| Post/Author/DateTime | Post |
|---|---|
| drkknight3203-24-07, 05:56 PM | I figured that this sort of thread can go with all the other 1,001 things. Remember to number your tips! |
| tryco03-24-07, 06:00 PM | 1) don't force things. your PC won't like it when they are forced. |
| GrimshofHighSorcery03-24-07, 06:45 PM | 2) Never allow your PC's to use something from a book that they do not own, or you do not own. 3) Always come prepared. |
| WilwarinAndamar03-24-07, 08:18 PM | 4) Make sure the players are well-fed and get plenty of sleep. Tired and hungry never makes for a good D&D session. |
| Onikani03-24-07, 08:22 PM | 5) do NOT run a DM PC |
| KillerVole03-24-07, 08:24 PM | 6) No matter your opinion of DMPCs, don't use them in your early games. It's just too hard to run a PC and all the NPCs at the same time, while involving the players. 7) If you ever need to have an IC conversation with yourself, use two different postures or accents, so the PCs know who's talking. |
| HarlequinHelsing03-24-07, 08:28 PM | 8. Immediately outlaw everything from this thread (http://boards1.wizards.com/showthread.php?t=753033). |
| Karish03-24-07, 08:33 PM | 9. For first-timers: Use modules, a premade world, and use the PHB, DMG, and MM only. You can start splatbooking and building your own stuff after one or two sessions, maybe an adventure or two, once you get to know the ropes. |
| Elodia703-24-07, 11:39 PM | 10. Start the players at level 1. It gives you time to get used to the basic abilities and spells before things get exotic. 11. Keep the early adventures simple. Level 1 PC's aren't world famous, usually won't be consorting with kings and Emperors, and decidedly won't be the last resort for saving the world from certain destruction. |
| TwiddleStootch03-25-07, 12:04 AM | 12. When doing your first combat encounters, start it out easy and work your way up to harder stuff as you get a feel for what your PCs can handle 13. Be patient, DnD can go slow at first, but once you and the players have a good grasp on the rules, everything will go much faster and smoother. 14. DO NOT RAILROAD. This is important for DMs old and new, no player likes being forced into doing something, and it is all to easy to force your players in to that awesome new story arc you came up with. |
| KillerVole03-25-07, 12:09 AM | 15. Don't use villains who are too powerful. Remember, your players won't come back if they all die in the first session. |
| HarlequinHelsing03-25-07, 12:12 AM | 10. Start the players at level 1. It gives you time to get used to the basic abilities and spells before things get exotic. 11. Keep the early adventures simple. Level 1 PC's aren't world famous, usually won't be consorting with kings and Emperors, and decidedly won't be the last resort for saving the world from certain destruction. Wow. Couldn't agree more. My first campaign, I started the PCs at level 9. That was a catastrophe. Great advice there. |
| Hakar_Kerarmor03-25-07, 12:16 AM | 16: When preparing an adventure, define problems, not solutions. If the PCs need to cross a ruined bridge, describe the bridge and its surroundings, not how you think the PCs should cross it. 17: Keep it simple. Races and classes from the PHB, simple monsters, simple adventures, etc. 18: Don't let anyone on these boards force their own playing style on you. |
| tharivol26603-25-07, 12:46 AM | 19) as 17 and 11 before me keep it simple 20) read the rule books through cover to cover twice. 21) keep your books right next to you at all times for referencing. 21) follow the wealth by levels table rather than the random treasure tables. |
| Gilganarz_the_reporter03-25-07, 01:05 AM | 22) For Pun-Pun's sake HAVE FUN. If you or your players are not having fun, something's wrong. |
| revnk03-25-07, 09:49 AM | RULE ONE: Treat your players as you would want to be treated if you were playing. The rest of these rules, to paraphrase the Talmud, are commentary. |
| Cthulhu312503-25-07, 10:47 AM | 23). Always aim to kill at least one PC per session, so that they know who's boss. 24). Always have enemies use sunder to remove the party's magic items. Mordie's Disjunction also works well (get it in as early as possbile with an Adamantium Horror). 25). Make sure there are lots of instances where the party have to swim, especially if there are fighters in heavy armour. 26). Players love very, very long dungeons with traps in every corridor, and very complex riddles that they must solve before they can progress. Be sure to include lots of these. 27). Catch the party off guard by using advanced/class-leveled monsters, for example, Kobold blackguards. 28). Make liberal use of spells such as charm person and dominate person, anything that gives you an extra degree of control over the party's actions. 29). Don't be afraid to fudge rolls. If the plot demands that the party's fighter takes full damage from that spell, make it so! |
| Sajek03-25-07, 11:16 AM | 30. Don't do anything from this thread: http://boards1.wizards.com/showthread.php?t=808553 |
| TwiddleStootch03-25-07, 12:35 PM | 23). Always aim to kill at least one PC per session, so that they know who's boss. 24). Always have enemies use sunder to remove the party's magic items. Mordie's Disjunction also works well (get it in as early as possbile with an Adamantium Horror). 25). Make sure there are lots of instances where the party have to swim, especially if there are fighters in heavy armour. 26). Players love very, very long dungeons with traps in every corridor, and very complex riddles that they must solve before they can progress. Be sure to include lots of these. 27). Catch the party off guard by using advanced/class-leveled monsters, for example, Kobold blackguards. 28). Make liberal use of spells such as charm person and dominate person, anything that gives you an extra degree of control over the party's actions. 29). Don't be afraid to fudge rolls. If the plot demands that the party's fighter takes full damage from that spell, make it so! :uh-huh: I can only hope this is a joke. Which is in rather bad taste as this is not a joke thread. |
| drkknight3203-25-07, 01:46 PM | :uh-huh: I can only hope this is a joke. Which is in rather bad taste as this is not a joke thread. Lol I concur. Although. I do kinda agree with the trying to kill at least one party member each game. It makes the game alot more fun and it gives the players that sense of "We're really going to die if we screw up" |
| Evil DM Mk303-25-07, 02:00 PM | 30 (or 22):Just because the party bypasses somthing does not mean that you can't use it later. If the party decide to attack some bandits you mentioned in passing rather than the cultists that you had intended then to find out about don't throw out the cult's stats and lair. Make some bandits and have them act as resorce hutner's for the cultists. You do enough work as it is! ((Oh and 27 bares remembering)) |
| TwiddleStootch03-25-07, 02:55 PM | Goblin Frenzied Berserker FTW :D |
| RetiredThief03-25-07, 04:39 PM | 30. Plan encounters that have a 'gas peddle.' Let's say you want to attack the party with 20 goblins, but are concerned that might overwhelm them. First, have them encounter 5 goblins. As they dispose of those, feed in another 5. If the players are winning too easily, feed in the goblins faster. If the players are having a rough time, dribble in the goblins one at a time. This works because it is far easier to defeat 20 goblins one at a time than it is to defeat all 20 at once. Plus, if the players are getting slaughtered, you can stop the inflow of goblins alltogether. The players never need to know there were 20, rather than only 12, and it's fine in the game so long as they wind up challenged and having fun. |
| KillerVole03-25-07, 05:37 PM | 23). Always aim to kill at least one PC per session, so that they know who's boss. 24). Always have enemies use sunder to remove the party's magic items. Mordie's Disjunction also works well (get it in as early as possbile with an Adamantium Horror). 25). Make sure there are lots of instances where the party have to swim, especially if there are fighters in heavy armour. 26). Players love very, very long dungeons with traps in every corridor, and very complex riddles that they must solve before they can progress. Be sure to include lots of these. 27). Catch the party off guard by using advanced/class-leveled monsters, for example, Kobold blackguards. 28). Make liberal use of spells such as charm person and dominate person, anything that gives you an extra degree of control over the party's actions. 31. Ignore everything in that quote, or do the opposite. 32. Only fudge in ways that make things more fun for the players. NEVER fudge to kill a PC. |
| ant1ers03-25-07, 06:41 PM | 33. Read this (http://boards1.wizards.com/showthread.php?t=471897)thread. Take notes. |
| Imatash03-26-07, 01:32 AM | 34. The death of a PC should be a dramatic event in a heroic action. The best campaigns are a host of near death experiences where the PC's are scared out of their minds, have half the party stunned, unconscious and bleeding and all looks hopeless but somehow the party survives. They should be talking about that session's battle for the next few weeks until the next night they narrowly avoid death. Hopefully at the height of the battle your major villians are also wondering if it is time to fight another day. 35. Stupidity is the one exception to rule 34. Remember Player Characters die....:) Imatash |
| danielinthewolvesden03-26-07, 02:21 AM | 10. Start the players at level 1. It gives you time to get used to the basic abilities and spells before things get exotic. Level 2 is slightly better as the chance you will accidentally kill a PC is roughly halved. 35. Have one of the Players run Initiative for you. 36. No EVILs, and no CN run as sociopaths, either. 37. No disruptive PCs- no stealing from the party, no PKers. 38 Railroading is OK for the first "getting the party together" meeting. After that, keep it to a minimum. 39. Other than the "first getting the party together" set-up game, aviod the tempation to have a game where the PC's are captured and stripped of all their goods. 40. Have FUN, it's a game. |
| Chrome_Golem03-26-07, 03:53 AM | 41) Remain flexible; PC's will always come up with stuff that you never considered and will rarely follow the course you envision. It's going to happen so you might as well learn to adapt when the need arises. 42) Allow PC's to attempt the improbable. Players don't want to hear that they can't do something (we all hear that enough in real life); apply a realistic difficulty to the action and than apply rewards or consequences. Hero's do improbable things all the time and succeeding when the odds are against you is very dramatic and rewarding...If you succeed that is. 43) Don't be too brutal to PC's. Having a character die sucks, it happens, thems the breaks sometimes, but if happens too often than players may feel picked on or get frustrated (or possibly even angry). 44) Use charms and dominations cautiously and sparingly. Players want to feel in control of their characters fate and taking away that too liberally sucks. This same logic applies to when PC's are taken prisoner; a prison break makes for exciting times around a gaming table, but spending 3 hours of game time sitting in a prison is about as dull and frustrating as things get. Never take away a player's free will over their characters without some way for them wrestle it back. 45) Don't punish players for being creative or "thinking out of the box". If you shoot down every idea because it dosen't fit your plans or vision of an adventure you're players are going to feel pretty fatalistic about attempting anything, and it will show at the table as frustration and boredom. 46) Don't make every encounter an exploitation of characters' weaknesses. For example; if your party has low will saves and good con saves don't make all of your encounters have a large emphasis on will saves. Such things only make players feel persecuted and fatalistic. Allow the party to mop the floor due to their strengths once in a while, and keep a balance in between, and every once in a while hit 'em where it hurts, your deadly encounter will be far more dramatic that way. As a DM you are a creator of challanges (some of which with deadly consequences) not an enemy of your friends around the table. |
| Large Gnoll03-26-07, 04:58 AM | :uh-huh: I can only hope this is a joke. Which is in rather bad taste as this is not a joke thread. I thought it was pretty obvious it was meant to be a joke ... at least: i found it was pretty funny. I thought D&D was about FUN ;) |
| Alastor_Sevryn03-26-07, 01:42 PM | 47. Don't capitulate. If a PC gives you crap, flex your DM muscles, but exercise discretion. 48. As was said...never railroad. I played in a campaign once where the DM railroaded, and wouldn't let anyone do something if it went against his plot. It's no fun 49. Be careful with gold. too much or too little are both bad things. 50. Don't be afraid to kill a PC. Don't go out and paint a bullseye on someone for the sake of killing them, but don't worry if someone dies. 51. Find a balance between taking it too seriously and not seriously enough. It's a GAME, but it's also your responsibility as DM to make sure your party has a good time. These are all things i've learned through my short time as a DM. one thing, I tend to go against the status quo, and use a DMPC. The DMPC is probably one of the best plot devices in existance, but when used with reason. For example, when my campaign goes to combat, my DMPC is the one who runs off and clears the way for the party after the fight, that way, they have time to heal/recover a little bit. He only goes into combat when: 1. I don't DM (co-DM'd campaign) 2. More than 2 people are absent, and the group is heavily outnumbered. |
| Herald@Large03-27-07, 07:33 PM | 52. Don't try to DM when you're drunk, stoned or ill. 53. Don't play favorites, especially with your SO. 54. Confiscate all cellphones and lock them in the freezer. :D Also turn off the television and ban video games during play. 55. Don't rely on your players to feed you -- bring your own munchies. 56. If you're hosting the game, make sure you've got enough chairs (including one for you that supports your back). Also clean the bathroom! Make sure there's soap and towels and plenty of TP. (a shot of air freshener doesn't hurt either). 57. Allow smoking at the table only if everyone is OK with it. 58. Get a good night's sleep the day before the game. Also SHOWER! Clean clothes from the skin out and brush your teeth! 59. Learn to say "no" and stick with it! ("No, your paladin may not have a Holy Avenger sword at first level".) 60. Learn to say "yes". ("Yes, you can use that broken-off chair leg as an improvised club. In fact that's a very good idea.") |
| Zicka03-27-07, 07:36 PM | 52. RUN a DM PC! or you will be left out of roleplaying:mad: |
| Ack03-30-07, 06:20 AM | 52. RUN a DM PC! or you will be left out of roleplaying:mad: Ignore the above until you have a few dozen games under your belt. Really. It's always tempting to fudge a few rolls in your 'personal' NPC's favour, until suddenly he's three levels higher than everyone else and has twice as many magical items. And then it's very hard to explain why he's adventuring with these losers. So DON'T DO IT. Not at first anyway. |
| arkwind03-30-07, 08:03 AM | 52. Make sure you have accurate descriptions writen for each room dont try and do it as you go along !! 53. you dont have to tell the pc's the dc and ac of everthing, its more fun if they dont know how high they have to roll |
| Hakar_Kerarmor03-30-07, 10:37 AM | Ignore the above until you have a few dozen games under your belt. Really. It's always tempting to fudge a few rolls in your 'personal' NPC's favour, until suddenly he's three levels higher than everyone else and has twice as many magical items. And then it's very hard to explain why he's adventuring with these losers. So DON'T DO IT. Not at first anyway. 54: Ignore DMPC debates on this forum. |
| tharivol26603-30-07, 10:39 AM | 53. you dont have to tell the pc's the dc and ac of everthing, its more fun if they dont know how high they have to roll or the attack bonuses. The best moment is: DM: the creature attacks *rolls in open and gets a 4* Uhh...what's your AC? PC: 19 DM: Okay that hits *rolls damage* PC: Whaaaa this was a third of fourth level party at the time |
| Ack03-30-07, 03:28 PM | 55. If a creature is capable of mopping up the party in one easy session, either give it a reason (beforehand) for not killing them immediately, or insert something that will (should!) allow them to gain some sort of advantage. Not an easy-beat, but by using their hard-earned skills, they might be able to do an end-run around it. This will encourage them to think laterally and work out tactics. |