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DM Resources Friday Favourites

Friday Favourite: 5 Tips To Increase Role-Playing At Your Game Table

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 8, 2011, Dungeon’s Master once again presents: 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.

Role-playing can be an uncomfortable experience for some players. It requires taking on an alternate personality and sharing that with the rest of the game table. Included below are five tips that a DM can use to foster role-playing at the table.

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DM Resources Player Resources

In Anticipation of GenCon: Convention Tips 6 for Players, 6 for DMs

gencon-logo-01In one week throngs of gamers will descend upon downtown Indianapolis for GenCon 2013. Although the best four days in gaming doesn’t officially begin until Thursday, August 15, most convention goers will arrive on Wednesday. We’ve searched through the Dungeon’s Master archives and everyday leading up to GenCon we’ll share articles that provide tips for players and DMs that are specifically related to conventions and public play. Of course these tips are often just as valid in your home games so even if you’re not going to GenCon we think you’ll find these tips applicable. Be sure to visit Dungeon’s Master every day between now and GenCon to see what kind of tips we’re sharing.

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Adventure Hooks DM Resources Friday Favourites

Friday Favourite: Traps & Hazards: The Sword in the Stone

sword-in-a-stoneOn Friday we comb through our extensive archives to find an older article that we feel deserves another look. From May 19, 2010, Dungeon’s Master once again presents: Traps & Hazards: The Sword in the Stone.

What do you do when you discover an ancient red dragon living in your neighbourhood? You get adventurers to kill it, of course. But what happens if the adventurers don’t kill the dragon? It will be angry that you tried to kill it and it will likely destroy your village. If only there was a way to keep sending adventurers against the dragon while avoiding the dragon’s wrath after each failed attempt. The inhabitants of Burrow’s Scar have come up with just such a plan. Unfortunately for your PCs, they are likely to be the next heroes tricked into face the dragon.

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D&D Next DM Resources

Making Healing Easier in D&D Next

life-giver-elmoreOne of the challenges most commonly faced by adventuring parties is the ability to heal wounds quickly and easily. Time heals all wounds, but in the heat of battle time is a precious commodity. You’re not likely to leave the fight and rest for a few days when you can keep swinging your blade or slinging your spells in hopes of defeating the foe in front of you right now. That’s where magical healing comes in.

In 4e D&D the leader classes took on equal responsibility for healing. The powers to heal were abundant, minor actions that you could throw around from great distances. Let’s face it, in 4e any party with a half-competent leader shouldn’t have suffered many losses. Between Healing Word (or the equivalent) and Second Wind there was plenty of healing to go around. Healing was fast and easy.

As appealing as this abundant healing was to some players (me included), it was a radically different approach than what we’d seen in previous editions of D&D. Traditionally in D&D the Cleric was the healer. Other classes had abilities and powers that let them provide supplemental healing but the Cleric was usually the primary medic. This is the direction that magical healing has taken in D&D Next – it’s back to the Cleric as party healer with Paladin, Ranger and Druid providing back-up support.

Making the Cleric special again by giving them exclusivity in the super healing department is fine with me. However, most healing is now limited to a range of touch. The Cleric has to get up close and personal to heal the wounded or revive the fallen. This is how things used to work and it looks like this is how things will work again. Fair enough. But after playing 4e for so long it’s tough to go back to the idea that healers are hands on.

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DM Resources

Friday Favourite: The Spoils of War

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 26, 2009, Dungeon’s Master once again presents: The Spoils of War.

When the fighting ends and the dust settles, it’s time to look at the spoils of war. How will your PC claim his fare share of the reward when the war ends? Your character’s motives for fighting will be the best guide for the DM when he decides how to reward the players.

But before anyone gets to claim the spoils of war, let’s quickly look at how the PCs got here in the first place.

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DM Resources

DMs for GenCon Needed… Badly

Dave Christ (a.k.a. The Baldman from Baldman Games), the guy who spearheads and coordinates all of the D&D events at GenCon, needs your help. With less than a month until GenCon it seems that they’re in desperate need for more DMs to run the D&D Next delve.

If you’ve going to GenCon and have any blocks of free time in your schedule please consider being a DM for even just one slot. DMs are rewarded with free swag and if you’re willing to run multiple slots you can earn a free convention badge and even a free room. For every one person who volunteers to DM, six players get a chance to play at the con.

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DM Resources

6 Tips for Making Potions Fun Again

potionsSome of my fondest memories of D&D involve a situation where a character drinks an unidentified potion. The results were usually chaotic, hilarious, or both. However, as D&D changed so to did the mystery and wonder that potions can bring to the game.

In 4e D&D the system became so magic heavy that potions were of little consequence. At low levels when a potion can actually make a difference, identifying them is automatic during a short rest. I can’t remember the last time characters had a potion in their inventory that they couldn’t identify.

I’ve recently started using the D&D Next rules during public play and in my home games. It draws heavy influence from the older editions of D&D where magic was rare (much more so than it is in 4e). It’s been so long since I’ve played in games with limited magic treasure that I’ve really had to change my gaming mentality to keep things interesting. By thinking back to those fantastic campaigns I was part of in my younger years, I remember the awe and wonder in the simplest elements of the game. Everyone in the party doesn’t need a +1 sword to make their character interesting and to have fun. But when magic is introduced, it’s a big deal.

In a system with limited magic items, even consumables such as potions and scrolls are deemed valuable and important. They always have been, but when there are over 100 other magic items in a party, no one cares about a simple potion. But in a party where there are only one or two magic items, discovering a few potions in the treasure horde is a real find.

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DM Resources

Friday Favourite: Breaking Away From Procedural Story-Telling

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 26, 2011, Dungeon’s Master once again presents: Breaking Away From Procedural Story-Telling.

When you watch an episode of CSI, Law & Order, or NCIS you know that by the end of the show all the loose ends will be tied up. The villain will be captured, the conflict resolved and the story wrapped up nicely. This formula for procedural story-telling is gratifying because you know that it’s going to be self-contained. There’s rarely an expectation that you’ll need any more than a rudimentary knowledge of the story coming in and that when it’s done you can walk away satisfied that no questions were left unanswered.

D&D adventures usually follow a similar procedural approach. The DM sets the stage, introduces the conflict and the villains, and after a few encounters everything is resolved. The exception is a long-term home campaign where the DM creates a much larger story arc, but even when this is the case the stops along the way are almost always resolved as quickly as they happen.

This is not to say that procedural story-telling is a bad thing. If it’s what everyone expects and it makes all the participants happy then by all means keep doing it. But if this is the way your game has run for as long as you can remember then perhaps it’s time to leave some details unresolved. After all, real life isn’t usually anything like the procedural shows we see on TV. There are always loose ends and things left unresolved.

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DM Resources Player Resources

Watch the PBS Off Book Documentary on Dungeons & Dragons

While reading through my Twitter feed today I saw that Rodney Thompson (@wotc_rodney) a professional game designer and developer at Wizards of the Coast had shared a link to a short D&D documentary. Naturally I clicked on it and watch to see how D&D was being portrayed in the media this time. I was extremely happy to see a fair and reasonable depiction of the hobby I love so much. If you’re into tabletop RPGs, and D&D specifically I recommend you take 7 minutes and watch it.

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DM Resources

Should the DM Use a Screen?

dm-screen-1
Picture by Mike Shea of Slyflourish.com

The DM’s screen – the great barrier that separates the DM from the players. Behind the screen the DM can do whatever he pleases. Personally I detest the DM’s screen. It forms a literal barrier that divides the table and cuts the DM off from the rest of the group. I feel that the screen only serves to perpetuate the incorrect belief that it’s the DM vs. the players. The screen denotes exclusivity and secrecy and in my vast gaming experiences it often gives the DM a false sense of self-worth, self-importance and power over the rest of the table.

Obviously the DM’s role in the game is different from that of the players. Yes, the DM has more to do, and controls all of the monsters, and decides on how things in the world play out, so I understand why some DMs get drunk with power. But there’s a simple way to level the playing field and bridge any ill will between the DM and players, and that’s to stop using the screen all together. I realize this may be scary for some DMs, so we’ll look at the most common reasons for using a screen and review the pros and cons of each.