Archive for DM Tips

Off the Rails

So, venerated old Dungeon Masters, how the fuck do you prepare an adventure–let alone an entire fucking campaign–without the players derailing it at every turn? Seriously, I wanna know! (So, leave a comment below.) Unfortunately, I have yet to be led to a blog that details in ten easy steps how to see the future and I’m sure as hell not gonna plan out every possible scenario the players could come up with. (My adventures are doomed to be derailed, then…)

How, then, can we keep the dice rolling seamlessly, making it appear to the players that we planned everything ahead of time?

Prepare

Over-preparing for your game is okay if you prepare the right things. There are three things that need to be prepared in advance: the relevant location, NPCs, and relationships.

1) Location:

Flesh out the location where the adventure takes place. Who lives in the area? Is it a hostile location? What’s the climate like? Is there rulership over the land? Think of scenic locations from movies and tv shows that you wanna use. How would you describe it to bring it to life? What are the important elements that you’re trying to show to your players? Most importantly, what is the location’s history? The people who inhabit it don’t need to know the history but you still should.

2) Non-player Characters:

NPCs are one of the best ways to bring a location to life. Everyone knows people in real life (unless you’re a hermit living on the moon) therefore we can relate to characters in a game if they have realistic characteristics. Non-player characters need history, emotion, relationships, motivation, and maybe a unique personality trait or physical feature. Add several NPCs to the location you have fleshed out so that when the player characters come strolling in they have unique people to interact with. At least two or three of the NPCs need a strong motivation to help drive the PCs to action. Build the campaign around the NPCs that the players have the strongest reactions toward.

3) Relationships:

How are the NPCs connected to one another? How are the player characters connected to the local folk? Perhaps one of the PCs grew up here, or passed through a few years ago and remembers the name of a couple of locals? Establish connections–especially with the player characters–to give them a reason to engage themselves in the story. The players are already invested in your game, but their characters need to be invested as well so that their stories will make sense.

Improvise the rest

Now that we have a location, unique individuals inhabiting it, and character relationships, it’s time to let the creative improvisational juices flow. When you know your NPCs and what their goals are, it’s easy to improvise their actions during encounters. The great thing about having NPCs with different motivations is that they sometimes conflict with the PCs. Improvise the direction of the story based on how the PCs react to the non-player characters, as I previously mentioned. The train won’t derail if you keep building new rails under it.

Don’t hold back

If you have an interesting idea pop into your head, use it! Don’t save it for a future campaign, throw it into the stew now! Sort the mess out later. Make the game fun, interesting, and exciting whenever you can. Throw a dildo–er, twist–at your players every once in a while to catch them off guard. Be confident with your improvisational skills. Don’t second-guess yourself. Make mistakes; that’s how we learn and grow. Good players will respect you for putting yourself out there for them.

Go forth into the world and gather your players! Roll the dice, for life is full of opportunity, if we but take the chance!

P.S. Edit:

DawnforgedCast just uploaded a video that relates to this, so I thought it appropriate that I direct you to it.

Weekly YouTube Spotlight #3

What I love about 4th edition:

Dungeons and Dragons 4th edition has had more than its share of criticism, but I can’t help but feel that some people have made an emotional decision about it rather than giving it a fair shot. I have the core rulebooks, and I’ve played several times. My favorite aspect of 4e is the amount of work that went into it for dungeon masters. Preparation time is minimal compared to other roleplaying games, making it very easy to learn and play, and giving DMs more time to work on other things.

I like to think of D&D 4th ed. as a “Superhero D&D” because of the high level of power and epicness each character has. Evey class is seriously like a fantasy superhero! It might not be the most realistic set of rules for an RPG but it’s nice to just have a bit of epic fantasy fun!

This week, Dungeon Master Johnny (a.k.a. YourDungeonMaster) tells us why he loves 4th ed. and gives us some tips for making combat even more streamlined. As he says in the video, his group just started playing 4e again and they agree “it’s good to be back.”

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Don’t forget to subscribe to YourDungeonMaster if you like his channel! You can also find him on facebook as DungeonMaster Johnny.

GAMERS! What do you like or dislike about the 4e rules? (Share but please respect others’ opinions, as there is no one way to play an RPG.)

Horrify Your Campaign!

If you haven’t read it yet, I recommend reading 5 Ways to Engage Your Players before continuing…

Now that you have the players’ attention, it’s time to scare the hell out of them!

WARNING: Not for the faint of heart

The night grows late. One of your fellow adventurers has gone missing along with several villagers from Teldrin’s Gate. The frightened townsfolk gather at the local tavern, Giant’s Hammer, looking for answers but none are forthcoming. You stand near the bar as you are hammered by a hundred inquiring minds. You have no answers for them but your eyes find the door as farmer Welkins enters the tavern. He appears absent, his skin white as an alabaster lamp.

“So.. much.. blood..” he murmurs. One after another, the villagers fall silent as their gazes fall on Welkins.

“So much blood!” he repeats, beginning to panic. “Agh!” He falls to his knees. “What is happening!?” He shouts in a crazed stupor. “This is so wrong! There’s so much blood! We’re all gonna die!”

His insane babbling continues for several moments before your companion eventually saps him, laying him low and unconscious. It’s then that you notice the dark sinewy substance on Welkins’ boots. A trail of bloody footprints leading from outside the tavern.

You muster up enough courage to go to the door and peer outside into the night, but nothing could prepare you for what you find.

Every street, every building–everything–is covered in a dark, thick, red liquid that glistens in the moonlight. Blood drips from rooftops. Thousands of bone fragments litter the street. Dozens of eyeballs dangle from the tree in the center of town square, staring accusingly at you.

Surrounding the tree is a group of shrouded cultists droning a chant to some dark entity. The cadence of their hymn slowly builds, their voices joined as one. You begin to feel the negative energy generated by the foul ritual. Your knees feel weak. The ground begins trembling with great force until you can no longer stand.

The mantra reaches its zenith as the ground beneath the tree splits apart, bathing the cultists in an unnatural ochre light. You realize a veil between worlds has been torn open as the fissure spews forth a dozen ghastly creatures from another world. Their forms are vaguely humanoid but twisted by dark and terrifying forces.

Their eyes are void of–anything. They literally cannot be perceived by anything of our world. Staring into their eyes is like staring into another world, beckoning your soul to enter the void.

It takes all of your willpower just to pry your eyes from their captivating gaze. It then strikes you that there is no hope of vanquishing these creatures, only to save as many people as you can.

Or just save yourself…

Is your group right for it?

Not all groups are fit for playing in a horror campaign. Although the line between fantasy and horror is blurry at best, setting a mood of suspense and horror is much more difficult than generic fantasy. It takes the entire group’s cooperation to make it work. If a player doesn’t want to portray fear in his character, it can ruin the mood for everyone at the table.

Talk to your group and see if they’re willing to collectively create a horror themed campaign. Encourage them to build rich character backgrounds with motivations, flaws, and fears. Horror isn’t fun when the characters don’t fear anything.

Also, try to gather information about how much terror your players can handle. Not everyone has the same life experiences and some people might not be comfortable past a certain threshold of horror and horrific scenes. Learn when it’s time to back off, perhaps even taking a break from this style for a bit.

Immerse Yourself

If you’re going for the big ugly horror campaign, I would recommend watching your favorite horror movies and reading a Stephen King book right before you jump into your normal preparation. Get it fresh in your mind, the way the authors and directors depict horrific scenes. Pay attention to how the tension builds just before the unexpected occurs. I mean, why not learn from the best creative minds in horror? They know how to do it better than I do, so you bet I’ll be picking their brains for ideas and inspiration!

Strange and Unnatural

Pick any horror movie, book, play–anything–and you’ll notice that there is always something beyond the norm. A strange being, an unnatural occurrence, perhaps a mentally ill character who sees things that aren’t there, are all possible elements of a good horror story. What’s one of the most commonly used creatures in horror? I would venture to guess Undead–a fantastic example of something completely unnatural. The dead are supposed to stay dead… When you see a rotting carcass shamble across the room, stinking flesh falling from its bones, opening its decayed maw to make a meal of you, is your first thought “that’s perfectly normal”? Hell no, that’s not normal! But, at the same time you don’t want it to be something that the players are too familiar with. If they are familiar with it, twist it a bit to make it unrecognizable.

Also in a horror campaign, its common for the player characters to become fraught with unnatural afflictions, perhaps even losing a limb or an eye, or gaining one… What’s stranger than having an extra mouth grow from the side of your head, or a tongue growing out of your ear? Ugh, the image makes me shudder!

Ignore Stat Blocks

One of the pitfalls of running a good horror game is too much combat. When the players see a monster and hear “roll initiative,” they instantly switch their brains to tactic mode. At that point they see the monster as a stat block that can be defeated with dice rolls, and stat blocks kill the mood.

Savor the suspense, don’t rush the players into combat. Lead into it with subtle–or obvious–clues that build tension and anxiety toward the upcoming encounter.

Small Victories, Big Failures

The player characters might be the heroes of the story, but in horror they certainly will not save everyone, and they may not even survive themselves. Don’t plan a total party kill, but make sure the players get a sense that what they’re up against cannot always be defeated. They may have a few small victories here and there, but their failures will be far greater. Instead of saving the world, they might only be able to save a small village from destruction, or maybe only one person from the village.

It may also work to have sorrow and defeat throughout the entire campaign only to have a climactic and glorious ending with the heroes finally defeating their nemesis.

In Conclusion

Build your campaign to match yours and your group’s style. I’m only here to offer ideas and inspiration. Just remember its a game, and games should be fun. So, enjoy your campaign however you can and let me remind you that horror may not work for every gaming group.

GAMERS! Share your most memorable horror experience (gaming/movies/RL) or share your creative ideas for an in-game horror scene. I’d love to hear from you!