Thursday, April 28, 2011

Rules to DM By

Last week, we talked about some rules for players of DnD. This week, I’m going to drop some tips for the other person at the table- The DM. While the players spend every meeting telling a piece of the story, it’s your job to create the world and the sweeping plots of that story. It can be difficult to manage your story while still giving players space to create, but I have, once again created a memorable “golden rule” for you to use:

The Golden Rule: Don’t Be a Dick
Beginning to notice a theme? As DM, you are the lord and master of the game world and the players are guest artists in your masterpiece. It is really easy to be a dick to them, particularly if they are being a dick to you or their fellow players. Resist that urge and follow my five rules of DMing. Once again, Jonas and Jerkwad will help me with demonstration.

Rule One: Stay Open
When Wizards of the Coast puts out advice for DMs it’s always along the lines of “Say Yes!” While this is certainly a good aspiration, I have found that players have a tendency to push the limitations well beyond what is feasible. Unless they are absolutely ridiculous, always stay open to player ideas. Let the player make a case for what they want to do and then compromise. That way, you can keep your DM cred and the player can drop a zombie through a chandelier and onto another zombie.

Jonas is sending waves of enemies against a group of players on a bridge. Their Swordmage gets an idea and runs over the side of the bridge. Throwing his weapon- a transposing sword- the mage changes places with the largest foe and send it falling to its death. For a moment, Jonas is flabbergasted and tries to come up with some way it doesn't work. Ultimately, he has to accept it as legitimate and come up with ways to prevent it in the future.

Jerkwad is running a campaign of his own creation. For the sake of his world, he banned numerous classes and races, including dwarves. One of his players really loves dwarves and proposes that he plays a shorter, stockier human with second wind and a minor action- essentially, a dwarf. Jerkwad tells him no without bothering to explain why and refuses to hear anything else about exceptions.

Rule Two: Your Story is Not That Important
As a DM, your story is what drives the campaign and motivates the characters. It provides the backbone and structure for each adventure. It’s important enough to spend time thickening and developing, but it’s not important enough to hinder the player’s enjoyment over. Taking five to ten minutes to monologue about an important event or character is fine, but spending an entire meeting mulling over lost histories is a bit much. Make sure you involve the players, otherwise you’re just working on your book.

Jonas wants to detail an important event in the history of his world, but he knows his players won't appreciate a sit-down history lesson. He decides to send them to the ruins of a fort used during the battle and tells the history through notes scattered throughout the ruins. This way, he is able to tell his story and still keep the players engaged.

Jerkwad has a very important event that must happen in his plot, but doesn't trust the party to do it correctly. When the party arrives at the location of the climatic battle, he locks them in a Force Cage and uses his own NPC to battle the villain. The players are forced to sit and listen to the play by play of the battle with being able to do anything.

Rule Three: Your Goal is to Challenge, Not Murder
Sculpting encounters can be one of them most fun and challenging parts of DMing. You need to make sure your party won’t just skip through the battle like a field of daisies, but a totally party kill isn’t much fun either. You want to craft challenging encounters, but that isn’t always accomplished with bigger monsters. Terrain and traps can add complexity without necessarily grinding up everyone’s characters. Note : I once DMed for a party that was both optimized and synergized. For them, the only way to challenge was by trying to murder them.

Jonas is coming to a major climax in his campaign and he wants to make sure the heroes have a hard time with the final villain. He doesn't want to throw any random underlings into the fight, but the monster alone won't be enough of a challenge. Instead, he sets the fight on an electrified floor trap and gives his beastie immunity to its effects.

Jerkwad is running a notoriously difficult campaign setting and wants to make sure the party is always fighting for their lives (note: not necessarily a bad thing). To this end, he selects powerful monsters and grinds the party down, killing the defender twice. For their final fight, he takes a nasty brute monster and upgrades its damage output. This turbo-monster put all but one of the characters to zero hit points... and killed the defender again.

Rule Four: Cater to Your Players
Everyone plays DnD for different reasons and everyone gets enjoyment from different parts of the game. As DM, you should facilitate ways for everyone to have fun. Many players have the most fun when they are exterminating foes; they are certainly the easiest to please. Others, however, may prefer chatting up NPCs to get important information or infiltrating the baron’s manor after dark. Try to let everyone have equal time to succeed.

Jonas enjoys campaigns that are combat heavy and sends the party into situations where combat is the only answer. He has a lot of fun developing these encounters, but a player remarks that she'd like use her character's skills once in a while. Another player asks if he can try to negotiate with the hobgoblins that have ambushed them. Jonas begins to implement new kinds of encounters and develops ways to end an encounter without violence every now and then.

Jerkwad also enjoys campaigns with a lot of violence in them. When his players express an interest in other kinds of encounters, he tells them that this is his campaign and he will run it how he chooses. If they don't like it, they can leave. When a party member attempts to negotiate with enemies, he lets them roll, but then has the monsters attack them anyway.

Rule Five: Have Fun

Being the DM is harder work than most people give it credit. You have to set up elaborate plans and engaging worlds for the expressed purpose of letting some other people crash around in them. Some days, things are going to work perfectly and the party is going to destroy what you put together. Other days, your minions won’t be quite strong enough or that monster you made yourself is just going to get steamrolled. Remember when that happens that you are supposed to be having fun, too, and roll with it.

Jonas has been planning the first battle of his campaign for a while. He wanted to overwhelm the party with a hoard of enemies. Because his goal was to challenge, not murder, he went with a number of weaker enemies, rather than trying to swarm with enemies of the party's level. What he failed to realize is that this means the enemies cannot hit the players and the players cannot miss. After a few rounds of frustration, Jonas gives up and starts joking about how terrible the enemies are.

Jerkwad was really hoping to bring a cocky party down a few pegs in their latest meeting. The party proved to be even more resourceful than he predicted and breezes through the fight. Jerkwad gets frustrated and nasty and spend the rest of the night in sullen silence, making the players feel bad.

Wednesday, April 20, 2011

Rules to Roleplay By

Dungeons and Dragons is a role-playing game and, therefor, requires at least a minimal amount of cooperative storytelling to be played at all. "Cooperative" can be a difficult thing to achieve however. To help you better work alongside your fellow adventurers, I've built a list of handy rules. To begin, I present to you my golden rule of role-playing:

The Golden Rule: Don't Be a Dick
This is actually the only rule you really need, but I understand that it can be difficult to unpack a concept as complex and nuanced as "being a dick." Also, one rule would make a pretty lame post. All of my other rules expand on this core concept, however, so its important to keep it in mind. To hep illustrate these rules, I have assembled two fictional players: Jonas and Jerkward. Both have been created from exaggerations of people I have played with and/or been. It should be pretty obvious which one is obeying my rules and which one is just being a dick.

Rule One: Respect Other Player's Experience Levels
No, I don't mean the running total that separates you from your new and better ways of breaking heads. Everyone sitting around your table has been playing this game for a different amount of time. You'll have your fourth edition newbies, your 3.5 veterans, and occasionally an AD&D superhero. Everyone knows different systems and everyone has different levels of understanding. Remember that before you start complaining about how slow someone is.

Jonas
is playing in a game with one player who is completely new to D&D. This newbie is very slow with her turns and has to constantly check and recheck her bonuses and modifiers. Though he is understandably frustrated, he tries to help her with her turns and suggested she set up a cheat sheet with all her important numbers.

Jerkwad also plays with a newb who is slow with their turns. To get through her turns, he moves her character and tells her what abilities to use. When she goes to check her modifiers, he groans loudly and asks why they even let her play.

Rule Two: It Doesn't Matter What Your Character "Would Do"
We've all heard or even used the excuse "It's what my character would do!" Pro tip: that is never a good enough excuse. If it's in your nature to do something, you can usually go nuts (within reason). But the moment that your party asks you to stop, its your job (as a player) to come up with the reason why your character obeys. Solo shenanigans are fun, but D&D is a cooperative game.

Jonas plays a sticky-fingered Rogue with a soft spot for shinies. While in the king's palace, he notices an unguarded diamond in the gallery. When his party realizes that he's eying it, they remind him that they need to keep the king's trust if they want to operate in this kingdom. Jonas decides that his character reluctantly leaves the jewel alone for the sake of the party.

Jerkwad is playing a Cleric in his campaign and has decided, due to his upper class upbringing, that his character is racist towards elves. When the party's elf ranger gets into a tight spot with a gelatinous cube, he flat-out refuses to heal her. When the Ranger is flayed and digested, Jerkwad even adds a "good riddance."

Rule Three: DM is Law
This one is pretty straightforward. There are a lot of different "authorities" in D&D, such as books or the D&D website. Its very likely that you will have a disagreement over rules or what sort of material is acceptable to draw from. Make your case by citing as many sources as possible, but understand that the DM overrules all of them. If you don't like your DM's call, you may want to consider finding a new play group.

Jonas has discovered a way to create a character that can make a ridiculous number of attacks each round. When he talks to his DM about it, the character is rejected because it relies on a source book that the DM doesn't own. Jonas offers to let the DM borrow his book, but the DM also points out that the rest of the party probably won't appreciate waiting around for him to finish rolling all those attacks. Grumbling, Jonas relents.

Jerkwad is attempting to do something that the DM won't allow. The DM claims that there are no rules for it, but Jerkwad knows that a recent online article provided support for it. After yelling for a while, Jerkwad leaves the game to go look up the article, dragging off the DM to look at it. By the time he triumphantly displays the rules to the DM, they are out of time and the meeting ends.

Rule Four: Respect Your Game's Tone
Every game is different and every group sets a different tone. For some groups, D&D night is a time to kick back, hang out, and make silly jokes while crushing monsters. Other groups may take their time much more seriously and want to adventure as if they were doing it "for real." Make sure you understand your group's tone and that your character is able to behave accordingly.

Jonas has been playing an obnoxious Bard for the first few meetings of his group. He begins to realize, however, that his is consistantly the only character goofing around and that everyone else in the party is taking the game seriously. Not wanting to completely ditch the character, he adjusted to a more snarky but serious personality.

Jerkwad loves his loud, violent warrior. He is unparalleled in combat, but somewhat lacking in people skills. When his party takes a break from smashing things and starts asking around for information, he starts attacking everyone that the party so much as looks at.

Rule Five: Fill Your Role
D&D is a team based game, which means each person has a role to fill. It's important to make sure you do the job that your party expects you to do. Strikers really luck out in this regard as doing damage is one of the easiest things to do. Every Leader class has a method of healing, but it's important that you actually use those abilities. Disclaimer: I am in no way saying you have to be the best possible at your role, I am only saying that you need to do what your party relies on you to do.

Jonas is playing a wizard specializing in single-target damage. When a wave of powerful minions nearly destroys the party, however, he realizes that he wasn't doing his job. He retrains a couple of his abilities for AoE damage, without compromising the core of his character and redeems himself by nuking the bulk of an orc hoard with a well-timed Fireball.

Jerkwad is playing the party's fighter. In battle, he charges the furthest enemy he can and bashes away, leaving the squishier characters vulnerable to attack. After their Leader falls for the third encounter in a row, the bravest member of the group confronts Jerkwad about being a Defender. Jerkwad arrogantly retorts that the Leader would be fine if he just knew how to heal every now and then.

Monday, April 4, 2011

A Week Off

Hello! I am in a play and we open this week, so no post. Instead, nerd nonsense: