| Post/Author/DateTime | Post |
|---|---|
| Dylan0211-20-05, 05:13 PM | Hey anyone got any good tips for keeping a game running smoothly, keeping players in line and winging it without losing realism in campaign worlds? J |
| hammer_hand11-20-05, 05:28 PM | Everything said at the table is IC and anything stupid, such as a joke at an NPCs expense, is said out loud by the character, this should keep talking down to what it needs to be for the game! |
| fatal error11-20-05, 05:30 PM | Hmmm, for winging it, there is no better advice than these two pieces (at least in my experiance): 1) Know your campaign setting both A) better than your players, and B) incredibly well. This will allow you to roll with the punches and keep everything consistant in the world. 2) Don't be afraid to let your PCs do something unexpected. This goes somewhat hand-in-hand with #1 in that you need to know your setting well enough to be able to adjust it for PC actions. If the PCs want to take out what you had thought could be a major plot-point, let them, then think up a new way to introduce those plot lines. Winging it can easily turn from open-endedness to overt railroading as you try to play heavy-handed damage control on PC actions. And, since you don't have an adventure planned, this railroading won't even be all that fun. |
| Dylan0211-20-05, 05:38 PM | the last DM i played under used to say "story line always comes first over rules" but this meant if we did something unexpected, which i often do it had potential to spoil his story line so he simply wouldn't allow it to happen. one of the reasons i don't play with him anymore. J |
| Number One Tira Groupie11-20-05, 05:45 PM | What I've always thought is if you need to keep those fools in check, maybe you need some new fools. That said, make the players add to the game. Let them design things for you. NPCs, PrCs, cities, whatever. Than, use them in the game. When people see their own work in a game, they usually don't want to mess it up because its THEIR work they are messing up. Always Amiable, Deshawn Williams The Number One Tira Groupie |
| Dylan0211-20-05, 05:52 PM | I Have Just Left Those Fools. And I Want My Next Campaign To Run Smoother. I Was An Assistant Dm/player In The Last, Which Fits In With What You Were Saying About Letting Players Contribute. But I Kept Finding All My Good Ideas And Magic Items Ruined By My Co. Dm, Or Being Blatently Overuled During Game Play By The Main Dm, Who Was A Pc At The Time. J |
| Ryven11-20-05, 06:01 PM | The all important "Don't Be An Asshat" rule. IE If your party is comprised of Chaotic Good Holy Liberators, don't make a Lawful Evil Mind Bender. Or stealing the entire party's treasure. Or crafting your character to do things better than the Specialist caster/ranger/ect. Pretty self explanitory. Asshattery=bad. Simple respect goes a long way in a D&D game ^_^ |
| Tiran11-20-05, 06:08 PM | Everything said at the table is IC and anything stupid, such as a joke at an NPCs expense, is said out loud by the character, this should keep talking down to what it needs to be for the game! That rule severely pisses me off. |
| Hochiu11-20-05, 06:26 PM | I usually maintain a similar rule to the "All things said to the IC at the table" rule, except when they say it is OOC before hand. They can't make a joke at an NPC (or God's expense) and then quickly say, "Oh, that was OOC." This is the rule that is operating at every time, regardless of play, any time someone plays in the Dungeons and Dragons world that I have created. The rule reads as follows: “Every feat, race, spell, prestige class, variant rule, et cetera is subject to change or removal at the discretion of whatever recognized DM is running that time. In such a case a rule or mechanic has been permitted and has later been determined to be either incompatible or overpowered, then it will be modified or removed. All characters (PCs or NPCs) that use the rule or mechanic may be required to adjust to said change. The DM however, as an obligation to keep this ruling to a minimum unless it is in the interest of campaign flavor and is appropriate to the setting.” My reasoning behind this is that some things that may seem like a good idea at one time may turn out to be a bad idea in use. No grandfathering also maintains a consistency with the game setting and prevents people from abusing the letter of the rules if they choose not to respect the spirit. It may not be what you were hoping for, but I find that it cuts down on people trying to abuse the rules. |
| mrshupizdumaterinu11-20-05, 06:39 PM | Hey anyone got any good tips for keeping a game running smoothly, keeping players in line and winging it without losing realism in campaign worlds? J Yeah. Don't have house rules. |
| Dylan0211-20-05, 06:58 PM | Yeah. Don't have house rules. Thank you for that valuble comment. I refuse to believe that you don't have any house rules, you must do something your own way. |
| Malruhn11-20-05, 07:15 PM | I tend to be very easy going - and will listen to ANY idea. That being said, I am the DM. I make the rules and my final ruling is the FINAL ruling. Now, with THAT being said - I am not God. I am not right ALL the time. If we BOTH agree that I have screwed something up, I will make changes to make things right. If I get screwed over for my ruling, bummer. If you get screwed over, I will make sure that you are satisfied with my ultimate decision. |
| Bowlich11-20-05, 10:27 PM | Don't keep your campaign setting an obscure mystery to the players. A very big problem that I see with a lot of incomming DMs is that they don't have their setting fully fleshed out in their heads and so they realy on trying to keep everything a 'mystery', by denying the player common knowledge about the world that the character would probably know. Instead, make sure that you know a good deal of the world and be ready to have to improvise when the players start wandering outside of the limits of the world that you've planned. Don't attempt to hide the world from the players but if they ask, fill the player's in on everything you can about the world--the local politics, organizations, the geographical layout from one town to the next. A well informed player is a player who can roleplay his place in the world, a poorly informed player is typically frusterated. |
| Retinal Haze11-20-05, 10:44 PM | Yeah. Don't have house rules. Sorry but thats assinine. House rules are what dnd was founded on and what its built on today. Home settings all that business Here is a house rule or practice thats really great and adds to excitment in battles. You have chips or counters of some kind. We call them character points. You reward them when someone does something really cool, or stays in character a long time, or does something memorable or beyond the rest of the group, like doing a character portrait or a backstory. You can use these character points to either buy xp, or add the value of a d6 to any role (this can be done only twice on any roll) We average the xp reward for a traded in character point to be around 50-200xp depending on your characters level. They werent handed out freely but could come in really really handy. If you really really wanted to make that one attack you would use them, if you really wanted to use that skill check you would use them. It would basically make the game more epic and got rid of having to hand out bonus xp for good roleplay or an awesome idea or something. Loved it. |
| mrshupizdumaterinu11-21-05, 02:50 AM | Thank you for that valuble comment. I refuse to believe that you don't have any house rules, you must do something your own way. Hmmm... let me see... Nope, not yet. To be honest, I am working on some stuff for the setting, but it won't be messing with any part of the system, but would rather expand it, in form of new feats and classes and such. Still, that's far off, since first I have a tendency to run calculations on the power of those variants and then run through the playtest just to be sure. Anyways, one thing you SHOULD stay away from are those table rules. Some of them are common sense - "roll where I can see the dice". Others are just retarded "NO OOC SPEECH DURING GAME". Largest group is simply scary "No hitting other people"... "Wash yourself before session"... You need to say that? If you want a serious answer, making the game run smooth is entirely in the hands of players and GM, and not of house rules. Personally, I have none of those "how you should act at a table" rules. I laugh when one of my players makes an OOC joke. I make jokes myself. No one in the game is insulted if someone says "Gay" instead of "Fay". Hell, I think we've made at least a 30 min break when the two players who played monks said "Our bodies are are weapons" and I had a rather cynical NPC respond "We need warriors, not prostitutes*". What is really important is the will of the people to play and to see the entire campagin through. No ammount of house rules can give you that, and without it, be prepared for character changes, old campagins ending prematurely and simmilar stuff. |
| Darklyte6411-21-05, 03:43 AM | The best way to be able to keep things running smoothly is to be able to roll with the punches. The way I prepare for this is: 1. Design the world, but not in great detail. Have a general idea of what is going on in other places. 2. Be ready with names. Names are what you need to come up with the most and if you can generate them on the spot, it will really make it look like you planned ahead. 3. Have an idea of where you want the PCs to go, but don't railroad them. Giving them a slight nudge in the right direction is fine, but if they chose to ignore an encounter or just go somewhere else, let them. Make sure that you adjust your world accordingly. 4. Stay in character as much as possible. Reward players for playing their characters well. |
| Ryven11-21-05, 04:17 AM | I have an idea. Let's not turn this person's request-for-help thread into a flamewar/"Well, MY gaming group DOESN"T have blablabla" thread. Let's keep it on track. |
| Corinthians11-21-05, 05:30 AM | Stay away from houserules other than ones such as 'clean up your own messes before you leave'. Just get to know the game well and things will run smoothly. Also, try to steer clear of banning anything you think is broken without actually having it used in game and using your head to figure out challenges for it. |
| DmMagnus11-21-05, 07:17 AM | No one in the game is insulted if someone says "Gay" instead of "Fay". That is so not funny! |
| boytbpc11-21-05, 08:40 AM | My house rule: Players do not have free access to books during the game. Boytbpc P.S. Before you go crazy and start thrashing me for this rule, please read a previous thread by me entitled "My game and My rule (No books at the Table)". If you have a new insult please add it to that list. :) |
| High Octane11-21-05, 09:12 AM | The all important "Don't Be An Asshat" rule. IE If your party is comprised of Chaotic Good Holy Liberators, don't make a Lawful Evil Mind Bender. Or stealing the entire party's treasure. Or crafting your character to do things better than the Specialist caster/ranger/ect. Pretty self explanitory. Asshattery=bad. Simple respect goes a long way in a D&D game ^_^ GOOD rule. What most people tend to forget is this: Its a game. You are players playing a game. Dont continue playing if it will put a strain on a friendship, marriage, or relationship. If the game is no longer fun, change it or stop playing. Remember also, when creating or choosing a character, that you are in a group. Create a character with the group in mind and dont play him in a way that will utterly disrupt the game. (As seen above) If there is expected conflict, tell the others beforehand. It can be rewarding to play a chaotic neutral wizard arguing with a paladin that his honorable restrictions will get them killed, but if a player is not expecting it, he will just get mad at you. In game and out. Finally, there will be problems regardless (every group has them at one point or another). Be honest about them, and deal with them as soon as possible. The earlier you catch a potential problem, the more polite you can be and still solve it. |
| mrshupizdumaterinu11-21-05, 01:06 PM | That is so not funny! Your objection has been noted and will be reviewed on committee meeting for discussions of substatialess proposals by worthless internet randoms scheduled to take place in February 2007. If you are interested in hearing the verdict, contact us afterwards. |
| Number One Tira Groupie11-21-05, 04:00 PM | What most people tend to forget is this: Its a game. You are players playing a game. Dont continue playing if it will put a strain on a friendship, marriage, or relationship. I disagree. If your friendship, marriage or relationship is being strained by a game, than you should probably look into a friendship, marriage or relationship. Remember, you are playing a game. If people are taking it so seriously they it is effecting their real life connections, those connections really need to be looked at hard. When you see a couple fighting over a roleplaying game, its the couple with the problem. I've seen it in action. Consider: if you can't play a game together, how in the world are you going to handle the REAL responsibility of a mortgage or kids. Free Relationship Advice on Demand, Deshawn Williams The Number One Tira Groupie |
| scott64411-21-05, 05:40 PM | A couple common-sense points (more than actual rules). First, PHB's should be allowed, and copies/printouts of additional pertinent materials should be requested. Unless your players have (real-world) godlike intelligence and the ability to remember, review, comprehend, and apply all rules at all times, use of the PHB should in fact be encouraged as a means of speeding up and enhancing play. Second, whatever house-rules you choose to implement, you're part of a group and definately need to announce the rules well before folks will have occasion to cross them. In fact, write up a simple page of rules in bullet format and give a copy to every player before they even begin character creation. Third, keep house rules to a minimum. If your handout (second point, above) is more than half a page, double-spaced, you've probably addressed too many things up front. Last, don't be afraid to implement new house rules, or modify/retire old ones, if the situation warrants. The game will always be evolving, and static rules in a house-ruled game tend to be vulnerable otherwise. |
| rbrt_Spade11-21-05, 06:31 PM | No house rules-just by raw here. A "wing it list is very helpfull."(see dmg) If you want house rules-check out the house rules boards. |
| scott64411-21-05, 06:51 PM | There's a big blurring of the lines between the house rules boards and the DM board. Especially given the OP is requesting suggestions about what's adviseable and would make for a better game, as opposed to debating pure theoreticals. |
| boytbpc11-22-05, 04:24 AM | Your objection has been noted and will be reviewed on committee meeting for discussions of substatialess proposals by worthless internet randoms scheduled to take place in February 2007. If you are interested in hearing the verdict, contact us afterwards. So, what's a substatialess? Boytbpc |
| Caemin Pah11-22-05, 09:01 AM | Sorry but thats assinine. House rules are what dnd was founded on and what its built on today. Home settings all that business I read somewhere that 3.0 and subsequently 3.5 was written generally with player's and dm's suggestions and house rules over the years. If this is true, then the above statement is TOTALLY true. If the R&D team at WoTC rewrote the rules of their own accord, then they must be some serious psychics because I read quite a few of my groups own house rules in the 3.0 PG. Our house rules are very basic, if the DM doesnt own the book (for review purposes before and/or after the game) then rules from books he does not own, dont get used. I.E. - If the current DM doesnt have the Eberron sourcebook, then no Warforged PCs (this is just an example....we mainly run homebrews) |
| DmMagnus11-22-05, 09:54 AM | Your objection has been noted and will be reviewed on committee meeting for discussions of substatialess proposals by worthless internet randoms scheduled to take place in February 2007. If you are interested in hearing the verdict, contact us afterwards. Good! Well, I have a simple rule: use common sense (all dice should be rolled where i can see em, if dice fall of the table reroll.) And I dont allow warmages (I just plain hate that class..) I am actually setting up the houserules for my uppandcoming campaign.. But i try to not make to many vital changes in the system, because i don`t want to unbalance the campaign.. Thought I think about ditching (sp?) the "favored class" rules (It limits multiclassing) |
| SilverFoxKnows11-22-05, 01:04 PM | Make a huge batch of NPCs. Not to travel with the party, but when they go to an inn you can describe the barkeep and serving girl in more detail. It will help make the Saucy Tart a real place and not just "an inn". Have a few ready for whatever comes along. If the Fighter says "I want to buy a guard dog" have an NPC ready for it. That last one happened to me. I shuffled through my stack of people and pulled out "Ricci", a cute but creepy girl (I wrote with assassinations in mind) with a whole mess of Dobermans in the scummy part of town. I added the dogs on the fly but it matched the mood of the NPC. Make combat descriptive. "16, you hit, he takes...4 points of damage" is boring. "16? Your sword darts over the top of the Hobgoblin's shield and slices his shoulder. He snarls, raises his shield a little higher and says in thickly accented common 'I'm going to skin you alive' ". I think that sounds better. Print things up for the PCs to find. Wanted posters, help wanted signs, invoice from the pirate ship, what-have-you. Here's a journal entry they found after they killed an evil cleric: "Martok has the last of the free War Trolls under his banner. By the month’s end he should have more than a few Mountain Trolls as well. Not enough to siege the city but more than enough to make a few diamond shipments disappear. I think his raids are far enough north not to be connected to us. Waiting and watching. The Banites don’t know what happened to their missing six, might just have to point them in Cyric’s direction. It was a Hell of a lot easier to get somebody inside Bane’s’ church than it was Cyric’s. Thank the Goddess for small favors. The damn fool money grubbers still haven’t connected Martok’s Trolls to the Ogre Magi or the Cyric/Bane bloodshed. And where are these Cowled Wizards I keep hearing about?" I had that in a flowing font that I don't see up above. It's even better when it's on good paper instead of plain white printer paper. These are a few things that have worked for my group. Experiment and see what your group responds to. |
| Aeromus11-22-05, 01:08 PM | Read the books, know the rules. Use the rules as written. Worry about IC and OOC later. A smooth game is all about knowing what to do in combat, and what the rules cover. |
| Millennium11-22-05, 01:21 PM | If you're just looking for handy house rules in general, then you don't need any. House rules are good tools to solve problems which come up in your game, but in general you shouldn't use them just for the heck of it. When a problem comes up, then institute a house rule to solve it. Otherwise, go by RAW. This isn't just a matter of RAW-zealotry. RAW certainly isn't perfect, but it has some distinct advantages over most house rules: it's written down in a way that's easy for others to become familiar with, it's playtested, it's got a lot of flavor behind it already, and it's unbiased relative to your game. This last one requires a bit more explanation: whether or not your own houserules are actually biased, inevitably some player or other will try to argue that they are. It's very difficult to argue this about rules written down long before your game ever existed. |
| UndeadMouse11-22-05, 01:23 PM | my more common house rules: 1: stay with the party's alignment flow (i.e. don't make a character with an alignment opposite everyone else) 2: learn how to play the game BEFORE you get here (see later) 3: Just standard rules, no varients (I had a player who thought he was smarter than me, and used a varient rule in the DMG. he got the rule wrong anyway) UndeadMouse's tips for a flowing game: 1: have players that know how to play. I gripe about this a lot. 2: know the books better than your players. I have had creatures other players know by heart, and use abilities they don't know about. 3: have players that can roleplay. my last group couldn't roleplay. |
| Draco Strang11-22-05, 02:04 PM | Don't be an asshat to your players. Seriously. If they're trying like hell to come up with a solution to the problem you've posed, but can't quite get it....just work with them. Throw them a bone, toss in a "secret" door, or put the key on a dead body. Whatever it takes to get them moving. |
| dr_explodoh11-22-05, 04:27 PM | The DM isnt there to control the players in any way. The DM's job is to make the game fun for the players! SO if your players are going off in crazy ways. Let them. You just need a basic plot line. Let the players create the story. You just very subtly try to guide them into things, players will usually take a small hint or clue. But never force players into something. And try to throw in some melee here and there to keep it fun ;) |
| Ryven11-22-05, 07:39 PM | Thought I think about ditching (sp?) the "favored class" rules (It limits multiclassing) Oh yes! Duh! I completely forgot about that! *slaps forehead* If you want a more interesting game with interesting characters, ditch the Favored Class rule. I only use it to judge what the race is most likely to grow up to be. But if a player says "You know what would be interesting? An orcish wizard/Initiate of the Sevenfold Veil!", then I'm not going to punish him for it by limiting his experience. Interesting ideas like that shouldn't be punished. |
| Michael Silverbane11-22-05, 08:01 PM | So... Wait? Do you mean House rules as in, this is how you should behave at the game... Or do you mean House rules as in, the stone shape spell has a one minute casting time...? If you mean the former, then you should probably just stick with the don't be an asshat rule, which is a pretty good one. But some additional suggestions could include.... *If you can't make it to the game, try to let he DM/Host know ASAP... If you are the DM/Host, then be sure to let everyone know ASAP. *If you are planning on eating during long sessions, make sure that you bring food/money for that purpose. Also a standard break time should be discussed in advance if possible. *If you are a smoker, don't smoke in someone else's house unless they ask you to do so. *Clean up after yourself. *If you are not the focus of a scene, behave in a way that will not detract from the scene for those who are the focus of the scene. Also some rules for DMs to follow. *Talk to your players. You are their guide, arbiter, and problem-solver. Make the game better for them. *Do not try to kill your players' characters. If they all die, then so does your story. *Your story is not as important as the charcaters' stories. Allow the players to make their own decisions, come to their own conclusions, get out of their own messes, etc. NPCs are there to enhance the PCs plot-lines, not the other way around. *If you are going to change, implement, or disguard a rule, you should discuss it with your group well beforehand, and make sure that everyone knows and understands the new rule. Hmm... That's about all I've got for now... Later silver |
| Dylan0211-23-05, 04:20 PM | My house rule: Players do not have free access to books during the game. Boytbpc P.S. Before you go crazy and start thrashing me for this rule, please read a previous thread by me entitled "My game and My rule (No books at the Table)". If you have a new insult please add it to that list. :) No books at the table is ok. I hate rule mongers. "But it says on page 27 of Complete Warrior that........" But i like the idea of producing the books in game. If a mage wants to have a spell from Complete Arcane for example he must go on an adventure to find the book. Then i will let him use that book at the table. But i do think people should know how their character works without the use of the books. |
| DmMagnus11-23-05, 04:43 PM | Oh yes! Duh! I completely forgot about that! *slaps forehead* If you want a more interesting game with interesting characters, ditch the Favored Class rule. I only use it to judge what the race is most likely to grow up to be. But if a player says "You know what would be interesting? An orcish wizard/Initiate of the Sevenfold Veil!", then I'm not going to punish him for it by limiting his experience. Interesting ideas like that shouldn't be punished. Agreed! That was just what I meant! Does it ruin the system or does it work? have you tried? |
| Dylan0211-23-05, 05:02 PM | So... Wait? Do you mean House rules as in, this is how you should behave at the game... Or do you mean House rules as in, the stone shape spell has a one minute casting time...? Later silver I don't mean changing the core rules. More like, how you resolve 2 PC's that want the same magic item, how you initiate random encounters, player conduct.... things like that. |
| Ryven11-23-05, 05:26 PM | Agreed! That was just what I meant! Does it ruin the system or does it work? have you tried? I've never even noticed any difference when it's gone. I give flat group experience IE I take the CR of the party, then the CR of the vreature, crossreference it on that handy little table in the DMG, and give everyone a solid number of experience based on that, with my own adjustments. I don't divide it, because I like my players to level fairly quickly. Anyway, yeah, I think it works fine. As far as I know, no one I've played with has ever used the Favored Class rule, because we've always gotten blanket experience. Blanket experience is nice, because it keeps everyone at the same level, so there's no level gaps between players. For instance, I've played a Elvin Dragoon (a class my DM, fiance and I built), a drow Sorcerer/Cleric/Arcane Devotee/Risen Martyr, an elvin ranger/Beloved of Valerian (ranger should have been the favored class for elves, dammit!), a Halfling cleric of Yondalla (All motherly like, fighting with a frying pan ^_^). My brother played a dwarven ranger/barbarian/Foe Hunter/Legendary Dreadnaught. My fiance played a moogle bard (gnome stats, basically, except moogles had fav. class druid), a half fiend (incubus) gunslinger, ect. None of these would have really been possible without cheezing the party off if we hadn't balled up the Favored Class system and tossed it out the window. ^_^ |