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<blockquote data-quote="Imaculata" data-source="post: 6702400" data-attributes="member: 6801286"><p>I suspect many of us have started somewhere along those lines too. My first steps in the world of D&D started with playing Hero Quest, and a sort of simplified home brew version of 2nd edition, which we called Elemental Quest. We had pointless labyrinths all the time. But as we matured as players, we started realizing that if you really think about all these questions, the details really provide so much more role playing fun.</p><p></p><p> </p><p> For example, if your dungeon is some sort of tomb, then there probably are traps. But what effect would this have on the inhabitants of the dungeon? Maybe giant centipedes have made this their hunting ground, and maybe the players encounter one of these monsters lying dead in one of the traps. This is a great way to build suspense, and perhaps the centipede stuck in the trap isn't quite dead yet. And how do these creatures get around, if the place is basically completely sealed? Well maybe there are cracks in the walls, that are too tight for the players to crawl through, but provide easy access for the various vermin that inhabit the dungeon. This is also a great way to build suspense. Once the players learn how these creatures navigate the dungeon, they'll be cautious of any large cracks in the wall. This is also a great and logical way for the DM to set up an ambush. Allowing yourself to ask critical questions regarding the dungeon can improve the dungeon itself.</p><p></p><p></p><p></p><p></p><p></p><p><strong>The DM does not allow improvisation</strong></p><p></p><p> </p><p> Players will often stack up on tons of tools and random item throughout their adventures, but how frustrating is it when you are not allowed to use them? Occasionally you'll have DM's that do not allow you to solve encounters in an unorthodox way. For example, a group of monsters are about to charge into a room, and the players decide to block the door with random tables and chairs, but everything is nailed down. Or the player is in a prison cell, and tries to use a small tool to try and free one of the bricks in the wall, but the wall is invulnerable to any such attempts. Or the players face a steep wall, and try to use vines to make an improvised rope, but they are not allowed to use it. Or maybe there's a fight in a kitchen, and a player decides to throw a cauldron filled with boiling water onto his enemies. He is then punished for not simply attacking with his sword.</p><p></p><p> </p><p> Don't be that DM. If the players come up with something that sounds cool, just roll with it. When the players knock over that cauldron of boiling hot water, have the first line of enemies scream in agony, and retreat. Maybe the steam blinds them, allowing the rest of the party some free shots? Don't make the player who improvises feel like he is holding back the party by not attacking in the conventional way. If the players are set upon by bandits, and one player tries to strike a bargain instead of fighting the bandits, consider it as a DM. Maybe with a good diplomacy or bluff, the player is able to convince the bandit that attacking him is not in his best interests. If the players try to smash a door right in the face of a monster, maybe its arms gets caught in between the door, and he drops his weapon because of it? Make it a narrative experience, and don't always force the players to just roll damage, and nothing else. If a player tries to scare a monster by using the echo of a tunnel to imitate the sound of a howling beast, roll for bluff or perform, and then roll for the sense motive of the monster, or for its listen check. Or do a morale check on the monster, and perhaps it works. Don't make your clever players feel stupid for daring to step off the beaten path, and for daring to come up with a unique solution to a problem.</p><p></p><p></p><p></p><p></p><p></p><p>On the other hand, there is also another extreme:</p><p> </p><p> <strong>Everything the players say is audible to the npc's</strong></p><p> </p><p> It can be quite frustrating when the DM insists that whenever the players talk about something, it is immediately considered as ingame banter, even when it clearly isn't. Sometimes the players want to discuss whether that guard they are talking to can be trusted, without the guard immediately hearing that apparently they do not trust him. I think a DM should be fair, and simply ask a player if their character actually says that. If the DM insists that the players cannot exchange certain information without their character actually telling each other in-game, then the DM can aways ask the players to do so through other means. Such as innuendo, hand signals, or magic.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I agree entirely. This fits seemlessly with one of my earlier points about the DM being hostile to the players, or the DM not giving all the necessary information to the players. Like for example not telling the players that there are countless scorched corpses outside a cave, that turns out to be the lair of a dragon.</p><p> </p><p> I'll give an example of a much better way to handle this as a DM. The party was exploring an ancient underground city, but a heavy stone door was blocking their way. Fortunately there was a small hole in the door, allowing a small animal to pass through. So the druid of the party transformed into a little animal, and scouted ahead. In the room beyond the door he noticed a giant centipede waiting on the ceiling. I told him that his druid would logically know much about these animals, and I then proceeded to tell him all he needed to know to make a well reasoned decission. For example, I told him that the creature could be calmed with a succesful Animal Empathy check, and would remain so as long as there weren't any loud noises or vibrations. It was then all up to the player to decide how much of this information he was going to share with the rest of the party.</p><p></p><p></p><p></p><p></p><p></p><p>I've certainly been in a few campaigns where the DM would set up villains that would always magically get away. And its especially painful when the players suspect that he really should be out of HP by now. And even though they may chase after him, he'd some how disappear through some secret door that the players are unable to find, as if it instantly magically disappears into the wall after the villain has passed through it. Or the villain would some how be moving faster than the players, and be invulnerable to any movement impairing actions from the players. The following is a good rule for DM's everywhere: <em>"If you introduce a villain, be prepared to have him/her die that very same session."</em></p><p> In fact, I use the same for my friendly npc's. All of them should be able to die, without the plot coming to a screeching halt. I'm reminded of the game Skyrim, in which all the critical npc's are all invincible, but you wouldn't know who is a crucial npc and who isn't, until you started fighting them. That should never happen in a game, and certainly not in one as dynamic and interactive as DnD. Even if you are playing through a prewritten campaign, make sure you are flexible, and can continue the story if one of the main characters dies unexpectedly.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Thats exactly how I run my campaign. If the party wants to go somewhere, it usually takes them a while, and they encounter many things along the way. I prepare according to where they are going. And I have plenty of random tables to keep them busy, where ever they go. They are not restricted in any way, even if I'm not prepared. If needs be, I'll improvize. I have a general idea what every place is like. So if they decide to head into Shantytown, and I don't have a map yet of the place, then I'll make it up. Or they may suddenly go to an unexplored island, which is even better. I have random tables for what can happen at sea, what the weather will be like, what they can encounter by the coast, and what they can encounter on the island itself.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I see what you mean. This can really undermine the severity of a situation in any campaign. If a village is undersiege, then logically all npc's in that village should be in danger. It's perhaps even worse if the innkeeper is in the middle of a big battle, yet enemies simply ignore him. Vulnerable npc's are an excellent opportunity for drama and suspense. Players will feel the need to protect him, if they like the npc, and they feel sad if they fail to keep him alive.</p><p> </p><p> But I have been in my share of campaigns where the enemies seemed to have a magical gift to instantly tell who is a player character, and who is an npc.</p><p> </p><p> </p><p> </p><p> <strong>Enemies are exempt from obstacles and traps</strong></p><p> </p><p> This happens a lot in campaigns, You have a situation where the players must roll balance or jumps checks, but none of the enemies have to do the same. If there is a condition that affects everyone, then the enemies should not be exempt from that. If the ship suddenly tilts, everyone on that ship (including enemies) must roll for balance, and not just the players. The DM should never favor the enemies in a way that hurts believability.</p><p> </p><p> <strong>Enemy respawns</strong></p><p> </p><p> This is a minor point, but try and be fair regarding your encounter sizes. If you notice that the players are easily taking out your group of enemies (perhaps because you misjudged the difficulty), don't have reinforcements just pop up out of nowhere for no apparent reason. DM's often make errors regarding the difficulty of an encounter, it happens. But when you literally have new enemies spawn out of nowhere, then it becomes blatantly obvious to your players that you are just drawing out the fight.</p><p></p><p></p><p></p><p></p><p></p><p>Totally agree. A good example might be a dungeon of mine inside an old cliffside city, which I introduced early on in my current pirate campaign. The first hall the players entered had a <strong>door to the left</strong> and to the <strong>right</strong>, and a <strong>flooded corridor straight ahead</strong>. Both doors were heavy stone doors, that would either require a lot of strength to lift, or heavy explosives, or magic to open them. But the door to the right was different, because it had <strong>a hole</strong> in it, small enough for a small animal to fit through. So the players had an actual choice here:</p><p> </p><p> 1. Swim through a flooded corridor and hold their breath, not knowing where it leads.</p><p> 2. Send the druid through the door to the right, because he can shape shift into something smaller, and scout ahead. Maybe there's a switch on the other side?</p><p> 3. Open the door to the left with force, which could be dangerous in an old ruined city, and would alert any hostile creatures of their presence.</p><p> 4. Climb along the outside of the cliff, and enter adjacent rooms through the windows. This is an option the players didn't even consider.</p><p> </p><p> All three corridors would eventually lead down to a lower floor, so they would reach their goal either way, but they would encounter other things along the way. This is what an actual choice looks like.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6702400, member: 6801286"] I suspect many of us have started somewhere along those lines too. My first steps in the world of D&D started with playing Hero Quest, and a sort of simplified home brew version of 2nd edition, which we called Elemental Quest. We had pointless labyrinths all the time. But as we matured as players, we started realizing that if you really think about all these questions, the details really provide so much more role playing fun. For example, if your dungeon is some sort of tomb, then there probably are traps. But what effect would this have on the inhabitants of the dungeon? Maybe giant centipedes have made this their hunting ground, and maybe the players encounter one of these monsters lying dead in one of the traps. This is a great way to build suspense, and perhaps the centipede stuck in the trap isn't quite dead yet. And how do these creatures get around, if the place is basically completely sealed? Well maybe there are cracks in the walls, that are too tight for the players to crawl through, but provide easy access for the various vermin that inhabit the dungeon. This is also a great way to build suspense. Once the players learn how these creatures navigate the dungeon, they'll be cautious of any large cracks in the wall. This is also a great and logical way for the DM to set up an ambush. Allowing yourself to ask critical questions regarding the dungeon can improve the dungeon itself. [B]The DM does not allow improvisation[/B] Players will often stack up on tons of tools and random item throughout their adventures, but how frustrating is it when you are not allowed to use them? Occasionally you'll have DM's that do not allow you to solve encounters in an unorthodox way. For example, a group of monsters are about to charge into a room, and the players decide to block the door with random tables and chairs, but everything is nailed down. Or the player is in a prison cell, and tries to use a small tool to try and free one of the bricks in the wall, but the wall is invulnerable to any such attempts. Or the players face a steep wall, and try to use vines to make an improvised rope, but they are not allowed to use it. Or maybe there's a fight in a kitchen, and a player decides to throw a cauldron filled with boiling water onto his enemies. He is then punished for not simply attacking with his sword. Don't be that DM. If the players come up with something that sounds cool, just roll with it. When the players knock over that cauldron of boiling hot water, have the first line of enemies scream in agony, and retreat. Maybe the steam blinds them, allowing the rest of the party some free shots? Don't make the player who improvises feel like he is holding back the party by not attacking in the conventional way. If the players are set upon by bandits, and one player tries to strike a bargain instead of fighting the bandits, consider it as a DM. Maybe with a good diplomacy or bluff, the player is able to convince the bandit that attacking him is not in his best interests. If the players try to smash a door right in the face of a monster, maybe its arms gets caught in between the door, and he drops his weapon because of it? Make it a narrative experience, and don't always force the players to just roll damage, and nothing else. If a player tries to scare a monster by using the echo of a tunnel to imitate the sound of a howling beast, roll for bluff or perform, and then roll for the sense motive of the monster, or for its listen check. Or do a morale check on the monster, and perhaps it works. Don't make your clever players feel stupid for daring to step off the beaten path, and for daring to come up with a unique solution to a problem. On the other hand, there is also another extreme: [B]Everything the players say is audible to the npc's[/B] It can be quite frustrating when the DM insists that whenever the players talk about something, it is immediately considered as ingame banter, even when it clearly isn't. Sometimes the players want to discuss whether that guard they are talking to can be trusted, without the guard immediately hearing that apparently they do not trust him. I think a DM should be fair, and simply ask a player if their character actually says that. If the DM insists that the players cannot exchange certain information without their character actually telling each other in-game, then the DM can aways ask the players to do so through other means. Such as innuendo, hand signals, or magic. I agree entirely. This fits seemlessly with one of my earlier points about the DM being hostile to the players, or the DM not giving all the necessary information to the players. Like for example not telling the players that there are countless scorched corpses outside a cave, that turns out to be the lair of a dragon. I'll give an example of a much better way to handle this as a DM. The party was exploring an ancient underground city, but a heavy stone door was blocking their way. Fortunately there was a small hole in the door, allowing a small animal to pass through. So the druid of the party transformed into a little animal, and scouted ahead. In the room beyond the door he noticed a giant centipede waiting on the ceiling. I told him that his druid would logically know much about these animals, and I then proceeded to tell him all he needed to know to make a well reasoned decission. For example, I told him that the creature could be calmed with a succesful Animal Empathy check, and would remain so as long as there weren't any loud noises or vibrations. It was then all up to the player to decide how much of this information he was going to share with the rest of the party. I've certainly been in a few campaigns where the DM would set up villains that would always magically get away. And its especially painful when the players suspect that he really should be out of HP by now. And even though they may chase after him, he'd some how disappear through some secret door that the players are unable to find, as if it instantly magically disappears into the wall after the villain has passed through it. Or the villain would some how be moving faster than the players, and be invulnerable to any movement impairing actions from the players. The following is a good rule for DM's everywhere: [I]"If you introduce a villain, be prepared to have him/her die that very same session."[/I] In fact, I use the same for my friendly npc's. All of them should be able to die, without the plot coming to a screeching halt. I'm reminded of the game Skyrim, in which all the critical npc's are all invincible, but you wouldn't know who is a crucial npc and who isn't, until you started fighting them. That should never happen in a game, and certainly not in one as dynamic and interactive as DnD. Even if you are playing through a prewritten campaign, make sure you are flexible, and can continue the story if one of the main characters dies unexpectedly. Thats exactly how I run my campaign. If the party wants to go somewhere, it usually takes them a while, and they encounter many things along the way. I prepare according to where they are going. And I have plenty of random tables to keep them busy, where ever they go. They are not restricted in any way, even if I'm not prepared. If needs be, I'll improvize. I have a general idea what every place is like. So if they decide to head into Shantytown, and I don't have a map yet of the place, then I'll make it up. Or they may suddenly go to an unexplored island, which is even better. I have random tables for what can happen at sea, what the weather will be like, what they can encounter by the coast, and what they can encounter on the island itself. I see what you mean. This can really undermine the severity of a situation in any campaign. If a village is undersiege, then logically all npc's in that village should be in danger. It's perhaps even worse if the innkeeper is in the middle of a big battle, yet enemies simply ignore him. Vulnerable npc's are an excellent opportunity for drama and suspense. Players will feel the need to protect him, if they like the npc, and they feel sad if they fail to keep him alive. But I have been in my share of campaigns where the enemies seemed to have a magical gift to instantly tell who is a player character, and who is an npc. [B]Enemies are exempt from obstacles and traps[/B] This happens a lot in campaigns, You have a situation where the players must roll balance or jumps checks, but none of the enemies have to do the same. If there is a condition that affects everyone, then the enemies should not be exempt from that. If the ship suddenly tilts, everyone on that ship (including enemies) must roll for balance, and not just the players. The DM should never favor the enemies in a way that hurts believability. [B]Enemy respawns[/B] This is a minor point, but try and be fair regarding your encounter sizes. If you notice that the players are easily taking out your group of enemies (perhaps because you misjudged the difficulty), don't have reinforcements just pop up out of nowhere for no apparent reason. DM's often make errors regarding the difficulty of an encounter, it happens. But when you literally have new enemies spawn out of nowhere, then it becomes blatantly obvious to your players that you are just drawing out the fight. Totally agree. A good example might be a dungeon of mine inside an old cliffside city, which I introduced early on in my current pirate campaign. The first hall the players entered had a [B]door to the left[/B] and to the [B]right[/B], and a [B]flooded corridor straight ahead[/B]. Both doors were heavy stone doors, that would either require a lot of strength to lift, or heavy explosives, or magic to open them. But the door to the right was different, because it had [B]a hole[/B] in it, small enough for a small animal to fit through. So the players had an actual choice here: 1. Swim through a flooded corridor and hold their breath, not knowing where it leads. 2. Send the druid through the door to the right, because he can shape shift into something smaller, and scout ahead. Maybe there's a switch on the other side? 3. Open the door to the left with force, which could be dangerous in an old ruined city, and would alert any hostile creatures of their presence. 4. Climb along the outside of the cliff, and enter adjacent rooms through the windows. This is an option the players didn't even consider. All three corridors would eventually lead down to a lower floor, so they would reach their goal either way, but they would encounter other things along the way. This is what an actual choice looks like. [/QUOTE]
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