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Greetings!
I love the parchment idea, but I buy mine every year at the Colorado Renaissance Fair and they're pre-hole punched for quite cheap. I've only used a few for personal religious reasons and to test a few out, but they're quite amazing, especially with a quill. (Honestly, I'm so old-school I use an ink well, a quill, and parchment while wearing a robe.)

I've just made a small .gif of me holding a lantern in the dark looking around and it actually was well made for such a slapped-together piece. I'm not too worried about using candles because enough can produce a lot of light, and there wouldn't be much writing on the players' part. Black-lights and neon colors would be a tough feat for me, due to the fact that I have a halogen lamp on one side and a 4-bulb ceiling fan on the other, so the effects would be a bit off, and it would drive my wife nuts if we had to change the bulb every time.

While typing all of this, I'm enjoying the CD's "Angel Voices:Libera in Concert" and [my favorite] &#9829;Celtic Mystique by Howard Baer&#9829;. Along with a dozen OST's and some lighting, I can create quite the ambiance for my players.

I use miniatures and thrift-store figurines for visual effect. THRIFT STORES are amazing, given the Game Master's perspective. An old shirt slashed and torn for a few bucks with some red food dye makes for a bloody visual, and I'm not against dressing my part when a memorable character appears in game. Who knows? Perhaps one of us will find a +6 Vorpal that's priceless!

&#9824;Thank you all thus far for contributing to that spark that makes {D&D} so fun and memorable to us all!


SurfaceScapes

I want one of these. This is perhaps the closest thing anyone can explain as to what a perfect harmony between D&D pen and paper with futuristic technology.


Greetings!

So, the main debate here is:

How far should one add technology to their pen & paper gaming experience?

Now, years ago, when I was 7, I came across a cozy coffee shop in the outskirts of Beaverton, OR. Upon entering the store, I glanced over to my left and saw five very different people sitting by the window. They were different genders, age, and race, yet here they were; a testament of what D&D and other P&P games are all about. War, politics, everything really; it didn't matter. These strangers found something that the rest of the world didn't seem to understand, or forgot about.
It's been 16 years since then, and I don't know if it was because of the pretty dice, or the strange and haunting tales the DM told, or the complexity of this strange game that I became interested, but I do remember one thing about that night that will forever be burned in my mind; they were all smiling. Smiling and laughing together though they didn't seem to know one another personally. And that ladies and gentlemen is what I see envisioned within every story I write.

Now it may be because of this that I disregard technology at the table as "rude" or "improper", but I know the less visuals you have to destroy what little imagination reality has burned and scraped away from us day-by-day, the better. Ever wonder why movies are never like the book? This to me is a large portion of it. Our imagination is what's left of our childhood, and I'll be d@/V\l7ed if I lose it.

Miniatures, artwork, pictures of exotic places (fantasy or real); all of these to me are fine visuals and take enough time to search the web for. iPhones, laptops, iPads, etc. are all beyond useful when placed in the right hands, however there are just as many possible distractions. Should a DM declare "No electronic devices at the table", a player must resort to either the rulebooks, planning, fantasizing, or drawing. None of these options sound too bad in comparison to the alternative.

These are just my opinions. Please tell me yours!


I forgot to add that the branched topic of MechaTECH vs The Mighty Pen and Paper will be added to the forums. (If you didn't understand the title, it's new "modern" technology vs old fashioned P&P gaming)


Stefan Hill wrote:

I hope the poster will correct me if I speak out of turn, but the point is that in time the picture of a bunch of geeks sitting around surrounded by junk food and weird shaped dice are numbered (no pun intended). Natural change, correct, but change for changes sake can sometimes be a false economy.

S.

Greetings!

I apreciate the criticism (otherwise I would keep these posts to myself really)! No, I will admit that natural change will cause pen & paper games to slowly disintegrate or osmosis into World of Warcraft. When I wish to speak and play with friends around the US who have gone their ways, we play on the XBOX360 or online, and I can understand to a degree that so will p&p games.

I don't know if it's the sad song "Deora Ar Mo Croi" by Enya in the background, or if it's because I've been consciously denying this realization; that D&D and other p&p games will not be around many years from now, and my children and my children's children won't be able to fathom the idea of a non-visual game.

Now this is completely off-topic but years ago, when I was 7, I came across a cozy coffee shop in the outskirts of Beaverton, OR. Upon entering the store, I glanced over to my left and saw five very different people sitting by the window. They were different genders, age, and race, yet here they were; a testament of what D&D and other P&P games are all about. War, politics, everything really; it didn't matter. These strangers found something that the rest of the world didn't seem to understand, or forgot about.
It's been 16 years since then, and I don't know if it was because of the pretty dice, or the strange and haunting tales the DM told, or the complexity of this strange game that I became interested, but I do remember one thing about that night that will forever be burned in my mind; they were all smiling. Smiling and laughing together though they didn't seem to know one another personally. And that ladies and gentlemen is what I see envision within every story I write.

Now it may be because of this that I disregard technology at the table as "rude" or "improper", but I know the less visuals you have to destroy what little imagination reality has burned and scraped away from us day-by-day, the better. Ever wonder why movies are never like the book? This to me is a large portion of it. Our imagination is what's left of our childhood, and I'll be d@/V\l7ed if I lose it.

Sorry for the rant. Laptops, aside from the space used, the teasing access to the internet, and the other distracting implements of a laptop/iPhone/etc., I honestly can say I would hate to be constantly reminded every game that our pen & paper games are dissolving.


DM_aka_Dudemeister wrote:
I'm definitely not a fan of 7 people having to share 1 rule book between them. A laptop gives my players the option of quickly looking up the rules either via the PDF version, or through handy sites like d20pfsrd.com.

A good point. In my groups, there typically is about 2 copies of the rule book floating around the table (1 is mine, another a player's) and it would be absolutely wonderful if there were 4 for each player, and an additional 5th for the DM, however it doesn't always work out that way. I'm currently searching the web for anyone selling, if not handing out a free copy of the Player's Handbook because as the DM, I believe it is my responsibility to be much like a teacher; have a 'loaner' copy.

Players who can afford an expensive laptop, but cannot afford a $35~40 book of a game they are interested in progressing into is something I find hard to understand. If anything, ask for one for X-Mas, or your B-Day, or buy one as a keepsake in the end, but I find more solace in owning a copy of any book though I have every copy in PDF form. But that is just my opinion...


Greetings!
Laptops: Efficient and useful tools for gaming...if you're the DM. I'm not particularly a fan of laptops at my games. They seem too distracting for players. I'm no tyrant, but I do want to keep the attention of ALL players, participating or not. (repeating yourself is very anticlimactic and destroys the mood when an evil demon lord is sighing...) Here are a few of my fears of laptops at my games.

  • Playing World of Warcraft (any game really)

  • Browsing the web

  • Playing {metal} music {in the throne room of the Elven Queen of peace}

  • Social sites (ex. myspace, Twitter, Facebook)

  • Character Sheets-I need to see that the player has done everything correctly and is not smudging the dice rolls in their favor. (You FAILED that charm check for the barmaid! Deal!)

  • Computer rolls for you-It's simple math! We're in our 20's!

  • IT'S A BLOODY PEN & PAPER GAME! ACT LIKE IT!!!

    Those of you smiling and shaking your head slightly, please reply! I'd love to hear the justifications of large and bulky machines on or around the table with drinks, miniatures, and dice. Those of you who have almost spilled your Dew screaming "THANK YOU!!!", you're very welcome, and I would love to hear your stories of computron horrors.


  • Greetings!
    Though a bit clichè, try thinking Legend of Zelda, or a medieval Metal Gear Solid. Use old dungeon maps no one uses from LoZ(the first one). There was an old PC game called THIEF that did very well for its time. Unfortunately, I'm not use to solo missions, aside from video games and detective novels. Perhaps look at some movies for inspiration.


    Greetings! I just re-watched an interview with Vin Diesel and he talked about using canvas for maps. Sounds interesting; I'll have to try it.


    Greetings! Here is a list of what I have come up with thus far for my own homebrewed rules:

    (1)Please create a background story for your character including a physical description, home, family, adventuring education, and any special life events.1

    (2)For determining Ability scores, players will use refer to the 4d6 system: Roll 4d6, re-roll the lowest roll. Do this 6 times for your ability scores.

    (3)The rules of Critical Threat-->Critical Hit apply.

    (4)The books Expanded Psionics, Book of Exalted Deeds, and Magic of Incarnum is NOT allowed. Source books regarding other campaigns (ie. Dragonlance, Eberron, Forgotten Realms) are also, not allowed.

    (5)Please show respect for the other players, and the Dungeon Master. Wait patiently for your turn and pay attention to the DM. Everyone is here to enjoy both the company and the game.

    (6)Attendance is important not only for the DM, but the party's balance. If you are running late or can not attend the scheduled session, please call or text me. The last one to arrive will be the one grabbing drinks for everyone when asked.

    Please know what your character can do to save time. Please eat before each session. Donations to the Dungeons & Dragons fund is always appreciated and spent on visual aid and refreshments. Any questions or comments about the campaign or the game is greatly welcomed.

    This is of course a compilation of both what has been posted, and a few that I have personally found to be helpful.


    Bala dash malanore! I've been interested in the use of Black-lights for added effect in magical areas, or deep in Drow territory in the Underdark. Any other ideas in terms of lighting?
    Another thing I love to do is slam my fist into the table (when an NPC is making a point, or something loud and thunderous has occured). Shaking the table happens when there is an earthquake, or something to that effect.


    Laithoron wrote:
    Hope this addresses what the OP was looking for!
    Hail! Ok, first-I assume the wicked bullet points are done by
  • or something of that nature. (Didn't know you could do that). Second-this is beyond what I had expected, so I bow down to your overwhelming awesomeness sir. But, this is exactly what I'm wondering every day. Thank you for your info sir, as this should be one of many prim examples that fresh and new GM/DM's should aspire to do. This is a hard subject to connect to when you're new and have hardly any experience to refer to.

    I knew a player who I had argued with, about how hard it was to DM. Needless to say, the DM became the player, and the player became the DM. His setup was basic but unorganized, and we spent a good portion of time waiting on the DM finding his book, the page he needed, selecting miniatures 2Hrs in, etc. I do have to say however, that for a first-time experience he did well to learn from it.

    All of gaming is trial-and-error. Video games and board games and pen-&-paper games alike. For those of you who are new to the game as a Master, this is the experience and stories we are passing unto you. Learn well Padawan.


  • Hail! Sorry, but I can understand where this thread seems oddly open-ended, and Ray is correct. The initial set-up for before the players arrive is important in my opinion. How the game table looks and is arranged is very important to me, but it may be just the Japanese OCD in me. {Presentation is everything}
    How does your table set-up look like (given that your table is a standard long-sided kitchen table)


    Hail! My questions above pertain to all games but allow me to elaborate; should players be able to use laptops for a pen & paper rpg? Especially when there is a high risk of them not paying attention, possible cheating of dice rolls, neglectful of either creating or remembering to bring their character sheet, and music/videos being played and creating havoc for other players who are trying to play.
    The second involves whether banning books should be part of homebrewing rules. Many of us have been for or against.


    Hail! So here's the deal; Everyone who is a GM/DM will post their own set-up from start to finish for each of their sessions. I'm hoping this thread will help give new and curious GM/DM's a good sense on how some of us prepare our bases for each session of D&D (or whatever game you personally play). Now, this is all assuming you have a large table, and that the area is cleared.

    1) Roll-out the GRID MAP and any MAPS concerning the campaign. If applicable, ready player's miniatures. For the grid mat, I use erasable pens, so I have them and a spray bottle with paper towels readily nearby.

    2) GAME/DUNGEON MASTER's SCREEN-Enough room for multiple books, notepads and anything else you may need room for. As an added expense, I like to use a portable table (like the ones for TV dinners or sometimes side-tables) to set books I'll be using. It's a habit I picked-up from High school.

    3) TRACKING SHEET-A great way to keep an eye on "when" the time period in the campaign is, the Names(Char)/HP/Saves of your players are, and where you last left-off in the game. If notecards are used, you can arrange them for initiative.

    4) DICE-It's always good to have 2 or 3 sets of each 7pc set for yourself and a bag/box for the players, should they be freeloaders or whatever.

    5) ATMOSPHERE-Music (such as Enya, Aine Minogue, OST to movies/video games, or just classic Celtic music works wonders for background noise). Another is lighting; After the players arrive and are settled, if your campaign last set in a dark cave or a dungeon with torchlight, dim the lights. You want your players who prefer video games to enjoy such an archaic playstyle.

    6) PENCILS & PAPER-Your players will always need pencils and paper at some point. If you're traveling to Denny's or a park, or somewhere else that isn't a home, it would be wise to remember to bring these items.

    7) PERSONAL-Something to personalize your gaming. Things you've collected from the Renaissance Fair, or some armory somewhere are fun to have lying close by for added atmosphere, but becomes a major part of the game. I like to have a donation jar for materials for my games (minis, books, office supplies, etc), or just a pizza party. I also like to dress the part of where ever the story takes place, such as a pirate if it's a high-sea adventure. Another idea is to create something that's almost like an inside joke to the group (a picture, or a sock for whatever reason and such).

    8) BEGIN-When everyone (or mostly everyone) arrives and is settled, you should reread your notes and recap what happened last game. {Like the beginning to every episode of LOST}. Players will sometimes completely forget what happened last they played, even if it's been only a day because everyone is busy with their own life struggles.

    I know this is a bit of a tangent, but these are the thoughts that run through my head.


    Hail! Do you believe laptops, books (for D&D's sake) such as Expanded Psionics Handbook, and food be a part of house rules? They seem to be major topics in my group.


    Thod wrote:

    In Maps & Minis I would like to add 3D terrain. I have an extensive DwarvenForge collection that allows me to build up most indoor adventures.

    I even sometimes go as far as making some of my own using mainly Hirst Arts.
    Thod

    Thank you for bringing up a good point. In the DMG for D&D, it explains what to expect should you have time, or lack-there-of. A good GM/DM should always have the area of play prepared; like a company meeting. As a player, I'm always frustrated with any DM who has nothing prepared and has waited for the last second. Everyone is typically inclined to help because the DM is supposed to act as host. I may sound rude when saying this, but this is just my opinion.

    I believe the main factor in all of this is time efficiency and that most players (including myself) have little patience for anything. I know many DM/GM's who have had problems keeping their group's attention for too long. Suddenly, the game begins crawling because players were not paying attention and the storyteller had to reiterate what they said. Also, playing at someone's home, it becomes inevitable that eyes begin to wander and everyone is looking at something interesting and they become fixated on why their GM/DM has an entire collection of Halo Mega Blocks, or Halloween lanterns hanging from the ceiling when it's April, or an empty fish tank with ancient water and terrain still intact.

    The main problem with pen and paper rpgs now, is the competition, the short attention span of people, and the lacking use of everyone's imagination. This could be why my favorite movie is Finding Neverland and why I'm different from most people; because I'm perfectly content with letting my imagination run wild!


    Lazurin Arborlon wrote:


    So to fix the problem we used spell cards. We would copy the rules for all spells the PC knew (or if he prepared spells, only the ones prepared were out to be used) to a set of 4x6 index cards. Then he was not "tempted" to browse other spells as he looked for what he needed. He could lay the card down in front of the affected character or to the GM if used on an NPC, and all of the rules were right there.
    We have a player who does this, but...

    I love the idea of using cards for reviewing spells, but perhaps a page or two from a notebook would do better. There are many many spells from books (the Spell Compendium is a good example).

    Food is another concern of mine. I can't seem to choose whether players should eat before or while playing a session. It's annoying to hear a Carl's Jr. wrapper every time someone goes for a bite, as it drowns any important details. But, the sessions are indeed long and drawn at times.


    Cuchulainn wrote:
    So far, I've only been using mood music. However, since my group is running through the Age of Worms campaign, I've had my eye out for completely green Gummy Worms (they always seem to be sold in multi-colors) to put in a bowl and throw at the players at key moments...

    How could you?! lol That's genius!


    W E Ray wrote:
    I like to bring a loaded gun to the table. Then, if one of the PCs fall to neg HP, I shoot him.

    Brings on a whole new meaning to "fumble". lol Remind me to play Russian Roulette with you if things ever go badly.

    After viewing this post repeatedly for a response, I've concluded that no one quite understands my question (I think). What do you guys bring to the game to add mood and/or atmosphere to gameplay? RAY instills fear, so I can only assume he's either playing Post Apocolyptic games, a Cuthulu game, or is just crazy.


    Thank you all for your support! Now, I've been taking notes and trying to piece together a list of what I should write for myself as the DM and what to tell players in terms of what to expect. In {Typically Asked Questions for House Rules?}-another thread, I've brought in the concept of house rules. Amongst them, I've argued the use of laptops (I'm against). I agree if JANDREM above on the inevitable decline of D&D as just a board game, which is probably why I've been posting so much lately; I'm trying to avoid this at all costs!

    So far, we have:

    1)Tracking Sheet

    2)Maps & Minis

    3)Books & Dice

    4)Atmosphere (Thanks Findel)-Music, Lighting, Area of Play

    5)Props-Things players can touch and feel; Parchment, Weapons, Pictures...

    6)House Rules

    All of this is of course what I've compiled thus far in this thread. Thank you everyone for your input! Have we missed anything?


    Madcap Storm King wrote:
    ...Oh and if they freak out about DMs who change their character's alignments on them willy nilly I assure them that they will have to want their alignment to change aside from cursed items/artifact's effects.

    Oh right! I forgot about alignments. Well, I like to think in RL I'm Lawful Good with Chaotic tendencies, so others in a game of D&D should be about the same (Whatever alignment they are, so long as they don't turn evil to any degree). Unless you play a Paladin or a Druid, I don't believe there's a strict code of conduct most players have to follow.

    I've argued back-and-forth about the use of laptops in my games, mostly due to the fact that there are too many temptations and distractions when they could be paying attention. Also, I'd like to see player rolls, not a computer generated roll. I know the odds should be the same either way, and it's much easier to roll 4d6 rather than see a spray of dice on the table, but at that juncture you probably shouldn't be playing a pen & paper RPG if that's the case. That's just my opinion of course.


    Hail! Sorry, I forgot to add that I use a 4d6 system for ability scores and Critical Threat-->Critical Hit. I know some of my players prefer to use a Point Buy-In system, but I don't agree with pure dumb-luck VS Meta-gaming.


    Hail! I've noticed that with as many GM's/DM's/Players, what are the typical questions for experienced players to ask their GM/DM? My house rules are always complicated or complex to follow, so I end up just having a forbidden books list. (FYI, scroll of Ice-Assassin from Frostburn is ridiculous!!!)
    I've banned Psionics (unless they're monsters in the MM's), Book of Exalted Deeds, Magic of Incarnum, and Tome of Magic (it's silly actually), and a few minor (or major) things (such as Warforged in a pre-warforged and gunpowder era). I'm also debating whether to ban Campaign settings outside of my own campaign, due to the fact that it's something that would be different that what it would be in that particular world, than in my own.
    Sorry, went-off on a rant again. Tell me what you've seen in the past or things that have been asked in your games!


    Hail! I hate the moments where a player is missing. As a rule of thumb, I typically just don't play if 2/4 players are MIA or whatever and use the time to play Three-Dragon Ante while discussing what the players would like to see or accomplish in future games, or requests they may have for play styles or what-have-you. If it's just one player, I try to think of something for that specific moment:

    "The three of you see a fork in the tunnel. *Player4* offers to go whichever opposing direction you choose. In {X amount of time} you agree to meet back and discuss your findings..."
    -or-
    "Suddenly, you hear a quick-ended yelp! You jerk your head back just in time to see *Player4 disappear into a wall behind you. A secret passage?!"
    -or-
    "In the aftermath of the battle, you all realize *P4 has vanished! You agree that *P4 had perhaps chased after one of the enemies and have gotten lost or is too far to be of any immediate aid..."

    With more players, and different schedules, it's best to think Ad Hoc of everything and make best of what you can do.


    So...not to offend anyone, but this thing is made completely out of paper? Or cardstock? And it's $16.99? My only real worry is where the fel would I keep such a massive thing, and how durable is it after completion? (At least on average) I mean, I have two cats, a wife who hates the things I stash away everywhere (minis, cards, books, notes...). I guess my real question is really how durable is this thing?


    Laurefindel wrote:

    7) Lighting

    Mood and atmosphere are highly dependent on lighting conditions. Candles are fine but ultimately, players and DMs alike need to see what they are doing and reach things without setting their hands on fire.

    'findel

    Ok, so we could take {7) Atmosphere} into account. Thanks!


    Krome wrote:
    I WANT to use music, but I suppose I am just too picky. Too much of the music breaks my mood by reminding me of "that cool scene in the movie," or reminds of "that cool fight in the game." I try to find some good classical music that fits the bill, but its not easy. Any ideas where to look?

    Sorry, look for what? Music-wise, I watch a ton of anime and movies so I get quite a few from the soundtracks and subdivide certain songs into play lists on iTunes. I also get "creepy" music from bands I like, which would be considered "gothic". I have an active imagination for making my own D&D battle montages when I listen to my iPod at work.

    Another item I forgot to the list:

    6) PROPS-Not swords and shield exactly, (perhaps on the walls as decor or those home-made inspirational posters you see in a Doc's office). I bought a rustic looking lantern with a candle-holder on the inside for about $16 at Wal*Mart and use that for Dungeon or Cave adventures. A little annoying, yes, but it's the feel I like to give my players.

    Also, for more realism, I like to purchase overpriced parchment paper from the Renaissance Fair we have yearly. I believe there's some at Office Depot/Max. I use them with a quill, but I'm that kind of gamer that goes to the Ren-fair dressed as a pirate because I can.

    You can buy card-stock for those cut-outs of yours. I used to use the old program Dundjinni, but for me and the local hobby store owner it's stopped working after an update.


    Hail adventurers and Game Masters alike!
    I bought an old-fashioned style lantern from Wal*Mart for $16 the other day.

    http://www.shrubs.co.uk/ekmps/shops/shrubscouk/images/zanzibar-3-tea-light- candle-lantern-set-18187-gm-13768-p.gif

    I turn-off the lights and hand the lantern to whichever player bought it from the local market. Whenever the players delve deep into the Underdark or some forgotten ruins, it adds more ambiance.

    I'm also a fan of playing creepy or dungeon crawl music I come across from soundtracks or whatever. These are just a few small examples of what I use to add atmosphere to a gaming session, what are yours? Until then, Happy Gaming!


    Hail adventurers and GM's alike!
    After playing for some time, I've taken not on what new players (and old) could do to "enhance" their gaming. These of course are just a few examples of what I would do for "better" gaming:

    1) NAME TAGS-Great for new players to keep track of their character's names. Your character has a name, so use it!

    2) TRACKING SHEET-Era/Month/Day/Time {of day} and the last place you left-off. Also, it makes the game run smoother if you (as the GM) know everyone's HP/SAVES are. It makes for epic encounters when everyone is bloodied and beaten within an inch of their life after defeating a "boss".

    3) MAPS & MINIS-I like the idea of visually seeing where and how your character moves. Whether it's a penny, a matchstick, and two rocks that form your party, or expensive minis you bought painted professionally and molded to look just like your character. Maps are almost essential, unless you want your players to be lost in a dungeon!

    4) BOOKS & DICE-I've noticed that my group has only 2 copies at most of the Player's Handbook (D&D 3.5) and it just isn't enough. Also, dice are always in demand when someone forgets their lucky set on their nightstand or whatever. Multiple books (preferably 1/player) means everyone, at any moment, can look something up on their character/class. I'm always on the hunt for more books (D&D 3.5 is NOT dead!)

    5) MUSIC-It's irritating to sit around with a bunch of weirdos in the basement listening to someone wheeze and roll dice in their hands for hours. I prefer Celtic music, though depending on what we're doing, I do choose what song to listen to (ie. Campaign Intro-Arthas, My Son {Cinematic Intro} from Wrath of the Lich King of World of Warcraft).

    Now, of course these are just ideas and not everyone will agree with what I have above. This is just what makes my games run a bit smoother. Let me know what helps you kick-down those time-stalling doors in your gaming! Until next time! Anar'Endal, Dracon!


    Thank you for the input. In terms of atmosphere, I've been tempted to buy this basic black, square, lantern from the store and only have that lit with the lights out when traveling in the Underdark or at least dim the lights so the players don't see much. Perhaps some dark-lights for those with dark-vision. This is the first campaign for my lovely girlfriend so I want this to be a fluid as it can be, though her timing could be better. (It's been a year or so since I've DMed and I'm a bit rusty.)

    The hardest part of describing what players see is when they are walking through a dungeon or a maze. This is very difficult when trying to remember where they are and how they will leave.


    Hail Adventurers! As a DM, I always notice that I seem to forget to mention something about something or someplace. It could just be the absent-minded wizard in me, or the short-term memory with added salt. In any case! For any Dungeon Master, I propose a small note-card worth of things to explain about a certain thing or place!

    -Who?
    -What?
    -Where?
    -When?
    -Why/How?

    These are the basic questions I always ask myself before I write anything about the world's history. Sometimes the weather, time of day, (dates if your camp. has any), [city/town's] alignment, etc.; these are a few things to consider right-off-the-bat when speaking with players. It's to simplify those questions players barrage you with while playing when that time could be well spent productively. 'What time is it?' 'How big is the city?' 'How far away are we from the next village?'.

    Sorry for the long page, but this to me is a fairly decent question for all DM's to ponder over. If you were given a note card/piece of paper, what would you write on it to remember what to tell your players when stumbling across a village/town?

    Let me know what you believe! Game on!!!


    Some of you are confused how a lv2 can jump to lv5. Here's the very simple breakdown of it all:

    5 Bugbears
    1 Monk
    Lots of flaws (Unearthed Arcana)
    Calm Aura (or whatever) -Creatures who fail a Will Save of 10 can only defend themselves. They are considered under the spell 'Calm Emotions'.
    All but two of the Bugbears fail.
    Those two attack and finally crit against the Monk's 28 AC.
    Their weapons shatter against the Monk's skin.
    Three of the Bugbears run for reinforcements (to come at a later date) and leave the encounter.
    Two are punched-out.

    End Encounter

    xp Awarded for 10x CR2 Bugbears=10,800xp

    My mistake to pit a Monk of such caliber to his element.

    My last mistake.


    Nero24200 wrote:
    ...Though quick question. He went from 2nd level to 5th? He had Vow of Peace at 2nd level? That's physically impossible since it requires two other feats to take, and even humans only have 2 feats by 2nd level.

    Flaws from the Unearthed Arcana were taken for more feats. Though flaws themselves...that's another topic I will start later.


    Hail adventurers! Once again I've taken up my sword and begun DMing a campaign! Unfortunately, three sessions in, our resident Monk has become overpowered and nothing I throw at him (at his level) seems to do any damage!
    I (as the care-free and absent-minded DM) let the players choose anything from any D&D book to create their character. A terrible mistake... The monk has dipped into forbidden powers and now runs around the world with an incredible 28AC, an aura called 'Vow of Peace' (making the monsters who fail a Will save of 10...'calm'), and his skin as hard as mithril (weapons must succeed a Fortitude save (can't remember what the save was) or shatter and become useless). He literally jumped from lv2 to lv5, leaving the other players 3 levels behind, and now the challenge rating for everyone has changed to about 3-4. What should I do to even the playing field?!


    "...An iron sign hangs above labeled 'Jedit's Horses'. The smell of ink, fresh pine, and horses linger in the air."
    Welcome to Jedit's Horses. Here you can puchase a horse or send messages to anyone from Rivendale to Fairway!

    ....That's about how far I got to creating this fine establishment. Anyone have any ideas as to how much delivering letters (orally or written) would cost!??


    Hail Adventurers! After fighting many tough battles during the day, some of my fellow mates decided to share their stories of heroics whilst sitting side the camp's fire. Suddenly, a Torrasque ran through our camp! Almost killing us all, we luckily managed to jump out of the way, but unless we stop it soon, it will destroy a nearby village! How in by Morrodin's beard do we stop this thing for good? How do you kill it?!?


    I have a NEW invention! The Purse of Many Things!


    Hail Adventurers! I've been 'out-of-it', trying to come-up with some fresh game ideas for the group, but I can't seem to get into the swing of things again. Any ideas of what might inspire this old ranger?


    Hail Adventurers! It's me once again! My Half-Brother is a Sorcerer and was wondering if he should train in becoming more of a Wizard, so as he may cast stronger spells, yet have the cantrips as useful little "back-ups".
    SO! Anyway, what should Magus do?! And why? (Personally, I think having more spells at low level for now is very useful. Oh! And do they stack?)


    Please submit your strangest things from playing D&D here! I'm interested...

    *Oh S#$% Spoon: Glows when danger is nearby...

    *Ladel of DOOM!!!

    *When asked where/when he is...
    "...somewhere sourth-weest-ish, and it's fair day..."


    Thank you all for your inputs, but I believe this goes a bit away from my original question (though I don't believe I made it clear.):

    *How does a DM/Player create a 2nd lv. character using the MM and the PHB? (i.e. A Drow 1st lv.=Human 3rd lv.)

    This whole LA+HD+Class lv.=? ? ? thing is confusing me.

    Once again, thank you for your time, and hopefully I can understand. (It's been a long month w/o sleep and gold.)


    Hail Adventurers! I'm DMing a new campaign and I was dreaming up a Drow Rogue. My friend has studied every D&D book {including all 'splat' books} and told me it was not possible to play a Drow as a 1st level character. My question is this:

    *Why can't you play a Drow at first level? Perhaps at second?

    Level adjustments are a bit...complicated for me. Thanks ahead for your submissions and blessed be!


    Hail! Now, I see where all of you are confused, and even worried about my Archvillian in my campaign; Master Malakie. Perhaps I can shed some background story on him. (For once I'll keep it short. lol)

    Malakie is the Paragon Half-Fiend {Complete with wings} bastard of a son, when he was born. At this point in history that everyone is playing in, Malakie has reached a climax in his state; Demigod. He is a Blackguard/Lv10, Fighter/Lv13, Sorceror/Lv12, Paladin/Lv5
    A collective 40th level Archvillian!!! NOT A NICE GUY!!!
    {In the campaign, the Players will come to realize that there is no way to KILL Malakie, but a way to use his own magic against himself!}

    Three things I wanted to point out to everyone:
    *SR Is high, yes, but enchanted items do overcome SR! +1 anyone?

    *SR is unaffected but its caster. Meaning the caster can cast magic upon his/herself.

    *Should a creature wish to, {as a standard action, w/o provoking an attack of oppertunity} the creature may simply turn off its SR. (Say a Cleric wants to heal Malaike...don't know why, but ok! ^.^;)

    Blessed Be! and thank you all for your support! ^.^


    Ultradan wrote:

    I usually use the abscent player's character as an NPC when in the middle of an adventure (for one or two games only). If I know in advance that the player won't be present for a few games, then I exclude his character from the adventure. All absent players don't get any share of "the XP pool" at the end of the game (the XP pool being 1/4 of all xp earned by the group divided by shares, which are won by being present, good role-playing, good ideas and even massive-damage-dealing-critical-hits).

    Ultradan

    Hail Ultradan! Unfortunately for me, my group is a bit hard to control, and it is very hard for me to DM as it is, so NPCing anyone of the important characters is very hard for me. I can understand for a few games, but there's always the risk of the Player disliking what has happened to them.


    Hail Adventurers! I've come across a bit of a character flaw...an Archvillian named Malakie has a Spell Resistance of {40}!!! Now, I have no knowledge of Magic, whatsoever, so try to dumb it down of rthose of us who can't read magic. Thank you!


    Hail adventurers! After much time has gone by, and the construction of Green-leaf Inn near complete, I bear a new problem. (No, the Warforged are paid in full...):
    What possible classes are left for Wizards to create? Now, I don't mean prestige classes, because creating those are no problem. It's creating the very soul of the game which is! Now, I've thought of a few classes, but I wanted a few of YOUR ideas! Thanks again, and should I ever become published, your names will be in the books!

    *{A Fighter}
    *{A Spellcaster}
    *{A Holyman/Naturalist}


    Hail adventurers! Once again, after many months have gone by, I have yet another question!!!
    Quite a few of my party members are missing from my campaign, and I was wondering how I should go about DMing my campaign without the most important characters?! One character has a direct link to great military power, while the other has a strong link with a powerful and world-ending artifact. What should I do?

    *I don't like to play without the others, because it takes more time in trying to explain where the absent ones were upon their return.


    Hail! Now, I figured that you are already done with this article, but I just wanted to clarify what a Wood Elf means to them, and if I'm correct as well.

    High Elves- Modern Day Elves. Very open to most things. Interested in modernizing. (Upgrading technology) These Elves are seen in many classes.

    Grey Elves- Aristocratic, arogant, and wise. They believe that it is time to turn from nature, and turn to "science". They are very intelligent, and very wise. Many become Wizards.

    Wild Elves- Savage, hateful, jungle-style, Elves. They live on killing, and aren't very wise. Don't believe in owning things, or mechanical technology. Many become Barbarians.

    WOOD ELVES- Also known as Sylvan Elves. Practitioners of the old ways, that Elves once lived decades/centuries ago. Believe that other races are tainting Elven ways, (ie. High Elves), and detest Humans, believing that they are the worst race of all. Many become Druids.

    Now keep in mind everyone, that these are MY envisionments of what the Elves are. I didn't make them.


    Hail! It's been quite awhile since I last ventured here...
    SO! New Dungeon Master! I offer you the simplest idea for you to go from a Novice to a Master.

    1) Before you even start the game, have everyone tell you about their character's past. THIS, my friend, is the KEY to a great storyline! Don't necessarily have it to where your story resides with one player, but as many of them as possible. (This will make sense when someone can't make it, and you wish to play on.)

    2) Also, since you will be playing with people you know, try to make it so that you think two steps ahead of them. {Ever wonder why the DM is always moving? Always rolling in the middle of something? That's right...}

    3) Keep track of people, places, and things that your players see, so it adds a bit more realizm. {Personally? I handout a notecard to every player, and they keep their HP, AC, etc. on it. This helps when I want to make the game "close".}

    I have been a Dungeon Master for over 3 years now, and I would say that I'm great at it! BUT! Not once have I ever fully read the Dungeon Master's Guide, let alone the Player's Handbook. What you want is to know the books well. Not EVERYTHING about them! You're only a good as your players, and they're newbs. {I hadn't created my campaign untill 6 months after I started becomming a DM. Nothing was connected; just random battles and mini-adventures.}

    Recap:
    [1] Using notes, keep track of significant encounters. (no one cares about the bug they saw on the ground...unless it was important.)

    [2] Use your players' pasts to build and mold your campaign! (I've played the same campaign several times, withe the same group, and the story almost changes entirely! It's never the same!)

    [3] Think two steps ahead of what everyone will do. (These are your friends, neighbors, and maybe even family! You know them well enough to get the general idea of what their next move might be!)

    *[4]* Have fun! If this is causing stress, quit! I mean it! I have driven myself into walls, only to realize that it's a game that's supposed to be fun and relaxing! Don't sweat over the little things! Like you said, you get ideas every-so-often, so use them!

    If you need help, and you like my ideas, or you just want to say, "Thanks" personally, just drop me a line:

    Drake_Knight2002@yahoo.com

    Until next time! Good Gaming!

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