Pulled from 3rebb:
As per Lune’s request. I’ll let him and the mods edit this and put the pics where they’re supposed to go cause I have work to do!
I’ve been a DM for quite a long while, and I believe it is high time for an article on how to do it the right way; the right way being the Objective Improvisational style. Learn my simple step-by-step program and you will be well on your way to getting all the chicks and running great games. Possibly both.
OWN TOO MANY DICE.
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Dice bags are for SISSIES. Get that crap out of here. Real DMs put their dice in a container of some sort, usually a tackle box, as that is the only thing large enough to hold the correct amount of dice. Players are stupid and they always forget their dice, so keep plenty of extra for the dummies and the freeloaders. Note the high level of organization in the following picture.
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Beware of cats!
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While cats can make great pets, they are DICE FIENDS. They will jump on your table and knock over everything just to swat the dice around and be obnoxious. Dogs lose to cats in all aspects of life except being sane when dice are rolling around. Note in the picture how the cat wishes to eat all of the dice, but she cannot because they are in a sturdy plastic box, and not a flimsy little bag.
GET ORGANIZED!
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Get a folder. Put the name of your campaign on the front and the date it began, along with the names of the PCs. Keep track of which ones die, because it’s funny. PCs always die in good campaigns. If people aren’t dying at least once every 10 sessions, you’re too soft. Stop being a weakling and start killing some players. Ask Merric Blackman for some great tips on this.
Your folder should contain relevant campaign information. Put notes and papers and stuff in the left pocket, house rules and addendums and errata on the right, and NPC and current info in the cute little center binder. This also means you need a hole puncher. Your folder should be NEAT and TIDY so you can find things when you need them. What does this mean? It means your notes and papers should look like this:
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and not like this:
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Record keeping for idiots (that means you).
Always keep track of what happens in your game sessions. You won’t remember what happened last week because YOU ARE DUMB. Get a sheet of paper and keep track of combats, events, and all the other crap you can’t remember. Put it all in your folder for next week.
Note taking is an art that many DMs need practice with. When something happens in your game, write it down. Make large lists of information in this way so you can reference it later and your players will think you are smart and planned for it all along.
When a campaign is finished, either because the players want a new game or because you have slain everyone in brutal combat (the correct option), take all this garbage you’ve been writing down and FILE it for later reference.
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Notice how my storage folder is really old and thick. This is because I am a great DM. There are many dead characters in that folder. Strive for a record log such as this.
GET A BATTLE GRID AND USE MINIATURES.
If you like to imagine your combats, go play World of Darkness. D&D is about killing stuff and taking said stuff’s treasure, and as such you need to see what’s going on so the players can’t wheedle any tactics on you. If you can’t afford miniatures then you have to get creative. I use a combination of miniatures, dice, and other assorted things. I also use wet-erase markers to draw with.
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Note: Always wash off your markings after a session as they can stain your battle mat and that makes YOU LOOK STUPID.
DON’T PLAN ANYTHING.
Got a great epic storyline planned out? Throw it in the garbage. You are not writing a novel. As an RPG, Dungeons and Dragons is a freeform type of game. This means that the more you as the DM plan, the more it sucks. What you want to do is create specific types of things and use the players to fill in the story; after all the game is supposed to be the story of the PCs. How can the DM possibly plan that out? Quite simply, he cannot. All you need is some random encounter tables, a stack of NPCs, some basic information about the local area, and a few simple maps. Only create what you know you’re going to use and make the rest up, because your players are going to do something else anyway.
Events.
This is my favorite tactic. You create events that take place at specific locations at specific times, regardless of what your players are doing. Most DMs have specific encounters take place regardless of what the PCs are doing. This is unbalancing to the karma of D&D and should be avoided. This is done to avoid planning going to waste. This is why we simply don’t plan.
The players are dropped into various situations and you should let the dice do the work. Say you have a really great encounter you want the players to experience. Well, chances are, they think your encounter sucks. So instead of mapping everything out, you stay basic. You figure out what’s going to happen and with whom, where it’s going to take place and when. The most important question to answer is Why? Why are there four trolls rampaging down this hill at this specific place and point in time? Why is one of them carrying a sack full of dead bodies? As long as you know why things happen, everything else will fall into place.
Events can be made with NPCs, monsters, items, weather, maps, or anything else you can think of. Call heavy rains in 3 days. Where are the PCs in 3 days? Did they leave on schedule and make it to the next village, or are they stuck out in the woods getting wet because they decided to party late into the night?
Random Encounters.
This ties in well with the events. Quite simply, if you have no events you dice a random encounter and create a new event. You can also grab for that stack of NPCs. Always be using that brain, since you never use it any other time. Just because you dice up 17 orcs doesn’t mean they see the party and charge. Maybe they’re taking a meal break. Maybe they’re fighting with something more powerful (that you also just diced up) and dying. The orcs would probably be pretty thankful to the PCs for saving their butts (although they’d likely not admit to it). Maybe they are wandering around hunting, or maybe a villain you created hired them to hassle the PCs. No need to stress over game stats either; just crack open that monster manual. You payed $30 for it, right? Use it.
Framework.
If you’re not a moron, you have figured out that making things up on the fly by using your basic knowledge of NPCs and monsters is a great way to DM. Although it seems haphazard, you do not want your game to be a collection of random crap. You want it all to tie in on some level to the PCs, the local area, other NPCs, the government, whatever you want. All it has to do is make sense. Build your skeleton and let the players add the flesh, while you add flesh of your own as their actions fuel your brain.
Reality.
Even as a fantasy game, you want some basis in reality. What this means is that if your players are constantly fighting and encountering things with appropriate CR, then you are in the wrong and must correct this. Don’t use appropriate challenges all the time just because the PCs are a certain level. Let them tangle with something much more powerful and surrender (or better yet be wiped off the face of the game world). Let them demolish a herd of goblins at level 14. Why would goblins stop trying to rob adventurers just because they’re higher level? Do they just give off that aura of power? Hell no. Not in a form some idiot goblin can detect. All he knows is that there’s 35 of him and only 4 of them, and they have a lot more shiny things than he does.
Quick NPCs
Don’t know the stats for an NPC? 10. Is he an NPC class of any merit? 8,9,10,11,12,13. A PC class of merit? 8,10,12,13,14,15. Default arrays. If you need an NPC RIGHT NOW, just slap these stats on them and account for level and magic items and you are all set. The best way to do this on the fly is to build them gradually in your NOTES and then later come up with their full stats (if necessary).