The Dungeon’s Master team needs your help. Throughout the month of May we want you – the readers – to help us determine our very best articles. Since launching Dungeon’s Master back on February 1, 2009, we’ve written 365 articles (so far). Every week we continue writing more and more about 4e D&D. As our archive continues expanding we want to make sure that our best articles are being read by DMs and players who will get the most out of them. By asking you to help us choose our very best work, we get an opportunity to shine a spotlight on articles that our newer readers may have missed the first time they were published.
Tag: Greatest Hits
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 2009. 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.
The was probably one of our most controversial articles. My intent was to discuss how you handle player death in 4e D&D. Do you do what’s best for the PCs, in-character, or do you do what’s best for the players, out-of-character. In the situation I describe below there was good reasons on both sides of this argument, but in the end we as players decided that we had to do what was best for the players out-of-game even though it was probably not what the PCs would do in-game.
I think part of what made this article so controversial was that the player death happened during an LFR (Living Forgotten Realms) game at my FLGS. The RPGA has very defined boundaries regarding what a DM can and cannot do. So in my article I might seem like I’m really giving the DM the gears, but that was certainly not my intent. I merely tried to point out that a creative party may come up with options that were unexpected by the author of the adventure or the DM. But in the end it comes down to the DM’s call.
I think most of the people who commented on the original article, including the DM from the actual table where all of this happened, agreed that if this situation happened at a home game it would be easier to show some latitude. But because it was an RGPA-sanctioned game the DM’s hands were pretty much tied.
Greatest Hits 2009: The Necromancer
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 2009. 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.
The sixth post at Dungeon’s Master was the Necromancer: Heroic Tier, published way back on February 4, 2009. When you consider that two of the preceding posts were launching soon and our official launch post, the Necromancer series was the fourth content post on the site. As a result the series of articles on the Necromancer have a long history. They have also been one of the most surprising series of posts we’ve written.
The articles were originally written to address the lack of specialist Wizards. The release of 4e and the creation of power sources altered the way several classes worked in previous editions and I felt that the Wizard class was most deeply effected. I always enjoyed the idea of specialists and felt that the Necromancer series was a way to address that. I honestly expected to see more about specialist Wizards in Arcane Power, but that was not to be.
As I mentioned, the Necromancer series has been with us since the beginning and has been one of the biggest surprises about the site. The keyword “Necromancer” is one of the most used terms that drives traffic to our site from search engines. Ameron and I were genuinely surprised when we consistently saw that the Necromancer articles were getting multiple pages views a day, months after being published. This trend has not slowed down. What really surprises us is if you just search necromancer through Google, which is how the majority of people find these articles, I’m not sure if we are ranked in the first ten pages. If you add 4e D&D to the search, we come up a bit higher but those keywords are used less frequently.
As a result of the frequency the original articles were being found through Google we decided to write a follow-up piece on the Necromancer. This article, found below, is our take on the Necromancer from a role playing perspective. Resulting from that article were some comments and criticism on the powers for the original series which prompted a revision. You’ll find the links to the original series and the updated powers contained within the article below.
We hope you enjoy our take on the Necromancer. We’ve been enjoying the traffic it has generated and we plan to do more with the class in the future. We also haven’t forgotten about specialist Wizards, they are still an issue that I think have a lot of potential to explore in 4e D&D to push the power system even further.
Greatest Hits 2009: Psionics Suck!
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 2009. 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.
It takes a big man to admit when he’s wrong, so this is me being a big man – I was wrong. When I wrote the original article Psionics Suck! I did so based on a lack of experience or knowledge of how psionics were to be used in 4e D&D. I (incorrectly) assumed that new classes relying on a psionic power source would be no more than poor imitations of arcane classes with a more mental focus. I couldn’t have been more wrong.
Since running the original article and reading the abundance of comments from readers with very strong opinions, I’ve had a chance to see the Psion and the Monk in action. Although I haven’t played either class, or the Ardent (the latest psionic class), I must admit that they have intrigued me.
Wizards of the Coast took the psionic power source and made it unique. It doesn’t behave like the arcane or divine power sources at all. Looking back I’m not sure why I expected it would. The Psion’s Psionic Augmentation and the Monk’s Full Discipline both take the psionic power source and use it in a way that makes sense for those classes. It’s not just reading minds and moving objects without touching them, it’s full incorporation of psionic energy and channeling it to suit each class and role.
By making these classes available through DDI and Character Builder months before their release, Wizards has turned me completely around on psionics and I’m now a true believer who can’t wait for the PHB3.
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 2009. 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 was one of the very first articles I ever wrote for Dungeon’s Master. I found it amazing that one of the guys at my gaming table came up with such an interesting way to play his character (in this case, a leader). At first I was kind of upset that this player would be so selfish and not do his job. But the more I thought about it I realized that each player can play his own PC however he wants. If the rest of the party doesn’t like it, then that’s just too bad for them.
When I wrote this I’d only ever played a defender and striker. So even though I agreed with this player’s decision not to heal until a PC used his second wind, I didn’t truly appreciate his point of view until I played a leader. After that I was 100% on board with this attitude.
Too many players assume that the leader’s job it to heal them… and that’s all they’re supposed to do. It’s these players more than any others that I think need to adopt the second wind first behaviour. Until you can appreciate the leader as an equally important part of the adventuring party and not just your personal medic, taking this kind of extreme view to healing is the best way to make your point.
Comments on the original article came down on equally on both sides of this debate. I think in the end it comes down to how the you want to play your PC if you’re the leader and for everybody else it comes down to an issue of respect for the other role and classes in your party.
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 2009. 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.
The concept of the dungeon crawl has had a great deal of debate since the release of 4e. The design of encounters in 4e, has changed the nature of the dungeon. Rather than a large, traditional-style dungeon that players explore five feet at a time, dungeons in 4e are more about large set piece encounters. The dungeon is little more than a series of hallways connecting the rooms that drive the plot or adventure forward.
The focus of this article was to debate whether the dungeon crawl could be removed in favour of a skill challenge. The article generated a great deal of discussion amongst the community. Looking back on those comments it’s apparent that the community has a great deal of interest in trying out new concepts. It was also apparent that there is a great deal of passion and debate about how this classic aspect of Dungeons & Dragons should be handled.
Without desiring to launch an edition war, we decided to bring this article out of the archives for a second look. There are a great many concepts presented that we at Dungeon’s Master will be following up on in the new year.
From April 7, 2009 Dungeon’s Master once again presents: Taking the Dungeon Out of Dungeons & Dragons.
Greatest Hits 2009: D&D Lego
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 2009. 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.
I’ll admit that the title is a bit of a tease since the article isn’t really about Lego at all. It’s actually about playing in a campaign that relies on a story and characters that everyone knows and loves, as many of the Lego inspired video games do.
The more I’ve thought about this approach to gaming the more I think it would be a lot of fun. The more popular and familiar the setting, story and personalities, the more interesting it would be to adapt it into a D&D adventure.
Of course, if following this kind of established story feels too much like railroading then I suggest you take a look at our article Playing a Recognizable Archetype. Sometimes it’s fun to just take familiar characters and then let the story unfold in a completely unexpected way.
Whether you choose to try either of these approaches to D&D or you just conform to the traditional way of building characters and campaigns, you should always strive to make your campaign exciting and your characters memorable – even if they were drawn from somebody else’s imagination.
As a side note, for those who might be interested, I’ve since completed both versions of Star Wars: Lego as well as Batman: Lego. And even thought I’m a huge Batman fan, I must admit that not knowing where the story was going and who I was likely to encounter (like I did in the Star Wars games) really made it feel like something was missing. I liked Batman: Lego but not nearly as much as I did Star Wars: Lego. Never underestimate the comfort of familiarity.
Greatest Hits 2009: Are All Gamers Fat?
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 2009. 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.
Sterling may not post often at Dungeon’s Master, but when he does he certainly knows how to generate discussion and debate. In this article he looked at the type and quantity of snacks our gaming group consumed during a night of D&D. Although this particular night was atypical for our group (although not by much) it’s sadly the norm for many other groups out there. There’s a reason that the fat gamer stereotype exists.
Once a week our group gets together to play D&D, and while we play we eat some of the most unhealthy snacks available. Sure they taste great, but as six intelligent guys with over 30 years of university and college education between us you’d think we’d realize just how bad this decision really is. If we were teenagers with raging metabolisms we might be able to get away with this kind of weekly binging, but we’re all in our mid 30s and have careers that mostly involve sitting and typing for 8 or more hours a day.
Sterling is a pharmacist in real life and has extensive knowledge of the working of the human body. By using our group as a case-study it certainly opened our eyes and with any luck it hit home with a lot of our readers. We still eat junk when we play, but since running this article we have (tried to) cut back. Most of us have switched to diet soda and on occasion we actually have healthy snacks. I don’t think Sterling expected anyone to change radically after reading this article, but if it generated discussion and got gamers taking stock of their snacking situation then I think it did its job.
So as we stuff ourselves with Christmas turkey this holiday season, keep this article in mind as a cautionary tale. The occasional indulgence may not be so bad as long as it’s not your typical behaviour. If you eat a lot of junk during your weekly game, make sure that your diet the rest of the week is a little bit healthier.
Greatest Hits 2009: What’s a +1 Sword?
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 2009. 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.
The idea of giving names to magical items really struck a chord with our readers. This article quickly jumped to the top of our analytics and still remains one of our most popular and often read articles.
Many of the people who commented on the original article agreed that PCs should cherish their magic treasures and not just treat them as portable wealth. By naming items, the players become more attached to their sword or wand. It becomes more important to the player and enhances the role-playing.
Other comments suggested not immediately revealing a magical treasure’s true power or potential until the PCs either identified the item or had an opportunity to use it. After all, if the PCs don’t know that it’s a +1 sword then they have to call it something else. This is certainly a reasonable approach, but my experience was that by not revealing the item’s power up front – at least out of game – then the PCs waste a lot of time identifying items, not to mention the havoc of recording an unidentified item in Character Builder.
Another comment about scaling power in magical items reminded me of a campaign we ran a couple of years ago in which our DM approached things very differently. All the PCs found or earned +1 items early in the campaign. Then as the PCs leveled up, the items would get more powerful. This way a PC who became particularly attached to their +1 sword didn’t have to trade it for something better as they got more powerful.
The day after running this article we ran another article about magic items. The follow-up explored the pros and cons of introducing Intelligent Magic Items into your campaign. So whether your sword got a name because you named it or because it already named itself, PCs should never have refer to their weapon as just a +1 sword.
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 2009. 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.
With the movie The Hangover just out on DVD I thought it timely to run this as part of our 2009 Greatest Hits. I still haven’t had an opportunity to use this idea in my campaign but I’m always looking for the right time to spring this on my regular group. If you’ve tried this kind of adventure, please let us know how it worked out in the comments below.
We received some great feedback after we ran this the first time. One reader rightly pointed out that this kind of adventure works better with players who are more interested in role-playing than just killing everything. After all, if the PCs are more the hack and slash types then there wouldn’t be much of a mystery as to what they did the night before. They probably fought and killed everything in their path and need only follow the bodies and blood trail to solve the mystery.
It occurred to me afterwards that the Forgotten Realms novel, Azure Bonds by Kate Novak and Jeff Grubb is structured in pretty much this exact way. The hero, Alias, awakens in a dark room without anything other than a strange glowing azure tattoo on her arm. But in her case she’s missing more than the last 24 hours; she’s got absolutely no memory of who she is or how she ended up in the room where she awakens. It’s an excellent read and if you can find the novel (which is unfortunately out of print) I highly recommend it.
If you’re watching The Hangover on DVD this holiday season, think about how you can adapt it into a D&D adventure. There’s plenty of great material in there to work with so multiple viewings may be required. Sit back and enjoy the ride.