Misc Hints for DMs.

Ok, lets see what kind of little hints we can put out there for DMs. Try to limit your hints to one per thread. Here is one from me.

1. Go out and buy one of those small 6" x 8" dry wipe boards you see people put on your refrigerator. They are perfect for tracking initiative, hitpoints and other minor notes during combat. Once a battle is done you can easily wipe it off and be ready for the next combat.
 

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2) use post it notes for specific pages that you require for the game session. forinstance you need rules about disarm cause you have an npc for it. place a small post it note in the phb for the right page. and write disarm on it. or just D if it's the only D thing that you need. Or G for Grapple as you were planning to use Evard's Black Tentacle on the group. etc.
 

If you pass notes during your sessions, pass some that are blank decoys. This will help prevent players from assuming that every time the DM passes a note, something they had better investigate is going on with the player that received a note.

NRG
 

for techsavy DM's buy/use a laptop to keep track of Hit points and misc monsters by using a spreadsheet to keep track of it all
 

I use artwork and pictures I find on the web for NPC's. If I'm in a hurry and don't have time or inclination to write out a long personality and history for an NPC, a drawing of one will show me so much of a personality and I'll use that when I role-play the NPC.
 

Write down 52 personalities of people you have known (e.g. Ed from High School). Match these to the 52 cards in a playing deck. Next time your players have unexpected extended interaction with a "nobody" NPC - pull a card and roleplay away.

52 too many? Use 20 and roll your favorite die type!;)

edit: Wow similar NPC ideas posted almost at the same time.
 
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Chart out your NPC's conversations and play In Character.

Honestly, even the most smack-happy players can be inticed into speaking IC with the right lead in. An evil villian who insinuates that he or she should not be killed because they've kidnapped a PC's loved one, a contact who accidently drops hints about a famous noble's new magical sword, or the lowly shopkeeper who's angry because his son hasn't returned for 2 days.

I'm not suggesting you write actual dialogue, but mapping out potential conversations by topic can allow you to foreshadow possible future events and give depth to the NPC's. If you *know* the PC's will approach the king about the disappearance of his daughter, at least outline the main points you want him to address in game. With practice good acting and conversing will improve the game for both you and your players.

My two cents...
 

Keep a baby name book at your side to come up with quick names for NPC's on the fly. You can usually find a used one at a used book store for very cheap.

Or - use converted names from TV shows or other things. Example: a friend when DM'ing had us encounter three dwarven brothers: Petros, Gregor, and Bobear - aka Peter, Greg and Bobby. We also encountered a kobold named "Bakrat the Trub" - aka Burt Bakrat (Bachrach).

--*Rob
 

put something in your players hands...

sometimes a great connection to the adventure is something they can touch and look at. A stone, stick, map etc.

Once I gave them an old treasure map that had allegedly survived a fire. I use yellow colored paper, cut it irregularly, singed the edges with a match and then baked it in the oven to make it crispy. (I'm not usually that anal) The party was awed, amazed and hooked. It was funny to see them handle it like, well, a long lost treasure map. (probably not as funny as watching me make it)
 


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