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Game Master Tips

Nerdarchy > Game Master Tips (Page 59)

Run Each D&D Encounter Like it is Combat

D&D

Why don’t you run each encounter like a combat encounter? Combat is a Dungeons & Dragons staple. Most of the rules are based around it. The formula for combat has evolved through five editions and countless erratum. Each change made it faster and more efficient. Why then, aren’t you applying this finely tuned formula to your explorations and roleplay encounters?

Out of the Box D&D Encounters, Series 2, #9 – Bandersnatched

[caption id="attachment_14716" align="alignright" width="219"] Night hag as seen in the fifth edition Dungeons & Dragons Monster Manual. [Art courtesy of Wizards of the Coast][/caption] Introduction In a previous encounter within Series 1 (Auntie Knows Best) there was mention of a Hag Eye. This device was being employed...

GM’s Can Create an Adventure in Five Easy Pieces

In the video above from the Nerdarchy YouTube channel Nerdarchist Dave, Nate the Nerdarch and Nerdarchist Ted explore an approach to creating tabletop roleplaying game adventures. Based on the Five Ws – traditional basic information gathering and problem solving steps – this method makes creating adventures for fifth edition Dungeons & Dragons or any RPG much easier.

By asking yourself who, what, where, when and why a Game Master turns what could be a daunting task into a quick process. Preparing RPG adventures this way provides a solid foundation for both GM and players. Building on the basic structure you create is absolutely possible. But this simple method alone offers ample material to work with at your gaming table for fun, rewarding experiences.

D&D stuff

A D&D Player Needs All the Stuff, a D&D DM Needs Even More Stuff!

In this ArmorClass10.com-sponsored video Nate the Nerdarch and Nerdarhchists Dave and Ted approach the idea of bookkeeping for fifth edition Dungeons & Dragons or any tabletop roleplaying game from several avenues. Pregame preparation, character maintenance and efficiency during play are some of the topics discussed.

The standout aspect for me is preparing for a game session by making sure you have all the materials you need. My group meets to play D&D or whatever game we get into at a local coffeeshop. There’s a private room we reserve in the back to while away the evening rolling funny-shaped dice and speaking with funny-sounding voices. Every session requires a mental checklist before heading out the door to account for all the necessary stuff. And then a double-check. And then a quick assessment of more stuff that might be needed.

RPG Game Master

Worst Ways To DM D&D

There was an interesting ArmorClass10.com-sponsored video done on the Nerdarchy YouTube channel that detailed not just the worst ways to Dungeon Master, but the worst ways that the Nerdarchy crew have DM’d. This caught my ear for the humorous humility one has to have in order to present such. This of course is right up my alley, and akin to my usual theme of humor in the day-to-day discussions of Dungeons & Dragons. So of course I simply had to volunteer to speak on the worst ways to DM, and add my mistakes to the list. Let’s jump in and speak of various mistakes I’ve made, shall we? Let the roast begin!

D&D 5E Spelljammer Makes the Most of Monsters

It’s been a few weeks since the last trip into the wildspace of Spelljammer for D&D 5E. My home game dabbled in a few one-shots and welcomed a new, first time Dungeon Master. Origins came and went, and several Nerdarchy projects kept me from sharing more insights into the exploits of a fifth edition Dungeons & Dragons Spelljammer campaign.

Then I saw this tweet from Mike Mearls the other day.

And the enthusiastic replies.

And a long list of other Spelljammer fans sharing affection for the setting.

And fan groups on Facebook, Google+ and more.

We’re out there, Wizards of the Coast! While I can’t speak for all of us, it’s encouraging to know the folks behind the game we love include all of our favorite aspects from its rich history in their grand vision. In time, I’m confident we’ll get our Dark Sun, Al-Qadim, Dragonlance and Eberron fixes in official capacities.

Improv is Critical in RPG Storytelling

 

improv

Improvisational theatre in progress. [Image by Aude Vanlathem/www.audevan.com]

Tabletop RPGs are deeply rooted in improvisation. After all, they’re games where people do things by saying they’re going to do them, and everyone else has to react to what’s being done by saying what they’re going to do.

 

This process repeats for two to four hours, or until there’s a good stopping point. Even Game Masters who prefer a more structured style are going to improvise more dialogue than they’ll use their actual prepared material.

This does not even include all the improv for the inevitable unplanned encounters, or how the GM has to improvise describing the outcomes of rolls – especially in combat. Technically you can just say what you’re going to do and exchange numbers across the table to determine success, and not describe what’s being said or done, but what would be the fun in that?

Passive Stealth and Other D&D skills – Making A Case

Not that long ago I moved back home to Salem (Oregon, not Massachusetts) from San Antonio (also not in Massachusetts). The other day I went to Dairy Queen, which I’ve been going to frequently, because for whatever reason Texans hate cherries, and I’m kinda making up for 15 years of not having my favorite treat, their cherry dip cone. After I approached the counter, I patiently waited for a cashier to notice me. Eventually one of them turned around, slightly startled at just seeing me there, without noticing me at all. The funny thing about that is, as I’ve become accustomed to, and what feels like a San Antonio tradition, I was wearing flip-flops. By all measures I shouldn’t be sneaking up on anyone, but apparently I have just a soft enough step and an unassuming presence that I can shift about unnoticed.

D&D monsters

D&D grung and other monsters are people, too

Monsters as notable NPCs and player characters in D&D is something I’ve touched on in past columns, including last week’s exploration of the similarities between a TTRPG GM and a Swiss Army knife. Since then, I ran the “Grungle in the Jungle” adventure idea for my gaming group. Inspired by Stream of Annihilation’s One Grung Above from WotC Product Manager Christopher Lindsay this adventure puts the players in control of a band of grung from Volo’s Guide to Monsters.

Matt Mercer Critical Role

Matt Mercer of Critical Role talks Tal’Dorei with Dungeon Life

https://www.youtube.com/watch?v=2eXwQ8oWcZ0

Dungeon Life’s Todd Kenreck was one busy journalist at Wizards of the Coast’s Stream of Annihilation June 2-3, 2017. On his Twitter feed, Kenreck shared that he was able to score 29 interviews with various D&D dignitaries, including the inimitable Matthew Mercer, actor and Dungeon Master for Geek and Sundry’s Critical Role.

D&D Barbarian 5E

Jon Heder’s lesson in design elements for role play

Totem of the Duck is TTRPG design for role play

Barbarian duck. Art by Stephen Prescott (deviantart user stephenartist)

Episode 99 of Critical Role may have irrecoverably changed my perspective of role playing games forever. Well, that’s not 100 percent sure. Jon Heder, who is coincidentally from my home town, made my favorite D&D move I’ve ever seen. He took Path of the Duck Totem Warrior.  That’s right, instead of Bear, Wolf, or any other standard Totem, he went with Duck, which I assume he worked with Matt Mercer to custom make.  My mom and I talked about it, and we kinda figured that being from Oregon played a role in him wanting to be a Duck, because there are tons of other ridiculous animals that he could’ve gone with. But the point is that he chose to do something ridiculous, and ridiculous it was. Not only was it ridiculous, but he used the opportunities to largely squander them. One of his skills was Commune with Ducks, which he used to get completely useless information.

A TTRPG GM is like a Swiss Army knife

GM tools for adventure – you only need a few

TTRPG GM adventures takes a bit of Swiss Army knife-style variety
The Wenger 16999 Swiss Army knife has 87 implements and 141 functions. You don’t need quite that many to be a TTRPG GM!

My TTRPG group keeps me on my toes as a GM. Comprised of adults, all of whom have varying degrees of adulting to do, our get-togethers are infrequent. It averages out to about twice a month on Sunday evenings. Within that group, everyone has varying schedules for work, family responsibilities and so forth. This results in a flexible group makeup on top of everything else. That last part usually isn’t a problem, as PCs can fade into the background or remain on their spelljammer ship while the present players form an away team.

But what happens when a particular character is important to the story for that session? Maybe the previous session ended on a cliffhanger or dramatic moment and a character’s absence would be awkward Or you as the GM simply aren’t prepared to continue your usual campaign?

5E D&D in space with Spelljammer is back!

Spelljammer thrusts your D&D adventures into space

Spelljammer

Concordance of Arcane Space is one of the books included with the original Spelljammer Campaign Setting boxed set. Art by Jim Holloway

In last week’s column I shared a cobbled-together homebrew system for handling ship-to-ship combat from the homebrew 5E D&D Spelljammer campaign that I run for my friends. With the Memorial Day weekend keeping my players busy we did not gather around the gaming table this week, which means playtesting those rules will have to wait.

Spoilers for any of my players reading this before our next session – they will encounter a potential ship-to-ship combat situation. Or did they think commandeering that mercenary ship was going to be easy?