Mr. Pink sounds kinda wimpy. How ’bout if I’m Mr. Purple? That sounds good to me. I’ll be Mr. Purple. Joe: You’re not Mr. Purple. Some guy on some other job is Mr. Purple. Your Mr. PINK. Mr. White: Who cares what your name is? Mr. Pink: Yeah, that’s easy for your to say, you’re Mr. White. You have a cool-sounding name. Alright look, if it’s no big deal to be Mr. Pink, you wanna trade? Joe: Hey! NOBODY’S trading with ANYBODY. This ain’t a city council meeting, you know. Now listen up, Mr. Pink. There’s two ways you can go on this job: my way or the highway. Now what’s it gonna be, Mr. Pink? Mr. Pink: Alright, I’m Mr. Pink. Let’s move on. Joe: I’ll move on when I feel like it… All you guys got the message?… I’m so mad, hollering at you guys I can hardly talk. Pssh. Let’s go to work.
Inside the Great Hall at Riverguard Keep the heroes shared a meal with Jolliver’s men. Despite the merriment and hospitality being shown towards the PCs, they began to suspect that something more was going on in the Keep. After two servants warned the party of impending danger the PCs knew to keep their wits about them and be ready for the unexpected.
This week at Face to Face games we ran four tables with a combine 20 players. My group had two returning players and three brand new walk-ins brining us to the five-player sweet-spot. The group consisted of a Half-Orc Ranger, two Human Fighters (one archer, one melee), a Dwarf Cleric, and a Gnome Wizard.
On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 4, 2012, Dungeon’s Master once again presents: Don’t Fight to the Death.
Doesn’t it seem kind of dumb for monsters – or PCs for that matter – to fight until they reach their very last hit point? Don’t any of the combatants in D&D have any sort of survival instinct? What ever happened to the flight part of fight or flight? In most combat scenarios the PCs beat up on the monsters and the monsters don’t back down until they’re dead. Unless the monster has good reason to fight to the end, why would they? The simple answer is that they shouldn’t.
Eventually all battles should reach a point where one side either surrenders or flees. Fighting to the bitter end is just stupid. Yet this is how D&D works. The PCs fight the monsters until one side (most often the monsters) is decimated. In those very rare occurrences when one or two monsters manage to flee the players will often complain that the DM robbed them of a totally victory (at least that’s been my experience). I think that we need to introduce a little bit more common sense into D&D combat and I know just the way to do it.
With the prisoners freed from the dungeon below the Sacred Stone Monastery, the PCs were free to continue their exploration of the complex. However, the Monks and other Earth Elemental cultists were aware that intruders were in the Monastery’s lower level causing trouble. The PCs eventually found an escape route that lead them deeper into the bowls of the Sumber Hills.
My table at Face to Face Games in Toronto had a swelling of three new players this week brining us to six. Two were players who’d tried D&D recently during a casual play session at our FLGS, and the other was a squatter from another table that didn’t have enough people to play this week. This certainly changed the dynamics of my table in a hurry. The party consisted of a Half-Orc Ranger, Dragonborn Rogue, Tiefling Paladin, Halfling Rogue and two Human Fighters. Only one players (the squatter) had a lot of experience with D&D. I’d guess the other five players had only played about 20 sessions between them.
On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 21, 2009, Dungeon’s Master once again presents: Skill Focus – Diplomacy.
After Perception, Diplomacy seems to be the skill used most often in my games. Any time your PC finds himself in a social situation you know that you’re going to end up making a Diplomacy check. But Diplomacy is more that just talking the talk. It’s usually about knowing what to say and how to say it. Your PC’s body language can also have as much of an impact as the words coming out of his mouth.
Most skills are versatile on their own, but since Diplomacy is generally opposed by Insight it’s probably a good idea to take training in both if your class allows it. Any time a PC is engaged in a back-and-forth dialogue they’ll probably end up using both skills, so taking training in both will greatly improve your chances of success.
Whenever a PC speaks the truth the appropriate skill is usually Diplomacy. As soon as they start leaving out details, deliberately withholding information or outright lying it starts to tread on the ground of Bluff. If you’re trained in Diplomacy but not in Bluff (we’re looking at you Paladins and Clerics) then it’s up to you to convince your DM that a Diplomacy check is still the right one given the circumstances. Letting the Rogue speak only when the party needs to tell a lie is going to be a pretty obvious “tell” that you’ve trying to mislead the king or swindle the merchant.
It’s important to remember that in many circumstances you’re only going to get one shot at a Diplomacy check, so you’d better be sure that you make the most of it. You wouldn’t want to ruin a diplomatic dinner because you drank the lemon scented water that you should have used to wash your fingers.
The Half-Orc Ranger fled the Sacred Stone Monastery as fast as he could, hoping that the Monks who’d captured the rest of his party were not in pursuit. After a half-hour of running he finally stopped to rest in a shallow cave he’d discovered in the rocky Sumber Hills. As the adrenalin wore off he collected his thoughts and began to wonder how was he going to rescue his friends? Before he could figure out an answer he dozed off and fell asleep.
This week at Face to Face Games in Toronto we had fewer players than we’ve had in recent weeks. We ran four tables with a combined total of 16 players including two walk-ins. My group only had three players, the Human Fighter and Half-Orc Ranger from the last session and one of the new players who ran a Halfling Barbarian. This is only the second time I’ve run a table with the absolute minimum number of players allowed since we began using the 5e rules. It was quite a change from the huge tables of six and seven we’d been running only a few short weeks earlier.