Browsing the blog archives for October, 2008.


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  • Advanced Paper Aging for the Very Foolish Dungeons and Dragons Fanatic

    Advice/Tools, Props, Tokens, Cards and Maps

    I’ve talked about aging paper to bring a little more drama to the game table. Here is a technique for aging that I can’t recommend for safety purposes, but which I will nevertheless disgorge.

    After following the normal paper aging process, simply apply fire.

    Ok, perhaps not that simply. The idea is to scorch the edges of the paper, giving it a “saved from the fire” look. You can also (with great care and many failed attempts) burn holes into the document to erase portions of the message.

    Before I go into the details of how, I have to warn you. You need to print your document FIRST. Printers do not like burned paper, so print it first. Have a completed document in your hand before scorching it.

    Ok, so now you need a fire.

    I recommend using a candle. You can use a match or a lighter, but this is delicate work that requires both hands and it can take a long time, so use a candle. The best candle of choice are plain white emergency candles. These are also the least expensive. You can get them at nearly any shopping center, Wal-Mart, K-Mart, Bi-Mart, etc.

    Take your candle outside and light it. Find a place out of the wind, but this not something you want to do in your kitchen. There will be smoke, and there will also likely be fire. Do NOT attempt this near dry grass, dry trees, dry flowers, or dry vegetation of any kind. Do NOT attempt this on public property. Do NOT attempt this in the middle of a wheat field. Remember that your mother told you not to play with fire! If you are going to proceed then you are directly disobeying your mother and all the bad things she said would happen to you will happen to you.

    Make sure the candle has a good steady flame.

    Now hold the edge of the paper near the flame. Do not put it into the flame, just hold it close. The paper will begin to curl a bit and turn brown. If you keep holding it there eventually it will catch fire. If it does catch fire blow it out immediately. If you can’t blow it out because the fire is too big then drop it and stomp the fire out. Please note that if you are wearing 100% polyester clothing that you may in fact light your clothes on fire at this point.

    Remember, playing with fire is quite frankly dangerous and it is entirely possible that you could be arrested. Plan accordingly.

    Use the flame to lightly scorch the edges of the paper. You may want to experiment with burning off the corners to get a more rounded feel.

    If you are really feeling brave, you can try scorching portions of the center of the page. Hold the paper directly over the flame. It will turn brown quickly. Do not hold the paper too close or it will catch fire. A word of caution here. It is much more difficult to blow out the fire if it is in the middle of the page.

    There you have it. The finished product will have a few scorch marks and look remarkable worn.

    DISCLAIMER: Depending on where you live, handling fire in this manner may in-fact be against the law. If you are unfamiliar with fire you should not attempt this. If you are a minor you should not attempt this. You can (and probably will) burn yourself and may (will) damage property.

    Have fun at the game.

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    3 Comments

    Encounter Swapping – The DM’s Best Friend

    Advice/Tools, Dungeon Masters

    Ok, if you’ve read my information on making encounter cards, and have read my information on making monster cards, and have followed it, then this is really the easiest way to run any campaign. In fact, it means you don’t have to do ANY other preparation work whatsoever and can still have a great time. And the best part is: the players will never know the difference.

    So, you went out and spent 40 bucks on the latest zero to thirty level pre-made campaign. You have a couple of great dungeons. You’ve started the PC’s off in a cool town and dropped all the hints you could. You even gave them a map to the dungeon AND told them about the treasure on level two. But those jerks decide to go wandering in the hills for the next thirteen sessions “looking for something to do.”

    Enter encounter swapping.

    I assume at this point that sitting at your side is a pile of encounter cards, all dutifully prepared from the premade campaign (though really once you get the hang of it you can do it yourself in less time). Each of them represents a block of XP and treasure, as well as some interesting NPC’s. All you have to do is hit the party with these encounters, adjusting names as necessary and dropping hints that the party really should go to the dungeon.

    If you think of those goblins in room one not as the servants of Borath the Butt-Ugly, but as 125 XP and 25 GP the party need, this becomes much simpler. During the first day of travel the party will run into the cousins of Borath the Butt-Ugly delivering a message to him. Simply remove encounter 1 from the dungeon.

    Down the road a few miles they will run into Borath’s other cousins. If they keep it up they will eventually run into Borath’s twin brother Dorath the Drop Dead Gorgeous.

    Eventually, of course, you will run out of encounters from that dungeon. What do you do? Move on to the next dungeon, of course. What if the PC’s go back to that dungeon later? You have a couple of options here.

    1. Play the dungeon as is (always makes for a good dose of déjà-vu)
    2. Remove the dungeon entirely. Oh no, an earthquake ate it.
    3. Continue the swapping madness. Now instead of goblins there are orcs there.

    Just be sure to have your handy pile of encounters at your side and you’ll never have to worry where the PC’s go or what they do. Their balanced level progression is guaranteed. Which is seriously important. One of the quickest ways for a party to get completely un-balanced in game terms is for a DM to start throwing ad-hoc encounters together. Many players know this and will exploit it. So do a little prep work and save yourself the headaches later.

    As always, enjoy the game.

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    1 Comment

    The Bard’s Tale Name Generator - Generate Fantasy Names

    Advice/Tools, Dungeon Masters, Players, Props, Tokens, Cards and Maps

    Here is a quick and easy to use name generator.  It isn’t the greatest thing since sliced bread but it sure will help out in a pinch.

    I know that personally I often run into a bit of trouble when I’m trying to figure out the details for my character or if I have a lot of NPC’s that I need to flesh out for a campaign.

    One thing you could do is to print up a page of the randomly generated names and have it handy for use when the party walks into the new town.  Now Bob the Orc has a name to go with his ugly mug.

    Have fun with it!

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    5 Comments

    Manga Revolution A Good Place To Start For Drawing Advice

    Dungeon Masters, Fluff/Inspiration, Players, Props, Tokens, Cards and Maps

    Let’s get one thing straight right now.  I am not an artist.  I make no pretenses about it and I’m not going to sit here and tell you how to make beautiful paintings or how to perfect your minis.  But I can point you in the right direction if you are interested in learning to draw better or if, like me, you like to sketch out your characters from time to time and you want to do it better.

    The folks at Manga Revolution have collected some excellent tutorials and advice for drawing.  I love to draw horses myself.  Its just something I started as a child and always enjoyed.  I’ve struggled with drawing faces, and I always seem to get body proportions wrong.  Well Manga Revolution can help with that.

    You can find step by step instruction for drawing nearly anything that has to do with manga and as far as I’m concerned that makes it worth the price of entry (which happens to be just one mouse click).

    Have fun and draw something cool for your next game!

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    2 Comments

    Tips for Opening a New Dungeons and Dragons Campaign

    Dungeon Masters, Play

    Ok, here’s a tough one for more experienced players. So many times you get set to start a new campaign, and it turns out to be the most boring session ever.

    DM: Your all in a tavern in a village in the hills, and you hear a rumor about a treasure in a dungeon.

    It’s the cliché of all clichés. And as a player, I got bored of it pretty quick. One of the first things I learned to do (as a player) was to ignore whatever background glop the DM tried to feed me and proceed with my own antics in the inn and/or village, thence forcing the DM to come up with all sorts of nonsense on the fly. Now would be a good time to mention that many DM’s don’t like me as a player.

    The point is I got bored. Bored players are dangerous players. They are dangerous to themselves, each other, and the DM, and they can wreck a session fast. Worse, they can wreck an entire campaign.

    So, start things off with something original.

    I generally run a weekly game, and when starting with a new party, or even with just a new character, I give my players a deadline, usually a few days before their first session to provide me a bit of background for the character they will play.

    Guess what, 99% of the time they do absolutely nothing.

    Which is why I proceed to give them a background. This is usually only a paragraph or two of information, and I try to keep the character specific stuff to a minimum.

    Now, if you happen to have oodles of time, you can do a little pre-role-playing with your players. This is generally done individually, and is something I like to handle through instant messenger or email. It allows the player to ask some generic questions about the opening setting, and gets rid of much of that boring opening monologue.

    Now, when you actually start the session, remember it is ok to start the party separately. If one character is in the town guard and some of them are just passing adventurers, then one or the other won’t have much to do for the first bit, that’s ok. Tell them to sit tight and you’ll get to them. A word of caution. DO NOT do this with a new player (either new to the game or new to you). Get them involved immediately. But if your group has played together before, you know who you can put on hold and who you can’t ignore.

    Here are some alternatives to starting at the inn and overloading with monologue.

    • Start them in the dungeon. (Was the party captured? Are they in the king’s fortress that is being assaulted?) There is nothing like a captive audience.
    • Start them out in combat. No, they don’t necessarily have to be on the same team. Keep on the Shadowfell calls for an opening kobold ambush. What happens if that ambush is the start of the game, and the party is approaching the ambush from different sides and the players don’t know each other to begin with? Nothing grabs your players’ attention faster than opening the first session with the two simple words “roll initiative.” Then place their minis for them and off you go.
    • If you don’t want to be so forceful, you can try grouping the party together in a way that makes sense. Two of them are town guards, one of them is the village priestess, another runs an apothecary, and the last was just attacked by orcs on the way to town. Together they join up to help this poor soul out.

    The point is to be as imaginative as possible. Do your best to avoid that slow time during the first session where nobody really has anything to do.

    And as always, have fun!

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    7 Comments

    Dragonborn in 4e

    4e D&D, Fluff/Inspiration

    I’m an old gamer so when I cracked the 4e PHB and found that Dragonborn top the list of races (alphabetic order or course) I did a double take.  Understand that I’m not a big fan of playing walking lizards. 

    Back in the day we had lizardmen and they were just nasty to deal with.  Anyone else ever run the old Quagmire module?  (Sorry I can’t even find a link to it).  Anyway to point is that the art in the player’s handbook reminded me of lizardmen (not the new fangled lizard folk).  So I didn’t like dragonborn from the get go.

    The only other point of reference is to the Dragonlance setting, where the bad guys were generally the draconic creatures.  If you ever played the old Dragonlance AD&D computer games (me and my commodore 64 spent many hours together), then you know the frustration of fighting these bad boys.  Everytime you killed one you either lost your weapon or got exploded.

    But the 4th edition dragonborn have a different spin.  They are honorable, loyal, courageous - all of the good things you would want in a paladin leading the fray.  They sound pretty cool.  Also they get a nifty breath weapon, and that can be plenty of help in a pinch, I don’t care who you are.

    My problem is still that I don’t like playing a lizard.  I guess I’ll just have to buckle down and get over it.  I have actually played one - but I can’t say I like the idea of being a talking lizard.  Like so many other aspects of the game it will grow on me.

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    5 Comments

    Using Magnets With Your Dungeons and Dragons Minis

    4e D&D, Advice/Tools, Dungeon Masters, Players, Props, Tokens, Cards and Maps

    If you’ve taken the time to get yourself a magnetic gaming field, the next step is getting things to stick to it.  This really isn’t as hard as it sounds and can save you tons of frustration, especially if you play with a more energetic crowd.

     

    You’ll need:

     

    1. Magnetic Tape
    2. Minis
    3. Hot Glue (maybe)
    4. Scissors (Heavy duty, not the little blunt paper cutting scissors you had in kindergarten).

     You can get Magnetic Tape at nearly any department store (Wal-Mart, etc.) in the craft section.  Just ask for it.  It comes in a couple of sizes.  I prefer the 1″ size.  Bigger is better, you can always cut it down if it doesn’t work.

     

    Now take the scissors and cut the tape to match the size of your base.  If you are using the DnD minis, the bases will actually hid the magnets for you.  For Reaper minis and the like, the magnet will show, but nobody will notice, and for those minis with the narrow bases this is a real frustration saver.

     

    A few words on making “permanent” changes to collectible minis.  First of all, for most of the minis this will not be a permanent change.  The magnetic tape comes off.  For those that you decide to make permanent via hot-glue, well, I recommend not doing this to your rarest minis unless you really don’t care.  The magnetic tape sticks pretty good to most plastic, metal, and ceramic surfaces.  It doesn’t do as good with wood, but by and large it should stick to your base without damaging it.

     

    If you are going to be playing with a mini on a regular with a magnetic playing field it is worth the trouble to magnetize them.

     

    A note to DM’s out there.  While I love this and I have used it many times in my games I don’t require my players to put magnets on their minis.  After all, some people collect things and collectors can be very particular.

     

    Cheers, and have a great game!

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    Genasi - 4th Edition D&D

    4e D&D, Play, Players

    The genasi in 4th edition Dungeons and Dragons have been completely overhauled.  Whereas in 3rd edition the genasi were all different races depending on the element they were descended from, in 4th edition the genasi are all planetouched from the “elemental chaos.”

    This means that they all get the same base ability bonuses.  But you get to choose from one of five elemental manifestations to start with.

    Earthsoul
    Firesoul
    Stormsoul
    Watersoul
    Windsoul

    Each manifestation has a different power associated with it and as you progress in levels you can take feats to get access to more manifestations or to boost your elemental powers.

    Personally I like the windsoul manifestation the best.  The ability to fly is hard to come by, and being able to fly as an encounter power gives a lot of flexibility.  Because of the mechanical change of putting them all as one race, the flavor of the genasi has shifted a little bit from their original roots, but I can understand why WOTC would want to make this move.  It does make the game a bit simpler.  I would favor having each genasi being their own race myself, but as a DM I do like this implementation.

    Which genasi do you like?

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    8 Comments

    Handling Overland Travel Encounters in Dungeons and Dragons

    Dungeon Masters, Play

    Overland travel is generally not too complicated, but if you don’t do it often or haven’t handled it before it can be a bit intimidating.

     

    Get your players to establish a routine at the beginning of an extended trip of how they will handle things like setting up camp, setting watch, and marching order.  This will make it easier to determine what who is where when stuff happens.

     

    If the party is on the way to the dungeon, next city, etc. then any encounters should motivate them to reach their destination.  Older modules are full of charts for random encounters that happen during overland travel.  I try to steer away from random encounters as much as possible.  If you have encounters prepared (and you should) then insert them into the travel when they will have the biggest impact on the players.

     

    Unlike a dungeon, overland travel encounters are generally a matter of time rather than of place.  If the journey from village A to city B takes 2 days, then you need to decide when during that trek the encounter will happen. 

     

    If the encounter is a group of thieves waiting in ambush, then it should happen while the party is travelling, not camping.  If they are hired assassins, then they will strike when the party is most vulnerable, usually during a rest period.  You can have a lot of fun creating the timing of the encounter.  Striking just as the sun begins to dip when shadows are at their longest in a murky forest, or rising up from the grass on the windswept plains can offer some interesting surprises.

     

    If the party is on an extended trip and will face several encounters, then you have a great opportunity to really play with the timing.  Do the Night’s Assassins always strike at night?  The party will catch on quickly to timing like this, even going so far as to reverse their schedule, trying to rest during the day and travel at night to throw off the attackers.  Or do the ambushes happen irregularly or appear to be random?  Think through what personality traits drive your NPC’s and the players will enjoy it more.

     

    Remember to include all your overland encounters in your overarching XP and treasure levels.  All too often the random wandering monster doesn’t have any treasure.  After a few of these types of encounters the party’s resources can be drained or their XP level will outweigh their treasure.

     

    As always, have a fun game!

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    2 Comments

    Get Your Real-World Dungeons and Dragons Ability Scores

    Fluff/Inspiration, Players

    Ok, there are a few of these little generators running around the internet, but I always get a kick out of using them.  This one I like because it keeps your ability scores pretty well grounded and I think it offers a good perspective on just how out of this world our Dungeons and Dragons characters are.

    You can find the quiz and generator here.

    For those of you wondering, I scored:

    STR: 11, INT 13, WIS 13, DEX 15, CON 8, CHA 14

    This was a bit hard for me to take, after all I have a pretty high opinion of myself.  I like to think that I am tougher, smarter and wiser than anyone else on the block.  It turns out that I’m not.  Yes I have my education and yes I keep in shape, but the truth is I’ll never be an olympian and I have no plans on getting my doctorate anytime soon.

    What kind of a character would I make myself into?  Well, I’d probably play a rogue and multi-class into warlock, star pact, because it suits my personality.

    For those new to the game this generator can be a pretty good eye-opener for those who have questions about what the ability scores mean.  For those of us who have done these quizzes before, well its just plain fun.

    Go ahead and post your scores here.  Let’s see how we all fare.

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    3 Comments

    Hot Glue in Review For DnD

    Advice/Tools, Props, Tokens, Cards and Maps

    Ok, so today’s post isn’t going to help you make the next big character for dnd or revamp your dnd house rules, but it should give you some decent tips for improving some aspects of your game.  Hot Glue isn’t just for your Mom’s craft night. Its also for making awesome props for your dnd game.

    Just a few uses:

    * Gluing your dnd maps to cardboard backing. (I talked about printing dnd maps here.)
    * Making 3D dnd maps.
    * Gluing on bases to your minis.
    * Gluing on graphics to your tokens.
    * Playing practical jokes on your sister (brother, cousin, boss)
    * Making an awesome Gelatinous Cube.
    * Making crafts (but you already knew that)

    The questions to ask are what to use and how, as well as how much to spend?

    You can find hot glue guns and their sticks at nearly any department store (Wal-mart, K-mart, etc.)  If you spend more than about $15.00 then you spent too much.

    You have a couple of options, and here are my recommendations.

    * Don’t bother with a cordless unless you have the cash to get a nice high end one (Surebonder works nicely).
    * Don’t get a multi-temperature one. You’ll just end up using the high temperature all the time anyway.
    * Don’t get one for the mini-sticks. Get one for the regular large diameter sticks. They are much easier to find and I went through the small sticks too quickly.
    * Don’t get the most expensive one, especially if it is your first purchase. Unless you are planning on doing a ton of projects it really isn’t worth the money to get a fancy glue gun.

    As for how you use it, well it really is very simple and straightforward.  Just be careful not to burn yourself too much and be aware that it can get pretty messy.  I like to keep some newspaper or something underneath the work area and this isn’t something I do in my new shirt.

    Hot glue is a simple, effective way to go for bonding multiple materials. It can be used in a myriad of applications, and if you are craft oriented it should be one of your first purchases.

    Thanks, and have fun with it.

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    Why Storytelling Can Be a Bad Thing For Your Dungeons and Dragons Session

    Dungeon Masters, Play

    Have you ever heard someone talk about a past gaming session and say “that was an awesome monologue the DM gave about his character in dnd”?

    Um, neither have I.

    I have already written an article about spicing up the initial session. Today I’m talking about the rest of the sessions.

    As a player there are several things I don’t really remember very well, or that I remember as bad things.

    * Monologues
    * Pointless Puzzles
    * Minions
    * Room Descriptions
    * Other player’s characters (most of them anyway).
    * Names of useless NPC’s
    * Things my character didn’t do.

    Today I’m dealing with that time during the session where you want to share your new creative writing attempt with the party.  You’ve spent weeks (months? years? decades?) developing your cool campaign. You eschew all pre-made material. You have a child born of your thought and you finally have a chance to deliver it.

    And all those stupid players can think about is phat lootz.

    One of the hard parts about being a DM is that most of what you do nobody will ever see, hear, or care about. So try not to get frustrated when nobody wants to hear you tell a story.

    The players aren’t there to hear a story. They are there to DO things. To act and be acted upon. The memorable moments come when they get to kill a particularly nasty foe or make a daring escape. When the party is being stalked through a dark forest and they manage to lure the enemy out and finally crush it, that is memorable. Hearing the DM’s history of that haunted forest and how it was once controlled by an irrelevant long dead noble who now has nothing to do with the campaign is not usually as much fun.

    As a player I really don’t care, not unless it really does have to do with the campaign. If that noble is now a lich controlling a cabal of evil druids then yes, I want to know. However, I think I would rather find out in a meaningful way. A scrap of a history book rescued from a fire and handed to me as a nifty handout, or a bit of poem recited once.

    If the players want more, they will ask for it. If they don’t ask, they probably don’t feel it is relevant, and that should be a pretty big hint about how you as a DM are doing. If they aren’t interested in what you think they should be interested in, then may it isn’t interesting after all.

    Try shifting gears a bit. Don’t be afraid to sit quietly and let them decide where they want to go and drop the relevant hints along the way.

    Above all, enjoy yourself!

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    8 Comments

    The Hobbit Name Generator - Great For DnD Characters

    Advice/Tools, Fluff/Inspiration

    I stumbled across this and thought that many of you would get as big of a kick out of it as I did.

    It is called The Hobbit Name Generator.  I am Marmadas Gamgee-Took of Bywater.

    Who are you?

    These little generators are always tons of fun.  My wife didn’t particularly appreciate her name, but then I don’t really see myself as a Marmadas either.

    One obvious use for these generators is coming up with names for your characters.  When you are the DM, there never seem to be enough cool names for all of the NPC’s you forgot to plan on.

    I like to keep a few random generators open or else print up a page or two of random names just to keep around for when the players really want to know the name of the street urchin I hadn’t planned on actually playing out.

    Go ahead, post your names!

    DnDCorner

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    How to Survive to Level Five in Dungeons and Dragons

    Advice/Tools, Play, Players

    So you’ve put a lot of thought into your dnd character, optimized it, consulted with the experts and your ready for anything.  Or so you think.  Even the best balanced campaign can offer challenges to survival, especially at lower levels and especially when a group is adjusting to new roles.

    Here are a few tips for survival.

    • Avoid combat. Exercise your diplomatic skills where possible. You don’t necessarily have to kick in every door, and often that door kick will lead to a trap or other dangerous situation.
    • Go slowly. Take the time you need to search for traps and other tricks. It is easy to get caught early on when you lack the powers and defensive capabilities.
    • Work with your party. No single character can do it all. A defender cannot rival a striker’s damage dealing ability. A striker will not have the staying power of a defender. If you stray away from your party or try to take over another character’s role, you may find yourself in trouble too deep to handle.
    • Search everything. You can’t afford to miss a treasure early on. You’ll need all that cash to buy better equipment as quickly as possible. Don’t skip it.
    • Make contacts in town. Find out who is paying and who is not. Where are the stores that have the good stuff? Charging into the dungeon will lead you to treasure, but you’ll probably pass up a lot of help and opportunities if you don’t take the time to find out who the key NPC’s really are. Many times you can even get some cash in town without risking your neck.
    • Fight smart. If you are going into combat, make a plan. Talk with your party members and listen to what the others have to say. A careful plan can often see a party through without anyone taking damage.
    • Buy the best. You may not have much cash, but spend it on the best you can afford.

    Character is dnd die often. Sooner or later, if you keep playing it will happen to you. If you want to avoid it, play smart to maximize your survivability.

    Have fun, and keep playing!

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    How to Get Dungeons and Dragon Minis for Cheap

    Advice/Tools, Dungeon Masters, Players, Props, Tokens, Cards and Maps

    Like many people I don’t have an inexhaustible gaming budget. So, I look for deals where I can get them. As a DM I like to provide as entertaining a Dungeons and Dragons session as possible, including handouts, a magnetic game grid, and minis, but I don’t have the hundreds of minis it would require to have a unique mini for each monster my players will find.

    Here are some solutions I have tried.

    • Buy in bulk and re-use. Find a site offering bulk minis, or a collection on ebay, and pick them up inexpensively. Use the orc minis to represent not only orcs, but also goblins, hobgoblins, humans, gnolls, etc.
    • Visit your local second-hand stores. Many times these minis get stuck in the toy section of your local goodwill or other second hand store, where you can pick them up for a dime (or less).
    • Use tokens instead of minis. Gameboard tokens, chess pawns, etc. can fill the role of kobold minions nicely. Save your nicer looking minis for the bosses. Sure this allows for some meta-gaming (since the players always know who the boss is), but that may not always be a bad thing.

    The key to remember is that most of the monsters will be long forgotten by the time the players reach the next encounter. If you are careful about how you reuse the minis you do own it can draw attention to the NPC’s you want them to remember.

    On the flip side there is nothing wrong with painting fabulous minis or investing in some nice pre-sculpted and pre-painted minis as well. If you have the luxury of access to dozens or even hundreds of minis then by all means, use them.

    Thanks, and enjoy the game!

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