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Editorial

D&D Core Rules: Role Playing

This past week Wizards of the Coast ran an article about the core rules of Dungeons & Dragons. The current staffed were poled as to their thoughts on the rules and what rules had carried through the different editions of the game. The most constant point present was the power of the d20 to represent most actions. I have to agree, the d20 is what I associate with D&D more than any other die and this goes long beyond when the coined the d20 System.

What I noticed about the list was that no one listed role playing. My initial thoughts were, how bizarre or perhaps telling that role playing is not included in this list. Then I took a step back and I looked at the list and the initial request again. They were looking for rules, for mechanics. Role playing is neither of these things, it is a mindset.

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DM Resources

What Do You Mean All My Magic Items Are Gone!

The fastest way a DM can unite all the players into wanting to do him unspeakable harm is to even suggest taking away all of their magical items. The more items they have and the more powerful each item is, the more likely that the DM would face real bodily harm for going through with this suggestion. Nothing angers players more than taking away items that they earned.

Over the many years in which I’ve played D&D one common problem I’ve faced in every edition is power creep. Nothing has changed the balance of power in my games more than magic items. As soon as one player gets something that’s a little bit better than the rest of the party, everybody else wants one too. No, want isn’t a strong enough descriptor. The rest of the players feel entitled to something just as grand. So the DM eventually gives everyone else something to bring them in line with that first player. The cycle repeats and before you know it the power level of the party is exponentially higher than it has any right being at their current level.

Better item means better attack scores, higher output and higher defenses, which means that the DM needs to throw tougher monsters at the PCs in order to challenge them. When the PCs defeat these creatures (which under normal circumstances they’d have no business fighting in the first place and would normally not have a prayer of defeating) they expect treasure commensurate with the monster’s increased level. And the cycle continues.

Categories
Editorial

June RPG Blog Carnival Round Up

The June RPG Blog Carnival has concluded and the Dungeon’s Master team would like to thank all the participants. This month we asked you to create a memorable character inspired from real life. The participating posts were all very engaging and creative. While reading each of them I found myself thinking, now why didn’t I think of that?

I hope you enjoyed this month’s carnival and the submissions that it brought. Be sure to read each submission and surprise your table with a character inspired from real life.

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Month in Review

Month in Review: June 2011

June was another great month for Dungeon’s Master as our web stats and readership numbers continue to climb thanks to you, our loyal readers. This month we hosted our first RPG Blog Carnival, and although it started slowly, we saw a lot of enthusiasm and support as the month neared completion. Our own entry nearly set a record for most visits on a single day.

In June our articles on D&D math, social issues in D&D, opportunity attacks, PCs charging PCs for services, and ways to increase role-playing all created great debate in our comments section. We also continued covering D&D Encounters and we added a video component after completing chapter 1 (which you might have seen on the Wizards of the Coast Facebook page).

Thanks to everyone who visited Dungeon’s Master throughout June. We hope you enjoyed reading the articles as much as we enjoyed writing them. Whether you only just discovered us (perhaps because of the RPG Blog Carnival) or whether you’re a long time reader, this is your chance to read (or reread) all of the articles we ran in June.

Categories
D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 8)

Dusk is but a few short hours away and the town of Duponde is about to once again shift into the Shadowfell. The heroes were unable to find the Wizard Nathaire, the one responsible for triggering Evard’s curse and beginning this chain of events. They headed back to town for a brief rest before night fall and were once again called upon to help defend the town from the creatures that lurk in the realm of shadows.

This week at my FLGS we ran two tables each with six players. The party at my table consisted of a Jarren 1, Jarren 2, a Drow Wizard, a Shade Assassin, a Drow Ranger and a Dragonborn Paladin. Over the past two seasons of D&D Encounters we’ve had a few younger gamers join the regular Wednesday night crew. This week the number of younger gamers increased since school is out.

Five of the six players at my table were between 11-14 years-old. Two have been playing at my table for weeks, three were first timers. As the DM I had to decide if I should change the way I was planning to run the encounter. I asked the new players if they were experienced gamers of if this was their first time playing D&D. They all assured me that they’d played many times before and were experienced gamers. With that being said I decided not to change anything and run the game as I would regardless of the average age of the players at my table.

Categories
Editorial Player Resources

Are You Willing to Provoke an Opportunity Attack?

One of the more difficult things that new players have trouble remembering is that moving away from an opponent will draw an opportunity attack. As soon as players hear that moving their character more than one square away from an adjacent creature will result in that creature getting a free attack, all tactics that involve moving are thrown out the window. It’s almost as if they believe that drawing an attack and possibly taking the hit is the absolute worst thing that they can do on their turn.

As an experienced DM I’m going to tell you that you need to be willing to take an opportunity attack once and a while. From a mechanics point of view all opponents know as well as you do under what circumstances they’ll get to make a free attack on you. If you move away they’ll attack you as soon as your back is turned. If you try to use a ranged attack while standing next to them, they’ll see the hole in your defenses and attack you. And if you try to crawl away while prone you bet that you enemy will kick you as you scurry away.

But so what if they do? In most cases a monster’s basic attack is just that – basic. It usually is a straight up weapon attack, be it a sword or claw. Yes, it has the potential to hurt you but you need to weigh that against the value of taking the action that draws the attack in the first place.

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DM Resources

RPG Blog Carnival: Eldrick Tont – Defender of the Tiger Woods

Today Dungeon’s Master presents our contribution to this month’s RPG Blog Carnival: Memorable Characters Inspired From Real Life. The real life person, upon which my memorable character was inspired, is golf icon Tiger Woods.

Encounter Setup

The PCs seek the fabled Green Jacket. This enchanted cloth armor is awarded to the most deserving champion annually each spring. Combatants must travel to the Tiger Woods and defeat the reigning champion, Eldrick Tont. Tont accepts all challengers and is ruthless in defense of a prize he believes he rightly deserves.

The competition always takes place in the same clearing deep within the Tiger Woods. The terrain changes during each new encounter. Some areas are only covered in fine grass, while other areas have more dense foliage preventing movement and even line of sight. Some areas are completely devoid of plants, creating sandy traps and hazards. Pools of varying sizes and depths are also common obstacles that combatants must face.

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DM Resources

RPG Blog Carnival Reminder

There are only a few days left to participate in June’s RPG Blog Carnival: Memorable Characters Inspired From Real Life. The Dungeon’s Master team wants you to look to reality for gaming inspiration. Create a memorable character (hero or villain) based on a real life person and provide guidelines for how this character might be used in an RPG.

The character you create should have a clear connection to the real-life person from which they were inspired. The person can be someone from the past or present, dead or alive, hero or villain. Be creative.

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Book Reviews

Review: Gods Behaving Badly

Gods Behaving Badly
Marie Phillips

What if the gods of ancient Greek mythology lived among us? Where would they live, how would they get by, and as immortals what would they do to pass the time? In Marie Phillips’ novel, Gods Behaving Badly, she explores this possibility.

The gods no longer live upon Mount Olympus; instead they all share a run-down, dilapidated flat in one of London’s less savory neighbourhoods. They’ve been living there for hundreds of years and retain only the bare minimum of their godly powers. Aside from their immortality, they’ve become very much like regular people. They’ve even had to get jobs.

Apollo is a failed actor reduced to performing as a TV psychic (and a poor one at that). Aphrodite makes a living as a saucy phone-sex operator. Artemis is a dog walker. Dionysus operates an underground nightclub. Life for the gods has become pathetic and boring.

But their hard times have not taught the gods humility. They still believe that they’re better than mortals and don’t understand why they have to play by the same rules as everyone else.

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DM Resources

The DM’s PC – Something Between a PC and an NPC

The distinction between PC and NPC is pretty simple. You, the players, are the PCs (Player Characters) and everyone else you meet in the game controlled by the DM is an NPC (Non-Player Character). But the more I thought about it, the more I’m realized that there was a lot to be gained by introducing a kind of character that fell somewhere between these two absolutes.

One of the most common D&D axioms is “Never split the party.” As many players have learned over the years this is sound advice. In most cases when the party divides into smaller groups or one character goes off on his own, they make themselves vulnerable and often end up dead. But I believe that the real reason to never split the party is because it divides the game. The DM has to jump back and forth between both groups. Each group has to have enough to do during their session to still enjoy the gaming experience, but the DM has to be conscious of how much time the group out of the spotlight spends doing nothing.

The type of story-telling that D&D creates and encourages, focuses on a party of adventurers who, for the most part, are always together. Strength in numbers and all entails; nothing new here. However, in fantasy literature that focuses on an adventuring party, including classics like The Lord of the Rings upon which D&D was heavily based, the story is constantly shifting between the characters as they do different things simultaneously.

This is something that doesn’t work well with the way D&D mechanics were created, and in some cases it’s really too bad. Many DMs, myself included, often feel that their hands are tied when they’re trying to come up with a really excellent story for their next campaign.