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Friday Favourites Humour

Friday Favourite: Embracing the Silly Aspects of Fantasy Gaming

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 25, 2011, Dungeon’s Master once again presents: Embracing the Silly Aspects of Fantasy Gaming.

Sometimes we focus so much on the serious aspects of D&D that we forget the importance of the humorous and ludicrous. This is a fantasy game in which magic is commonplace. So with that kind of framework doesn’t it seem right that there should be some outrageously silly things that are just accepted as a part of the fantastic world?

That’s not to say that things shouldn’t make sense. There needs to be some explanation for the unbelievable and the unexpected within the established framework, but the players don’t always have to take it so seriously. By throwing in a few humorous things every once and a while the players come to realize that just because they think something seems bizarre and out of place doesn’t mean that their characters feel the same way.

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Friday Favourites Player Resources

Friday Favourite: Taking a TPK Like a Man

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 8, 2012, Dungeon’s Master once again presents: Taking a TPK Like a Man.

It doesn’t happen often, but when it happens it really sucks – a Total Party Kill or TPK. In 4e it’s incredibly hard for DMs to kill just one character in a party. I’ve seen plenty of PCs fall unconscious but usually the leader has them back in action before they even need to make a death save or an adjacent ally makes a Heal check and triggers their second wind. Worse case scenario they stay down until the encounter is over and then they get the benefits of a short rest. Before you know it they’re on their feet and ready to face more monsters. The only way to guarantee that characters die is for the DM to wipe out everyone with a TPK. After all, if no one’s left to face the remaining monsters once the last guy falls unconscious it stands to reason that those same monsters will take necessary steps to ensure you don’t get back up… ever.

Because the TPK is (or should be) a rarity in D&D it’s understandable that many players are not really sure what do to when they see the writing on the wall. I realized this when we were face-to-face with an inevitable TPK just this week during D&D Encounters. Players can react very different to this situation so I felt it was a good idea to document so ground rules and suggested behaviours that all players should be mindful of when their PC falls unconscious, or worse yet, is just one of the dominos falling in the impending TPK.

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Friday Favourites Player Resources

Friday Favourite: Embracing The Total Party Kill

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 18, 2010, Dungeon’s Master once again presents: Embracing The Total Party Kill.

It’s not something we like to think about, the death of the party, the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party Kill, falls on the players and is a decision that only they can make.

The rational for that is simple, no DM should be deliberately designing encounters that cause a TPK. It just isn’t fair to the players. The exception being if the campaign is a test of survival where the DM and the players are battling it out to see who will prevail. In these instances the PCs are normally disposable and there is little story to the campaign, just combat.

With a normal campaign, one that balances story, role playing and combat together the idea of a TPK is usually in the back of everyone’s mind. It’s locked up in the closest, best forgotten about. However, there are instances when a TPK just makes sense. The occasions are usually related to the story telling and role playing aspect of the game.

There needs to be a compelling reason for the players to justify a TPK and it’s rare that the whole party might agree on the issue. After all several players might really enjoy playing their PCs. After months of playing and levelling up a PC who wants to throw it away just for the sake of the story? I would imagine few players are truly willing to do contemplate this, never mind executing on the idea.

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Friday Favourites

Friday Favourite: Retreat Is Always An Option, At Least It Should Be

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 5, 2011, Dungeon’s Master once again presents: Retreat Is Always An Option, At Least It Should Be.

A common belief among many D&D players is that if the party is balanced and the DM is doing his job properly, every encounter is beatable. This kind of thinking among players instills within them with a sense of invulnerability – an invulnerability that they do not in fact possess. However, with the way that the 4e D&D mechanics work, more often than not players should have a pretty reasonable chance of overcoming a balanced encounter. Thus players continue believing that they’re capable of defeating everything they face. It never even occurs to them that in some instances they’ll face an opponent they can’t beat.

Sometime, however, you’re fortunate enough to play with a group that doesn’t mistakenly believe that they can overcome every encounter put before them. When this kind of party senses that they’re in over their head they will consider retreat as a viable option. It’s not something that will come up very often, but when it does it can have a really dramatic effect on the game.

Twice in the past week I’ve had parties toy with the idea of retreat; once during a level 1 game and the other during a level 16 game. I have to admit that I was very surprised at how differently the two groups rationalized the situation and made their choices.

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Friday Favourites Player Resources

Friday Favourite: Casting Raise Dead

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 29, 2011, Dungeon’s Master once again presents: Casting Raise Dead.

What happens when you cast the raise dead ritual?

While Raise Dead is only a level 8 ritual, I would argue that it is one of the most powerful rituals in 4e Dungeons & Dragons. The ability to return a soul to its body is awesome and is a power beyond the understanding of most people.

This month (March 2011) the RPG Blog Carnival is hosted by Campaign Mastery and the focus is on Life and Death in RPGs. At Dungeon’s Master our contribution to this discussion will focus on the implications of casting the Raise Dead ritual.

All societies have grappled with the question of what happens beyond life. In a society where the ability to raise the dead exists, the question becomes what does it take to bring a soul back and restore the body to life? What toll is imposed on the caster of such a spell? What is involved in casting such a ritual?

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Editorial Friday Favourites

Friday Favourite: The Importance of Trust and Honesty in D&D

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 21, 2011, Dungeon’s Master once again presents: The Importance of Trust and Honesty in D&D.

I think that the vast majority of people who play D&D take for granted just how important trust and honesty are to the game. In order for everything to work we have to assume that everyone playing is honest and trustworthy. Of course, we don’t come right out and ask this of the other players; you merely accept it as fact. If players cheat or abuse the trust we’ve given them in good faith, then the system won’t work and the gaming experience will be tarnished.

Just this past weekend I was playing a Living Forgotten Realms (LFR) adventure at my FLGS and something happened that really highlighted the importance of trust in D&D. It was an unusual situation, and the more I thought about it the more I realized that perhaps it’s time to discuss just how vital trust and honesty are in D&D.

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DM Resources Friday Favourites

Friday Favourite: Adjudicating and House Rules

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 19, 2009, Dungeon’s Master once again presents: Adjudicating and House Rules.

DM – The bugbear sneaks up behind Ethan the Rogue and strangles him with a garrote. You’re immobilized until you make a successful escape check.

Nenia – I attack the Bugbear with a Magic Missile and use my Orb of Unlucky Exchanges to switch the immobilized condition from Ethan to the Bugbear.

DM – Wait a minute, you mean the garrote magically goes from around Ethan’s neck to around the Bugbear’s own neck? That doesn’t seem right.

Nenia – That’s right and if the Bugbear wants to free himself he needs to make an escape check.

DM – Against himself?! That definitely doesn’t sound right.

What happens when a situation comes up and you as the DM don’t know what to do? Generally it’s one of two things: 1) you know there’s a rule that will solve the dilemma but you can’t find it, or 2) the situation is so unprecedented that you never thought of how to handle it. As the DM, what do you do?

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Friday Favourites

Friday Favourite: Only Ten – Ameron’s List

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 25, 2012, Dungeon’s Master once again presents: Only Ten – Ameron’s List.

“If you could only keep ten of your printed RPG books, which would you pick?”

This is the question Brendan from the gaming blog Untimately asked on Monday. He then proceeded to share his ten. Many of his readers shared their list in the comments section of the original post and I’ve seen more than a few bloggers post their essential ten list around the blogosphere. Today it’s my turn to join in this show and tell exercise and share my list.

Yesterday I looked around my gaming room to try to narrow it down to just ten books. After giving it some consideration I finally narrowed it down to just ten (which was a lot harder than I thought it would be). I’ve actually cheated in a few instances and grouped a few books together as one entry, but the reasons will be apparent as you read through my list.

You’ll notice the absence of any PHB, DMG and MM from my list. This was a deliberate choice. In my opinion some iteration of these books should be on everyone’s list; after all they’re called core books for a reason. I approached this task with the assumption that the core books were a given and these were the next ten I’d choose after those.

Rather than struggle with ranking, I decided instead to list the books alphabetically. I want you to see my list as a collection. Theses all made my list and that’s all that should matter, not which one is more important or useful that the next.

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Friday Favourites Player Resources

Friday Favourite: Addressing Your Weaknesses

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 5 & 15, 2010, Dungeon’s Master once again presents: Addressing Your Weaknesses (Part 1 | Part 2).

When we make characters we often focus on their best ability score. We do whatever we can to get our key ability as high as possible right out of the gate. When we hit level 4 and level 8 we use that opportunity to push our best score even higher. But what about the scores on the other end of the scale? If you started with a 20 Strength it probably means that you’ve got an 8 in something else. How does that 8 affect your PC?

In previous editions of D&D the starting attributes were determined by dice and that meant the possibility for really low scores. Even less random methods of character creation like point-buy weren’t foolproof. Racial penalties to starting attributes still meant a chance of having a couple of really low starting ability scores. The revised point-buy system in 4e and the elimination of racial penalties means that you’re less likely to have any abilities lower than an 8, but even 8 is still just on the low side of average.

So what impact does a starting ability score of 8 have on your PC and how you play him? That may depend on how you explain your lowest score.

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Friday Favourites Humour

Friday Favourite: The Valentine’s Day Skill Challenge

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 14, 2012, Dungeon’s Master once again presents: The Valentine’s Day Skill Challenge.

Today is Valentine’s Day so we decided to take a light-hearted look at the day most associate with love. All the members of the Dungeons’ Master team are happily married or in a long-term relationship, so we felt that we should do our part to help those looking for love. However, we are by no means experts on the subject so please take the advice provided below with the good humour in which it is indented.

It’s unfortunate that many envision the gamer stereotype as a lonely guy who’s awkward around girls. Although there are certainly a few gamers out there that fall into this category, in my experience many gamers are not really that much different that the rest of the non-gaming masses. Everyone is looking for someone and hopes to avoid painful rejection along the way. With that in mind we’ve put together some tips in the form of a skill challenge. By framing this advice in a familiar wrapper we hope that it will make it easier for all those gamers looking for love on Valentine’s Day.