Top Ten Tips for Dungeon Masters
I dedicate this post to the late Dave Arneson, co-creator of D&D, lifelong inspiration, trusted instructor and friend. May you find peace on the Astral Seas...
In any case, it has recently come to my attention that I've been giving out tons of advice during our various chats. Unfortunately, the advice I wind up giving out is sometimes quite random or other times somewhat haphazard. So, in an attempt to prime Wydren for his first turn in the DM's chair, I offer this quick-and-dirty guide to Dungeon Mastering. I hope this condensed bite of knowledge will assist him as he DMs his very first game. Good luck and remember to...
Tip #1: Keep things fun!
This one is easy. The object of the game is to have fun! Don't get too hung up on the rules or what is and isn't allowed. Instead, try to let the game flow as naturally as possible. Make sure to not let the game get too bogged down by rules disputes and try to move the game onward in whatever way you can. If the table chat devolves a bit from the game then it's your call as to whether the game stays distracted or to haul anchor and move on. These are just examples, of course. The bottom line is to keep the game fun for everyone...
Tip #2: ... But don't forget to have fun, yourself!
During the business of running the game and facilitating the fun for your players, don't forget to include the elements of the game that you truly enjoy! Part of the fun of DMing is in getting to tell the story collaboratively and the other part is seeing your set up go off the way you want it to. Of course, not every encounter needs to or should include something to your tastes. That would be favoring you over your players and would not do. Good form requires a balance between your tastes and your players', for that is the nature of collaboration.
Tip #3: Keep your players on their toes!
Don't be afraid to deviate from your script to take the game in new and exciting directions! The neat thing about Dungeons & Dragons is that nothing is set in stone. If your PCs zig instead of zag, be ready to consider taking a quick 10 minute break and designing an improv encounter. Who knows where it will go?
Tip #4: Know what your players want...
It's important to have some idea of what your players expect from the game. One of the nice things about 4th Edition in particular is that it lends itself nicely to being played any number of different ways. The rules are robust yet flexible enough to facilitate just about any fantasy encounter you could imagine.
If your players expect a tactical strategy game, make up power cards for them (or print them out from D&D Insider). Play on a pre-printed grid or Dungeon Tile and try to use whatever miniatures you have available (old HeroQuest minis work great!). Hand out Magic Item and Quest cards to further abstract gameplay. Handle skill challenges rigidly and systematically and abstract conversations to just "the gist" of it. On the other hand, if your players expect a more laid back roleplaying experience then feel free to play the combat by ear, approximating locations and distances. Then, focus in like a laser on the subtle intricacies of an NPCs personality and be colorful with your descriptions to spark their imagination. Most games will probably wind up somewhere between these extremes.
Tip #5: ... but don't bow to their every whim.
At the same time you're tailoring your game to your players' preferred play style you must be careful not to let your players dictate the story or outcomes to you. While you are obligated to allow them the freedom to do whatever they want, they should not expect to get their way all the time. While your world is indeed a fantasy world, even this world should have laws and actions should have consequences. If the PCs charge headlong into a heavily fortified and guarded keep, they should not be surprised to have a TPK on their hands. Similarly, if they brutally decapitate an innocent passer-by in the middle of town square in broad daylight, they should expect to be branded as criminals. As long as you set consistent and reasonable limits to what your PCs can do, then they shouldn't run into any problems.
Tip #6: Remember the DM's Best Friend.
I am about to introduce you to one of the most fundamental rules of DMing. This rule is flexible, extensible and could apply to any aspect of the game. The DM's best friend works like this: Add +2 for favorable circumstances and +4 for highly favorable circumstances. You could also structure penalties like this. The DMs best friend works especially well when adjudicating unusual situations that the rules don't cover. It also works well when you're not sure what the rules say about a particular situation and don't want to stop the game for a reference. Give out the DM's Best Friend often whenever the PCs come up with a particularly creative solution or roleplay a situation well. Know it! Use it! Love it! This leads into the next tip...
Tip #7: Encourage good role playing.
No, this doesn't mean you have to do The Voice. It does mean, however, that you should attempt as best as you can to get your players engaged with their characters. The easiest way to do this is to utilize game mechanics already at your disposal. For example, you could give out a permanent +2 bonus to a character's Streetwise skill if a PC describes their childhood growing up in Sharn's middle wards. Likewise, you could give a +2 History check for educated characters. There's a whole host of possibilities available to you but, suffice it to say, backgrounds are your friend! Along those lines, players should also be encouraged to stick to the character. This kinda goes along with keeping the character's personality consistent. A rogue with a history of crime would probably not pass up an unattended bulging coin-purse and players may need to be reminded as such when the opportunity arises.
Tip #8: Give out XP for creative thinking.
This is another easy one. If the players bypass an entire encounter by springing an ancient trap on the monsters, they should get full XP for those monsters. Likewise, if they can sneak by a gang of bandits without fighting them then they should also be rewarded. This can extend in other ways. If the PCs figure out some way that you didn't expect to solve a problem, reward them with the appropriate amount of experience. If it's a small or inconsequential problem, award a monster or two's worth of XP equal to their level. If it's a bigger or more important problem then award them with an encounter's worth of XP for their level.
Tip #9: Practice good information management.
Tip #9: Practice good information management.
This is a kind of metagame stuff. This tip boils down to one important fallacy of D&D: Information management can get hairy. It's possible to tip your hand to observant players. For example, if the players enter the room and you ask for a Perception check to see what's in the room, the players may recognize that you're trying to determine if they can see something in the room - or some one. On the flip side of the coin, if a player rolls a 3 on a Bluff check when attempting to convince guards there's a massive dragon behind them then the PCs obviously know that he has not been fooled. However, there are situations where you might not want the PCs to know they failed this check. It's a wise idea to keep the players' Passive Insight and Perception checks. Likewise, it's also a good idea to keep the player's Bluff, Diplomacy, Theievery and Stealth bonuses close to your chest so you can make checks for them when appropriate.
Also, make sure to give players enough information to make meaningful decisions. If a zombie is supposed to explode when it reaches zero hit points, then describe the monster as "An unstable looking zombie shudders and twitches as it shuffles towards you. Small eruptions of foul smelling gasses pour out of it's skin and, sometimes, ignite. You get the feeling that this zombie might blow apart if poked too hard." When the players make checks to find out what the area around them looks like, make sure to include extra information that may not relate to the check that was made. Information management is a great tool to keep the game moving when the PCs aren't sure where to go.
Tip #10: DON'T PANIC!!!
DMing is an awesome responsibility! You are the story teller, the arbitrator, the monsters and the villain all rolled up into one. You are the beginning and the end of all the interaction the players have with the world. When presented with all these responsibilities, the new DM tends to wind up with SPS (Series Pilot Syndrome). This is the problem of trying to do too much at one time. The solution to this is to take a deep breath and forget everything you know and everything in this post and toss it out the window. Go with what your heart tells you. Remember, even though the game rests primarily on your shoulders, it doesn't mean you shouldn't be having fun!
Tip #10: DON'T PANIC!!!
DMing is an awesome responsibility! You are the story teller, the arbitrator, the monsters and the villain all rolled up into one. You are the beginning and the end of all the interaction the players have with the world. When presented with all these responsibilities, the new DM tends to wind up with SPS (Series Pilot Syndrome). This is the problem of trying to do too much at one time. The solution to this is to take a deep breath and forget everything you know and everything in this post and toss it out the window. Go with what your heart tells you. Remember, even though the game rests primarily on your shoulders, it doesn't mean you shouldn't be having fun!
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