Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Aug 18, 2015 2:15:17 GMT
A good episode on how to be a first time Dungeon Master. As an extremely new DM, who is constantly learning, I also enjoyed this episode and "honed my (poor) skill". I remember the email that Chris sent me when I first inquired into DMing. He showed me the awesome starter set that came with all the dice and premade adventure a new DM would want... for 20 dollars! And I entirely didn't listen to him. It made that first game, done completely in theatre of mind and with no one ever having played a RPG before, strange. I would second everything said in this episode (even the parts I didn't listen to when I began to DM). Though I would add that doing several one shots before hand might be a great way to get into the game (this is how I did it and, I think, it helped). Ecky Ecky Ecky Zing Za Boing...
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Deleted
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Post by Deleted on Aug 18, 2015 8:13:56 GMT
There was a lot in this episode I wanted to comment on, mostly to expand on the ideas presented therein, but at times to suggest alternatives. I'm going to need to listen again, and take notes (and yes, that tip should've been at the start of the show!).
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Post by kjmagle on Aug 18, 2015 11:17:32 GMT
It is very helpful episode. Best ruke about the rules of d&d are Suggestions not set in stone. If you want to change how things work change them. If you want to nerf a monster or make it more powerful then do it.
I also wrote a novel for my first d&d session. It is really hard not to. Hiwever when we pick up next time i will just have bullet points also. Thinking up characters on the fly is quite fun.
Also... I love making up voices. It brings more to the characters. Voices don't have to be different pitch or weird sounding, it can be anything from just changing the tempo of your voice. My players love when i have different voices. It woukd be very bland game if every one sounded the same.
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Post by DMC on Aug 18, 2015 15:29:58 GMT
I chuckled at the part where Mitch said people e-mailed about the "Integrity of the Game" regarding fudging dice rolls.
The game is meant to be FUN for everyone involved. If the dice are completely against the PCs on a given night, and it will result in no one having fun, you're darn skippy I'm gonna fudge a roll and say the monster missed, or some other circumstance such as Success @ Cost for the PC. Vice versa as well, if the party is cleaning monster-house.
I'm not against PC death or TPKing by any means, but you should A) Know your players, and B) Take each instance on a case-by-case basis. I tend to stay away from rigid stuff that says "You should always/never...".
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Post by joatmoniac on Aug 18, 2015 17:30:01 GMT
I'm not against PC death or TPKing by any means, but you should A) Know your players, and B) Take each instance on a case-by-case basis. I tend to stay away from rigid stuff that says "You should always/never...". Love your quote DMC. For me the only time you should use an absolute is when describing when to use an absolute, NEVER. Great info in the episode, and is one of the best jumping on points of the show so far if someone were to be foolish enough to not want to listen to every episode intently. Or even as a great place for people to start and then go back and listen to them all! Thanks Almarianknight for letting me be inspired to toss in some Monty Python clips!
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Aug 18, 2015 17:45:30 GMT
Or even as a great place for people to start and then go back and listen to them all! Thanks Almarianknight for letting me be inspired to toss in some Monty Python clips! I've been thinking about this for a while. I didn't know what I was getting into when I first listened to the DMB Episode 01: Building a World. So I don't have many notes from earlier episodes. So this may be a great time to relistening to the first couple. No Problem. However, if you don't use The Knights who say Ni next time, I'm afraid you'll have to cut down the largest tree in the forest WITH... eh, you get the gist of it.
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Post by Vulash on Aug 18, 2015 18:25:10 GMT
I chuckled at the part where Mitch said people e-mailed about the "Integrity of the Game" regarding fudging dice rolls. The game is meant to be FUN for everyone involved. If the dice are completely against the PCs on a given night, and it will result in no one having fun, you're darn skippy I'm gonna fudge a roll and say the monster missed, or some other circumstance such as Success @ Cost for the PC. Vice versa as well, if the party is cleaning monster-house. I'm not against PC death or TPKing by any means, but you should A) Know your players, and B) Take each instance on a case-by-case basis. I tend to stay away from rigid stuff that says "You should always/never...". I agree with you, but I do see where they are coming from. As a player, if I thought the DM were making the creature weaker so I wouldn't die I'd feel cheated. Or the flip side, if I thought we were doing really well so the DM buffed it up instead - I'd feel like my actions didn't matter as much. I was actually in a big fight and found out later one of the roles was fudged a bit in our favor, and it did take something away (although we might have been in trouble). I think as a DM I want to preserve the integrity for the players sake so that their accomplishments are real.....however.... You're absolutely right that everything I said above should not be an absolute. And I think they did a good job in the episode explaining that you really shouldn't allow a total party wipe just because you made a mistake in judging the balance of the game. Or allow a big story plot to be deflated by a villian that goes down too easily (in a situation where he shouldn't). I think your points sum it up well. You really have to know your players, and be able to logically weigh the current situation as well as how it fits into the overall campaign scheme.
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Post by DM Mitch on Aug 18, 2015 21:17:01 GMT
I chuckled at the part where Mitch said people e-mailed about the "Integrity of the Game" regarding fudging dice rolls. The game is meant to be FUN for everyone involved. If the dice are completely against the PCs on a given night, and it will result in no one having fun, you're darn skippy I'm gonna fudge a roll and say the monster missed, or some other circumstance such as Success @ Cost for the PC. Vice versa as well, if the party is cleaning monster-house. I'm not against PC death or TPKing by any means, but you should A) Know your players, and B) Take each instance on a case-by-case basis. I tend to stay away from rigid stuff that says "You should always/never...". I agree with you, but I do see where they are coming from. As a player, if I thought the DM were making the creature weaker so I wouldn't die I'd feel cheated. Or the flip side, if I thought we were doing really well so the DM buffed it up instead - I'd feel like my actions didn't matter as much. I was actually in a big fight and found out later one of the roles was fudged a bit in our favor, and it did take something away (although we might have been in trouble). I think as a DM I want to preserve the integrity for the players sake so that their accomplishments are real.....however.... You're absolutely right that everything I said above should not be an absolute. And I think they did a good job in the episode explaining that you really shouldn't allow a total party wipe just because you made a mistake in judging the balance of the game. Or allow a big story plot to be deflated by a villian that goes down too easily (in a situation where he shouldn't). I think your points sum it up well. You really have to know your players, and be able to logically weigh the current situation as well as how it fits into the overall campaign scheme. Vulash, you make some great points here! One of the most important things to remember if you are a DM who is ok with fudging dice/changing stats to make the game a better experience, is you need to keep it to yourself as a DM. It's a weird thing running a podcast with DM Chris, who is one of my players, because I tell him things on air I normally wouldn't tell a player. I would always suggest, if you do fudge rolls, it is important to not at the end of the night, say things like "man its a good thing I didn't let those 3 crits happen" or "oh boy if I didn't raise the hp of that boss you guys would have beaten it on the second hit!" Its also important (I believe) to allow moment where the players do kill a boss in 2 hits...because its nice for the players to realize sometimes how fantastic of a job they did.
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Post by DMC on Aug 18, 2015 21:40:16 GMT
I agree with you, but I do see where they are coming from. As a player, if I thought the DM were making the creature weaker so I wouldn't die I'd feel cheated. Or the flip side, if I thought we were doing really well so the DM buffed it up instead - I'd feel like my actions didn't matter as much. I was actually in a big fight and found out later one of the roles was fudged a bit in our favor, and it did take something away (although we might have been in trouble). I think as a DM I want to preserve the integrity for the players sake so that their accomplishments are real.....however.... You're absolutely right that everything I said above should not be an absolute. And I think they did a good job in the episode explaining that you really shouldn't allow a total party wipe just because you made a mistake in judging the balance of the game. Or allow a big story plot to be deflated by a villian that goes down too easily (in a situation where he shouldn't). I think your points sum it up well. You really have to know your players, and be able to logically weigh the current situation as well as how it fits into the overall campaign scheme. Vulash, you make some great points here! One of the most important things to remember if you are a DM who is ok with fudging dice/changing stats to make the game a better experience, is you need to keep it to yourself as a DM. It's a weird thing running a podcast with DM Chris, who is one of my players, because I tell him things on air I normally wouldn't tell a player. I would always suggest, if you do fudge rolls, it is important to not at the end of the night, say things like "man its a good thing I didn't let those 3 crits happen" or "oh boy if I didn't raise the hp of that boss you guys would have beaten it on the second hit!" Its also important (I believe) to allow moment where the players do kill a boss in 2 hits...because its nice for the players to realize sometimes how fantastic of a job they did. Indeed! Let me say, that as a person, I love watching a movie's Behind the Scenes extras. I spent hours, literally hours, watching the LOTR and Hobbit "Making Of..." sections of the Extended Edition BluRays. (As a sidenote, those films are the Gold Standard when it comes to extras.) However...as a player, I don't want to see behind the curtain. I want to be immersed in the story, with the DM as the Director/Producer. And as a DM, like you said, I want my players feeling like they accomplished something. I too subscribe to the "Don't ever let the player's know what happened." mindset. I try and have a good blend of PC bad-assery, and BBEG tough challenges.
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Post by Vulash on Aug 18, 2015 21:47:44 GMT
And honestly those moments when you let them absolutely destroy the big baddie lend credit to those close calls when you may have to slightly adjust something to keep the danger/tension level appropriate.
One habit I have that doesn't really lend itself to these types of adjustments though, is that I like to roll the high tension important rolls out in the open. The players are usually sitting there holding their breath. This means any adjustments on the fly I find myself needing to make usually have to be done in more subtle ways before the critical juncture. Honestly though, I very rarely alter any rolls or hit points. I really only do it if I've severely messed something up.
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Post by DMC on Aug 18, 2015 21:58:37 GMT
And honestly those moments when you let them absolutely destroy the big baddie lend credit to those close calls when you may have to slightly adjust something to keep the danger/tension level appropriate. One habit I have that doesn't really lend itself to these types of adjustments though, is that I like to roll the high tension important rolls out in the open. The players are usually sitting there holding their breath. This means any adjustments on the fly I find myself needing to make usually have to be done in more subtle ways before the critical juncture. Honestly though, I very rarely alter any rolls or hit points. I really only do it if I've severely messed something up. Also agreed. If everything's been balanced, with no need to make adjustments, and critical moments hang on the simple random roll of the dice, I too will roll in the open. It definitely adds to the dramatic tension. And I likewise agree with you about shifting things before those final moments. Usually there's pretty good indications on how things are going before the drum-roll moments. My only alterations from the MM tends to be that if I'm running multiple creatures of the same type (Orcs, Goblins, etc.), I will usually have a few in there that have +/- the average hit points shown in the book. I do that just to keep the players from metagaming how much damage they do vs. average HP of the creature. I also telegraph to them by describing to them some apparent differences. "You stumble upon a group of 10 orcs. 4 of them look crudely bandaged. They all have a mish-mash of various armors and weapons, with 3 of them looking a tad burlier than the rest."For me, I know 4 orcs are wounded and not at full HP by a few points, and 3 of them are stronger by +1 to hit than the book says. This allows me to have in-game reasons why the PC may or may not be able to hit them, letting me fudge it a little...if needed at all. Ok so the wounded orcs may not be at full HP, but perhaps they have better AC, etc. There's a few ways to make in-game adjustments that also spice up the sometimes dreary "Same old..." encounter.
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Post by joatmoniac on Aug 18, 2015 22:50:42 GMT
Yeah, thinking about the DM who tells the players the adjustments comes across as a jerk move on the DM part. Granted it could also be completely innocent and they were just as excited about everything that transpired. I also do big rolls out in the open, but will fudge on random encounter A and never let the players know because it shouldn't really matter that I down played the random tribe of orcs that have no business getting lucky and offing one of my players. That said I also have an HP range on my monsters when I run them, for example in 5E a bugbear is listed as having 27HP based on (5d8 + 5). I then calculate out the maximum HP and would run a bugbear at 27-45 HP when I have them face my players. If there are multiples of the same type of monster I try to remember where I draw the line for the first one that goes down, but never a hard line.
I love the idea of having a group of similar monsters having marginally varying stats. Will certainly try that out as soon as I can.
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Deleted
Deleted Member
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Post by Deleted on Aug 19, 2015 3:58:59 GMT
Alright, some thoughts on this week's show: 22 minutes) On top of what the guys said, the GM is also a social mediator. He needs to be able to recognize when people are not having a fun time, to recognize conflict between players, and how to fix that crap. He needs to be impartial to everyone. His wife and best friend might be sitting at the table, but they get treated just the same as the friend's friend. 26) Knowing the rules: You don't need to know all the rules, but you ought to know enough that you aren't spending more time in the rule book than you are playing the game. Yes, even before your first session IMO. If the system has a core mechanic (e.g. the d20 in DnD), make sure you understand it without referring to the book. I recommend getting comfortable with the dramatic systems too (i.e. combat and skill use) once you have the gist of character creation. HIGHLY recommend you make a group of your own PCs and play a few combats by yourself. It will be time consuming, but is the fastest way to master the system. Start with a 1v1, then do a 4v1, and finally a 4v4. By the time your first session comes up, you should have a grasp of how combat flows. If you have a player at the table who is already experienced with the system, the above notes aren't so important. Don't be embarassed to ask him questions. 32) Preparation: Agreed that over-preparation is better than under. But before you run your first game, run a session 0. Your players are participants in a game, not a captive audience to your story. Make sure you're all on the same page with whatever prep work you've got, and be prepared to adjust. You don't need to spoil anything, but c heck this out and think about how it can help you. 40) Encouraging role play: Good ideas, but the key word here is encourage... not force. If your players never really get into the improv theater part of the game, don't stress it. They probably enjoy the combat more, or at the very least, the comraderie of the table. It's one thing to nudge someone out of their comfort zone, but don't shove. In my personal opinion, you should never reward 'good roleplaying' with in-game benefits unless everyone at your table consents to the notion. 49) Resolving combat rules: Another idea is to assign one of your players the job of consulting the rule book. Having more than one copy of the main rule book is handy for this, but not necessary. Make this person your "rules lawyer." If possible, nominate someone who gravitates toward that sort of thing already. This isn't obligatory, so don't worry if no one steps up. 64) Too much treasure!: I just want to restate what the guys were talking about. Be stingy in the beginning, because it's a lot harder to take away (without seeming adversarial) than it is to give. 69/83) Changing monster stats/fudging rolls: I'm in the camp that vehemently opposes this for any reason. Fudging monsters/rolls is to RPGs what plagiarism is to publishing: a cheap shortcut to make a poor product look better (even if that product was randomly determined in the case of dice rolls) look better, that ought to weigh on your conscience (cheater!), and will make you look bad if you get caught. A better solution to fudging the mechanics, and one that makes you look competent if it is discovered, is to fudge the narrative. It's a fantasy world, and your options are unlimited to keep the story going in whatever way you decide, regardless of what the dice say. Granted, this is a more advanced technique, not necessarily something new DMs master quickly. My advice: stick to the monster stats/dice results, learn from your mistakes, and get practice on fudging the narrative early, rather than later. 78) Food: FOOOOOOD!!! 89) Mistakes will be made: Listen closely to this section. That's all.
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Athikin
Commoner
Posts: 11
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by Athikin on Mar 31, 2016 13:12:59 GMT
Just listened to this episode and wanted to share what we like to do for Tokens/monsters. We would get a bag of assorted Hershey Kisses (Or any other candy about 1" square in multiple colors) and use them to represent the monsters. Which ever player got the killing blow, would take the token off the board, and eat it. It does promote a little selfishness, but it was great to literally taste victory.
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Post by DM Mitch on Mar 31, 2016 16:06:43 GMT
Just listened to this episode and wanted to share what we like to do for Tokens/monsters. We would get a bag of assorted Hershey Kisses (Or any other candy about 1" square in multiple colors) and use them to represent the monsters. Which ever player got the killing blow, would take the token off the board, and eat it. It does promote a little selfishness, but it was great to literally taste victory. That's awesome. I did that once when my PCs went into the Underdark of my world. They fought a horde of myconids, and I used chocolate mushrooms. Same thing...killing blow = delicious delight
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