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Old 10-13-2010, 11:59 AM   Top  -  End  -  #61
Notreallyhere77
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Default Re: 1001 DM Tips

Quote:
Originally Posted by The-Mage-King View Post
119: Don't ban Psionics. No, not even then. It's a fine and actually balanced subsystem that should be used in every campaign.
But what if I'm using the generic character classes as described in Unearthed Arcana (AFB, but it's right after the gestalt rules)?
They don't mention psionics at all. Should I homebrew some?
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.
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Old 10-13-2010, 12:04 PM   Top  -  End  -  #62
dsmiles
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Quote:
Originally Posted by Notreallyhere77 View Post
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.
131a: Alternatively, ask him/her if they would like some whine with their cheese.
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Old 10-13-2010, 12:05 PM   Top  -  End  -  #63
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131a: Alternatively, ask him/her if they would like some whine with their cheese.
Nah, IME, the cheesy ones are whiny enough.
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Old 10-13-2010, 12:11 PM   Top  -  End  -  #64
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Nah, IME, the cheesy ones are whiny enough.
Only if you say "no," or use the +5 Banhammer of Non-Game-Breaking-ness.
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Old 10-13-2010, 01:00 PM   Top  -  End  -  #65
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Default Re: 1001 DM Tips

132: Traps are good. Trapped traps that push you into other traps are much better, though. Especially if the escape route from said trap is also trapped. And the mechanism to disable the trap, is itself trapped.

133: If one or more of your players is a rules encyclopedia or part-time DM, learn the rules at least as well as that player. You are at a distinct disadvantage in challenging the players if you don't understand the game as well as they do.

134: If one or more of your players is a walking Monster Manual encyclopedia, learn the rules for improving monsters via extra HD, class levels, and templates. It will keep them guessing and preserve the mystery.

135: If you're not strong on rule 134, you can get away with re-skinning a monster so that it looks completely different from its original. For example, you can create low-level demons using the stats for bugbears and slightly stronger demon brutes using ogre or troll stats. If you're clever, players won't know the difference.

136: Don't create solutions to problems, create problems in need of solution. Let your players create their own solutions. If you plan in advance how the players will solve a problem, you're just setting yourself up for disappointment when they don't try to solve the problem "the right way".
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Old 10-13-2010, 01:01 PM   Top  -  End  -  #66
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Default Re: 1001 DM Tips

However, if you run an epic campaign, you might want to upgrade to a +6.
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Old 10-13-2010, 01:08 PM   Top  -  End  -  #67
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Default Re: 1001 DM Tips

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136: Don't create solutions to problems, create problems in need of solution. Let your players create their own solutions. If you plan in advance how the players will solve a problem, you're just setting yourself up for disappointment when they don't try to solve the problem "the right way".
+1 to that for sure.

I am gonna be totally honest here, sometimes I throw "difficult" problems at my players that I don't even know if they are solvable, just to see how they manage and what they do. Always seems to work out OK though.
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Old 10-13-2010, 01:39 PM   Top  -  End  -  #68
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Default Re: 1001 DM Tips

Quote:
Originally Posted by Notreallyhere77 View Post
But what if I'm using the generic character classes as described in Unearthed Arcana (AFB, but it's right after the gestalt rules)?
They don't mention psionics at all. Should I homebrew some?
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.
Actually:
137. Know your player's abilities. That way you can avoid designing a BBEG that can be taken out by the party in one round without denying the players their power.
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Old 10-13-2010, 02:37 PM   Top  -  End  -  #69
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138: Be Consistent with your rulings! If you don't keep track of mundane ammunition or the weight of gold, don't suddenly start.
139: If it would help the players, let the players control it. Frequently, the difference between a fun and helpful allied NPC and an annoying DMPC is whose holding the character sheet.
140: Be Inconsistent with your adventures! Don't let each session be another round of "Wander into room, kill monsters, take shinies". Try to make the experience different each time your players sit down.
141: Don't forget terrain. Something as simple as a table in the middle of the room, or a corner in the hallway can dramatically change the nature of an encounter.
141a: Don't forget to use the terrain. All the interesting features you put into the map are useless if the monsters act like they're in a plain, empty rectangular room.
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Old 10-13-2010, 02:39 PM   Top  -  End  -  #70
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Default Re: 1001 DM Tips

142: give the PCs freedom to discover what they believe in, and then make them FIGHT for it.
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Old 10-13-2010, 05:24 PM   Top  -  End  -  #71
dsmiles
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Default Re: 1001 DM Tips

Quote:
Originally Posted by BRC View Post
141: Don't forget terrain. Something as simple as a table in the middle of the room, or a corner in the hallway can dramatically change the nature of an encounter.
141a: Don't forget to use the terrain. All the interesting features you put into the map are useless if the monsters act like they're in a plain, empty rectangular room.
I love terrain.

141b: Remember, an overturned table represents improved cover for Kobolds and other Small creatures.
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Old 10-13-2010, 05:51 PM   Top  -  End  -  #72
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Default Re: 1001 DM Tips

142. If something is worth doing, its worth overdoing. If a vampire has a creepy castle with paintings that attack you, make it so his statues, silverware, and topiary do to.
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Old 10-13-2010, 05:54 PM   Top  -  End  -  #73
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143. if your players try to become pun-pun summon Cuthulu
144. Vampires make EVERYTHING better
144b. no i dont mean twilight
145. if you dont say something is fire-proof it WILL be set on fire
146. a tavern is NOT an original starting point
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Old 10-13-2010, 05:56 PM   Top  -  End  -  #74
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Default Re: 1001 DM Tips

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143. if your players try to become pun-pun summon Cuthulu
144. Vampires make EVERYTHING better
144b. no i dont mean twilight
144c. VAMPIRES DO NOT SPARKLE IN SUNLIGHT!!!!! They die a horrible, burning, final death.
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Old 10-13-2010, 06:07 PM   Top  -  End  -  #75
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Default Re: 1001 DM Tips

Quote:
Originally Posted by newD&Dfan View Post
146. a tavern is NOT an original starting point
146b: If you have trouble, read this list

The link has also been added to my sig.
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Old 10-13-2010, 06:10 PM   Top  -  End  -  #76
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Quote:
Originally Posted by Notreallyhere77 View Post
146b: If you have trouble, read this list

The link has also been added to my sig.
On that note:
147: Quest providers need not always be hooded wizards in the dark, smoky corner of said tavern. Once is enough, already.

EDIT:
@Notreallyhere77: Why do a majority of my posts this evening follow yours? Am I stalking you? Hmmm? Am I?
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Old 10-13-2010, 06:14 PM   Top  -  End  -  #77
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Default Re: 1001 DM Tips

148: the duskblade does not get to use harm, ever.
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Old 10-13-2010, 06:20 PM   Top  -  End  -  #78
Notreallyhere77
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Quote:
Originally Posted by dsmiles View Post
EDIT:
@Notreallyhere77: Why do a majority of my posts this evening follow yours? Am I stalking you? Hmmm? Am I?
I think we're both just in the right threads at the right time...
But I'll be logging off for dinner soon, so you'll get plenty of time to post without my intervention.
Besides, why would anyone want to stalk ME? I mean, stalking Serpentine I might understand, but me?
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Old 10-13-2010, 06:22 PM   Top  -  End  -  #79
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5. If it moves, consider the possibility that they might try to kill it.
149: If it exists in the campaign and the PCs can reach/see it, consider the possibility that they might try to kill it.
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Old 10-13-2010, 06:23 PM   Top  -  End  -  #80
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Default Re: 1001 DM Tips

149. Pazuzu does NOT exist in your campaing world
150. ALL your shopkeepers neecd to be at least 2 levels higher than your party and packing more weapons than them if you want them to buy things without commiting murder
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Old 10-13-2010, 06:26 PM   Top  -  End  -  #81
dsmiles
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Default Re: 1001 DM Tips

Quote:
Originally Posted by newD&Dfan View Post
149. Pazuzu does NOT exist in your campaing world
150. ALL your shopkeepers neecd to be at least 2 levels higher than your party and packing more weapons than them if you want them to buy things without commiting murder
Pazuzu! Pazuzu! Pazu--!

150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.
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Old 10-13-2010, 06:41 PM   Top  -  End  -  #82
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150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.
This is actually brilliant. Players get whatever items they want, and can just get gift cards as treasure. I see no reason why a group of economically-minded wizards wouldn't put together a way to mass-produce magic items (which, judging by the amount of magic in standard D&D worlds, seems to have already happened) and then teleport them out to people... for a price. I'm totally using this idea.
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Old 10-13-2010, 06:43 PM   Top  -  End  -  #83
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Default Re: 1001 DM Tips

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Originally Posted by Fuzzie Fuzz View Post
This is actually brilliant. Players get whatever items they want, and can just get gift cards as treasure. I see no reason why a group of economically-minded wizards wouldn't put together a way to mass-produce magic items (which, judging by the amount of magic in standard D&D worlds, seems to have already happened) and then teleport them out to people... for a price. I'm totally using this idea.
If you look hard enough, you might still be able to find a copy of the actual Catalogue. It was a late 1e/early 2e supplement. Be sure to order the Catoblepas Death Cheese.

EDIT: Link. I just downloaded it myself. It's essential to my process.
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People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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Old 10-13-2010, 06:57 PM   Top  -  End  -  #84
Fuzzie Fuzz
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Quote:
Originally Posted by dsmiles View Post
If you look hard enough, you might still be able to find a copy of the actual Catalogue. It was a late 1e/early 2e supplement. Be sure to order the Catoblepas Death Cheese.

EDIT: Link.
Huh. I didn't realize that was a real thing. Anyways, I might incorporate ideas from that into whatever I finally come up with, or I might just say they find a copy of a catalog that has whatever item they're looking for in it, at a certain price, which will be teleported to them shortly.
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Tennant was an angsty war vet, whereas Smith is a lunatic in a fez.
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Old 10-13-2010, 07:31 PM   Top  -  End  -  #85
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Default Re: 1001 DM Tips

Quote:
Originally Posted by dsmiles View Post
Pazuzu! Pazuzu! Pazu--!

150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.
150b: Or, make all magic items highly regulated and made-to-order at the Wizard's guild (with a more limited stock available via shady connections and such, of course the magic item mafia will be well protected by default).
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Old 10-13-2010, 10:57 PM   Top  -  End  -  #86
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151. Don't overthink your campaign starting point: A tavern will do. Even if you do start the PCs somewhere else, first thing they do is go to the tavern anyway.
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Old 10-14-2010, 10:25 AM   Top  -  End  -  #87
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Quote:
Originally Posted by Notreallyhere77 View Post
Besides, why would anyone want to stalk ME? I mean, stalking Serpentine I might understand, but me?
Wait, what?
Hrm. I don't believe I've seen you before.
Damn, you're good.

Searching my own name? Me? Don't be absurd <.<

152. The Greater Rod of Wonder is not a toy.
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Old 10-14-2010, 10:40 AM   Top  -  End  -  #88
dsmiles
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Quote:
Originally Posted by Serpentine View Post
Wait, what?
Hrm. I don't believe I've seen you before.
Damn, you're good.

Searching my own name? Me? Don't be absurd <.<

152. The Greater Rod of Wonder is not a toy.
You really didn't know? We're all stalking you, Serp.

And:
152a. Neither is the Deck of Many Things.
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Old 10-14-2010, 01:39 PM   Top  -  End  -  #89
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Post Re: 1001 DM Tips

Quote:
Originally Posted by Serpentine View Post
Wait, what?
Hrm. I don't believe I've seen you before.
I'm pretty new as a member, but I've been lurking for years now.

Quote:
Originally Posted by Serpentine View Post
Damn, you're good.
Why thank you!
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Old 10-14-2010, 01:48 PM   Top  -  End  -  #90
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Default Re: 1001 DM Tips

153: Stalking Serpentine is an excellent way to explore the GITP forums. Just mind the fangs.
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