The Essential Guide to a GM’s Notebook *Updated 11/10 - Chapter 12*

Catavarie said:
Well here is my DM Notebook thus far, still working on names of locations and shops, but I think that I'm comming along nicely thus far. :D

Wow, nice!

One thing you might want to add is pre-made celestial and fiendish creatures, for Summon Monster spells. Those are a pain in the butt to do on the fly. I got some pre-made ones from one of the SRDs at http://www.systemreferencedocuments.org/
 

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Thanks everyone. I really appreciate the kind words.

Sorry about the delay, work has kept me really busy plus I’m gearing up to run a full time campaign again after my year hiatus (Oh-Yea!). So time has been really limited.

The good news is that I currently have outlines of 7 articles and 2 possible appendixes that I will be working on soon (one is halfway done actually). So something should be posted again soon. I also plan on adding to the Undermountain thread (several outlines for there also).

Bottom line. This thread ain't dying until evey GM has a Notebook! :D
 


Catavarie:
That spreadsheet owns, makes me wish I had a PDA to carry it around in. Curses!

Nightcloak:
<3

Anyone interested might want to try this webpage. It mostly about AD&D, but the campaign and world building sections apply to any RPG setting.

Clicky

And this one is for creating better NPCs and encounters (As well as better charactesr for players)

Linky
 

GM Notebook Essentials #8: House Rules

Every game has them, but they are different for each GM. They can be big or small, common or just your specialty. They can be something you like because it’s cool or just necessary do to an issue you have with a specific rule.

They are house rules. Specific game rules that are different from the Core Rules but are available/enforced in your game.

They may be common options from the Dungeon Master’s Guide or Unearthed Arcana (variant armor class roll or taint scores), or options from alternative d20 rulebooks like Arcana Evolved (hero points or the opposed tumble skill rule), or something old (the weapon size rules from 3.0) or even something new to your game (the dodge feat gives a continuous +1 bonus, no more “use it or lose it”).

Whatever, it’s changes to the rules that exist at your table. What better place to accumulate all this divergent information spread through many books? I think you know the answer by now…

Time to roll up the sleeves and type up those rules into a document. If you are lucky, you can find some on PDF or websites and paste them into the document. But most likely, you have to put some time into typing them out. It will be worth it. This will serve multiple functions:

1. You will have everything at your fingertips, easy to find and rule on.
2. You will be able to print multiple copies to give to your players so they have access to your house rules. This is important. Nothing will frustrate a player like new rules they don’t understand or forget about. If you give them a copy, then they can learn it and look at it when they need to.
3. Edit. Sometimes new rules just don’t work in play as well as they look on paper. Just add/change/delete the house rule on your document and print.

House rules are fun and can individualize a game. They serve to fix particular details you may not like about the edition you play. Finally, they allow you to customize your game and give it a unique flavor all its own.

As an example, here is a short list of a few I have used on and off. This list is no were near complete or covers all the options available, and is provided just as an example and to hopefully inspire you:

1. The Dodge Feat gives a continuous +1 dodge bonus to AC except in circumstances where the player would lose his dexterity bonus.
2. The Skill Focus Feat gives a +3 bonus to a skill (3.0 house rule).
3. Players start play with 1 hero point at 1st level. Players may earn more hero points for good roleplaying or completing a story/adventure. No player can have more hero points than 3 plus their Charisma modifier (negatives do reduce the maximum). A player may spend a hero point at any time before an action is resolved (the affects given) to add +10 to a D20 roll or a +10 to their AC or spell DC.
4. A naturally rolled “1” on a D20 roll to hit is a critical failure. Another roll is made to confirm the failure. If the second roll would result in a miss then the player “slips” or botches his attack in some way and provokes an AoO from his opponent.
5. Feats and Prestige classes from books X, Y, and Z will be allowed as SOP. The GM must review anything else for approval.
6. All complaints on rules and adventures must be hand written and mailed to the official R&D department of Nightcloak’s campaign world. The address is ### XXX, GR, MI, #####.

As a side note on that last one. When I did do this, it was an address for one of the other player’s home addresses. He liked to give me some fun grief over a few of the adventures so I decided to turn the tables. We had a lot fun with this little joke – including the player showing up one week with fake “complaint letters” the he supposedly “received in the mail”.

In essence, the notebook is designed to make your life easier by organizing all the little details that can slow play down. This part not only does that, but also allows you to make the campaign your campaign by giving you the opportunity to personalize the rules a little. The rules can do as much to create a “tone” or “feel” to adventures as much as and flavor text.

You want a horror based game. Try implementing the madness rules.
You like action/high adventure. Action Points may fit the bill.
You want magic to be more prevalent. The rituals from Mystic secrets may be a nice touch.
You are going to run a “dark age” campaign. Cut the treasure awards in half (and adjust the CR of monsters at higher levels up – this one is tough to pull off but still fun).

The point is, let the rules to help you develop the campaign world. Or as one poster says it best, the rules serve the game. And when you do this, make your own mini-guide and place it in the notebook so it is available at a glance.
 

I love this thread!

Going back to the NPCs, I have a wonderful trick.

Now, the truth is that I published what I'm about to rave about, so if you want to take this with a grain of salt, go for it... but the reason I published it is because I found it SO useful in game.

Everyone Else

Everyone Else is a book of standard NPCs. It covers over 80 NPC professions, each at 4 different experience levels, with a full stat block for each. (So over 320 stat blocks)

The authors gave me this material almost about four months before we published it. I printed out a copy, and tucked it into my notebook.

Well, that notebook is no more, but that copy of everyone else is still here, dog-eared and tattered, with lots of little notatios in pencil all over it. I used that puppy nearly to death. That's why we published it. It is an incredible resource that makes interacting with NPCs in town very simple, without having to just fake their stats on the fly (not that this is a bad thing, I just like having complete stats).

It's like that old remington ad... I liked it so much, I published it!
 

Hey their Hell Hound!

Glad to see you made it to our modest corner of ENWorld :)

Nifty looking PDF. When I get back on monday, I'm going to pick it up (ah... download it) and check it out. Anything that gives more options on NPCs is a good idea in my book.
 

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