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DM Resources

Greatest Hits 2011: The Little Details Make a Big Difference

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 2011. 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.

I’m a big fan of adding in little details to my adventures and encounters as often as possible. In my home game my players know that I do this (at least they do now, almost a year after I wrote the original article) and enjoy the decision making and in-game rationalizing that often accompanies their discovery. They have to decide – Is this something important or not? Should we spend time and resources making this detail into something significant?

One other thing my players are learning is that as the little details become more common in my encounters, some of these details are actually quite significant to the adventure. Adding the little details for flavour is fine, but if that’s all you ever do then the players will get bored and start ignoring them. But, if you make a little detail important every once and a while you remind the players not to take any of them for granted.

The idea of using little details to really flesh out a scene is usually a very good idea. However it can backfire, especially if these little details are uncommon in your game. As soon as you do add something a little bit quirky the players will immediately latch on to it as they did in the example I used in the original article. They know how D&D works and if you’re describing it there has to be a reason.

I’ve actually found this is a real problem with D&D Encounters. In order to keep each week’s encounter tight and succinct the authors and editors often trim the fat and provide just what you need to know. This makes any little detail stand out. What I’ve been doing (or trying to do) is to add a little bit of flavour every week. That way when a little detail is highlighted in the adventure, alarm bells won’t immediately go off for all the players at the table. Since they don’t know if the detail is important or not they spend time investigating, and the result is usually some pretty good role-playing. When done right, these little extras will often make an encounter that much more memorable.

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DM Resources

Greatest Hits 2011: Let Monsters Use the Treasure

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 2011. 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.

In our home games the monsters will often use magical items against us (treasure bundles we’ll earn if we defeat the monsters). Where this has become a bit of an issue is when the monster is using a magic weapon and the person who claims it wants to drastically change the weapon type.

For example, in a recent encounter we were fighting Githyanki. They were armed with Silver Swords, a character-defining item for this race. When we defeated them we discovered that one of them was using a +3 silver Greatsword sword against us. The PC who claimed the treasure (because he badly needed a weapon upgrade) was a Rogue who used a dagger. Normally the DM is supposed to just wave his magic DM wand and say “the item is now a dagger because that’s what you, the PC, need it to be,” but in this case the DM decided to do the more sensible thing and said no.

He was willing to change it from one big sword to another, but he felt that going from the biggest blade in the game to the smallest was too much of a stretch. The player was ok with this ruling and we actually though the DM made the right call.

In a another recent game we fought Salamander archers and one was using a Great Bow +3. Again, when the PCs defeated the monsters and claimed the weapon the DM would not allow the bow to become anything other than another kind of bow. And again we were ok with this ruling even though the rules say otherwise.

This is the only real drawback we’ve had when letting the monsters use magic items against the party. You either have to equip the creatures with the exact weapon-type that one of the PCs can use or you have to suspend disbelief and say that the treasure bundle says “+3 weapon” so the PC can make it whatever weapon he needs it to be. In our games we’ve opted to go the former route. In those rare circumstances where we can’t use the form of the item we find we have to expend time and resources to transfer the enchantment or we just sell it. More often than not we sell it because that is easier.

So DMs, before you give the monsters items to use against the party give some thought to how you’re going to handle the inevitable transfer of the item from monster to PCs. Will you let them change the weapon to a more suitable type or will you break the rules and insist that if it was a Great Axe when the monster used it against the party it has to be a Great Axe if anyone claims it as their own?

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DM Resources

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.

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Month in Review

Month in Review: November 2011

November was another great moth at Dungeon’s Master. There was an unintentionally heavy focus on player resources and D&D public play this month, not that there’s anything wrong with the way that worked out. There were still articles for the DM including three articles featuring new adventure hooks.

Our readers really like getting to know the Dungeons’ Master team a little bit better in November when they got to see inside Ameron’s Game room and heard Ameron, Wimwick, Bauxtehude, Suddry and Skallawag take on Lair Assault: Forge of the Dawn Titan. And our newest ongoing series where we ask you to Make the Call and weigh in on the rules was a lot more popular and positive than we expected so watch for another installment in the near future.

We’d like to thank all of our readers for visiting Dungeon’s Master in November. We encourage everyone to leave us comments and let us know what you think about our material, good or bad. If you have ideas for future articles or are interested in writing a guest post for us, please email us or comment at the bottom of this article.

In case you missed any of the great articles we ran in November, this is your chance to get caught up. If your one of those loyal readers who visits every day it might be worth checking out some of the articles again to see what other people said in the comments.

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DM Resources

How Observation Changes Characters’ Behaviour

How often has your character done something during the heat of combat that he would never do under normal circumstances? Usually these uncharacteristic actions revolve around killing the enemy. It could be something marginally questionable like attacking an unarmed opponent or it could be a lot more extreme like killing an opponent that has already surrendered.

We don’t often worry too much about the consequences of these actions because the only witnesses are the other members of your party, and let’s face it they’re probably just as guilty of the questionable behaviour as you are. But lately I’ve wondered if players would make different decisions for their characters if they knew that the PCs were being watched. Would PCs still act with impunity if there was a good chance of their actions being seen by others?

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Adventure Hooks DM Resources

8 Adventure Hooks for Campaigns on the High Seas

Adventures that take place on the high seas (or at least on a ship) and feature pirates seem to be very popular these days. When we posted the preview of Lair Assault: Talon of Umberlee last week it generated a lot of excitement – in large part because of its pirate theme. There’s just something about an adventure that takes place on a pirate ship that appeals to so many D&D players. I know that when I first saw the Pirates of the Caribbean movies I immediately started thinking about how to shift my existing D&D camping onto the high seas. The question was how to make that transition?

If you find yourself in a similar situation and you’re looking for a way to get your heroes involved in an adventure at sea than we’ve got just what you need. Below are 8 adventure hooks for campaigns on the high seas. These adventure hooks are easy to work into any game whether you’re already immersed in a campaign on the high seas or you’re looking for a jumping off point. Use them as presented or tweak them as necessary to better suit your needs.

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DM Resources Player Resources

You Make the Call – Questions About Rules (Part 1)

Every now and then a situation arises during game play that we’re not sure how to adjudicate. This kind of thing happens much less frequently now that we’re familiar with the 4e rules, but it does still happen. In our experience it’s better for the DM to make a quick ruling and keep the game moving foreword, and most time this is how we handle these unusual situations at my game table. However, we pride ourselves on knowing the rules inside out so when we have something unexpected come up and we don’t know the answer we see it as a challenge and after the game’s over we start digging.

When trying to find the right answer we of course begin by searching in the PHB, DMG, Rules Compendium or online compendium. If we can find a definitive ruling we go to the internet and the various forums. But this doesn’t always provide us with a satisfactory answer either. So we’ve decided to try a new series where we present the situation, explain our ruling and ask for your feedback. This might end up being a very informative series that clears up a lot of confusion for players and DMs alike or it may become a series where we get flamed by the online community for not knowing something obvious. We’re hoping that the good outweighs the bad so we’ve moving forward with it.

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Player Resources

Characters with Secret Identities

Normally D&D characters are glory hounds. They’re always looking to make a name for themselves. When they accomplish something noteworthy they usually go to great lengths to ensure that everyone knows it. The proudly wear their magical armor and make no attempt to hide the magical weapon hanging at their hip or strung over their back. For most characters, level advancement is synonymous with fame. The greater your reputation the more likely you are to take on better paying assignments with more danger and even greater chances for glory.

There’s certainly nothing wrong with this approach. After all this is what almost all adventurers do, but there is something to be said for keeping a low profile. Certainly most adventuring parties have learned this over time and have likely even had an adventure or two where they needed to conceal their true identity. But what if this was the way your party operated all the time. Think about it. There are considerable advantages to anonymity. Think of what you can do if there is no chance that anyone can tie the deeds to your PCs?

I’m not suggesting that your character don a mask and go on a killing spree; quite the opposite in fact. I’m thinking of all the potential good that can be accomplished by keeping your identity secret, not to mention the fantastic role-playing opportunities that arise from having a dual identity.

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DM Resources Player Resources

7 Halloween-Themed Articles

"Zombies Playing D&D" by Mandi Tremblay
"Zombies Playing D&D" by Mandi Tremblay

Every year around this time DMs are inspired by Halloween and PCs find themselves facing off against skeletons, zombies, vampires and werewolves. Campaigns become darker as the DM taps into the fear associated with Halloween. But creating something original can be more challenging than many DMs realize. In order to help, we’ve combed through our archives and found 7 articles that we think will help DMs add that Halloween flavour to their campaign without just rehashing the same things you’ve done year in and year out.

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DM Resources

Let Monsters Use the Treasure

DM – With that final blow the evil Warlord falls. You’ve defeated him and saved the village from his ruthlessness and cruelty. Well done.

Player – I search his body. Does he have anything good on him?

DM – As a matter of fact he does. Let’s see… he has a few potions, some gp and a +3 flaming weapon.

Player – Really? He has a flaming weapon? I wonder why he didn’t use it when he fought us.

How often have you found yourself in a situation similar to this one? You fight a bunch of monsters, search their treasure horde after the battle’s over, and find a bunch of stuff that the monsters could have – but didn’t – use in the fight against the party. Regrettably I find this happens way too often.