Imaculata
Hero
DM is hostile to the players
I think perhaps one of the most important aspects of a good DM, is that the DM feels fair, and not out "to get" the players. I often refer to this as "soft-DM-ing". What I mean, is that the DM allows the players to succeed, and best his npc's and foes, and doesn't throw unfair obstructions when ever they derail his intentions. This also applies to skill checks, where a fumble doesn't immediately result in a broken or dropped weapon, and a failed climb check doesn't immediately result in falling to your death. A good DM also makes sure there is a decent balance of trustworthy characters in his story, to balance out the bad guys. If it seems that no one can be trusted, then the players will be highly paranoid of anyone they meet. In my campaign, the players feel comfortable with trusting certain characters they've met. Someone who seems good at first, probably is, although you can never be 100% sure. The players also feel confident with climbing a rope, knowing that the skill checks will not be unfairly high, and will not result in an instant death.
Soft-DM-ing however, doesn't mean that the fights are easy, or that you cannot die. But it means that the DM doesn't seem hostile to the players, or their actions. And I have been in campaigns where the DM did feel hostile. Where any attempt to step off the beaten path, instantly resulted in all sorts of unforeseen complications, and law enforcement instantly arresting the players.
The uber npc problem

(Epically poking the boss with needles, while the npc does all the heroic stuff. Thanks for that LOTR The Third Age.)
I've also been in DnD groups where the DM introduced invincible super npc's, that did all of the cool stuff, while the players tagged along. I hate that. It's like the super npc is Gandalf, and the players are following him around as he defeats the Balrog for them. So boring. Or alternatively, the DM introduced a big villain, who always gets away, despite all logic. This sort of rail roading just utterly destroys the fun, and the immersion.
For example, we did a Star Wars rpg session, and the DM introduced an old jedi who followed us around, who couldn't die (unless part of the plot), and saved the day whenever things went south (no matter how bad the players screwed it up). This is bad DM'ing.
When it comes to important npc's, I expose them to death ALL THE TIME. Many npc's that I intended to die, have survived so far, due to actions from the players. In fact, during one campaign I had an npc that was supposed to die during the very first session, and he survived the entire campaign (and even became an important character to the plot later on). And recently in my pirate campaign, an npc pirate captain became trapped in the realm of the dead, and sure to die due to the bitter cold. Only he didn't, because the players intervened.
What's also interesting, is not just exposing the players to dangerous monsters, but putting them in a situation where they have to defend other people. The players know that they can handle most monsters, but what if there is an innocent unarmed npc in the same room with them? Encounters such as these allow the players to feel all powerful, which is important, since they are the heroes after all.
Unavoidable failure
Another frustration of mine, is related to the uber npc problem, and that is the situation from which no escape is possible. I hate it when a chain of events is entirely rail roaded. For example, a burglary that always goes wrong, because an npc always rings the alarm, and everyone gets arrested. What you should do instead, is offer the players choices to save their butts. Instead of having that npc instantly activate the alarm, allow the player to tackle him before he reaches it. When the player succeeds, it is very exciting and fun. It turns it into an epic action scene.
I do this in regular DnD sessions: A player fails a balance check and tumbles into a hole. So I offer his party members a reflex check to quickly grab his hand. Then I let both of them roll strength checks to pull the unlucky player out of the pit. This doesn't mean that I never let players get hurt by traps. But in the case of imminent death, I try to include some back up solutions to survive by the skin of your teeth.
More on unavoidable failure
An example of unavoidable failure, would be for example that the players fail a stealth check, and the entire enemy camp is instantly aware of them, and captures them. A good DM allows the players to intervene in some way, by for example taking out the one guard that was alerted, before he can alert his buddies.
I also remember a mechwarrior campaign, where me and another player were trying to escape the cops. And there literally was no way to escape them. We raced through the streets, but the driving checks were unfairly high, so the motorcycle crashed. The other player flipped an entire police car, but the police were not intimidated or scared. We ran through dozens of streets, and found a house in an alley to take shelter in, but the police found the house anyway. We fled out through the back door, but the police had the place surrounded, and they had a helicopter. This is awful, because the players literally get no lucky breaks from the DM.
Here is how I would have handled that: The players race through the streets, and then suddenly a stranger waves to them, and opens an old garage door. They head inside, and meet with a group of resistance fighters. They make new allies, and it takes the story into a new interesting situation. The players now have a crime record, but they've also gained new allies, and access to different missions.
The player wants the story to progress obviously, but he also wants to feel that he has the freedom to make meaningful decisions. Not everything in the world should be against the players. The same can be said about situations where the player visits a tavern, and every drink is spiked, and every npc is a thug out to kill the player. This sort of thing makes the player feel so paranoid, that it seems anything outside the regular story line is strictly forbidden. It feels as if there is giant hand of the DM hovering over the players at all times, and that shouldn't be the case.
Unfair surprises
I think it is also important to be very clear to your players what they are getting into. For example, the players head into the shady part of town. Do they know that this is the shady part of town? If not, it might be important to make that clear. Are all of the npc's there armed thugs? Then maybe the DM should tell the players that they suspect many of the people around them might be carrying concealed weapons, or be up to no good.
Before the players get mugged by bandits in an alley, why not let them roll a spot check? Then tell them a couple of shady characters have been following them through town, and are consistently looking away when ever the players look their way.
The players are about to enter the lair of a dragon. Maybe tell them of the countless corpses outside the den, or the giant footprints on the ground. Do not just drop a bad situation on them. Give them enough information to deal with what is about to come. Maybe with enough information, the players might vote against entering that lair.
Another example, one of the players heads into a jungle on his own, which is infested with cannibals. The last thing you want the players to say after being overwhelmed by cannibals is "Well if I had known that there would be cannibals, I wouldn't have done that". And obviously the PC's aren't psychic. But as a DM you are first and fore most a storyteller. If the players are about to make a crucial error that could get them killed, tell them that they have a feeling of dread. Tell them that it is unnaturally quiet, and that they feel like they are being watched. This actually builds atmosphere and suspense, but it is also a way of keeping the game fair.
Everything is dangerous
This point also ties into the unavoidable failure thing. Not everything in the game should be super deadly, or the players will get incredibly paranoid. I try to encourage the players not to be afraid of going for a swim, for example. Not every pool is filled with deadly piranhas or sharks. Not every cave contains a monster. Not every tomb is infested with undead. A lot of DM's go completely overboard. They think that every encounter should result in the obvious. But you don't need a monster to make exploring a cave exciting. In fact, just the anticipation of a monster is enough. And my players have crossed many jungles without running into armies of cannibals, or hungry tigers. Sometimes they make wonderful discoveries, like a new landmark, or an unoccupied watchtower.
In fact, I used the watchtower as a way of informing the players that they were in cannibal-occupied territory. And I told them that it looked as if the watchtower simply wasn't being used during the day, but it might be occupied at night. This builds suspense. The players now have the choice to either wait till nightfall and surprise the cannibals, or to use the watchtower now and scout the surrounding area, or to get as far away from it as possible before night falls.
The party used the watchtower to scout the area, and then chose to get as far away from it as they could before nightfall. When the party returned to the watchtower the next day, they noticed that it had been marked with charms to warn them not to return. It seemed the cannibals had noticed that someone had visited their watchtower. The charms were not magical, but were simply intended to scare the players. They obviously weren't scared, but this gave them some insight into the tribal beliefs of their enemies.
Not everything should be a trap. There are other ways to make encounters exciting, and it all comes down to storytelling. The DM should mix moments of quiet, with moments of peril. Because if there is no distinction between the two, then the excitement falls flat.
This reminds me of a throne room in the campaign of a close friend of mine. The rogue in the party wanted to check the door to the throne room for traps. The rest of the party joked about how silly that would be, and how that would have to be one paranoid king. He wouldn't even be able to call for a servant, without the servant falling dead into the throne room due to springing the trap. Sometimes a room should be just a room (and in this case, there was no trap, it was just a throne room).
Splitting the party
It's always annoying when this happens, but it is also often unavoidable. You can't always force the players to stick together. You can only encourage them to do so in subtle ways. The worst thing a DM can do when the party splits, is to either force them not to split (which tends to anger the players), or to leave the other players out of the game for a prolonged duration. When the party does split, I often allow the players that are not present at the event, to participate in some other way. For example, you can let the players that are not present, take control of the monsters, or of npc's. In a recent example, almost the entire party except one decided to take part in a dream-like test. So all of the party fell asleep, and experienced this test. I allowed the missing party member to be present as a sort of helpful spirit. He wasn't really there, and his character would not remember anything that happened in the dream, but he would be there to assist in solving some of the puzzles. This allowed him to still take part in the fun, rather than having to wait for all this to play out.
Another way to handle party splits, is to simply take turns in managing the different players. But this only works as long as no combat is involved. As soon as you start getting into big battles, you are leaving the other players out of the game for a very long time, and I highly encourage any DM to then find a creative way to involve those players, even if their characters are not there.
The unforgiving DM
This happens a lot, and it can be quite frustrating to the players. The DM should always assume that the player characters are not completely stupid, and provide them with the necessary information to make reasonable decisions. It is extremely unfair to instantly punish the players for taking a simple action. For example: a player decides to swim to the other side of a canal, but the player is immediately attacked by sharks. Obviously the DM should have informed the player that there are sharks swimming around. After all, wouldn't you be able to see some movement in the water? It's quite annoying if the players have to argue with the DM that they want to take back their action, due to sudden new information that puts their life at risk. Rather than immediately having the sharks attack, the DM should simply tell the player that they see a shape of a large marine creature underwater, and ask them if they want to reconsider their action.
Another example: The party discovers a pit, and one of the players decides to drop down to explore it. It turns out the pit was filled with deadly spikes, and the DM rolls for damage. Don't do that! Instead, tell the player that just as he is about to drop down, his eyes spot what seems like razor shark spikes at the bottom of the pit. The player can now reconsider, and the DM doesn't annoy his players.
The undescriptive DM
Don't tell the players that they are entering just "a town", with "a town square". Be descriptive! What color are the houses and roofs? Are the houses made of stone or wood? What does the town smell like? What kind of characters do they see, and how do people in town respond to the players? And if the players meet a new npc, describe what he/she looks like! The players need to be immersed in the atmosphere of your world, so as a DM you have to make them feel something. When the players enter a harbor, it's never just "a harbor". There are merchants selling exotic goods, sailors rolling barrels to a nearby warehouse, prostitutes trying to make a few coins, and a man selling apples that don't look all that good. The air is thick with the smell of fish and shrimp, and there are small vessels hauling their nets into the harbor, full of freshly caught fish. There are a few city guard about, inspecting the goods of new arrivals, and they have distinctive armor and cloaks. There are so many details to describe, and the more descriptive the DM is, the more the players have to work with.
Characters have no names!
I've met my share of dungeon masters that could not come up with names for their npc's. Often the players would run into a random merchant, and suddenly they ask him for his name, and the DM panics. As a DM, be prepared! Make a list of possible random names, or simply have a list ready of every npc in town. What is the local tavern called, and who work there? What are their stories? Not every npc needs a complicated back story, but it sure helps if they have some story to them. When the players are hunting for clues to a mystery, they may chat up with a common vagrant. But what is his name, and how did he end up so down on his luck? Its not difficult to prepare these sorts of things before running a campaign. In my pirate campaign, every ship has a name, with a captain who also has a name and a backstory. And that captain also has a crew, and they all have names too. Make sure you are prepared.
Oh dear, that is terrible. Yes, fortunately my groups have always agreed that a certain amount of OC banter is perfectly fine. It can be pretty dreadful if a DM insists on such extreme rules.
That is a great example. I remember a friend of mine, who did a session that lasted several days, where he made his players fight an army of undead. He literally had them fight each and every undead, one by one. That must have been terrible to sit through.
One of the ways to encourage the players to explore other options, is to also give full exp for any enemy that surrenders, or flees. Often players will feel like they are missing out on exp, simply because an enemy is running away, but that should not be the case. Enemies can be defeated in many ways, and not only by having their hitpoints reach zero.
In my pirate campaign, we've had a few instances where multiple pirate ships were involved in a fight. Obviously we would play out what ever fight the ship of the players was involved in. But I would take care of the other battles off-screen. So by the time the players finished fighting, the other ships finished fighting as well, or they would join them halfway into their battle as reinforcements. Soon we might be coming up to a crucial part of the campaign, where the players want to rid a particular island of cannibals. Obviously I'm not going to have them march through every inch of the island, to take out each and every cannibal. Instead, I'll allow them to hire mercenaries, that would each comb a particular part of the island (during down time). And I'll allow them to send out scouts, that would try and find the main village of the cannibals. These groups of npc's would then later report back with their findings, and report their casualties (which I could roll for).
The final battle would then be just the party and their allies, against that one village (instead of every single cannibal on the island). And all they really need to do, is take out the tribe elder that is leading them all. Once his/her head rolls, the cannibals are done for. I think thats a good way to handle these massive battles. In the future there wil possibly be far larger battles, and I'll have to come up with some way to simplify the battle. It would be more about strategic movements of the ships, rather than rolling dice for each and every ship.
I agree entirely. Even when I run my Cthulhu campaign, and things are supposed to be super suspenseful, humor is a great way to break up the tension. The party will be into the suspense if you introduce it to them the right way, and establish the mood. But you can't force them to always be super serious. I also try to make sure that my npc's are a lot of fun too. You need to mix the laughter with the darker stuff.
For example, in my pirate campaign we have an npc crew member who is a notorious drunk, and has the nick name "Rummy". During our last session, the players put some rotting fish in his rum bottle, to teach him a lesson (he had hazed one of the new crew members by putting rotting fish in his bed, so this seemed appropriate). I stretched out the punchline of the joke for a while, to make sure that Rummy would drink from the bottle at THE WORST moment, for maximum comic relief. Which was during an opera for the rich upper class, while he was out with his girlfriend, while wearing a ghastly outfit, and sitting on an exclusive balcony seat. And there was much laughter and "Nooooooo" from the party.
Bad dungeons
One topic we haven't addressed yet, is the topic of designing dungeons. I love creating dungeons. But I have seen quite my share of dungeons that were just terrible. Here's a few points that dungeon masters should perhaps pay attention to when designing a dungeon:
* The dungeon is way too big. Dungeons that are endless mazes, filled with nothing but empty corridors and crossroads. Dungeons where the only choices for the players are, do we go left, or do we go right, or straight ahead, Instead, I encourage dungeon masters to limit their dungeons to just a selection of functional, and purposeful rooms.
* Dungeons are invulnerable. Walls have hardness and should break, given enough force. As should doors, by the way. A bad DM makes his dungeon absolutely inpenetrable, with invulnerable walls and doors. Don't be afraid to allow your players to improvise, and find other ways around your carefully constructed obstacles. This leads into our next point by the way.
* The dungeon is linear. If the dungeon is basically just a long corridor with a couple of rooms, thats not very compelling. Add some alternate routes. Make sure the players can at least take 2 different roads to reach the same end goal.
* The dungeon forces the players to visit each and every room. It is okay if the players miss something really cool that you thought of. It's okay, just let it go. You can reuse the idea some other time in a different dungeon. You don't have to force the players to visit that one room that they've skipped.
* The dungeon contains nothing but monsters and treasures, for no real reason. This may have worked for first edition, but I really consider it a no-no. Nowadays we ask our selves logical questions. Why are there monsters in this underground labyrinth? Don't they have other things to do with their life? And who built it? Why is this dungeon here, and what is its purpose? Give your dungeon a backstory. Maybe its an ancient ruin of some sort of city, and maybe the place is haunted by its former residents. Or maybe it is crawling with giant vermin that have made it their home. Maybe its a tomb for some ancient civilisation, and the players are really just robbing their graves. Any building could be turned into a dungeon. In fact, buildings probably make the best dungeons.
* Everything is trapped! If the dungeon happens to be a building that sees a lot of visitors, would it make sense for there to be a trap? Why would the king trap his own throneroom? Don't go nuts with the traps, or the players will be yelling "I check for traps" at every room.
* How does the trap work? This is one of the reasons why I rarely have magical traps in my campaigns, they are not very compelling. I think players deserve an explanation what a trap looks like, and how it works. Don't just tell them that they disable the trap because they succeeded at their skillcheck. Tell them HOW they disable it. What was the trap supposed to do? And maybe there are multiple ways to disarm it, and it is up to the players to choose how they want to approach it. Also, not all traps are deadly. Some traps simply serve to alarm enemies for example.
* The dungeon is flat. This isn't always a bad thing, but not every dungeon needs to be a one-story 2D labyrinth. Dungeons can contain multiple levels. Apart from stairs and ladders, there can also be moats, balconies, bridges, and multiple floors.
* Every room is a blank slate, lacking any details. Many dungeon masters make the mistake of thinking that a dungeon is just a bunch of rooms and corridors, with monsters and treasure. But rooms can differ wildly in shape, and height. A small corridor can force the players to pass through single file. A collapsed tunnel might even force them to shimmy their way through sideways, or crawl on hands and knees. If a room has a function, then it should probably contain fitting furniture. It could contain furniture that the players can search for valuables, rather than it containing a treasure chest, as if it were some video game. Another reason to include details, is to immerse the players, and to allow them to improvise. Because if there is furniture, then they can use it to block a door, and make a barricade. Clever construction of rooms can also encourage a lot of strategy. Enemies can be positioned at vantage points, and encourage the players to do more than just charge them blindly.
* Include secret doors. Sometimes players play an elf, purely to detect hidden doors. And why not? Because detecting secret doors is fun... if there are any that is. So don't forget to include some occasionally, if it makes sense.
* This dungeon will self destruct in 5 seconds. This is a bit of an Indiana Jones cliche, but don't always destroy the dungeon right after the boss has been defeated. Perhaps the dungeon can serve some purpose in the story later on? Maybe the players can make it their new home? But do make sure that you don't include any features that the players might turn against you. If the dungeon contains a giant statue leaking liquid gold.... ehhhh... you might want to reconsider that, unless you want the players to destroy the local economy.
* Treasure! Not all treasure is gold and gems. The players can find valuable information from just the dungeon alone. Maybe it contains ancient wall carvings, and drawings that depict events from hundreds of years ago. Dungeons are a great moment for exposition, and to explain some of the lore. And even if the players do stumble upon some riches, try and think of how it fits into the setting. Do the players find a treasure chest filled with golden coins? That is maybe a bit too convenient. Or do they find a tomb with a golden idol, with an omnious warning written on the stone lid?
* Just nothing but walking! Dungeons can contain swimming sections, climbing sections, and obstacles that require skill checks. Maybe a tunnel is partially flooded, and players wil have to hold their breath? Maybe a floor has collapsed, and they have to find a safe way down to the floor below? Maybe the floor is extremely slippery, or the dungeon is unstable. Maybe the players can't make too much noise, or the ceiling might cave in. Maybe the players need to use a bit of stealth while moving through the dungeon. Or maybe there are minecarts they can use.
I think perhaps one of the most important aspects of a good DM, is that the DM feels fair, and not out "to get" the players. I often refer to this as "soft-DM-ing". What I mean, is that the DM allows the players to succeed, and best his npc's and foes, and doesn't throw unfair obstructions when ever they derail his intentions. This also applies to skill checks, where a fumble doesn't immediately result in a broken or dropped weapon, and a failed climb check doesn't immediately result in falling to your death. A good DM also makes sure there is a decent balance of trustworthy characters in his story, to balance out the bad guys. If it seems that no one can be trusted, then the players will be highly paranoid of anyone they meet. In my campaign, the players feel comfortable with trusting certain characters they've met. Someone who seems good at first, probably is, although you can never be 100% sure. The players also feel confident with climbing a rope, knowing that the skill checks will not be unfairly high, and will not result in an instant death.
Soft-DM-ing however, doesn't mean that the fights are easy, or that you cannot die. But it means that the DM doesn't seem hostile to the players, or their actions. And I have been in campaigns where the DM did feel hostile. Where any attempt to step off the beaten path, instantly resulted in all sorts of unforeseen complications, and law enforcement instantly arresting the players.
The uber npc problem

(Epically poking the boss with needles, while the npc does all the heroic stuff. Thanks for that LOTR The Third Age.)
I've also been in DnD groups where the DM introduced invincible super npc's, that did all of the cool stuff, while the players tagged along. I hate that. It's like the super npc is Gandalf, and the players are following him around as he defeats the Balrog for them. So boring. Or alternatively, the DM introduced a big villain, who always gets away, despite all logic. This sort of rail roading just utterly destroys the fun, and the immersion.
For example, we did a Star Wars rpg session, and the DM introduced an old jedi who followed us around, who couldn't die (unless part of the plot), and saved the day whenever things went south (no matter how bad the players screwed it up). This is bad DM'ing.
When it comes to important npc's, I expose them to death ALL THE TIME. Many npc's that I intended to die, have survived so far, due to actions from the players. In fact, during one campaign I had an npc that was supposed to die during the very first session, and he survived the entire campaign (and even became an important character to the plot later on). And recently in my pirate campaign, an npc pirate captain became trapped in the realm of the dead, and sure to die due to the bitter cold. Only he didn't, because the players intervened.
What's also interesting, is not just exposing the players to dangerous monsters, but putting them in a situation where they have to defend other people. The players know that they can handle most monsters, but what if there is an innocent unarmed npc in the same room with them? Encounters such as these allow the players to feel all powerful, which is important, since they are the heroes after all.
Unavoidable failure
Another frustration of mine, is related to the uber npc problem, and that is the situation from which no escape is possible. I hate it when a chain of events is entirely rail roaded. For example, a burglary that always goes wrong, because an npc always rings the alarm, and everyone gets arrested. What you should do instead, is offer the players choices to save their butts. Instead of having that npc instantly activate the alarm, allow the player to tackle him before he reaches it. When the player succeeds, it is very exciting and fun. It turns it into an epic action scene.
I do this in regular DnD sessions: A player fails a balance check and tumbles into a hole. So I offer his party members a reflex check to quickly grab his hand. Then I let both of them roll strength checks to pull the unlucky player out of the pit. This doesn't mean that I never let players get hurt by traps. But in the case of imminent death, I try to include some back up solutions to survive by the skin of your teeth.
More on unavoidable failure
An example of unavoidable failure, would be for example that the players fail a stealth check, and the entire enemy camp is instantly aware of them, and captures them. A good DM allows the players to intervene in some way, by for example taking out the one guard that was alerted, before he can alert his buddies.
I also remember a mechwarrior campaign, where me and another player were trying to escape the cops. And there literally was no way to escape them. We raced through the streets, but the driving checks were unfairly high, so the motorcycle crashed. The other player flipped an entire police car, but the police were not intimidated or scared. We ran through dozens of streets, and found a house in an alley to take shelter in, but the police found the house anyway. We fled out through the back door, but the police had the place surrounded, and they had a helicopter. This is awful, because the players literally get no lucky breaks from the DM.
Here is how I would have handled that: The players race through the streets, and then suddenly a stranger waves to them, and opens an old garage door. They head inside, and meet with a group of resistance fighters. They make new allies, and it takes the story into a new interesting situation. The players now have a crime record, but they've also gained new allies, and access to different missions.
The player wants the story to progress obviously, but he also wants to feel that he has the freedom to make meaningful decisions. Not everything in the world should be against the players. The same can be said about situations where the player visits a tavern, and every drink is spiked, and every npc is a thug out to kill the player. This sort of thing makes the player feel so paranoid, that it seems anything outside the regular story line is strictly forbidden. It feels as if there is giant hand of the DM hovering over the players at all times, and that shouldn't be the case.
Unfair surprises
I think it is also important to be very clear to your players what they are getting into. For example, the players head into the shady part of town. Do they know that this is the shady part of town? If not, it might be important to make that clear. Are all of the npc's there armed thugs? Then maybe the DM should tell the players that they suspect many of the people around them might be carrying concealed weapons, or be up to no good.
Before the players get mugged by bandits in an alley, why not let them roll a spot check? Then tell them a couple of shady characters have been following them through town, and are consistently looking away when ever the players look their way.
The players are about to enter the lair of a dragon. Maybe tell them of the countless corpses outside the den, or the giant footprints on the ground. Do not just drop a bad situation on them. Give them enough information to deal with what is about to come. Maybe with enough information, the players might vote against entering that lair.
Another example, one of the players heads into a jungle on his own, which is infested with cannibals. The last thing you want the players to say after being overwhelmed by cannibals is "Well if I had known that there would be cannibals, I wouldn't have done that". And obviously the PC's aren't psychic. But as a DM you are first and fore most a storyteller. If the players are about to make a crucial error that could get them killed, tell them that they have a feeling of dread. Tell them that it is unnaturally quiet, and that they feel like they are being watched. This actually builds atmosphere and suspense, but it is also a way of keeping the game fair.
Everything is dangerous
This point also ties into the unavoidable failure thing. Not everything in the game should be super deadly, or the players will get incredibly paranoid. I try to encourage the players not to be afraid of going for a swim, for example. Not every pool is filled with deadly piranhas or sharks. Not every cave contains a monster. Not every tomb is infested with undead. A lot of DM's go completely overboard. They think that every encounter should result in the obvious. But you don't need a monster to make exploring a cave exciting. In fact, just the anticipation of a monster is enough. And my players have crossed many jungles without running into armies of cannibals, or hungry tigers. Sometimes they make wonderful discoveries, like a new landmark, or an unoccupied watchtower.
In fact, I used the watchtower as a way of informing the players that they were in cannibal-occupied territory. And I told them that it looked as if the watchtower simply wasn't being used during the day, but it might be occupied at night. This builds suspense. The players now have the choice to either wait till nightfall and surprise the cannibals, or to use the watchtower now and scout the surrounding area, or to get as far away from it as possible before night falls.
The party used the watchtower to scout the area, and then chose to get as far away from it as they could before nightfall. When the party returned to the watchtower the next day, they noticed that it had been marked with charms to warn them not to return. It seemed the cannibals had noticed that someone had visited their watchtower. The charms were not magical, but were simply intended to scare the players. They obviously weren't scared, but this gave them some insight into the tribal beliefs of their enemies.
Not everything should be a trap. There are other ways to make encounters exciting, and it all comes down to storytelling. The DM should mix moments of quiet, with moments of peril. Because if there is no distinction between the two, then the excitement falls flat.
This reminds me of a throne room in the campaign of a close friend of mine. The rogue in the party wanted to check the door to the throne room for traps. The rest of the party joked about how silly that would be, and how that would have to be one paranoid king. He wouldn't even be able to call for a servant, without the servant falling dead into the throne room due to springing the trap. Sometimes a room should be just a room (and in this case, there was no trap, it was just a throne room).
Splitting the party
It's always annoying when this happens, but it is also often unavoidable. You can't always force the players to stick together. You can only encourage them to do so in subtle ways. The worst thing a DM can do when the party splits, is to either force them not to split (which tends to anger the players), or to leave the other players out of the game for a prolonged duration. When the party does split, I often allow the players that are not present at the event, to participate in some other way. For example, you can let the players that are not present, take control of the monsters, or of npc's. In a recent example, almost the entire party except one decided to take part in a dream-like test. So all of the party fell asleep, and experienced this test. I allowed the missing party member to be present as a sort of helpful spirit. He wasn't really there, and his character would not remember anything that happened in the dream, but he would be there to assist in solving some of the puzzles. This allowed him to still take part in the fun, rather than having to wait for all this to play out.
Another way to handle party splits, is to simply take turns in managing the different players. But this only works as long as no combat is involved. As soon as you start getting into big battles, you are leaving the other players out of the game for a very long time, and I highly encourage any DM to then find a creative way to involve those players, even if their characters are not there.
The unforgiving DM
This happens a lot, and it can be quite frustrating to the players. The DM should always assume that the player characters are not completely stupid, and provide them with the necessary information to make reasonable decisions. It is extremely unfair to instantly punish the players for taking a simple action. For example: a player decides to swim to the other side of a canal, but the player is immediately attacked by sharks. Obviously the DM should have informed the player that there are sharks swimming around. After all, wouldn't you be able to see some movement in the water? It's quite annoying if the players have to argue with the DM that they want to take back their action, due to sudden new information that puts their life at risk. Rather than immediately having the sharks attack, the DM should simply tell the player that they see a shape of a large marine creature underwater, and ask them if they want to reconsider their action.
Another example: The party discovers a pit, and one of the players decides to drop down to explore it. It turns out the pit was filled with deadly spikes, and the DM rolls for damage. Don't do that! Instead, tell the player that just as he is about to drop down, his eyes spot what seems like razor shark spikes at the bottom of the pit. The player can now reconsider, and the DM doesn't annoy his players.
The undescriptive DM
Don't tell the players that they are entering just "a town", with "a town square". Be descriptive! What color are the houses and roofs? Are the houses made of stone or wood? What does the town smell like? What kind of characters do they see, and how do people in town respond to the players? And if the players meet a new npc, describe what he/she looks like! The players need to be immersed in the atmosphere of your world, so as a DM you have to make them feel something. When the players enter a harbor, it's never just "a harbor". There are merchants selling exotic goods, sailors rolling barrels to a nearby warehouse, prostitutes trying to make a few coins, and a man selling apples that don't look all that good. The air is thick with the smell of fish and shrimp, and there are small vessels hauling their nets into the harbor, full of freshly caught fish. There are a few city guard about, inspecting the goods of new arrivals, and they have distinctive armor and cloaks. There are so many details to describe, and the more descriptive the DM is, the more the players have to work with.
Characters have no names!
I've met my share of dungeon masters that could not come up with names for their npc's. Often the players would run into a random merchant, and suddenly they ask him for his name, and the DM panics. As a DM, be prepared! Make a list of possible random names, or simply have a list ready of every npc in town. What is the local tavern called, and who work there? What are their stories? Not every npc needs a complicated back story, but it sure helps if they have some story to them. When the players are hunting for clues to a mystery, they may chat up with a common vagrant. But what is his name, and how did he end up so down on his luck? Its not difficult to prepare these sorts of things before running a campaign. In my pirate campaign, every ship has a name, with a captain who also has a name and a backstory. And that captain also has a crew, and they all have names too. Make sure you are prepared.
DM_Craig said:Hey, great thread!
As a DM, I have a lot of fun with my group. The players know that ultimately I actually want them to succeed rather than fail. The goal of DMing isn't to go on a power trip, but to create a fun, interesting, exciting and yes, challenging, adventure for the players to get in to.
I strongly encourage everyone in my group to be as creative as they possibly can be, and will often houserule certain rolls to create fun scenarios rather than simply say "Nope, you can't do that." If the players come up with a way to beat a challenge I've presented that I didn't think of, rather than punishing them, I reward them, and so long as it falls within the realm of possibility, I'll let them do it. I'll cheer them on and congratulate them on their success!
Here's one I would add to your list:
Ridiculous Rules
I used to play with a DM that took his role way too seriously, and tried to control everything that happened in our sessions, both in game and out of game. We had to speak as our characters the entire time, and if we wanted to speak out-of-character (OOC), we had to place one hand on our head so that everyone knew it was us speaking and not our character. If anyone left the table -oh, say to use the bathroom or grab a drink - without first going OOC and declaring they were leaving, that player's character would end up punished somehow in the encounter, due to them being 'distracted'. One by one, players left the group, myself included, because it wasn't fun.
Oh dear, that is terrible. Yes, fortunately my groups have always agreed that a certain amount of OC banter is perfectly fine. It can be pretty dreadful if a DM insists on such extreme rules.
DM_Craig said:I'd like to add another one, if I may?
Must Fight Everything!
A good DM will always remember that every encounter doesn't need to be a fight, or even a fight to the death, so to speak. There are many ways (or should be) for PCs to get past an encounter. If stuck in a cavern fighting a bunch of orcs, it might not take killing every one of them for the party to pass. Maybe they just need to kill the chief, or half the group and the others will flee. Maybe the enemy can be tricked into letting the party pass, or the PCs could offer a bribe, etc.
A good campaign has a proper balance of combat and non-combat encounters, but even within each of those types of encounters, there needs to be options.
I crafted an encounter for one of my old groups that gave them a quick way to defeat the kobolds they were facing. The setting was a crumbling temple, and I made sure to let the players know that their characters could tell upon entering the main chapel that it was in rough shape. Furthermore, I moved the kobolds around cautiously. Two of the players picked up on this, and started looking around and doing checks to see if they could use the environment to their advantage. Long story short, they ended up collapsing half of the vaulted ceiling, burying and killing a number of the kobolds (including two of their casters) and causing the rest to flee. instead of a potentially long, drawn out battle where both sides were tip-toeing around everything, the outcome was decided swiftly, the party had fun picturing the scene, and the quest moved on.
That is a great example. I remember a friend of mine, who did a session that lasted several days, where he made his players fight an army of undead. He literally had them fight each and every undead, one by one. That must have been terrible to sit through.
One of the ways to encourage the players to explore other options, is to also give full exp for any enemy that surrenders, or flees. Often players will feel like they are missing out on exp, simply because an enemy is running away, but that should not be the case. Enemies can be defeated in many ways, and not only by having their hitpoints reach zero.
In my pirate campaign, we've had a few instances where multiple pirate ships were involved in a fight. Obviously we would play out what ever fight the ship of the players was involved in. But I would take care of the other battles off-screen. So by the time the players finished fighting, the other ships finished fighting as well, or they would join them halfway into their battle as reinforcements. Soon we might be coming up to a crucial part of the campaign, where the players want to rid a particular island of cannibals. Obviously I'm not going to have them march through every inch of the island, to take out each and every cannibal. Instead, I'll allow them to hire mercenaries, that would each comb a particular part of the island (during down time). And I'll allow them to send out scouts, that would try and find the main village of the cannibals. These groups of npc's would then later report back with their findings, and report their casualties (which I could roll for).
The final battle would then be just the party and their allies, against that one village (instead of every single cannibal on the island). And all they really need to do, is take out the tribe elder that is leading them all. Once his/her head rolls, the cannibals are done for. I think thats a good way to handle these massive battles. In the future there wil possibly be far larger battles, and I'll have to come up with some way to simplify the battle. It would be more about strategic movements of the ships, rather than rolling dice for each and every ship.
Timpookie said:This is a really good thread for explaining what things DMs commonly do wrong! I sincerely thank you, and I will attempt to take these words (Err... Paragraphs) of advice to heart as I DM for my campaign. However, there's one other type of DM that I find irksome, although not exactly impossible to play with.
No Comic Relief Allowed
The name says it all - A DM that wants the campaign to be super-serious, without the characters even being able to make a light joke at all during the campaign. Sure, this can be good for some parts of the game, such as when you want suspense to build up, but after the main baddie for the adventure was slain and the heroes are in the local tavern boasting of their triumph? I think that that should be a time for celebration, not solemnly drinking as they await their next super-serious adventure.
Besides, making things too dark eventually makes it less fun, though not impossible, to play. D&D, and all games, for that matter, were designed for fun, and therefore lighthearted joking should be allowed, at least from time to time!
Timpookie said:This is a really good thread for explaining what things DMs commonly do wrong! I sincerely thank you, and I will attempt to take these words (Err... Paragraphs) of advice to heart as I DM for my campaign. However, there's one other type of DM that I find irksome, although not exactly impossible to play with.
No Comic Relief Allowed
The name says it all - A DM that wants the campaign to be super-serious, without the characters even being able to make a light joke at all during the campaign. Sure, this can be good for some parts of the game, such as when you want suspense to build up, but after the main baddie for the adventure was slain and the heroes are in the local tavern boasting of their triumph? I think that that should be a time for celebration, not solemnly drinking as they await their next super-serious adventure.
Besides, making things too dark eventually makes it less fun, though not impossible, to play. D&D, and all games, for that matter, were designed for fun, and therefore lighthearted joking should be allowed, at least from time to time!
DM_Craig said:Timpookie wrote:
No Comic Relief Allowed
Besides, making things too dark eventually makes it less fun, though not impossible, to play.
I couldn't agree more. Some of my favourite moments playing D&D have been when the entire table was bent over in laughter! I encourage my players to even think about what kind of sense of humour (or lack thereof) their characters have when they are fleshing them out. Let the players enjoy themselves and really have fun, or what's the point of even playing?
I agree entirely. Even when I run my Cthulhu campaign, and things are supposed to be super suspenseful, humor is a great way to break up the tension. The party will be into the suspense if you introduce it to them the right way, and establish the mood. But you can't force them to always be super serious. I also try to make sure that my npc's are a lot of fun too. You need to mix the laughter with the darker stuff.
For example, in my pirate campaign we have an npc crew member who is a notorious drunk, and has the nick name "Rummy". During our last session, the players put some rotting fish in his rum bottle, to teach him a lesson (he had hazed one of the new crew members by putting rotting fish in his bed, so this seemed appropriate). I stretched out the punchline of the joke for a while, to make sure that Rummy would drink from the bottle at THE WORST moment, for maximum comic relief. Which was during an opera for the rich upper class, while he was out with his girlfriend, while wearing a ghastly outfit, and sitting on an exclusive balcony seat. And there was much laughter and "Nooooooo" from the party.
Bad dungeons
One topic we haven't addressed yet, is the topic of designing dungeons. I love creating dungeons. But I have seen quite my share of dungeons that were just terrible. Here's a few points that dungeon masters should perhaps pay attention to when designing a dungeon:
* The dungeon is way too big. Dungeons that are endless mazes, filled with nothing but empty corridors and crossroads. Dungeons where the only choices for the players are, do we go left, or do we go right, or straight ahead, Instead, I encourage dungeon masters to limit their dungeons to just a selection of functional, and purposeful rooms.
* Dungeons are invulnerable. Walls have hardness and should break, given enough force. As should doors, by the way. A bad DM makes his dungeon absolutely inpenetrable, with invulnerable walls and doors. Don't be afraid to allow your players to improvise, and find other ways around your carefully constructed obstacles. This leads into our next point by the way.
* The dungeon is linear. If the dungeon is basically just a long corridor with a couple of rooms, thats not very compelling. Add some alternate routes. Make sure the players can at least take 2 different roads to reach the same end goal.
* The dungeon forces the players to visit each and every room. It is okay if the players miss something really cool that you thought of. It's okay, just let it go. You can reuse the idea some other time in a different dungeon. You don't have to force the players to visit that one room that they've skipped.
* The dungeon contains nothing but monsters and treasures, for no real reason. This may have worked for first edition, but I really consider it a no-no. Nowadays we ask our selves logical questions. Why are there monsters in this underground labyrinth? Don't they have other things to do with their life? And who built it? Why is this dungeon here, and what is its purpose? Give your dungeon a backstory. Maybe its an ancient ruin of some sort of city, and maybe the place is haunted by its former residents. Or maybe it is crawling with giant vermin that have made it their home. Maybe its a tomb for some ancient civilisation, and the players are really just robbing their graves. Any building could be turned into a dungeon. In fact, buildings probably make the best dungeons.
* Everything is trapped! If the dungeon happens to be a building that sees a lot of visitors, would it make sense for there to be a trap? Why would the king trap his own throneroom? Don't go nuts with the traps, or the players will be yelling "I check for traps" at every room.
* How does the trap work? This is one of the reasons why I rarely have magical traps in my campaigns, they are not very compelling. I think players deserve an explanation what a trap looks like, and how it works. Don't just tell them that they disable the trap because they succeeded at their skillcheck. Tell them HOW they disable it. What was the trap supposed to do? And maybe there are multiple ways to disarm it, and it is up to the players to choose how they want to approach it. Also, not all traps are deadly. Some traps simply serve to alarm enemies for example.
* The dungeon is flat. This isn't always a bad thing, but not every dungeon needs to be a one-story 2D labyrinth. Dungeons can contain multiple levels. Apart from stairs and ladders, there can also be moats, balconies, bridges, and multiple floors.
* Every room is a blank slate, lacking any details. Many dungeon masters make the mistake of thinking that a dungeon is just a bunch of rooms and corridors, with monsters and treasure. But rooms can differ wildly in shape, and height. A small corridor can force the players to pass through single file. A collapsed tunnel might even force them to shimmy their way through sideways, or crawl on hands and knees. If a room has a function, then it should probably contain fitting furniture. It could contain furniture that the players can search for valuables, rather than it containing a treasure chest, as if it were some video game. Another reason to include details, is to immerse the players, and to allow them to improvise. Because if there is furniture, then they can use it to block a door, and make a barricade. Clever construction of rooms can also encourage a lot of strategy. Enemies can be positioned at vantage points, and encourage the players to do more than just charge them blindly.
* Include secret doors. Sometimes players play an elf, purely to detect hidden doors. And why not? Because detecting secret doors is fun... if there are any that is. So don't forget to include some occasionally, if it makes sense.
* This dungeon will self destruct in 5 seconds. This is a bit of an Indiana Jones cliche, but don't always destroy the dungeon right after the boss has been defeated. Perhaps the dungeon can serve some purpose in the story later on? Maybe the players can make it their new home? But do make sure that you don't include any features that the players might turn against you. If the dungeon contains a giant statue leaking liquid gold.... ehhhh... you might want to reconsider that, unless you want the players to destroy the local economy.
* Treasure! Not all treasure is gold and gems. The players can find valuable information from just the dungeon alone. Maybe it contains ancient wall carvings, and drawings that depict events from hundreds of years ago. Dungeons are a great moment for exposition, and to explain some of the lore. And even if the players do stumble upon some riches, try and think of how it fits into the setting. Do the players find a treasure chest filled with golden coins? That is maybe a bit too convenient. Or do they find a tomb with a golden idol, with an omnious warning written on the stone lid?
* Just nothing but walking! Dungeons can contain swimming sections, climbing sections, and obstacles that require skill checks. Maybe a tunnel is partially flooded, and players wil have to hold their breath? Maybe a floor has collapsed, and they have to find a safe way down to the floor below? Maybe the floor is extremely slippery, or the dungeon is unstable. Maybe the players can't make too much noise, or the ceiling might cave in. Maybe the players need to use a bit of stealth while moving through the dungeon. Or maybe there are minecarts they can use.