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Friday Favourite: Confessions of a Gamer

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 7, 2009, Dungeon’s Master once again presents: Confessions of a Gamer.

Are you proud to be a gamer? Or do you hide the fact that once a week you play Dungeons & Dragons? I’m 34 years old, I’m a gamer and I’m proud to admit it.

I’ve been playing RPGs since I was 10, so 24 years now. And during that time I’ve met many different types of gamers. Most, like me, are proud to be gamers. Others are what I like to call “in the closet gamers.” They loved to play D&D, but would die a slow and painful social death if anyone outside of our immediate gaming group learned this terrible secret.

I’m sure this will not come as a shock to anyone reading this blog, but when I was in high school I was a huge nerd. In fact, I’m still a pretty big nerd. As a teenager, I was not part of the popular crowd and I wasn’t invited to parties. But I had a solid group of friends and one of the hobbies we shared was D&D. Every weekend, while the “cool kids” were getting drunk and partying, we were enjoying a night of role-playing games. And as lame as that sounds, I’m not ashamed to admit it.

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Friday Favourites Humour

Friday Favourite: Holiday Shopping Skill Challenge

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From December 11, 2009, Dungeon’s Master once again presents: Holiday Shopping Skill Challenge.

‘Tis the season for giving and receiving gifts. Regardless of your personal or religious reasons for celebrating during the holiday season, everyone likes getting gifts. This is no secret to retail merchants. They know that you’ll be shopping for everyone on your list at this time of year and they want you to spend, spend, spend.

Shopping for Christmas presents can be a lot of hard, grueling work. It’s the part of the holidays that I like the least. So I decided to look at a challenging, real life situation through my D&D coloured glasses (as I so often do). A few months ago we put together a skill challenge called Battle for the Remote. It’s in that same vein that I present a holiday themed, real life skill challenge called Holiday Shopping.

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Friday Favourite: Should Monsters Employ Smart Tactics?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 17, 2011, Dungeon’s Master once again presents: 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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Friday Favourite: Eenie, Meennie, Mini – Using Minis that Match the Monster

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 20, 2011, Dungeon’s Master once again presents: Eenie, Meennie, Mini.

beholderI wasn’t a fan of minis until 4e came along. The introduction of very tactical combat made the conversion easy. I enjoy the different perspective that a large mini represents on the battlefield, how lines of sight might be affected and how the battle in general unfolds. Of course it has also led to several members of the Dungeon’s Master team to develop rather large collections of minis. Which is all to my benefit as a player and DM.

One of the questions I’m constantly debating is whether to use a mini that matches the monster they player’s are fighting. Now let me clear up that last statement. If the players are fighting a dragon, a beholder or a giant I use the appropriate mini. The dragon might not be the right colour, thought that’s usually not a problem, but the mini at least represents the monster.

Where I’m less specific is with humanoid combatants. My half-orc’s might look like humans, and my minotaurs might look like elves. As long as I have a mini on the table I’m usually satisfied.

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Friday Favourite: The Gaming Jerk

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From August 7, 2009, Dungeon’s Master once again presents: The Gaming Jerk.

During a recent D&D game at my Friendly Local Gaming Store (FLGS) I got stuck next to a gaming jerk for four hours. Being the nice guy that I am I didn’t say anything at the time, but the more I thought about it afterwards the more I realized that gaming jerks need to be singled out and reprimanded for the good of the game.

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Friday Favourite: Traps – Challenge the Players and the Characters

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 27, 2011, Dungeon’s Master once again presents: Traps – Challenge the Players and the Characters.

Sometimes it’s difficult to separate what the player knows from what the character knows. The reverse can also be true, in a manner of speaking. There are going to be times when the character would have certain knowledge or information that the player would never ever know themselves. This is just part of how the game works. You have to accept it if you’re going to play RPGs.

When it comes to combat there’s rarely any concern between the separation of player and character knowledge. Combat has clearly defined mechanics that involve a lot of dice. It doesn’t matter that I’m not proficient with a great sword, if my PC has the appropriate proficiency then the mechanics account for that and I keep on rolling my dice.

Where this becomes more troublesome is outside of combat. During the non-combat parts of role-playing games players have to be more mindful of separating what they can do from what their character can do. This situation can be troublesome when playing characters with exceptionally high ability scores or playing characters with exceptionally low ability scores.

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Friday Favourites Player Resources

Friday Favourite: Quirks and Memorable Character Traits

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 19, 2013, Dungeon’s Master once again presents: Quirks and Memorable Character Traits.

D&D characters are often described by their race, class and weapon selection. This is certainly a good start but without further details it paints a very bland picture. Throw in a theme and a background and now your character is really starting to separate himself from the pack. But is this enough?

In my experience the only reason player choose a background and theme for their character is to gain the mechanical benefits they provide. The fact that they’ve chosen to be from a certain place in the campaign world or that they had a previous occupation before becoming an adventurer rarely come into the role playing. These details that could make the character more interesting only serve to make them better when it comes to rolling the dice.

Rather than choose a background that won’t make a difference to the way the character is played, why not look for a simpler way to make your character unique and memorable. I’m referring to character quirks. These are little details that help your character stand out at the gaming table. They provide absolutely no mechanical benefits or penalties; they’re merely flavour for your character.

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Never Say Bloodied Again

wounded-pc-01As we transition from 4e D&D to 5e D&D we have seen significant changes to the way D&D works. The new edition has cherry picked some of the very best aspects of all previous editions to bring us into a D&D sweet spot called 5e. To make this work some things were left out, even things we felt made the game better. For example, the bloodied condition.

For those who may not have played 4e or who are so immersed in 5e they’ve completely forgotten what 4e was like, a creature is considered bloodied when it is reduced to half its maximum hit point. So a monsters with 40 hit points is considered bloodied when it’s down to 20 hit points or less.

I realize that conditions were streamlined and eliminated where possible for 5e so I understand the rationale for not including it as part of the initial base rules, but personally I liked knowing when monsters and PCs were bloodied.

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Editorial Friday Favourites

Friday Favourite: Should PCs Charge Other PCs for Services?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 13, 2011, Dungeon’s Master once again presents: 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 characters bring 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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Friday Favourite: How To Introduce A New PC

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 28, 2010, Dungeon’s Master once again presents: How To Introduce A New PC.

It happens in almost every game, a PC dies and now you have to figure out how to introduce the new character. Or a new player joins your group and you struggle to explain why they should join the party? There are a many ways to go about answering these questions. From the serious role-playing that this type of event triggers, to the inane and superficial. How you approach this aspect of death and dying in Dungeons & Dragons will come down to the play style of your own group. Different approaches to the game will result in different introductions for new PC.