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D&D 5E The DM's Helper...all the twists and cul-de-sacs of a DM's mind.

Ohillion

First Post
I'm interested in the gaming styles, hints, suggestions, and storylines of any DM on the forums. Our group tends to play a certain way and I'm looking to add some salt and pepper to the mix, give it a big stir, and let the players taste something new (yes, I love to cook too). Feel free to post anything constructive. I'm not looking to debate rules, just give DMs a place to gather thoughts and share ideas.
 

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Agamon

Adventurer
While I commend the spirit of your post, it's incredibly wide open and difficult to answer. I'd have a look around the forum, there are a whole bunch of threads that, while a bit more specific, have lots of advice on DMing style. Most, not all, but most of the posters here are DMs, so it's a common thread topic.
 

iserith

Magic Wordsmith
I'm interested in the gaming styles, hints, suggestions, and storylines of any DM on the forums. Our group tends to play a certain way and I'm looking to add some salt and pepper to the mix, give it a big stir, and let the players taste something new (yes, I love to cook too). Feel free to post anything constructive. I'm not looking to debate rules, just give DMs a place to gather thoughts and share ideas.

Some things I've created on the subject:

How to Adjudicate Actions in D&D 5e: Different techniques and methods for adjudication with an eye toward the goals of play.
Short-Form Scenarios: Shows different design and DM techniques.
Session Zero: Getting on the same page before starting a game.
Actual Play Transcripts: An entire campaign done in text format to demonstrate different ways of doing things.

Stuff others have written:

Dungeon Master 101
Players 101
Goals of Play
 

Will Doyle

Explorer
A few things I've found that have dramatically changed my style over the years (cribbed from various sources):

- I do a "previously on" at the start of each session. Where possible, I try to boil this down to threads that affect the ongoing story. Just saying "Previously on...(whatever)" has become our signal to pay attention and knuckle down to the game.
- I've nicked the Icons rules from 13th Age. Each player picks a connection to one of the "factions" in the game world. At the start of each session, we roll to see whose faction comes into play as a spotlight event for that character. If you feature, you don't roll again until everyone else has featured.
- I do a round-the-table at the start of each session so each player can briefly describe their character.
- I don't overprepare - instead, I have a checklist for writing an adventure that fits onto a single sheet of paper (including things like "Goal", "Monsters", "Key NPCS", "Mood", "Twists", etc).
- I make heavy use of "Luck rolls". If a situation arises where I think "this could go in a number of directions" I just ask one of the players to roll for luck on a d20. Then I use the result to inform my thinking on what happens. Passing responsibility onto to the dice makes it less likely players will think I'm picking on them or being overly harsh.
- I remind myself to look at everyone as I'm describing things. Similarly, I remind myself to make NPCs ask questions where possible, or ask PCs for advice. Sometimes, I just look at a player and say "what do you do?", even if the situation doesn't really involve them directly.
- I try to say "yes" more often than I say "no". I generally prefer drama over simulation, so if a player asks me "can I leap onto that gargoyle's back and try to steer it by tweaking its ears?" I try to make it an easy job rather than a hard job. Because it's awesome.
 

Ohillion

First Post
While I commend the spirit of your post, it's incredibly wide open and difficult to answer. I'd have a look around the forum, there are a whole bunch of threads that, while a bit more specific, have lots of advice on DMing style. Most, not all, but most of the posters here are DMs, so it's a common thread topic.

Being rather new to enworld (but not role playing), I've had little time to dig into all the different threads. I've been reading a fair amount of the recent posts in the 5e threads and have gleaned quite a bit of good stuff. Had there been an obvious repository of information, I would certainly have checked it out. My apologies for the redundancy.
 

Agamon

Adventurer
Being rather new to enworld (but not role playing), I've had little time to dig into all the different threads. I've been reading a fair amount of the recent posts in the 5e threads and have gleaned quite a bit of good stuff. Had there been an obvious repository of information, I would certainly have checked it out. My apologies for the redundancy.

No need to apologise. Not taking you to task, just trying to help you out. There isn't any single one place here for all GMing knowledge, but that's only because it's such a broad topic.
 

Inchoroi

Adventurer
I'm interested in the gaming styles, hints, suggestions, and storylines of any DM on the forums. Our group tends to play a certain way and I'm looking to add some salt and pepper to the mix, give it a big stir, and let the players taste something new (yes, I love to cook too). Feel free to post anything constructive. I'm not looking to debate rules, just give DMs a place to gather thoughts and share ideas.

Do your players like randomness? My players love it. I generate pretty much everything save the actual plot randomly...it ends up with some funny things happening. NPCs suddenly become more interesting when they're like real people--you don't have a clue what motivates them until you actually talk to them. The 5e DMG makes this a lot easier, and I usually use it to randomly generate sidequests off the main plot, because my players like to go off the rails, anyway, so I might as well have something fun for them to do. The DMG's Quick Monster Stats Table is very useful in this regard.

For other ideas, I HIGHLY, HIGHLY suggest having "Character Hooks" available for the players when they make characters--meaning you'll have to come up with them based on your existing plot. This allows them to make characters that actually have something to do with the plot itself, rather than just random people adventuring. And then, when you have their backstories, actually incorporate them into the game.

Ex. One of my player's characters is an escaped Princess wanted by the Queen so the Princess can marry the Prince, and the Queen can control them both--instead, she ran away and became an adventurer. However, the Queen has put bounties on her, and there are NPCs actively hunting her, and getting involved with the bad guys to do so.

Another character is going to meet some NPCs from his backstory in a couple sessions, one of which has an entire quest that he gives..another of which is going to try to kill them all in a horrible, violent fashion.

I also like to ask the players, before planning anything out in long-form, what it is they want out of a game, and make a list; after I have that list, I try to incorporate as much of that as I can.

For example, one of my players loves character development more than anything--setting, she doesn't care about, plot she doesn't care about, but if you allow her to develop her character in a role-play fashion, rather than just levels, she's perfectly happy. Another player loves sandbox, magic items galore, and exploration; a third player likes survival and camping and exploration, etc.

I also like to have situations where the end result isn't a guaranteed win--the PCs can lose. My players know this, and live in that barest fear of failing, even though its just a game.

One thing I would desperately love to have is a "Campaign Synopsis Creation" thread, where people, experienced GMs, or others, would get together and build a campaign from scratch; not the details, obviously, but for a good example what I mean, check 4e's Demonomicon (its the only one that comes to mind). It has a three-part campaign written out, which details the big events that happen, part by part, and not just a one-paragraph synopsis (now, its not to say that its a very good campaign...but hey, at least its an example). That would allow us who suck at coming up with big plots to take that and build it into a complete campaign, because the big stuff is already decided. I'd really, really, really, really like this sort of thread series. Of course, I can do this with Adventure Paths, but building it is part of the fun, for me, at least. I'm just not that good at coming up with the big plot (I refer to myself as a Technically Proficient DMTM).

EDIT: Also, buy a Yes/No die from Chessex. Its the best thing ever. Whenever the party suggests something, no matter how outlandish, I roll the Yes/No die. If its a Yes, it happens. They've learned to dread that die.

In addition, I have a "Vote for Awesomeness" thing, where the players, at the end of a session, vote for one player to get a Plot Point (from the DMG) for the next session. They've got to use it that next session, or its gone; it adds an incentive to do awesome things in character.

EDIT EDIT: Also, to echo something above, don't say No; say, "Yes, but..." I also ask my players ahead of time of anything special that they want for their characters (e.g. "I want this special magic item!" or "I want a magic item that does X.") or that they want, as players, to play through with their characters (e.g. "I really want to fight dragons.").
 
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Ohillion

First Post
One thing I would desperately love to have is a "Campaign Synopsis Creation" thread, where people, experienced GMs, or others, would get together and build a campaign from scratch; not the details, obviously, but for a good example what I mean, check 4e's Demonomicon (its the only one that comes to mind). It has a three-part campaign written out, which details the big events that happen, part by part, and not just a one-paragraph synopsis (now, its not to say that its a very good campaign...but hey, at least its an example). That would allow us who suck at coming up with big plots to take that and build it into a complete campaign, because the big stuff is already decided. I'd really, really, really, really like this sort of thread series. Of course, I can do this with Adventure Paths, but building it is part of the fun, for me, at least. I'm just not that good at coming up with the big plot (I refer to myself as a Technically Proficient DMTM).

This is also something I'm interested in. I have several generally fleshed out plots that I've GM'd 'on the fly' but I'd love to get them out in print. I have a campaign called VonBargen's Bargain. (Any first name here) VonBargen is a dealer in artifacts. The PCs come across him on the road and he states that he knows of an artifact being held by a witch in the swamps. Not just any witch, but a witch that has captured his daughter. If the PCs would be so kind as to free his daughter, he'd be willing to let the party lay claim to the artifact. When the PCs get to the witch's grotto, they discover the girl is under some sort of spell and is in some sort of trance. The truth is, the witch tells the group, that the girl is her daughter and the merchant is a demon princeling trying to lay claim to her virgin daughter for whatever foul purposes he has in mind. She says that she would like the party to lure the demon into the swamp so that she can destroy him and release her daughter from the curse. If they help her kill the demon, she's willing to split the merchant's gold and items with the party (DM's discretion on that bargain).

You, as the DM, are under no compulsion to direct the party to choose the course of action they will take. It's a moral dilemma they will have to play according to their alignment. Regardless of the outcome, what happens to the innocent girl? Is she truly an innocent in all of this? Here's the twist in the DM's role: the DMs focus will be to change player's alignments based on the choices they make. A good character isn't going to willing help evil beings, but when put in a bind, which evil do they choose? A neutral character isn't easily going to choose sides as either option is evil...where is the balance?

I think this is the stuff of a great story and great gameplay! I'd love to hear how other DMs might lead a party through this or how DMs might play either side of the story. Thoughts? Comments?
 
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iserith

Magic Wordsmith
This is also something I'm interested in. I have several generally fleshed out plots that I've GM'd 'on the fly' but I'd love to get them out in print. I have a campaign called VonBargen's Bargain. (Any first name here) VonBargen is a dealer in artifacts. The PCs come across him on the road and he states that he knows of an artifact being held by a witch in the swamps. Not just any witch, but a witch that has captured his daughter. If the PCs would be so kind as to free his daughter, he'd be willing to let the party lay claim to the artifact. When the PCs get to the witch's grotto, they discover the girl is under some sort of spell and is in some sort of trance. The truth is, the witch tells the group, that the girl is her daughter and the merchant is a demon princeling trying to lay claim to her virgin daughter for whatever foul purposes he has in mind. She says that she would like the party to lure the demon into the swamp so that she can destroy him and release her daughter from the curse. If they help her kill the demon, she's willing to split the merchant's gold and items with the party (DM's discretion on that bargain).

You, as the DM, are under no compulsion to direct the party to choose the course of action they will take. It's a moral dilemma they will have to play according to their alignment. Regardless of the outcome, what happens to the innocent girl? Is she truly an innocent in all of this? Here's the twist in the DM's role: the DMs focus will be to change player's alignments based on the choices they make. A good character isn't going to willing help evil beings, but when put in a bind, which evil do they choose? A neutral character isn't easily going to choose sides as either option is evil...where is the balance?

I think this is the stuff of a great story and great gameplay! I'd love to hear how other DMs might lead a party through this or how DMs might play either side of the story. Thoughts? Comments?

At the risk of turning this into an alignment discussion, I think the DM focusing on trying to change the characters' alignments isn't really worthwhile. For one, alignment has very little mechanical impact in D&D 5e. As well, some of your interpretations of alignment aren't really in keeping with the guidelines for alignment in the Basic Rules (page 34). So you're basically setting yourself up for players to object to your interpretation over what is essentially a mechanic with no teeth whatsoever. I'd suggest that's a risk with no reward or at best a superfluous goal for the DM. The hard choices in the plot as presented above are, in my view, sufficient to encourage roleplaying without getting into the mire of alignment debates. The characters' personality traits, ideals, bonds, and flaws are a better gauge of how to respond mechanically (with Inspiration or not, depending on how the players play their roles).

The potential challenges with this plot for the DM are (1) the PCs taking the hook in the first place and (2) adjudicating acts of deception and the PCs' attempts to avoid being deceived. One the first point, if you've got players like me, it's not an issue... if something smells like an adventure hook, I will figure out a reason in keeping with established characterization to bite that hook. If your players aren't like me, then they may just tell the merchant to tell his sad tale walkin'. In which case, you'll have to shelve this adventure for some other time. (I suppose you could subvert their choices and have them end up on the adventure anyway, but this is known as railroading.) So this is something to keep in mind.

On the second point, what if the players don't buy the merchant's story for some reason? What if they try to examine his body language and mannerisms to determine if he is being deceptive? Are you willing to call for a Wisdom (Insight) check and faithfully give them what the result of that check earns them? Or will you hide the roll or get cagey when narrating the outcome? If they can suss out his lies (if he is indeed lying), then that's pretty much the end of the ruse right there and players might reasonably be reluctant to venture into the swamp even if they aren't exactly sure what the guy is lying about. So if this guy is indeed in cahoots with the witch, I suggest planting a map on his person that shows a route to her lair and some other evidence that they've got this scam running. If the PCs decide to have at this liar, they'll have something that can lead them to further adventure and gives them an advantage of some kind in the swamp (a reward for being on their game in sussing out the deception).

The later social interaction with the witch and her daughter come with the same challenge: How to adjudicate deception and attempts to avoid it. So these are just things to think about before setting up the scenes.
 

Ohillion

First Post
At the risk of turning this into an alignment discussion, I think the DM focusing on trying to change the characters' alignments isn't really worthwhile. For one, alignment has very little mechanical impact in D&D 5e. As well, some of your interpretations of alignment aren't really in keeping with the guidelines for alignment in the Basic Rules (page 34). So you're basically setting yourself up for players to object to your interpretation over what is essentially a mechanic with no teeth whatsoever. I'd suggest that's a risk with no reward or at best a superfluous goal for the DM. The hard choices in the plot as presented above are, in my view, sufficient to encourage roleplaying without getting into the mire of alignment debates. The characters' personality traits, ideals, bonds, and flaws are a better gauge of how to respond mechanically (with Inspiration or not, depending on how the players play their roles).

The potential challenges with this plot for the DM are (1) the PCs taking the hook in the first place and (2) adjudicating acts of deception and the PCs' attempts to avoid being deceived. One the first point, if you've got players like me, it's not an issue... if something smells like an adventure hook, I will figure out a reason in keeping with established characterization to bite that hook. If your players aren't like me, then they may just tell the merchant to tell his sad tale walkin'. In which case, you'll have to shelve this adventure for some other time. (I suppose you could subvert their choices and have them end up on the adventure anyway, but this is known as railroading.) So this is something to keep in mind.

On the second point, what if the players don't buy the merchant's story for some reason? What if they try to examine his body language and mannerisms to determine if he is being deceptive? Are you willing to call for a Wisdom (Insight) check and faithfully give them what the result of that check earns them? Or will you hide the roll or get cagey when narrating the outcome? If they can suss out his lies (if he is indeed lying), then that's pretty much the end of the ruse right there and players might reasonably be reluctant to venture into the swamp even if they aren't exactly sure what the guy is lying about. So if this guy is indeed in cahoots with the witch, I suggest planting a map on his person that shows a route to her lair and some other evidence that they've got this scam running. If the PCs decide to have at this liar, they'll have something that can lead them to further adventure and gives them an advantage of some kind in the swamp (a reward for being on their game in sussing out the deception).

The later social interaction with the witch and her daughter come with the same challenge: How to adjudicate deception and attempts to avoid it. So these are just things to think about before setting up the scenes.

Great input and great questions. I'm not trying to create the debate, rather simply offer the storyline as an option for a plot. All rulings and play are up to the individual DM. I think you've offered quite a bit that I haven't thought about and I can certainly see the validity of your points. I've tried to give consideration to alignment because I don't think it's played often in plots. A good cleric doing something evil must certainly have drawbacks. A druid taking on a city setting as his home might have far reaching implications.

Thanks for your response! Keep the ideas coming!

EDIT: The demon prince and the witch are both telling the truth! He wants his daughter from his old lover and the witch wants the demon to remove the curse from her daughter. Its a custody battle of fantastical proportions! I liked the story when it came to mind because both are telling the truth...although there does seem to be some underlying motive. But what evil character doesn't have some dark motive? Hee Hee!
 
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