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Friday Favourite: Confessions of a D&D Camp Counselor

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 12, 2010, Dungeon’s Master once again presents: Confessions of a D&D Camp Counselor.

I have a great job, I’m a counselor at D&D camp, which is to say that I have the best job ever. I don’t mean to gloat, but my time as a D&D counselor has been incredibly enjoyable and I’m sure if you read along you’ll share in the fun of the last week.

Before camp began, I spent a week learning about how to spot child abuse (very important!) and care for kids. Before I met the kids I went over to the camp director’s house in the middle of a Sunday afternoon. Myself and the other counselors met up and we played some D&D; I taught the old schoolers how to play 4e, while the director of the camp gave me a refresher on how to play 3.5e. After four hours of being paid to play D&D and think up campaign ideas it was time to get ready for the first day of camp.

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Friday Favourite: Get a Real Job

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From November 2, 2009, Dungeon’s Master once again presents: Get a Real Job.

What’s your PC’s profession? I don’t mean what’s his class; I want to know what your PC does for a living. Have you even given any thought to this question before I just brought it up? Probably not. They’re looking to hit it rich by plundering lost dungeon hordes or by slaying monsters and claiming their loot. In short, PCs don’t have real jobs.

Very few classes are in and of themselves professions. I assume you could argue that Clerics and other divine classes generally work for a church, but I don’t think your PC should show up and demand a pay cheque for spreading the good word.

When D&D campaigns begin they usually start after the PCs have chosen to “go adventuring.” But have you ever wondered what all the adventurers did before they threw caution to the wind and sought out this new calling? Has that adventurer always wanted to be an dungeon-delving Sorcerer or an undead-battling Paladin all his life?

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Friday Favourite: Even a Regular Item Can Become an Adventure Hook

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 7, 2011, Dungeon’s Master once again presents: Even a Regular Item Can Become an Adventure Hook.

Sometimes the most interesting and memorable part of a D&D adventure is the stuff that happens between the structured encounters. These are often instances when the players do something unexpected and the DM is forced to fly by the seat of his pants. If the DM pulls it off successfully the result can be a scenario that is talked about for a long time. If only there was a way to scrip this kind of strange happenstance?

Spontaneity cannot be scripted by its very nature; however there are ways to still get the effect you’re looking for by giving the PCs a nudge in the right direction. And you don’t have to look any further than their equipment list. When it comes to inventory on a character sheet, most players are really only concerned with magical items and money. The other regular stuff is usually added to the list as an afterthought. So why not have so fun with the regular stuff.

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Friday Favourite: Playing Two Characters

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 8, 2009, Dungeon’s Master once again presents: Playing Two Characters.

I like playing two characters. As long as I get to create them both, then I’ll play two characters any time the DM allows it. But playing two characters when one is yours and one belongs to someone else is a lot more difficult and generally not as much fun.

I’ve played in games where the DM gave players the option of playing one or two characters. Most of my friends choose to stick with one character, but not me; if I can play two characters, I will. Here are some of the pros and cons I’ve found over the years of playing two characters in the same campaign.

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Friday Favourite: Staying Alive – 8 Ways to Keep Wounded PCs in the Game

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 5, 2012, Dungeon’s Master once again presents: Staying Alive: 8 Ways to Keep Wounded PCs in the Game.

One of my biggest issues with D&D is the five-minute work day. This is when PCs expend all their best powers and burn through their healing surges so quickly that they’re useless unless they take an extended rest. The game is designed for PCs to have four or more encounters before they should need to take an extended rest but I suspect that many DMs rarely push through more than four encounters before calling it a day. However, there will be times when this just isn’t possible – either because it doesn’t make sense given how the story is progressing or the printed adventure doesn’t allow it. In these cases the DM may need to get creative to keep the PCs alive until the end of the day.

Assuming the PCs can still take short rests then output isn’t usually a big deal if the party continues on past four encounters. Sure they may not have those awesome daily powers at their disposal into the fifth encounter but they will have all their cool encounter powers. It’s healing surges that usually become the biggest problem.

Strikers generally have the fewest surges to begin with, and unless the player has a reasonable Constitution score or the Durability feat they’ll run out of surges quickly. What makes the problem worse is that as soon as monsters (intelligent monsters anyway) see a striker mowing through their ranks they’ll target the biggest threat (the striker). Unless you’ve got advantageous tactics or a decent defender at your side, strikers end up taking damage every fight.

So what’s a DM to do when this kind of thing happens? How do you keep a wounded party in the game and convince the players to push those PCs forward? It may just be a game, but players get emotionally attached to their PCs quickly and no one wants to enter a combat encounter knowing that their PC is likely to die. It’s a delicate situation that requires some careful manipulation. The key is not to do so in such a way that it insults the players or belittles the game mechanic. Players want to do well but they don’t want the DM to just give them an easy, unearned victory. It’s a real balancing act and here are 8 suggested ways to pull it off.

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Friday Favourite: The Hangover – The Movie That Begs to Be a D&D Adventure

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 8, 2009, Dungeon’s Master once again presents: The Hangover: The Movie That Begs to Be a D&D Adventure.

hangoverAs a DM, I often draw inspiration for my D&D games from the most unexpected places. This weekend I saw the movie The Hangover and afterwards I realized that the way the story is structured would work beautifully as a D&D game. For those readers who haven’t seen the movie, I won’t present anything in this article that will ruin it for you. The high points that I’m going to cover are all revealed in the trailer.

The basic premise for the movie is this: four guys go to Vegas for a bachelor party, wake up the next morning with no memory of what happened and then spend the rest of the movie trying to figure out what they did by piecing together clues they find along the way.

With a few small tweaks and adjustments this becomes a great D&D adventure. It can be a self-contained, one night game or the makings of a longer story arc. Here’s how I see it playing out.

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Friday Favourite: How To Handle A Split Party In 5 Easy Steps

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 7, 2011, Dungeon’s Master once again presents: 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.

In order to make this eventuality less painful for everyone, here are five steps that provide some straightforward advice on how to handle things if one or more players decide to split the party.

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Friday Favourite: D&D Math – Adding the Numbers

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 20, 2011, Dungeon’s Master once again presents: 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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Friday Favourite: 5 Reasons to Say No

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 19, 2011, Dungeon’s Master once again presents: 5 Reasons to Say No.

I believe that players should play the characters they want to play. I’m a total 4e, say yes convert. It took me awhile to come around but when I’m the DM I encourage creativity and I say yes… a lot. However, I’ve realized that as much as I want to always say yes, there are times when I probably should not. In a few of these cases it’s actually caused me more grief in the long run.

Players make choices during character creation and between levels during character improvement. Normally I’m very hands off as a DM and let the players do whatever they want as long as it’s legal. But it’s this absolute freedom of choice that often ends up causing the most problems. If I’d only stepped in earlier and said no, a lot of the problems I’ve experienced wouldn’t have been problems at all.

It’s taken me a while but I’ve learned the hard way that just because a choice is legal in character builder doesn’t mean that the DM has to automatically say yes to every choice that the players make. In fact the more I’ve thought about it the more I’ve realized that sometimes the DM should step in and say no; especially during character creation. Here are five examples.

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Friday Favourite: Gaming in Silence

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From December 5, 2011, Dungeon’s Master once again presents: Gaming in Silence.

Playing D&D is a social experience. It’s often as much about getting together with your friends as it is about killing monsters. But I’ve noticed that we spend a lot of time talking about stuff that isn’t even related to the game. This has really become a big problem in public-play games at my FLGS. I’ve noticed that over the past few sessions of D&D Encounters I’ve had to ask people (with alarming frequency) to stop talking when it’s not their turn and pay attention to what the other players are doing, and that got me thinking: what if you weren’t allowed to talk during an encounter or an entire gaming session? How would things change?

To begin this kind of gaming experiment, the DM must make it clear to the players right from the outset that anything they say, anything at all, even if it’s something that their characters obviously wouldn’t say, is going to count as an utterance by their PC. Absolutely everything the player says his character says. No exceptions. Silence is going to be the key to success. Excessive noise will either force the PCs to fight something they know they have no chance of defeating (hence all the sneaking around) or it will lead to a final confrontation that is a lot more difficult because the PCs kept talking. In either scenario, the stakes should be incredibly high.