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Greetings!
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.
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 adventurers and Game Masters alike!
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!
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!
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?
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!!!
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!
"...An iron sign hangs above labeled 'Jedit's Horses'. The smell of ink, fresh pine, and horses linger in the air."
....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?!?
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".
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 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...):
*{A Fighter}
Hail adventurers! Once again, after many months have gone by, I have yet another question!!!
*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 Adventurers! I have a strange question to ask of you all; Thrall, Son of Thokk, had just lost his (left) arm, during a fight against "The Sons of Gruumsh". As a DM, I am the one to arbitrate what happens, and Thrall (Austin out of character) has asked me if he could somehow get a bionic arm!? Now, in this era of my campaign, the Gnomes in the Enforcers are the best in Alyria, and have such skills to create one! Unfortunately, I don't know how this would effect my campaign...
Hail Adventurers! I have come to realize that many monsters in my campaign are missing! By missing, I mean to say that there are no "random encounters" on the "world map". I always forget to add the baddies (other than the main ones they're running from) but, I just don't see monsters "roaming about", killing things, unless there's a real reason why! I hope you guys understand my dilemma. ^.^;
Hail Adventurers! I have a bit of a dillema! Jack was killed by Thrall in a single blow, supposedly because Jack was turning on them (or because Austin was annoyed by Andy, but that's not the POINT!) So! Because of Jack sword (The Sword of Secrets), the sword teleported Jack away, and revived him...but at a cost! You see, in any revival spell, the player (or NPC) loses a Level, but what do they lose?!? I mean, what skills, feats, etc.?
Hail Adventurers! I have called you to answer a very...interesting question: How should a DM come about keeping his Villian(s) from becoming too strong? (i.e. Malakie is a 40th level character who has many levels in Paladin/Blackguard/Fighter/Sorcerer, and teams-up with a Lich Queen, named Mirage. How do I keep Mirage from making Malakie TOO powerful with her spells?) It's a large question that may run in all DMs' minds. I've handed the general layout of how I want this "season" of my campaign to run, but he is very good at pointing out loop-holes in my plans. One of which was making Malakie too powerful.
Hail Adventurers! It's me again! (Happy to see me?!? lol) I've run into a snag...again. Since it's cliché to have but one MAIN campaign, I figured two should suffice, seeing as how it would allow me to show my players the world. SO, what kind of campaign should I throw at them? The Avatar, spawned from a Good diety and an Evil diety, has returned, threatening the powerful (40th level) Master Malakie, but also the world itself! A sacred arrow, broken into several pieces, must be recovered, and reforged by the Master Weaponsmith, Griff Sorkol, before the world sees the end! Searching for a safe haven for a fellow player's love, the group must scour the planet for a place where constant light is shed. One of your ideas! ^.^;
Hail Adventurers! I've come across quite the problem the other day (after losing a figth with my woman....-.-;) And my question is simple:
Hail fellow Dungeon Masters! I invite all to attend a bi-weekly meeting at a location yet undecided, but in Aurora Colorado! The point of these gatherings are to help one another in a much faster way, and in a very fun environment. I've noticed that I always seem to get farther when speaking with another Dungeon Master with my campaigns, in comparasin with speaking to all of those on Paizo. Of course, we would all still post messages and inquries, but this way we DMs may let loose some steam, have a few laughs, and get more accomplished. Tall me all what you think! B (*) B
Hail Adventurers! Has anyone ever had the problem of creating the overworld (or underworld) of ther world(s)? I've come across a very scary snag, and I can't seem to get around it! The more room I make on my map, the more cities, villages, hamlets, and thorps I am forced to make! Although I love the idea of creating such a large world, how do I come across creating the general overview of the world? Any ideas?????
Hail adventurers! It's Drake again! I've created a new army and it's jam-packed with interesting info.....at least, it will be. ^.^; You see, in Season II of my campaign {Luna's Requiem} the party finds themselves in a Post-Apocolyptic world, 20 years into the future of when the original group ended. (They assumed that the world was at peace, but with an ancient artifact causing the world's spirits to wander the plains and not returning to the "after-life"). So, to retain order, and prevent any and all injustices, the elite army called The Enforcers step-up. The Enforcers were created out of the alliance of Rivendale, Stonebrook, and Neswynn, called the United Federation. With the Gnomes creating the most cutting edge weaponry, the Dwarves helping to create the weapons, and the Humans and Half-Elves to wield them, the Enforcers were born.
Hail Adventurers! I've been very stressful with my short times with D&D and my lack of time to prepare, so I was wondering about this question as I sat in my car, speaking with my CONFIDAN: How would one propose DMing with two men/women/bugbears/whatever...? I mean to say, how would one go about playing such a shared campaign, but have it so each DM can get to where the other wants them to?
Hail Adventurers! I'm in a bit of a financial crisis (Aren't we all? ^.^;). I found myself running two (correlating) games of Dungeons & Dragons, where one team is in the northern hemisphere, fighting through the bitter cold of Taldune mountains, and the other team (old-school soldiers ^.^) trying to survive in the jungle continent of Marrash! So, my problem is this: If I only had enough money to purchase only ONE of these books for now, which one should I go for? (Keep in mind that the books are "Frostburn", and "The Serpent Kingdom {FR}".) Thank you for your help, and whatever sage advice you may bring me! B(*)B
Hail Adventurers! All of those who know the story of Drizzit Do'Urden know of this mystical beast, but to others, let me elaborate; Drizzit Do'Urden is a well recognized Forgotten Realms Character, and his mythical sidekick is a panther (correct me if I'm wrong). My question is simply this (for the sake of my party meeting the panther....or was it a jaguar?): What are the stats for a simple Lv. 1 Panther/Jaguar? And I'd like to know the same for a Fox; they're like wolves, but much smaller, and I believe a few things vary. Thank you all in advance, and have a happy holiday!!!
Hail adventurers! It's been awhile! Sorry for my absence; I've been busy with my two jobs and in short supply of money, time, and energy (as if I had been attacked and captured by an Illithid, then rescued by Gythanki warriors, who in turn enslaved me, then I escaped and teleported back using one of their Gythanki teleporters). ^.^;
If there is a -# in AC and INITIATIVE, is it still a (-#), or does it even out to (0)??? I know either way, it's hard for players to play a slow character.
Greetings adventurers! I'm having a bit of trouble lately with all of my failed plans so far. I was wondering, how does a Half-(blank) work? I mean to say, what is the other half? Human? What if an Orc raped an Elf? What would the offpring become? Obviously a Half-Elf, but does it still gain Half-Orc abilities as well??? Please help me!!!!
Shaun, a fellow classmate, asked if he may play in the small (test) group for D&D at school. I agreed, but he wished to ONLY play as an evil character. He wanted to become a Drow Blackguard, but alas, lackguards are prestige classes. So my question is this:
Now that I have your attention....*ahem*...Hail adventurers! I call you all for help! ^.^; You see, I never really was good at being evil. EVER. I'm straight-up lawful good. Always have been, always will. I am TRYING to create the world's greatest artifact, in which everyone fears. This item must be so great, that in the hands of evil could do....(this is where I get lost). Unfortunatly, my allies are all good (say for Orth, but he's working on something else for me at the moment, and it IS his name...really...). I need something that could change the world so greatly, that D&D would never be the same again! *NOTE* Whatever the item does, it WILL happen, though everyone will still live, just under harsh circumstances (i.e. Demons and Devils may roam the world freely w/o trouble) {thus beginning SEASON II of "Luna City" campaign.
Feared by even the most revered heroes, they are the archenemies to even GODS!!!! O.o;
Master Malakie, a Half-Fiend born into rulership and stronger than any known Fiend before him (even for a Half-Fiend), he has taken a few levels as a Paladin, to repent for his evil Father's ways, but later realizing that no one could trust him, killed his teammates, and turned back into the fiery trails of his Father's footsteps, as a Blackguard.
Say Alyria, Elven ranger wanted to go into the fields of spellcasting, would she still be able to use the weap. proficiency from her Ranger class to replace the NO weap. proficiency of a Wizard class? That is to say, could Alyria still use her longsword and shortsword as a Wizard, even though they have NO weapon proficiency?
...This is the sign illuminated by a permanent 'faerie fire' spell over the doors of a large, brightly lit mansion. Here, your chances of winning depend on solely the luck of the draw, and the roll of the dice.
Master Malakie, mastermind and patron to all Demons. He can't be touched by any mortal without being slaughtered swiftly by his extrodinary might. Although he is only a Half-Fiend, he is feared for his ability to stand against an ancient Red-Dragon by himself, and to take it down in one hit!
I'm not a regular when it comes to DUNGEON or DRAGON magazine, but I do remember one time when I was flipping though one of the magazines that there was in fact a Jester Class. Now, haveing JUST MADE a Jester class NPC (Named Joker. I ran out of names....^.^;) I was of course...."delighted"...to have had the chance to see an official class for one. Could someone please tell me what the stats and everything for one was/is? Or at least give me a site to look at?
In order to further my stories and history on the City of Luna {Dimeh}, (and in spirit of D&D DAY!!!), I need some help creating Lolth, Drow Spider Queen. You see, in my story, Lolth was "defeated" by Azurie "Luna" Nodel and her two companions in an epic battle to end the Drow War, but in reality (back story), Lolth was only believed to have been killed after plumeting from her balcony into the darkness of the Drow city below! After "hiding" for many years, she has returned to seek vengence upon the tratorous Drows who rebelled against her.
Hail adventurers! I've been seriously contemplating over this ever since I've started playing D&D, and I've come down to this: I want in! I want to join Wizards of the Coast in their escapade to make D&D and Magic: The Gathering a greater company. I have millions of ideas (thank you voices in my head) and I have thus-far proven myself to be a great judge on many occasions (mostly in MTG, but also as DM). I could do so much for this company, and I would do what it takes to become a part of Wizards!
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