The Dungeon Masters' Foundation

Here I come!

Great thread! To diseminate DMing experience is a positive goal in my book. As I'm fairly new at DMing, I am especially interested in learning how to do it better. I'll join into the mix.

For good and ill, I DM sporadically in my group as there are multiple DMs. It's good because it gives you break to mentally reload as a PC for a while between DMing chores and gives more leeway to the intrusion of RL. It's bad as it can damage continuity and puts pressure (perhaps imagined) from the more experienced DMs in the group.


1) I believe it was ender_wiggin that brought up the topic of the storyline of the campaign as a whole. So my question based on that is how do you find that middle ground between planning everything out to the point that PCs don't have choices and the reverse where there is no overlying theme/goal where everything is no better than a random encounter.

My tendency is tp plan everything out, but wind-up railroading PCs into actions. Somebody mentioned creating the illusion that PCs have choice and control, but how do you do this effectively as a DM? With the corollary being, how do you prepare for the PC choices that you're simply not prepared for? I want a complex environment with an appropriate level choice and interaction for my players. How? Do I have to spend a painstaking month planning out every contingency to every choice? And still maintain an overlying theme?


2) Also, I try to be experimental in my DMing to see what works and what does not. For instance, trying to actually create a scary environment which is hard to do in D&D when the big question on the PCs mind is more likely, "In what flashy way do I kill this [fill in the monster] THIS time."

One way I've toyed with is the villain encounter that the PCs cannot hope to win and better run away fast. How can you do this though and not be a killer DM? If they're not accustomed to running from battles, this is a sure way to kill at least one PC if not have a TPK.
 

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It surely sucks to start the new year without a computer, so I havent got the chance to catch-up with this thread. Regarding a place to host the DMF, here are some suggestions:

Posted by LilMissKittyn:
I'm not sure how much hosting a website costs
Doteasy has a moneyfree, adfree hosting service that is excellent (my brother's company website resides with them). However, the website entitles a charge when you have to use advanced (dynamic) scripting languages such as PHP.
Another free option could be Tripod's free pages, which feature a cgi-bin.

Also posted by LilMissKittyn:
Possibility for hosted forums.
Well, back on March 2004 (or around), I bought an ENWorld Hosted Forum which I never used. I didn't mind about claiming the money or the forum later as I thought of the 'unused' fee as some sort of donation to ENWorld. But now that this Forum Account may have a use (for the DMF), then I'm willing to talk with Morrus to finally prepare that unused account.

To Morrus or the Mods:
E-mail me at yamirpr@hotmail.com for any question, comment, or additional fee solicitation.

Posted by Pbartender
If you're interested, I'd like to extend an invitation to all of you to the Rat Bastard DM's Club.
Thanks!

So, if the other members agree with having the DMF in an separate ENForum, then I'm more than happy to grant the first year's hosting charge.
 
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By the way, I'm thinking of doing some variant rules based on Unearthed Arcana's variants. Does anybody know of a SRD for this book (or other editable file with its OGC)?
 

Since it's not my official task, deClench, I can't welcome you to the Foundation, but I can review your questions in brief, as I must leave for work soon.

1) A great tool to keep things going where you want them, IMXP, is to not write it like a story; write it like you're playing. Jot down the major NPC's involved in the adventure, what they want, and what resources they have to get that; consider also the local power groups that aren't directly involved. Figure out the steps those NPC's need to take to get their goals completed, and give the PC's an initiatory event; a murder, a raid, a kidnapping, a request for their aid, whatever is most appropriate. Have the other events go on "off-screen", and regardless of their weird choices, they'll eventually get involved in the events they keep hearing about.

2) For giving them a dangerous experience, start a session by letting them know, "From here on out, not every battle you can win. Some will be potentially dangerous, even fatal, to some or all of you if you fail to see when to run. Not everything in the living world around you is balanced for your group's CR requirements", or words to that effect. This is best at the start of a new adventure or campaign, but can be introduced by DM fiat at any point. And if they ignore your advice, pull no punches. Kill some or all of them. They'll learn fast. :)
 

Imret said:
Is there anybody out there? Let's see if I can get a new something going on out here.

Finally back! SBC has been down in my little part of West MI for several days. :mad:

Anywho, good to be plugged back in…



Do what degree is your campaign setting worked out? Who uses published settings? Who writes their own in broad strokes as the players need it? Who, like myself, is probably addicted to the process, loves detail, and violates the rule of Dungeoncraft that states "Never force yourself to create more than you must" - thus fashioning most of a world before the campaign ever starts?

That's me. I violate the Dungeoncraft rule to the first degree. I over create whatever hits my fancy. I combine rules. I add, subtract, mix, shake but not stirred...

I'm on break for my regular campaign while I update my current homebrew. It combines 3.0 with 3.5 and heavy on Monte Cook's Arcana Unearthed. I'm a firm believer that the world should dictate the rules. Or in modern gamer jargon: Let the fluff dictate the crunch. The term fluff should be taken in context (side rant)

That means the flavor of my campaign has dictated the use for core classes from MCAU with a few 3.5. Races from MCAU and 3.0 with "Exotic Races" like half-undead and half fey. I also have some exotic classes that are only allowable from specific regions (like the Corrupter from Dragon or the Seer from The Le Games) throw retooled prestige classes to fit the regions of my world and prestige races unlocked from rituals to the combat manuvers from BoIM and… and…

Deep Breath.

Let me re-answer your question by saying: yes :p
 
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To deClench

Chaos Evoker is the official door man but just in case he's buried in his game tonight :) ;) :cool: I'll just push the council member role and give you a big hello and welcome until he shows up to make it official.
 
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Evilhalfling said:
It took me a while to wrap my head around the foundation. It seemed like the rest of EnWorld in purpose, but also a way for friends to keep in closer contact.
but I kept reading and intresting topics kept coming up, so sign me up.

His eyes are wide open!

:D

Sorry, couldn’t resist. Apologies to Star Trek and the Evilhalfling

I'm such a geek at times…

Welcome!
 

New Member!
deClench

Welcome to the DMF!

Sorry for my absence guys I've been busy! I've had a friend over here...;)

@Y.O.
moving to a different EN Forum...? Where woudl we move to? OR is this about the website? Maybe i'm confused.....

EVOKER OUT
 

deClench said:
1) I believe it was ender_wiggin that brought up the topic of the storyline of the campaign as a whole. So my question based on that is how do you find that middle ground between planning everything out to the point that PCs don't have choices and the reverse where there is no overlying theme/goal where everything is no better than a random encounter.

My tendency is tp plan everything out, but wind-up railroading PCs into actions. Somebody mentioned creating the illusion that PCs have choice and control, but how do you do this effectively as a DM? With the corollary being, how do you prepare for the PC choices that you're simply not prepared for? I want a complex environment with an appropriate level choice and interaction for my players. How? Do I have to spend a painstaking month planning out every contingency to every choice? And still maintain an overlying theme?

The problem with writing adventures based on a defined story is that you are writing adventures based on a defined story. It’s your story and that shuts the PCs out of it. It needs to be their story also. They will enjoy themselves more and frustrate you less.

If it’s your desire to have a specific event that culminates the adventure then the best advice I can give is wait until you have played with the group you are in for a while so you get to know the players and how they game. Being able to predict the reactions of your group will go a long way towards helping you plan the adventure. That is the illusion of control I mentioned earlier. Besides, if your story line is that complex then that means you’ve invested a lot of time into it. It will be worth the wait to get it done right instead of having your player’s trash your vision (insert image of B.A. from KotDT banging his head onto the table).

You should not plan every encounter so much as plan the actions and personalities of the major NPCs and most importantly the BBEG. Let them react to the actions of the PC’s based on the profiles you gave them. Let your vision help guide the reactions of the NPCs to nudge thing along when possible. Don’t forget that the NPCs are not you and can make mistakes – which is also another way to redirect the PCs with clues. Don't spend months planning every possibility, spend a week creating the framework then plan the encounters between each game session based on what you think the NPCs would do.

Finally, nothing beats experience. Keep DMing. Practice will fine tune your style to fit you.
 

deClench said:
2) Also, I try to be experimental in my DMing to see what works and what does not. For instance, trying to actually create a scary environment which is hard to do in D&D when the big question on the PCs mind is more likely, "In what flashy way do I kill this [fill in the monster] THIS time."

One way I've toyed with is the villain encounter that the PCs cannot hope to win and better run away fast. How can you do this though and not be a killer DM? If they're not accustomed to running from battles, this is a sure way to kill at least one PC if not have a TPK.

What is on the PCs minds can be shaped by you by the use of "flavor text" to focus the PCs attention. What the PCs experience is what you describe to them. A scary environment is about what you feel. Here are some ideas to hopefully help you in the right direction:

1. Scene one: The PC is in his inn as a storm blows outside. If a PC looks outside through a window, you describe the scene: “Its hard to see as the gale blows sheets of rain across the window blurring the outside world as if you were looking through a portal to another world, similar to how ghosts in the ethereal see you. You distinctly see your image reflected back at you, but the rain running down the window distorts your own face into something hideous.”

2. Scene two: The PCs are in the wilderness and yet another storm creeps up upon them. You tell the PC on guard: “A blast of wind chills your spine and kills the flames of your fire. You are alone in the dark. Suddenly there is a flash of lightning and you see a dozen elven children with grim but sad faces surrounding you. They act in unison to raise their little hands and point a finger at you. The flash is gone and you are alone again in the dark. The wind dies giving renewed life to you fire. You can see again but you are indeed alone and now one is around.

3. Here’s a favorite: when the PCs are in a dungeon and the close a door: “The door must have been weighted. It escapes your fingers and slams against the wall. Closing you in with the heavy sound of a tomb closing for the last time.”

Set the mood. You don’t have to be too specific. Let the characters imagination do that for you. They will think of things that scare themselves for you.

We need to get Mordmorgan the Mad in on this conversation. He runs a Ravenloft game, granddaddy of horror style D&D games.

Hope all of this helps/inspires you!
 
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