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Friday Favourite: 5 Ways to Make Mindless Undead More Interesting

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 23, 2012, Dungeon’s Master once again presents: 5 Ways to Make Mindless Undead More Interesting.

A lot of DMs have a love/hate relationship with undead; I know I do. Whenever I need a monster to round out an encounter I know that some kind of undead will always fill the gap. With so many different kinds of undead to choose from they can easily become the go-to monsters. However, as the party gets tougher I find that I’m less likely to use undead staples like skeletons and zombies. Sure I can adjust their scores to make them level-appropriate for tougher parties but these undead are really one-trick ponies. By the time the party reaches upper heroic tier they know the trick and they’re no longer impressed.

This is why I try to limit how often I use undead creatures in my campaign. Some of the most common undead, at least the ones you’re most likely to encounter in great numbers (skeletons and zombies) tend to be mindless. They rely on their overwhelming numbers rather than any advanced tactics. After all, how can a creature with no brain, or a rotten decaying brain, think at all? This lack of reason makes them boring and predictable.

But undead have their place in D&D and we shouldn’t just cast any of them aside, regardless of the PCs’ level. So in order to make mindless undead more interesting I’ve come up with 5 tips that the players won’t see coming and the PCs will never forget.

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Friday Favourite: Hey, Isn’t That My Character? Using Retired PCs As NPCs

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 30, 2010, Dungeon’s Master once again presents: Hey, Isn’t That My Character: Using Retired PCs As NPCs.

A good NPC can make a campaign. A bad one, well bad NPCs are usually forgotten fairly quickly. With this in mind it’s in a DMs best interest to ensure that his key NPCs have detailed stories to accompany them. By providing these NPCs with quirks, strengths and weaknesses it provides the PC with more reason to interact and develop a relationship. This in turn makes it easier for the DM to move the story along, twining the PCs concerns with those of the NPC. Of course this takes a lot of work and as the PCs progress new NPCs are required, with new stories and reason to motivate the PCs.

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Friday Favourites

Friday Favourite: Splitting the Party Successfully

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 23, 2012, Dungeon’s Master once again presents: Splitting the Party Successfully.

Experience teaches player to never split the party. However, there are times when it doesn’t make sense for the party to remain together. This might be because there are many tasks to complete in a limited amount of time or it might be because some party members have skills or powers that make them uniquely qualified to handle a task alone. Yet when presented with any opportunity to split the party, no matter how logical it might seem to do so, a lot of players insist on staying together. It’s a knee-jerk reaction that is not founded in any rational assessment of the situation. It’s an instinctual response based on a previous disaster and a slogan ingrained into them by the Wizards marketing department. Players need to take a deep breath and repeat after me: Sometimes it’s a good idea to split the party.

My gaming group has actually had a lot of success when splitting the party. It’s not something we do very often, but we are certainly open to the possibility when it makes sense. Most often when we split up each group or individual ends up with their own mini skill challenge, but every so often the DM has something else in mind and combat occurs while the party is separated from each other. We’ve found that there are ways to make combat with a split party work. It’s definitely challenging, but our approach to these situations are always fun and rarely result in anyone being left out while their character is off screen.

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Friday Favourites

Friday Favourite: Give Your Character Personality

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 22, 2012, Dungeon’s Master once again presents: Give Your Character Personality.

When you ask a gamer to tell you about their character they will usually begin with class and race followed by the kind of weapon the PC uses, a list of their best magical items and then finally some really cool attack power or spell in their arsenal. And for most people that’s the answer they expect. But when was the last time you described a character as being a know-it-all, or a suck up, or a dreamer, or manipulative, or unusually arrogant?

Personality isn’t one of the boxes you need to fill in on a character sheet so many gamers, me included, often overlook this important detail when we create characters. More importantly we forget that every character has a unique personality. Looking back at my last few long-term characters I realize that they all had pretty much the same personality – mine.

In my experience, very few of us define our character by who they really are at heart, resorting instead to what they possess and what they can do. There’s certainly nothing wrong with this approach, but if you play a lot of RPGs you realize that a character with a well-defined personality can be a lot more interesting and a lot more fun to play. After all, personality goes a long way.

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Friday Favourites

Friday Favourite: Undead Make the Scariest Villains

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 12, 2011, Dungeon’s Master once again presents: Undead Make the Scariest Villains.

Would you rather fight a beholder or a zombie? This is a much more complicated question than you might realize. Look at this through the eyes of your character and not through the eyes of a meta-gamer. In-character what is the scariest monster you can imagine? For me it’s undead more than any other.

Most monsters are, well, monstrous. They are clearly different than you and they must be destroyed. The beholder is an abomination. It’s scary, and a big party of what makes it scary is that it doesn’t conform to a physical shape you’re comfortable with. It’s a giant floating ball with eyestalks swirling about. Even if you’d never seen a beholder before and knew nothing about it, your initial instinct as an adventurer would be to attack and destroy something so awful.

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Friday Favourite: Time in D&D

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 7, 2010, Dungeon’s Master once again presents: Time in D&D.

Raise your hand if you’ve ever created a level 1 PC, entered a dungeon, killed a bunch of monsters, gained a bunch of levels while still inside the dungeon and then realized that only a few weeks of actual in-game time passed when you emerge. I know I’m not the only one reading this that has his hand up.

Time in D&D is an aspect of the game I find is overlooked way too often. Tracking time in your game may not be that big a deal, but the longer you continue playing that same PC the more important time becomes.

So just how long does it take to go from level 1 to level 2? In 4e D&D it takes about 10-13 encounters or about four gaming sessions. But what I really want to know is how much time passes in-game between levels?

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Friday Favourite: Traps & Hazards: The Sword in the Stone

sword-in-a-stoneOn Friday we comb through our extensive archives to find an older article that we feel deserves another look. From May 19, 2010, Dungeon’s Master once again presents: Traps & Hazards: The Sword in the Stone.

What do you do when you discover an ancient red dragon living in your neighbourhood? You get adventurers to kill it, of course. But what happens if the adventurers don’t kill the dragon? It will be angry that you tried to kill it and it will likely destroy your village. If only there was a way to keep sending adventurers against the dragon while avoiding the dragon’s wrath after each failed attempt. The inhabitants of Burrow’s Scar have come up with just such a plan. Unfortunately for your PCs, they are likely to be the next heroes tricked into face the dragon.

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Friday Favourite: The Spoils of War

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 26, 2009, Dungeon’s Master once again presents: The Spoils of War.

When the fighting ends and the dust settles, it’s time to look at the spoils of war. How will your PC claim his fare share of the reward when the war ends? Your character’s motives for fighting will be the best guide for the DM when he decides how to reward the players.

But before anyone gets to claim the spoils of war, let’s quickly look at how the PCs got here in the first place.

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Friday Favourite: Confessions of a D&D Camp Counselor

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 12, 2010, Dungeon’s Master once again presents: Confessions of a D&D Camp Counselor.

I have a great job, I’m a counselor at D&D camp, which is to say that I have the best job ever. I don’t mean to gloat, but my time as a D&D counselor has been incredibly enjoyable and I’m sure if you read along you’ll share in the fun of the last week.

Before camp began, I spent a week learning about how to spot child abuse (very important!) and care for kids. Before I met the kids I went over to the camp director’s house in the middle of a Sunday afternoon. Myself and the other counselors met up and we played some D&D; I taught the old schoolers how to play 4e, while the director of the camp gave me a refresher on how to play 3.5e. After four hours of being paid to play D&D and think up campaign ideas it was time to get ready for the first day of camp.

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Friday Favourites

Friday Favourite: Get a Real Job

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From November 2, 2009, Dungeon’s Master once again presents: Get a Real Job.

What’s your PC’s profession? I don’t mean what’s his class; I want to know what your PC does for a living. Have you even given any thought to this question before I just brought it up? Probably not. They’re looking to hit it rich by plundering lost dungeon hordes or by slaying monsters and claiming their loot. In short, PCs don’t have real jobs.

Very few classes are in and of themselves professions. I assume you could argue that Clerics and other divine classes generally work for a church, but I don’t think your PC should show up and demand a pay cheque for spreading the good word.

When D&D campaigns begin they usually start after the PCs have chosen to “go adventuring.” But have you ever wondered what all the adventurers did before they threw caution to the wind and sought out this new calling? Has that adventurer always wanted to be an dungeon-delving Sorcerer or an undead-battling Paladin all his life?