EN World DM Clinic!

One of my players, who is a capable DM himself, recently asked me for my advice on DMing.

I'm quite flattered by his request (Thanks AB!) but I figured there's a lot of good advice out there; two head are better than one, right? Besides, I could always use some good suggestions myself.

Here's the advice I gave him (he specifically asked about combat, hooks, and overall plot ideas). Give me a critique of my advice, and offer us some more ideas -- let's get a little free-form DM clinic going here!

Combat:

- Know the rules. You need accuracy and consistency. (I still goof things up, but I'm not afraid to admit I'm wrong, and I keep some cheat sheets close by to help.)

- Have some way to keep it organized, and keep track of what is going on. I use the initiative sheet for that, but some people like 3x5 cards with the character & monster stats on them, arranged in initiative order. Then you can just shuffle through them.

- Visual representation helps me a lot (read: battlemat + markers). I didn't used to DM this way -- I was a seat-of-the-pants all-in-your-head guy, but I like this way much better.

- Know the creatures you're using. I try to keep to a fairly small subset of critters, and when I use a new one I spend some time studying their abilities, and the related rules. It also helps to have your stats arranged in a manner you're comfortable with (which is why I write up stat blocks, rather than just winging it out of the MM).

- Have some basic tactics prepared. For fights with a few dissimilar enemies, I have a few notes prepared about what critter will use what tactic, in what order. I try to pick tactics that will make for a challenging fight (if I can). For example, for the time the elves ambushed the party, I had a little sketch map of the area, with the first 5 rounds of tactics planned for the elves (what spells in what order, etc).

- Don't get too attached to your monsters or NPCs. While sometimes I'd like them to survive, I think the party usually has the most fun when they have a hard fight that they *ultimately* win. So while I won't usually pull punches, I'm prepared for when the bad guy goes down in a round or two -- I'm not that emotionally involved in their survival.

- When the plan fails, wing it! But always start with a plan.


Hooks:

- This is related to where you're going with the overall plot. I try to have a number of options I've considered, since I'm never really sure exactly which hook the party will take. I have 2-3 different plot branches in mind, set up in layers. I'll throw out hooks to all of them, and have the first layer prepared, but I'll wait until the party follows a hook until I develop the second layer. That way the party -- not me -- determines the real course of the story, but I'm still ahead of them.

- Throw out innocuous details and introduce NPCs that could be used later (sometimes much later) as *future* hooks. That way you can draw on them if you use them, and it seems natural. You can even change directions but still use the same device, since the party won't know what you originally planned.

- Allow the story to develop. As it does, consider what the reactions might be of those the party encounters. What goes on behind the scenes? The world keeps rolling. You can give some hints of this, then pick up depending on what the party does.

- Repeat villians (like the Fat Bastard (tm)) can help hold the story together and generate links -- but the bad guy has to make an appearance eventually. Make sure you introduce the next bad guy before you kill off the current one.

- Use the characters themselves. I try to link one or two hooks to each character, but not be obvious about it -- just be alert to how a plot twist can relate to a character.

Some examples:

- When we started this campaign, I threw out three primary hooks: raids on caravans, a missing girl, and strange noises and rumored treasure by a ruin. I had three different adventures that could be linked to them (the one we did was one, Sunless Citadel was another). When the party picked one, I advanced the plot in the other hooks, and eventually concluded one (Sir Bradford disappears; Sharwyn returns). I also dropped some minor hints that could be picked up later (a sword with an unusual forge mark, eventually revealed to be Duergeddin's, that could lead to Forge of Fury ... or even something else). About half of the "Current Clack" items I post have a hook tied to them, the other half are just flavor.

- When the party decided not to go back to the caves, but instead go do some shopping and follow up leads, it gave me an opportunity. I asked myself: how would the orcs & other bad guys respond to the raid on their caves? The answer: a little internal power struggle, try and scare the adventurers with a little terror (execute some prisoners), and given enough time attack back (the siege). All this was related to their over all goal, which was CLASSIFIED.

- Take the opportunity to roll up old hooks, while at the same time introducing new hooks for future adventures.

Overall Plot

- This can depend a lot on your ideas, but here is the general approach I follow:

- The PC's are the story. I tweak the plot to keep the PCs in the limelight. Sure, big bad plot #1 might end the world, but if the PC's just aren't interested, I don't railroad them -- I just let the plot develop in another direction. I might return to BBP#1 later, having dropped some hints along the way, but I let the party take the hook.

- Have a couple of themes in mind you can link together for a big story -- but don't lead with the big story. Look at the WOTC adventure path -- the first adventure places a number of innocuous options that are followed up on in various ways throughout the adventures -- but you don't see the big picture until near the end. This way you can continue to change the story depending on PC actions.

- Start small. Don't blow up the world at 1st level -- it doesn't work for most groups. I try and build some things the PCs are attached to (relationships with NPCs, etc), and let the story develop from there.

- The side treks make the story. Read "The Hobbit". Sure, there is an overall quest in mind, but it's all the little things that happen on the way to the big quest that make the story special. The trick is to make these side treks seem natural -- they don't have to be planned way in advance, but you can follow the lead of something the players do. Your repeat performance NPCs are good for this.

- I'm not a fan of the "TV eposide" model. It works if you're really good, but I prefer the story to develop more organically. I don't recommend taking an entire plot from another source -- it will feel too contrived to follow the whole way. Steal the best ideas, combine with others, etc. I'm using mostly pre-published stuff for given locations, but I change motivations to create my own story.

- Pick a couple of sets of bad guys. Figure out what their motivations are -- long term goals, etc. Then consider how they would interact -- do they cooperate, or compete? Some of their activites make for low-level plot hooks; some are directly related to their goals while others are diversions. One group's activities might appear to be related to anothers, but be completely unrelated, and create a mystery for the PCs.

- Use a recurring villain or two -- some revealed early, some only hinted at, some manipulating pawns behind the scenes. Don't resort to extreme measure to keep them alive -- when the party pins them down, let them go and move to a backup.

- Stay flexible -- and don't railroad!


(Just in case anyone wants to follow our campaign, the full campaign story may be read here.)
 

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This is some of the best general DMing advice I've seen in quite awhile.

I know some of my strengths as a DM, but the last game I ran really highlighted my weaknesses. Much of what you included here dovetails with things I need to work on -- particularly the parts about the overall plot -- and should prove very useful as I try to become a better DM.

I generally enjoy your posts (and posting style), but this one stands out as exceptionally good. Thank you.
 

Damned good advice! :)

And if you happen to be free for Monday evenings, we hold DMing Chat Sessions on specific subjects every other Monday evening at 7pm central US time. This Monday we will be discussing Effective Cartography, so please try to stop on by the CMG chat channel. More details can be found here-

http://www.creativemountaingames.com/dmingchat.asp

Now returning to even more excellent advice as it is offered by others... ;)
 

I concur good advice! I always dm for my group and you really made me look at the way I do plot hooks. I usually make a little flow chart but I definitely like the layers idea.

Lets see some of the titans of the story hour and the rest of the boards chime in here also. Like PirateCat, Doc Midnight, and others
 

One of the best ways to incorporate a lot of that advice is to go with a really great starter module. The best campaign I ever DMed had the setting and story lines from the OD&D B10:Night's Dark Terror. PCs make new friends and get acquainted with the alliances and enemies pretty quickly so they never feel like they don't fit in. I think it worked wonders, as it covered all the bases from what to do next to get the PCs involved as well as descriptions and movement. I think I will adapt it for 3E just for the fun of it.
 

Thanks for the compliments -- I'll need to drop in on the DM chat one of these days.

I'm a big fan of good introductory modules. Keep on the Borderlands formed a significant piece of our current campaign, with appropriate modifications. In the past I've also really enjoyed Village of Hommlet, The Lost City, The Lendore Isles series, and The Sinister Secret of Saltmarsh. Sunless Citadel is a pretty well-designed introduction too, though I wish the area of Oakhurst had been fleshed out more.

I think the best introductory adventures (as well as starts to a campaign) provide a couple of things:

- A good "base" for the adventurers
- NPCs to meet, greet, and interact with, for roleplaying episodes
- NPCs of higher level than the characters -- mentors, competitors, and other big wheels
- A wilderness area with both tailored and "status quo" encounters
- Hooks to a number of adventures
- The focus "dungeon" setting
- A sense of consistency

The Keep does everything except consistency well (Caves ecology being a bit strained). Hommlet and The Secret of Bone Hill have the best combination of the above -- though I have less experience with some of the newer 3E adventures, so there are probably good ones I've left off the list (Freeport comes to mind).

I must say that Dungeon mag's Life's Bazaar is a great start, too -- though I feel it lacks some of the open-endedness that is built into some of the other adventures I've mentioned here. Some things need to be fleshed out (other parts of town, some other rumors and plot hooks not directly tied to the main plot) to give the place a more "lived-in", status-quo feel -- nothing that a good DM can't add with a little thought.
 

your welcome Olgar!

Guys, Glenn is a FABULOUS DM (And i use my gratuitious use of the word 'Fabulous')!!

I was looking over my Two PCs (i have 2 NPCs with them) and their histories and the past 5 game sessions and i feel i railroaded them for a good ... ok all the way thus far except last session.

Jarreth (NPC) had his family killed by a virus and a Xaos Stone stolen. (Xaos stones are huge staples in my world). He had a break down.

Ariea, a PC, has been looking for her father who dies about 50 years ago. Ariea, i should mention, is an elf and a psi warrior.

Well Ariea decided they should all go see about Jarreth's tribe. (He's a focus, not a PC). Jarreth (as a NPC) wasn't ready to face the issues yet and i introduced some information about Ariea's father.

She took it and it lead them to the small town of Southern Cross being plagued by bad dreams (Of Sound Mind).

They still have to figure out who killed Jarreths tribe, what the virus is/was and who created the virus.

So i was asking Glenn on what i should do. I think she'll be shocked to find out soon that her father was in Southern Cross and had gotten a young elven woman pregnant ...
 


Angelsboi said:
Jarreth (NPC) had his family killed by a virus and a Xaos Stone stolen. (Xaos stones are huge staples in my world). He had a break down.

Ariea, a PC, has been looking for her father who dies about 50 years ago. Ariea, i should mention, is an elf and a psi warrior.

Well Ariea decided they should all go see about Jarreth's tribe. (He's a focus, not a PC). Jarreth (as a NPC) wasn't ready to face the issues yet and i introduced some information about Ariea's father.

She took it and it lead them to the small town of Southern Cross being plagued by bad dreams (Of Sound Mind).

They still have to figure out who killed Jarreths tribe, what the virus is/was and who created the virus.

My advice here would be along the lines of: make your PCs the stars. You've done a good job of dropping hooks that fit your characters' motivations -- focus on following them up. Let their explorations of the missing father suggest to you some options.

You might, for example, come up with three possible explanations for the father's disappearance -- make hints toward that diffreent information. It could be conflicting. You don't even need to decide yet what is true -- see how the PCs react to the various leads, and then decide what the truth is.

As to the NPC's tribe -- perhaps everyone only thinks it was a virus -- maybe it is something else entirely. Try to find a bridge between your PC's goals and the NPC backstory to link the two together. Why, for example, do the PCs want to find out what happened to the NPC when they have their own immediate investigations? It sounds like you've based a lot of your plot on this NPC -- be very careful, here.

Use of NPCs is a potential trap that I am very cautious of. I try to use NPCs to advance the plot, provide hints, allow for interesting interaction, etc. What I try to avoid doing is making the plot ABOUT an NPC. As a player, I don't want to be second fiddle to some NPC and his motivations -- I want my character's (and the party's) motivations to matter.

That's why I try to avoid "DM PCs", the NPCs that become long-term members of the party and have an important role in the plot. First, there is the temptation to become too attached to that NPC. Second, I find it difficult to be a player and DM at the same time -- I don't think its fair to the players to play both roles; doing both causes my DMing to suffer. I'd prefer to concentrate on DMing -- I think it is more fun for the players that way. Finally, there is a temptation to wrap the plot around the NPC, since the DM controls him/her. This can rapidly turn into the PCs following the NPC around, watching the NPC be the star -- and the players lose interest.

As DM, I kind of think of myself as playing the bit parts, the extras, and the occasional supporting role -- the PC's are the main characters. If an NPC travels with the party, it is because he's hired by the party, or has a short part to play, or has a single key function, after which s/he fades to the background.

If you have a small party (two players), I've found it is almost better to give each player a cohort, or have them hire some hirelings. These "red shirts" can be nominally under player control, occasionally given a bit of action by the DM, but they are mostly there to keep a small party from getting overwhelmed.

Take a hint from Star Trek -- when CPT Kirk beamed down to the surface, he had a couple of "PCs" with him (Spock, Scotty, Bones), plus some "red shirts" to fill out the party -- but the emphasis stayed on the main characters.
 

One of things i found tha tmade me a good DM (or evil depending on which player you ask) is that i keep in constant communique with my players. I ask them "What direction do you feel your PC is going?" "How can i make the game more enjoyable for you?" "What things would you like to see in the game?" and "Are you having fun?"

The last one is especially critical. IF they are not having fun then they more than likely don't like to play.

As a DM you are part storyteller part therapist part counseller. It's a tough job, some can do it, some can't but the most important thing to realize is constant communication with your players is key to keeping everyone involved and playing.
 

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