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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.

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Month in Review

Month in Review: May 2011

May was another great month for us here at Dungeon’s Master. We continued our exploration of racial powers, shared our weekly experiences with D&D Encounters and took a detailed look at divine classes. We also covered monster variety, DM rehearsals, controller powers and a look back at fantasy movies from the 80s. If you missed any of the great articles from May this is your opportunity to get caught up.

And of course the Dungeon’s Master team would like to take this opportunity, as we always do in the Month in Review, to thank everyone who visited our site and commented in May.

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DM Resources

More Monster Variety – Put Undead to Rest

When the heroes finish clearing away the rubble they find the entrance to a long forgotten dungeon. As they enter, the stale musty smell clearly indicates that nothing has come in or out of this labyrinth for a very long time.

“Divine characters up front, everyone else get your radiant powers and glow stones ready. It won’t be long before we encounter our fist undead opponents.”

More often then not, when an adventure involves exploitation into a sealed environment, like a dungeon or tomb, the PCs expect to fight undead. And you know what; in almost every example of this scenario they’re right.

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DM Resources

Building Better Monsters Part 4: Monster Themes and Implementing Your Designs

If you’ve read this far you’ve got the goods to design a monster, so now it’s time to think of your creation as part of the bigger picture, as a denizen of a universe. You’ll need to consider how your monster relates to the world around it as well as other monsters so that you can determine how to role-play them and how they will act in combat.

There are loose themes that the most monsters will fit in if your campaign fits into any of the better-known genres. The themes for monsters are based on creature type, location and its association with other creatures.

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DM Resources

Building Better Monsters Part 3: Making the Monster Fit the Bill

One thing that keeps coming up is the idea that monster design should be elegant, graceful, smooth and all these other flowery and juicy sounding words. What I mean to say in more direct terms is that your monster needs to realize its design goal with as little effort from you while DMing as possible. When your monster hits the grid and it’s time to throw initiative, the party is going to immediately do its best to murder your new creation. As a result your monster is going to have very little time to make a good impression.

In music one of the mistakes young musicians make all the time is not playing expressively. They practice a piece for ages before they perform it and come to know its subtleties and complexities very well, but their audience doesn’t. In order for people to understand the piece of music on first hearing the way that the musician has come to understand it over a period of weeks, the musician has to accentuate its good qualities so that they are readily apparent.

As the DM you have the very same problem with your monster. Any trimmings that don’t further your goal for the monster should be removed. Strip the monster down to what abilities it really need because it’s only going to get a few rounds of combat to use them.

“Perfection is achieved, not when there is nothing left to add, but when there is nothing left to take away.” – Antoine de Saint-Exupéry.

So you’ve got your idea for your monster and you know what you want it to do and how you want it to function in your game. It’s time to put those plans into action. There are a lot of considerations to be made and it can be daunting to figure out where to begin. My outlook is that the best place to start is anywhere. The following considerations are not placed in any special sequence. As you read each heading remember that you can never be too creative.

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DM Resources

Using Player Behaviour To Influence Your Encounter Design

Does your archer always shoot an arrow at the enemy furthest away thinking that monster is the leader? Does your defender always attack the first monster he sees? Do your players constantly scan the battle map for hidden pit traps? Have you noticed that your players always use the same powers in the same order during every combat?

If you’ve answered yes to one of these questions or questions just like them then you have an incredible opportunity before you. Your players have presented you with the opportunity to design encounters based on their expectations and behaviour. As a DM you are about to have a great deal of fun designing and executing these encounters.

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Month in Review

Month in Review: February 2011

In February we celebrated our second anniversary. For the specifics on how we’re doing be sure to check out the State Of The Dungeon – Year 2. As we move into our third great year here at Dungeon’s Master we continue bringing you exciting 4e D&D articles every day.

Our weekly coverage of D&D Encounters continues as we see the program move from season three to season four. In February we provided more articles for DMs and players, with a special focus on role-playing. We also revisited Eberron in February, and looking at skill challenges we came up with a way to make them even more exciting. If you missed any of our great articles from February this is your chance to get caught up.

We’d also like to take this opportunity to thank the readers who visited us throughout February. By visiting Dungeon’s Master every day, and leaving your feedback in the comments section, you’ve let us know that we’re doing a good job. Thank you.

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DM Resources Skill Challenges

Solving the Skill Challenge Problem – Ensuring Everyone Contributes

Has this ever happened to you? The DM sets the scene and you realize that the party is about to face a skill challenge. As the fifth or sixth player to act you only get to make one meaningful skill check before the party achieves overall success. It was a good encounter because during some of the low complexity skill challenge you don’t even get to act before the party achieves their goal.

What makes this situation an even bigger problem is that most players try to use their best skill even though in many cases it makes more sense (from a story perspective) for them not to. They know that they’re only going to get one or two shots at making a meaningful contribution to the skill challenge, and they don’t want to be the guy who flubs the check and wracks up a failure.

The Dungeon’s Master team has come up with a way to ensure that every player gets to contribute during a skill challenge and that every player feel comfortable using the skills that make the most sense to complete the objective and not just the one or two skills that they happen to be strongest in. Here’s what we’ve come up with.

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Month in Review

Month in Review: January 2011

We began January with what turned turned out to be one of our most inflammatory articles to date. It created a lot of comments (the most we’ve ever received on any article) and polarized the online gaming community. We also covered a wide variety of other topics in January including the latest DM app for your iPad, action points, henchmen, conflict resolution strategies,adventure hooks, skill challenges, LFR and D&D Encounters (season 3 and season 4).

If you missed any of the excitment throughout January this is you chance to get caught up. Below is a recap of everything we ran during the last month. 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.

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Editorial

Dealing With Conflict At The Gaming Table

Mr. Pink: Hey, why am I Mr. Pink?
Joe: Because…
Mr. Pink: Why can’t we pick our own colors?
Joe: No way, no way. Tried it once, doesn’t work. You got four guys all fighting over who’s gonna be Mr. Black, but they don’t know each other, so nobody wants to back down. No way. I pick. You’re Mr. Pink. Be thankful you’re not Mr. Yellow.
Mr. Pink: Mr. Pink sounds kinda wimpy. How ’bout if I’m Mr. Purple? That sounds good to me. I’ll be Mr. Purple.
Joe: You’re not Mr. Purple. Some guy on some other job is Mr. Purple. Your Mr. PINK.
Mr. White: Who cares what your name is?
Mr. Pink: Yeah, that’s easy for your to say, you’re Mr. White. You have a cool-sounding name. Alright look, if it’s no big deal to be Mr. Pink, you wanna trade?
Joe:Hey! NOBODY’S trading with ANYBODY. This ain’t a city council meeting, you know. Now listen up, Mr. Pink. There’s two ways you can go on this job: my way or the highway. Now what’s it gonna be, Mr. Pink?

Mr. Pink: Alright, I’m Mr. Pink. Let’s move on.
Joe:I’ll move on when I feel like it… All you guys got the message?… I’m so mad, hollering at you guys I can hardly talk. Pssh. Let’s go to work.

Reservoir Dogs

Ever have one of those nights? Two of your players keep butting heads, constantly arguing about what the party should do. Perhaps one of your players is trying to play someone else’s character, constantly telling them what to do. The player thinks they are being helpful, but really the player has become The Gaming Jerk. You can see the writing on the wall and things aren’t going to end well. What do you do?

Maybe you have another problem. A player constantly disagrees with your rulings. Sometimes they are right, sometimes wrong but you’re trying to keep the game moving. You’re following the Eight Rules That Will Make You A Better DM, but you aren’t having any luck with this particular player. It seems they are taking more delight in slowing down and ruining the gaming experience for everyone at the table than just moving on. How do you handle them?