O..............kayFurburt said:Oh, no reason.Jenova65 said:How do you know, exactly???????
*Walks off smirking* ;-)
O..............kayFurburt said:Oh, no reason.Jenova65 said:How do you know, exactly???????
ReverendJ said:Rapid fire:
1. Toys mean more if they're not handed out like candy on Halloween. My PCs give their +2 swords names. Monty Hauls get boring, quick.
2. Not everything has to be epic. Best game I ever ran was just about traveling down a road.
3. Monsters are people too. If they live somewhere, there's going to be evidence of it, like a bed, or personal effects. They might not want to jump to their slaughter after watching 6 of their friends die. Even the dumber critters (such as kobolds) know better than simple frontal assaults- get creative.
4. There's a fine line to be tread between success and failure. The PCs should not succeed at everything... no matter how much you may want them to. They may succeed in areas they shouldn't... no matter how much you DON'T want them to. Remember, it's a story, and failure works thematically. Be prepared to improvise when they throw you curveballs. Players should be rewarded for creativity, but penalized for abuses- BE CAREFUL.
5. YOU ARE THE FINAL ARBITER OF ALL RULES. Brook no argument. D&D tends towards a certain adversarial relationship 'tween DM and players. Listen to your players if they question a ruling, but if you've made your decision, stick to your guns.
6. Screwing the players can be loads of fun, but you gotta be careful with it. Just as being too easy can get boring, being hamstrung at every turn will demoralize the players, they'll lose interest in the game.
7. Avoid 4th Ed.
8. Most importantly, relax and remember it's all about having fun. That's all of you.
Combat is easy:Sviests said:about DnD. I still can`t figure out the advanced combat (pinned me down, that tricky bastard). Since my friends are pro DnD`ers, they just do the stuff for me. By the way, I was chosen to be DM only because of my creativity and ablity to invent "shit on the fly".
The man makes a very good point.ma55ter_fett said:Be an utter bastard, and the players will remember you forever.
Oh God yes! This, all this!ma55ter_fett said:Be an utter bastard, and the players will remember you forever.
Check this book out.Sviests said:So, now I have to admit my dirty little secret. I started DnD THIS YEAR! Because my old friend asked me if I could join their group and that was like a little demo. I was ultimately blown to death by the awesomeness of DnD! But since I knew only a little about DnD i shamefully bought 4th ed (you can`t blame me, It was shiny!)
I am still not so confident of me, because I still don`t know a lot about DnD. I still can`t figure out the advanced combat (pinned me down, that tricky bastard). Since my friends are pro DnD`ers, they just do the stuff for me. By the way, I was chosen to be DM only because of my creativity and ablity to invent "shit on the fly".
So to resume everything I have to say I still haven`t studied the whole three books form A to Z (and its really hard). I want just a easy-to-follow guide for new Dungeon Masters. Any luck finding something like that?
Yeah, I considered that.Nigh Invulnerable said:Check this book out.Sviests said:snip
http://www.amazon.com/Dungeon-Master-Dummies-James-Wyatt/dp/0470292911/ref=sr_1_1?ie=UTF8&s=books&qid=1264791610&sr=8-1
I don't recall if it's the one I flipped through or not (mainly I don't recall if the one I saw was 4th edition or not) but it was full of some good practical advice. I've been DMing for 17 years basically and it definitely had some good pointers.Sviests said:Yeah, I considered that.Nigh Invulnerable said:Check this book out.Sviests said:snip
http://www.amazon.com/Dungeon-Master-Dummies-James-Wyatt/dp/0470292911/ref=sr_1_1?ie=UTF8&s=books&qid=1264791610&sr=8-1
You sir are what it's all about.ReverendJ said:Rapid fire:
1. Toys mean more if they're not handed out like candy on Halloween. My PCs give their +2 swords names. Monty Hauls get boring, quick.
2. Not everything has to be epic. Best game I ever ran was just about traveling down a road.
3. Monsters are people too. If they live somewhere, there's going to be evidence of it, like a bed, or personal effects. They might not want to jump to their slaughter after watching 6 of their friends die. Even the dumber critters (such as kobolds) know better than simple frontal assaults- get creative.
4. There's a fine line to be tread between success and failure. The PCs should not succeed at everything... no matter how much you may want them to. They may succeed in areas they shouldn't... no matter how much you DON'T want them to. Remember, it's a story, and failure works thematically. Be prepared to improvise when they throw you curveballs. Players should be rewarded for creativity, but penalized for abuses- BE CAREFUL.
5. YOU ARE THE FINAL ARBITER OF ALL RULES. Brook no argument. D&D tends towards a certain adversarial relationship 'tween DM and players. Listen to your players if they question a ruling, but if you've made your decision, stick to your guns.
6. Screwing the players can be loads of fun, but you gotta be careful with it. Just as being too easy can get boring, being hamstrung at every turn will demoralize the players, they'll lose interest in the game.
7. Avoid 4th Ed.
8. Most importantly, relax and remember it's all about having fun. That's all of you.
If you don't conduct the enemy fights with the same amount of intelligence the players exhibit, the encounter becomes rather boring. I run a narrative, sure, but I also make the enemies actually challenging and clever. If you want to tell a story so badly go write a book.LimaBravo said:Dont do that or anything like it. Your a story teller not their enemy. Good players will take you outside and give you a kicking for that kind of behaviour.CIA said:Once I had an enemy zombie with a sword that had explosives runes on it. I made the players make spot checks every time he attacked. Feel free to steal that. That poor monk and his insanely high wisdom score.
I felt pretty justified since it was a boss fight. Let me spell it out. There was a necromancer. He could cast exploding runes. He had zombies. It was a one shot. A good time was had by all. Get it?LimaBravo said:a) A zombie with an exploding sword. Hmmokay thats a proportional and balanced enemy.
b) I 'made' the players make spot checks. That poor monk & his high wisdom. ? What did that mean? You made your players roll dice instead of playing to the narrative ? You were punishing a player for having the correct attributes ? What ?
Giving a zombie a magic sword isnt intelligence its lazy assed GM'ing. If the NPC's behaved as players it'd be a freaking short fight as the players went tits up into a pit of spikes & were shot to shit by trapped crossbows at the base of the pit as pitches of oil & self igniting torches fell from a great height into the pit. Those 1st level kobolds are tricksy.
And this is okay how? Because you didn't like him?LimaBravo said:I once had a terminator torture a player character to death crippling him beyond playability or even eating through a straw for information the player didnt have and because of his previous actions. It took three play sessions for him to be rescued whilst he sat quietly in the corner. He was a 'I shoot the bartender/Mr Smith' type. He never did it again.