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Thread: 1001 DM Tips

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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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    Default Re: 1001 DM Tips

    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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    Quote Originally Posted by dsmiles View Post
    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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    Quote Originally Posted by Notreallyhere77 View Post
    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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    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".
    Last edited by jiriku; 2010-10-13 at 02:43 PM.
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    However, if you run an epic campaign, you might want to upgrade to a +6.
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    Default Re: 1001 DM Tips

    Quote Originally Posted by jiriku View Post
    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.
    Been there, fought that, died horribly.

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    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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    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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    142: give the PCs freedom to discover what they believe in, and then make them FIGHT for it.
    Last edited by obliged_salmon; 2010-10-13 at 02:39 PM.
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    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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    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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    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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    Quote Originally Posted by newD&Dfan View Post
    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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    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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    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?
    Last edited by dsmiles; 2010-10-13 at 06:12 PM.
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    148: the duskblade does not get to use harm, ever.


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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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    Quote Originally Posted by holywhippet View Post
    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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    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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    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.
    Last edited by dsmiles; 2010-10-13 at 06:27 PM.
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    Quote Originally Posted by dsmiles View Post
    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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    Quote 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.
    Last edited by dsmiles; 2010-10-13 at 06:52 PM.
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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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    Quote Originally Posted by Kobold-Bard View Post
    Tennant was an angsty war vet, whereas Smith is a lunatic in a fez.

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    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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    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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    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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    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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    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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    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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