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DM Resources

The DM’s PC – Something Between a PC and an NPC

The distinction between PC and NPC is pretty simple. You, the players, are the PCs (Player Characters) and everyone else you meet in the game controlled by the DM is an NPC (Non-Player Character). But the more I thought about it, the more I’m realized that there was a lot to be gained by introducing a kind of character that fell somewhere between these two absolutes.

One of the most common D&D axioms is “Never split the party.” As many players have learned over the years this is sound advice. In most cases when the party divides into smaller groups or one character goes off on his own, they make themselves vulnerable and often end up dead. But I believe that the real reason to never split the party is because it divides the game. The DM has to jump back and forth between both groups. Each group has to have enough to do during their session to still enjoy the gaming experience, but the DM has to be conscious of how much time the group out of the spotlight spends doing nothing.

The type of story-telling that D&D creates and encourages, focuses on a party of adventurers who, for the most part, are always together. Strength in numbers and all entails; nothing new here. However, in fantasy literature that focuses on an adventuring party, including classics like The Lord of the Rings upon which D&D was heavily based, the story is constantly shifting between the characters as they do different things simultaneously.

This is something that doesn’t work well with the way D&D mechanics were created, and in some cases it’s really too bad. Many DMs, myself included, often feel that their hands are tied when they’re trying to come up with a really excellent story for their next campaign.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 7)

Last week the party discovered that a group of Tiefling bandits had turned the remains of Vontarin’s mansion into their base of operations. The PC managed to kill the Tieflings that were on the main floor, and after the combat found a trapdoor leading into the basement. This week they decided to continue their search for Vontarin’s ghost by going downstairs. But during what should have been a fairly routine and straightforward exploration of Vontarin’s basement, the party was betrayed by one of their own while another put material gain ahead of helping his allies.

This week we ran two tables at our FLGS. The party at my table consisted of six PCs – Jarren 1, Jarren 2, an Eladrin Warlock, a Dragonborn Paladin, a Human Blackguard and a Half-elf Druid with a bear companion. Our numbers have dropped noticeably over the past few weeks, but we attributed this to the nicer weather outside and students finishing their final exams. With any luck will gain a few players come July.

The party took complete stock of the mansion’s ground floor at the end of last week’s encounter so when we began this week they were ready to descend into the basement through the trapdoor in the floor.

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DM Resources Editorial

D&D Math – Adding the Numbers

Player – I rolled a 15, plus 7. Do I hit his AC?

DM – What’s the total?

Player – Um, hold on. 15… (Counts under breath) 16, 17, 18, 19, 20, 21, 22. (At full volume again) 22! Does that hit?

DM – Yes it does. His AC is 14.

I’ve been playing a lot of public-play D&D over the past year; mostly D&D Encounters but also a fair amount of LFR. This is of course in addition to my regular weekly game. Playing in all of these games allows me to see how other people play and lets me learn from the experience. It also highlights problem areas in my game and in the game of the other players and DMs.

One disturbing trend that I’m seeing more and more is players that don’t (or possibly even can’t) do the math. They roll a d20, call out the result and then give me their modifiers and ask if they hit. In many cases the roll is high enough to beat the monster’s defences, so I know they hit even without the modifier added in; however, I always ask for the total before confirming a hit or miss. And it’s not only happening with attack rolls. It’ happens with damage rolls too.

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DM Resources Editorial

Should Monsters Employ Smart Tactics?

As the DM it’s my job to control all of the monsters during a fight. Each player runs his own character but everyone else involved in the battle is my responsibility. In some cases the Monster Manual provides tactics (albeit very basic tactics), but in the vast majority of situations it’s completely up to me to decide which monster attacks which PC and what power they use.

As the DM I have to decide if the monsters are going to do what’s most tacitly sound (basically, what’s best for the monsters), or are they going to do what seems most fair to the players at my gaming table? For a long time I’ve been doing what’s fair and paid little attention to tactics. But the more I’ve been thinking about this approach the more I think that it’s hurting my game.

D&D isn’t (or shouldn’t be) the DM vs. the players. It’s a cooperative, story-telling experience with a lot of thrilling combat thrown in. Although we often joke about winning D&D when the PCs defeat all the monsters during an encounter, this is obviously not the case. Yet if a PC dies during combat the player certainly feels like he’s lost the game. For this reason I generally try not to pick on one PC and have the monsters gang up on him. After all, no one like it when their PC dies. But am I really doing the players any favours by not having the monsters employ sound tactics?

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 6)

After fending off an attack by werewolves last week, the heroes head to Vontarin’s manor in search of the Wizard Nathaire, now possessed by Vontarin’s ghost. The town of Duponde, still under Evard’s curse, will once again shift back into the Shadowfell come nightfall. As the sun races across the sky, the PCs have only hours to find the Vontarin’s ghost and figure out how to reverse Evard’s curse before they end up stuck in the Shadowfell forever.

For the past two seasons of D&D Encounters I’ve been the DM at two different gaming stores. That means that in addition to playing Wednesday night when everyone else does, I also play on Monday night. The Monday night group is currently ahead of the rest of the world and I get to use them as a slot 0 practice game in preparation for Wednesday. This week I was unable to play on Wednesday night because, as a life-long Boston Bruins fan, I had to watch game 7 of the NHL Stanly Cup finals. (Congratulations to the Boston Bruins on winning the Stanley Cup!) So this week’s field report will feature the adventures of the Monday night group as they fight their way through the week 6 encounter.

The party consisted of six level 3 PCs – a Dwarf Fighter, Drow Ranger, Goliath Warden, Half-Elf Druid, Human Warlock and a Tiefling Ardent. Two players have extensive 4e D&D experience but the rest are quite new, only finding the hobby with this season or last season of D&D Encounters. I try to take it easy on this group, but at the end of the day a lot of what happens comes down to hot or cold dice.

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Adventure Hooks DM Resources

9 Adventure Hooks

The best adventures begin with a simple idea. And if you’ve been DMing as long as I have then you know that sometimes coming up with that idea is tougher than you might think. Whether you’re looking to begin a long-term campaign or a one encounter adventure, the right adventure hook makes all the difference. If the PCs aren’t interested right off the bat everything becomes more difficult.

To help new and experienced DMs alike, Dungeon’s Master again shares 9 adventure hooks. They’re generic enough to be suitable for almost any camping, yet provide enough intrigue and mystery to get even the most skeptical PC asking questions and biting the hook.

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Editorial

Should PCs Charge Other PCs for Services?

What if, during the heat of combat, when you’re down to your last few hit points and in desperate need of healing, the Cleric only agrees to use Healing Word if you promise to pay him 500 gp? What about a Rogue who won’t disarm and open a locked treasure chest unless he gets half of whatever’s inside it? Should characters be able to charge party members for performing unique services?

Normally this kind of behaviour isn’t tolerated at any D&D table. The game is cooperative and everyone’s supposed to get along. It’s assumed that all character brings something useful to the party dynamic. In the end everyone will contribute as necessary to accomplish the greater objective and by doing so everyone is entitled to an equal share of the spoils. But isn’t it reasonable to assume that every once and a while a PC will feel that what they bring to the table far outweighs that of the others? And in these circumstances is it wrong for them to take advantage of the situation for personal gain?

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 5)

“Who’s buried in Evard’s Tomb?” During this week’s encounter the PCs learned more about what caused Duponde to shift into the Shadowfell, details of Evard’s Curse and the fate of the Wizard Nathaire. So begins Dark Legacy of Evard, chapter two.

Before we began this week’s encounter I cautioned the players that this chapter of the adventure has five encounters. That means that they have to survive through five battles before they get an extended rest. In most cases they’d have to really pay attention to how many healing surges they used during each battle. PCs with 10 or fewer healing surges couldn’t afford to use more than two per fight. With this cautionary tale behind us we continued.

This week the party at my table consisted of Jarren, an Eladrin Cleric, a Human Druid, a Vryloka Blackguard and a Dragonborn Paladin.

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Book Reviews DM Resources Player Resources

Playing Yourself as a D&D Character

Last week fantasy author Joel Rosenberg died. Rosenberg’s Guardians of the Flame series was my introduction to fantasy fiction. In book one, real world college students become the characters they created when they are transported into their fantasy role playing game. Once inside the game world they realize that in addition to possessing all of the powers and skills of their characters, they still also know everything they did in real life. These characters apply their modern beliefs and values along with rudimentary technology into the game world and become a powerful force striving to make an imperfect world better. As an avid gamer I thought this was the most brilliant premise I’d ever heard the first time I read these books.

The series capped at 10 books, but for many fans the essence of what made this series great ended with book five. Books six through 10 saw the real world character retire (or die) and their children become the focus of the adventures. I’ve read those first five books many times. And even though I’ve read hundreds of other fantasy novels since then I still think that the initial premise of the series holds up. I mean, really, who among us hasn’t imagined themselves as their character at one time or another?

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D&D Encounters Player Resources

D&D Encounters: Dark Legacy of Evard – Chapter 1 Video Recaps

During the last season of D&D Encounters we recorded our weekly adventures and made them available as weekly podcasts. This season we’ve got something a little bit different, but no less exciting. In addition to the weekly recaps that we post every Thursday, we’re adding a video component.

The Dark Legacy of Evard video recaps provide a new and different way to be a part of D&D Encounters. Each episode is part session recap, part episodic story. They chronicle the weekly adventures of a large group of gamers playing Wednesday nights at Dueling Grounds in Toronto, Ontario. They also provide a glimpse into the tabletop gaming scene in Toronto.

These videos are intended to entertain as well as shed light on new D&D products and websites. They also offer some insight into why Dungeons & Dragons continues to be such a strong gaming force, still holding universal appeal after so many years.