Categories
DM Resources

Building Better Monsters Part 1: Meet Your Maker, Monster

This article is the first in a series of four on designing monsters from scratch, getting the most out of your homemade monsters and understanding the mechanics of monsters so that you can use and build them creatively in your game.

  • Part 1 deals mostly with the larger ideas behind monster design so that you’ll be able to build the monster that fits the bill.
  • Part 2 is about the stat block, what it means and the relevant in-game and out-of-game factors that can change your understanding of the stat block.
  • Part 3 is about designing statistics for your monster and how various interpretations of the statistics can change the way your monsters will function as part of a narrative.
  • Part 4 is about implementing your designs and the process of review. Now let’s begin.
Categories
DM Resources

The Best LFR Adventure Ever

What happens when you slam LFR and then are challenged to work with a game designer to come up with the best LFR experiences ever? You end up interviewing the author in question and working with him to understand the adventure’s potential. You get an exciting session of LFR available as an actual play podcast. And finally you get honest and critical afterthoughts from the DM who ran the adventure and the players who ultimately judged the success of this project.

In September I wrote the article 7 Reasons I Hate Living Forgotten Realms and it generated a lot of discussion about LFR. The article received many great comments in support of my criticisms and just as many well-reasoned arguments contrary to my own.

Three months later, after the discussion on this topic had cooled considerably, I received an email from Ben McFarland. He’d sent me an LFR adventure. I didn’t know him at the time, but you might recognize the name from his work with the Kobold Quarterly, Rite Publishing or the Ars Magica Fanzine. Most importantly for this discussion, he wrote the LFR adventure DRAG2-1: Discomfort which was published by Wizards of the Coast.

Categories
DM Resources Player Resources

Running the Combat Part of Combat Blisteringly Fast

Running the mechanical part of combat blisteringly fast allows you to spend more time role-playing your character and describing the action in combat. You’re not trying to get through combat quickly because you dislike it; you’re instead trying to move past the computational elements of the game so that the story-telling can take the forefront.

By focusing on the story-telling your game can become so much more exciting. Instead of waiting for the Warlord to thumb through the PHB to look up his class features (again) you can describe how the Warlord leapt from the second story balcony, dodged a provoked opportunity attack by doing a shoulder roll, toppled the gnarled hag with a low cut to her thigh, then sprung to his feet to stare down into her rapidly dimming eyes.

Below is a list of suggestions that will help you get through the mechanical part of combat blisteringly fast. These instructions are not for the faint of heart, and though some tables may pick and choose from these suggestions to speed up some areas of a dragging combat, only the committed will achieve the supersonic pace described by this article.

Categories
Class Discussions Editorial

Make D&D Better, Remove Fighters From the Game

Defenders suck. Well, maybe not ALL defenders. There are those rare exceptions where a player has come up with a particularly imaginative build like a Warden/Druid hybrid that turns into a swarm of bees and embraces the primal forces of nature. The defenders I’ve got a real beef with are Fighters, specifically any Fighter built like our good friend Conscore McSwordy.

Today we let Bauxtehude off the reigns. He’s got some very strong opinions about defenders. After listening to his ranting at the game table for the past year I buckled and let him have his say on Dungeon’s Master. I may not agree with everything he says in this article but I wanted to give him a chance to rant about it. I leave it to you, the readers, to put him in his place and let him know just how wrong he is about his stance on Fighters. – Ameron

I think we all have a Conscore McSwordy at our gaming table. You’ll recognize him by his heavy armor and shield (giving him an incredibly high AC), a starting Constitution score of 20 or higher and very little going on upstairs. Fighters built like Conscore McSwordy are simply annoying. I particularly hate that they can lock down combat with abilities like “if you attack anyone but me, I get to stop your attack, stop your movement and then pound you for 1W damage” and “I have the highest defenses and hit points, smash my skull all day, Int was my dump stat so I wont even notice.” Fighters are ruining D&D. I say we just get rid of them all together.

Categories
Editorial Humour

Greatest Hits 2010: Confessions of a D&D Camp Councilor

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2010. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Ahhhh! The off season. It has been months since I hung up the dice bag and folded up my poster maps, but when the boys at Dungeon’s Master asked me to reflect on my time as a D&D camp councillor I couldn’t resist.

The most important lesson I learned playing D&D with kids was that no matter where you go, people are people. When I started up the Shattered Sea there was a 20 year spread between my oldest and youngest player but I thought nothing of it because I could remember a time when I was still in high school, and I could relate to working 9 to 5 jobs to help provide for someone I cared about. When I got to D&D camp I didn’t know how things were going to go. In talking to my coworkers I was told some of the age old ticks to fill for time and how to prepare quick and dirty campaigns. I needed to run a new story-arc every week and at some point they expected the well to run dry. Instead of doing as suggested, I realized that children have no mercy and if I was going to make it through each day I really had to run my best stuff.

What ended up happening was that the kids at my table went through the same growing pains of picking up my style of DMing and each kid’s playing style that my own adult players did. I encountered the same gamut of interests I found at home. There were kids who where there to just have fun, there were kids who knew the rules inside out on day one, as well as kids who wanted to kill the big bad guy just like in every movie they have ever seen. As I spun my tales at the table the kids of course would never pick up on the sources I was pulling from simply because they had spent fewer years on this earth than I had. At the end of the day I couldn’t get away with bad writing at camp anymore than I could at my home game. I saw the same social problems in my campers that I had seen in people of all ages all my life. I will admit that they kids did have an extraordinary penchant for cheating, something I won’t try to account for.

Bring your A-Ggme DMs, no mater what game you run and no matter who it’s for because every time you roll dice it’s a chance to improve your self as a DM. Moreover it’s a chance for you to better understand the people around you, because at the end of the day, people are people no matter where you go. As you read the account try to place the players at your own table in the seats that my campers took at mine. I think you wont find the exercise too much of a stretch. R.I.P. Stealth Phoenix, I’ll never forget you.

Categories
DM Resources Skill Challenges

Exploring Skill Checks and the New DCs (Part 2)

Since the launch of 4e D&D, Wizards of the Coast has given us three different charts to measure the DC for skill checks. Clearly they’ve recognized that the DCs were off and they’re trying to find a more suitable model. Rather than wait for them to get it right I decided form the beginning that I was going to tweak the numbers as I felt was appropriate for my game. Following the DCs set out in any of the iterations of the skill DC chart just seemed to arbitrary given most circumstances.

In Exploring Skill Checks and the New DCs (Part 1) I explored the idea of when to actually use skill checks and when to let the narrative drive the story. In part 2 we’ll look at the actual numbers that determine success or failure and how to derive them.

Categories
DM Resources Skill Challenges

Exploring Skill Checks and the New DCs (Part 1)

Recently our friends at Wizards of the Coast updated the skill check DCs… again, and I admit that I did shake my head when I heard this. Shortly thereafter there was a disagreement at my gaming table about why these changes were made. After a lively discussion I realized that there are fundamental questions about what a skill check actually is that needed to be addressed before you can make use of these newly minted numbers.

What is a skill check? On the most basic level it is a die roll where you add your character’s relevant aptitude and circumstance as expressed as a number. The result is an abstraction about how skilled your character is or how fortunate they are in the circumstances. There are two distinct types of skill checks that you can make – opposed skill checks and skill checks against a set DC.

Categories
Dark Sun Editorial

D&D Encounters Dark Sun: Wrap Up

Now that the second season of D&D Encounters has drawn to a close it seems like a good time for a little reflection. First of all thanks are in order to all the folks at Wizards of the Coast for producing and distributing the adventure, thanks go to my FLGS, Dueling Grounds for hosting us, and of course thanks to all the players who showed up.

Fury of the Wastewalker offered a great introduction to the Dark Sun setting. Though it was too brutal and unkind for some people’s liking, it succeeded in setting the tone that people have come to expect from Athas, the world of Dark Sun. A lot of characters died, a lot.

I think this adventure will serve as the best campaign primer for any DM that wants to start a Dark Sun game in the city of Tyr. The adventure touched on many of Dark Sun’s themes, such as dying in the desert, dying in caves, dying in the jungle and being eaten by cannibals. By the end of it the party will have arrived in the city they sought for so long, ready to begin the campaign you have planned. Clever move Wizards, I see what you did there.

Categories
Editorial Player Resources

7 Reasons I Hate Living Forgotten Realms

Living Forgotten Realms (LFR) is a series of organized game-play sanctioned by the RPGA. The “Living” in Living Forgotten Realms represents a framework for D&D games that allows players all over the world to participate in adventures using the same guidelines. Some people love LFR and others hate it. I happen to fall about as far into the hate it camp as you can get. Today I’m going to share 7 reasons I dislike LFR so much. But don’t worry, for those of you who enjoy LFR, Ameron will be providing the flip-side of this discussion on Friday when he provides 7 reasons that he loves LFR.

I originally wanted to call this article “Why I Hate Living Forgotten Realms: A Terrible Culture of Play” but I thought that might be too inflammatory. I also though it might lead some readers to believe that I’m suggesting everyone abandon LFR, which is absolutely not the case. This article is based on my personal experiences with LFR. It’s “Why I Hate LFR” and not “Why You Should Hate LFR” so keep that in mind when you leave your comments.

Categories
Editorial

D&D Camp and the Tomb of Horrors

During the final week of D&D camp I had a group of great kids. They knew the game well and I had DMed for all of them the week before. They were all friends from school who had been playing together for a number of years. They were the very best group of D&D kids you could find. There was the lifer, the child of two professional actors, the athletic competitive kid, the brain, and the kid who was in it just to make his friends laugh. They had all been to D&D camp in previous years and on the first day of this week (after a “D&D weekend” at the cottage) expressed an interested in playing through a campaign that was a little more involved than the typical “find sword, fight dragon” type game. Enter the Tomb of Horrors. I recently received my copy of the level 9 adventure in the mail and so proposed the Tomb to them by reading Gary Gygax’s original introduction and from there the tone was set. The week of play that followed was a brutal fight against oblivion which 13 adventurers would not survive.