Category: DM Tools

Splitting treasure parcel 8 and rewarding parcel 10

I could talk a lot about the treasure parcel system for 4E (and likely will do just that in later posts). For the most part, I like the idea of the parcel system. I like that DMs are given a general yardstick every level on how much treasure a party should get.

Somethings fall a little flat. I really miss having random treasure tables. There is a random treasure generator for 4ED, I’ve used in the past that is pretty nifty. It’s too bad that WotC has not provided something similar with DDI, I certainly hope so.

Another problem I have is that the treasure parcel system is a little too structured at times. You’ve got 10 little piles of loot to spread out over a series of adventures. Recommendations are given to combine a few, and leave a few encounters with nothing at all. Not bad suggestions, but I’d like the flexibility of handing out some treasure when I want too, without worrying about dipping too far into the remaining parcels. All the while, I don’t want to be throwing too much coin my player’s way (or short-changing them). So there are some quick and dirty rules I’ve used with treasure parcels.

Rewarding parcel 10 – I see parcel 10 as optional. I like to use that parcel as a guideline for any monetary quest rewards. Depending on the adventure, if I think my group need a little more economic incentive for tackling a quest, I throw in some gold pieces equivalent to parcel 10.

Usually, I drop this parcel from encounters if the group is handling an adventure that would have this as a reward. Typically, I’m giving a little extra coin throughout a series of adventures on route to that next level. As long as each ‘reward’ is up to the gold value of parcel 10, I don’t worry about handing a few extra out. WotC recommends freely using parcels as quest rewards, but I typically like having the big stuff for the players to find directly.

Splitting up parcel 8 – I also like to split parcel 8 up three ways as additional treasure parcels (8A, 8B, and 8C). I use these parcels for small booty rewards. If I ever run a small random encounter where I think a little coin would be appropriate, I use one of these parcels. Say the group runs across some gnoll slavers. I would expect that they would carry some treasure, but likely not be hauling around some fantastic magical weapon. In that case, I’d add some coin from one of my newly split parcel 8s.

As things progress towards the end of the level, if I’m a little short on opportunities to hand out the remaining parcels, I tack on the remaining hordes from parcel 8. I really like doing this as I can give out a bit gold coin if I want to, and still keep within the guidelines of the parcel system.

So treasure parcels. Love em? Hate em? What tweaking have you done in using them?

Planning sessions with Masterplan

I’m a luddite. I’ve tried using a lot of online resources while playing my game. I’ve tried having initiative trackers, pulling things up on the compendium and other applications all to no avail. I just can’t seem to shake old habits, but I’ve tried to change. Running my games, I just like having things at my fingertips and being able to scribble little notes on my session plans when I need to. Planning my games is different however and I really embrace using a lot of online tools.

I’ve been tinkering a little with Masterplan and been enjoying it quite a lot. They’ve incorporated some new features and I really think I’m going to have to invest a little more time in this program. It’s amazing.

Masterplan is a program that helps with session planning. It allows you to sketch out plots as a flow chart, annotated with notes and text. It includes options to create encounters and skill challenges. It even allows annotating maps (or building maps with tile sets). I’ve yet to really dig into the nuts and bolts of the program but I’ve enjoyed what I’ve seen so far.

One particular feature I really like is the encounter builder. Just fiddle with the drop down fields for your experience budget, and you can draw up a list of potential baddies to create your encounter. The most recent version allows users to import creatures and items from the DDI compendium. In previous versions, you have to export selected items from the compendium yourself. This was a little tedious before (but useful once your library was created). Now importing things directly to your Masterplan library is a snap.

Want to create a map on the fly? Plenty of tools for drag and dropping tiles to make a custom map. There is even a yahoo group where you can export sets of tiles to fill out your library. I’ve dabbled with this a little and the initial prognosis is awesome.

Hopefully over the upcoming holidays I’ll have more time to play with this. I really want to push, pull, and prod this program to see what it can do. Offhand, this looks like a neat tool to make things up on the fly. I’m hoping I can get comfortable enough with this program, so that if my players go off the map, I can completely improvise a few encounters. Just ask them to take a 10 minute break while I whip up 3-4 encounters, complete with a map, traps and treasure. I completely see this as a possibility with this application.

If folks have delved deep into this program, I’d love to hear your thoughts.

EDIT: Oh, and if you want a brief walk through of Masterplan, there’s a YouTube video of some of the features in action.

Skill challenge scenarios: Discover the river pirate lair (part 2)

Last post was the set up for my group to find a pirate camp. After describing the situation they deliberated a bit on what to do next.

The rogue thought she’d keep a diligent eye out to see if there was any evidence of the pirates landing their boats (passed perception check). Seeing no obvious breaks in the vegetation, they likely were still on the river. The artificer of the group decided to provide another set of eyes and see if he could discern any trail (passed perception check). He also could not make any obvious trail along either shoreline, so thought it prudent to remain on the river. The warrior of the group felt he could help in finding the trail, looking ahead (failed perception check). However he found he was unable to see anything noteworthly in the surroundings.

Turn one tally: 2 successes and 1 failure

After nearly half an hour the party found themselves at a branch in the river. One appeared to flow into low hills, while the other appeared to be drawn into a canyon, having one shoreline becoming flanked by a sharp cliff. The rogue again felt it prudent to see if she could pick up a trail (passed perception check). The artificer wondered if he could find a way to determine which branch in the river the pirates took. A nature check seemed appropriate. Passing the check the dwarf determined that the river that moved along the cliff would likely offer more defensible positions if the camp was near the shore.

The fighter decided his skills for hunting down a trail on the river would be poor. Possibly a higher vantage point might be helpful? He convinced the group to beach the boat and see if they could pick up a trail on land. I let him make a difficult athletics check. Passing with flying colors, I said he was able to scale a cliff face and get a good lay of the countryside. He was able to notice several cave entrances further down the river.

Turn two tally: 3 successes for a partial success (earning half the XP)

It was well within the night now. The group crept along the river, noticing a minute flicker of light further up. As they carefully approached, they saw a large cave entrance in the face of a cliff, with the river’s water flowing deep inside. A campfire roared deep inside, and the players felt they had finally found the pirate camp.

That’s it for now!

Skill challenge scenarios: Discover the river pirate lair (part 1)

As part of a continuing series, I’ll be posting a few of the skill challenges I’ve run in my games. After describing the challenge goals and the mechanics of the outcomes, I’ll follow up on what the group did and how it played out.

Skill challenge goal: Find river pirate’s camp along the river.

The Setup – The river boat the group was guarding was attacked by pirates. After fending off the attack, the surviving pirates fled down a river branch on small boats. Using one of the crafts the attackers left, the group set off to pursue them, and hopefully find their base of operation. As they chased the pirates, they lodged their boat on a sandbar. Frantically trying to get the skiff dislodged, they saw their quarry round a river bend and out of sight. Several minutes later the group continued, only to lose track of the pirates. Did they pull off and head out by land? Or did they continue down river? The sun was setting and they had to move quickly to take advantage of what little light they had left.

I all ready set my mind that the players would eventually discover the pirate lair. What I wanted to determine in the skill challenge was how easy would they find it, and if they could approach the lair at an opportune time of their liking. The camp is a series of caves under a cliff that can only be approached by water. Also, I noted to the players that the surrounding countryside was dangerous and likely resting through the night would mean being attacked by some creature (3 in 4 chance of a random encounter). So taking their leisurely time to track down the pirate camp would be unwise.

Skill challenge rating: 2, moderate DC (encounter worth 2 monsters of the group’s level)

  • Complete Success (6 successes) – Players manage to track down the pirate camp efficiently. They stumble across a narrow crevasse in one of the canyon walls. It would be an ideal place to rest up for the night (1 in 10 chance of a random encounter) if the group chose to. Continuing on, they discover the pirate lair in the early evening. They could move in quietly now, or rest through the night and try to attack the camp later the next day.

As they deliberate on a course of action, they see a boat creep out of the lair. Two pirates are paddling upstream to scout around. Players could dispatch them, capture and interrogate them, or let them go. Either way, the entrance encounter will be easier as some of the guards have left the camp.

  • Partial Success (4-5 successes) – Players approach the pirate camp late in the evening. They have spent their reserves trying to make ground and are tired (losing 1 healing surge). Resting however, would be a dangerous option as all around them they hear the howls of beasts. They may be able to surprise the pirates, but unlikely at this late hour
  • Failure (4 failures before either condition above is reached) – Players eventually come across the pirate lair early the next morning. The push through the night was tiring. Also they were harassed by particularly nasty river crayfish. While not a serious threat, some of the group suffered some nasty bruises from their powerful claws. Each player has lost 2 healing surges.Also they find the entrance to the lair guarded by a lone pirate. The element of surprise will be very difficult, and likely any pirates they find in the caves will be ready for them.

Primary Skills: Nature (+1 to rolls), as the ability to read the land and find likely locations that could hold the lair would be based on this skill. Additionally this skill can be assisted by other players.

Secondary Skills: Perception (+1 to rolls, cannot be assisted), simply being each party member carefully scanning their surroundings. As each player is busy looking for signs individually, players cannot assist each other when making this check.

That is the setup. Next post will be how it ran with my group.

Thoughts: Dungeon Master’s Guide 2

So WoTC seems to be keeping with the theme this year being the ‘book 2’ of releases. While AV2 was a nice addition, I’d tag it up with the MM2 of being simply more of the same (more treasure and more monsters). While not necessarily a must have, both had some nice additions to improve campaigns. PHB2 I think added a lot to the holes in the first book, giving players a ton of new options when rolling a character. So what about the DMG2?

I have to say I think the DMG2 is a great addition to the core books. They really kept with the idea of making this book an advanced guide that takes off on topics the first DMG covered. It covers a lot of topics, including treading over some old ground to further refine and explain some items from the first book (skill challenges especially).

There is one overall theme I see from the DMG2, ‘make the game what you want’. While the first book laid down the rules, DM2 gives a lot of options to the DM. Nearly all of them lay down a groundwork for rules, and throw in the recommendation to alter whatever to make it work for your game.

I think this point is seen strongest in skill challenges. The overall rule set is presented again, but so many options, alternatives, and examples of these variants are provided. I think the DMG2 has shown how free-flowing skill challenges should be. If DMs were struggling to run them before, I think they will have better ideas of how to incorporate them in their game now. And by not demanding DMs adhere to a strict format, I think folks can use them in their games to a higher degree of success than when they were first introduced.

When the group pushes well beyond the heroic tier, I think you tend to risk burnout as the players become to feel they are encountering more of the same. The DMG2 shines in this respect offering a lot of pointers and suggestions to elevate a DM’s campaign to the paragon tier. Like the first DMG that provided a groundwork for an initial campaign with Fallcrest and Kobold Hall, the DMG2 introduces Sigil and a doorway to planar adventures. This introduction is great, as it gives DMs a means to explore other campaign ideas into the Planes, something which can be tricky to incorporate into the ‘worldly’ beginnings of most heroic campaigns.

I also think normal burnout of running campaigns can encroach just about any DM. Again the new book gives ideas for cooperative story-telling, bluntly surveying your players for ideas and opinions, and outlining other potential campaign themes. More tools and ideas are presented to get your player’s characters into grand adventures, and much of it is great stuff.

There is still some chunky material with new hazards, artifacts, and NPC class templates provided. Traps have been given some more discussion and examples (albeit the section is pretty much the same material from the previous Dragon article). I think they also refined creating monsters which is nice. Clearly WoTC saw improvements that needed to be made to the stuff they put out in the first MM. MM2 incorporated a lot of these design attitudes (such as having solo monsters do something cool when first bloodied). Having similar guidelines provided in the DM2 means folks can make up monsters that will fit in well how DnD games have changed since release.

The Good – There is a lot of good things about this book. While I think the focus of the first DMG was for beginning DMs (which it did its job well, and was a great audience for that book), this book is definitely geared towards those DMs that have had a few sessions under their belts. I think it helps address a lot of problems that come up when your group hits the paragon tier, looks around, and then say, ‘Now what do we do?’ Having a lot of suggestions for campaign arcs, and further character development, go a long way to addressing these problems.

The Bad – While the book covers a lot of ground, more would be nice. Give us more templates, traps, hazards, and especially more artifacts. How about more organizations or campaign themes? The DMG2 does a fine job, but more entries world be nice. I still think having more ideas for campaigns would be helpful. How about some guidelines on governments and commerce? No strict rules and tables please, but a few pages covering some basic concepts. Also, ideas on speeding up your game and help in running combats are noticeably absent. There is a lot of chatter on the web about DMs having this issue, some useful guidelines would have been a welcome topic.

The Verdict – While I think most of the ‘book 2’ releases this year would be optional, I’m going to put the DMG2 alongside the Player’s Handbook 2 as a must buy. There is simply too many good ideas, suggestions, and topics included here. All DMs are going to get into higher levels of play, and having ideas for the epic and paragon tier games are incredibly helpful. The chapter on running encounters was also great, stressing the importance to taking the action up a notch for higher end play. This is a great addition to the core series, and I think nearly every DM will find it a good buy.

One page dungeon goodness with a helping of a module template

Currently I’ve been using two tools to help get my adventure ideas ready for a session. The first is a module template from the guy at Key Our Cars blog. I have heavily modified my own template, but I like the layout and it follows pretty close to WoTC adventure formats.

I like having the overall theme and behind the scenes plans of the villains laid out. I list out a few hooks with major and minor quests. I put together an opening scene and sketch out any interval situations (including planned skill challenges). I’ve been leaning away having a detailed encounter write ups. However, if there is a lot going on in the manner of environmental effects, traps, or hazards, all which might require some additional tactical notes, I do give a general write up of specific encounters.

One of the nicest features about this template is that I can cut and paste monsters from the DDI compendium directly into it. So at the end of my adventure write up, I have every monster or trap listed out. While I run the game I have all my notes neatly organized, and have every baddie my group runs across right at my fingertips. It’s a nice template, check it out.

The second tool I’ve been using is the one page dungeon. This was originally an idea proposed by Sham’s Grog and Blog. The concept is simple and its elegance is noteworthy. Get your entire dungeon together on one page. Fill in each room with a slim list of details and monsters. Then just run your game. Don’t bother with a detailed description of each room, just sketch out the details and improvise when you need to. All the meat for the session is planned out and summarized nicely on one page.

I’ve not completely transcended into the zen-like state of the 1 page dungeon for my entire preparation. As I said, I still fall back to having more details prepared for specific encounters. I also like having my major plot lines written up beforehand. So I fall back to the module template from Key Our Cars quite a bit. Still, using both I am able to get a lot down efficiently with limited prep-time.

I’ve been dabbling in using another tool. It seems to be a nifty program but I need a little time to work with it. Expect another post in a few weeks after I get a chance to plan a few sessions using it. Still, it looks pretty awesome.

Until then, I’ll leave a link to a recent contest that Chatty DM had hosted. They compiled all the 1 page dungeons that were submitted. Be sure to browse through them. There are some absolute gems there and tons of neat ideas for your own game. Good stuff.

So what other little tools have folks been using to prep their own games?

4ED Blog Roll

I thought I’d give a shout out to a few blogs I’ve been following. This is not an inclusive list by far, but they are some sites I’ve been reading as of late. I hope you all poke in and check them out too. So in no particular order…

Newbiedm.com – Despite just turning a year old recently, it has a ton of tips and tricks for the new 4ED DM. Some really great ideas on making your own markers and character tokens. Great posts on maps and even links to programs to depict landscapes. A solid site. Don’t let the name fool you, plenty of stuff for the new and old 4ED DM to be had there.

Roleplayingpro.com – Has a great group of articles about DnD and roleplaying in general. They pick apart some sticky topics, from character death to handling metagaming. A great place to pick up some ideas on the more particular nuances of DMing, running games in general, and providing some neat perspectives on roleplaying.

The Fearless DM– A little blog from a guy I know that runs a Living Realms campaign out on the East coast. His DM perspective is mostly for RPGA events. I think his take, and advice, for DMs is unique in that regard. Running a game for conventions, with complete strangers on a time schedule, is a tall order. Fearless DM delivers some great advice on that front. Not to mention, he offers a lot of tidbits for people running casual games too.

Again, this is not a complete list. I’ll be sure to post more in the future on sites I’ve been following. Be sure to check them out. I think you’ll find some great ideas for helping run your 4ED DnD games.

Skill challenge scenarios: Find the wizard, Nightshade (part 1)

A few comments from my last post on skill challenges got me agreeing that more examples for challenges are helpful. And more importantly, actual examples of resolving them would really capture how skill challenges can work. So on that theme, I thought I’d post a few examples of skill challenges that I run in my games.

First off, I have my own house rules for skill challenges. The big change is introducing a partial success. this is a step below the number of rolls needed for a complete success, and usually mean the players just barely complete the challenge. I also have a few tweaks on assisting others, critical successes and failures, but for the most part I run them pretty close to what is in the DMG. So, onto the challenge.

Skill challenge goal: Find the wizard, Nightshade

The Setup – The group are new arrivals to a city and are approached by a merchant. He requests they make an errand for him. Time is of the essence and being well recognized, he fears being seen entering the residence of Nightshade might lower public opinion of him. A ragtag group of adventurers that just arrived to the city however, would likely not draw too much attention.

Nightshade has concocted a potion for him, and is expecting someone to arrive today to pick it up. However, Nightshade is not very popular with the commoners. They all fear him and think he is mad. Being a recluse within the city doesn’t help Nightshade’s reputation either.

The merchant states Nightshade’s residence overlooks the Fallon Square market on the other side of the city. They should meet him later in the early evening at a local tavern. Half a payment to secure their services for the errand now, and the remaining once they return with the potion. They pay itself is rather good, especially for such a quick task. But they should remember time is of the essence and he needs the potion by nightfall. Before the characters can ask any more questions, the merchant waves them off and heads elsewhere for other business.

Nightshade is indeed waiting for them and has the potion as the merchant said. What is unknown to the players is that a rival merchant does not want this transaction to occur. He has employed thugs to intercept the players once they leave the wizard’s residence. The thieves themselves have had one of their gang assigned to tail the players and determine if they were successful in obtaining the package.

Skill challenge rating: 2, moderate DC (encounter worth 2 monsters of equivalent level)

  • Complete Success (6 successes) – Players find the residence after an hour. On a passive perception check (DC 15) they notice being tailed by a thug. If they intercept the thug, they will learn of the planned ambush after retrieving the potion. Also they will have plenty of time to explore the residence of Nightshade (a mini-dungeon in itself).
  • Partial Success (4-5 successes) – The players get turned around a bit, and harried with poor reception of many commoners when asked about Nightshade. The trek takes a bit longer than expected. Have the player with the highest skill make an active perception check (DC 25). If they succeed they notice the tail as above. Also due to the time, likely the players will not have much time to explore Nightshade’s residence (and the DM should continually remind the players about the limited time while inside).
  • Failure (4 failures before either condition above is reached) – Players find the residence much later than anticipated. They will likely have no time to explore Nightshade’s residence. They will also fail to notice being tailed by the thugs and not anticipate the resulting ambush once they leave.

Primary Skills: Streetwise, Diplomacy (Nightshade is not well liked and players will likely need a soft hand in getting directions from people) Secondary Skills: History (The layout of the city may be similar to others in the region, and Fallon Square is known as a popular marketplace)

That is the setup. Next post will be how it ran with my group.

Guidance for roleplaying lacking in the DM guide?

There’s a post on Roleplaying.com which had me think a bit. This precipitated from the recent editorial in Dragon. RPing is our job. We have to step up and provide the impetus for RP.

I think the DM guide is a great book. For someone that is a new DM, there is a lot of helpful information on running a game, I especially like that they have provided a small, rather generic landscape that DMs could plug into a larger world. The Nentir Vale is a chunk of landscape sketched out with a lot of adventure ideas. Plus they have Fallcrest, a small town that is fleshed out pretty well with its own adventure hooks.

I’ll be a lot less glowing about the dungeon included. Kobold Hall is a little uninspired, but I guess it covers the basics of encounters (traps, hazardous terrain, etc.). Plus I figure it wouldn’t be D&D without a dragon, so I guess the designers felt players had to tackle one in their first run out. At least a new DM has been exposed to a solo-type encounter and can get some ideas for his own game.

Mechanic-wise I think the DM guide has done a pretty good job. There is a lot material on designing encounters, monster creation, and impromptu rule design (pg 42). Overall there is a fair amount of tools provided to allow the DM to get a handle of the game mechanics, especially combat. I can see, though, how some folks feel 4E lacks a framework of rules for covering more roleplay-centric aspects. But I think that was done on purpose.

I really feel that adding elements that dictate player motivations and interactions a bad thing. Strict adherence to alignment, reliance on training or a special event to gain an ability or prestige class, all of these things potentially hindered roleplaying. Having a rule written down on a page is miles away from just providing a suggestion to a DM. I really feel WoTC decided to leave many of these things up to the players (DM included), allowing them to be as restrictive or open as they want, with minimal offers of specific rules.

Take the retraining of powers and feats after players level (PHB pg. 28). There is some constraints mechanic-wise (you can only switch out 1). But there is no hard and fast rule describing what the player has to do to make these changes. It is totally up to the players. If they just want to erase and write something in on their character sheet, fine. If they want to RP out a small session where a player visits an old mentor, or spend some time with an NPC, no problem. It is totally up to the players. I think folks can get as much RP they want out of 4E, and not have tomes of overbearing rules dictating every possible situation. This is a great direction of the game.

At the same time I do feel that more guidance can, and should, be provided. As an adult with years of experience with DMing and gaming, I’ve got enough experience and exposure to fiction (and non-fiction) to get some decent world-building ideas. If I were a 13-year old, I might want some more guidance. I think on that aspect, the DM guide does a pretty poor job.

There is about 40 pages covered over 2 chapters (Chapter 8 and 9) in the DM guide that give suggestions on filling out a campaign. That is pretty sparse. Having examples of varying governments, religious effects on society, varying economies, all of these things could be a great tool set to helping a new DM in world-building. I don’t expect (or want) detailed rules. But having a lot of suggestions would go a long way towards helping out fledgling, and veteran, DMs.

I expect that there will be more campaign and world-building books in the pipe. I think WoTC has encouraged players to freely pillage rules from campaign sourcebooks to custom make their own game. That is great, but I hope they offer up more beef in the 2nd DM guide to cover this topic a bit more. Not providing rules is fine, but giving lots of suggestions is always welcome. Hopefully future releases will provide additional tools to help DMs make their own worlds more vibrant and unique.