Showing posts with label DM Tips. Show all posts
Showing posts with label DM Tips. Show all posts

Taking Your Game To The Next Level | Acrylic Tabletop Map

When I started being a Dungeon Master I figured that I needed to get a dry erase grid map so I could draw out encounters and situations very simply so I did.  Now that a majority of my games have gone towards using Roll20.net for our sessions the days of pen, paper, and in-person seem to be a fading art. Or at least so I thought.

My 5th edition campaign meets in person and the DM came up with a great idea that allows you to have your battle grid and to have your battle maps all pre-planned and hidden. He took a sheet of clear acrylic Plexiglass and hand drew a grid onto it creating a thin, clear battle grid that maps could be placed under or can be drawn on with dry erase markers.

A few notes/tips:
  • Acrylic glass can be expensive depending on how big you want it, but places like Michaels or Hobby Lobby (other vendors are available) have coupons when you sign up for emails that can make it more affordable.
  • We found out the hard way that dry erase markers can remove Sharpie lines from the acrylic so if you're drawing on it be sure to draw on the opposite side that the Sharpie is on.
  • Normal battle grids are 1 inch by 1 inch.
While this does seem to be a bit of effort for a battle mat, if you want to create your own hand drawn maps without having to get grid paper this works well.  If you don't want to do this, there are still plenty of battle mats that you can buy for about the same cost as this project.

What You'll Need for this Project
  • 1 clear Acrylic or Plexiglass sheet
  • 1-2 Sharpies (or permanent marker of your choice) Fine Tip 
  • T-Square, Yard Stick or other long straight-edge
    • T-Squares will help ensure that you're drawing lines at right angles to the edge of the sheet.

Getting Beyond Random Ecounters | How To Be A GM

 
Most RPGs have an element of combat within them and as the GM; you are in charge of planning the strategy of the enemies.  The combat portion of an RPG really seems to be the point where the Players versus the GM mentality originate since the enemies are attacking the players with the intent to get rid of them.  With this in mind, a GM needs to be mindful that the combat situations set in front of them are not too simple that combat is a bore, while also making sure that the situation is not unwinnable (unless there's a purpose to that – but that will be addressed later).

As a GM, where do you start when planning combat situations or encounters?  Depending on the RPG you are playing, there may be tools out there to help plan out challenging encounters.  Since I know Dungeons and Dragons best, I know there are a few different tools to help plan out encounters for 3.5e, 4e, and 5e (D&D Next).  Each edition handles calculating difficulty of enemies a little different, so what may work in one edition may not always work for another.  Regardless though, each encounter should have some element of planning behind it.

Personally, I am not a GM that has encounters happen without a purpose.  If a party is encountering something, it is generally because there is some element of story behind it.  While there could be encounters stemming from anything, I tend to stray away from the world versus the player aspect where anyone or anything could become hostile at any moment.  This does not mean it is wrong to run your campaign that way.  Many GMs that I know use random encounters as a way to encourage the players to keep moving or as a consequence for an action.  For example, if a party member wants to go hunt for food, they may stumble across rival hunters that were hunting the same quarry, or possibly, they may try to take down something stronger than they are and combat may ensue.

Random encounters are a bit more difficult to plan since they do tend to be a bit more spur of the moment, but outside of that, most encounters can and should be planned out.  Bill Cavalier (@dungeonbastard on Twitter) tweeted a list of things that you should have when you plan an encounter: purpose, quick impressions, discoverable details, main obstacle, complications, outcomes, and connections.  Each of these should have some consideration to it and sometimes one facet will have more details than there was on a previous encounter. Just as an example, I will fill out a quick prep sheet for an encounter so you can get an idea of how to plan an encounter using Bill Cavalier’s method.

Here is the situational scenario: The party is searching for a shipment of coal that was taken by a band of goblins.  They know that the coal was in a handcart and they followed the ashen footprints and they can currently hear goblins talking/whimpering ahead just outside of the tree line.
·       
Purpose
o   Assuming the group approaches the goblins, they will prepare to attack since they believe that the party is going to try to steal their coal. (Note: There is a chance that the party may want to talk their way through this.  In that case the goblins want treasures and unwillingness will just make them angry and wanting to attack more).

·         Quick Impressions
o   The Goblins are mostly busy loading coal into an airship that seems to billowing thick black smoke.  There are 12 goblins, four are carrying bows (watching the tree lines), six are carrying shovels (treat as clubs), and two are in armor and seem to have some sort of weapon on their persons (they are standing on the airship directing the goblins with shovels).
·         Discoverable Details
o   There seems to be three carts of coal, all with the same company name on it “Sootworks”.
o   One of the 2 goblins on the ship has a book chained to his belt and he seems to be reading over it as the goblins load the coal (Book of maps/legers)
·         Main Obstacle
o   The party must get the coal before it is loaded onto the airship or before it flies away.
·         Complications
o   Once spotted by the archers, they will be fired upon and the effort to load coal will continue faster unless goblins are killed.
o   The airship has two loaded harpoons on it that can be used to fire at the party if it lifts off before they stop the m.
·         Outcomes
o   If successful:
§  They can discover that the book has a number of sales to them from “Sootworks” the group that sent the party over to investigate the stolen coal – Book from one of the Goblins on the airship.
§  They can deliver the coal back
§  Loot: 60GP, two shortswords, four poorly crafted bows.
o   If airship flies off:
§  They only have the information that there are three “Sootworks” carts left without any coal.
§  Depending on how quickly they flew off they may have left some coal behind.
·         Connections
o   Sootworks is the company issuing the mission.  Why would they be working with Goblins to sell coal and what would make the Goblins steal coal (if they even stole it at all?)

In general, this encounter would probably be best for a party that is at about level 3-5 depending on the system you are using.  However, the encounter is pretty well laid out here.  

·         You know why this encounter should take place (Purpose).
·         You know what things to mention about the situation before the encounter starts (Quick Impressions).
·         You know what details can be discovered by spot, listen, perception, etc. checks or from later checks when looting (assuming they are successful) (Discoverable Details).
·         You know the objective of the fight (Main Obstacle)
·         You know what will make the party’s objective difficult (Complications)
·         You know what the success and failure criteria are and the results of each (Outcomes)
·         You know how this encounter connects to the rest of the story. (Connections)

I would argue that there is a chance that the main obstacle might not always be story driven.  There’s a chance an encounter may have a Main Obstacle that whomever the enemy is at the time is standing between the party and their objective or possibly that the encounter may in fact be the obstacle that needs to be defeated to be successful.  In addition, I would say that with any encounter a total party kill (TPK) where everyone dies is always a possible Outcome.  Overall, though, if you fill out each in some capacity you can be sure that you create encounters with some sort of purpose.

We're Going on an Adventure | How To Be A GM


The prospect of starting a new Dungeons & Dragons (D&D) campaign (or any RPG campaign) can seem like a daunting task.  The idea that you are in charge of creating this big elaborate campaign, making sure you and the players understand the rules, and making sure you plan for everything (sort of -- we’ll get back to that later).  For some, getting past these things is one of the main things preventing them from starting a campaign.

While it does seem like a lot of work, it really comes down to one key part “is everyone having fun”.  Being the Game Master (GM) does not mean you have to be flawless in your approach to things, it means you are just the soothsayer that weaves the threads of this reality into the tapestry that is the adventure.  Becoming a GM, with some time, becomes quite an easy task. However, it will take a bit of time to hone your skills and to get the hang of things.

So where do you begin? Do you need a big adventure where your group of players will uncover treasures and slay great beasts?  Do you need to plan a new kingdom with details that would put any census to shame? Do you need to buy minifigures, dice, books, and more to supplement your campaign? Eventually you may want to do these things, but before any of that can happen, you really need to know what your players want out of this campaign.

Where Do I Even Start?
The question “what are you looking for in a campaign/adventure?” might be a tough one to answer for new players, but in general, if your player has played any sort of RPG (tabletop, video game, or otherwise) they can at least describe their favorite facets of the games.  Personally, I enjoy a good balance of combat, puzzles, and roleplaying, but I’ve had groups that are looking towards the next fight at all times and I’ve had groups that take combat in stride, but they tend to roleplay a bit more.
On the off chance that you don’t know your group or that you don’t really glean anything on what they look for in an RPG, you can still prepare puzzles, roleplaying and combat situations and see what your group enjoys the most.  The nice thing is when you meet up for the first time you do not have to have a large-scale adventure ready in your back pocket.  I like to make the first session or two be about making the group mesh together and slowly introduce the players to the environment that they’re in.

Most of the campaigns I have participated in (as a GM and as a player) have not had anything really barred or limited from the start, but this does not mean you cannot setup limitations though.  For example, if for some reason in your world has some variation of the Spell plague where arcane ability has ceased to exist; you may prevent players from playing arcane classes.  Something like this would require you to think a bit about your world before you start the character building process.


World Building
A majority of my campaigns that I GM for utilize the Faerun (Forgotten Realms) map, but they do not necessarily follow the lore from the books.  A few of the campaigns I have played in have existed in entirely homebrew worlds.  The awesome part of being a GM is you can make a world; however, you want it to be.  I have heard of groups using a map of Earth as their world.  Realistically, if you can imagine the world it can exist.

Your world can go beyond a simple landscape and city map.  If you want you can build stories into cities and flesh out details about town likes, dislikes, government types, how they feel about the government, how they feel about other towns, motives, etc. In theory your players are from somewhere in your world, so there should be a way to incorporate their backstories in as well.  Philippe A. Ménard (@ChattyDM on Twitter) posted a great way that you can get your characters into building a homebrew world/city.  Ménard’s system requires players to answer five, 2-tiered questions in order to flesh out some details.
1a) Name/Describe a Place IN the city 1b) Name one NPC linked to it.
2a) Name/describe a place OUTSIDE the city 2b) Describe a NPC/Rumor/Legend linked to it
3a) Suggest a Theme for the Campaign 3b) Suggest a City Event linked to that Theme
4a) Describe a person (Not necessarily humanoid) of note from IN or OUT of the city. 4b) What is your relationship with that person?
5a) Describe a strange Phenomenon in the City/World 5b) Describe its impact on everyday life.
By answering these questions, you have created cities, Non-Player Characters (NPCs), Lore/Legends or possible rumors to discover, and a few possible plotlines that can branch off into larger scale adventures.  Even if you as a GM just went through and answered these five, 2-tiered questions you could flesh out each metropolitan area in your world.

Building Characters
Most of the standard books for Dungeons & Dragons various editions have a step-by-step list of things players need to do to create their characters.  As a GM your role is to help facilitate that process, so they not only build their characters correctly, but so you also get them thinking about why their character is an adventurer or why they are where they are.

As a GM, you should encourage your players to be as elaborate as they’d like in their backgrounds so when they provide you the details you should in theory be able to take people, places, events, strengths, and flaws from their story and keep them in your back pocket to use later.  It is great to be able to throw a situation in where one or more characters have something at stake from their past -- something that they may not have shared with the rest of the party.  It also makes the player think about who they are as a character which should help them react to how their character would react rather than how they would as a person playing a game.

Naturally as a human playing a game, your instincts are to survive, but maybe your character is stubborn or wants glory so they’d be more prone to act dangerously.  By encouraging your players to create backstories, you encourage players to engage with their characters and you provide yourself with something that could make an appearance later.

The First Few Sessions
Once you have fleshed out your world a bit and once the players have created their characters, you can start considering a few things (either on your own or with the group).  Very rarely have I been in a campaign where all the characters have adventured together before, so as the GM you have to piece together stories to make all your players meet and give them a reason to stick together.

The stereotypical start is “You all meet in a tavern”, but I find it most challenging to try to think outside the box and come up with a creative way to make the group meet.  Once I have used a few times to the point that it is getting to be borderline cliché is “a nobility figure has a task and was suggested that this group be assembled to do a task for him/her”.  You can avoid this slight awkwardness by bringing the characters together for any reason, but sometimes it can feel forced.  Regardless, I cannot say I have ever seen someone have to create a new character because their character never ran into or teamed up with the rest of the players.

The first 1-3 sessions of a new campaign/adventure tend to be a bit more flexible and not always directly tied to a larger, overarching quest, but allow players to figure out how their character acts and how he/she interacts with others and to build a rapport with each other.  I have had characters change up a bit during the first sessions, but usually by session 3, I have got my character pretty well figured out so my actions from any situation would be consistent.

If you’re working with a group that’s never played before, these first few sessions are a great opportunity to start introducing combat, roleplaying, traps, puzzles, etc. and you should be able to gauge what your group prefers after these sessions are up.

The Plot Thickens
Each adventure is different and every GM runs adventures differently.  Some adventures go on for a session or two and others can last for year’s worth of sessions.  What is important is to try to keep track of new characters that you introduce because you never know when they could become useful later.

There are plenty of books which have the sole purpose of creating an adventure for you to follow and can be used as a catalyst for other adventures.  Just as it is for your world, your story can take players anywhere you can think of.  I have used books, movies, comics, and even songs as the basis for adventures, so if you need ideas you can find ideas anywhere.


To Prepare or not to Prepare
Simply put, be prepared for your plot to advance in some capacity, but you cannot trust that the players will find their way to your plot points in the way you expect.  As a GM, you can go into a session thinking you have everything possibly planned out and inevitably, a player will have thought about something that they wanted to do that you did not have prepared.  In situations like this, it is easy to railroad your players back to where you want them to go, but that makes the game feel forced and like the players are just going through the motions to get from plot point A to plot point B.

You do want to prepare for most situations, but a lot of being a GM is encouraging players to feel like they are making the decisions, when they may not be making that choice.  You may have planned for them to go into a tavern to investigate a group of bandits, but they may want to go out to the forest to collect some potion making supplies.  You can easily take much of what you had planned and have the situation stem from the forest now rather than a tavern and to the players it may feel like they just skipped a step to find the bandits early.  In theory, this could mean they missed some info, but it progresses the story and allows the players to complete an otherwise menial task.

Other times, you may have an idea that pops into your head mid-session and what you had planned may turn to just improvising.  Some of my best moments as a GM have stemmed from when I just have to improvise moments and ideas in the game.  At first improvising may be a challenge, but as you get pushed into situations where you have to improvise you start to be able to think on your feet a bit more.

Always Say “Yes”
One of the common rules of improv is that in any situation you should always say “Yes” to the situation provided.  This does not mean you literally have to say yes, but if a player asks if they can search for something in a room you can certainly allow them to do so regardless if there is something there or not.  For a GM, your role is to facilitate the story and make it progress how the players want, so if a player asks if their character can try and kick down a door, you can allow them to do that, but there will be consequences (positive or negative) from taking that action.

Another way to view this is that a player can try whatever they would like, but there will be varying degrees of success depending on their actions.  If a player wants to try and bank an arrow off a wall to stick an enemy in the back they can try it, but chances are there are enough factors that the shot may not reach their target. Nevertheless, if the player wants to take that chance you, as the GM should be able to figure out what happens after the resulting roll regardless of what they roll.

The Ultimate Goal
The best GM’s I have had enjoy controlling the story as much as they do playing.  The key to being a great GM is to make sure that the players are having a good time and that you are also enjoying the game.  There is a stigma about the GM that they are a villain. It is common to have the players versus the GM mentality, but really, the GM’s role is to ensure everyone is enjoying their experience. If a rule or class feature is causing trouble or is unnecessary, you can make the call to remove it.  Make the game as enjoyable as possible and no matter what happens, you can almost guarantee that your players will be looking forward to the next session every time.

Using the Craft/Profession Skill | Librarian


The Profession (Librarian) skill is slightly different than your standard skill only in that as a skill it

For those who are unfamiliar with 'skill tricks', they appear in The Complete Scoundrel book and their purpose is to allow a character to do a little more spectacular things because they have a certain level of ability in a skill.  For example, if your character has a prerequisite of 5 ranks in the Heal skill, you can spend 2 skill points upon leveling up to gain the "Healing Hands"skill trick which allows a character to heal someone 1d6 when they do a heal check to stabilize someone.

Initially, I thought the Profession (Librarian) skill could be one that replaces Knowledge (Anything) checks, but that would just let a player stack points in the profession and be a wealth of knowledge.  Next, I considered giving the player the Bardic Knowledge skill using the Profession (Librarian) skill in lieu of the bard level, but then that would make a player nearly-omniscient by level 10 (as even the hardest Bardic Knowledge check is DC 30).  So my compromise was that the Profession (Librarian) would on it's own do nothing but feed into a skill trick.
will not be horribly useful.  However, taking levels in it proves to be quite beneficial if you are a player that likes taking skill tricks in lieu of your standard skill points.

The skill trick, which I call "Wealth of Knowledge" [Mental] would allow a player with 9 levels of Profession (Librarian) to use the Bardic Knowledge ability using their own class level as a Bard would use his/hers.

I believe this is a good balance because it means a character cannot take this skill trick until at least level 6 which means a player can still choose to be a Bard and gain that ability earlier.  The rationale behind this skill is that a librarian that has been doing that job for a while will have picked up some obscure knowledge here and there so they could help provide similar information that a Bard would have picked up by traveling around and telling stories.

Using the Craft/Profession Skill | Sailor/Pirate

I was going through the SRD to to see what they listed as Professions and Craft skills and there aren't many things listed.  However, I did recall that one prestige class, the Dread Pirate, has a prerequisite for ranks in Profession (Sailor) so I figured why not address that.

In theory a character with classes in Profession (Sailor) has spent time on a  ship in some capacity, perhaps as a cabin boy/girl or perhaps as a general worker or captain.  Nevertheless, the character has spent plenty of time aboard a ship.  So what?  What benefit can be gained by a character being on the sea for longer than another character?  Is it worth spending skill points for flavor?

When thinking about what benefits would stem from a good roll in Profession (Sailor), I figured I would also address the concept of Profession (Pirate) as well.  While not seen as a profession in normal convention, the Profession (Pirate) really just is the Profession (Sailor) skill with different means to an end.  While a Sailor may be more prone to using diplomacy, a pirate would more likely stick to Bluff or Intimidate.  For the case of the buffs though, there really won't be much different between the two if your character wishes to take Pirate over Sailor.

As always, the DC can be set on DM discretion but I would also suggest continuing with a +5 per difficulty class (i.e. Easy = DC; Medium = DC+5; Hard = DC+10).  Depending on the roll, the following benefits could be given to someone who has ranks in the Profession (Sailor/Pirate) skill:

Skill BoostEasyMediumHardConditions
Swim+4+6+8General
Balance+2+4+6When at Sea
Climb+1+2+3When at Sea
Survival+2+3+4Catching Fish / Weather / Discerning North at Sea

The above chart would be the bonuses gained by rolling the varying degrees of successes.  The rationales behind each being:

  • Swim
    • In spending time on the open seas you will have figured that being able to swim is a life or death skill to have and as a result you are well-trained in swimming, or at least treading water.
  • Balance
    • The rocking of the ship over the waves is enough to knock over any "land lubber" but your time spent on the seas have given you a general advantage over being felled by the rocking of the ship.
  • Climb
    • You find yourself able to climb the rigging a little easier than the average person as you know where best to grab to get you up to the top the quickest.
  • Survival
    • Your time on the open seas have taught you how to catch food to survive, how to discern when a storm is coming, and how to use the stars to navigate.
These bonuses are situational bonuses that get applied to rolls, so as a DM you can choose if this ability applies daily, hourly, etc.  Another option is to apply these as synergy bonuses.  So if a player takes 5 ranks in Profession (Sailor/Pirate) they get the "Easy" level bonuses, 10 ranks gets "Medium" and 15 ranks gets "Hard" benefits.  Either way, this can give the player a little extra bonus for taking points in the Profession (Sailor/Pirate) skill.

    Using the Craft/Profession Skill | Tea Master

    This option can be used as either a Craft (Tea) or Profession (Tea Master) and can also be spun for any sorts of beverages that exist in your campaign (i.e. Coffee, Beer, Soda, etc.).

    The premise behind the Tea Master craft/profession is that with a little bit of time and patience that you can provide your party with a temporary boost based on the quality of the tea that was made. One of my players currently uses this as a Craft skill, so I've developed a chart that he uses to brew different varieties of teas.  I researched the different types of teas and gave them in-game effects that were beneficial, but weren't too game-breaking and that research turned into this:


    Tea TypeEasyMediumHardEffect
    Oolong+1+2+3Temporary Will Save Increase. Lasts 1d12 hours.
    White1d12 hours1d4 days1d2 weeksAlleviates Disease Effects (One use per disease contraction)
    Black+1+2+3Temporary boost to Dexterity based skills. Lasts 1d12 hours
    Earl Grey1d41d61d10Grants Immunity to Fear effects for dice roll hours
    Chamomile1d8+CHA1d8+CHA*1.51d8+CHA*2Gain Hit Points, Limit 1 cup/day
    Peppermint+2+4+6Temporary Diplomacy Increase. Lasts 1d8 hours
    Yellow2d83d84d8Gain Temporary Hit Points. Very Expensive.
    Pu-erh+1+2+3Temporary Fortitude Save Increase. Lasts 1d12 hours.
    Green+2+4+6Temporary Concentration Increase. Lasts 1d6 hours unless done in an hour long ritual then it lasts 1 day.
    Rooibos+1+2+3Temporary Increase to Will Saves against Mind Affects. Lasts 2d12 hours.
    Yerba Mate+1+2+3Temporary Reflex Save Increase. Lasts 1d12 hours.





    Bards FlowerDC 24DC 18DC 12Gain 1d4 CHA and -1d6 STR for 1 hour -- Mildly Addicting ( See DCs for addiction)

    The difficulty columns are based on a DC that is set by the DM with each additional difficulty adding +5 to the previous level DC. In theory the DC should start at a 20 so that a lower level character wouldn't make superior tea until they trained more in that skill.

    If you choose to implement this, you could require that teas be purchased or grown as to essentially treat them as a mundane potion-making ability. All the teas provide a benefit in some way with no repercussions except the Bards Flower tea which requires a Fortitude save to avoid addiction and the side-affects that come with it.

    Explanation of the Teas:

    Each tea has it's own benefits, most of them are straightforward, others require a little more clarification:
    • Oolong
      • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Will saves return to normal.  This does stack with items, but does not stack with potions.
    • White
      •  This tea temporarily stops the affects and the incubation time for any disease for the time based on the DC.
    • Black
      • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Dexterity skills return to normal.  This does stack with items, but does not stack with potions.  This tea does not affect your AC or Reflex saves.
    • Chamomile
      • Self-explanitory
    • Peppermint
      • Applies to Diplomacy checks
    • Yellow
      • Cost is up to the DM, temporary hit points do not stack so any ability that gives you more temporary hit points would not add to this total unless it is greater than the remaining temporary hit points.
    • Pu-erh
      • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Fortitude saves return to normal.  This does stack with items, but does not stack with potions.
    • Green
      • A ceremony would consist of uninterrupted meditation while preparing the tea, all characters benefiting from this ceremony must also meditate for the ceremony as well.
    • Rooibos
      • Temporarily gain the stat benefit for 2d12 hours, at the end of that time your Will saves against mind-affecting spells return to normal.  This does stack with items, but does not stack with potions.
    • Yerba Mate
      • Temporarily gain the stat benefit for 1d12 hours, at the end of that time your Reflex saves return to normal.  This does stack with items, but does not stack with potions.
    • Bards Flower
      • Fortitude save required when drinking it to not become addicted, DC decreases as the quality goes up on the theory that preparing tea with this flower is a delicate procedure and improper handling releases more addictive substances.
    If you would like further clarification feel free to comment, or if you have other teas you'd like to add you can try them out in your game as play-testing them is generally the best way to see if they need more or less power.

    Using the Craft/Profession Skill

    As most 3.5e players would probably agree, the Craft and Profession skills are really not utilized all that much other than for players who want to be able to make their own arrows or to hone their blades. While these are very useful skills to the fighter types, it does detract from the potential that those skills have.

    As a DM you should be able to allow your players to take any Craft and Profession skill and provide them with solutions to that skill to make them fun and useful skills that also add some depth to the characters.  As I build and elaborate on some Craft and Profession skills, I'll compile their links below.

    CraftProfession
    Craft (Tea)Profession (Tea Master)
    Profession (Sailor/Pirate)
    Profession (Librarian)

    DM Tips | Secret of Being A Good Dungeon Master

    Going across different D&D-based forums, one of the questions that I see a bunch is "what makes a good DM?" or "What do I have to do to be an awesome DM?" and there are a bunch of great answers out there, but ultimately it seems it really hinges on one thing.

    Is everyone having fun?

    That's really just it.  You could have the worlds finest storyteller, weaving intricate tales seamlessly going between story and combat, but if no one is having fun then you're missing out on the true essence of the game. 

    Even as I was typing that last sentence, I was thinking that having exactly that person would be awesome, but the reason for that is because that's kind of what I'm looking for in an adventure.  When I play a character I like a good balance of roleplaying along with combat.  I find it very enjoyable to be immersed into the game, but not all players are going to be looking for that.  I've written on this before, but it's still very true, if your group is more combat oriented and you're not providing them with combat, they may not enjoy the experience all that much.

    While I was reading Of Dice and Men: The Story of Dungeons & Dragons and The People Who Play It,  I found one section of the last chapter very inspiring and very well said.  The author, David Ewalt, and Frank Mentzer, author and writer for D&D, were discussing the question "What's the secret to being a good Dungeon Master?"  Mentzer's reply is very much the key to making sure that everyone enjoys the time they devote to D&D.  Mentzer says, "Emphasize priorities with you players, we all have, especially in this day and age, a very limited amount of time. So when you sit down at a gaming table, don't waste time on trivialities. Don't get bogged down in rule arguements,. Resolve them equitably and quickly and keep things moving."  He later goes on to say, "You must have your sensors out, find out what grabs people and cater to it. The ideal game is a player-driven game They are not acting in a play you wrote You are presenting a setting, you are the stage dressing and letting them come up with the play. And when the come up with a plot twist, you should be able to go that way full force, because that is what they want to do."

    The hardest part that a DM has is ensuring that they aren't putting up invisible walls everywhere and forcing the players to go down a per-determined path.  The players may not go where you expect them to go and as a result what you may planned may not be done.  Just as with life though, there may be consequences for straying away from the planned path.

    Overall, as long as you and your party are happy then your sessions of D&D will continue to be enjoyable.  Mentzer concludes their conversation of the secret to being a good DM with this thought. "Remember, the game master is part of the group, it is not an adversarial situation, though plenty of game masters run it that way. The game master has to be able to transcend his own desires and evolve. All the members of the gaming group - and that includes the game master - have to feel like they're winning."

    In my mind, as long as everyone is having fun, then everyone is winning.

    A Look Into Storytelling

    For the first time in my 8 years of D&D I will be bringing a campaign to it's full conclusion. In the past campaigns have fallen to the wayside without proper resolution, but my large group will be ending in an effort to get them to start their own campaigns that they can play more consistently.
    I tend to enjoy running longer campaigns that really deal with one large issue with smaller issues/excursions along the way. In the case of this group, over the course of 9 or 10 sessions I took a ragtag group who had never played an RPG and slowly introduced them to working as a party, to combat tactics, to using their skills to get around, all culminating in a dungeon crawl which will be leading to the denouement in their next session where it will be determined if they succeed or fail.

    While the end of a campaign is generally not the time to think about the storyline as a whole, one of my players pointed me towards a post that analyzed storytelling as a whole and it is pretty dead on. The Rage Against The Page blog explains the natural progression of a plot via 2 different diagrams (the 4-act and the 8-point). Both diagrams describe natural plot progression of any stroy, movie, etc. and are a great way to consider the storyline of a campaign/adventure. I particularly like the 8-point because it fits very well into the natural pace of any RPG adventure from the moment the party is formed to the "end". I say "end" because both the 4-act and 8-point are both cyclical meaning one end is just the start of the next story.

    The 8-point story progression (above) has, unsurprisingly, 8 points that are signified by 8 keywords (1. You, 2. Need, 3. Go, 4. Search, 5. Find, 6. Take, 7. Return, 8. Change) which all hold a much greater meaning that correlate very well to any story progression. As a DM each point will have some facets that you will have more impact on than the players, but ultimately when you look to start a campaign, you really just need to have point 2 locked down and most of the other points will start to fall into place. I'll walk through each of the 8-point story progression using the storyline of the campaign that is set to end next week.

    Point 1: You
    The point "you" is the point in which we find who the adventure is about. Ultimately this is the character creation portion of the adventure plus the "You find yourselves in a tavern.." start. This is where the characters are brought together to become a party, while they currently have no mission and no real direction of where to go, each player knows who they are and what they stand for and somewhat know the rest of the party.

    In the case of the large group 6 of them met as they were captured after all receiving invitations to the same party, 4 of them met up with them as the 6 were emerging from the forest where they were held. All of them had been invited to the party, but the 4 showed up late. Here we have a quick overview of the who in terms that there are 10 (at the time, now 12), but mostly because I can't keep track of everyone's class and race that is the overview I have.

    Point 2: Need

    The point "need" is an explanation of what is going on currently and a brief explanation of what makes this world tick. Most of the time this portion is the start-up exposition that explains the world you're in, the city you're in, and the location you've found yourself.

    In the case of the large group, this was simply that they had been invited to a party being thrown by the royals of Suzail (Faerun) and while heading to the party or while leaving the party they find that they've been knocked out and thrown into a cell with other members of the party forcing them to work together to get out of there.

    Point 3: Go
    The point "go" is the reason that the characters act. Something has happened or may happen that is driving action from the characters.

    In the case of the large group, the "go" kicked in a couple times because their initial "go" was them escaping from their cell. Once they escaped from that cell though, their new "go" was going to the royals who they were invited by and trying to figure out who might have kidnapped them and why they did that.

    Point 4: Search
    The point "search" is following the unknown number of leads and paths to try and figure out what is going on. This point is the driving action that is directing the party around. As a DM this is where you can throw in red herrings and misdirection if you wish, or you can leave it pretty open and see where the party wants to go. Personally, I am more of a fan of letting the party decide how they want to go about the "search", but if you have a party who tends to get off track or is going way off track you can throw the solution at them to get them on the right track again.


    In the case of the large group, their "search" started with talking to the king who had an errand to for the party while he found out more since the revelry had just ended. During their journey they discover an artifact hidden below a trap infested floor deep under the sea. Upon returning with the artifact they learn that the group that had captured them, the "Order of the Talon", and they had recently shown up to the area, most notably creating a situation when a member climbed into a tree boomed out a prophecy and then disappeared. Taking the artifact with them they travel up to a cathedral to find out more about a man called "Red Harvest" who had originally been found using this artifact. Their search leads to a grave of a man whom they find to be still alive, but when looking through the artifact it seems the grave was that of "Red Harvest" and it seemed to have been exhumed. They find the man across the world in Balduur's Gate and he reveals that he feigned his death to hide the fragments of a sword that was mentioned in the prophecy of the tree. He still had the pieces and give it to the party to keep it safe. They hide it in a cathedral since the pieces were supposed to return to the King who they had originally spoke to. In an effort they went to the place where the order had taken them originally and found a planar forge where the king, along with many of the order of the talon and an archdevil approached and took them captive. Now they have just barely escaped where they had been teleported and they don't know what they will find.

    Point 5: Find

    The point "find" is the action of fulfilling "need" no matter how it was arrived at. Since the large group has not quite arrived here yet, I don't quite have a great example, but soon they will arrive at this point.

    Point 6: Take

    The point "take" is a bit of a misnomer because it somewhat means what was taken from the events, but really it is the price paid and the overall taking in of what had happened. So in the situation of a standard adventure, stepping into the final battle, the "take" could be that 1 of the party members died, but you ultimately defeated the evil thus freeing the world from his/her/its grasp. It almost seems like the best description is that a major change must happen for the "take" to occur.

    Point 7: Return

    The point "return" is literally the return from whence you came, it could be for glory, it could be to face your past, but either way you are headed back to your origins. At this point the party would return to whomever issued the quest and collect their pay, or return to wherever needed saving and reap the glory, or perhaps even the party must return back with their heads hung in defeat as they were unable to win that tournament.

    Point 8: Change

    The point "change" is a time where you look at the character from point "you" and see what is different. Perhaps there is literal change in terms of maturity and growth based on the transpired events, or perhaps it can be taken in hindsight. Perhaps you could look back and say, if I knew what I did now, what would my character had done differently. Yet even still, perhaps the character's "return" point puts them in a place of great power or respect, now what actions do they have to do differently as a result of what has happened.


    Looking back to the earlier part of this post, I has mentioned that campaigns and adventures meet their "end" and I mentioned how the lists are cyclical. Where it ultimately arrives at is this cycle of points can be as small as a fetch mission to as large as an entire 3-4 year adventure. I find myself treating each session or sometimes set of sessions as it's own 8-point cycle, because going to get someone a gem from the next town over and overthrowing a goblin king can will go through the same process and regardless there will be some "change". It may not always be a good change, it may not always be a large, impactful change, but the joy of roleplaying a character over a length of time is that you find that they develop likes/dislikes, tenancies, fears/suspicions based on previous events that most people sitting down to play D&D the first time rarely have.

    As a DM your role in the game is to write the background and let the players write the action, the drama, and the comedy, with your assistance of course, and over the course of time you'll have found that you may have gone through this cycle plenty of times, but ultimately, each cycle will be the building blocks towards a large cycle. It seems to me that within the 8-point system, that many 8-point cycles exist in "search" until you ultimately reach the major find that begins the great denouement to the end of a campaign. Thought my large group may not realize it yet, they are about to reach that final "search" before things get crazy and things for their characters will "change" forever.

    Creating a Villain: Annihilation?

    One of the main facets of any campaign is having a character that players want to defeat. Something about their demeanor brings players together in order to defeat them, but it isn't always about hate.

    In 101 Dalmatians (1996 live-action version), Roger is working on his game and presents it to a company that has a young boy play-testing the game. After playing the game and determining that the game could use some work, Roger asks, "What if there were a better villain? You know, someone you could really hate?" The boy replies, "It's not hatred that's important. It's a desire to annihilate."

    That got me to thinking about what really goes into a good villain for a D&D campaign. While I agree that hatred alone cannot be the cornerstone of a good villain, is saying that a desire to annihilate is all that a good villain needs? A good villain tends to have some layers around them that make them more than just a flat character, because it is hard to hate a flat character. For example, in 101 Dalmatians, it is easy to hate Cruella de Vil because she, in general, is a horribly rude and insulting person that goes out of her way to demean everyone around her. She also has a desire to kill innocent puppies so she can be more fashionable and doesn't care how the furs are acquired. Cruella is a typical Chaotic Evil character that has layers that make someone watching 101 Dalmatians not even feel a bit of sadness from her demise.

    Does this mean that the people watching 101 Dalmatians have a desire to annihilate Cruella de Vil? Arguably yes, but I also see that the word "annihilation" does not seem to encompass the actual sentiment around a villain. While frequently the sentiment that a villain must be destroyed for their actions (particularly in RPGs) not all villains are so easy to do away with. For example, Darth Vader is without a doubt an evil character from the Star Wars franchise, but I don't think he had a moment where you wanted to see him annihilated. Perhaps it was always because he had someone around him that seemed a bit more hateable, be it Grand Moff Tarkin or Emperor Palpatine both of those 2 seem much more deserving of annihilation. With this in mind, is a character's desire to annihilate really indicative of a good villain or is it something else?

    Ultimately it seems in RPGs as well as in video games that the ultimate goal is to annihilate the villains, be it through mini-bosses or general exploration, but along that journey, the villain must do something to provoke this desire. Whether it's Ganondorf stealing Princess Zelda, Handsome Jack from Borderlands 2 who berates you and tries to kill you at any moment so he can unleash the ultimate warrior to rule the word, or GLaDOS who crushes your soul and forces you to do tests and kill your only companion for her own amusement, the villain always provokes wrath. So while a desire to annihilate tends to make its way into the picture, a villain generally finds a way to provoke that feeling, and that may be one of the more complicated things to determine when creating a villain. So the question may not be what should the villain do so the players hate him/her, but rather, what sort of things will the villain do to incur the wrath of the players and could potentially lead to the villains demise? Just remember, when a party meets with a villain, it doesn't have to be the final battle.

    DM Tips: Be Prepared


    As a DM you are expected to have a certain amount of material prepared for a gaming session. Preparations include plot, NPCs, and potentially combat, but what happens when things don't go in the direction you expected? Some DMs would choose to make almost a world border to keep players on track (not my favorite thing to do, but it's sometimes needed), but in theory it shouldn't be an issue if your party strays away from the expected path. Inevitably the party will come up with things that you didn't plan for and you really can't prepare for it. However, your party doesn't need to know that.

    Baccob's Blessed Blog brought up what he calls the DM's "Oh Sh!t Sheet" which is basically a sheet where you have NPC names, encounters, traps, and rewards all setup in case your party steps off the predicted trail. This sheet will provide enough info for you to roll with the punches and hopefully your party will never notice the difference. While it is useful to have names, encounters, traps, and treasures on one sheet, realistically you can customize it to what you need. Perhaps you're well-versed in coming up with names on the fly, but you tend to trip up on characteristics, then generate out some that you can easily roll for. Partly as a way to make NPC interactions more realistic, I found myself creating a set of character generation tables based on regions in Faerun. So with a few rolls I can create NPCs with different skills and dispositions in a town so when a player asks if there is a magic shop in town, I can roll up a character to see if there is and ultimately if there is that character may be helpful or non. While I don't have the full sheet on hand the table was something like this:

    Race
    Human 01-40
    Dwarf 41-55
    Half-Elf 56-70
    Halfling 71-80
    Half-Orc 81-87
    Elf 88-95
    Gnome 96-00
    Occupation
    Merchant 01-30
    Blacksmith 31-40
    Tavern Worker 41-50
    Hunter/Fisher 51-60
    Guard 61-70
    Clergy 71-80
    Commoner 81-95
    Royalty 96-00
    Merchant Type
    Common Goods 01-40
    Weapons/Armor 41-60
    Magic/Enchantment 61-80
    Potions 81-00
    Demeanor/Attitude
    Hostile 01-15
    Unfriendly 16-30
    Indifferent 31-70
    Friendly 71-90
    Helpful 91-00

    Regardless of what you put on your "Oh Sh!t Sheet" be sure that you are at least slightly prepared for things to go off track. This doesn't always mean you need this sheet, in some cases it will be better to direct the party back to the plot at hand, but it can't hurt to have your sheet ready so NPCs can direct the party back to the plot rather than setting up barriers that prevent characters from steering away from the conflict.

    DM Tips: Speeding Up Buying/Selling

    In the couple weeks week, all 3 of my active campaigns have had at least one session where buying/selling goods has taken up a major chunk or all of a session. While some of those moments were entertaining and allowed our character's to show their true nature, other parts just turned into, "oh yeah, I need one of those too" moments. While getting new and improved items are a great part of adventuring and a part of D&D that should not be overlooked, it does seem that there has to be a better way to do it without it detracting too much from the adventures.

    What really caused me to think on this more is simply because buying/selling took between 1-3 hours to complete, which is a pretty major amount of time to devote. To be fair, I could put everyone on the honor system for buying and selling goods, but this takes the ability to use appraise and barter down some prices which is always a nice part of the game. The biggest issue with taking so much time for buying/selling is that it takes away from the session and tends to cause distractions. My large campaign is in a situation where we only meet once or twice a month, and if we take up around a third of the time we have buying equipment, it really hurts the path of the adventure. The tricky part is that this element of the game can't be removed just for the sake of time because it really would take an element that is game-changing. Luckily, I have a couple solutions that have worked in the past for other DMs that I've played with, but hadn't really considered utilizing until now.

    Authorized Spending Limit

    One of my campaigns came across the issue where buying/selling took almost an entire session to play and as a result we found that just wasn't how we wanted to spend out time. As a result, our DM put in place what I'm calling the "Authorized Spending Limit" where you can sell anything at 75% of it's value on your own time (provided you were in town or would be shortly) and you could buy anything as long as it cost less than 2000 GP without the DM's interaction. Anything more would need to be rolled for to see if it exists and then could be purchased if it did. If a player wanted to roleplay out the purchase of an item, they would have to request it prior to the session so it can be addressed prior or in a small amount of time in the beginning. This method puts the control mostly in the player's hands because it opens up the possible treasures they could find while keeping big purchases under control.


    Shopping List

    Players can only buy what they submitted on their shopping list for the session. In my large group campaign, the buying/selling portion of the session took forever because of the "oh yeah, I need one of those too" mentalities. I would say that this method is pretty extreme because it does create a limitation for players because they have to really have a plan ahead mentality for this to work. this is a possible solution, but I would try other methods before this one.


    Outside Session Purchases

    If the players are all connected via social media or even if you meet in person more frequently than during game sessions, this may provide a solution. In this method players make a majority of their purchases outside of playing time. This allows players to barter if they want to and it also takes a majority of purchases out of play-time meaning if there are any stops for goods it should only be a couple minutes of bartering and that would be it. This provides the openness of a player actually interacting to get goods, but also makes sure that when you get to meet that most of the time is spent on adventuring and plot rather than on bartering for a +1 enchantment or a mundane bow.


    As all my advice tends to be, trial and error is probably the best way to find what works for your group. The issue of Buying/Selling time generally isn't as big of an issue if you meet on a weekly basic (or even more frequently), but if your group meets less frequently, it is nice to get as much of the adventure into the limited time frame and leave purchases to primarily outside play and a little bit of in-game purchasing when needed.

    DM Tips: Keeping The Game Organized

    For any campaign, keeping organized and staying organized are pivotal to creating a good campaign. Regardless of what happens during your campaign it is important to document what has happened, important people, places, and things, and even details that have been brought up from character backgrounds (provided you don't have their full backstory already). All of these things could become relevant in the future and could potentially cause plot holes if they aren't addressed properly. With any campaign, there is always a chance for a DM to have to retcon or go back on what they said based on a plot hole, but with proper organization and documentation this sort of thing can be minimized as much as possible.

    There are a few different ways that I keep myself organized when I run my campaigns especially since I'm involved in a variety of campaigns. For each campaign I do my best to document anything I deem to be relevant and I try to write down plot points that I want to hit during the upcoming sessions. Between the 2 campaigns I currently DM for, I find that my methods of staying organized are quite different for one campaign, I keep a journal of what the party has done, what week they did it, and their plans for the next action so I can plan accordingly. On the other hand, my other campaign is documented and planned entirely online so I can access it from anywhere in case I have a spur of the moment idea. Both ways work equally well and really it comes down to what works best for you and your party, but here are a few things that I utilize for my campaigns that I find successful.

    Google Drive

    I currently utilize Google Drive for much of my planning for my large D&D group as well as for notes and encounter tracking. Google Drive offers both a word processor and a spreadsheet option that become quite valuable since they can be saved and accessed from any computer or device. I find that the word processor is great for documenting what has happened during the adventure and also works great as a place for my GM notes since I generally have my computer nearby since I use Roll20 for mapping purposes in both my campaigns. The spreadsheet is great if you want to put all the basic stat information onto one sheet and be able to track initiative, HP, AC, and more of the encounter. This could easily be done with pen and paper, but I prefer to do it this way because it also allows you to document what the party has encountered along the way.

    Roll20

    Early on I invested in a physical re-usable map, but I found it broke the players immersion when I had to erase the board to draw the next area. As a result, I found that using Roll20 for in-person meetings works just as well as online meetings because I can easily connect it to a TV and have the map presented to the party. Also, Roll20 offers a great set of audio tracks that help immerse the party as well. As well as these tools, there are also initiative trackers, HP trackers, and more that can be utilized to keep all the info in one place, rather than on separate pages.

    Folders

    It may seem like common sense to keep all the character sheets and note sheets in one place so no one comes to a session unprepared, but it does happen. In order to avoid that (and partially because my party didn't trust themselves to hold onto them) I brought along a bright red manilla folder along for the players to pick-up and drop-off their character sheets, spell lists, notes, etc. so that I hold onto them. It is easier for the person organizing the session to remember to bring all the sheets than to have every player be responsible for their own sheet (especially if you have a larger party). If you don't care for the one person holds all method, you could also get some cheap folders during back-to-school time and give them to your players so they can keep everything together and hopefully when they see it they know to grab it before a session.

    Journal/Notebook

    While Google Drive is an option, it does have a flaw that it does require internet access which could potentially create an issue. If you live/play in an area where the internet is unreliable, it may be best to grab a notebook and document everything by hand. While it may seem archaic in the age of technology, it is pretty nice to be able to pick it and have access to your notes instantly rather than having to wait for the swirling ring of doom to load the page. Think about this too, a journal allows you to make sketches as well so if you're really ambitious your notes could start to end up looking like the Grail Diary from Indiana Jones.


    No matter what you choose to do, you want to customize it to work for you. There's a really good chance that I overlooked some really useful tools, but this is just a taste of what you can start utilizing if some organization is needed. Best thing for all of these, is that they don't have a really big cost impact. I would bet that most people have paper lying around their house and even an old folder or more that could be re-purposed, but even if you don't the cost to get them isn't much more than a dollar a piece. If you do want to keep it free though, the top 2 options are probably going to provide the best bang for your buck since they're both free.