|
9 months ago ::
Sep 05, 2012 - 6:51AM
#11
|
Date Joined:
May 18, 2002
|
@Qmark: Not sure if you're agreeing with me... or mocking me.
That first one.
Bond movies just wouldn't work if Mr. Villiain Guy just shoots Connery (or whoever) in the head and the credits roll. Why does D&D need to be "you're dead. start over."?
|
|
|
|
9 months ago ::
Sep 05, 2012 - 6:57AM
#12
|
Date Joined:
May 16, 2004
|
I think all the points mentioned make a better DM.
I would like to add:
1. As a DM, understand that it is not your story alone. The players shape the story through their characters, too. And they can make the overall story better through narrative input, because some of the stuff they introduce can be better than the stuff you as a DM can come up with some of the time.
2. Give the players room to shape parts of the world that their characters are based on. If they play a monk, let them come up with the names of the other monks of the monestary where the character was trained. Stuff like that increases the connection between the players and the world they engage with their characters.
|
|
|
|
9 months ago ::
Sep 05, 2012 - 7:02AM
#13
|
Date Joined:
Feb 27, 2010
|
Death really should be "removed" from this game. Defeat should equal Retreat.
After all, when was the last time a BBEG actually directly killed the heroes, instead of devising some easily-escapable deathtrap and leaving the room after giving an elaborate monologue?
Got to love villians with Compulsive Monologue Disorder!
|
|
|
|
9 months ago ::
Sep 05, 2012 - 6:37PM
#14
|
Date Joined:
Apr 23, 2009
|
Death really should be "removed" from this game. Defeat should equal Retreat.
After all, when was the last time a BBEG actually directly killed the heroes, instead of devising some easily-escapable deathtrap and leaving the room after giving an elaborate monologue?
This is fine for your games but not mine. I would never remove death.
@Snot-Elemental I run sandbox these days so it's all the characters story in one way and not the characters story at all in another way.
I make a world and set it in motion. The players impact it however they like. I play the NPCs the PCs play the PCs. I have stuff happening all the time thats unrelated to the group at the moment other than just adding verisimilitude that this is a world where things are happening. It's a dynamic world.
|
|
|
|
9 months ago ::
Sep 05, 2012 - 7:26PM
#15
|
|
|
Great post. Really good stuff.
Although, I couldn't help but think of it this way:
Tips on being a fairer and more trustworthy player
Avoid Metagame Knowledge It's bad.
Play PCs At Their Intelligence Level If Int is your dump stat, act like it.
Avoid being Adversarial Don't pick fights.
Play each PC seperately. No hive mind. No endless talking or PC-to-PC telepathy.
Let the monsters feel powerful when they are Don't stunlock the DM's big bad in the surprise round.
Involve all the PCs Don't hog the spotlight.
Feedback Take it.
Funny how good advice is good advice, regardless of the audience.
Before posting, ask yourself WWWS: What Would Wrecan Say? Spoiler:
Show
My Webcomic

Updated Tuesday and Thursday
Read my blog on the WotC Community Site (updated irregularly to avoid spamming the "Featured Blogger" list).
You can follow me on Twitter: "@DnDJester"
|
|
|
|
9 months ago ::
Sep 05, 2012 - 7:35PM
#16
|
Date Joined:
Apr 23, 2009
|
Great post. Really good stuff.
Although, I couldn't help but think of it this way:
Tips on being a fairer and more trustworthy player
Avoid Metagame Knowledge It's bad.
Play PCs At Their Intelligence Level If Int is your dump stat, act like it.
Avoid being Adversarial Don't pick fights.
Play each PC seperately. No hive mind. No endless talking or PC-to-PC telepathy.
Let the monsters feel powerful when they are Don't stunlock the DM's big bad in the surprise round.
Involve all the PCs Don't hog the spotlight.
Feedback Take it.
Funny how good advice is good advice, regardless of the audience.
Thanks Jester. I DM so much that I gave advice in that area. But of course the shoe fits the other foot too!
|
|
|
|
9 months ago ::
Sep 05, 2012 - 7:36PM
#17
|
Date Joined:
May 14, 2010
|
The Jester
All I can say is interesting post.
I guess both DM and the group need to be fair?
|
|
|
|
9 months ago ::
Sep 05, 2012 - 7:52PM
#18
|
|
|
Great post, Emerikol. Trust is indeed a big thing when the system not only empowers the DM, but requires so much of the DM. That said, I have one tiny refinement with one of your pieces of advice: Avoid Metagame Knowledge Make plans in advance for what your monsters are going to do in various situations. Stick to those plans. Don't use metagame knowledge about the group in making these plans.
While I think you mean "Hey the PCs only prepared 2 uses of Featherfall, so I'll have 3 drops of significant height MWUAHAHAHA!" is a bad thing and should be avoided (and I agree whole-heartedly), I think the DM should keep in my mind the meta-game knowledge of the PCs and their abilities in mind when designing adventures.
The wizard is an illusionist and likes tricking people. Not only does that mean not stacking the adventure with things that are immune to illusions and charms, it means occasionally providing challenges that are best overcome through trickery.
I think an addendum to your list is "Don't design adventures to circumvent your PCs' abilities. Do design adventures that show off your PCs' abilities. Not only will they feel like they can do something, they'll trust that you are listening to what they want to do."
Essentials zigged, when I wanted to continue zagging.
Roll dice, not cars.
|
|
|
|
9 months ago ::
Sep 05, 2012 - 8:06PM
#19
|
Date Joined:
Apr 23, 2009
|
While I think you mean "Hey the PCs only prepared 2 uses of Featherfall, so I'll have 3 drops of significant height MWUAHAHAHA!" is a bad thing and should be avoided (and I agree whole-heartedly), I think the DM should keep in my mind the meta-game knowledge of the PCs and their abilities in mind when designing adventures.
The above was what I was meaning when I made my comments
The wizard is an illusionist and likes tricking people. Not only does that mean not stacking the adventure with things that are immune to illusions and charms, it means occasionally providing challenges that are best overcome through trickery.
I think an addendum to your list is "Don't design adventures to circumvent your PCs' abilities. Do design adventures that show off your PCs' abilities. Not only will they feel like they can do something, they'll trust that you are listening to what they want to do."
I probably play it a bit more neutrally but I have no problem with your ideas. I prefer my PCs not feel the "script" is with them but rather that the world is a neutral place and they could live or die depending on their actions. But I admit thats just my style. I have played your way though successfully so it's a valid style. I've just trended sandbox over the years.
I do though think my sandbox style lets the players kind of pick and choose their own way and thus it works out as you desire. I generally avoid any repetitive trend. I do though think that if you over specialize you might occasionally find yourself at a disadvantage. I just want my PCs feeling like it's a "realistic" fantasy world with normal ups and downs and not me trying to get them.
|
|
|
|
9 months ago ::
Sep 05, 2012 - 8:19PM
#20
|
Date Joined:
Nov 22, 2007
|
On PC telepathy.
Once combat starts any planning the players do can and will be overheard by the enemies in my game.
The exception is very new players or players new to my table are weaned into this playstyle.
Of course if the enemy doesn't speak the same language as the PCs or is of animal intelligence they can plan out loud all they want.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
|
|
|