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The Dungeon Masters' Foundation Mk.II

The DMF Seperate Forum

One thing I think would be nice about the DMF Forum is that good questions and disscusions wont be lost. Like Y.O.'s request for opinions on the seperate forum (which btw I like and will support). And old descusions can be brought back up quickly and easily by just posting in that discussions threads. When anyone had something like the DMPC it could have its own thread and go without interuptions.
 

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Evilhalfling said:
I have a related question, which do you think is the best way to handle a shortage of players ?
say you are down to 1or 2 PCs
1. DMPC
2. 2x PC's per player
3. Henchman or followers
4. take a break, recruit more players
5. Alter the adventure to fit 2 characters
I tend toward higher-level PCs, weaker opposition, and/or making it easy for the PCs to recruit allies, hire mercenaries, or start with (and later replace lost) followers.
Giving the PCs higher ability scores than most NPCs have (the ones with PC classes, that is) helps too but I do that in any case. ;)
UA offers a few other options as well: Gestalt characters and Action Points both help to make PCs more effective. So do some other options (e.g., reserve points).
Further, you can just make life easier for the PCs. For example, you can put a temple into your campaign where they can get healing very cheaply (or even for free). Same thing with merchants (though if they're giving the PCs stuff for free, it probably should be the king's armory or some such instead).
 

Nightcloak said:
I'm glad to see your players so involved in the story process. It really does take the game to a different level when the players get involved.

Odd choices for a background, but I certainly can’t fault the commitment to role-playing. What a great storyline to unfold! You need to bottle that role-playing enthusiasm and sell it those of us with kick-in-the-door players.

It is a mixed bag of results. I think some of the players enjoyed the last campaign, but are afraid of having their backgrounds become so integral to the story. For the current campaign, one of them wrote up a nice background, then decided his PC was an amnesiac.

So I just changed the reason for his amnesia a little.

A couple of weeks ago, he finally got a brief snippet of the history as to why he doesn't remember anything. He wasn't pleased to find out that an NPC considered him a toy and erased his entire memory when she got bored with him. :D

I always hated the amnesiac background. That and the "I am an orphan and I have no friends" story background. If I pick on a PC, those are two background styles that increase the odds it wil be your PC.
 

ChaosEvoker said:
Hail and welcome to a glorious foundation:
The Dungeon Master Foundation
The purpose of this Guild is to provide a place for DMs to complain, share ideas, get ideas, and generally have a blast with our omisience Ah yes...the beauty of omnipotency.
This is an oasis of sorts, an oasis in the desert of players. New DMs can find advise from wise and aged ones. The counsil will review applicants and make decisions. I will serve as a Overseer of the Counsil of sorts. I will make sure that the counsil is serving the DMF well. If any counsil member becomes disruptive, they shall be removed after careful consideration by the other counsil members and myself. Now for the requirements for applicants

Member Requirements:
1) Be a DM or have a desire to learn how (No freaking duh!)
2)We have removed our rating system. we will only review the experience of those applying for counsil membership. Please admit though if you are inexperienced, one of the POINTS of the DMF is to help out those who are new to being behind the screen.
3) We request that all members have a link to our thread here.

Rules for All Members
1) Be respectful to EVERYONE. EVEN INEXPERIENCED DMs, YOU were inexperienced once. Violation of this rule will get you kicked out
2) No discussion of any novels.
3) No RPing in message board

Note Bene: Anyone who has a suggested rule may present it to the counsil where it will be reviewed and either accepted of vetoed.

The Dungeon Master Counsil:
1) Mordmorgan the Mad
2) Xen155
3) Nightcloak
4) BardStephenFox
5) DungeonmasterCal


How about a spelling foundation? :P In a land where council is not spelled counsil. :uhoh:
 

Hoo boy! This is a doozy. OK, the problems exist on many levels here. I am going to try to snip liberally because this is going to be long as it is.

Morbog of Ghetto D said:
Anyway. Seems to me that the campaign is just getting out of hand with non stop meta gaming, arguments, of all things 2nd GUESSING THE DM!

At the core, this is an issue of trust. The players don't trust that you know what you are doing, or that you won't arbitrarily screw them over, or that you are not interested in running a game that will cater to their desires. Unfortunately, trust is generally earned, not arbitrarily given. This is why it is so important that the first adventure or two of a new campaign are top notch.

As we all know DMing is a thankless job, and requires a big investment in time.
Sadly I have players counting move squares and telling me what i can do and cant do. Of course its all through the players perspective, and they assume that the rules are applied 100% the same for monsters and such.

Well, see this is part of the problem. Why aren't the rules the same for NPCs and PCs? 3.x gives you a great toolkit to twist and break the rules when you need to. Namely in the category of feats. If there is something that is "broken" about your monsters/NPCs, be sure you back it up with a game mechanic that allows it to be "broken". Arbitrarily applying different rules to NPCs than you do to PCs breaks the trust that you know what you are doing, or won't arbitrarily screw over the PCs, or both.

Allow me to reiterate. Apply the rules exactly the same. Just be sure you provide an in-game reason why this particular NPC can twist those rules. Just be prepared for your PCs to look for a way to do the same trick if it was a particularly interesting gimmick.

My response has been a swift dismissal of question or concern, mainly because If I indulge the player, we have 5 arm chair DMs (who have never dmed) hypothessizing about decisions that they arent required to worry about.

Agreed, this is very annoying. Make it a habit of spending a little time out-of-game to address these concerns. Do not dismiss the question, postpone it until a non-game time. Heck, you have a month between sessions? Make a yahoo group and delegate all rules questions to there. This does not mean you need to spill all the secrets in answering them. It can suffice to say "It's a feature of a PrC you are not aware of." Or "There are certain feats that are available which allow something like that. Unfortunately, many of them have a prerequisite of being undead."

Arbitrary secrecy creates distrust. Once your players trust you more, they will question things less.

Im a "narative" minded DM, and several of the players are heavy "mechanical" players.
its to the point where Im saying," Well youre so F%$#@#$% smart why dont you run the game!. Buy the books,paint the leads, draw the maps, create the prestige clasesses..etc.etc.etc.

It sounds like you also have some playstyle differences. Narrative styles do not preclude a strong mechanical understanding of the game. DnD 3.x provides a very strong mechanical baseline. Some deride this as being too video-gamey. Whatever. There is a strong benefit to that baseline in that it provides a baseline that we all begin from. With that baseline in place, you can empower the players by delegating many tasks off to them. Previous editions were a bit more open-ended and it wasn't uncommon for players to develop a habit of arguing their perspective so they can do nifty things. With 3.x, there are the rules. Then there are feats, which can break the rules.

Classic example: You can only use one AOO a round. Combat Reflexes gives you more AOOs if you have a higher dexterity. You have your rule. You have your feat that breaks the rule. If a PC wants to be fast on their feet and always able to take advantage of an opening when an opponent drops his guard, that PC had better have a good dex and take combat reflexes.

They so badly want to apply 2nd edition knowledge, it kills them. especially with "known" monsters. I have therefore started using "non Traditional" monsters, or archetypes. 3.5 rules give old monsters new capabilites as feats... The players just want to know WHY?
My thinking is"well solve this problem in game, and in character. Maybe the PC can research undead types in the church/librabry. Maybe you can seek out a sage?"...It just blows my mind. Especially when a PC is telling me how to run a MONSTER that I CREATED!...

First, you have a copy of each PC right? Including skill bonuses right? Start each encounter with a brief description. Then ask everyone for a d20 roll. If they ask why, and they will, tell them it is for a knowledge check. Remind them that Knowledge skills can't be used untrained. Do NOT tell them what kind of Knowledge check you are looking for. When they roll, and give you the results, then apply any applicable skill bonuses and tell them what they know about the monster. They may buck the idea initially. "Everyone would know what that is." Why? There is a mechanic in the game to reflect that knowledge. If you want to know what "everyone" would know. Take a rank, or half-rank. One skill point is enough to get you a die roll that would tell you the basics if you roll high enough.

Use odd monsters. Might I suggest the Tiefling template on your trolls? That energy resistance 5 is pretty tasty. Half fiendish is nice as well. Hell, make all your trolls tieflings and make it a campaign element. Is it fair? Maybe not. But it does emphasize how 3.x allows you to easily change monsters. :D

My plan is as follows.

1. Meta game penalty increased to 1000 Xp or 1 level per offense!!
2. Only use non standard monsters, and change up the old ones
3. Outline at the beginning of the session that NOONE should tell the DM how to run a encounter
4. More closely enforce the "table the argument" till the end of the session...

1 - Nah, if you really feel the need to penalize them, then just don't give them exp for that encounter. But why do that at all? Change your style a little bit and the problem goes away.
2 - Non-standard monsters, templated monsters, monsters with class levels, advanced monsters and the like are all good options. Take it step further though. Stop using monsters entirely. Why not use humanoids? It's hard to metagame what an evil humanoid can do.
3 - Better yet, laugh when they tell you how you should run an encounter. Politely remind them that you are not a video game server and they aren't the DM. You have NPCs that they have not learned the capabilities of yet.
4 - Definitely!

One of my players even called me a M.F.er which is totally out of hand...

Don't invite this player back. Explain that you put in a lot of time and effort into the game and if he can't respect that, you don't need him at the table.

I have had players say similar things to me, but always in the manner of jest. Within one of my circles of friends, when I was younger, we all spoke to each other like that. I occasionally get similar responses from my players. They are always in the same vein as a rat-bastard DM exclamation when I have pulled off something they did not expect. Especially when it was with thier unwitting help and they now have something new to deal with in the game. I have never had a player say something like that and mean it.

To be honest, you hold the solution to many of these problems in your hands. Yeah, that sounds harsh, but it is true. It isn't always fair that the DM has to handle these things. But there you have it.

As a final suggestion, I would encourage you to frankly speak with the players. Tell them how you feel. Tell them why they are wrong about some of the monsters. Tell them that they need to seek ways of applying knowledge in-game and that metagame knowledge will either change the encounter (It's easy to slap a template on something if you need to) or will result in no exp for the encounter. All the risk with none of the reward. Explain that the game isn't you vs them. Then sit back and listen to what they say. If you are lucky, they will be honest with you and you will be able to quickly determine where the problems stem from. Have a thick skin (Natural Armor bonus of +3 or more) and don't get embroiled in an emotional outburst. If you really want to make your game better, then you need to know what the players really think.
 

Mordmorgan the Mad said:
Let's apply the Triangle to the DMPC problem. The three sides of the triangle are: DM, PC, and Fun. You can only have two of these things at any one time.

Basically, the DMPC is a great way to get a DM to do a half-assed job. It destroyes combat because the DM is more worried about what the DMPC will do than running the monsters effectively.

This is good general advice, but it isn't always true.

*shakes head in disbelief*
Let me share with you a little experience I had. Last campaign, I wanted the main PCs to have more downtime. I also wanted to show off different aspects of the game world and have a fallback position if a player couldn't make a crucial session. Since one of the early PCs had left the group in-character (Player brought in a new PC when this happened), I revisited that PC. This PC had volunteered to serve the local lord, thus taking her out of the adventuring group. I decided the local lord would set her up special-forces style. So, what I did was talked with the player, then setup a thread on the messageboard I was running at the time. Basically, it was a thread asking for volunteers for a special task force. They would have to interview with the established PC. OOC - I told the players to make a PC that would pass muster, create a new account, login as that new PC and post in the interview thread. I made it clear that I didn't need to accept PCs, the established PC had to accept them onto her team.

The player posted the general questions the PC would ask and much fun was had with in-character interviews. Actually, it was great! One Player tried to get a questionable character in and was rejected. They did some great scene painting. The group ended up with 10 total memebers out of a 7 member group.

Eh? What? The math doesn't work out. Oh yeah, I threw a couple of ringers into the group to try to keep it lively. (I hate the PC halo affect where you accept any other PC just because the guy sitting at the table won't have anything to do if you reject him.) I was surprised when all my NPCs were accepted.

I was even more surprised when the players wanted me to keep them in the game.

We had a good time with it and those NPCs turned out to be some of the groups favorite NPCs. But it was a little bit of work to pull it off. First of all, once it became clear that they wanted me to keep the PCs in the game, I statted them out and always kept them 1 level below the party average. They were good at what they did. Good enough not to be a liability, but not so good as to outshine everyone else. Two of the NPCs were easy to run being a rogue and a fighter/rogue. The third was a cleric. Fortunately, the party took care of the cleric in the first adventure the group went on. He got caught KO'd in a friendly flamestrike. Oops! He didn't make his save. I didn't even roll. He just didn't make a save.
For the remaining two DMNPCs, I was able to run both of those NPCs quicker than many of the opponents. They weren't stupid, but the range of options kept it easy. I was also never afraid to hand them off if necessary. If it was going to be a large, complicated combat, I would offload those two NPCs to any player that wanted to run them. They all knew what the personalities were like and I would summarize quickly as well. Even when the NPC was in somebody elses hands, they were pretty much true to character. (OK, that is a testament to my players as well.) It worked out well. Better than I ever expected. But it was a bit of work and I specifically did everything I could to make the DMNPCs useful resources. I didn't need them to "keep interested in the game". It was an experiment that went off in a direction I didn't expect.
 
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Stuff

@BelenUmeria
If your going to drop by this place just to criticize the spelling (which btw is NOT wrong) then don't post. Please don't be a jerk.

@LMK
Yeah becuase I'm sure the Total War company is just going to hand me their engine that they spent year upon year developing....
 

On the DMPC thing, I don't see how a DM can have a PC and be DMing. What are they paying attention to? I have seen plenty of DM's, myself included, who run NPC's as members of the party, but they are NOT ran like a PC would. Simply because a DM doesn't have the time to pay that kind of attention to the NPC to have it be a "PC".

I think you might be referring to those DM's who run a NPC, who is really their favorite PC, and the game/adventure/campaign somehow revolves around what this "NPC" says and does, despite what the players and their "PC's" do.

Otherwise I have been fortunate enough not to ever run into a DM who runs a "PC" while they are DMing. Since I have been playing for 20 years this March, and have played with 100's of people (ahhh, gaming in the military!), it sounds like I have been very lucky.
 


Nightcloak said:
Exactly my line of thought, which is scary... you must be my long lost evil twin.
Hmmm...maybe, but I killed him years ago. Back from the dead?

Don't ever change :cool:
:cool:


P.S. Is anyone else having problems seeing the smilies? None of mine come up.

@BSF: Unless I specifically know the person I'm speaking to, I try to give fairly general advice. Everything has an exception, even the things I say (sorry to shatter your world, Nightcloak :) ).
 

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