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The Pressman
2010-10-11, 06:26 PM
I saw the one for the adventurers, and I thought new DM's deserve one too.


Don't expect them to be kind to your plot.
Ever.

Dragonfire
2010-10-11, 06:44 PM
3. Don't pull punch's. Ever. What fun is a game without risk?

4. Watch the players eyes and face they will give you a split second to cry/plan/curse/etc before they set something on fire.

holywhippet
2010-10-11, 06:46 PM
5. If it moves, consider the possibility that they might try to kill it.

Elfin
2010-10-11, 06:47 PM
6. If it doesn't move, consider the possibility that they might try to haul it off and sell it.

World Eater
2010-10-11, 06:56 PM
7. It doesn't hurt to have one more back-up plan, regardless of how many you already have.

Captainocaptain
2010-10-11, 07:44 PM
If you dont want the players to have it, dont give it to the bad guy, they will figure out a way of taking it

Rixx
2010-10-11, 07:54 PM
Don't worry constantly that you're not doing a good enough job. Emotions are contagious, and being in an authoritative position like the "Dungeon Master" makes them doubly so. Be confident and enjoy yourself, and your players will enjoy themselves as well.

Callos_DeTerran
2010-10-11, 08:03 PM
10. Expect them to do the unexpected.

11. Nobody likes a DMPC besides you. At best they will complain. At worst they will kill him/her/it.

12. You can never have enough traps.

Dire Moose
2010-10-11, 08:09 PM
13. If you want a recurring villain in your campaign, make sure to give him/her an escape plan. Preferrably one that you know the current players won't be expecting and aren't prepared for. (see #5 for reason why)

14. Never say "The hallway appears to have no traps" or "there is a pool of what appears to be water". Instead, simply say "It's not trapped" or "there is a pool of water".

The-Mage-King
2010-10-11, 08:14 PM
15: If you're planning a wonderful heist encounter, with enough foes for each player to have a fair share, someone will quit.

16: When making characters who are supposed to be patrons, use an evil sounding name.

17: When making an evil empire, make sure the ruler is up to date on the List (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilOverlordList). It'll throw your players off, and maybe let you get a TPK in if they aren't expecting it.

jguy
2010-10-11, 08:15 PM
18: Never, ever, ever, make the key to the entire plot rest on one NPC telling the PC's about the important plot device. Because they will slaughter him before he can get a word in edgewise.

MrRigger
2010-10-11, 08:30 PM
19. If you map out the world so that the road between the town and the dungeon is surrounded by impassable mountains and forest, the party will want nothing more than to find out just what is in those mountains and forests.
20. When the players figure out some way to switch bodies with your BBEG Beholder Mage despite being level 3, don't let them see your tears.

MrRigger

houlio
2010-10-11, 10:10 PM
I've found in my limited experience:
21. Always use more flavor text, always.
22. In fact, always use more flavor in general.

Maxios
2010-10-11, 10:12 PM
23: In an intrigue game, or when the PCs are in character "If the giant boot don't fit, they most aquit"

Dienekes
2010-10-11, 10:42 PM
24: Make your main plan the one where the PCs do everything they possibly can wrong/most violently/most stupidly
25. Keep a fuzzy background plan on what happens if everything goes right, you know, in case the impossible happens.
26. If the PCs are about to wreck your plot simply smile at them. At worst they'll think you're a good sport about it, at best they'll get scared and wander back onto your rails.

OldTrees
2010-10-11, 10:53 PM
27 Know your players better than they do. This allows you to create a plot without excessive railroading.
28 Always expect the players to surprise you. This can be a good thing (puzzles without a defined answer) or something to watch out for (players missing your clues)

Raven777
2010-10-11, 10:56 PM
29. If your players do not know what a Gazebo is, don't tell them.
30. Be prepared for your players to BURN and *then* complain about not being able to PILLAGE.
31. If it has breasts, someone will try to seduce it.

strawberryman
2010-10-11, 10:58 PM
11. Nobody likes a DMPC besides you. At best they will complain. At worst they will kill him/her/it.

((Not completely true, I have a pseudo-DMPC in my current campaign who my players seem to like, of course he's two levels behind and only has a longsword and shield, and a prinny (http://pspmedia.ign.com/psp/image/article/928/928188/prinny-can-i-really-be-the-hero-20081107051026866_640w.jpg)-pouch to store stuff. :smalltongue:))

...Anyway.

32. Never say No unconditionally, but always conditionally say no.

33. When all else fails, improvise~

34. Natural 1s are prime for funny fall-ups, whether it's PCs or NPCs.

And, less generally;

35. Don't give the party an ally that will explode every time they're thrown.

Kaww
2010-10-12, 02:03 AM
36. You should never try to kill your players, they do this all by them selves...

37. Know your player's strengths and weaknesses.

38. Every player should have some time under the spotlight, this is also known as they all deserve a bad cop/bad cop interrogation.

39. Have a list of random encounters and dice that determine a specific random encounter from the list.

40. Don't railroad, if possible make everything seem like the players idea.

41. Have several alternative routes planned for every trip your players take, don't bother with the main rout, they won't be using it.

Drascin
2010-10-12, 02:29 AM
42: Never over-plan. The players will not go for any of those sixteen elaborate backup plans you have, anyway. Instead, have a base outline and get good at improvising the details.

43: Rules are really not that important. Remember, as a GM, your prerogative is to change the rules if it would make the players have more fun.

44: Train your poker face. Players are remarkably adept at reading how screwed they are supposed to get by reading your evil smiles, and will find a way out :smalltongue:.

45: Have fun. This always gets forgotten, but as the DM you're a player too. If things are not working for you, talk with the others and shake things up!

Kaww
2010-10-12, 02:34 AM
45: Have fun. This always gets forgotten, but as the DM you're a player too. If things are not working for you, talk with the others and shake things up!

I thought this one went with this being a game, no need to emphasize it. It's like don't cheat, don't be rude, don't insult people...

dsmiles
2010-10-12, 04:57 AM
46. Roll dice behind your screen for suspense. Not too often, though, or they may catch on.

47. For ease of operation, have a list of pre-rolled d20 rolls. After you use one, cross it off the list, and go to the next one.

48. If you're running a published module, roll the initiatives for the baddies in advance.

49. Never, and I mean NEVER, accept bribes (unless they happen to be especially delicious noms).

Tyrmatt
2010-10-12, 05:23 AM
42: Never over-plan. The players will not go for any of those sixteen elaborate backup plans you have, anyway. Instead, have a base outline and get good at improvising the details.


This one.

Also 50. No matter how carefully you prepare your uber monster, it will be smacked down in one go. The tried and true basic creeps will always do better than just about anything you build.

Rising Phoenix
2010-10-12, 05:34 AM
51) Don't be afraid to break the rules if they come in conflict with the storyline/ or something really cool the PCs come up with.

52) Always check your players character sheets.

53) Don't be afraid to use the ban hammer or say no.

54) Be aware of munchkins, they will try to sneak things past you.

Eloel
2010-10-12, 05:35 AM
55. Never randomize too much. Eventually the rolls will break the plot.

dsmiles
2010-10-12, 06:59 AM
56. Invest in wierd dice. You never know when a d3 or a d30 will come in handy.

MightyTim
2010-10-12, 09:56 AM
57. Don't be stingy with loot. You may be trying to get them to appreciate the items you do give out even more, but they really just think you're holding out on them.

58. Don't think of an elaborate plot and story for the campaign. If you do, you're going to railroad the PCs into it. Instead, plan session to session the logical outcomes of the PCs actions and go from there.

59. The Rule of Cool overrules any other rules. If you can imagine the PCs idea panning out as a neat scene in a movie, let them try it.

60. Before the start of the campaign, make sure that your PCs characters are compatible. An honorable paladin is not compatible with a party of amoral scoundrels who are content to kill anything to get what they want UNLESS they can provide a convincing reason to the contrary.

Cyrion
2010-10-12, 10:06 AM
61. Remember that Wealth By Level and CR are guidelines. Always design the challenge of encounters around the equipment your party has and equip your party for the challenge level you want your encounters to have.

62. From time to time, throw in a monster specifically designed to get around a player's Win button. Time stop is only effective if your monster pays attention to time...

63. Don't always rely on 62.

valadil
2010-10-12, 10:13 AM
64. Plan to improvise.

65. Don't dismiss an idea just because it isn't original enough. Unless you're running your campaign straight out of a book your players will never even guess at what your inspirations were.


What I mean by #64 is that you should write notes that make improvising easy. Even if your players like running on tangents, you can usually predict what direction they're heading in. Plan for them to go there, but don't require it. Even if you're only right two thirds of the time (and that's pretty damn low in my experience) you'll have material ready that can most likely be applied to wherever they end up.

I run my plots as something that belongs to an NPC. As long as that NPC is well defined it's easy for me to react when the players do something unexpected. If they circumvent a plot, I let the NPC figure out how to deal with it, instead of getting in a hissy fit because my plot was derailed. Most of the time, good improvising is just a matter of knowing what each of your NPCs is doing in his corner of the world.

Oracle_Hunter
2010-10-12, 10:21 AM
66. Take notes. On everything.

Your players will do wacky things during games; you'll make up wacky things during games. Write all of those down and think about them after the session. You'd be surprised how many excellent plot developments and adventures can be pruned from throwaway lines and NPCs.

Plus, the Players that brought up the hook you later incorporated will become your unconscious ally at making that adventure work. This is a rare and precious thing - don't waste it!

Oh, and it'll make your Players believe that the entire campaign had been seemlessly plotted from the first. Inspiring fear and awe in your Players is one of the prime requirements of being a proper DM :smallamused:

jmbrown
2010-10-12, 10:38 AM
67. When it's not harmful to the flow or fun of the game, just say yes.

Scow2
2010-10-12, 10:59 AM
68. DO NOT CREATE A STORY ARC. Let your players tell the story, and just enjoy the show. Mediate as appropriate.

Talon Sky
2010-10-12, 11:34 AM
69. Throw trolls wielding flaming swords at the PC's occasionally, just to make sure they're actually paying attention.

dsmiles
2010-10-12, 11:51 AM
69. Throw trolls wielding flaming swords at the PC's occasionally, just to make sure they're actually paying attention.

69a. Or a white dragon who resides in a volcano, and only appears to outsiders as a red dragon, with fire giant servants/mooks.

ScionoftheVoid
2010-10-12, 01:36 PM
70. Monsters want to live too. If the battle becomes one sided a surrender or bargain is probable.

71. On a related note, decide if killing monsters is okay just because they are monsters, tell the players and stick with it. Paladins do not/should not whine nearly as much if you remind them that you said at the beginning of the campaign that slaughtering villages is not tickety-boo just because the villagers are green.

72. If the players don't tell you the characters are checking the ceiling it is so much more fun to assume that they are not.

Radiun
2010-10-12, 02:15 PM
DM notes should be cryptic
Let your players sneak peeks at your notes by leaving them out in the open, your notes should be little more than numbers you've rolled for no reason at random points during a game, characters name, and evil smilies.

kladams707
2010-10-12, 02:24 PM
75. If it doesn't move, consider the possibility that they might try to kill it.

Sipex
2010-10-12, 02:29 PM
77. When you have an idea, ask another DM about it, your awesome original idea is probably more common than you think.

78. If your idea is common and you're okay with that then no biggie. Ideas are common because they're fun.

79. If your awesome original idea was based around a trap you thought your players NEVER would guess. Like statues which come to life. Change the trap so when they expect those statues to come to life and tie them up, a trap is set off which requires the statues to be untied to successfully disarm.

Togo
2010-10-12, 02:39 PM
80. If you need the players to do something - like work together, let them know. If you're happy for them to go widly off-track, then let them know. Railroading, or wandering around trying to find plot, are mainly annoying when they're unexpected. Give the players a chance to cooperate with you and they might suprise you*


*(They probably won't, but it's so nice when they do)

81. Balance needs to be tailored to the party. Some parties really won't be bothered by 1000hp monsters, but will be helpless against something that flies. Design the encounters with the players in mind.

82. Build a random encounter or two, that can be slotted in anywhere, and use it when you need to. If a session is lagging, or you need something to bridge the gap between one big structured encounter and another big set-peice encounter, hit them with your random back up encounter. It doesn't need to be really tough, it doesn't need to be well-rewarded, and feel free let the party find a clue on their corpses that will get them back on track.

Notreallyhere77
2010-10-12, 03:33 PM
83. Stat out any and all NPCs that have more than four hp. PCs tend to attack targets you didn't plan to have fight them, and keeping track of stats you make up on the fly is hard. This is where stock NPCs are your friends.

84. Generic NPC stat blocks as mentioned above are totally recylcable. Even if you used them once or twice already. By the third time, you should probably change the gear and one or two feats. This give the impression of an entirely new and unfamiliar threat.

85. Innocent bystanders who get killed tend to have families, friends, and even lawyers. If your PCs are regularly disregarding this, cut off their shopping privelages, wenching privelages, inn privelages, and food vendors, citing the friend or relative that died as the source of hostility, and send them summons to court to hold them accountable until they do right by the departed. This aids in immersion, and reminds them that they are supposed to be heroes.

86. Rule 85 can still apply to villainous parties, but loss of privelages can be overcome by Intimidate.

87. There is always a bigger fish, a bigger threat, and a higher god. Don't be afraid to give the really powerful beings the following stats:
Combat: You lose.
Social: Your arguments are refuted and your attitude is swayed.

89. If the game is normally serious, some comic relief is mandatory. If the game is not normally serious, let the scene go over the top once in a while, but in either case, don't make it a regular thing or you will never get your original tone back.

90. If you go over the top with anything, whether beign humorous, scary, or whatever, go all the way over the top.

Example: If the biggest army ever assembled is coming over the horizon, don't just include humanoids; throw in a bunch of giants, awakened animals, a flock of dragons, retired adventurers, scores of repurposed magical beasts, called or summoned outsiders, constructs, animated objects, walking trees, talking trees, formerly unemployed skeletons, the ghosts of famous actors, walking buildings, and a regiment of orphans trained as battle clerics. This is good.
But going all the way means having an epic wizard cast flame shield on all of them, so that now they are all on fire.

Oracle_Hunter
2010-10-12, 04:24 PM
91. Don't constantly mess with Player expectations. Heck, don't usually do it, either!

I've seen a lot of "PCs see through your ploy - use it against them!" but all this does is confuse and frustrate them. Think of your Players like lab rats: watching them run through a maze and react to stimuli is most of the fun. If you constantly flip what a given stimuli means, your rats are going to start ignoring all your stimuli. And then you're going to be frustrated that your rats are trying to gnaw their way out of the maze rather than find the cheese.

That said - mess around with them from time to time just to keep them on their toes. But make it a special thing, not your default response to PC action.

Morithias
2010-10-12, 04:45 PM
92. Just like you can make a good movie out of any plot, you can in theory make a good 3 dimensional and deep character on almost any basis. Don't throw out your player's characters ideas just because they want to play a character based on a power rangers villain (hey at least they're not begging you to play Pun-Pun then).

DeathsHands
2010-10-12, 05:12 PM
93. If the players must be thrown a bone, have something unfortunate happen after to prevent overconfidence.

94. It's also fine to knock the big guy on his ass once in a while, to keep him in check.

dsmiles
2010-10-12, 05:34 PM
90. If you go over the top with anything, whether beign humorous, scary, or whatever, go all the way over the top.

Example: If the biggest army ever assembled is coming over the horizon, don't just include humanoids; throw in a bunch of giants, awakened animals, a flock of dragons, retired adventurers, scores of repurposed magical beasts, called or summoned outsiders, constructs, animated objects, walking trees, talking trees, formerly unemployed skeletons, the ghosts of famous actors, walking buildings, and a regiment of orphans trained as battle clerics. This is good.
But going all the way means having an epic wizard cast flame shield on all of them, so that now they are all on fire.

That being said:
95. Fire makes everything better.

AsteriskAmp
2010-10-12, 05:52 PM
96. It's not science. It's gnomes!

97. NEVER involve science if you aren't prepared for anti-osmium.

The Pressman
2010-10-13, 12:37 AM
98. If you are going to include a plot, do not suddenly change genres. Twice. You might just be able to get away with once.
99. Just because they're monsters doesn't mean that they can't be civil. However, their definition of civil does not have to be the same.

Scow2
2010-10-13, 01:01 AM
98. If you are going to include a plot, do not suddenly change genres. Twice. You might just be able to get away with once.
100. Don't have a pre-designed plot you expect your players to follow. Let them build their own plots.

DragonOfUndeath
2010-10-13, 01:07 AM
101. if you are counting on the party too seduce someone they will think s/he is a succubus/incubus and RUN!

102. if you are counting on the party to NOT seduce someone they ALL will (regardless of gender) (sometimes at the same time :smalleek:)

Morithias
2010-10-13, 01:56 AM
101. if you are counting on the party too seduce someone they will think s/he is a succubus/incubus and RUN!

102. if you are counting on the party to NOT seduce someone they ALL will (regardless of gender) (sometimes at the same time :smalleek:)

103. People tend to consider remove disease useless, but never stop to think about how many 'diseases' that girl could be carrying. (Come on they had worse hygiene for the serfs back then then they do now.)

Tvtyrant
2010-10-13, 02:08 AM
104. Be careful of how many animals you use in encounters. Giving the Druid access to Dire Polar Bear will mangle your game good.

DragonOfUndeath
2010-10-13, 02:40 AM
104. Be careful of how many animals you use in encounters. Giving the Druid access to Dire Polar Bear will mangle your game good.

105. giving the PC/munchkins access to DRUIDS will mangle your game good

106. inside every PC is a munchkin cackling evilly

dsmiles
2010-10-13, 04:52 AM
107. Improvise, improvise, improvise. It cannot be said enough.

108. When running a published module, be prepared to put it back on the shelf after about 5 minutes.

109. When running a homemade module, be prepared to put it back on the shelf after 10 minutes.

110. Stories are more interesting when the players tell them, you're just there to describe things and be the bad guys.

EDIT:
111. The Random Dungeon Generation in the 1e DMG should be your best friend.

DragonOfUndeath
2010-10-13, 05:30 AM
112. dont allow your players to pillage unless its an evil campaign
113. ESPECIALLY THE LG PALADIN
114. if the rogue is smiling add 20 gold coins to everyone's money total immediately
115. if the wizard is smiling it involves FIRE
116. if the fighter is smiling gate in a few Baalors (why would the fighter be smiling in the first place?)
117. if the psionic is smi- wait why do you have psionics in your game? ban them

Esser-Z
2010-10-13, 08:03 AM
117. if the psionic is smi- wait why do you have psionics in your game? ban them

Wait what?

Lev
2010-10-13, 08:07 AM
118. Be up to date with online compendiums of DM help, namely Fear the Boot (http://www.feartheboot.com/ftb/).

The-Mage-King
2010-10-13, 09:56 AM
117. if the psionic is smi- wait why do you have psionics in your game? ban them

119: Don't ban Psionics. No, not even then. It's a fine and actually balanced subsystem that should be used in every campaign.

dsmiles
2010-10-13, 09:57 AM
119: Don't ban Psionics. No, not even then. It's a fine and actually balanced subsystem that should be used in every campaign.

More balanced than vancian magic, at any rate.

Choco
2010-10-13, 10:09 AM
120: Be clear right off the bat that you are not allowing RL science/physics in your game, unless you WANT to give the players a way to ignore almost all the rules.
121: If you forget 120 (or are running a modern/scifi game), make the players roll Intelligence/Knowledge checks to determine if their characters would even be aware of the science involved in what they are trying to do.
122: Always describe the world and everything in it exactly as the PC's percieve it.
123: Most monsters and NPC's have INT scores, USE THEM! Don't just have everything run up and swing at the PC's until they die.
124: Dragons have a lot of brute force, but their intelligence, age, alternate forms of movement, and spellcasting are their primary strengths, remember that.
125: If you must give an enemy an uber powerful item and are afraid the PC's will take it, create an in game reason for why they can't (it is destroyed when it's creator/owner dies, it is secretly an intelligent item that takes over the body of whoever first wields it after the previous owner dies, etc.).
126: Tailor your plot hooks and storylines to the desires of the PC's/players, that way you can usually get away with railroading without being accused of it. The players will be tripping over themselves to get to the next destination you have in mind if there is something their characters desperatly want there.

Chess435
2010-10-13, 10:39 AM
127. If you introduce a recurring villain, be prepared for the PC's to find a way to kill it in their first encounter. And steal his +3 unholy vorpal longsword.

Choco
2010-10-13, 11:14 AM
Man, I forgot this one, which is funny cause I think it should be towards the top of any DM's list:

128: Whatever you do, AVOID PUTTING THE GAME ON PAUSE TO DIG THROUGH THE RULES.

Nothing kills immersion faster than stopping the game in the middle of an epic action scene so you can look at the exact rules on how to do something for 5 minutes. Keeping the game flowing takes priority and is the perfect excuse to exercise Rule 0 and just make a call for the good of the game.

The only exception that I can think of is when this is something you expect to come up often during the session, then it might pay off to look up the rules.

And oddly enough, that leads to:

129: The players expect you to know all the rules in the game, but if nothing else you absolutely must know all the rules related to the traps, monsters, and terrain features you actually use in your game, at the time you use them. I have been in a game before when the DM had to stop and look up the rules for an SLA a monster he PLANNED TO PUT US AGAINST had. NOT FUN.
130: On the flipside, the players are expected to know the rules related to their characters. If a player playing a caster keeps forgetting what their spells do and the mechanics of how the character functions, tell em to either get their act together or play a simpler class.

Notreallyhere77
2010-10-13, 11:59 AM
119: Don't ban Psionics. No, not even then. It's a fine and actually balanced subsystem that should be used in every campaign.

But what if I'm using the generic character classes as described in Unearthed Arcana (AFB, but it's right after the gestalt rules)?
They don't mention psionics at all. Should I homebrew some?
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.

dsmiles
2010-10-13, 12:04 PM
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.

131a: Alternatively, ask him/her if they would like some whine with their cheese.

Notreallyhere77
2010-10-13, 12:05 PM
131a: Alternatively, ask him/her if they would like some whine with their cheese.

Nah, IME, the cheesy ones are whiny enough.

dsmiles
2010-10-13, 12:11 PM
Nah, IME, the cheesy ones are whiny enough.

Only if you say "no," or use the +5 Banhammer of Non-Game-Breaking-ness.

jiriku
2010-10-13, 01:00 PM
132: Traps are good. Trapped traps that push you into other traps are much better, though. Especially if the escape route from said trap is also trapped. And the mechanism to disable the trap, is itself trapped.

133: If one or more of your players is a rules encyclopedia or part-time DM, learn the rules at least as well as that player. You are at a distinct disadvantage in challenging the players if you don't understand the game as well as they do.

134: If one or more of your players is a walking Monster Manual encyclopedia, learn the rules for improving monsters via extra HD, class levels, and templates. It will keep them guessing and preserve the mystery.

135: If you're not strong on rule 134, you can get away with re-skinning a monster so that it looks completely different from its original. For example, you can create low-level demons using the stats for bugbears and slightly stronger demon brutes using ogre or troll stats. If you're clever, players won't know the difference.

136: Don't create solutions to problems, create problems in need of solution. Let your players create their own solutions. If you plan in advance how the players will solve a problem, you're just setting yourself up for disappointment when they don't try to solve the problem "the right way".

Chess435
2010-10-13, 01:01 PM
However, if you run an epic campaign, you might want to upgrade to a +6.

Choco
2010-10-13, 01:08 PM
136: Don't create solutions to problems, create problems in need of solution. Let your players create their own solutions. If you plan in advance how the players will solve a problem, you're just setting yourself up for disappointment when they don't try to solve the problem "the right way".

+1 to that for sure.

I am gonna be totally honest here, sometimes I throw "difficult" problems at my players that I don't even know if they are solvable, just to see how they manage and what they do. Always seems to work out OK though.

Scow2
2010-10-13, 01:39 PM
But what if I'm using the generic character classes as described in Unearthed Arcana (AFB, but it's right after the gestalt rules)?
They don't mention psionics at all. Should I homebrew some?
Also,
131: If your player gives you cheese, retaliate with fudge. A second round of combat against the BBEG will be a lot more fun than watching the incantatrix or raging frenzied dervish or tornado-summoning tyrannosaurus-in-hide-armor kill the opponent before they can act. Just pretend they were temporary hp the first time.
Actually:
137. Know your player's abilities. That way you can avoid designing a BBEG that can be taken out by the party in one round without denying the players their power.

BRC
2010-10-13, 02:37 PM
138: Be Consistent with your rulings! If you don't keep track of mundane ammunition or the weight of gold, don't suddenly start.
139: If it would help the players, let the players control it. Frequently, the difference between a fun and helpful allied NPC and an annoying DMPC is whose holding the character sheet.
140: Be Inconsistent with your adventures! Don't let each session be another round of "Wander into room, kill monsters, take shinies". Try to make the experience different each time your players sit down.
141: Don't forget terrain. Something as simple as a table in the middle of the room, or a corner in the hallway can dramatically change the nature of an encounter.
141a: Don't forget to use the terrain. All the interesting features you put into the map are useless if the monsters act like they're in a plain, empty rectangular room.

obliged_salmon
2010-10-13, 02:39 PM
142: give the PCs freedom to discover what they believe in, and then make them FIGHT for it.

dsmiles
2010-10-13, 05:24 PM
141: Don't forget terrain. Something as simple as a table in the middle of the room, or a corner in the hallway can dramatically change the nature of an encounter.
141a: Don't forget to use the terrain. All the interesting features you put into the map are useless if the monsters act like they're in a plain, empty rectangular room.

I love terrain.

141b: Remember, an overturned table represents improved cover for Kobolds and other Small creatures.

Tvtyrant
2010-10-13, 05:51 PM
142. If something is worth doing, its worth overdoing. If a vampire has a creepy castle with paintings that attack you, make it so his statues, silverware, and topiary do to.

DragonOfUndeath
2010-10-13, 05:54 PM
143. if your players try to become pun-pun summon Cuthulu
144. Vampires make EVERYTHING better
144b. no i dont mean twilight
145. if you dont say something is fire-proof it WILL be set on fire
146. a tavern is NOT an original starting point

dsmiles
2010-10-13, 05:56 PM
143. if your players try to become pun-pun summon Cuthulu
144. Vampires make EVERYTHING better
144b. no i dont mean twilight


144c. VAMPIRES DO NOT SPARKLE IN SUNLIGHT!!!!! They die a horrible, burning, final death.

Notreallyhere77
2010-10-13, 06:07 PM
146. a tavern is NOT an original starting point

146b: If you have trouble, read this list (http://www.dangermouse.net/gurps/reject/tavern.html)

The link has also been added to my sig.

dsmiles
2010-10-13, 06:10 PM
146b: If you have trouble, read this list (http://www.dangermouse.net/gurps/reject/tavern.html)

The link has also been added to my sig.

On that note:
147: Quest providers need not always be hooded wizards in the dark, smoky corner of said tavern. Once is enough, already.

EDIT:
@Notreallyhere77: Why do a majority of my posts this evening follow yours? Am I stalking you? Hmmm? Am I? :smalltongue:

blackjack217
2010-10-13, 06:14 PM
148: the duskblade does not get to use harm, ever.

Notreallyhere77
2010-10-13, 06:20 PM
EDIT:
@Notreallyhere77: Why do a majority of my posts this evening follow yours? Am I stalking you? Hmmm? Am I? :smalltongue:

I think we're both just in the right threads at the right time...
But I'll be logging off for dinner soon, so you'll get plenty of time to post without my intervention.
Besides, why would anyone want to stalk ME? I mean, stalking Serpentine I might understand, but me?

Dr.Epic
2010-10-13, 06:22 PM
5. If it moves, consider the possibility that they might try to kill it.

149: If it exists in the campaign and the PCs can reach/see it, consider the possibility that they might try to kill it.

DragonOfUndeath
2010-10-13, 06:23 PM
149. Pazuzu does NOT exist in your campaing world
150. ALL your shopkeepers neecd to be at least 2 levels higher than your party and packing more weapons than them if you want them to buy things without commiting murder

dsmiles
2010-10-13, 06:26 PM
149. Pazuzu does NOT exist in your campaing world
150. ALL your shopkeepers neecd to be at least 2 levels higher than your party and packing more weapons than them if you want them to buy things without commiting murder

Pazuzu! Pazuzu! Pazu--! :smalltongue:

150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.

Fuzzie Fuzz
2010-10-13, 06:41 PM
150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.

This is actually brilliant. Players get whatever items they want, and can just get gift cards as treasure. I see no reason why a group of economically-minded wizards wouldn't put together a way to mass-produce magic items (which, judging by the amount of magic in standard D&D worlds, seems to have already happened) and then teleport them out to people... for a price. I'm totally using this idea.

dsmiles
2010-10-13, 06:43 PM
This is actually brilliant. Players get whatever items they want, and can just get gift cards as treasure. I see no reason why a group of economically-minded wizards wouldn't put together a way to mass-produce magic items (which, judging by the amount of magic in standard D&D worlds, seems to have already happened) and then teleport them out to people... for a price. I'm totally using this idea.

If you look hard enough, you might still be able to find a copy of the actual Catalogue. It was a late 1e/early 2e supplement. Be sure to order the Catoblepas Death Cheese.

EDIT: Link. (http://www.4shared.com/file/47694451/4945c835/ADD_-_Forgotten_Realms_-_Auroras_Whole_Realms_Catalogue.html) I just downloaded it myself. It's essential to my process.

Fuzzie Fuzz
2010-10-13, 06:57 PM
If you look hard enough, you might still be able to find a copy of the actual Catalogue. It was a late 1e/early 2e supplement. Be sure to order the Catoblepas Death Cheese.

EDIT: Link. (http://www.4shared.com/file/47694451/4945c835/ADD_-_Forgotten_Realms_-_Auroras_Whole_Realms_Catalogue.html)

Huh. I didn't realize that was a real thing. Anyways, I might incorporate ideas from that into whatever I finally come up with, or I might just say they find a copy of a catalog that has whatever item they're looking for in it, at a certain price, which will be teleported to them shortly.

Choco
2010-10-13, 07:31 PM
Pazuzu! Pazuzu! Pazu--! :smalltongue:

150a. Alternatively force them to order all of their purchases through Aurora's Whole Realms Catalogue.

150b: Or, make all magic items highly regulated and made-to-order at the Wizard's guild (with a more limited stock available via shady connections and such, of course the magic item mafia will be well protected by default).

Scow2
2010-10-13, 10:57 PM
151. Don't overthink your campaign starting point: A tavern will do. Even if you do start the PCs somewhere else, first thing they do is go to the tavern anyway.

Serpentine
2010-10-14, 10:25 AM
Besides, why would anyone want to stalk ME? I mean, stalking Serpentine I might understand, but me?Wait, what? :smalleek:
Hrm. I don't believe I've seen you before.
Damn, you're good.

Searching my own name? Me? Don't be absurd <.<

152. The Greater Rod of Wonder is not a toy.

dsmiles
2010-10-14, 10:40 AM
Wait, what? :smalleek:
Hrm. I don't believe I've seen you before.
Damn, you're good.

Searching my own name? Me? Don't be absurd <.<

152. The Greater Rod of Wonder is not a toy.

You really didn't know? We're all stalking you, Serp. :smallcool:

And:
152a. Neither is the Deck of Many Things.

Notreallyhere77
2010-10-14, 01:39 PM
Wait, what? :smalleek:
Hrm. I don't believe I've seen you before.


I'm pretty new as a member, but I've been lurking for years now.



Damn, you're good.


Why thank you! :smallbiggrin:

jiriku
2010-10-14, 01:48 PM
153: Stalking Serpentine is an excellent way to explore the GITP forums. Just mind the fangs.

Notreallyhere77
2010-10-14, 01:53 PM
154. Reimburse your players for used consumable items. Try to be subtle, and never give them exactly what they lost. If they used a 1st-level potion on the adventure, give them a 2nd-level potion as treasure; If they used 10 flasks of acid, give them a box of alchemist's fire, etc, or they may never use anything you give them, saving it for a rainier day.

Edit. Top of the page again!

Aotrs Commander
2010-10-14, 02:13 PM
68. DO NOT CREATE A STORY ARC. Let your players tell the story, and just enjoy the show. Mediate as appropriate.

155: On the other hand, if the players aren't sandbox-game types, don't expect on them to provide you all (or even any of) your plot hooks.

Which brings us probably one of the single most important rules:

156: Make sure your players are prepared to play the sort of game you're prepared to run. If you run something they don't want to play or you let them talk you running a game you don't like, the game will be no fun for anyone. This applies equally to play style, rules and genera.

Ryu_Bonkosi
2010-10-14, 05:43 PM
152. The Greater Rod of Wonder is not a toy.

Tell that to every insane gnome wizard I have ever met...

157. One insane spellcaster is enough for any world, try not to rehash the same mental problems in important NPCs. The players tend to remember being turned into a tea cup and will attack the instant the NPC starts to talk to himself.

DragonOfUndeath
2010-10-15, 12:48 AM
158. insane gnomes are FUN! remember to include at least 1 race of them with their own steampunk-esque magi-tech

Ryu_Bonkosi
2010-10-15, 01:38 AM
156. insane gnomes are FUN! remember to include at least 1 race of them with their own steampunk-esque magi-tech

You mean 158 right? :smallconfused:

DragonOfUndeath
2010-10-15, 02:48 AM
@ryu: i said 158 didnt i? :smallredface:

Somebloke
2010-10-15, 07:59 AM
159. A nice, easy sort of adventure is to create a problem/monster/guarded location that is almost impossible for the players to beat straight up, give them lots of advance warning, and sit back while they create ingenuity.

160. No traps in any chests are boring. A trap in every chest is boring. A trap in every fifth chest is paranoia fuel.

161. If the players avoid a wonderous set-piece you carefully created and are emotionally invested in, congradulations! You've got a backup set-piece to use for later on if needs be when the players confuse you again.

dsmiles
2010-10-15, 08:16 AM
160. No traps in any chests are boring. A trap in every chest is boring. A trap in every fifth chest is paranoia fuel.

160a. Also, randomly rolling to see if there are traps in chests when you generate the dungeon. If there's a pattern, somebody will find it and exploit it.

Also:

162. Always keep a good stock of random dungeons on hand, in case the elaborate plot you created get solved in the first 10 minutes of the session. This way, you don't have to spend the rest of the session 'in town.'

Serpentine
2010-10-15, 08:53 AM
Tell that to every insane gnome wizard I have ever met...Gnome sorcerer/cleric/mystic theurge, in my game. See the last Iron Avatarist for a visual aid.

153: Stalking Serpentine is an excellent way to explore the GITP forums. Just mind the fangs.I shall consider sigging this :smallbiggrin:

Wookieetank
2010-10-15, 11:06 AM
163. Don't be afraid to throw "impossible" monsters at the players. Odds are it isn't and you will be greatly suprised and/or amused by how they try to over come it.

dsmiles
2010-10-15, 11:10 AM
163. Don't be afraid to throw "impossible" monsters at the players. Odds are it isn't and you will be greatly suprised and/or amused by how they try to over come it.

163a. You may also be surprised at how fast they will run from one.

Kaww
2010-10-15, 11:28 AM
163. Don't be afraid to throw "impossible" monsters at the players. Odds are it isn't and you will be greatly suprised and/or amused by how they try to over come it.


163a. You may also be surprised at how fast they will run from one.

163b. Also it may surprise you how fast your players will die when you do throw an impossible encounter at them.

164. Make your own estimate of monster's threat level. CR is unreliable, at best.

sadie
2010-10-15, 05:04 PM
I feel slightly underqualified to be posting here, but I think this one deserves adding to the list:

165. Don't explain to players how they should have solved the puzzle. Just let them believe you meant it that way all along.

Dark_Nohn
2010-10-15, 10:03 PM
166. If the players answer a riddle, and it is not the answer you expected, before you punish them for getting it wrong, think if it IS a correct answer.
166.a. Unless the source of the riddle is evil nonlawful, insane, or the PCs were meant to get it wrong. In this third instance, make sure there are always more possible correct answers than the PCs have guesses for.

167. If you map it, they will sandbox.
167.a. Where your map ends, expect that the PCs will want to travel there, either use this to your advantage to lure them, or give them a large mystical bubble-dome sort of world, or a literal drop off of the map, or "everything just appears to stop existing beyond a wall." Whatever you do, don't punish their curiosity by making them just start making fort saves versus exploding for going outside of the prison of the map, or it'll actually feel like a prison, unless it's known that anything beyond the line will explode, then you have an element of atmosphere, paranoia, and potential epic level magical mysteries about what's beyond the line

168. Governments/religions should never be obviously evil, unless it's a necessary evil. It baits the PCs into trying to overthrow them just because they can.

169. Not every region is going to have the same pantheon. Make sure that if you pregenerate the campaign, you have many different deities to fall back on. The world becomes a lot less interesting if every town has the same greyhawk/eberron/faerun deities (unless it is specifically in that campaign setting)

170. An optional rule of thumb to use on your PCs is instead of Fort or Die spells, which no true BBEG should be without and not afraid to spam if he's truly threatened, is reduce a PC to -1-1d6 HP for failing fort or die spells. Just remember to exercise consistency.

171. Replace plot armor with alignment penalties for killing someone without a reason, and make evil characters unplayable.

172. Do not be afraid to make people roll up level 1 characters (or wherever the starting ECL was at, or to a lesser extent, 1 ECL below their deceased character.) Even though they will be behind in levels, it'll make players less reckless with their characters.

dsmiles
2010-10-16, 07:16 AM
167. If you map it, they will sandbox.
167.a. Where your map ends, expect that the PCs will want to travel there, either use this to your advantage to lure them, or give them a large mystical bubble-dome sort of world, or a literal drop off of the map, or "everything just appears to stop existing beyond a wall." Whatever you do, don't punish their curiosity by making them just start making fort saves versus exploding for going outside of the prison of the map, or it'll actually feel like a prison, unless it's known that anything beyond the line will explode, then you have an element of atmosphere, paranoia, and potential epic level magical mysteries about what's beyond the line


I actually used this one. The map ended, and so did the world. Standing about 10 feet out there in the blank grayness was a Solar wearing a safety orange vest and a hardhat holding a 'Road Closed' sign on a pole.

Serpentine
2010-10-16, 09:00 AM
Heh...
Mine has a literal "end of the world", Discworld style. BUT. If the party could ever get over there, there's a whole other world on the other side of the world-layercake.

Volthawk
2010-10-16, 09:14 AM
152. The Greater Rod of Wonder is not a toy.

Greater Rod of Wonder?

Serpentine
2010-10-16, 09:20 AM
Ta-da! (http://www.wizards.com/default.asp?x=dnd/dnd/20060807a)
'tis a fine stick :smallcool:

Volthawk
2010-10-16, 09:22 AM
Ta-da! (http://www.wizards.com/default.asp?x=dnd/dnd/20060807a)
'tis a fine stick :smallcool:

Ooh, that's nice. Seriously tempted to drop it into one of my campaigns, and see what happens.

Ryu_Bonkosi
2010-10-17, 12:02 AM
173. Roleplaying and creativity should be rewarded, not punished.

DeathsHands
2010-10-17, 01:05 AM
174. If the players decide to do an action which you let them know has bad connotations and do so regardless, roll with it -- you may be surprised to see how they pull themselves out of the fire.

175. It's always good to have some backup surprises in an encounter, just in case the party manages to faceroll what supposed to be the boss.

dsmiles
2010-10-17, 12:03 PM
world-layercake.

176. The world-layercake is a lie.

Serpentine
2010-10-17, 09:42 PM
176. The world-layercake is a lie.No it isn't, they just haven't found it :smalltongue:
And it has a tasty chewy centre of magma and everything...

Jarrick
2010-10-18, 09:17 PM
177. Print your monsters out ahead of time and remove their names from the paper. That way The players cant guess what you're using based on the region of the books you're in.

178. Practice your accents. Accents while speaking make NPCs more memorable, or at least more entertaining. Dont be afraid to sound funny, especially when roleplaying kobolds.

179. Cell phones off during the game. Nothing ruins your slow, dramatic buildup [through the creepy-as-hell ancient, haunted giant castle to the finale, where the titan ghast, desperate and screaming, attacks for the first food its seen since it was trapped here] like having a cheesy version of wagner's Ride of the Valkyries suddenly start playing out of nowhere. (I actually shouted in rage over this.:smallfurious:):smallbiggrin:

Rubikx
2010-10-18, 09:55 PM
180. When designing an adventure, encounter, or scene get a clear picture of it in your head then ask, "how can I make this even more exciting?"

dsmiles
2010-10-19, 04:39 AM
180. When designing an adventure, encounter, or scene get a clear picture of it in your head then ask, "how can I make this even more exciting?"

180a. Then ask yourself, "How will the players screw up my vision?"

181. If you design an adventure, be prepared to improvise everything after, "You meet in a tavern..."

Eloel
2010-10-19, 04:42 AM
182. Make your players do your laundry.

Choco
2010-10-19, 08:12 AM
179. Cell phones off during the game. Nothing ruins your slow, dramatic buildup [through the creepy-as-hell ancient, haunted giant castle to the finale, where the titan ghast, desperate and screaming, attacks for the first food its seen since it was trapped here] like having a cheesy version of wagner's Ride of the Valkyries suddenly start playing out of nowhere. (I actually shouted in rage over this.:smallfurious:):smallbiggrin:

UGH, phones, the bane of immersion! One of the games I play in, I swear the DM gets more calls than everyone else I know combined. Some days it is every 15 minutes on the minute...

On that note, some other issues when playing with him...:

183: If there are other people in the house that do not play D&D with your group, make sure they are WELL AWARE that you are to be considered as if you were gone, barring some real emergency. If they don't get the point, it's time to change locales.

184: If a friend or family member calls you to do phone tech support for them in the middle of the game, FOR THE LOVE OF GOD tell them you are currently busy, don't stop the game for half an hour+ :smallfurious:

PopcornMage
2010-10-19, 08:17 AM
UGH, phones, the bane of immersion! One of the games I play in, I swear the DM gets more calls than everyone else I know combined. Some days it is every 15 minutes on the minute...


If it were a player, I'd say that was a lifeline call...maybe your DM expects problems??

185: Keep the pets out too.

Kaww
2010-10-19, 08:38 AM
185: Keep the pets out too.

185a: Ignore 185 if the pet in question is also the speaking object...

186: Use weird speaking objects. Like handcuffs, dogs (medium or big - Golden retriever and larger) or pets that are hard to catch, especially when slightly drunk.

186a: Don't give your players keys to handcuffs...

dsmiles
2010-10-19, 08:41 AM
185a: Ignore 185 if the pet in question is also the speaking object...

186: Use weird speaking objects. Like handcuffs, dogs (medium or big - Golden retriever and larger) or pets that are hard to catch, especially when slightly drunk.

186a: Don't give your players keys to handcuffs...

186b. Especially when they're the ones in the hadcuffs...

Wait, what? Did I say that out loud? :smallredface:

Wookieetank
2010-10-19, 08:54 AM
186b. Especially when they're the ones in the hadcuffs...

Wait, what? Did I say that out loud? :smallredface:

186c.Particularly especially if you're the one in the handcuffs and ever want to get out of them again... :smalleek:

Chess435
2010-10-19, 09:15 AM
182. Make your players do your laundry.

182a. Don't just make them do your laundry, make them go on a quest to retrieve the +3 washboard of cleanliness and then make them do your laundry.

Kaww
2010-10-19, 09:16 AM
186c.Particularly especially if you're the one in the handcuffs and ever want to get out of them again... :smalleek:

You never used handcuffs as speaking objects? DM doesn't need to use speaking objects...

187. When your players get out of line use thrown weapons. D4 has the sharpest edges...

187a. Have your players know that you sharpened your stone made d4s...

188. Never be afraid to throw the book at somebody. There are people that can fix them at reasonable prices. If you do this often you might have a discount...

Chess435
2010-10-19, 09:24 AM
188a. If you have the reach, books also make decent melee weapons.

big teej
2010-10-19, 10:10 AM
188a. If you have the reach, books also make decent melee weapons.

188b. but only hardbacks or an omnibus.

Ryu_Bonkosi
2010-10-20, 01:43 AM
188c. If you don't feel like using one of your books and potentially ruining it. Use something like the DM cane as a reach weapon and the DM rock as a thrown weapon.