View all posts filed under 'DM tips'

More Thoughts on Character Death

Tuesday, 22. September 2009 23:13

Episode 8 of Happy Jack’s Podcast (one of my favorite RPG podcasts) discusses the idea of character death at great length within the context of multiple systems. I highly recommend this podcast to any role-player, and I hope that those who enjoyed my brief notes on character death enjoy the latest episode of Happy Jack’s. It’s a great listen for game masters and players alike. I really like their discussion regarding the availability of “resurrection” magic in the 4th Edition game, and I’m in agreement with the hosts that character death should be the result of a series of poor decisions (as opposed to one or two rolls of the dice).

I still hold to my primary thoughts on character death in RPGs: that character death is a very decisive example of PC failure, and that creative game masters should instill their campaigns with a full spectrum of positive and negative outcomes that includes death but doesn’t rely on it as the primary shade of PC failure in their game. Even the simple idea of a “slain” character being taken prisoner and enslaved presents richer role-playing opportunities than all but the most heroic deaths.

Category:DM tips | Comment (0) | Autor: Eric

Everybody Gets One

Friday, 11. September 2009 0:47

In Dungeons and Dragons, the specter of death supposedly looms over every character. Prior to 3rd Edition a 1st Level character was very often in danger of dying after taking a couple of hits. This high “character mortality rate” was long a part of D&D culture and, in some circles, persists to this day.

I hate it. If players think that their characters will never die in combat then they’ll play recklessly, and will eventually become bored with the game, but is character death the only way to create tension in your game? A good D&D game provides a variety of challenges, not just combat challenges, and these challenges should provide a spectrum of possible outcomes, good and bad. [...]

Category:DM tips | Comment (0) | Autor: Eric

Uncommon Approaches to Common NPCs

Wednesday, 9. September 2009 1:51

In a previous post I extolled the virtues of well-developed NPCs who have clear motivations. Composing a rich backstory and complex motivations for your campaign’s most important heroes and villains is an no-brainer, but some NPCs aren’t destined for greatness: they buy gems from the player characters and sell them weapons in return. However, a little preparation and creativity can give even these “set piece” NPCs enough depth and motivation to enrich your campaign.

Take, for instance, Aaslund the Innkeeper. When the characters entered his inn you pulled his name off a list and, after glancing at another list, decided he was greedy. It would be simple to say that he’s just a shrewd businessman pinches every penny: that motivation makes sense and you can run with it. In this capacity Aaslund will forever be lost to the history of your campaign. [...]

Category:DM tips | Comment (0) | Autor: Eric

The Key to Great NPCs

Tuesday, 8. September 2009 17:16

Great NPCs make for great games.

If you don’t believe me then try this experiment: the next time your player characters get into a fight with, oh, say, some kobold, and only one is left standing, give that kobold a name. Have him throw down his weapon, beg for mercy and explain that he drifted into a life of banditry because he looked up to his older brother, who also robbed caravans. Make him pledge to lead a straight-and-narrow life.

He’s still just a kobold. He may or may not know anything that would help the PCs in their quest. He might suffer a coup-de-grace at the hands of a particularly cold-hearted Striker, or he might resurface as a paladin ten sessions down the road. But your players will remember him and regardless of whether or not they let him live they will have more fun than if he were just another minion who fled or died anonymously.

NPCs give a Dungeon Master the best return on his design investment because they draw players in: a funny shopkeeper can loosen the players up, a haughty nobleman can push their buttons, and a nasty villain can motivate even the most combat-oriented player to kick a little more ass. NPCs close the distance between the players and the Dungeon Master in a powerful and direct way: well-crafted, well-played NPCs are the sharpest arrows that a DM can have in his quiver.

So how do you create great NPCs? [...]

Category:DM tips | Comment (0) | Autor: Eric