| Drake_Ranger |
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!
Krome
|
I like premade maps whenever possible. I usually make my own in Photoshop rather than hand draw them. I STILL would prefer to have decent quality maps from Paizo that we can print for battles. But until then I will keep making my own.
For NPC miniatures I also use Photoshop and paste a picture of the bad guy or monster into a 1x1 (for medium) or larger square which I label and then print and cut out. I like this because it makes a battle map easy to read. The NPCs are paper cut outs and the PCs are the (sometimes) painted miniatures.
As GM I have taken to using my iPhone (and someday iPad) to have stats ready for monsters and rules handy. Super fast and easy. I can create custom monsters and upload them to the phone as well.
I have used name tags placed on the table at each players location. We included name and (apparent) class. Apparent because one player was being sneaky and trying to not "look like his class."
I have, in the past, used a form to track dates and weather. You want to add a sense of reality to the game, include weather. Temperatures, humidity, drizzle, and storms and snow all make it memorable. That simple fight with Gnolls in the hills becomes more interesting if it is set during a snow storm! Promise the players will remember events better!
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?
Set
|
1) NAME TAGS-Great for new players to keep track of their character's names. Your character has a name, so use it!
Especially important for conventions, IMO, but even at home, it's fun to fold an index card in half and put your character name on the side facing away from you, and your most important numbers (BAB, AC, saves) on the side facing you.
If you've got a speck of artistic talent, putting a picture (headshot only, anything else will be too small to be useful) on the side with your name can help keep others in the spirit of things (remembering to talk to your 45 lb gnomish prankster differently than your six foot bearded self, for instance). Finding an appropriate picture online, or in some book, and taping it to the side facing the other players can also work, for those of us with no artistic ability. :)
It helps keep discussions in-character and on-theme if you can look towards a fellow player and see a representation of their character's face, and be instantly reminded that their character's name is 'Siobhannon' not 'uh, Bill's Ranger-chick.'
Name tags? Not so much. We people who go to conventions dressed as Klingons and Dark Elves wouldn't want to look dorky or anything. :)
| Drake_Ranger |
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.
| Laurefindel |
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.
When possible, avoid fluorescent tubes and fluoro-compacts bulbs. Unscrew two out of the three 60W light bulbs above your kitchen table. Dim other lights around the house to 'focus' on the gaming table.
'findel
| Drake_Ranger |
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!
| Jandrem |
One trick I learned, is to have as much info about upcoming scenes available without books as possible. For example, when dealing with encounters, don't pull out the Monster Manual until the players are actually in the fray. The moment you hold that book in your hands as a DM, the player's already know what's going to happen. Keep them in suspense as long as possible to build tension; maybe have the monsters Hide/Move Silently/Spot/Listen checks written down separately.
This goes for nearly any book. As soon as your players see you open it up, they're going to reactively start metagaming what's to come.
psionichamster
|
for Efficient gaming,
1: Share the Duties. While DM is looking up monster stats and drawing a map, another player takes initiative, another moves the old minis to the staging area, a 3rd looks up "smoke inhalation" rules, etc...
2: Roll your dice together. If you have 5 attacks, roll 5 attacks at the same time, preferably with attack and damage simultaneously - simply color code the dice to the attack # and you're set.
3: Know your tricks. Be it DM or player, nothing soaks up time like trying to decide what to do, because you're not sure of your abilities. Anything you're likely to use every game should be listed clearly on your character sheet, and any special rules-type-stuff should have page numbers clearly listed.
4: Pay attention. This almost goes without saying, but I've seen it ignored more than everything else put together. When it's not your turn, don't text your girlfriend, go on Facebook, or some other distraction. Keep your mind in the game, and know what the other players just did. It will save a lot of "What Ogre, I don't remember there being an Ogre right there." or "What do you mean I walk into a pit trap, you never said there was a pit trap!" kind of garbage.
5: Agree that this is a game, and work at moving it forward. Yes, in-character decisions are what the game is about, but if your PC is terrified of everything and never wants to make decisions, you should not be on point. When the character starts taking time away from the actual playing of the game, either retire that PC or change his behavior. Similarly, realize that IC and OOC conversations, related to the game, are important. Talking about Dr. Who, or the new Gorillaz album, or your WoW character is not cool at the table.
-t
| Laurefindel |
Ok, so we could take {7) Atmosphere} into account. Thanks!
Well, by including music and props, you already started setting the atmosphere. I simply extended the concept.
The location also has a HUGE impact on the atmosphere of the game. A smelly old shack works good for fantasy games, while a messy garage works better for gritty post-apocalyptic games. Unfortunately, we can't always control where we play to that extent. Of the things we can control (other than music/props/LX), cleaning-up, bringing side tables for snacks, eliminating sources of distraction (when possible) goes a long way.
keep on gaming!
'findel
| Jandrem |
Drake_Ranger wrote:Ok, so we could take {7) Atmosphere} into account. Thanks!Well, by including music and props, you already started setting the atmosphere. I simply extended the concept.
The location also has a HUGE impact on the atmosphere of the game. A smelly old shack works good for fantasy games, while a messy garage works better for gritty post-apocalyptic games. Unfortunately, we can't always control where we play to that extent. Of the things we can control (other than music/props/LX), cleaning-up, bringing side tables for snacks, eliminating sources of distraction (when possible) goes a long way.
keep on gaming!
'findel
Atmosphere is a huge part of gaming for me. If it's a casual, hack and slash kind of game, usually we just have some random thrash metal music playing and whatever lights available on. But when I run something more moody, such as Ravenloft, I prefer dim lighting(but enough so players can see their sheets and books) and use background music such as Castlevania soundtracks, Bram Stoker's Dracula, etc.
If there's no music and bland bright lighting, it just feels like a board game to me.
| Drake_Ranger |
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?
| Laurefindel |
2)Maps & Minis
In D&D 3ed and most of its heirs (such as Pathfinder RPG), playing with a map and minis is almost essential. At any case, the RaW work best under the assumption that you do. However, I do believe that the game works equally well without.
...well, perhaps not 'equally well'. Differently would be more appropriate. It does take a few adaptations from the rules at any case, and a gaming style that is a bit less tactical in nature. Yet, playing without a map has its advantages. Mainly, a DM skilled in storytelling can shine a lot more without a map; maps and mini exploits more the analytic and problem-solving part of your brain and tends to shut down the creative-imaginative part of your mind. Narrative combat work best without the 'limitations' of the map.
So it depends on the game. If the point is to navigate in the dungeon, map is better. If the point is to get a feeling of the dungeon, absence of map can be better is the DM is good enough.
Regardless, some visual support is necessary. Sketches, plans and drawings of some sort are necessary for everyone to 'imagine' more or less the same thing.
6)House Rules
You bring a good point. I'm all for house rules (my game is houseruled to the point where I can barely call it Pathfinder anymore), but houserules have to be clear, concise, relevant know to all players and most importantly, not only in the head of the game master! Take the time to word them out. Print them. Keep a copy in the DM's player's handbook and hand another to the Players.
'findel
| WarmasterSpike |
Before I add my two cents, I would reiterate a few things I see here. Our group always has to have on hand their own copy of any rulebook they use to make a given character, has any house rules provided in print on start of campaign, our DM deligates looking up of some obscure rules to a player who's turn it isnt and we use physical representation via maps, minis and models to depict our world. In fact our DM goes way beyond the call of duty and hand builds many of the environments and dungeons out of plaster and wood...it is beyond outstanding. But one simple thing I didnt see that we do and its really not very expensive or time consuming, combines a few things I see here. Take one standard white board about 2 foot by one foot. Place it on a small wire stand. Buy one roll of sticky backed magnetic tape and some dry erasable laminate. Cut down one inch by half inch pieces of paper and laminate them placing a magnet on the back, make one for each party member and a handful of extras. On these magnetic strips put each characters name. Now when you roll intiative you can just re-arange them to show everyone the turn order as well as that of the enemy. We use the rest of the white board to track group buffs and modifiers. The individual tags we will write the initiative number, individual modifiers etc. When someone delays you just slide them down in the order. It works really well, is inexpensive and I have never seen another group use it.
Krome
|
One trick I learned, is to have as much info about upcoming scenes available without books as possible. For example, when dealing with encounters, don't pull out the Monster Manual until the players are actually in the fray. The moment you hold that book in your hands as a DM, the player's already know what's going to happen. Keep them in suspense as long as possible to build tension; maybe have the monsters Hide/Move Silently/Spot/Listen checks written down separately.
This goes for nearly any book. As soon as your players see you open it up, they're going to reactively start metagaming what's to come.
I started using my iPhone to avoid this problem (eventually an iPad). I can look up just about anything I need and no one has a clue what I am looking at. I may just be checking my facebook or Paizo messageboards while the players are discussing something.
Krome
|
for Efficient gaming,
2: Roll your dice together. If you have 5 attacks, roll 5 attacks at the same time, preferably with attack and damage simultaneously - simply color code the dice to the attack # and you're set.
3: Know your tricks. Be it DM or player, nothing soaks up time like trying to decide what to do, because you're not sure of your abilities. Anything you're likely to use every game should be listed clearly on your character sheet, and any special rules-type-stuff should have page numbers clearly listed.
This reminds me of a good one...
I played a fighter and the casters kept complaining I took too long so I started rolling ALL of my attacks and damage as one huge roll (using notes to track modifiers and such for each set of attacks). This sped up my play tremendously to where my turn could literally take only 30 seconds to 2 minutes at most.
BUT
then I had to sit and wait half an hour before my turn again because the casters had no clue what spell they wanted or what it did and how to resolve it. So I waited impatiently for them to flip through 3-4 books start to do something, change their minds and do something else. Then the GM had to get all of the relevant info he needed. Got so annoying I wished we could just play D&D without ANY casters! (picked up and started playing Iron Heroes for this reason alone)
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.
This REALLY helped speed up play for casters. Instead of taking 10-15 minutes per player they brought the time down to about 5 minutes each per turn. MUCH better.
| Lazurin Arborlon |
psionichamster wrote:for Efficient gaming,
2: Roll your dice together. If you have 5 attacks, roll 5 attacks at the same time, preferably with attack and damage simultaneously - simply color code the dice to the attack # and you're set.
3: Know your tricks. Be it DM or player, nothing soaks up time like trying to decide what to do, because you're not sure of your abilities. Anything you're likely to use every game should be listed clearly on your character sheet, and any special rules-type-stuff should have page numbers clearly listed.
This reminds me of a good one...
I played a fighter and the casters kept complaining I took too long so I started rolling ALL of my attacks and damage as one huge roll (using notes to track modifiers and such for each set of attacks). This sped up my play tremendously to where my turn could literally take only 30 seconds to 2 minutes at most.
BUT
then I had to sit and wait half an hour before my turn again because the casters had no clue what spell they wanted or what it did and how to resolve it. So I waited impatiently for them to flip through 3-4 books start to do something, change their minds and do something else. Then the GM had to get all of the relevant info he needed. Got so annoying I wished we could just play D&D without ANY casters! (picked up and started playing Iron Heroes for this reason alone)
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.
This REALLY helped speed up play for casters. Instead of taking 10-15 minutes per player they brought the time down to about 5 minutes each per turn. MUCH better.
We have a player who does this, but he prints them on a paper the size of a trading card and slides them into standard magic sleeves. Pretty handy he throws them in a box for the the cards a well, portable and durable. The rest of us just tend to use a sheet similar to what prints out in Heroforge has a short run down of all the crucial info for all available spells.
| Drake_Ranger |
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.
Thod
|
2)Maps & Minis
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.For outdoor encounters I have two boxes of Hexon terrain (by Callistra) - including some roads, hills and streams.
For efficient play you want to build it up ahead of the game and cover it. 3D terrain isn't a solution for everyone (cost and time spend can be considerable) - but if you have it - it can be great.
Another important part of a game is a sufficiently sized gaming table which allows all the maps/terrain to be build up and still have enough space for you character sheet / rulebook.
Off course - the holy grail here has to be the Sultan Gaming Table. But a good, big enough table - size depending on number of players - is a big advantage.
Thod
| Drake_Ranger |
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!
| M. Balmer |
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?
In addition to various movie soundtracks, I'm a big fan of Midnight Syndicate and Nox Arcana. Movie scores in search of a movie, basically.
Their CDs are available on amazon if you want to check them out.
| Wandering Monster |
But one simple thing I didnt see that we do and its really not very expensive or time consuming, combines a few things I see here. Take one standard white board about 2 foot by one foot. Place it on a small wire stand. Buy one roll of sticky backed magnetic tape and some dry erasable laminate. Cut down one inch by half inch pieces of paper and laminate them placing a magnet on the back, make one for each party member and a handful of extras. On these magnetic strips put each characters name. Now when you roll intiative you can just re-arange them to show everyone the turn order as well as that of the enemy. We use the rest of the white board to track group buffs and modifiers. The individual tags we will write the initiative number, individual modifiers etc. When someone delays you just slide them down in the order. It works really well, is inexpensive and I have never seen another group use it.
I have a player who's a carpenter and made an initiative board for our games. It's a sheet of plexiglass with some hooks mounted in it that we prop up on the cat's scratching post (the cat, oddly enough, doesn't seem to care). Each player has a block of wood into which the carpenter has burned the character's name (thus obviating the need for name tags), and a piece of plexiglass mounted in it for quick notes (generally AC and any buffs that can fit legibly). There's another block labeled "Baddies" for me (I use the same init for all bad guys. The less bookkeeping I need to do in the game, the less time I spend losing notes). When initiative is rolled, the player sitting closest to the initiative board hangs the blocks in order and updates AC and notes as necessary.
We tried using a magnetic whiteboard, but it just didn't have the same impact.
| Selgard |
A dry erase board. (we had a dragon shaman and a bard in the group, not to mention a frequent-buff-casting cleric. Helped alot to keep track of rounds remaining and what buffs were currently effecting who).
Someone would also try to do a write up of the adventure each "week" from the view point of that particular adventurer. it would serve as a source of humor for the others, as well as a refresher week to week on what had happened.
A die on the table to help keep track of short-term buffs. (10 rounds? d10, etc..)
hmm.
Summoner types (as well as paladin and anyone with a companion or familiar) having ready made sheets with the buffs. Especially true for monster summons and such.
-S
| Lazurin Arborlon |
A dry erase board. (we had a dragon shaman and a bard in the group, not to mention a frequent-buff-casting cleric. Helped alot to keep track of rounds remaining and what buffs were currently effecting who).
Someone would also try to do a write up of the adventure each "week" from the view point of that particular adventurer. it would serve as a source of humor for the others, as well as a refresher week to week on what had happened.
A die on the table to help keep track of short-term buffs. (10 rounds? d10, etc..)
hmm.
Summoner types (as well as paladin and anyone with a companion or familiar) having ready made sheets with the buffs. Especially true for monster summons and such.
-S
Our Dm Brutesquad actually keeps a campaign journal here on the boards, and we comment on the events of the cronicle in character. Its a pretty fun read if you want to look up the last couple as well as the current one. It is also usefull as review of previous events.