Categories
Editorial

D&D Encounters: Keep on the Borderlands (Week 15)

After taking a bunch of short rests to maximize healing, the party continued following the stone markers deeper into the swampland in search of Benwick and the Black Dragons.

We played a double session last week so the party for this encounter remained unchanged at seven. There was Berrian, Hagen, Sola, a Dragonborn Sorcerer, a crossbow-firing Human Rogue, a Human Wizard and a Human Cavalier. With a party this large the DM had to add more monsters in order to keep things challenging. I think his modifications over the past two encounters were balanced and appropriate given the party’s composition.

Any time you have seven players in the party you know combat will take a long time. This week’s encounter took us over two hours to complete. We took a serious pounding, which I’ll describe below. In order to keep this write-up to a reasonable length I’m going to skip over some of the more routine actions and just focus on the most exciting, interesting, stupid or controversial things. So just because I don’t account for everyone’s actions every round don’t think they weren’t contributing.

The party approached a clearing as quietly as they could and most of the PCs made adequate Stealth checks. Sola and the Cavalier, both wearing heavy metal armor, stood apart from those hiding as they brazenly walked along the path in plain sight. When they entered the clearing they saw a giant lizardfolk Bruiser standing atop a ruined dais.

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DM Resources Skill Challenges

Greatest Hits 2010: Making Boring Skill Challenges More Exciting

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.

There is one really obvious way to make any boring skill challenge more exciting that I didn’t mention in the original article – getting everyone to participate. I’ve noticed when I’m playing in public games at my FLGS (especially D&D Encounters) that some players aren’t participating in skill challenges. Any encounter you don’t participate in is going to seem boring to you.

Many players assume that it’s the DM’s responsibility to ensure everyone is included. I agree with this, but I also believe that experienced players must shoulder some of this burden. If you’re playing at a table where others aren’t participating try to encourage them to join in.

One reason I’ve heard that some players find skill challenges boring is because their character isn’t that good in very many skills. Too many players – especially newer players – think that they must use their best skills during a skill challenge. You have no idea how much I disagree with this thinking.

Let the narrative and the role-playing guide you during a skill challenge. Don’t look at the skills and then decide on your action, decide on your action and then look at your skills. If you’ve done a good job in-character of explaining what your character is doing and more importantly why they are doing it, the roll should be a lot less significant. Most DMs I’ve played with will usually ignore the roll and just award a success in this situation.

The next time players are complaining that a skill challenge is boring; make sure that it isn’t because they aren’t participating. Once you’re sure everyone is involved in the skill challenge then use the guidelines I’ve described below to work on other ways to spice things up.

Categories
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.

Categories
DM Resources

Greatest Hits 2010: Adding Favours to Treasure Bundles

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.

When I wrote this article my games were in the early paragon tier (around level 11-12). Now that I have a few different characters nearing epic levels I’ve realized, as both a player and a DM, that favours are usually considered more valuable than monetary treasure.

As I noted in the original article, the characters reach a point when they don’t really need any more equipment and money just starts to pile up. The only thing that tougher PCs want is to upgrade from a +3 weapon to a +4 weapon. In the grand scheme of things the difference of +1 isn’t nearly as exciting or interesting as a favour.

I’ve found that the aspect of D&D that really appeals to me as my characters become more powerful is the role-playing. Sure combat is fun, but by the time I’ve reach level 20 combat often gets stale. However, role-playing a level 20 character and all the perks and privileges that come along with that kind of power, is where things get really interesting.

Part of what makes characters this powerful so interesting is knowing what they’ve accomplished and who they’ve met along the way. By accumulating favours over multiple levels you give yourself a good reason to keep in touch with NPCs from your character’s past, especially if you ever plan to collect that favour.

As a DM who often awards favours, I’ve found that the players keep better track of their previous deeds and the names of important NPCs so that they can collect the favour when needed. Players with a pocket full of favours will come up with the most creative and unexpected ways to call in those favours in order to accomplish their latest challenge.

If you’re not already awarding favours in your game, be it in place of treasure bundles or as an additional perk, I strongly encourage you do begin doing so. It will enrich your game more than you might expect. At least it has for me and my gaming group.

Categories
DM Resources Player Resources Top 10

Greatest Hits 2010: Convention Tips 6 for Players, 6 for DMs

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.

When we were deciding which articles would make the cut and be included as our Greatest Hits of 2010 I kept coming back to the 6 Convention Tips for Players and DMs. After rereading them and I realized two important things.

1) Although the lists were inspired by things I witnessed (or regrettably didn’t witness) at a convention last year, most of these tips are applicable at any D&D game.

2) These tips are just as relevant today as they were when we first published them 10 months ago.

Upon making these realizations I knew that I had to include them in our Greatest Hits. But rather than run them as two separate articles I felt they’d pack more of a punch if they were combined into a single Greatest Hits article.

No matter how long you’ve played D&D or how many times you’ve been the DM there’s always room for improvement. Whether you’re playing a public game at your FLGS like LFR or D&D Encounters, or you’re playing a private game at your dining room table, be mindful of the things I’ve mentioned in the article below. If we all follow these simple rules games will run smoother and things will be better all around.

Playing with a tight-knit and experienced group in my regular weekly home game, we adhere to most of these points. However, I have noticed a couple of these things as big issues when I’ve played D&D Encounters on Wednesdays. Specifically #2) know your PC, and #5) plan ahead.

I realize that most of us are still getting used to D&D Essentials so there is going to be a learning curve on how the powers work. But if you’ve created your own character before the game started then it’s your responsibility to learn what all of the powers do and how to use them. Come on people, the PCs are only level 2 you don’t even have that many powers.

After playing a marathon session just this past Wednesday at D&D Encounters I’m also getting really frustrated by players that just don’t pay attention. First they have no idea when they’re going to act in the initiative (even though they always go after the same person). When their turn comes up they haven’t given any thought to which power they’re going to use. When it’s your turn, if you can’t decide what to do in 5-10 seconds then your default action should be basic attack or double move.

Take a look at our 6 tips for players and 6 tips for DMs and let us know of any other tips that you’ve found helpful at your table in the comment below. By sharing these pointers we all work together to make the D&D experiences a better one.

Categories
Editorial

Merry Christmas

The Dungeon’s Master team wishes all of our readers a safe and happy holiday season.

It’s been almost two years since we began this blog and we continue to be amazed by the ongoing support from out readership. Thank you to all of our readers and to everyone who’s helped make Dungeon’s Master a success.

If you’re still looking for a great gift to give yourself or someone in your gaming group, we have a suggestion that’s in everyone’s price range. Give the gift of 4e D&D content directly into your inbox weekdays throughout 2011 by subscribing to the Dungeon’s Master RSS feed.

Categories
Editorial

Greatest Hits 2010: Fighting an Opponent You Can’t Beat

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.

This article was a reaction to something that happened in one of my games. Although it seemed like a really big deal at the time, this remains the only instance where I’ve faced and opponent I couldn’t beat since I began playing 4e D&D and I think therein lies the real issue.

Players feel that they should be able to defeat everything thrown at them. The D&D Open Championship held at this year’s GenCon is a perfect example. The big opponent was Orcus, arguably one of THE most powerful creatures in 4e D&D. Yet every table of five was not only capable of defeating him, everyone expected that they would.

So the big question is whether or not DMs should – on occasion – remind players that they are not at the top of the food chain. Should the DM put the PCs into situations where they may end up fighting an opponent they can’t beat? If done properly, I think this kind of situation hold tremendous educational value.

Unless players try and fail, they’ll continue to think they’re the best there is. And as true as that is in most circumstances it never hurts to remind players that this isn’t always the case. Just try not to kill off too many characters in the process. D&D players tend to see this as something that needs to be avenged rather than a hard learned life lesson to take away and think about.

Categories
Editorial

D&D Encounters: Keep on the Borderlands (Week 14)

Do you want to know more about the upcoming D&D Encounters Season 4? Following this week’s recap, we’ve got new information for you from Wizards of the Coast. This week’s encounter was all business. No small talk, just fighting.

We had a larger than normal party as our numbers swelled to seven. Berrian, Hagen and Sola were accompanied by some familiar companions including the Dragonborn Sorcerer, the crossbow-firing Human Rogue and the Human Wizard. They were also joined by one new party member, a Human Cavalier.

Categories
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.

Categories
Editorial Humour

Greatest Hits 2010: Confessions of a D&D Camp Councilor

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.

Ahhhh! The off season. It has been months since I hung up the dice bag and folded up my poster maps, but when the boys at Dungeon’s Master asked me to reflect on my time as a D&D camp councillor I couldn’t resist.

The most important lesson I learned playing D&D with kids was that no matter where you go, people are people. When I started up the Shattered Sea there was a 20 year spread between my oldest and youngest player but I thought nothing of it because I could remember a time when I was still in high school, and I could relate to working 9 to 5 jobs to help provide for someone I cared about. When I got to D&D camp I didn’t know how things were going to go. In talking to my coworkers I was told some of the age old ticks to fill for time and how to prepare quick and dirty campaigns. I needed to run a new story-arc every week and at some point they expected the well to run dry. Instead of doing as suggested, I realized that children have no mercy and if I was going to make it through each day I really had to run my best stuff.

What ended up happening was that the kids at my table went through the same growing pains of picking up my style of DMing and each kid’s playing style that my own adult players did. I encountered the same gamut of interests I found at home. There were kids who where there to just have fun, there were kids who knew the rules inside out on day one, as well as kids who wanted to kill the big bad guy just like in every movie they have ever seen. As I spun my tales at the table the kids of course would never pick up on the sources I was pulling from simply because they had spent fewer years on this earth than I had. At the end of the day I couldn’t get away with bad writing at camp anymore than I could at my home game. I saw the same social problems in my campers that I had seen in people of all ages all my life. I will admit that they kids did have an extraordinary penchant for cheating, something I won’t try to account for.

Bring your A-Ggme DMs, no mater what game you run and no matter who it’s for because every time you roll dice it’s a chance to improve your self as a DM. Moreover it’s a chance for you to better understand the people around you, because at the end of the day, people are people no matter where you go. As you read the account try to place the players at your own table in the seats that my campers took at mine. I think you wont find the exercise too much of a stretch. R.I.P. Stealth Phoenix, I’ll never forget you.