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DM Resources

5 Tips To Increase Role-Playing At Your Game Table

Role-playing has featured prominently in several 4e blogs over the past few weeks. The topics and approaches to the subject have varied widely, from how to speed up combat to allow for more time to role-play to introducing new mechanics to encourage role-playing. Our own post on the 4th action is one of the later articles. The subject of role-playing in 4e has been of great debate since its release with many debating how much role-playing the edition allows.

Some have argued that skill challenges are the mechanic in 4e that facilitates role-playing. While skill challenges can certainly accomplish this task, to state that they are the only way to role-play in 4e is rather naive. I strongly believe that if your gaming group wants to role-play it will. I also believe that some players are more willing to embrace role-playing than others.

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Editorial

The 4th Action: Standard, Move, Minor… Role-Playing

Combat in 4e D&D allows players to take three actions  on their turn: standard, move and minor. Different combinations of these actions are possible, but using these three actions are the basis for a round of combat.

Since the release of 4e many people have complained that combat is far too slow. The amount of options available and interupt powers just slow things down too much.

In a recent article Gamefiend from At-Will noted that “the speed of 4e is not a bug, rather it’s a feature.” I commend the full article to your attention (The Speed of Choice: the Real Reason your 4e Fights are so Damn Slow) as Gamefiend has hit on some very interesting points. Of course the speed of combat isn’t the true complaint that many have with 4e D&D. If this were the case the countless articles on speeding up combat that exist would be all that any gaming group would require.

However, the speed of combat isn’t the true issue with 4e D&D. Rather it is the cause of the issue which is a lack of time remaining to develop key role-playing opportunities. This is perhaps most prevalent in organized play where players only have four hours to finish an adventure, but it is also an issue for those playing with their home groups. If it takes approximately 10 encounters to gain a level and the average four hour session only has two or three combat encounters the pace of levelling and the game is very slow. If there is no room for role-playing in between combat encounters, D&D becomes more of a roll-playing game.

This is where the 4th action comes into play.

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Editorial

State Of The Dungeon – Year 2

I’m not sure if we’re Paragon level yet, but with another year under our belt Ameron and I are pleased with The State of the Dungeon. It’s been a busy year as we’ve maintained our five day a week publishing schedule, seeking to bring you our thoughts and opinions on the great game that is Dungeons & Dragons.

We’ve sought to bring forward our thoughts on the game whether it’s changes to the DDI, character builder or LFR. Along the way we’ve developed a weekly coloumn that features D&D Encounters. While we may have eased off on the amount of skill challenges written, our archives still hold a vast treasure trove of challenges that a DM can easily drop into their game.

Looking forward we hope to renew our focus on Skill Challenges and Eberron. Two things that are vital to the home game of the Dungeon’s Master team. We also plan to make some cosmetic changes to the site, namely our banner which has made one death save too many. Of course the key component for us is engagement of you our readers. Without you this would just be a lonely corner of cyberspace. We’re thankful for our daily readers and all of our commentators. Together we all make D&D a better game to play.

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Editorial

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.

Reservoir Dogs

Ever have one of those nights? Two of your players keep butting heads, constantly arguing about what the party should do. Perhaps one of your players is trying to play someone else’s character, constantly telling them what to do. The player thinks they are being helpful, but really the player has become The Gaming Jerk. You can see the writing on the wall and things aren’t going to end well. What do you do?

Maybe you have another problem. A player constantly disagrees with your rulings. Sometimes they are right, sometimes wrong but you’re trying to keep the game moving. You’re following the Eight Rules That Will Make You A Better DM, but you aren’t having any luck with this particular player. It seems they are taking more delight in slowing down and ruining the gaming experience for everyone at the table than just moving on. How do you handle them?

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DM Resources Player Resources

How Art Inspires Campaigns

As both a DM and a player I draw my inspiration from four different sources: fantasy literature, movies, my daily walk and art. It is amazing how a single phrase, scene, tree or image can inspire a character’s history or indeed an entire campaign. I walk my dog daily and on the path I take through a forest there was a dead tree that was covered in vines. This image inspired the idea for an entire campaign where the natural world was being threatened by rot and corruption. Not the most original idea, I’ll admit, but as the dead tree was surrounded by life I decided to represent this by an antagonist that the party trusted. Over time his duplicitous nature would be revealed. Not bad for an idea inspired by a tree.

I find that simple images and stills can often provide great ideas for campaigns and character concepts. Fantasy art has inspired me in more ways than I can count. The idea of taking an image and providing a history for that image is an enjoyable and rewarding experience.

Art clearly is a popular subject and I’m obviously not the only one inspired by it. Two of our most popular articles here at Dungeon’s Master are The Art of D&D (Part 1 | Part 2). My purpose here isn’t to go back as Ameron did and talk about artists who have shaped our thoughts of Dungeons & Dragons. Instead I want to look at some select images and create things from them. Today’s post is a workshop and I’m interested in the stories we will create.

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DM Resources

How To Handle A Split Party In 5 Easy Steps

It happens in every campaign, one player decides to go off and pursue an agenda or lead that only they understand. The player is totally focused on their objective, nothing else seems to matter. No one else at the table understands it. The DM is at his wits end to contain and control the situation. The other players are slowing losing interest and the entire adventure is about to be waylaid.

If you’ve ever sat at a table where you weren’t the player things were focused on, you know the boredom that soon sets in. The frustration at wanting to move forward, but not being able to due to the indulgence or poor planning of the DM. If you haven’t lived through this eventuality you likely haven’t been playing D&D very long, but don’t worry I’m sure it will happen to you soon enough.

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Editorial

Defending The Defender

This morning we published an article called Make D&D Better, Remove Fighters From the Game. In this article, Bauxtehude attacked the defender role, specifically the Fighter. We expected that his view on this topic would be unpopular, but we didn’t expect the level of negativity and disagreement that resulted. Bauxtehude has long held the opinion that he expressed earlier today and he choose to express his thoughts in a provocative manner.

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DM Resources Player Resources

Greatest Hits 2010: Embracing The Total Party Kill

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.

Until recently I’d never played in a game where a character, let alone an entire party, was willing to accept their own death in order to ensure the accomplishment of the greater good. When Wimwick wrote this article I thought it made for an interesting discussion, but I never expected to ever see it happen during play. After all, you work so hard and so long to earn XP and build up your character that I just couldn’t see anyone willing letting that character die. And then I actually saw it happen. Twice.

The first time I saw this kind of self-sacrifice was as the DM. Our campaign was about to reach its final climax. The PCs were about to complete a quest that spanned 20 levels. However, in order to accomplish their task someone had to sacrifice them self in order to stop a powerful evil from escaping an arcane prison. As the DM I had three important NPCs ready to step in since I knew none of the PCs would willingly make this sacrifice. I was stunned when everyone in the party agreed to do it. I only needed one volunteer, but all the players were willing to give up their PC to accomplish this goal. In the end the Wizard, the PC who had been with the campaign the longest, made the ultimate sacrifice. I never expected any of the players to feel so strongly about the story that they’d be willing to do this, yet they all stepped up. I finally understood what Wimwick was talking about in this article and it was awesome.

The second time I experienced this was as a player in a one-off game. Although we just met these characters and liked them a great deal, it became evident that our mission was too important to fail. We didn’t set out on a suicide mission, but when certain events transpired and we realized that our own mistakes were going to spell failure for the mission we decided to do whatever was necessary to get the job done. In the end that meant a total party kill as we took on a task that we knew we’d never return from. It was one of the most exciting adventures I’d ever played in and even though I’d only played that character once, I’ll always remember him.

If you’re the DM and you make the players care enough about the story then there is always the chance that they’ll make the ultimate sacrifice and embrace the TPK. It’s one thing for a party to face overwhelming odds and get wiped out, it’s an entirely diffident circumstance when the players realize that they’re facing death and do so honourably in order for good to prevail.

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DM Resources

Greatest Hits 2010: Eight Rules To Make You A Better DM

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.

Sometimes an article is just fun to write and Eight Rules To Make You A Better DM fits snugly into that description. This article was a blast to write and revisiting it now for our greatest hits of 2010 puts me back in that moment. Written with tongue firmly in cheek and inspired by the Eight Rules of Fight Club I wanted to provide simple and concise advice for DMs.

I believe at the heart of the article is the message to have fun. As DMs we shouldn’t take ourselves too seriously and we should be encouraging creative behaviour at the gaming table. Rules 1, 2 and 6 fall squarely into this category.

I hope you enjoy the article the second time through as much as I did. Until next time, just say yes.

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Editorial

What Do You Do When Your D&D Game Is Cancelled?

Every once in a blue moon something happens and your regular game is cancelled. The reasons are various, ranging from illness, family obligations, exams, a hectic schedule at work or the fact that some of your group is at GenCon. No matter the cause it leaves those available with nothing to do on game night. But that doesn’t mean that you need to cancel game night all together.

As gamers, we are a versatile bunch with a wide range of interests and hobbies beyond D&D. Surely the loss of one or two players from your gaming table doesn’t mean that the rest of the group has to give up their one night a week where they indulge their inner geek. For me the weekly D&D game is the reason a great group of friends gather around the table and enjoy one another’s company. Just because a few guys can’t make it doesn’t mean that the rest of the group should cancel and miss the opportunity for friends to connect.