Browsing the blog archives for June, 2009.


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  • Legendarygate.com

    Product Reviews

    Looking for another collection of campaign ideas?  Need a storyline?  Got something you want to share but you don’t want to start yet another D&D site that is just going to die out in 2 weeks?  Maybe you should try legendarygate.com.

    Legendary Gate is a new online tool designed to help collect and distribute campaign ideas, adventures, campaigns, and all that good stuff.

    Legendary Gate will, of course, not solve all of your problems and it may not be the tool for you, but like so many other things in the DM toolbox, there is a time and a place for everything.

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    Being A Healer and Loving It

    Advice/Tools, Fluff/Inspiration, Play, Players

    There are a lot of roles out there that are very fun to play.  Most of us prefer to play the action oriented damage dealing sorts.  I was not surprised when we put together our first 4th edition party everyone (and I do mean everyone) chose a strike role for their first character.  I was also likewise not surprised when they all decided this was a bad idea and started mixing it up a bit.

    One of the main problems was nobody wanted to be the healer.  Being the healer isn’t always very glamorous.  You don’t generally get to dish out tons of damage.  You aren’t always in the thick of things.  In short it isn’t a role that appeals to everyone.

    Playing a fun healer means having fun with your role.  The role of a healer has more to do with the other players than any other role.  By definition you must interact with the other players.  This means that from the start you should be planning those interactions more than the ones with the NPC’s.  If your focus is on destroying the enemy you will always come in second to a well honed striker of some other class.

    As far as builds go you have a couple of choices, but two main ones.  Are you going to be good at healing or are you going to be awesome at healing.  Either way doesn’t much matter because like I said before it has more to do with how you plan to interact with the other players to determine the amount of fun you have.  I would recommend being as good at healing as you possibly can because it will make your in-game actions more significant most often.

    Now, when you perform an action, most of the time it will be performed on another player.  Not always, of course, but certainly more often than not.  So the question of “fun” becomes one of how, why, and when you perform those actions.  In general it is “fun” to save someone from the brink of death.  It is also fun to boost your friend just enough so that he can deal the final blow and save the party.  So play to maximize your chances of doing these fun things.

    I also find it fun to talk and interact with the other players.  Role playing makes this fun.  Pretending to be a devote priestess might mean making it clear that you will not heal those who perform evil acts without penance.  So that rogue who kept a bit more than his share might need to show some sorrow (and give the money back) before you waste your goddess’ precious power on him.  This could be as simple as choosing to heal a different ally each round before finally consenting to save his life or it could be much more blatant and extreme.  Or maybe your character really is neutral and dispenses healing equally to enemies who surrender without questioning their motives.

    The PHB does not allow for rules regarding much more mercenary healers who use their powers only for wages.  It is assumed that a healer will perform these actions as a natural course of adventure in return for her share of the loot, but it is not impossible to imagine a situation where a healer holds a party for ransom at a particularly dangerous stage, refusing to use a powerful spell until an additional share of the treasure is agreed upon.

    Whatever you decide to do, mold your healer to the characters around you and you won’t be disappointed.  Just being the guy who hangs in the back and says you regain X HP once in a while probably won’t be as much fun.  Being the character in the party that everyone wants to please because his powers are unique and useful tends to be more fun.

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    Shops, A Way To Manage Resources

    Advice/Tools, Dungeon Masters

    One of the things that can be frustrating to players is that they simply get stuff that they don’t need or want for their characters.  Either the magic items simply aren’t useful or they don’t have the right potions or they simply prefer using an axe to a magic sword.  By the same token as a DM it can be really frustrating when the players just don’t have what they need to perform well in the dungeon that you have spent forever planning.

    Putting some time into the shops in your world can go a long way towards solving these problems, depending on your players.  If you play with the kind of folks who will kill anything they see that has anything of value then you can more or less ignore this entire article because the players will more than likely just try to steal everything rather than trade for it.

    But, assuming that your players are willing to trade - you can add a shop just about anywhere in your game.  This can be as simply as a merchant who has stopped in town for a day to a halfling caravan along the road to an old man found in the woods who happens to have a solution to fire resistance but could really use a healing potion in exchange.

    If you’ve been listening to the players’ gripes then you should have a pretty good idea what they want and what they have that they don’t want.  Often they will end up with gear that they don’t want but which they hesitate to sell at PHB prices because of the expense.  Allowing them to trade (sometimes) for an item of equal or lesser value can go a long way towards helping them get the equipment they need and want.

    But this sort of thing has to have boundaries or it will get out of hand very fast.

    1 - the items available must be specific.  You can’t have a merchant out there traveling around with all magic items levels 6 thru 10.  If there is that much variety available then use the standard pricing system and have the players trade in gold, and it should probably be an established shop with all the regular guards and precautions.

    2 - limit the quantities.  Just like the selection the total number of items avaiable should be limited to one or two.  If a wandering druid just happens to have the eight items that the party wants it will seem strange at the very least and most likely the druid will be robbed and/or stabbed in his sleep.

    3 - limit the amount of time the items are avaiable in the game.  Once that druid has moved out of sight of the party he should vanish from the game.  This keeps him safe from those characters who will want to circle back and slaughter him for the little gold he still has as well as make him avaialbe for future use.

    Finally, I suggest re-using the same “shops” from time to time.  This will make it obvious to the players what you are trying to do without screwing with the suspension of disbelief too much.  If there is a clear signal of “trade with this guy” then the players will be more likely to trade and less likely to do anything else.

    If you do include regular magic shops with a large selection of items, allowing the occaisional one for one trade without penalty can also be useful, but the same rules apply.  This should be for specific items in limited quantities and for a limited time.  The shop may be in dire need of a bag of holding and willing to trade that super special sword for it, but only just this once and only because they haven’t been able to sell that sword anyway.  If the players come back tomorrow they may just discover that someone else sold them a bag of holding and they don’t really need theirs so badly so the trade deal is off.

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    Reading The Other Players

    Advice/Tools, Dungeon Masters, Play, Players

    Fundamentally all table top games are about interacting with other people.  It doesn’t matter if you are playing Monopoly, Magic The Gathering or Dungeons and Dragons.  Being able to understand what other people at the table are thinking is an invaluable skill in any game but can be especially useful in Dungeons and Dragons where player interaction has far fewer restrictions than most other games.

    If you are running the game, being able to pull of a lie at a table full of savvy players can be really difficult but at the same time very important in order to maintain suspense.  When you know all the secrets it can be difficult to keep them hidden until just the right moment (or to encourage the players in just the right way to find them).

    Here are some basics to keeping abreast of what is really going on at the table.

    First, watch for moods.  If you have been playing with the same group for a while, then you will know that when Eddy is in a grumpy mood he will be thinking about smashing face a lot more than usual.  When Cindy is happy she gets creative and devious and may try to mess with the other players.  A general rule of thumb is that happier people do more while those who are feeling glum will do less.

    Keep an eye on the time and the amount of caffeine consumed.  As players get tired their style of play generally changes.  If you have just found what you think is going to be a very tough fight but all of your party members are out of Mountain Dew and half asleep you may want to consider suggesting they tackle it another time.  A tactical error because someone is too tired to hold up their dice may not be a good idea, unless of course you are looking to sabotage the party, in which case this would be a good time to make your move.

    Pay attention to sudden changes in behavior as well.  A player who is whispering to the guy next to him is up to something, but so is the guy who suddenly starts dancing on the tavern tables.  This could be a signal of a surprise attack or just that the player is bored.  Either way keep your eyes open and adjust your plans accordingly.

    Learning to pass off a lie is extremely difficult, but perhaps the best tool is distraction.  Whether you are playing a devious NPC or just trying to keep a portion of the loot for yourself, getting the players to focus on something else is a good start.  Using out of game stuff like food, drink, their dice or what happened last week can all be useful.  Most of us can’t think about more than a few things at once and when we’re tired focusing on one thing can be a challenge.

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    Introducing the Dungeons and Dragons Online Character Database

    Advice/Tools, Product Reviews

    So this is for all those of you out there not interested in paying the Wizards of the Coast Use tax in order to use their character builder/managment software.

    MWMDragon over at www.dungeonsdragons.selfip.com has created a new database specifically for storing your 4th edition character information, which of course can be useful for a variety of different applications.  Personally (if I weren’t paying the WOTC tax) I would use it because I keep all of my data electronically and it would be a convenient way of storing said data w/o worrying if my hard drive is going to crash.

    MWMDragon said that “It is meant to aid in online pnp gaming, by making a safe storage place for everyone’s character sheets during and after play.”  If that sounds like something useful to you then go ahead and check out the online character database.

    Please note that it isn’t the most glamorous looking piece of software ever invented.  There is a help button but it just brings up a shot of the character sheet instructions from the PHB.  Of course since all you are doing is filling in data from your character sheet I don’t see that anyone smart enough to read the PHB and the internet will need any help using the database.

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    6 Comments