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06-11-2006, 10:36 PM
| | Member | | Join Date: Jun 2006
Posts: 2
| | i suggest trying to find some already made adventures on the net.
im doing one called the burning plague. id rate it decent but get better quests after that one
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i like this things hair----
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06-12-2006, 02:59 AM
| | Exalted Member | | Join Date: Dec 2004
Posts: 50
| | ive been a dm for years on and of but my recent campaign has been running for about 4 years and the pcs are all getting quite powerful now , i think the real trick to good dm ing is to allow the players to decide the route they take thru your world and when you have a goal in mind let the players feel that it was their decision to go down that route .
in several campaigns ive played in the dm has forced the point and lost player interest ,even to the point where in one the group has made a decision to go the other way no mater what, not much fun
so my dm tip is - let the players think that they are incharge even tho they most definately are not.  | 
06-12-2006, 03:10 PM
|  | Exalted Member | | Join Date: Aug 2004 Location: Near the house that Elvis built
Posts: 577
| | | Good NPCs The importance of NPCs has been mentioned before but to add a couple additions to that, I offer the following:
Give some of your NPCs (ones that aren’t necessary to a plot or story line) more than just a name. Keep them in a handy folder. Build a background and history for them, much like a PC would have. This way if the players take a mini quest or side quest or go in a totally UNplanned direction you have some pre-built characters and atmosphere available. It gives you the ability to better flex with the party. You don’t necessarily need a lot of them but having a wide diversity of types/classes definitely adds to your flexibility.
Role-play your NPCs by doing such things as a character voice for them or personality quirks (not overly obnoxious ones mind you). I had created a Sverfneblin gnome NPC. One of the party needed a component for making a magic item (they wanted to have made) that could best be found in the Underdark. Perfect chance to use this NPC, and it ended up leading to an additional side adventure that the party enjoyed. I used a certain “small” voice whenever that character spoke, it cracked the group up (I’m 6’4”). But since the NPC had an interesting personality, it endeared him to the group. So much so that when they got ready to leave they begged him to join them.
NPCs don’t have to have a lot of magic to be interesting or powerful. Knowledge is sometimes THE most powerful thing about an NPC. A wise sage of an NPC who is “the” person that knows the secret of (fill in the blank) can be quite interesting or powerful indeed. Maybe it is the connections or contacts they know within a certain powerful circle of people. I have seen where DMs tried to make an NPC awe inspiring through the magic items they were laden with. That often leads to the typical “Monty Haul” mentality some campaigns fail into, i.e., it takes a lot of magic in order to be powerful.
__________________ UNCOMMON VALOR WAS A COMMON VIRTUE | 
04-28-2007, 05:01 PM
| | Member | | Join Date: Apr 2007
Posts: 10
| | | A good thing you can do as a DM to get in on some of your fun is to make a character to be your persona in the game.
A thing that can make it more interesting for players is unique things thrown into the game. In one campaign I introduced a dwarf who was a professional "bar brawler" and had him trash an establishment that the players were staying at. Isandor Odinhammer was never forgotten, and the players still bring it up. Another campaign I introduced the character, the fool. He was a court fool serving the king. He was trying to help the queen with some errand and recruited the party for help. In order to get past the gate guards, HE turned and kissed one of the MALE players. He always talked in rhymes and riddles. He is another character that was not forgotten. I also try to personalize animal companions. A wolf-dog might always say "You know you love me." Whenever he gets into trouble or wants something. It helps keep loose humor. Another wolf was "hopper" and liked to jump a lot. Things like that make the campaign more interesting and fulfilling to the players.
One of the greatest techniques I used to inspire drama in the campaign was to show the players a really powerful NPC, have it travel with them and help them out. It was critical to the plot, because the NPC was on a rescue mission and needed the player's help. They tracked down and rescued the prince, but during the escape the NPC sacrificed himself so the others could get away. The NPC had been the party's "leader" throughout the campaign, and now they were lost and disillusioned. Then something amazing happened. One of the players stepped forward and filled the gap. He started to get the players to do things again. That campaign was the best I ever ran out of over eight campaigns.
Always have a back story. In the above mentioned campaign, the NPC hero wasn't always a good person. He had a bad history. When the players found out about it, they questioned him, and his ability to lead them on the rescue attempt. This creates tension in the story. The players are unsure of the people around them. (Can they be trusted?) It helps to break up the focus so that every session isn't just a rush to the next plot device.
Never be afraid to pursue a tangent. The side quest might be more exciting than the actual mission. Especially if the players are more involved.
Epic events happening around the characters helps the players to feel as though they are playing in a living world, instead of a static environment that only reacts to them, never instigating events on its own.
To other people: Good advice all around, hope others can make use of my contributions. | 
06-14-2007, 11:19 AM
| | Member | | Join Date: Jun 2007 Location: Chicago Ridge
Posts: 6
| | This might of been already said but you should let your PC's freelance every once in a while. That means haveing your PC's do things away from quests so it doesn't get too repetetive  | 
12-11-2007, 11:59 AM
| | Member | | Join Date: Dec 2007
Posts: 12
| | Adventures Have a highly detailed adventure, what monsters are where, NPC's and their personalities, and be willing to throw it all in the garbage because someone decides to stab the mayor instead of hunting down the evil dragon...
And also be ready to stiff arm the players for info. If they ask for info you don't want to give, ask them how their character would know.
Finally, make random dice rolls for no reason, it keeps the players on edge  | 
01-10-2008, 05:08 PM
|  | Member | | Join Date: Dec 2007
Posts: 40
| | | Gonna read all asap, but for now, lemme throw a few bits.
In my point of view, the Dungeon Master is...
... NOT the dragon breathing fire at them
... NOT the mage (later lich) who keeps plotting against them
... NOT the paladin who tries to enforce good laws on them
... NOT the assassins hired to kill them;
"them" being players.
But a dungeon master is
...the intelligence of dragon that decides to breath them fire
...the persistent evil and ill-will of the lich who decides to end their life (or worse)
...the good-will and code-enforcing thoughts of the paladin
...the will of the person who hires the assassins.
So a DM shouldn't be the force to face players but the way or the tool that this force shows.
Do not try killing them! If you want to kill them, this ends campaign and upsets people. This means you, sir DM, fail.
Do not throw easy stuff on them just not to risk their necks! If they get over everything with ease, there won't be much fun in leveling (for combat) or thinking (for non-combat) to resolve ordeals.
My best advice is to keep the "difficulty" at medium as default. In some places, take it to a lower one. For example, the first time the mage gets Fireball and feels happy, you shouldn't bring out a fire giant (ha! single enemy AND fire subtype. FACE THIS LOSER! SEE HOW YOUR FIREBALL WORKS! LOL!!111!!1) nor suddenly involve them in a quest to fight just skeletons or goblins (3 fireballs and quest completed!) Instead, take them to a, say, Bugbear camp with goblins as workers. This way, there will be places where the mage will really help the group with his fireball, yet unable to "solo" the place. Sometimes, you will take the difficulty to a higher level. So they finally meet the blackguard that they've tracked? Well, it is time they meet someone to match their strength. Give the blackguard a few good items, plan his levels accordingly (a little powerplaying won't hurt anyone) and throw in some nifty minions and see how your players do! Do not overwhelm, be smart.
For items and magic, I think the most important thing is: be balanced! Do not let PCs with loads of magic while your NPCs have none or vice versa. Decide and later evaluate your world. Remember, your word is final. You can make Fearun a place with little magic or flood with it! For your ebil goons, do remember that the players will prolly be getting their hands on the items so think twice before giving that +3 Vorpal Bastard sword to your NPC. Make it so that they'll get items from big fights, but don't swarm them with items. If you use it too much, magic will be boring and not special -at all-. A good idea is making items to work with only the goon. Sarevok's Sword or a moonblade are good examples.
For enemies, categorize them. First, there are the unimportant standard goblin, standard skeleton etc. They have no bearing and die in numbers (or not in case of a standard nightwalker). Strong or not, they are meant to.. die. Another type meant to die is a stronger version, but still a standard of a creature. Like some Axin' Squad of goblins near Wonderwood. These creatures wield masterwork weapons and armor and few even have healing potions with them! Certainly they will be more of a threat and it will be exciting for players to meet them. Feel free to add some character to them. For example, these goblins may have some sort of warcry that they use in battle (in gameterms, they have a barbarian level and enter rage)
And there are "leader" types (that we sometimes refer to as "named" creatures). This Goggku is more than your standard goblin with his fiery axe and several types of potions, or your Vande, the vampire with monk levels wielding the kukris Glim and Glam with deadly grace. However, they are to die as well. Accept this fact. Consider them as a slight intimidation to PCs and to give them the feeling of.. accomplishment. Remember to give some character to these. In fact, this is much more important than their equipment. If Goggku just attacks and dies as another goblin, then it's just a stronger goblin for players. An important point is flashiness. Make Goggku rise amongst goblins and taunt the PCs, describe how he draws his axe (and how it bursts into flames as he shouts a warcry and charges, also boosting the morale of nearby goblins). Let Vande carry out a speech about how he has found the way of immortality a great way to perfect his spiritual sense.. and that he perfected his martial arts as well. He may even be waiting for the wolves he called and charge with them. With stuff like these, you make your PCs will be talking about these characters and will remember them. They will die, but do not worry, you will have plenty opportunities and have unlimited variation capacity!
Another one is a recurring villain. This guy will be a pain in the back for players! He will mock and taunt them, he will be mocked and taunted by them. But however hard the PCs fight, this villain will escape and be back for revenge. A good keyword here is undeath and reserruction spells. What I mean is, start the villain as a local necromancer. The PCs fight their way into the graveyard and bang the door, sure to find the necromancer. However, only thing they find is a note, which is actually trapped. Later, they run into him again and foil his plans once more, stopping him from charming young girls in the village Safehaven for who knows what evil purposes. Once more, they trace him. The villain gains power. PCs find a person who survived his attack on a village, informing the PCs that only a certain weapon may slay him now. So the PCs take an adventure to find this blade, get back, find the guy and kill him. Over.
or, is it?
Actually, it was the necromancer himself that told the man this information (he could even use a magical guise and deliver the info himself. Remember Koveras) and this weapons true power was to let him rise as a Lich. Now the lich starts plotting and his first target is surely the PCs. One day, the PCs may kill him. Maybe, it will be the reverse.
These sort of villains must not be many in number and all be well-thought characters. Consider law-chaos alignment axis here.
Lawful ones obviously make good recurring villains, since they are plotters, thinkers and stand back and let others do the job.
Chaotic ones are actually very good as well, they may not plot but show burst actions to damage the PCs, then go away.
Neutrals are somewhere between. Neither they are as plotting as lawfuls, nor they as instinctively active as chaotic ones.
Whatever you choose, think over this character well, as if it was your PC. Think about his background, his motives, his future plans etc. These villains make campaigns fun!
These are what I can think of right now. I'll surely be back for more;P | 
01-28-2008, 05:22 PM
| | Exalted Member | | Join Date: Jul 2007
Posts: 83
| | From looking at all the advice I think you guys have covered everything....except one thing I note that everyone missed.....and its probably the most important thing of all....
Make the campaign setting rich. What I mean by this is put in history behind everything that you create in the world. There should be nothing in a DM's campaign setting that does not have a history or story behind it.
Create that huge battle that occurred in the past that affected the entire realm...then separate every single little town, place, ruin, npc, temple, road, lake etc and give each of these history...maybe life after the Great Battle has forever changed....maybe it hasn't...but what ever you do have something prepared and if you don't write down what you advise to the PC's when you "wing it"....this is very very important for making the campaign world "rich". Names, events and history is what triggers memories with the players and therefore creating the sense that their characters belong. This is vital for keeping them enthralled and engrossed in the adventure.
When it comes time to have a rest and let another one from your group DM do not stop writing ideas down and creating your campaign world. There are so many things in every day life that can give rise to ideas. Write these ideas down, on restaurant napkins, on word during lunch breaks at work, in between TV shows etc. Just basically keep the ideas coming...some of my best ideas have come to me during odd times....so just keep those "creative juices" flowing.
Most important thing is that the DM is the story teller and the sole person for triggering the players imagination. As soon as you lose sight of this Dungeons and Dragons becomes just a game of chance and you might as well go and play Yahtze...
Have fun and Good luck.  | 
06-17-2008, 12:11 AM
| | Member | | Join Date: Jun 2008
Posts: 4
| | | Wow this thread is *great*. I've learned a lot just reading through it.
One thing I like to do is leave everything very open. The PCs should be driving the campaign as much as you. I never really force the PCs back on the path. I can always reuse that dungeon in a future session anyhow, or even somehow incorporate it into the current one.
I plan out my world to a certain extent, but I can't be expected to make detailed notes for every forest, bartender, and sewer. Sometimes PCs throw a curveball and end up going somewhere I didn't plan for. I love it when this happens. Sometimes these are the most rewarding sessions, so long as it doesn't happen every time. When I end up having to wing it, I make sure the PCs don't *know* I'm winging it. I try to make their random detour to the thorp of Harsberg seem as well-planned as the ruins of the late King Dorp's castle I spent all Saturday afternoon designing. I also take notes on these random detours to incorporate into my main World binder, so that everything stays consistent.
Sometimes new PCs, or people who've never had a decent DM before, aren't used to "thinking outside the player's handbook" and I have to subtly (*very* subtly) push them towards it. Again the goal is to make everything look natural.
Basically, for me the essence of DMing (besides having fun of course lol) is making it seem like you're prepared for anything the PCs throw your way, and that your world is a concrete living place that's existed forever, not a random assortment of quest-hooks and dungeons. | | Thread Tools | | | | Display Modes | Rate This Thread | Linear Mode | |
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