- Use Voices: Using unique voices almost never hurts. Make up a goblin voice, a kobold voice, and orc voice, etc. They'll be silly and inconsistent at first, but eventually they'll be at least consistent, and you won't have to tell your players the voices sound like those of orcs.
- Use Lingo: Not all the time, and don't use it ambiguously. But if you've got an encounter with orcs, make up one orcish synonym for "weakling" and have them shout it in reference to the PCs. Or have a gnome merchant call longswords something other than longswords. Like I said, not too often, just a light sprinkling.
- Customize Magic Items: Does that amulet of natural armor cause the wearer to grow tufts of fur or scales? It matters. The little things are where the game comes alive or falls flat.
- Gloss Over Boring Stuff: Have a huge long political intrigue encounter prepared but the players are bored with it? Suck it up and move on. Convey the necessary information and get them to something they find interesting.
- Dwell on Interesting Stuff: The players having way too much fun talking to some random-ass nameless NPC about the booming rainbow trout industry? Whatever, go with it, they're having fun, and more likely than not you can make that random NPC important later. Just don't forget the details you made up on the spot.
Monday, August 2, 2010
DM's Corner
Monday, July 26, 2010
Troll in the Corner Pathfinder RPG Giveaway
Friday, July 23, 2010
Engaging Players with Terrain: Levels
Adding levels to any terrain is easy and forces the players to think in more than two dimensions, and, if done well, can lead to the party becoming split, which is often dangerous and, thus, fun. There are many ways to manage this this: Put snipers in trees in a forest, have ninjas jump in from the second story of an adjacent building, have trolls attack from beneath a bridge, whatever your imagination conjures forth.
There are several ways to go beyond the simple addition of levels, however. After all, levels are little more than a simple barrier if the PC aren't forced to interact with them. Pit traps are an easy way to force this interaction. In one dungeon I designed many years ago, there was a tomb with an aging stone floor that had a chance of collapsing under their weight, dropping the PC in question into the carrion crawler-infested area beneath.
More than just traps can force the PCs' hands though. Simple placing the PCs' goal on a different level than they begin on is more than enough. In one adventure Michael DMed, the PCs had to scale a mile-tall tower to its apex, the last stretch of which was a narrow walkway that spiraled around the outside of this tower. And we had to do it while a flying ooze attacked us.
One 'level' that is nearly always available is the space above the ground. Of course, only creatures capable of flight are capable of reaching this space normally, and as most PCs won't have this capability, be careful how you use this space. Try to add additional terrain features (trees, easily-climbed cliff faces, etc.) that allow the PCs to join flying foes in this area. The flyers will still have the upper hand, but it'll avoid leaving the players feeling useless.
I'm sure I'm not the only one with harrowing tales of multi-tiered battle, so let's hear your war stories in the comments.
Wednesday, July 14, 2010
New Magic Item: Black Coffer
Slot —; Price 200,000 gp; Weight 15 lbs.
This item is a darkwood chest bound in black chains. If any living creature dies within 30 feet on the black coffer, its soul is instantly trapped inside unless it succeeds on a Will saving throw (DC 22). If the coffer is open when a creature fails this save, it immediately closes. Creatures whose souls are contained in the black coffer cannot be returned to life until the soul has been released except by the intervention of a deity.
If used as a spell focus for a Necromancy spell, the caster gains a +1 circumstance bonus to caster level per soul trapped within the black coffer.
If used as a spell focus for a Conjuration (healing) spell cast to return one of the souls contained in the coffer to life, the soul can be released as part of the spell. This drastically reduces the physical stress of returning to life, negating any Constitution drain or permanent negative levels the target may have incurred as part of the spell, and the target instead suffers 2 Wisdom drain from the mental stress of having been in the coffer.
The coffer can be opened as a full-round action. Trapped souls are immediately released when the coffer is opened, and these confused spirits harm any creature nearby as they escape. If the black coffer contains at least one soul and is opened, all creatures within 30 feet a number of d6s of damage equal to the CR of the creature with the greatest CR whose soul is trapped in the coffer. A Fortitude save (DC 22) halves this damage. An open coffer also emits an area of desecrate centered on itself regardless of whether any souls were trapped inside.
The black coffer holds a maximum of five souls at a time. If a new soul enters the coffer while it contains five souls, the soul that has been in the coffer is immediately released. As it escapes, it emits a terrifying moan, and all creatures within 30 feet of the coffer must make a Will save (DC 22) or be panicked for 2d4 rounds.
Requirements Craft Wondrous Item, desecrate, trap the soul; Cost 100,000 gp (+8,000 XP for D&D)
Monday, July 12, 2010
Goblin Mutations
Caveling (CR +0): These goblins hail from the deeper parts of the world. They gain darkvision 60 feet, light blindness, two claw attacks that deal 1d3 damage, and a climb speed of 20 feet.
Gibberling (CR +1): These goblins have been touched by aberrant influence. They gain light sensitivity and the gibbering ability (see gibbering mouther) which can be activated as a move action with a range of 30 feet.
Hellion (CR +1): These goblins are born of dark energies, and are immediately identifiable by the flames that dance in their mouths. They are immune to fire and gain a bite attack that deals 1d4 damage plus 1d6 fire damage.
Lasher (CR +1): This type of goblin has an unusually long tongue. As a standard action, they can use their tongues to perform disarm or trip attempts against targets within 10 feet with a +2 racial bonus and without provoking attacks of opportunity.
Thorn (CR +1): Some goblins are born covered in soft thorns that grow rigid as they mature. These goblins gain a slam attack that deals 1d3 damage plus grab. In addition, a creature in a grapple with the thorn takes 1d3 damage at the beginning of the thorn's turn, and any an attacker who successfully strikes the thorn with an unarmed attack or natural weapon take 1d3 damage.
Friday, July 9, 2010
For the Darker DM: The Allure of Vice and Flaws
Tuesday, July 6, 2010
When The Heroes Aren't
The heroes are cowards.
That may be a bit of an exaggeration, but not by much. The last combat encounter we ran was against eight goblin warriors, and the five PCs nearly ran. Granted, the goblins surprised the party, but they had things under control. And yet, nearly all of them contemplated fleeing when it came to their turn, and only remained because of my gentle encouragements.
The oddest part of this is that, if you'd asked me only a month or so ago, I'd have given anything to have more cautious PCs. PCs willing to run when outmatched, willing to fight defensively, or even spend a round moving into a defensible position rather than attacking. The enigmatic co-author of this blog, Michael, is infamous in our gaming group for charging anything that moves, and this is the style of play I'd become used to. There's nothing wrong with it, I just thought I'd like a little variety. I may have been wrong.
The thing is, it's not entirely that my newbies are playing defensively. They're playing scared. Their defensive posturing isn't done to gain a legitimate tactical advantage, it's to avoid all foreseeable danger. I suspect this is a side effect of being new to the game, and not knowing what situations actually provide dire threat and which are simply challenging.
My solution to breaking them of their fear? Push them.
- No Escape: I'll start off by creating a situation from which there is no real escape for one or two PCs. That's the most important part: The other PCs will be able to escape no problem, most likely unscathed. They'll have to make the choice to stay, or leave their former allies to die. Victory (the likely outcome) will provide a positive incentive for their choice.
- No Hope: Finally, I want to set the PCs up in at least one situation that seems impossible to survive, provide odds that seem insurmountable... Only to have them persevere. Only when they go through a trial by fire and come out the other end alive will they have the hardened confidence my more experienced players exhibit.
- No Fear: At various points in their adventures, townsfolk NPCs will ask them to recount their exploits, reinforcing the myth of their power. Though they may meet the precipice of death many times, and in fact be very near to tumbling off, these experiences will work to bolster their faith in themselves.
Friday, June 18, 2010
You're Making it Too Easy
Tuesday, June 15, 2010
Make a Knowledge (Top Ten Uses For Knowledge Checks), Part 3
- You and four of your friends get together. You cast Shield Other on each of them. Then, they all cast Shield Other on you.
- You all cast Delay Death and Beastland Ferocity on yourselves. Delay Death makes you immune to dying by damage for a round/level, and Beastland Ferocity keeps you conscious while below 0 hit points.
- You cast Masochism on yourself. This spell, from Book of Vile Darkness, gives you (among other things) a +1 on skill checks for every 10 damage you take.
- You use some feat (there are like 5-10 that do this) to give yourself the ability to make knowledge checks as if they were trained.
- You jump off a cliff.
Saturday, June 12, 2010
Master of the Dungeon: Kriss Morton

Welcome to the first ever Master of the Dungeon, Kriss. For starters, how did you get into Dungeon Mastering?
One could say that I've been Dungeon Mastering since I was about eight, running solo campaigns with one of my close in-person friends or just random people online using quick-and-simple systems (if you could call them comprehensive systems) I'd devised in half an hour or so. I grew up surrounded by the oldschool D&D books and watched my dad DM some sessions with friends of his, so I became attracted to the whole thing long before ever actually meeting a clique of friends to play with.
I would occasionally run through oldschool AD&D modules with my in-person friend, but with no preparation or real knowledge of the rules they turned out to be more exercises in spontaneous DMing rather than AD&D itself. Years would pass before I'd ever seriously run a D&D campaign.
For the sake of earning the serious ire of a fraction of our readerbase right off the bat, what would you say is your favorite system to GM for, and why?
D&D 3.5 and d20 modern / future and the like. Say what one wishes about the numerous shortcomings of these systems (I sure have); they work, or at least can be made to work with a respectful, responsible playerbase and a creative GM who isn't entirely a doormat. Given house rules, I find that I'm familiar enough with these systems to adapt them to any sort of campaign setting, style or genre I wish to run. There are plenty of good systems out there that I love to run (I feel that Dark Heresy deserves mentioning), but I find creative empowerment in the non-specificity or rather flexibility of the above two.
That’s our favorite too.
I hear that GURPs excels exactly at the quality I've just highlighted, but I've never played it so I can't speak for or against it.
What sort of aspects of gaming do you find most enjoyable when GMing? Are you a social interaction improvisor, or a tactics fiend? In other words, what part of the game really drives it home for you?
I have my days of being a tactics fiend, or wanting to create the perfect "epic" battle for the scene, or seeing just how over the top I can make a certain aspect of the session be. But the most rewarding thing to see as a GM and, heck, even as a player, would have to be the building of relations between characters. This includes defining moments, like realizing what one's true purpose is or defeating / being bested by one's mortal enemy, that affect a noticeable transformation on a character. Even if the forces driving the story are questionable and the action is lackluster and the GM is inexperienced, I know I can have a whole lot of fun playing a campaign as long as there's good chemistry between the characters: you know... like this character constantly fighting and quipping with another, or these two happening to be buddies, or these two constantly plotting against each other... but in a positive, engaging, storyworthy way (rather than it feeling like two players at each others' throats)... something, social activity, that good stuff. Watching these sorts of things unfold as a GM is likely the closest experience to watching a child grow up that I expect to have in the near future.
Incidentally, I took a "What kind of player are you?" survey, with 'Tactician' and 'Powergamer' and a small handful of other possible results, and scored overwhelmingly on 'Method Actor.'
One of the reasons I'm starting this series is so that new and inexperienced GMs can have some examples to draw from when it comes to improving themselves. What would you say is something newbie DMs tend to fall short on the most?
They either try to control too much, or worry too much about control.
Care to elaborate?
Okay, actually, this is sort of a personality thing as much as a new DM thing and not all new DMs go through this (some go through the other extreme), but it's something I've seen a handful of times. One thinks, "Oh, but I have to be super prepared and have all my maps and my stuff drawn out and every possible contingency addressed in the adventure and if a player goes off of it then it's all a disaster and I've failed." Or one runs a pre-written adventure and insists on following the script with next to no deviation from it, as though their sole purpose is to arbitrate the machine which is already there.
I wouldn't wish my words to be heeded as some sacred text in this regard because we're touching upon a stylistic thing as well; I am a 50% preparation / 50% improv DM. I know DMs who run heavily off of long hours of preparation and run good campaigns for it, and that works for them, but I find that much of the magic is what unfolds in the immediate, and unexpectedly. This is also the reason I rarely, if ever, mandate complex backgrounds and explanations of motivations. I don't even know what my own characters want / will do in situations X Y Z until I've played them for a while and gotten a feel for them.
I expect people to make discoveries about their characters in-game and I expect to make discoveries about them and myself when I run. In a nutshell: the most common mistake of any GM is to forget that the ultimate purpose of this is to have fun, and while we may agree upon specific ways we wish to have fun (being epic, being scared), all else must be ancillary.
My plan was to ask you what sort of advice you would give to new DMs to avoid this, but it seems like you were pretty thorough there.
I would also like to add: if you're new to the system, don't get too caught up in the fine mechanics; you won't know them all and you probably won't be expected to know them all. Focus instead on improvising creatively to make the flow of the battle / encounter go the way it must. Don't bog up the fight rolling initiative for all 17 kobolds you're going to send at us, or going through your cluster of papers to find precisely what that one monster's stats are. Just make it work and get comfortable with it.
If it comes down to that, a rules-loose game is perfectly acceptable as long as the players understand that it will be a rules-loose game, at least until you get the hang of things.
Is there any one moment in particular that stands out as the pinnacle of your DMing career? Anything off the epic charts, or a particular triumph of yours you’d like to share?
I've never ran a session or had an encounter reach what I would call perfection. I suppose that's the way it ought to be, because it means I always have something better to strive toward.
That's not really an answer to your question... but it comes to mind. The most recent DMing moment that I was very proud of came at the after-math of a climactic battle resulting in the death of a major antagonist who had done the party significant emotional grief. It rained upon the bloodsoaked field and the party members held up the spoils of their victory to a roaring crowd while also not really hearing their chants, instead being caught within their own contemplations for what had just come to pass. And one of the player-characters saw in the rain the image of his former mentor, long-since-dead, turn around and regard him briefly and then fade... such that nobody else saw him, and indeed he may've been less than a ghost and nothing but a mirage. It was potent because I could tell that the players were having a reaction to it, and because I myself could see the image very clearly and feel that it was right. Not perfect, but memorable.
Also I was listening (and having the players also listen to) a really fitting track from OCRemix that completed the mood. For me, at least.
That sounds pretty epic to me. One last question before we let you go, though; You are moving through a dungeon and you see a blurry rune inscribed upon a wall at the end of the hall. Do you inspect it closer?
Depending on what character I happen to be playing, I very well may. If I, Kriss, became an adventurer and explored such a dungeon, I would not be caught dead near any strange runes.
Good answer. Good answer.
If you know anyone that deserves to be on Master of the Dungeon, feel free to let us know!