Sometimes the easiest way for the DM to get the PCs to bite on an adventure hook is to just have them be in the wrong place at the wrong time. Events unfold whether the PCs choose to get involved or not, but simply being there puts them in the heart of the situation. Through their own actions (or inactions) they become part of the encounter. Clever PCs may decide that getting involved isn’t their problem, but experience teaches most players that if they don’t step in early, things can quickly get out of hand.
Tag: 4e
Running A Game With New Players
Over the past couple seasons of D&D Encounters I’ve had the opportunity to play with a lot of new players. Many of these players (usually the younger ones) were completely new to D&D or any RPG for that matter. While some of the DMs have found it frustrating to run tables with so many inexperienced players, I’ve found it to be quite rewarding.
During this time I’ve come up some guidelines for running games with new players. Although I put these together to help me manage tables of newbies, many of these points are still good to keep in mind when running any table, no matter how much experience your players have.
After navigating the hedge maze and fighting the thieving Boggles, the PCs took a short rest before using their four plant keys to activate the magical sundial gate. The maze around them began to spin until the hedge maze disappeared and the PCs found themselves in a garden just outside the Palace of Spires.
A shallow pool was in the middle of the garden, with flowerbeds on either side. On the opposite side were silvery double doors that led into the magnificent white palace. Two burly humans dressed in leather armor and wielding greataxes approached the PCs, their intent clearly hostile. Three Xivorts and a Boggle also present in the garden cheered encouragement at the two axemen as they approached the PCs.
Month in Review: January 2012
The announcement from Wizards of the Coast confirming that they are indeed working on the next iteration of D&D was the biggest news in gaming this month. A lot of people began speculating on what’s to come, but for now Wizards has not released a lot of details. Our existing relationship with Wizards of the Coast and an NDA restricts us from delving into this topic in too much detail, but what we can share on the subject we did. While the majority of the blogosphere wondered about what’s to come we continued providing great materials every day for those of us playing 4e now.
January ended up being a month for players with most of our articles aimed at them and not the DM (for a change). We continued to provide weekly recaps of D&D Encounters: Beyond the Crystal Cave and launched our Pre-Generated Character Library. We looked at the old 3d6 method for creating ability scores, fixing the maximum number of hit points characters have, and the importance of contacts.
If you missed any of our articles from January this is your perfect opportunity to get caught up. We encourage you to read any of the articles you might have missed or to revisit some of your favourites.
We want to thank everyone who visited Dungeon’s Master throughout the month of January, with a special shout out to everyone who left us comments. We measure our success largely based on what you, the readers, have to say. We welcome your feedback and encourage continued debate and discussion on every article we write.
A good background should help define who the character is, especially early in the adventurer when he’s relatively inexperienced. Your PC’s backgrounds should do more than just provide him with skill bonus or a free minor power. I encourage players to be creative when coming up with a back-story. I’ve learned that the more detailed their origin story, the more I can use those details to help shape the game to come.
Although I derive inspiration for my campaigns and my characters from a variety of sources, I seem to get the most ideas from reading comic books. As a huge comic-book nerd with a massive collection (5,000+ issues and growing) I have no shortage of source material. What I do find surprising is how I can reread an old favourite and have it inspire me in a way it’s never done before. And that’s exactly what happened this weekend.
It’s All About Who You Know
In Dungeons & Dragons, as in real life, there are two things that help people succeed where others fail: what you’ve done and who you know. In D&D we already make a big deal about “what you’ve done” and we call it XP, but there never seems to be much emphasis or importance placed on “who you know.”
Who you know can be interpreted in a few different ways, but when I think of this idea I think of all the people you can call on or a favour. This favour might be something as simple as a piece of local gossip or as significant as borrowing the King’s royal scepter. The point is that who you know is an important part of character development. During a PCs adventuring career he will meet many people and I’ll bet that many of them would be willing to help him down the road if the circumstances are right.
However so few players bother to track these potential allies and fewer still ever make an effort to call upon them when they need something. It’s impossible for an adventurer to do everything himself, that’s why he’s part of an adventuring party. But even his four or five closest buddies won’t always have what he needs. This is where contact can become exceptionally useful.
After battling the Xivorts during the night, the PCs managed to complete their extended rest and began this week’s adventure at 100%. Knowing that the Hag Soryth was expecting them, they hurried to storm her Palace of Spires where they planned to free Juliana and stop Kalabon and Soryth from completing their evil plans for Porpherio’s Isle.
The heroes entered the hedge maze and began to follow the path of least resistance. One of the Pixies tried to fly above the hedges to get a better vantage point of the maze, but as soon as he got above the foliage he felt dizzy and experienced vertigo. As soon as he landed his head cleared and he was fine to continue. Clearly the magic of the maze worked to keep flying creatures grounded.
Numerous paths opened to the right and left, but the party managed to continue on what they believed was the correct path with few delays or the need for backtracking. After about 15 minutes of navigating the maze the PCs found themselves at a crossroads. The path to the north was lined with yellow roses, the path to the east was lined with white roses and the path to the south was lined with red roses. The aroma from the flowers was overpowering and mildly disserting. The white and red roses gave off a heavy scent whereas the yellow roses gave off a sweet scent. In order to continue the PCs needed to choose one of these three paths.
Everyday as I venture to work in downtown Toronto I make use of the PATH. The PATH is Toronto’s underground labyrinth of shops and corridors connecting office buildings, shopping centers and public transit together. In the summer it provides escape from the sunny surface streets and in the winter it is a much warmer alternative than walking through snow. Wandering the PATH is the closest I’ll ever come to exploring a real dungeon and it’s a great example of a fantastic location that can inspire any DM.
This month Keith Davies – In My Campaign hosts the RPG Blog Carnival. January’s topic is Fantastic Locations. In the Dungeons Master contribution to the blog carnival we’ll begin by taking you through the PATH before emerging to street level and exploring how to transform a regular location into something fantastic for your next campaign.
Have you ever played a character in 4e D&D without optimized stats? A Fighter with a Strength score below 14 or a Wizard with an Intelligence under 14? I think it’s safe to say that none of us have done it. Why would you? The game assumes that you’re going to have a decent score (16+) in your primary ability from the outset and to ensure this we use the point buy system to assign the numbers as we deem appropriate. Add to that racial bonuses and there’s really no reason you’d even have to play a character with a low score in their primarily ability.
As long as players use point buy to assign scores we’re always going to see fully optimized stats. All Fighters will have exceptional Strength. All Wizards will have exceptional Intelligence. The base foundation on which characters are built (the six ability scores) will be similar, if not identical, when comparing characters of similar classes. The mechanics of 4e almost demand that this be the case. It’s not to your advantage to play a PC with sub-optimized ability scores. If you want to be on par with the game’s power baseline you have to optimize the numbers. A character with a 14 in his main ability will be less powerful than his allies. But is this really a bad thing.
Adventure Hooks – Moral Choices
Adventure hooks are indented as a way to get the PCs into the action quickly. Dangle something interesting in front of them and hope that they take the bait. It might be a greed trap where you offer them a pretty bauble or magical item, or it might be an interaction with a strange or unusual character. In most cases the adventure hook is simple and straight forward (which is not to say boring).
However, in some cases the adventure hook can be more than just a simple way to get the PCs interested in the next leg of the adventure. Every once in a while adventure hooks should be a little bit more complicated than the usual fare. DMs should provide the PCs with a dilemma in which they have to make a choice. Although there isn’t a clear-cut right or wrong answer, either outcome will have serious consequences.