Archive for the ‘Behind the Screen’ Category

It’s Not Your Story, or The Law of Unintended Causes

Thursday, August 13th, 2009

Dungeons and Dragons has survived for as long as it has because of one simple rule: DM’s prerogative. What this means is no matter what action a player decides he or she would like to take, the DM has the final say on all rules. The DM can make judgments on what is and is not allowed, but, most importantly, translates the nigh-unlimited number of options a player can take into the game mechanic. Having a human in charge of the rules at any given moment, along with the rules stating that the human is in charge and can override any rule, makes the game infinitely and immediately adaptable to practically any and every situation.

The open-endedness of it can be quite daunting. While it is possible to relate most actions under the human domain to one of the six core D&D attributes, it is not always as simple as a skill check. The very nature of the game allows for the players to roleplay as they see fit. But nothing irks beginning DMs more than a story not going according to plan.

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Three Types of Encounters, Part 3: Combat

Friday, May 15th, 2009

The most obvious encounter is the combat encounter.  The other articles in this series were aimed at adding other types of encounters instead of combat to keep things interesting and varied in a campaign, and promoting player character balance by increasing the value of non-battle skills to a player.

In this part, we instead look at the combat encounter itself.  It is important that combat, usually taking up a large percentage of a campaign’s time, be just as varied and interesting as the rest of your campaign.  We are speaking much more than switching up the monsters, however.

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Three Types of Encounters, Part 2: Puzzles

Saturday, May 2nd, 2009

Another form of encounter that plays out well is the Puzzle Encounter.  The encounter challenges the players directly, and relies little on either skills or combat.  The ever popular "what do we need to do to move on?" gag is pretty standard fare, as is the "gotta figure it out before we die" method, but more basic encounters can include figuring out a map, piecing together clues, or actually solving a simple physical puzzle in a dungeon.

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Three Types of Encounters, Part 1: Skill Challenges

Saturday, April 25th, 2009

To keep things interesting, to give variation to play, and to keep characters from getting too awful strong in any one category (imbalance), DMs want to make sure that different types of encounters are placed into their campaigns.  The primary encounters are categorized into three broad spectrums: Skill Challenges, Puzzles, and Combat.  It is important that all of them are included in your campaign.  Doing so, and rewarding appropriately, will ensure that the characters use the widest range of skills available to them.

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