Category: RPGs
How to be a better GM.
To jump on the bandwagon from a Questing GM, he is graciously hosting this month’s RPG Blog Carnival Question, ‘How to be a better GM.’ There is a lot of thoughts I could add to this. I’ll bring up 2 things I think are the key though.
Communicate and listen – At the end of each session I say, ‘So what do you all think? Are you having fun?’ So many folks will point out that reading your players, knowing your group, understanding what your players want, all are important for being a good DM. Maybe you are a master at poker and can read your group’s enthusiasm well. Do yourself a favor and make sure your impressions are right. Give them all an opportunity to talk about the game with you, and do it frequently. Most importantly, be sure to listen to them.
Guess what? You are going to make bad calls. You are going to find some players bring interesting characters, while others are sort of dull, and this might make yourself slip towards favoring one player over another. You are going to make both game and personal mistakes. Give your players a chance to tell you about it.
Don’t let a player sit and stew about it for weeks on end. Eventually bad things are going to come to a head and things will blow up. Get people comfortable talking about the game. Don’t get defensive. Don’t get upset. Find out how they feel. Did I mention you should listen to the group?
If you are doing a good job, your players will realize that yes, you made a bad call. You flubbed understanding a power or whatever, but you are all there to have fun. It’s a game. The DM is not out to torture or punish anyone, just trying to make things challenging. Sometimes it works, sometimes not. But reinforcing the idea that everyone should be having fun, and more importantly, communicating that idea to the group helps smooth things out immensely.
You will learn things. Maybe they absolutely loved that stupid NPC you quickly made up. Maybe they felt the combat wading through lava was too tough and simply frustrating. The combat on an airship was cool. The fight on the ice sheet against trolls was tough, but they enjoyed the challenge. You will learn the things your players like and dislike, all giving you ideas to make future sessions better. Again, make sure you listen to your group.
Play games – First off, you should spend a little time in the player’s seat. You should get a chance to see how other people DM. You should find out new tips and tricks. You should experience someone making things engaging and exciting. Or experience a heavy handed jerk, making your group suffer (and learn it is not fun). You will get better ideas how, or how not, to run a game. I cringe when I hear some guy cackle that he has never played D&D as a character, has always been the DM, and has absolutely no interest in ever being a player. That guy is missing a big part of understanding D&D.
Play different games. – Lots of them. You will learn by exposing yourself to different game designs how they work. What things are engaging and fun. What things are tedious and boring. You can port these aspects to your game, and doing so you’ll learn how to be a better DM.
Maybe you’ll find that intricate paperwork keeping track of game effects is serviceable, but having simple tokens makes book keeping interesting. Maybe you’ll realize that having events every other turn is predictable and boring, while making it somewhat random is more interesting. Maybe you realize penalties that make you sit out the game for several turns is frustrating, and that having some other mechanism to keep the player engaged is more rewarding.
Play lots of different games. Communicate and listen to your players frequently. These are two things (in my simple mind) that will make you a better GM.
DM Tip: Insight is not a lie detector.
Sometimes you might have this happen. Some NPC spills his guts dropping off some key information to the party. You get one guy that grabs a D20 and says, ‘I’m gonna see if he’s lying with Insight.’ Nope. Hold on. Back up there, buddy.
See I don’t buy insight acting like a default lie detector, where players wave their hand an automatically read untruthful thoughts. Insight is also about reading social situations. Great insight allows a person to recognize the two people chatting civilly over in the corner really cannot stand each other. Insight allows a player to hear the slight strain in an NPC’s voice saying things are fine, and recognize that subtle shift of their eyes to some burly thugs nearby.
Want to go all out with insight being a BS detector like Christopher Walken in True Romance? I’ll be rolling a bluff check against it. As a DM you should always be rolling bluff checks to counter the ‘insight = truth meter’ that players pull out. If they blow it, I say they believe them. If they beat out the bluff check, I rarely say, ‘You think he is telling the truth.’ I always try to obfuscate the result with, ‘You think he’s holding something back’, or ‘You see him lick his lips and give a smirk.’ I rarely ever give a black and white answer to passed insight checks if they are just seeking a truthful answer.
To me, insight is more about reading the subtle body language of people. I like to frequently give clues to the NPC’s mindset more than if they are simply telling the truth. Does the person have a pleading look in their eye when they beg the group for help? Do the player’s see the Duke slightly roll his eyes when he thanks them for dispatching the orc marauders? Does the group see the inn keeper tense up when they approach?
I use passive insight checks a lot to allow a group to read an NPC’s motivation. Sometimes it is a much more effective hook having a NPC say one thing, but his body posture or mannerisms give a completely different impression. I find it frequently sparks that investigative process where the players slowly poke around an NPC through dialog. It is much more interactive than just having a PC roll a D20 and see if the NPC is BSing.
I also allow insight to get clues on other skill checks. Sure some PC might ace the diplomacy check, but he just successfully made the flunky patrol guard allow them to pass. It’s the seasoned sergeant of the guard that really decides who gets into the king’s court. Insight is the key skill to walk into the room and assess who are the likely people with some authority, seem knowledgeable, or are well respected by others.
When do I have PCs use insight for a yes/no answer? Illusions. Yup, most folks forget insight is the key skill in disbelieving illusions. Since the players have a tool at their disposal to counter illusions, don’t be afraid to pull them out. In a magical fantasy setting, there should be plenty of opportunities to pull out the illusion card. It doesn’t necessarily have to be diabolical either. Maybe a merchant uses a simple illusion to make his wares look plentiful. How about an enchantment to give an elder noblewoman a slightly youthful appearance (think of it as gnome magic botox)?
So the next time a player quickly rolls a D20 for an insight check, don’t just respond with a yes/no to queries for the truth. Tell the player he thinks an NPC is holding something back. State the NPC appears to be sweating profusely as he stumbles over his words. Get away from treating insight as just a lie detector.
Litko 4E Condition Counters
A few weeks ago I posted a bit on using some conditional counters of my own making. I liked getting away from just a color coded method of using markers and use something that also had writing on them. The ones I made were functional, but I really wanted something a bit sturdier.
I decided to go ahead and invest in conditional counters from Litko. They have a pretty good set for marking most basic conditions. With that I picked up a player set to indicate marked, curses, and other bonuses. I went a bit further and also picked up a blast and plasma set to indicate other zone effect powers.
They are sturdy plastic about 3 mm thick, with text etched into the surface. The 4E condition markers are a double sided set. I like the beefy colored plastic and can throw them around without worrying about the tokens getting bent out of shape. The wording is clearly marked and I like the color scheme. The markers look like they would stack well under an official WotC mini.
I really like this product. With normal wear and tear I think they would last for years. They have a good selection in their sets. All of which I think are reasonably priced for their value. I also think it would be a great gift for the D&D guy that has just about everything. Be sure to check em out.
(Personal Note: Ordering things through international mail can always be tricky. Sure enough my first attempt at getting some markers resulted in being lost in the mail. After contacting Litko by email explaining my situation, they turned around and send out a replacement order at no charge. Great service, from a great company.)
Skill challenge scenarios: Poisoned! (part two)
In the last post I described a skill challenge where the group was poisoned in an inn. They had to work quickly to find an antidote not only for themselves, but also for the other patrons.
Round 1: The paladin thought it best to use his skills in healing to try and determine what type of poison would have this effect. As he helped the sick patrons, he also carefully tried to evaluate each person and find the likely toxin. The rogue in the group tried to determine if she could find any trace of the poison near the barrel using perception. The cleric in the group also decided to help the sick utilizing his healing skill. Everyone rolled and all earned successes. Both the cleric and paladin had managed to deduce a common group of poisons that would inflict these symptoms. The rogue managed to spot a few small dark smears on the barrel’s side. Carefully, she gathered up a sample of the thick viscous resin.
Tally after round 1: 3 successes, 0 failures
Round 2: Armed with the knowledge of the type of poison (and a sample), they sought off to try and find an antidote. The rogue quickly set about asking key people she felt would know one trained in the apothecary arts. Earlier in the day, she had heard some commoners speaking of the skills of one particular apothecary, with talents exceeding even the priests at the local temple (successful roll). Several minutes later, with a few quick turns through the alleys and some banging on doors, they managed to get to the right location. Both the paladin and cleric had offered their skills in healing to aid the elderly apothecary, make easier having a sample of the dreadful toxin (one skill check made at a +2). With their deft hands and combined abilities, by daylight they were able to concoct enough antidote to help all that were afflicted by the poison (both had successful rolls).
Tally after round 2: 6 successes, 0 failures. Skill challenge successful for a complete victory.
I liked the quick thinking of the party’s rogue in trying to get a sample of the poison. I decided there to allow a bonus to a future healing check made by the others, just as if she had sucessfuly aided another. I also held my breath a bit in the second round. If one player had decided to simply aid in a healing check, the group would have secured a partial victory (and a potential hollow one at that). Fortunately, they decided to press through and each make a check.
Skill challenge scenarios: Poisoned! (part one)
- Complete Success (6 successes) – The players manage to find an antidote for the poison. They are able to revive the patrons that were also injured. As a plot point, they also discover that the poison was very unique, concocted from a root extract not found in this region.
- Partial Success (4-5 successes) – The players manage to find an antidote for the poison. Yet, the process is slow and tedious. Several patrons have succumbed to the poison and died. This brings some negative light to the adventurers presence in town.
- Failure (3 failures before either success condition is reached) – Each player is inflicted with the filth fever disease (MM pg 180). Many of the patrons have died. The inn has lost popularity, and the inn keeper will likely have to close down. Most of the people in town will react very coldly to the group, seeing them as the cause to much of the ordeal. The local noble might even pressure city guards to ‘assist’ the characters in moving on to the next village.
In the next post, we’ll see how this played out (DUN DUN DUN….)
Combat manager sheet
So on the D&D boards, some people have been asking for low tech solutions to running their game. In particular one guy was adamant about not having a laptop at the table. I can totally understand. Sometimes I find having a laptop a little distracting, and being a frequent recipient of Murphy’s Law, I’m always worried about some last minute technical glitch that will hinder my game.
A while back I found a pretty good one page initiative tracker sheet (for the life of my I can’t find the link, so if someone can track it down gimme a shout out and I’ll link to this post). I liked it had all the pertinent defenses. It also had several spaces for recharging powers, if the target was marked, and a way to keep track of different combat conditions.
However, some things I didn’t like. I wanted a full box space to keep track of a creatures HP. I also wanted sufficient space to write in a monster/character name. So I modified mine a bit. I also kept an additional field to keep all the marked and combat conditions separate. So I whipped up my own version for keeping track of stuff.
So far it’s worked pretty well for me. I enter party information in the first few lines and then photocopy them. I then would have a few encounters prepped by adding monster on the other lines. Sometimes I’d squeeze a few encounters worth if I could, but usually had a separate sheet for each fight.
I’ve sort of moved to using applications for my 4E fights. I still keep a few sheets handy in case my computer suddenly gets fried. I think this is a definite must have if I also travel to a friend’s place to run a game sans laptop. For running a game with strictly stuff from my backpack, I like using this sheet a lot.
[Edit: Thankfully someone was able to find a link to the PDF I was looking for. Thanks!}
Expeditions of Amazing Adventure: The Cabalistic Clay of Domneran Canyon
To the south a thin section of land serves as an oasis to the harsh desert regions that surround it. A small range of mountains hold the Domneran river that winds its way down towards the flat plains. This river feeds a narrow stretch of land able to serve as an agricultural base. Enough so that a few cities have been able to establish themselves, feeding their people with simple crops and diligent fishermen that trawl the river for fish and soft shell crustaceans. Many of these cities have also been able to serve as a central trade stop between far empires and kingdoms separated by the great dessert, further bolstering these simple economies.
Far up to the river source, deep within the mountains, lies a narrow canyon which the Domneran river springs forth. The canyon (which is known for the river it contains) holds high cliffs etched through deep stone of the surrounding mountains. Legends tell that the mountains were formed when colossal giants fell in a great battle against the gods. Their flesh seeped into the ground, and their bones served as scaffolding for the mountains that arose.
These giant corpses imparted magic buried within the very core of the mountains. It is only over centuries as a river cut deep into the mountains, forming the Domneran canyon, has this magic been able to seep out of the stone. Far within the coiling canyon are pools of water, bubbling with mystical energy. The clay taken from these pools are rumored to be infused with arcane power. Some claim such power has medicinal properties, while others state the clay holds chaotic magical forces so potent they can bend iron.
It is a treacherous journey to the Domneran canyon. The climb is through perilous rock and savage creatures haunt the mountain range. This has kept many from traveling to the canyon, but high demand for the clay that lies on the silty bottom finds a few willing to try.
Some temples are willing to lead pilgrimages to the pools that lie along the canyon path. Such waters are claimed to have restorative powers, but these journeys are hazardous. Especially as gnoll tribes hold claim to much of the canyon for their own foul rituals. A wealthy noble, desperate to find a cure to an aliment might likely secure not only a temple guide, but also an armed group of adventurers, if they were so inclined.
Many wizards are willing to part with gold to obtain a pouch of the magical clay. If a group were willing to take the risk to reach the Domneran canyon, they likely could easily find a buyer for any clay they managed to gather.
2010 Gamma World: Are you Igor or Matt?
So with the announcement of a new edition of Gamma World being slated for release this year, there has been a bit of excitement. I always enjoyed the setting. I never managed to get a game in for the 1st edition, but played 3rd edition years later in college. I just liked the wacky influence of wild high tech weapondry in a near medieval setting (a D&D side note, expedition to the barrier peaks was one of my favorite modules). Throw crazy mutations and radiation into the mix and you’ve got a fun game. I guess a serious post-apocalyptic game would be a rather depressing theme, yet the sheer silliness of Gamma World made it flighty.
One announcement about the new edition of Gamma World, is that it will incorporate decks of cards for mutations and high tech items. There is a plan to expand the game, releasing booster packs of random cards for each of the decks. So there will be a collectible card aspect of the game.
This has gotten a lot of folks in an uproar. Some folks are fine with it. Others are vehemently crying that WotC is making a money grab. Some folks are still sitting on the fence about the whole deal. Me? I keep thinking about a webcomic and the type of gamers out there.
Dork Tower is a cute webcomic depicting a few gamer and tech geeks. Two particular characters are Matt and Igor. Matt is a huge fan of a plethora of games. He genuinely enjoys dipping into a variety of roleplaying and CCGs. Igor however, is the alpha geek of the gang. This is the guy that must accumulate every possible card/edition/book/toy out there. He rabidly digests rules, becomes a min-maxing guru, and quickly moves on to the next big thing.
From what little official info I’ve read by WotC. Gamma World will be a boxed game. Everything you need to play will be there. If you choose to expand the game, stuff will be provided as random packs. How boring will the game be without buying the expansions, no one knows. But it looks like the random card packs will be completely optional.
So I can see how some people are completely worked up about the random booster packs for Gamma World. If you are the type of person that jumps whole heartedly into a new game, and want to get just about everything out there related to it (Igor-type). I can see some people feeling burned. Yeah, it would be nice to just buy 2-3 things and have the entire set of cards. Now these folks will have to spend a lot of money working through pack after pack, getting a complete tech or mutant deck.
But if you see the entire merchandise packaging as something optional, that you could possibly pick up a pack or 2 (or none!), and still enjoy playing the game, well maybe this is not a bad thing. Maybe you will be excited that Gamma World is coming out. That the portability of 4E D&D monsters into the game should be a snap, reducing the GM prep-time. That there will be tons of tokens for players and monsters, and that you can get an entire RPG in one box. Maybe if you are that type of gamer (Matt-type), this news does not want you to sign a boycott WotC petition but rather have a little excitement for a new sci-fantasy RPG coming out this year.
So for folks with strong opinions either way with the new Gamma World, I wonder… are you Igor? Or are you Matt?
Modular dry-erase sections for dungeon tiles
I posted a short while back on me using a whiteboard for my D&D sessions. I generally have the players sketch out a general map on a sheet of paper. When things need miniatures being moved around I then switch to a battlemap. For the most part I like using one, but at times I’ve been having a few problems.
One thing that I’ve stumbled on a few times is dissipating the tension during the beginning of an encounter. When my players kick in the door, I gleefully describe what they see, get the group reaching for dice, all to have that excitement slowly drop down a few pegs while I map out the room. Having everything mapped out before hand on a large white board would be clumsy, as I have to cover up sections and hope nothing gets rubbed off as we are shuffling papers around.
I’m a fan of using dry-erase boards though. I like the freedom of sketching things down directly on the map. Using tiles seem doable, but pretty costly and I just don’t have time to make my own tiles. You also need to have a lot of little bits to dump on the tiles for features and terrain. I could use pre-printed maps too, but I find the page size limiting and again cost creeps in a bit with printing/ink cartridge use.
To get around this, I copied the grid sections out of the DMG and laminated them (using self adhesive sheets). I ended up cutting a few sheets into smaller sections as corridors.
So far this has been a great workaround for me over using tiles, or writing stuff out on a larger board. I can draw a few details if needed, erase and repeat having a reusable surface. Another big bonus is I can also write on the back any section notes or tags I give to the rooms. I can pre-draw an entire dungeon and just plop down the next section in a flash.
Cheap and functional. I’ve liked using these so far. I never managed to pick up past dungeon tile sets. I understand that WotC is releasing a lot of the older sets in a new package deal for 2010. I might pick those up, but for now I think these sheets fit the bill nicely.
Skill challenge ‘rules’ are frameworks.
There was a general theme I had gotten from the DMG2, don’t take the rules in D&D as gospel. If something doesn’t work in your game, tweak it and have fun. I especially got this impression from the skill challenge section. WotC changed the success/failure ratio (something I think needed to be done to make it a challenge), but made it clear that DMs should feel free to modify skill challenges to make them fun and engaging. At the heart of it, I think WotC finally wanted to get some kind of structure and reward to all those roleplaying and skill aspects of the game, so players didn’t feel like the only way to get XP was from killing monsters.
The recent podcast posted on the D&D experience seminar I think has cemented this idea. Save my game had a seminar that was a great listen. It covered a fair bit on skill challenges. If you are still finding skill challenges a little clunky in your game, or just unsure how to make them more engaging, I highly recommend giving this a listen. Even if you think you’ve gotten a good command of running them, I think it has some helpful tips.
One thing I have had little experience with is running an extended skill challenge. Most of my challenges have been short ones, as I couldn’t quite wrap my head around having one that would go through several rounds of checks. After listening to a few suggestions, I think I’ve definitely gotten some good ideas on how to approach running one. I’m eager to try one for my game and have a good series of scenarios for such a challenge.
They also dole out some good advice on encounter makeup and addressing some tips on handling a game on a time schedule (like for conventions and LFR events). I highly recommend giving this a listen. Some great stuff in this podcast.






