From: lucifer <[l--i--r] at [infernal.demon.co.uk]> Newsgroups: rec.games.frp.dnd Subject: DM FAQ 2/4 [LONG] Date: Fri, 22 Dec 95 17:25:47 GMT *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The FAQ's About DMing Updated 09.dec.95 Version: 2.03 Part 2 of 4 -=- The Frequently Asked Questions About DMing AD&D *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* CONTENTS (global) Part 1: An Introduction Part 2: The Frequently Asked Questions About DMing AD&D Part 3: The Place, The People and The Plot Part 4: Example Adventures and Miscellaneous Subjects CONTENTS (local) First time player questions. (Some basics about AD&D) First time DM questions. (Getting started as a DM) General DM questions. (Common problems + pitfalls) Convention Games (Topics about DMing at game conventions) -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FIRST TIME PLAYER QUESTIONS Q: What is AD&D / What is role-playing? A: These questions are answered in the rec.games.frp.dnd FAQ. This FAQ will assume that you have access to that. Q: Where can I see an example of role-playing? A: Much as I hate to say it, the D&D Cartoon will give you an idea of how to start off, i.e. PLAY YOURSELF. Once you get used to role-playing, then play other characters. If you know other role-players see if you can "sit in" a game. Q: What is the role of the DM? A: The DM is, in essence, a teller of tales. The DM will come up with a story in which the players are characters. The DM controls the plot, the scenery and all of the other creatures. The DM is there to describe and plan the events that affect the characters. The DM is there to enjoy himself. Q: Is there a right or a wrong way to role-play? A: Regardless of what I may infer later on, the only right way is when all of the people involved are enjoying themselves. There are several styles of game that people play: - The dungeon bash See monster, kill monster, take treasure, see mons.. - The political game And we shall ride down and crush the infidels bene.. - The detective game It was the orc assassin, with the rope, in the stu.. - The adventure game In the dark corner of the inn a hooded figure smil.. - The horror game We don't get many of your sort 'round these parts!.. Er,.. well you get the idea! :) -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FIRST TIME DM QUESTIONS Q: Isn't being a DM a lot of hard work? A: Yes, but it has its rewards! Q: What do I need to DM? A: Theoretically you need the players guide, the dungeon masters guide and the Monstrous Compendium. Q: What do I _really_ need? A: As well as the above you will probably need a game world to set the adventure in, this will give you background information about the creatures / habits / society of the world. Game world information is usually found in a boxed set, the most common being Forgotten Realms. Second, you will need an adventure. These are usually designed for a specific game world, and a range of player levels. This information is generally found on the cover of the adventure (termed as `a module'). Only get the other rule books when you think you want them. Don't think that because you don't use all the rules you're not playing AD&D. Not all of the rules may make sense to you, or they may make the game slow down. Rules aren't important, the game is! Dice, pencil and paper are all important. At least two of each type of dice would be useful, and loads of d6. Most importantly: imagination and time. Q: Isn't that going to cost a lot of money? A: Yes.. it will. There are ways around this, first if you are going to play with the same group of people you could all chip in and buy the books (This is not common practice however, and can sometimes cause arguments). If you are at school/university and/or part of an RPG club you may find that the club has funding and you can buy books with that. Remember though, that apart from the players book (and possibly the DMG) they are all reference books, which you can get by without. Also you do not need to purchase everything in one big go, most people accumulate stuff through time. Q: What do I need to prepare? A: A world - you should have a world designed, with inhabitants, societies, politics, attitudes, ecosystems, climate, history, etc. Now this sounds a lot, but you only need to go into heavy detail if it will effect the players. This is the advantage in playing in a TSR world. You just need to make the players feel that it all exists. An adventure - what are the players actually going to do? The adventure should have some sort of motive for the players to actually do it, and usually has some sort of reward at the end. Again TSR has pre-prepared adventures. Q: How many players should I start with? A: As few as possible! It's not easy controlling 8+ people, in fact it's a mess (I've played in one game that had about 12 players and that was just daft). Usually between 1-5 players produces a good clean game, where all of the players can be heard. After you become more experienced it will generally be between 4-6 players, with more than that the players have a lower chance of getting heard (and combats take forever..). Q: Are there any DO's and DO NOT's A: Yup,.. DO be neutral and fair. You can not favour any player over another, that just goes against the whole spirit of the game, breaks friendships, etc. DON'T play a game of DM verses players. The DM can always win. DO listen to players criticism. Find out what they like and don't like. They have ideas on how to improve the game too. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- GENERAL DM QUESTIONS (in no particular order..) Q: Am I allowed to deviate from the rules? A: Absolutely. They are only guides, and you may find you do not agree with some of them (or they are too simple, too complicated, pointless, etc), you may like to add your own. Any deviation from a rule is a `house rule' and should be explained to the players before you start. Q: How do I start a society at school/university? A: You will most likely find that a university already has one, which can usually be found on a `society day'. Other then that talk to the students union at university, or a teacher at school. Q: One of my players has a character from another game... What should I do? A: Depends. Look at the character, study all the equipment / special abilities. Check to see maximum damage capability, magic items, item combination, Armour Class, Hit Points, etc. If the character can fit in, if it is not more `powerful' then any other character then it's usually fine. If it is way out of line then tell them to role up another character and, because they like the old one so much they keep the same personality. Ask the player why he wants to play it though. It might be his favourite character, but that was with different DM, different style of play, other players, different setting, etc. Ask the player what he would do if the character dies. Q: One of my players doesn't always turn up. What should I do? A: First of all find out why. Do they WANT to play? Is it personal reasons? If it is because they can not make the time then see about re-arranging when the game is played. It might be that the game is too long, they need food, etc. Make sure they always contact you in advance. If they have a genuine want to play, and a genuine reason why they can't always play, then let them. However, they must be aware that the can NEVER be a critical character as far as any plot is concerned. Either the DM or another player continues play of the character. Have it `mind the horses' or another non-essential task. As far as XP goes you may like to give them only a percentage, full, or none, depending. If they don't show a genuine urge to play, then it's simple, they don't play at all. Q: I can't always turn up. What should I do? A: Don't DM, or at least make sure everyone is aware of this before you start. You may find you can make regular meetings, but with a greater interval between them. Q: How long does a game last? A: Basically that's up to every one involved. I have found that some people take a couple of hours to `get into it' while others loose interest after a while. From experience most games I've played last 4-6 hours, on the other hand I've played games that last from 1 up to about 12 hours. Q: I invented this really clever trap, and the players figured it out straight away!? A: Expect to be surprised. You are just one mind, the players are many. They might have had a lot more experience than you, especially combined. Also, reward them in some way, after all they did something very well. Q: I spent ages making this NPC and they killed him in two rounds!? A: Again, players can be fairly powerful if they work together. Make sure the adventure doesn't resolve around just one thing, and you won't be so disappointed. If it possible for the NPC to die make sure that the adventure can continue without him. (Advice on making NPC's tougher is answered later on) Q: The characters just don't play the adventure, they go off and do their own thing. What can I do? A: MOTIVE. Why should they go on the adventure? Don't railroad the characters though, at least, not so they notice! Make sure the characters have a choice in what they want to do. Q: The characters keep dying! What can I do? A: Don't make it so tough. Cheat in their favour, e.g. do 1 less point of damage per dice roll, have -2 to hit, etc. Q: The characters come out of a fight uninjured. What can I do? A: Make it a bit tougher, bring in different monsters. Also.. Q: I want to make this monster something special, what can I do? A: Remember that almost everything in the MC is really classed as being 0th level (in the sense that 99% of the human population are 0th level). Give them attributes, a CON bonus makes a big difference with a giant! A dragon with a CON bonus is absolutely deadly. Give them a class, a giant with weapon specialisation and two-handed weapon style is definitely something special. Most importantly however, give it a real personality. Think about it from the NPC's point of view. They may have certain tactics such as an ambush, missile file, use of pole-arms, attack+retreat, delaying tactics, calls for help, advance guards, communication lines, traps, poison, etc. Q: I have trouble giving so many NPC's a personality. What can I do? A: Write down next to it a character from a film, and do an impression of that character (style, mannerisms, personality, motive, goals, etc). What annoys characters more then getting injured is a recurring `bad guy' that verbally insults them, rather then physically. A bad guy who tricks them, cons them, destroys things they love, and then gets away. A random personality chart is in the DMG for a quick reference. Q: I have information only one player should know. What can I do? A: Either write them a note, or talk to them outside of the room. If you do this a lot it can severely restrict the flow of the game, and can be very boring to some of the players. Pre-written notes can be of great help. Q: How much XP should I give out? A: There is a chart detailing how much XP should be given out in the DMG. A fair amount of people ignore this chart however, since it is biased towards `killing things' rather then `role-playing', or they just take it as a guide-line. Many DM's do not give XP for gold (or treasure in general), because the treasure is reward enough, and because they do not actually gain experience (real experience not a game term) in doing so. The exception being a thief, but even then the experience is in using his skills. Other options include not giving as much XP. Q: How fast should the characters advance in level? A: Depends on the style of campaign. To advance about one level will usually take about 2 * current level in game sessions. This varies A LOT and is extremely subjective. Q: One of my players wants to play a half-dragon or an ogre-mage, etc. What can I do? A: What sort of game are you running? Usually these requests are by people who are just interested in `being more powerful then everyone else'. you have a choice: Say no, and your game retains fairness, characters are fairly equal, you don't have to worry that what is a challenge for some characters will be insignificant to others. Say yes, these characters will never be allowed in a town, as they WILL be hunted down and killed. The can't fit in small caves that the rest of the party can. They will be considered the greatest threat by anyone fighting the group, as such will attract 98% of the enemies fire-power. Have a group of evil adventures hunt them down for their treasure. They wont ask again. This isn't a case of anti-munchkinism, this is what would probably happen. Q: How much magical equipment should I give the players. A: To be roughly in line with the TSR adventures for their level this chart shows the greatest magical plus of weapon (against normal creatures) that will produce a challenge for the characters. This answer is highly subjective, therefore I provide the advice in my opinion only! :) level magical + 0-4 0 4-8 +1 8-12 +2 12-15 +3 15-18 +4 18+ +5 As far as general magical equipment, generally after playing TSR modules (the good ones) a player will have about 1/4 his level in notable magic items, and about 1/3 in general miscellanea and up to 1/2 in scrolls and potions. Q: One of my players cheats, what can I do? A: First off, make absolutely sure. If you are positive, then make sure all of the players know this: Explain that you make all encounters to be a challenge to the players, if they cheat that means that you have to make the challenge greater. XP is awarded for a character overcoming a challenge. If a player cheats it is not a challenge, and thus, is not awarded XP. Q: A player keeps using spell X and it's too powerful, what can I do? A: Either ban the spell, or reduce it's power. Power reduction can be done by reducing duration, area of effect, damage, increasing the cost of material component etc. For example, giving stoneskin a duration of a day or give it only one charge, etc. If the players complain simply tell them you find DMing difficult with the spell as it is. Also, some spells have official errata or "unofficial official" changes by TSR; these appear in Sage Advice columns from time to time, and in the DMO:High Level Campaigns guide. (Including decreasing the power of stoneskin) Q: A player has item X and it's too powerful, what can I do? A: Before you put an item into the game, take into account that it will very likely end up in the hands of the PC's. Be especially careful of certain combinations of items. Like spells, simply remove the item or reduce it's power. Power reduction can be done by reducing the magic of the item, give it a duration, give it charges or reduce the number of charges etc. To get rid of the item you may have it take damage over a period of time (e.g. a sword gets a hairline fracture, leather goods start to rot, Dragonscale armour gets cracked etc) and it gets worse, continued use destroys the item. Have the PC's chased by the items original owner or creator. You might like to do this regardless of the power level of the item, because it causes players to appreciate there equipment more. The complete fighters handbook includes rules for damage to armour, this could easily be applied to other equipment. Q: I have let a player have a wish and the result is too powerful, what can I do? A: The best way is give it a duration. Reduce the effects of the spell over a period of time, until it eventually runs out. After all, in return for increased power it should have decreased duration. If this is not possible because it came in the form of an item or money, where did it come from, and the real owner (the king?) wants it back. There was a very good idea on r.g.f.dnd about wishes that rather than the character who casts it getting older, he looses XP equal to the effect of the wish. Q: I want to know information about a character without the player knowing what I am doing, what can I do? (You may need this information for things such as secret saving throws, maximum hit points, etc.) A: Keep a track of key things about each character: stats, max hit points, class and level. Make sure you know who has what magic item. This is useful for many reasons (e.g. if the player forgets his character, make sure the character doesn't cheat, working out a good challenge, etc). Another similar idea is that each magic item is written onto an index card and given to the player. If the player doesn't have the card, then the character doesn't have the item! Yet another version is that the player must note down an ID number next to it, which you keep referenced in a notebook. Q: The PC's are all at different `power levels' A: This is not always a problem, providing the players can handle the fact that they might be envious. Make sure that there is something in the adventure that each character can accomplish (for example while the more powerful characters fight the giant, the weaker ones can fight the goblins). Put in more non-combat puzzles, for example, a group of fairies think that the weaker character is a leader and will only listen to him. Have the more powerful characters act as `guides' and `teachers'. Q: One of my players keeps quoting rules at me, what can I do? A: Depends, this is often annoying, but the player is usually just trying to be helpful. Ask the player not to do this, BUT if you don't know a rule don't be afraid to ask. Point out that if you are all enjoying the game it doesn't really matter. You will find it also happens with "Real world" topics, from hunting, cooking, chemistry, martial arts, physics, etc. Q: What do I do if one of the player's character dies? A: Usually you will let them role up a new one. You will have to decide how the new character will compare to the existing ones as far as XP and equipment, history, and legal holdings and rights goes. This ranges from having the same XP as when they died, the same XP as the lowest within the party, slightly less, or even start at first level again! Between you AND the player, you should come up with some reason why they will meet and join up with the party (sometimes the party will not want to have a certain type of character e.g. a party of dwarves might not want to join up with an elf). Note, however, that this is a fantasy setting. Just because you are dead, doesn't mean the character stays dead, there are plenty of spells and items that can bring the character back to life. Q: One of the characters has played / read the module, what can I do? A: Change it around a bit, change the plot. To some extent you will have to do this anyway so that it can fit in with your game world. To that extent you can use any game modules, whether they are for that world, character level, place, etc. Ideas for changing the module can include things like moving traps around, give it your own ending, changing clues, the NPC's can be added, taken away, moved, changed, etc. Q: How many notes do I bring? A: That's really up to you, some people start the game with 3 words written down, others have a folder full of information, still others may bring a computer with them. Whatever you are comfortable with, and both you and the players enjoy the game. Q: How do I know if I'm a good DM? A: Ask your players at the end of the session what they thought of the game. Ask about style, content, plot, and most importantly, did they enjoy it. Q: How do I make a good trap? A: First off there are two types of trap, physical (a rock falls on your head) and non-physical (a woman gives you a knife, you look down and see a dead body, just as the guards come round the corner..). Traps that kill instantly are nasty, very nasty. As a player they are no fun if you don't have a good chance of avoiding it. Traps happen because of action or inaction, but they must be avoidable by some means. Q: My players keep quoting stats for monsters / my players don't seem to understand the difference between in and out of character, what can I do? A: This is quite a common problem, whereby game statistics are being used, or out of character knowledge is being used. First off, tell the players that unless overwise indicated what is said during the game is in character or an action. One potential way to cure this is that if a game term is used "in character" then that person gets no (or half) XP for that encounter, although this can be a bit harsh. Q: The characters seem to act as a group mind, what can I do? A: What is meant by this is that when the characters meet an NPC, they then go into a huddle and discuss tactics, however they do it out of character. As with the above question if you point out it is in character and the NPC is listening (and preparing). Note, when they do this at least they are co-operating. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- CONVENTION GAMES Q: How long does a game last? A: Convention games operate under strict time constraints. They average to be about 6-8 hours, but this varies. You may finish before time however. Q: How do I deal with a time constraint? A: It is important to have the adventure `short and sweet' if you wish to finish on time. There are a couple of ways to help speed the flow of the game: Rather than role-play any character introductions, or even the beginning of the adventure, just explain it to the players (like a preamble to a book). Have them know each other, like each other, trust each other. Let each of them say a quick description of their character to introduce it. Plan it so that it would run an hour short, since unexpected things always happen. Plan it so there is continuous action of one kind or another as soon as the game begins. Pace must me quick with simple, effective plots. Goal-problem-reward. Q: What about rewards for the characters? A: Even though it is a one off, most players like to receive XP at the end of a game. You may find that because it is a one-off you let the characters become "Heroes" at an accelerated place, giving them rewards, such as items or money, much more quickly. The game should occur at a more quick-fire pace. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- w `o' [l--i--r] at [infernal.demon.co.uk] (The Dark Abyss) |--O-' Give a doller to charity, you know it makes sense. | / \____^ A hundred to be exact.. :) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*