What do you always use?


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Shades of Grey.

Monsters that can be negotiated with. Not all monsters, but most. Players who've had me GM them for a while get used to this and frequently talk first. A dead give away that negotiation is on the cards is when the monster is powerful enough to wipe the floor with them.

Orcs. They are my favourite tribal humanoid type. WHether cannon fodder of the Dark Lord or noble savages defending their lands from human (et. al.) encroachment.
 

Rechan wrote:
Adventures

Any chance I am in a group that a mystery would mesh with, I run this adventure involving the murder of a noblewoman's lesbian lover.

AH! That would explain a plot idea you posted, oh a couple of years ago I think, in response to my request asking for dark secrets.

cheers for that by the way. I never got a chance to run it but am attempting to re-start that campaign with a new group. Hopefuly I can have another go at it. Mmmm. In fact it might make a nice campaign opener.
 

Magic Items:

I have always included the Deck of Many things once in every campaign. I friggin love that item, and so do the players. I'll even drop it into Dark Sun!
 

Since I've been DMing 4E, a newly emerging tradition I'm doing is to update a classic 1E adventure to 4E, largely because almost none of the players have even heard of it and they're still fun to run.

My 4E players ended up loving Ravenloft. Less so Tomb of Horrors. :) They seemed interested in Village of Hommlet, but sorta felt cheated that they didn't get to go into the full-blown Temple of Elemental Evil afterwards.
 

I can't reveal my secrets here, my players have spies everywhere.

In truth, I almost always have a sympathetic devil figure. Someone who is willing to offer the PCs a short-cut to what they want for a price. He/she will bargain with the antagonist as well just for fun (and often I allow the PCs to see this at some point).
 
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Psionics (and thus almost inevitably mindflayers and aboleth) and starting with a tpk.

The latter isn't really intentional, but has happened in every campaign I've been DMing so far. I blame it on the player's cockiness because after finishing the previous campaign they're no longer used to the lethality of the lower levels.
 

NPCs

The drunk/nut who used to be somebody, and still knows a LOT. But the players have to learn to believe in him to get the value of it.

I love the Walter Bishop character on Fringe.
 
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The Death Dragon - A huge city/magical flying ship thingy. Sometimes its haunted, sometimes its a city/fortress for Githyanki, sometimes its something else, but its always there.

The Dagger of Souls - Kind of a "One Ring" style artifact that is sentient, evil, and consumes souls.
 

The Werewolf Fakeout

I think I got the idea from an old Endless Quest book. If it works right it goes like this. The PCs are attacked by several wolves (usually three). One runs away when it gets badly injured. The others fight to the death. The ones that die transform into people and the PCs realize they were werewolves.

A little way down the road the PCs find a badly injured traveller. If they help him, he says he was also attacked (by something other than wolves, so that the PCs don't suspect him of being bitten and infected). He ends up travelling with them somehow (they offer to escort him to a healer, he asks to travel with them to the next village, etc). He is actually the werewolf that got away, and he turns on them when he believes he has the advantage.

It fools the players about half the time.
 

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