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

I like moral choice games, as well, but I tend to not allow those to be the whole plot of the campaign/adventure; I will usually put them in as side-quests. For example, there's a necromancer that was experimenting on the dead inside of an insane asylum--turns out, he had the legal right to their bodies once they were in his possession, and so the local Constabulary had to release him. The PCs had to break the law to bring him to justice--which they did. Hard. And managed to get away with it.

But that's the kind of moral choice that I go for; "vigilante" choices.
 

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Interesting stuff about the moral quandaries we can thrown into the game.

To me however, after experimenting with different systems, D&D is not a system that will best uphold games where profound human emotions are to be explored. You can certainly get away with it, but I doubt that it's the best system to get there. D&D is a heroic fantasy game (though one might argue about grittiness vs. heroics) that includes many abstractions, such as hit points and lack of a wounds systems, that keep the game at a relatively superficial level. You get a spear driven in the gut? Should this be a suspensful moment? No, you simly take 10 damage out of your 40 current hit points. Game on.

Also, the D&D alignment system is probably more interesting to set the scene for epic good vs evil battles, where virtuous paladins lead their bethren into battle against vile demons, than to try to push the players into moral dilemnas. Moral dilemnas are already challenging in themselves, if you add to that an alignment system on which not everyone agrees, and honestly that is likely to simply fall apart upon sustained scrutiny (tell me that a paladin that kills creatures because of their race, even the likes of goblins, is good...? But I don't want to go into an alignment debate so I'll stop here), you get a very complicated situation where players are likely to feel uncomfortable. Not in choosing a course of action, but in trying to determine how his chaotic good character should act in such or such instance. This is where a player needs to overthink things. Where alignment discussions spring out at the table; "ah, but you're chaotic good, so you should..." (Don't you just hate sentences that start with "so you should..."?). You loose what's good about role-play to fall into game theorism.

D&D is, at its core, a game where PCs will kill things and loot their stuff. Don't get me wrong, I'm a very subtle RP-er :) But the system is biased towards a playstyle. And I love it that way. Moral quandaries are not out of the question. But I agree with another poster that I'd leave them as background instead of basing the adventure around them.

(All this from a DM that actually has paladins as radicalist zealots in his homebrew game world.)

As for your other question, you know, the OP :) I'll be looking forward to reading the answer from the wise and talented people around here. Here are a few thoughts from a DM who is quite humble, but with a few decades behind the belt nonetheless:

- less dice rolling is often better
- mood and ambiance are key
- i like dark ambiance games, players put the light-hearted tone into it anyway, I'm the keeper of balance that makes the game both funny and serious
- i make up more plot twists on the spot that I'll ever admit at my table. What's cooler than a player's face that illuminates during play, when he (thinks that he) discovers a major plot point (that I had not anticipated at all)? If I feel that his discovery tells a cool story, you can be sure that i'll steal that plot point and incorporate it into the game on the spot.
- I roll dice on the table for all to see.
- I really hope that the PCs will win. Really, really, really. But when the fight starts, it will go where it will go.
- I play NPCs and monsters with a twist, especially during battles. They'll rarely act in a very calm and calculating mind during battle. I figure this is a highly emotional moment. It's a life and death situation. They'll act according to their overarching motives. They'll flee the battle scene and abandon their comrades. They'll focus on one PC because they want vengeance against him. They are emotional beings and I play them as such. Their decisions often wont make sense.
- The PCs are the heros. The players need to feel it. If the story tells itself without their intervention, or if they are railroaded towards an end that was going to happen anyway, to me, the players won't feel that their PCs are heroes.
 


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

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

I have used "Luck rolls" in the past too. With all the tables in the 5e DMG, I feel they are consistent with the broad 5e design. I like to use Fate dice and let them steer events from time to time.

As an example, I once had a shadowrun game where the PC team finished an extraction and were fleeing the hot zone. The police were on alert, and I felt there was some chance a patrol car might run into them.... Fate dice came up double -ve. Yep... there was two patrol cars! Cool shenanigans followed. If the dice had come up +ve or neutral, I would have moved onto the next scene instead.
 
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[H][/H]
- i make up more plot twists on the spot that I'll ever admit at my table. What's cooler than a player's face that illuminates during play, when he (thinks that he) discovers a major plot point (that I had not anticipated at all)? If I feel that his discovery tells a cool story, you can be sure that i'll steal that plot point and incorporate it into the game on the spot.
I think this approach is extremely important. Some of my best DMing (and playing) comes from those improv sidetreks that players/DMs think up on the fly. It's the primary advantage of a DM over a computer game... knowing that anything really can happen.
 
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The OP's request is very broad.

[MENTION=6798304]Ohillion[/MENTION], are you looking for something like this?

Welcome to the Game Night Kitchen!

Or, short adventures worth plundering, such as these?

Iron DM Anthology

Or maybe something more like this?

Full Time DM, Part Time Prep

Or something else, entirely?

In short: No, Interesting, and Yes.

The gamers at our table are more interested in showing up, showing off, and showing what their PCs are made of. There's no cooking, just the tearing of bags of chips, the scarfing of oreo cookies, and of course, the guzzling of Mountain Dew!

I like the Iron DM challenge. I'll be gleaning ideas for campaigns from this link!

And the DMs helper you linked is fantastic. There are great ideas there that I did not even consider before. I will certainly be using the .pdf!
 



A handful of my DM tricks and tips:

  • Prepare to improvise - I have the random tables, NPC names, chase obstacles, and so forth ready in advance so when I need to I can improvise easily.
  • Facing - When portraying 2 or more NPCs in a face-to-face game I use a technique storytellers do called "facing", subtly changing the angle my body faces to represent different NPCs (in addition to other role-playing traits).
  • Initiative - Have a visible initiative tracker, as well as make monsters' ACs visible to the players to speed up play. It takes a while for players to adapt not to needing to ask "do I hit?" but it's worth it once they catch on.
  • Limit Pile-on Checks - Introduce consequences to failed knowledge checks that reflect the character's background. Also use group checks and passive checks when appropriate.
  • 5-Room Dungeons - Google it, very useful guideline.

The list goes on and on :)
 

One of the greatest resources for DM advice that I found years ago was Robin's Laws of Good Game Mastering by Robin D. Laws. I think it was published around 2005, but it still holds up as one of the greatest resources out there. I'm sure you can find it for download or a physical copy.
 

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