Entries tagged with “DM”.
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Thu 28 Jan 2010
The Apple iPad debuted yesterday to mixed reactions. While many championed its HD-ready touch screen, feather-weight sleek design, and decidedly reasonable price, much criticism was made claiming that the device is more of an iPhone than a Mac. Regardless of what my overall opinion of the device is, I had to ask the important question: What can the iPad do for D&D players?
Some fantastic D&D iPhone apps already exist, and have been written about extensively on the web (check out this blog post at DorkandBeans.com for a few great suggestions). However, most of these apps are designed for use by individuals at a gaming table, and rightfully so; character managing apps can only display one player’s character at a time, and it would be annoying to pass around something as small as an iPhone so everyone could roll their dice on it. But I think that with the iPad, we will begin to see apps designed around communal use.
With almost 10 inches of touch screen, so many different possibilities open up. An app could be developed to use it as a miniatures surface, displaying pre-rendered dungeon tiles for smaller rooms. DM’s would no longer have to print large poster-sized dungeon rooms, or waste time drawing details onto a dry-erase grid. A prototype of a program like this was shown in the Microsoft Surface D&D video, but that setup and technology looked super expensive to replicate. The iPad could make this technology accessible, practical, and somewhat economical.
An app could also be developed to manage the party’s collective inventory, so that items could be removed or added in real time, in front of everyone, instead of forcing one player to keep a micromanaged running tally of what’s in the Bag of Holding. This would make it a lot easier to keep track of exactly how many potions of healing are left.
There really is a huge realm of possibility surrounding the tabletop gaming uses of the new Apple iPad. Do you think we will ever see apps like this developed for the device? What other ways do you think the iPad could alter the way a group plays D&D?
Tags: Apple, Character, D&D, Dice, Die, DM, Dnd, Dragons, Dungeon Master, Dungeons, Dungeons & Dragons, Dungeons and Dragons, game, gaming, group, iPad, iPhone, iPod, marketing, Master, Media, Microsoft, PC, Player, Roll, Rolling, RPG, Screen, Social, Surface, Touch
Mon 25 Jan 2010
In my many years as a DM, one of the biggest hurdles I have encountered is a lack of focus on the game, which can stem from any number of causes. Players sometimes have to arrive at different times, they’ve just come from busy days at work or school, they all want to talk about their Dragon Age: Origins characters or something funny they saw on 4Chan (gag!). Everybody is glad to be with their friends and understandably wants to chat it up. There is nothing wrong with this. However, at some point, everybody needs to reach a consensual focus and start playing the game.
I have seen a lack of focus kill many game sessions. If you are unable to grab your players’ attention even before the game starts, you will notice your session failing pretty quickly. Joe will start checking his email on his BlackBerry. Amanda will text her boyfriend every 3 minutes…THE WHOLE NIGHT. Robert will pull out his Nintendo DS for some Tetris even though he “swears he’s paying attention.” Aaron will flip through his sourcebooks making level-up plans during an important encounter. You will see your entire game session disintegrate in front of you. So what’s a DM to do?
The key is to do something communication-heavy that everyone must take part in together.
Have dinner together. Having the whole group share a meal around a table immediately prior to the game encourages everyone to engage each other face to face and focus on a single topic at a time. Plus everyone likes to eat with their friends.
Play a short board/card game. Anything under an hour and that requires fairly intense focus will do the trick. I highly recommend Settlers of Catan, because similar to D&D it has the players cooperating for the greater good while at the same time serving their private motives, which will get them into the correct mindset for D&D. Tsuro, a Japanese tile game, is also great, because it really forces you to look at both the immediate consequences of your actions, and their possible long term effects as well.
The point is to get everyone into the Game Night frame of mind, which can be difficult without some kind of primer activity. Whatever you do to foster this focus, it needs to require a lot of attention, and put the players in close physical proximity to one another.
What tricks do you use to get your gaming group focused on the game?
Tags: 4chan, Age, board, board game, card, Catan, D&D, dinner, DM, Dragon Age, Dragon Age Origins, Dragons, Dungeon, Dungeon Master, Dungeons, Dungeons and Dragons, Facebook, game, gaming, Goblin, GoblinStop, Media, Origins, Social, Social media, Stop, Twitter
Sun 24 Jan 2010
You’ve been in this scenario before.
You’re at work on Monday morning after an awesome all-day gaming session yesterday. You head to the coffee machine and your boss greets you while he finishes putting cream and sugar in his little Styrofoam cup. “So what’d you do this weekend?” he asks. Uh-oh. None of your coworkers knows you play D&D, and you don’t want to lie. Do you brush it off with a witty retort, or do you tell your boss that you spent the day gaming with your buddies?
As acceptable as Dungeons and Dragons has become as a somewhat mainstream pop culture icon in the last decade or so, the fact remains that there are a lot of people who still view the game as some creepy, anti-social fringe hobby that is only played by awkward, comic-convention-attending Star Trek fans living in their parents’ basements. Unfortunately, many of these people are your bosses, family members, clients, pastors, and others in positions of relative power with whom you want to remain in good standing. At what point, if ever, should you let these people know about your pastime?
I’ll admit to not telling people right off the bat. Until I began writing this blog, I usually waited at least a few weeks to even mention it, and even then, it really depended upon the person in question. Here’s my reasoning:
Because of common preconceived notions about D&D perpetuated by the media over the last few decades, I want to ensure that people I meet get an accurate idea of who I am as a person before I share that information. I want them to see that I am a pretty cool guy, that I am fairly responsible and industrious, and that I am outgoing and conversational. Letting someone get to know you reasonably well will help prevent unwarranted comparisons to Screech, or the cast of Freaks and Geeks.
I certainly would not recommend actively hiding your gamer status or lying about it. I just think there is no reason to mention it too early if nobody asks. So what are your thoughts? Do you shout it from the rooftops? Do you actively try to keep it secret? I’m interested in other opinions.
Tags: acceptable, basement, boss, comic, convention, coworker, DM, Dragons, Dungeon Master, Dungeons, Dungeons & Dragons, Dungeons and Dragons, Facebook, game, gaming, Media, Monday, Player, players, Recyclops, session, Social, Social media, Star Trek, Twitter, work
Fri 22 Jan 2010
Social media has mixed with just about every possible hobby and business to some extent over the last few years. There are Facebook groups for every possible niche interest, Twitter tags for any subject area, and blogs about everything under the sun (and some things beyond it). Since Dungeons and Dragons players tend to be a rather tech-savvy lot, much information related to the game has been digitized and shared socially online.
The most significant result of the crossing of D&D and social media has been the unlimited potential for player-generated content.
Aspiring game designers can collaborate on detailed, professional-quality campaign settings the way that software developers collaborated on Firefox. Players can tweet links to interesting Paragon Paths and magic items they run across. Startup publishing companies can hook up with independent adventure authors to produce downloadable modules and source books that rival first-party content at a fraction of the price. DM’s can podcast their game sessions, or even broadcast live video feeds via USTREAM in order to share their experiences playtesting new rules and game mechanics. There is literally no ceiling for the amount of player-generated supplemental content.
What does this mean for the future of D&D? We will begin to see the D&D community really take charge of organizing all this information. For example, I think we will see a few bookmarking sites similar to Reddit and Digg pop up that focus solely on tabletop RPG content and related articles. I also believe we will see more social networking sites like Pen and Paper Games, which allows gamers to locate others in their area who share similar gaming styles and schedules.
D&D has always been a game that encourages individual ownership. Players and DM’s have always made their own house rules, created their own character classes, and developed their own playing styles. I think the digital organization and sharing of these ideas is going to drive a revolutionary surge of interest in D&D specifically, and tabletop games in general.
What do you think is the biggest contribution social media has made to D&D? Do you believe social media tools are actually having a negative impact on the game? I’d love to hear your thoughts.
Tags: content, D&D, DM, Dnd, Dragons, Dungeon Master, Dungeons, Dungeons and Dragons, game, Master, Paper, Pen, Player, Publisher
Sat 15 Aug 2009
There is a lot of debate about the usefulness of electronic devices at the D&D table (see my post on using Twitter to support your D&D game). Some Dungeon Masters swear by their use of the laptop while running an adventure. They often have adventure notes, dice-rolling programs, and maps all saved to their hard drives for many reasons, ranging from security to efficiency. Now with the release of Amazon’s kindle and the proliferation of the long-unpopular eBook, a new question has entered the Dungeons and Dragons technosphere: Are D&D sourcebooks in electronic format a good idea?
Before anyone says so, yes I know the content of any sourcebooks released by Wizards of the Coast is available with a subscription to the D&D Insider. This is not what I am talking about. I am referring to the online distribution of D&D eBooks through mainstream channels, such as the Kindle Store at Amazon.com.
There is no doubt that D&D eBooks are useful to DMs when they are preparing for game night. However, I think using them during game sessions has bigger cons than pros. Just about the only 2 advantages I see with eBooks on game night are cost reduction and searchable text. Cost reduction is always a nice advantage, and searchable text would be awesome to have when looking up an obscure rule for which nobody knows the chapter or page number.
But when it comes down to it, there is just something about having a big stack of books on the game table that adds so much to the authenticity of D&D. Additionally, passing a book between players is much easier than clumsily passing an open laptop across the room, and having to find a place to set it as well. Plus, whereas eBooks might one day be rendered obsolete as newer and “better” file types replace them, a book never becomes obsolete. They are universally useful, they look great on a shelf, and they are sources of wonder and mystery that we can pass on to future generations. Books hold a kind of magic and universal appeal that a text file on a screen just can’t replicate, and D&D books are no different. Or maybe I’m just getting old.
Wed 15 Jul 2009
Random encounters have been a hotly debated topic since the early days of role playing games. Endorsers of random encounters champion the variety-on-the-fly that they can add to a game session that is quickly growing stale. Opponents claim random encounters take away from the cohesion of the adventure’s storyline, and can unintentionally throw the party off the scent of the plot. With all the differing opinions, it can be easy to get indecisive on what option is best for your game.
For those who don’t know, random encounters (or “wandering monsters”) are social events taking place within the context of an adventure that are quasi-randomly generated by cross-referencing the result of a die roll with its corresponding outcome on a pre-generated “random encounter table.” In other words, you roll a 17 on a 20-sided die, and then you look at a table to find out what happens when you roll a 17. Easy concept, huge implications.
I personally like the concept of random encounters, because it makes the world feel more alive, and reinforces the concept that the PC’s, while important to the adventure at hand, are not the center of the universe and the world will go on with or without them (until epic levels, that is). However, there are a few key guidelines I keep in mind when implementing random encounters:
- Random encounters should be planned. Random encounters should be treated with just as much preparation as regular ones. A great random encounter is one that the players will never realize is random. Rather than simply putting “8 orc barbarians” as the result on your table, put a little time and effort into fully fleshing out the encounter with an accompanying map, interesting terrain or features that pose a challenge. Decide on monster tactics, throw in traps, and place hidden treasure. The DM should be the only one who knows the encounter was randomly generated.
- Don’t have more than 8 maximum prepared per adventure. There is no reason to have more than a d8’s worth of random encounters in an adventure. Most of your work should fit easily into the scenario you are crafting, and the verisimilitude will start to feel disjointed if nothing has anything to do with anything else.
- Don’t use more than 1 random encounter per 4 planned encounters. At most, every 5th encounter is an okay time to insert a random one. If you are using more than that, you are not doing enough to tie your encounters into an interesting story arch, and your players will notice and lose interest.
- Present a variety of difficulty levels, but ALWAYS give the option of escape. A random encounter should not EVER kill an entire party, unless they just flat-out make really, really stupid decisions. While I have no problem putting a dragon on the encounter table for a level 5 party, I always make sure that there is either…
- something that puts the giant scary monster at a severe enough disadvantage so that it falls within a reasonable level of the party, or
- a relatively easy means for the characters to run for their lives.
What other rules or guidelines do you go by when implementing random encounters? Do you think random encounters take away from the cohesiveness of a story? Other opinions?
Tags: Character, d8, DM, Dragons, Dungeon Master, Dungeons, Dungeons and Dragons, Encounters, Monsters, PC, Player, Random, Random Encounters, Verisimilitude, Wandering, Wandering Monsters
Tue 14 Jul 2009
Even when you are running the most interesting of campaigns, it is still bound to occur at some point that one or more players will seem utterly disengaged from what is going on at the game table. Whether their head is buried in their iPhone, they keep watching the TV screen, or they just seem aloof and inattentive, everyone’s experience is hurt by a player who is focused on everything but the game.
So how does a DM address this? The trick is to ask questions to find out what the root of the problem is, and come up with a direct response to it.
The problem could be related to something in-game:
- Does the player dislike his/her character? Campaigns can last for months and even years; sometimes playing the same character just gets old. Maybe it is time to retire this one and let the player create something new and exciting. Or perhaps they have made some poor or redundant choices of powers and feats. If so, it might be time to make some “oops” adjustments to get them back in the game.
- Are you giving the character enough opportunities to shine? Every character needs an opportunity to show off from time to time, because always being a “support” role can get boring if there is no variety. If players don’t see that their character is important, they can begin to feel that their attention isn’t that important either.
The problem might also be something out of game:
- Does the player fit well into the group? I believe every group should make an effort to accommodate its players, and likewise every player should make an effort to play well with the group. However, occasionally personality types can be so different that a player just might not be a great fit. If your group is made up of intense power players who pour over sourcebooks and dream up new characters in their free time, a player who just uses D&D for a bit of weekly stress relief might not gel very well with everyone else. I think it’s better to address it honestly than let everyone have less fun because of it.
- Is there something going on in the player’s life? D&D is a very cerebral game that requires a lot of focus and some dedication, and sometimes people just can’t devote that kind of attention to it. That’s okay. Maybe when things change a bit, the player may become an excellent group member. But sometimes letting a player take a hiatus is in everyone’s best interest. Just be prepared to welcome them back when they are ready.
As always, I firmly contend that the best method is to just ask the player in a friendly, but direct way. Grab some lunch one day with the player, casually mention that you’ve noticed they seem a little disengaged, and ask what maybe the two of you could do to turn that around. I find that in D&D, as in life, people appreciate open communication.
What do you find works well to keep your players interested? How has your group solved problems like these before?
Thu 9 Jul 2009
Anyone who has ever been a Dungeon Master can attest to how much money it can cost (provided you get all your materials legitimately and avoid illegally pirating intellectual property). However, gaming groups can help take a financial load off of the DM’s back by contributing in other ways which offset the burden a bit. This makes things fairer and more fun for everyone.
Heavy Cost of Materials
Whereas most players only are required to shell out less than $50 for a Players Handbook, some dice, pencils and paper, and maybe a binder, DM’s usually end up saddled with all kinds of extra costs. Most sourcebooks are typically purchased by the Dungeon Master, and these can cost upwards of $30-40 each. However, the players gain just as much, if not more, benefit from the skills, powers, magic items, and all the other information found within these texts than the DM does. Also, with the new D&D Insider subscription service, that can add an extra $60 or more per year to the DM’s tab.
Additionally, in my experience, it seems like the Dungeon Master often is the host on game night. This is kind of an unplanned event that just happens; since the DM is most likely the one organizing the event, he usually hosts it as well. With all the Mountain Dew, Cheetohs, M&M’s, and other snacks and necessities, not to mention mechanical pencils which inevitably disappear and have to be replaced, this can all begin to add up very quickly.
Share the Wealth, Share the Load
Seeing as everyone is benefitting from the money being spent to sustain a game over the long term, many gaming groups are seeing fit to share costs among all participants, rather than having a “you host, you pay” mentality. For example, while it is still a good idea to have all players be individually responsible for purchasing basics like the Players Handbook, other sourcebook costs can be shared among players, and the books can be collectively owned by your gaming group. If it is very important to establish individual ownership, players can purchase any sourcebooks that they want to take material from on their own, and share relevant information with other group members.
Another alternative is to keep letting the DM purchase any sourcebooks or published adventures he likes, but agree that he never has to pitch in for snacks or ongoing costs. This is also a way to directly show appreciation for the extra work and time your Dungeon Master puts in between gaming sessions to prepare adventures.
Finally, my group has addressed the D&D Insider issue by letting anyone who wants to pitch in $10 toward the yearly subscription get access to every 5th update, since subscribers are allowed 5 updates per month. This ensures that everyone who wants the content has contributed equally toward it.
What efforts has your group taken to spread costs around? Do you think the DM should be responsible for all gaming materials costs? Other thoughts?