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DM Resources Player Resources

Greatest Hits 2010: Embracing The Total Party Kill

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 2010. 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.

Until recently I’d never played in a game where a character, let alone an entire party, was willing to accept their own death in order to ensure the accomplishment of the greater good. When Wimwick wrote this article I thought it made for an interesting discussion, but I never expected to ever see it happen during play. After all, you work so hard and so long to earn XP and build up your character that I just couldn’t see anyone willing letting that character die. And then I actually saw it happen. Twice.

The first time I saw this kind of self-sacrifice was as the DM. Our campaign was about to reach its final climax. The PCs were about to complete a quest that spanned 20 levels. However, in order to accomplish their task someone had to sacrifice them self in order to stop a powerful evil from escaping an arcane prison. As the DM I had three important NPCs ready to step in since I knew none of the PCs would willingly make this sacrifice. I was stunned when everyone in the party agreed to do it. I only needed one volunteer, but all the players were willing to give up their PC to accomplish this goal. In the end the Wizard, the PC who had been with the campaign the longest, made the ultimate sacrifice. I never expected any of the players to feel so strongly about the story that they’d be willing to do this, yet they all stepped up. I finally understood what Wimwick was talking about in this article and it was awesome.

The second time I experienced this was as a player in a one-off game. Although we just met these characters and liked them a great deal, it became evident that our mission was too important to fail. We didn’t set out on a suicide mission, but when certain events transpired and we realized that our own mistakes were going to spell failure for the mission we decided to do whatever was necessary to get the job done. In the end that meant a total party kill as we took on a task that we knew we’d never return from. It was one of the most exciting adventures I’d ever played in and even though I’d only played that character once, I’ll always remember him.

If you’re the DM and you make the players care enough about the story then there is always the chance that they’ll make the ultimate sacrifice and embrace the TPK. It’s one thing for a party to face overwhelming odds and get wiped out, it’s an entirely diffident circumstance when the players realize that they’re facing death and do so honourably in order for good to prevail.

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DM Resources

Greatest Hits 2010: Eight Rules To Make You A Better DM

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 2010. 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.

Sometimes an article is just fun to write and Eight Rules To Make You A Better DM fits snugly into that description. This article was a blast to write and revisiting it now for our greatest hits of 2010 puts me back in that moment. Written with tongue firmly in cheek and inspired by the Eight Rules of Fight Club I wanted to provide simple and concise advice for DMs.

I believe at the heart of the article is the message to have fun. As DMs we shouldn’t take ourselves too seriously and we should be encouraging creative behaviour at the gaming table. Rules 1, 2 and 6 fall squarely into this category.

I hope you enjoy the article the second time through as much as I did. Until next time, just say yes.

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Editorial

Greatest Hits 2010: Who Owned Your Magic Sword Before You Did?

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 2010. 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.

Magic item availability has changed in D&D since we first published this article eight months ago. D&D Essentials brought with it a new classifications of magic items based on availability. This change, a significant one in most magic-plentiful D&D campaigns, makes the discussion of ownership and an item’s origins even more important. With more items falling into the uncommon and rare categories questions of ownership should be on the forefront of all adventurer’s minds when the discover treasure hoards.

Players content with common magic items at lower levels will look to upgrade as the gain levels. Now that the really good stuff isn’t as readily available at Ye Old Magic Shoppe, adventurers really have to work to locate that special something. Before D&D Essentials players knew that as soon as they found enough gold they could easily purchase whatever item they wanted, now they have to either remain content with the common goods (unlikely) or figure out how to find those really rare treasures.

When we first ran this article most of the people who left comments agreed with my recommendation that investigation into magic item ownership was an interesting role-playing exercise that might be done once and a while, but not something they would likely do regularly. Thanks to D&D Essentials and the new item classification this scenario is likely to become a much more important and much more regular part of D&D campaigns.

Where I don’t see anything changing is the PCs willingness to give up their newly gotten riches. If magic items have become that much more uncommon then PCs are probably even less likely to “do the right thing” and return an item that clearly belongs to someone else (or more likely their heirs).

On the flip side, heroes with such valuable and distinct magic items will likely have their own admirers who will keep tabs on their adventures. Should these heroes not return from some quest, you know that these admirers will go looking for their fallen friend (or hire someone else to do it) for no other reason than to recover the rare magic items he possessed.

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DM Resources Editorial

Greatest Hits 2010: 5 Errors I’ve Made as DM

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 2010. 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.

Nothing helps you overcome a problem like talking about it. After I wrote this article I made a point of referring back to it a lot the next time I took over the DM’s chair. I found that seeing these errors in print served as a good reminder not to repeat any of them. In some cases the learning I’d taken away from analyzing these errors actually let me make the right call the next time thereby making the whole experience better for everyone.

As a bonus, I’ve add a 6th Error I’ve Made as DM to the list below. I hope you continue finding these errors educational and that everyone can learn from my mistakes.

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DM Resources

The 5-Minute Work Day: Solutions

What can you do when the 5-minute work day is killing your campaign? The PCs are a bunch of narcoleptics who need to take a nap as soon as they finish a fight. They can’t believe that you really expect them to keep adventuring after they’ve completed one whole encounter? They’ve already used some (or all) of their daily powers and expended a few healing surges. In their eyes you’re a terrible DM to place these unrealistic expectations on them.

Don’t worry; we’re going to help you. Yesterday we addressed the fact that you should Blame the Players for the 5-Minute Work Day. But if they’re not having any of that and still insist that it’s your problem then we have some ideas to help smooth things out.

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DM Resources Player Resources

The 5-Minute Work Day: Blame the Players

Do you want to know why the 5-minute work day is such a big problem in 4e D&D? The players. That’s right, I said it. The players are to blame. DMs are constantly looking for ways to fix this problem and I’m saying that it’s not their responsibility to fix it. Players are to blame and players need to shoulder the burden of fixing this problem.

There’s been a lot of recent discussion on the blogs about how to eliminate the 5-minute work day, referred to by some as the bed problem. In short, the problem is that players want to take extended rests as often as possible and DMs are finding it difficult to come up with good reasons to say no.

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DM Resources Editorial

Stop Abusing Dragons!

Dragons should be like Big Foot or the Loch Ness Monster – often talked about but rarely, if ever, seen. Just because the second “D” in D&D stands for Dragons doesn’t mean that you have to use them all the time. Overusing Dragons amounts to nothing more than abuse. Leave the Dragons alone and leave them out of your campaign.

Call me old school but I believe that Dragons should be feared and revered. When the PCs face a Dragon they should be scared. There should be no smug air of confidence. Any time a Dragon is part of the combat there should be a very real chance that PCs will die. However, very few DMs seem to hold this belief any more. It seems that Dragons have become the standard go-to villain for many adventures, especially low-level adventures. Just look at a random sampling of LFR (Living Forgotten Realms) adventures and D&D Encounters: Keep on the Borderlands and you’ll see exactly what I’m talking about. From where I’m sitting this amounts to nothing more than Dragon abuse. Stop throwing Dragons at every party!

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Eberron

Secrets of Eberron Revealed (Part 9)

The Last War ravaged Khorvaire. The Five Nations drew the entire continent into a war that lasted a century. An uneasy peace has kept open conflict from flaring up, but signs of tension are present and it may take only the smallest altercation to set off open warfare.

The common people gave and suffered the most during the war. Border towns frequently found themselves under the rule of different nations several times throughout the war. With the constant changing of allegiance most commoners lost interest in the origins of the conflict. Since the signing of the Thronehold Accord a small and silent group has grown amongst the populace, their goal to ensure that their sons and daughters don’t die in any future conflict.

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DM Resources

Putting Some Fairy In Your Tale

Fairy tales and folk lore provide great inspiration for Dungeons & Dragons. Most fantasy fiction borrows from what has come before it in some shape or form. It is only the rare work that is truly unique that redefines our expectations. When creating your adventures borrowing from fairy tales is a way to take something old and familiar, twist it, and use it against your players.

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DM Resources

Adventure Builder Workshop: Repercussions

According to Newton’s laws of motion, “For every action there is always an equal and opposite reaction.” The same can be said of the actions of your players. Every decision that they make, every action they take, has a repercussion.

The village is burning, while rushing back the PCs encounter bandits with villagers as prisoners. The PCs can rescue the prisoners or attempt to save what’s left of the village. There is only time to take one of these actions, which actions will the PCs take and what will be the repercussions?

The PCs can eliminate a major force of evil in the campaign, but killing this foe will leave a power vacuum that other rival factions will seek to fill. Is the devil you know better than the ensuing chaos that will ensue with the death of this foe? If things go from bad to worse and it is common knowledge the PCs are the ones responsible, how will they be perceived by the common people?

This is the final instalment in the Adventure Builder Workshop, based on the seminar at GenCon this past August. To read the complete series view the articles listed below: