Dungeon Master's Rules
Guide Supplement
Campaign
Sourcebook
Catacomb
Guide
TSR, Inc.
Table of Contents
Introduction .......... . ........ .. ................ . . . ... . .....3
Logistics of Play . ..... ...... ...................... . .. ... . . ... .4
Styles of Play.. . ........... . ............ . .... . .......... . .....8
Pacing and Theatrics ....... . ...... . ..... . ............... . ....17
Uses of Judgment ............................................33
Creating the Campaign ..... . ... • ............ • ... • ....... . ....51
Creating the World...................... . ... • ... . ............53
Maps and Map Making ....................................... 75
Creating the Adventure . ................... . .. .. ..............84
Making NPCs Live ............. • .............. . ..............92
Dungeon Settings . ...... ....... ........ . ............. . ......101
The Dungeon Campaign ............ ... . . ....................106
Generic Dungeons ................. . ... • ....................113
The Great Pyramid ................................... . ....114
The Primitive Temple ............. . ................... . .. ..116
The Modem Temple ...... ....... . . ... . ...... .• ............118
The Limestone Cavern .......•.......... . .. .. . ... ........ . .120
The Beehive Fort ... .... ... .. .... ... .... . . •. ...............122
The Castle on Moors ......................... . ... . ........124
Typical Map Symbols . .... , ............................ . ....126
Forced Perspective Map Grid .................................127
Written by Paul Jaquays and William W. Connors
Edited by William W. Connors and Warren Spector
Black and White Art by Thomas Baxa, Valerie Valusek, and George Barr
Color Art by Keith Parkinson, Dean Morrisey, and Jeff Easley
Graphic Design by Linda Bakk and Dee Barnett
Typography by Gaye O'Keefe
Cartography by Dave Sutherland
Special Thanks to Douglas Niles and Kim Mohan
ADVANCED DUNGEONS 8< DRAGONS, AD8<D, FORGOTIEN REALMS,
WORLD OF GREYHAWK, DRAGONLANCE, BATILESYSTEM,
PRODUcrS OF YOUR IMAGINATION, and the TSR logo are all trademarks owned by
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2
Introduction
The dungeon master's task is tention of your players. advice on how to pace the events
not an easy one. On his shoulders If you are new to the fine art of of your games, set up campaign
rests the' responsibility for the worlds, make better game maps,
whole game. It is the DM's job to dungeon mastering, you will find and reduce the amount of time
make sure that everyone, himself that the information in this book you must spend to make ready for
included, has a good time when can make you seem like a pro a game. In addition, we've in-
they play the AD&D® game. If you who's been doing it for years. If cluded a section on making NPCs
are an experienced DM then you you are a pro who's been doing this more realistic and important in
are sure to know that there are for years, you'll find hints to help your campaign.
times when this task is so daunt- you get the most out of your exist-
ing that you wonder why you ing campaign. Thirdly, we've included chap-
didn't stick with a safe hobby like ters about what it is that sets a
stamp collecting. The first section of the Cam- dungeon based campaign apart
paign Sourcebook and Catacomb from a wilderness campaign. Here,
The AD&D 2nd Edition Player's Guide provides information on set- you'll find tips on making the most
Handbook and Dungeon Master's ting up a gaming group. We'll out of those gloomy passages that
Guide give the referee everything touch on a number of points rang- run beneath the surface of even
he needs to set up and run a role- ing from good gaming manners (I the most pacific nation.
playing game—they are the tools. brought the soda last week! It's
In this book, we will share with you somebody else's turn!) to dealing Tb close out the book, we present
a wide array of tips and techniques with disruptive players. After all, a number of maps for use by ref-
for weaving the tales of adventure, part of being a good dungeon mas- eree's when time is tight. Unlike
which fill your active imagination, ter is managing relations with the tradition "hole in the ground"
into games which will grab the at- your players! dungeon, however, each of these is
somewhat—unusual.
In the second section we'll offer
Chapter i: Logistics of Play
Designing a game world and ings, depend on having both the tion without spending an hour
plotting out the dynamic stories players and the DM observe a looking for it.
and spine-tingling excitement number of basic, but greatly ap-
that takes place in it requires a preciated courtesies. The DM Hosting a Game
great deal of imagination and should follow these "rules of eti-
more than a few creative skills. Yet quette" and encourage his players It is not the DM's responsibility to
the job of the DM doesn't end to heed them too. provide a place to play. Nor should
there. A good DM not only has to he be held responsible for bringing
make a good adventure, he has to Be Prepared the food and drinks or even sched-
run a good adventure session and uling the time for the game and
make decisions about his world Probably the greatest mistake calling the players. That responsi-
that even the best rules can never that a DM can make prior to a bility should be shared among the
adequately cover. The latter tasks game session is to fail to prepare. players, the DM included. Often, it
go beyond mere creativity and en- Proper preparation can be should be enough that the DM pro-
ter into the realm of social eti- summed up in two words, study vides the adventure.
quette and administration. and organization. Nothing spoils a
game more quickly than a DM who However, the DM is responsible
Gaming Etiquette hasn't studied his material before- for setting up before a game, even
hand and doesn't know the gist of though the game may take place in
While one does his adventure, if not all the details. someone else's home or in a public
not necessarily need to know place such as a lounge in a college
which side of the plate a salad fork Take the time to organize mate- dormitory. If possible, he should be
goes on to successfully entertain rial in a logical manner. If players the first to arrive and should have
gamers, good gaming sessions, ask questions or go off in an unex- his game materials in order before
like other types of social gather- pected direction, the DM should the players arrive. If the game will
know where to find that informa- take place in a public area, the DM
Logistics of Play
(or another player) should take it A wise DM will encourage his share. As stated before, this is not
upon himself to secure a play area players to keep verbal expression the DM's responsibility. Com-
in advance, one that will accom- of excitement or dismay ("What do monly, refreshments are acknowl-
modate the players and, just as im- you mean he's dead! He's 16th edged "junk foods:" soda pop,
portantly, not disturb others who level! He can't be dead!") to con- peanuts, pretzels, cookies, and
may wish to use the facility. versational decibel levels. chips of all kinds, including the
four basic gamer food groups: caf-
The game session host should Prerolling Characters feine, sugar, salt, and carbohy-
ensure that a clean play area and drates. In deference to good eating
enough seating is available for all Whenever possible, create new habits and in an attempt to avoid
anticipated players. If at all possi- player characters ahead of time. pear-shaped bodies, try to balance
ble, arrange for the DM to be seated Prerolling new player characters the type of snacks provided. For
at a separate table in the gaming before the day or scheduled time of long game sessions, suggest ahead
area. It's very important that the a game session is a small but of time that the players come pre-
DM keep his game notes and maps greatly appreciated courtesy. pared to participate in some form
out of the players' sight. Character creation, especially of deliverable food (like pizza).
when any type of background de-
Courtesy to the Host velopment is involved, takes time. Allow breaks for eating and, if
If the DM waits until the game ses- possible, keep food and drink away
At the end of each game session, sion to roll up new player charac- from the gaming table. Don't let
clean up the play area, regardless ters, valuable game time is wasted. food disrupt the game or become a
of whether the game is played in a Instead of playing the game, the distraction.
student lounge or at a player's other players must find ways to
home. Toss out food and drink con- entertain themselves until the DM Distractions
tainers (don't make the host re- is ready to play. In this regard, the
sponsible for returning empty DM runs the risk of losing his play- Anything that doesn't add to the
beverage containers). Sweep up ers to whatever has distracted playing of the game will detract
any mess. Offer to help put away them. from it. Where possible, eliminate
excess chairs, books, tables, min- all outside distractions. It is diffi-
iatures, etc. Failure to do so may Opening Ceremonies cult to concentrate on roleplaying
result in your having to find an- while a ball game or loud music is
other place to play next time. Allow the players to get comfort- going on in the background. If a
able. This is a social time, friendly player can't concentrate on the
Courtesy to Others conversation relaxes players and game because he is more inter-
gets them ready to play. Don't rush ested in a distraction, suggest that
Every time a roleplaying game the start of the game. Give the he leave and let other players en-
occurs in a public or semi-public players a chance to discuss the joy the game.
place (such as in a school cafeteria, previous game session, go over
a dormitory lounge, or a student mistakes, plan strategies, and de- For some gamers, young chil-
union), the players and DM in- cide on spells. If possible, have this dren (particularly their own) can
volved become ambassadors for activity take place at someplace be a distraction. If young children
roleplaying games at large. People other than the gaming table. An- must be present during the game
will judge the players, the AD&D® nounce when the game is to start session, the players may wish to
game, and all roleplaying games in and request that non-essential contribute towards the hiring of a
general based on what they see. If conversation end. baby sitter. The resulting peace
an adventure is exciting or disap- may be well worth the price!
pointing, players often get loud, Refreshments
possibly even downright rowdy. To Be Kind to the DM
say that loud noise or uncouth lan- Refreshments are something
guage can disturb others is an un- that everyone should provide for Accept that the DM is the final
derstatement. themselves, or better yet, bring to authority in the game. Don't
cheat, even if it means a character
Logistics of Play
buys the farm (dies). Don't play fa- Most worlds are going to be big single adventuring party. This is
voritism games. Accept a charac- places. It should be a simple mat- tricky, but extremely useful when
ter's death' calmly, don't belabor it. ter for each DM to take a part of the the number of players is far less
The DM is human (really, it's true!) world, say a major country or wil- than the number of characters
and will make mistakes. If a mis- derness area and continue to flesh needed for good adventuring.
take is fatal, ask the DM to change it out and run adventures there.
his decision in good grace, without The player characters then physi- In such situations, both the play-
recriminations. Be sure to compli- cally travel from place to place, ad- ers and the DM must keep in mind
ment the DM on a good game! venturing in the area controlled by that even characters controlled by
Be Kind to the Players whomever is DMing that session. the same player will not freely
share or give up personal belong-
Be Fair. Assume they are not It can work and it can be fun. ings. The player is encouraged to
cheating if they haven't been Still, drawbacks exist. Any secret roleplay the personna of each indi-
caught at it. Let the players make information about a character, vidual character. If a player insists
their own decisions. Don't manip- such as special abilities or inde- on playing his characters "out-of-
ulate their characters as if they pendent actions that are usually character," remove one (or more)
were part of a navel or railroad shared only between a player and secondary characters from his
them into choosing predetermined the DM soon become common control and make them into DM-
paths. Don't punish them for be- knowledge as each player in turn controlled NPCs for the remainder
ing clever. If they avoid or foil the takes over the duties of DMing. of the adventure.
best trap in the dungeon, then re- Second, the characters will end up
ward them for it. Don't try to kill doing a lot more travelling than Visitors from Other Worlds
off the characters of unpleasant might be realistic or reasonable.
players or punish them if they It happens to every DM and
miss a play session or have to leave A better solution might be to every campaign at least once. A
early. Compliment players on share the world, but have different new player joins the group and
clever actions. Ask their opinions player characters in each DM's wants to bring Sigimund, his 14th
on obscure rule interpretations. campaign. This allows for the level chaotic good barbarian
Treat players with respect, regard- eventuality of teaming up player fighter/thief with him. How should
less of whether they know the characters from different cam- the DM decide the matter? There
rules or not. paigns for particularly difficult are no hard rules and it can be a
missions, but keeps characters pri- tough call. Several "rules of
The Administrative DM vate. thumb" can be applied to help the
DM make his decision.
Part of the job One Player, Many Characters
of being a DM has nothing to do First, ask to see the incoming
with actually running adventures. Nowhere is it carved in granite character's record sheet and any
What follows is a look at situations that each player shall play but one applicable notes. Everything the
a DM may encounter between character. If it suits the needs of character possesses should be de-
game sessions, or that may com- the game, allow as many charac- tailed here.
plicate the way he runs his world. ters per player as the DM sees fit.
One World, Many DMs Many players and DMs find it con- If the incoming character's expe-
venient to have multiple charac- rience level is much higher than
What happens when several ters. If one hero is off on an the rest of the characters, do not al-
people in a group want to DM and unfinished quest, his backup char- low the transfer. Stripping a play-
everybody wants to keep the same acter can go on another adventure er's favorite character of
player characters in each world? in the same world. hard-earned (or otherwise) experi-
One solution is to share the world. ence can only cause grief. Tell him
If a player is competent enough the character must "wait in the
to play each character as an indi- wings" until the other PCs reach
vidual (rather than elements of a his power level, and have the new
group mind), he may even play player create a new character.
more than one character within a
Either disallow characters with
nonstandard character classes paign framework. fiend of the frozen north? The an-
(those not covered by official Experienced players usually swer is what is known as a one-
AD&.J::);E) game rules) or requires that shot adventure. Invite cousin Bob
the incoming character adopt a have experienced characters and to bring his favorite character from
standard character class. will greatly appreciate the chance his group in Muncie, and ask those
to continue playing a character among the DM's "regulars" who
Disallow nonstandard magical that they have been working hard can make it on an off gaming night
items, the logic being that the to develop. Just remember to to show up with either their
physical laws of the two prime ma- check them at the door for non- favorite dead characters (allowing
terial planes are not similar standard magic items and create a them to resurrect dear-departed
enough to allow the new magic logical (or just plain mysterious) adventurers for one special play-
items to function. This allows the explanation for their cross-planar ing session) or with characters not
DM to avoid any possibility of journey. currently involved in the ongoing
"padding" a magic item with extra campaign quest
powers that the player's original Novice players (those who have
DM would be surprised to find or to played before, but not much) and The DM should design a short
have the player pmposefully over- neophytes present a special prob- adventure that can be played to
look any attendant curses. lem for DMs. EveI)' player remem- completion in one game session. A
bers his first encounters with "game tournament" style ap-
Disallow any magical (or techno- fantasy role-playing. when nobody proach, with a definite goal, is
logical) item which would Wlbal- really Imew what was going on, or probably the best way to go. The
ance game play. If the DM has not which monster was which-but player characters mysteriously ap-
allowed players in his own world to gosh, wasn't it great? Throwing pear together and must find out
acquire such items, then they greenhorns in with veteran play- what they have to do. Contrary to
should disappear between trans- ers ruins that journey-of-wonder the recommendation that the play-
ference (to be held safely in limbo). feeling. The vets will be spouting ers' actions have a real and mea-
gamespeak jargon and rolling dice surable effect on the world, this
Finally, tell the player what will without explaining themselves adventure should take place on
and will not be allowed in the DM's and the new guys will feel lost and the DMs world, but not be a part of
world. Be honest and finn. If the worthless. any major story or plot line.
player's favorite character must be
stripped down to fit his new home, The good DM owes it to these
the player may elect to create a new players to let them get their
new character instead. feet wet first. Have them explore a
few low-power areas as 1st level
New Players adventurers (possibly with a few
henchmen controlled by veteran
Over the course of time the DM PCS along for the ride). Let the new
should expect his game campaign players make the decisions with
to lose old players through attri- no help from the experienced play-
tion (they move, they graduate, ers and after a few supportive
they get married, they get new game sessions like that, they will
jobs, they get bored). Similarly, feel comfortable as companions to
new players will be joining the their more experienced comrades.
campaign, in the form of experi-
enced players, inexperienced novi- Hosting One Shots
ces, and brand new neophytes
(they are easily recognizable as the What does a OM do when cousin
players who think dice only have Bob shows up and wants to play in
six sides). At some time or another, his campaign world, but the DMs
the DM will find the need to inte- regular group is in the middle of a
grate each one of these three types quest to save the world from the
of players into the existing cam- icy clutches ofKreplock, mage-
Dungeon Mastering is an art style, approach, and technique keep players out of mischief gets
which takes a few minutes to Jearn will be highly personal. More often old after a while. When a DM wants
and years to perfect. It goes be- than not a OM's style will be SOlne- the players to act in a desired way,
yond world or adventure creation, where to the left or right of perfect he should do what he can to either
beyond social grace, even beyond neutrality. It's a hard path to fol- make his preferred choices more
advanced crowd control. It com- low, yet there exist general rules attractive, or manipulate events
bines vast amounts of creativity that most successful OMs follow, (not player characters) to give the
with the ability to make quic~ ac- whether they realize it or not. players another opportunity to
curate judgment calls. It requires a choose "correctly."
mind that can visualize situations Don't Manipulate!
as they happen and detennine the Never Favor Characters
probable (and often highly nnprob- One of the reasons the players
able) results of the actions taken have gathered to play an AD&D5 Often, in extended campaigns,
by the players and their charac- game is to experience the thrill of favorite personalities will emerge
ters. being a hero in another time and among the characters. It's a great
place. They want to be the mas- temptation for the DM to favor
The ultimate goal is to provide ters' of their own fates, not the such characters. Such a character
the players with gripping adven- pawns of higher powers (which de- may never die (or at least is always
ture within the fantastic realms of finitely includes the OM). In simple resurrected) and always gets the
a shared imagination. Although all terms, let the players decide how choice treasure. The job of the OM
players (including the DM) contribute their characters will act and where is to fairly administer the results of
to the quality of the game, ultimate they will go. A good DM will not characters' actions. Playing favor-
success depends on the DM force his players to make decisions ites is not appropriate and can only
himself He is responsible for both that match his goals and desires. lead to unhappiness. If a character
its challenging content and riveting Even if the sequencing of sce- dies in battle or chooses the cursed
delivery. narios is primarily preplanned, ar- sword instead of the magical ar-
range events so that the players mor, then the DM should not alter
Prior to the game session, the believe that they are choosing the situation. He should only give
DM will have prepared the con- their character's actions and direc- the results of actions, not change
tent: his world and the situations tions. the scenario to favor one character.
and environs the characters will
encounter. The need for dynamic OM manipulation most com- Character favoritism also ap-
delivery challenges the DM to be at monly OCClITS when the players ad- plies to the creation of adventures.
his best as he presents the world to amantly avoid involvement in a Try not to build a quest around a
the players through the eyes of scenario that the DM has spent single character. [f that character
their characters. much time preparing or when the dies, then the quest is over for the
players are bound and determined entire party and all the time in-
General Delivery to do something stupid- vested is wasted.
something that will either kill their
Developing the characters outright or cause a ma- Never Punish Characters
rut of a masterful delivery requires jor' world-changing catastrophe
both patience and experience. As a (the particularly annoying kind This is the other side of favorit-
OM's playing skills mature, he where a continent sinks or the en- ism. A OM may dislike a player or a
learns what fails and what works tire political structure of a major character in his campaign. It hap-
as he slowly acquires new tricks land must be recreated). pens. Avoid the temptation to sin-
from other OMs and from his own gle out disliked characters for
players. One of the most difficult In such situations it is better to special unpleasantness unless the
challenges facing the DM will be improvise (also called "winging character (not the player!) has
that of maintaining neutrality, it") than manipulate. Heavy- done something to warrant pun-
walking that fine 1ine between be- handedness is usually resented ishment and the outcome would
ing either the enemy or a benevo- and even the "mysterious voice
lent guide. Each DM's ultilnate from on high" type warning to
8
advance the story line in a cam- and possibly determine what style Hack-and-slash.
paign. of delivery he will use. Style en-
compasses a variety of features: An ilnportant element of style
Never Choose Sides the pace of game play (fast or selection is maintaining a balance
slow), the way a OM interacts with between puzzle solving, role-
This cannot be stressed enough. his players, the ratio of combat to playing, and combat. The hack-
"Killer" DMs who take the side of puzzle-solving or role-play, how and-slash game ignores balance in
the monsters against the PCs are problems are solved, the humor favor of continuous violent heroics
as bad as those who purposefully level in the game, the ratio of dan- (fighting). At first most players
make the monsters ineffective by love the thrill of battle. But all
taking the side of the players gers to rewards, and so on. * fighting eventually degenerates
against the monsters. A good DM into boredom. An all hack-and-
will play monsters and NPCs to Play styles are as varied as the slash galne has the effect of put-
their fullest without actively trying people who play the game, though ting the players in a room with a
to annihilate the party, or giving most will fall into one of the styles revolving door which admits an
them smarts or insight that they listed below. Much as an author endless line of monsters. This pro-
couldn't reasonably possess. must choose the way he will vides excitement for a while but
present his story (be it a mystery, gives little chance for non-muscle
On the other hand, a 1st level historical fiction, horror, or epic bound characters to operate at
character should never be allowed tale), a DM must choose a method their full potential. After the char-
to single-handedly destroy an en- he is comfortable with when pre- acters have killed the kobolds,
tire family ofred dragons. senting information to the group. trashed the trolls, bashed the bug-
While no style is inherently bad or bears, decimated the doppelgang-
Always Maintain Game Balance good, right or wrong, it's important ers, wailed on the were-rats.
to match play style with the wasted the wraiths, trounced the
Present the characters with overall personality and desires of trolodytes, obliterated the orgres,
challenges that are neither too the group, otherwise one may not and creamed the carrion
easy nor overly difficult. This is be able to say" ... and a good time
best illustrated in combat situa- was had by a] I."
tions. If a party enters a room of
ores, adjust the number of ores
present to match the fighting ability
of the party. If it is a strong
party, increase the number and
upgrade their weapons. For a weak
party, reduce the number and arm
them with inferior weapons. Chal-
lenges which are too easy to over-
come can be boring while those
which are too difficult will cause
the players to become discour-
aged. Remember, even low level
monsters can be dangerous foes if
played cleverly.
Styles of Play
Once the OM
has established his neutrality (or is
at least aware of his shortcom-
ings), he should work on his
awareness of his own playing style
Historical Simulation
crawlers, even the most combat- Righteous Roleplayer These are usually serious games.
crazed players may desire a Many are based on a particular
change ofpace. The focus here is on successful historical period and stressing "real
role-play. Both the players and the world" rules variations with very
Thinker DM subJuerge themselves into the little supernatural involvement.
personas of their characters. This is However, more often than not,
Sherlock Holmes, the Great De- a unique style that presents all simulation play focuses on
tective himself, would be comfort- information to the characters as simulating adventuring activity
able with this style of play. It they see it or as nonplayer charac- with a goal to make them seem
encourages the players to think ters see it. To rabid role-players, "rea1." Most variants focus on
their way out of situations (often to the process of reserving a room for combat, producing multistep sys-
the exclusion of other play op- the night can be as involved as an telDS which can be time-
tions). It is more a test of the play- encounter with the characters' consuming, tedious and often
ers' puzzle and problem solving arch foe. Character development is morbidly gruesome. Speed and el-
skills than of their character's abil- stressed over level advancement. egance of play are often the first
ities. Taken to the extreme, this Players will seek to overcome victims.
style of play presents a constant problems through the personas of
stream of enigmatic riddles, con- their characters, not smashing, Successful simulation play fo-
voluted logic puzzles, murky mys- zappjng, or usjng brains that they cuses on making the players be-
teries, and a countless collection of do not have. This should be a pre- lieve that their characters exist
tricky, troublesome traps. ferred playing style, and is usually within the confines of the simu-
incorporated with other styles lated periad.
Remember, when designing since it is essential that a fair
problems and riddles, make them amount of role-play take place in The Silly Game
possible to solve. Fun quickly order to create a believable game.
evaporates in an impossible situa- This style of play is purposefully
tion. In every case, the clues laughable and unbelievable. Often
needed to solve the problem must the entire game is a single joke or
be accessible to the characters. an extended series of puns. NPCs
act like denizens of situation come-
dies, monsters look and behave
like cartoon characters, and the
player characters find themselves
faced with outrageously ludicrous
scenarios. Most adventures are sa-
tirical parodies of contemporary
culture, pompous personalities,
and popular game systems. The
player characters are the "straight
men" for endless gags and punch
lines. Though such games are un-
deniably popular Gust take a look
at the offerings of many game con-
ventions as examples), when pre-
sented to players as a steady diet,
the hUinor quickly loses its appeal.
10
Monty Haul this style is that the DM may be fair game for the type of player (or
tempted to manipulate the players DM) known as the Rules Lawyer.
The relationship between risk in favor of a better story (or the The Rules Lawyer is an expert at
and reward can influence the style DM's predetermined outcome). bending the letter of the rules to his
of play more powerfully than al- This style is usually most successful favor (though the spirit of the rules
most any other factor. In the when the players are on the may be violated in so doing).
"Monty Haul" giveaway cam- fringes of the story instead of the
paign, the players gain treasures main focus. The DM can make the Like the hack-and-slash style,
and experience points in a dispro- story line move as he desires, wargaming stresses combat. Yet
portionate ratio to the dangers while the players are able to make this is not battle for the sake of
overcome. their own choices, free of the OM's mere mayhem, but conflict that of-
manipulation. fers strategic challenge and oppor-
With little personal risk, the tunities for military problem-
characters greedily accumulate Wargamer solving. While this style of play
magic items, gems, and gold. They has a limited appeal, wargamer
quickly attain uncontrollably high This style is named for the mass style players have contributed a
experience levels, rapidly advancing of military board game players and heightened sense of competitive-
beyond the OMs ability to handle miniatures enthusiasts who have ness to the game.
them. To accommodate such tried their hand at the AD&D®
characters, the OM may find him- game. Because of their experience Political Play
self hopelessly sacrificing armies with games that require a great
of ores and dragons by the dozens, deal of strategy and tactics within a This style of play involves the
only to realize that this just gives very tight framework of rules, they characters in a web of intrigue as
these ridiculous characters even tend to need rules for everything. the players side with one or more
more ill-earned experience points! Nothing is free-form. If the rules rival factions in a political strug-
Treasure, even wondrous magical don't say it, it can't be done. How- gle. These factions can be rival
treasure, becomes meaningless ever, ifthe rules are vague, they are guilds, politica] candidates, barons,
and valueless. How can finding a towns, even countries. The
magic wand have any meaning
when the character already has
more than he can carry?
Warning!: Once this style of
play takes hold in a campaign, it is
next to impossible to dislodge it
without stripping the player char-
acters of their experience levels
and magical items.
Novel Style Play
The DM has a great idea for an
adventure . . . and unfortunately
... he often already knows the out-
come. He uses the player charac-
ters to write the scenes for his
great American fantasy novel. To
its credit, this style of play often
has great plot lines and a gripping
theme for its adventures. The
characters' actions feel as if they
are part ofa book. The danger with
11
goals of these factions (whether ship. This group wants that done~ faced with diplomats and politi-
good, evil, or neutral) are to in- which in turn angers another cians grappling for more power, the
crease their own spheres of power group which retaliates. Perhaps choices are more difficult.
to the exclusion of all others. Politi- the local citizenry want to over-
cal factions within a to~ throw the ruling power, or possibly Eclectic
dill1geon or COill1try can be a reser- an evil wizard has the king under
voir of potential problems for a his influence and his rival craves Eclectic games borrow elements
group to solve. that privilege. from a number of diverse sources.
In a sense, this is the best style of
Evetything the player charac- Wars are an aspect of political play since at various times it par-
ters do affects the politics of the gaming, along with the diplomatic takes of all the styles mentioned.
area, maybe only locally or per- missions to avoid them. Politics Since any particular style can be-
haps, worldwide. For example, the give the DM a lot of latitude in the come tedious, the wise DM will
characters kill a sheep-eating direction ofan adventure. constantly adapt and change his
dragon (or just convince it to style to fit the needs of his adven-
change its diet), it might unbal- To use this style successfully, turing group.
ance the tenuous relations of the great care must be taken to make
sheepherders and the cattlemen. the players influential in the political Regardless of which style a DM
The townspeople may in return, situations and not just pawns. initially chooses, he may eventu-
eject one of the characters mayor, There are often a mirage of sub- ally find that his tastes and the
order the return of all the treasures plots, and treachery is the ever tastes of his players wil1 change.
found in the dragon's lair to the present danger. Players and OMs While change is normally good,
proper owners, or the dragon are attracted to the mystery and the OM should occasionally check
might have been the pet of a prom- intrigue created when characters his style of play for the negative el-
inent wizard... enter the murky world of the quest ements that have been mentioned.
for power. Players seldom know Chances are that any real prob-
Commonly, political adventures who they can trust or which side is lems in play style will become ap-
focus on covert power struggles, the right side. When faced with an parent to either the OM or the
spy missions, and one-upman- army, the choices are easy. When players before too much damage is
done.
How to Prepare
Scenario One:
It couldn't be helped. Until an
hour before the guys are supposed
to show, you were involved in a
kilL-or-be-kilied table tennis game
with your room mate. Now you're
gonna have to throw something to-
gether fast. But hey, you know the
sniff, didn't you just look at it, like,
just last week? Maybe you can just
use that module you bought at the
hobby store last week Great stuff!
No need to reread that, its all ready
to go. Anyway, you've gotta run
out and grab a bunch ofmunchies
and soda pop before everyone
shows up. 1 Inean, priorities first,
right?
12
Scenario Two: For those OMs whose prepara- the next game will be certain to
tion time is limited, a highly orga- have an effect on the world which
You can't remember when nized and efficient use of that time can be noted ahead of time. This
you've operated on this little sleep is essential. Divide the game prep- will save you time when you set up
(but hey, you're so tired that r~ aration into six segments: for next week's game.
membering anything right now lS
beyond your capability). But it's Scenario Planning Character Update
worth it-your campaign is ready
for the big game today. You've Take the time to layout the ad- If any of the player character's
spent over 100 hours devising the venture you want to run. Be careful have been changed in some way
penultimate encounter between to provide for as many logical by the actions which they took at
good and evil (the ultimate battle deviations from the main plot as the last game, be sure to update
takes place next week). There '11 be you can. But don't wony, ~e play- your records on the Inatter. For. ex-
mayhem and carnage galore to- ers will think of somethIng you ample, did Thrang the indefatiga-
night! You've prepared for every didn't. ble contract lycanthropy from the
possible alternative . . . except werewolf he battled? Did anyone
one. Your players decide that they Background Information go up a level? All of this ~fo~a
really aren't ready for the penulti- tion must be carefully maIntaIned
mate encounter with evil and just Determine what information the so that the referee can always have
want to bash a few more orcs or characters will have available to accurate data at ann's reach.
harass a dragon or two. You hadn't them at the start of the game. If
prepared for that option and your more data will become available Alternate Scenarios
befogged brain has difficulty even later on, document it and have it
deciphering a monster manual let on hand when they need it. Player Finally, give thought to what will
alone coming up with an adven- hand-outs are a very effective way happen when the players decide to
ture on the fly. Sometime during of dispensing infonnation when it go or do something for which the
the game you fall asleep face down becomes available. DM has not yet prepared. This is,
in the chip dip, burbling out your perhaps, the toughest area of the
world's darkest secrets between NPC Statistics six to develop as it requires you to
onion-scented snores. Out of re- determine what unexpected things
spect for you, the players keep the Generate the non-player charac- your characters might do. If
volume on the TV turned down. ters which you will need for a given expecting the unexpected sounds
scenario. Be sure to give them all like something of a paradox to yo~
Successful gaming is more than the detail they need, but don't go then you've got an understanding
an impromptu perfonnance in. a overboard. Make notes of an PCS's ofthe problem.
fabricated world for a group of In- personality traits and motivati~ns
dividuals who just happen to be so that you can quickly determIne Be Prepared!
available and interested in the his or her reaction to anything the
AD&D® game. Good gaming expe- characters might do or say. Clearly, the
riences require creative prepara- more preparation time spent on
tion (and it is possible to over World Update planning the scenario, the more
prepare!). While most of this bur- detailed it will become (up to a
den falls on the DM's shoulders, Determine the effects of your point). Each DM win have h~s own
advance preparation by the players last gaming session on the world in style of preparation. Some WIn pre-
will help the adventure run general. Are there maps that need pare adventures far in advance
smoother. In short, the more de- updating? Were important NPCs while others frantically get ready
tails that can be resolved ahead of killed? Anything which might be just before game time. So~e D~s
time, the less often the game will important to the campaign world write out their adventures In mIn-
have to be interrupted. in general should be noted here. ute detail, Inuch like commercial
Also, it may be that the events of
13
adventure modules, while others too) and fit them seamlessly in the player characters. It's very
make simple listings of room con- OM's campaign. hard to secretly make a check
tents and still others scrawl out against a character's Intelli-
crude maps and write cryptic Get Organized gence attribute if you have to
notes to themselves to jog their ask for it
memories about what they in- All too often a gaIning session is • Make Inaps so they can be used
tended. Each method is correct so ruined, or at least severely dam- separately from their content
long as the DM has enough mate- aged, by a DM who can't find his descriptions. Use very simple
rial to smoothly and enjoyably run material. He knows that he wrote lnap keys and symbols when-
his adventure session. it. He's fairly certain he put it into a ever you can.
notebook He just can't put his finger • Keep descriptions of unique
Allow Time to Design on it treasure items or new monsters
separate from adventure write-
The OM must give himself ade- Of course, it may not be that the ups, possibly in a separate
quate time to prepare for an adven- information has been lost. If the notelx>ok.
ture. Too little time and he cheats party is engaged in a running battle • Use dividers with index tabs to
his players out of potential enjoy- with the monster they met earlier separate sections of game infor-
ment. Too much time and not onJy in the adventure and the DM mation. It's so much easier to
has he created more material that recorded its statistics only in the find a section clearly marked
he will use, but he has also cheated section of the adventure which de- "Dungeon of Megadeath, level
himself out of personal time that tails the monster's lair, a similar 8" than to hunt for a plain dog-
may have been better spent. problem arises. In this case, the eared Page halfway into the
OM must constantly flip between notelx>ok
There is no way to say exactly the changing encounter area de- Make a quick list of important
"this is the correct amount of time scriptions and the page with the adventure features (like mon-
to spend preparing for a game" monster's stats. ster lairs, key treasures, magi-
since so much depends on the cal items, NPCs, towns, etc.)
OM's design and play style. A good Regardless of how the OM puts and note their locations within
rule of thumb is for preparation his material together, he needs to your notes, much like an index
time to equal playing time. If a put it in a ready-to-use form. OMs or a table ofcontents.
game is going to last three hours, can save endless flipping through • Keep copies of your players'
the OM should spend about three notes by following these organiza- characters in your records. Be
hours preparing. However, a DM tional tips: sure to include infonnation the
who likes everything spelled out, DM knows about the character,
with encounter descriptions he Make "at-a-glance" reference but that a player may not, such
can read verbatim to his players sheets for the non-player char- as cursed weaponry and annor
will need more time, while the DM acters and monsters to be en- or secrets from the character's
who can make things up on the fly countered. Record their vital past.
may need considerably less. statistics in a manner that is
easy to use. Include armor "Know thy Stuff!"
Even if the OM is using adven- class, hit dice, hit points for
ture material prepared by some- each creature, the number of In spite of the OM's skills at ad-
one else (as is the case with attacks and the damage venture creation or how efficiently
purchased or borrowed scenarios), caused, movement rate, align- he organizes his notes, he must
he must allow preparation time. ment, THACO, the source ma- KNOW the adventure scenario be-
The material must be read and terial from which the monster fore the game session, otherwise
possibly even customized in ad- was taken (for more complete his players will quickly tire of
vance to fit the OM's campaign. details), and whether it has any "Wait a minute while I see what's
Slight plot changes and name special attacks or defenses. For supposed to be here." Read and re-
changes, map modifications and NPCs, also give a brief listing of view all relevant campaign materi-
so forth will disguise most adven- personality, appearance, un-
tures (players buy scenario packs portant possessions, and
speech patterns.
• Do the same thing for the
14
als ahead of time. Know where the Detailing the personalities that including any movements by major
players are and what they were do- the characters are likely to interact NPCs.
ing last game, be familiar with with, will prevent the necessity of
their foes and up-to-date on the impromptu creations during the Thus, it is critical that the OM
status ofthe world. game. The lllotivations and histo- update the world situation from
ries of NPCs can become the basis time to time to determine if the
As stated previously, advance re- for future adventures. characters lllight be in a position
view is especially important with to be affected by or encounter a
purchased or borrowed scenarios. Your Changing World time dependent event. Note that
When rulU1ing a game that is not troop movements are often wider
of his own creation, the OM must For every action there is a reac- in scope than the location of the ac-
spend enough time to become tion. This law of physics also has tual army. Recruiting may be taking
thoroughly familiar with its de- truth in a fantasy game world as place in the pes town, foraging for
tails. When a OM creates his own well. The characters' actions may supplies may bring troops into their
world and adventures, he usually cause a reaction in their world, area, or scouts may be spying in the
has more background information even changing the nature of real- area and assume that all armed
in mind than he actually writes ity. For example: the player char- personnel are the enemy and
down. With a purchased or bor- acters destroy a dragon that has report the characters' position to
rowed adventure, this is not the been devouring sheep and cattle in their commander. Thus characters
case. The information is present, an area. This alters both the area's may innocently become involved
but may be in such abundance economy and its political climate. in a war they want no part in, but
that important details can be over- The afflicted village lllay have where treasonable desertion may
looked. Make notes in the margins been isolated from the outside be punishable by death.
(or on those little adhesive backed world due to the danger of the
note papers) to highlight details or dragon. Thus they enjoyed a lllea- The world calendar must also be
scenario alterations. sure of autonomous freedom. Re- updated to include any changes
moving the fear and danger of the caused by the characters (such as
Establish a Background dragon alters this. the previous example of the
dragon). It is possible that a small
Creating background informa- The Passage of Time group of adventurers could alter
tion can easily become as involved world events significantly. Most
as plalU1ing the scenario itself (if Organized DMs usually keep a generals must depend on their
not more so). Background infor- calendar of events for their world. couriers to coordinate attack and
mation encompasses the cast of They plot the times of recurring lllovements. Capture of a courier
significant NPCs (with individual major events such as seasonal could have dire effects on the ensu-
descriptions, personal histories, changes, full moons, eclipses, holy ing battle and alter the entire
and motivations for major NPCs- days, festivals, gatherings, and so world situation. If the characters
see Making NPCs Live), player forth. From here the OM can go on were to capture or prevent the cap-
handouts, stories and legends that to plot the future of the campaign, ture of such a courier, they have
may be heard from the local folk, primarily those things outside the significantly altered their world,
surrounding natural and unnatural control of the characters, like not necessarily for the better.
environment, political and social wars, invasions, troop move-
situations, and any other special ments, earthquakes, volcanoes, A Note On Alternative Scenarios
features that are not intrinsic to the floods, and so on. Characters al-
OM's chosen adventure scenario. ways run the danger of blundering It's bound to happen. The OM
Most of this information should into one or more of these events. can prepare for every imaginable
center around the town or setting Furthermore, some of the occur- alternative and outcome to his ad-
in which the adventure begins rences in a OM's adventure plots ventures and more often than not,
(beyond that which the OM set may be time dependent. These too his players will choose an option
forth in his creation of his world). should be recorded as they occur, he either overlooked or, more
likely, didn't imagine.
Even so, it is possible to accom-
15
modate those adventurers who of self detennination as it dawns done as it now becomes a part of
choose paths other than the one on them that the DM not them- the DMs world.
the DM would prefer (and squashing selves controls what they do and
them like insects is not a par- where they go. Consider it a subtle Go with it, wing it and have fun
ticularly mature solution). If time (or overt) fonn of rebellion. with it. Improvise! Some of the
permits, go through the scenario. best adventures are the un-
Imagine what would happen if the Before the DM blurts out "You planned, and besides, sooner or
characters do the wrong thing in a can't do that," (or reveals his total later, they'll head back to the DM's
key encounter and survive. What lack of preparation in that area. original plot line (with luck.)
if they drink the wizard's store of which only encourages the players
potions? What ifthey decide to pilfer further) he should consider letting Player Preparation
the town instead of heroically the player characters go where
defending it against unbeatable they will while he makes things up Make the play-
odds? What if they kill the NPC on the fly. This is a true test of his ers responsible for some of the
that they should have aided? design and storytelling skills and game preparations. If one or more
What if they make fiiends with the often leads to the best adventures new players will be joining the
bad guys? What if they don't com- for both players and OMs alike. group, ask one of the "vets" to
plete their mission, but slink off walk the new folk through basic
into the wilderness? What if ...? Improvisation is not as difficult character creation and a brief ex-
as it sounds. Essentially, the DM is planation of the rules. Let some-
Don't write out fun blown solu- preparing Inaterial as he plays it one other than the DM be in charge
out. Keep things simple and don't of arranging a time and place for
tions to these "what ifs;" just make major changes in the envi- each game and contacting all the
lnake notes of what might occur ronment. If the PC party has been players. Encourage the players to
and where things could possibly exploring a forest, keep them in bring their own snacks. Have the
go from there. Give some thought forest. Rely on encounter tables for players keep a journal of their ad-
to how events (not characters) what creatures they might dis- ventures and reestablish the mood
might be manipulated to put the cover. Introduce random encoun- and setting for each adventure by
plot line or world back on the in- ters with NPCs who will become prefacing each play session with
tended track. In the likely event important later in the adventure. readings from the journal.
that whatever the players do is still
beyond the OM's imagining, pay This may even be a chance to
close attention to the section on use previously prepared material
"Winging It," or what to do when that the characters have avoided
the players decide to go where no before. An unused dungeon level
design work has gone before. could become part of an aban-
doned temple. Although it violates
Winging It what has been said about using
pre-prepared scenarios, consider
In spite of en- leading the player characters into
gaging adventure hooks, regard- a rninj-scenario taken frOln a mag-
less of the rumors spread by NPCs, azine or adventure anthology.
in the face of less-than-subtle hints
by the OM, game players will often Foreshadow future campaign
choose to go places or do things for events by giving the characters a
which the OM has done little, if any close, but inconclusive brush with
preparatory work. A corrunon the major evil in the world. Try
cause for this is OM manipulation. scaring them with something obvi-
Players like to feel that they are in 0usly out of their league (although
control of their fates. Continually the players can easily surprise the
biting at the DM's scenario bait OM in this regard by outwitting,
slowly erodes the players feelings rather than outgunning his men-
acing horror).
Keep notes on what is found and
16
A DM's goal as storyteller and of those who have traveled the tively control the pace at which
game moderator should be to con- DM's path before. Read and heed, events and actions take place in his
sistently give his players won- but ultimately, it is one's own game. Pace of play is an intangible
drous, dazzling, and above all, ilnagination and personality sort of thing that partakes of the
thrilling adventures. Toward this which must take control. speed, variety, intensity, and
end, he must be able to set a mood, continuity of game play in an ad-
create an atmosphere of suspense, Pacing the Play venture. Speed refers to how fast
break that suspense with humor, the action in a game takes place.
and effectively role-play all the The ideal ad- Variety suggests a selection of play
"bit" parts. He must get the action venture game session plays like a styles and encounters, including
moving when the game slows good book reads. There are times combat, puzzle solving, and role-
down, then slow it down when when it moves slowly while the play. Intensity has to do with the
things happen too fast, know players soak up the rich atmos- level of suspense the OM has cre-
when to stick in a much needed phere of the OM's world of wonder. ated in the game-from a peaceful
break, and just as important, Suddenly the action builds to a fu- or even silly "none at all II level to
know when to call it quits for the rious climax as swords swing and the "nail biting fear and frenzy" often
night spells zing in pulse-pounding ex- associated with movies where
citement with little time for com- undefeatable alien monsters eat
Mastering the art of DMing will plicated planning. Then the rate of everyone but the heroine and the
take imagination, perseverance, play relaxes and once again, the kid. Continuity then, is the way
and time. Like most art forms, players can take their time to plot that events logically and believ-
there are really no hard and set and plan and prepare. As a ably fall together in an acceptable
rules as to how things must be storyteller, the OM must ac- or at least reasonable manner.
done, only the recommendations
17
Controlling the pace of play may they could no longer be shocked by sions, they concoct devious
well be one of the most important what they saw and could feel no schemes to buy thelnselves a little
steps toward becoming a master reliefwhen it ended. breathing room. The cure is the
DM. In the same way that he de- same as for monotony malady: try
signs his world and scenarios for Scenario Three variety.
maximum enjoyment, he must Visualize an artsy foreign film
learn to orchestrate the compo- At the other end of the spectrum
nents of game pacing. He must with constant and visually confusing is the OM who throws nothing but
know when to speed up or slow changes oj scenery, point oj view, change-up pitches at his players.
down the play, throw out the rules pace of the action and such. Things Every game it's the same old thing,
for more enjoyment, or call a break change so rapidly, that its hard to variety! Just as the players be-
for his fatigued players. Just as im- get a handle on what's going on. COlne cOlnfortable with one style of
portantly, he must know when The action speeds up and slows play, the OM interrupts it and radi-
NOT to interrupt play. The OM down in what seems an almost cally changes what's going on in
must learn to be aware of nonver- random manner, leaving the viewer the game. The players are not cer-
bal feedback from his players and lost and confused. tain whether they are even in-
be able to understand what they volved in campaign play. Like the
are telling him. Such feedback Although these scenarios ini- disjointed film, the game suffers
might come in the fonn of yawns, tially appear to have nothing to do from a lack of continuity. The players
interplayer chatter, or shortened with game playing, each can be di- become jumpy, even unwilling to
tempers. rectly related to the way a OM try new things. This OM needs to
manages his game sessions. In slow things down until his players
While the goal of a game may be each one, the audience, or in the tell him to change the pace.
to have the players on the edge of case of a game, the players, are lost
their seats, when the tension because the pace of the presenta- In general, learning to read a
seems too high, or the sighs of frus- tion falls apart. group and altering the pace of play
tration become too great, it might to accommodate both the interests
be time for a break. The OM who consistently main- of the players and the needs of the
tains a single style of play or type adventure story line comes with
When examining his own style of activity in his game is like the experience. These few rules can be
of play, the OM may wish to con- boring speaker. He becomes pre- helpful until the OM knows his
sider the following scenarios: dictable and regardless of his own play style better:
world or adventure design skills,
Scenario One his games extend on in boring Get the players moving
Imagine listening to a speaker sameness. If the OM catches his
few remaining players reading the If the players discussion about
who drones on and on in a mono- labels on the potato chip bags for their next move has deteriorated
tone voice, never varying the pitch excitement, he is probably suffer- to a petty quarrel, or has gotten off
of his voice or the rate at which he ing from monotony malady. The the subject onto idle chatter, make
speaks. Though the content of his cure in this case is simple: add va- something happen. Sometimes, it
speech may be of great impor- riety. may be enough to cast a couple
tance, one by one, his audience dice and Inake a quick (meaning-
drops offinto slumber. The DM who diligently (and with less) note on paper. This is espe-
good intentions) works to main- cially useful if, at least once in a
Scenario Two tain the level and rate of game play while, a wandering monster or
Picture a fast-action horror at a fever pitch, demanding that other event actually occurs. An-
his players not only think on their other way is to ask for immediate
movie. Bodies gruesomely splatter feet, but that those feet be running action. Tum to one of your players
left and right Jaster than the at top speed, is just as guilty. His and ask It What is your character
watcher can keep track. The level players can't stop to think or plan doing right now?"
of terror builds relentlessly with no during a game. They either re-
relief; until finally, the movie ends. spond by blasting everything they
Yet somewhere, back in the mid- see before it has a chance to hit
dle, the audience lapsed into a them first or between game ses-
stunned overload mode where
18
Create Unusual Puzzles game decisions. Tty the following sonate one or more party mem-
rapid play techniques: bers, the most common result is
Counterbalance a hack-and- that one group is bored while the
slash tendency, by setting up situ- • Keep the player group small, no other plays. To keep the game
ations devoid of monsters that more than six players and only moving when the party splits, sep-
require innovative solutions. six to eight characters. arate the groups and move back
For each turn or rOlU1d of com- and forth between them. Allow
Dead or Alive? bat, give the players a short only a few rounds/turns to pass be-
time period to mutually discuss fore switching. Enforce rapid play
Another option for foiling the options. For combat rounds, techniques. Encourage the groups
combat-crazed is to have some the time should be very brief. to rejoin as quickJy as possible.
creatures, even evil monsters, be Discourage unnecessary chatter
more valuable (or important to ga- during a game. Establish a Plan Breaks
meplay) alive than dead. Consider what you say is what you do
the problems caused when a spe- atmosphere. If a player says it, After a particularly intense period
cific monster is the only source for his character says it. of gaming, a short break helps the
important information, and the Have a predetermined order in players recuperate. Usually a 10
group just killed it. which players take their turns. or 15 minute break every two
During this time, keep discus- hours of play is enough. Plan
Comic Relief sion to a minimum. breaks at natural stopping points,
Make sure all needed dice are such as an interlude between
It's only a game, right? Tty tell- on the table. If possible, encour- encounters, or at a cliff-hanger,
ing that to the player who is just age players to bring their own just when something exciting is
about to lose his favorite character. dice. about to happen (which usually in-
Break his tension and get the game volves personal peril to the player
back on track by playing up the foi- • Be wi11ing to make rules up. No characters).
bles of one of the NPCs (or the op- OM can know every rule.
ponents). Go for broke (try Rather than look up obscure Encourage the players to get up,
unabashed slapstick or out-and- rules, make an on the spot walk around and take care of ne-
out silliness). Have that halfling judgement call. Use common cessities. This is also a good time
hireling drop his lunch sack and sense and take situational fac- for refreshments if the group is so
scralnble around reclaiming his tors into account. Make sure inclined. Otherwise, let the players
prizes, all the while tripping up penalties for failure are fairly use the time for open chatter about
cOlnbatants, who in tum slip on balanced by the potential re- recent events or to plan their next
squishy fruit (hey, it works). ward for success (and vice action. The OM can use this time to
versa). catch up on any bookkeeping that
Keep things lively might be necessary or to simply
• Be willing to fudge a die roll or catch his breathl Rolling up new
Try to keep talking to the players overlook an obscure rule if it characters to replace those who
even while searching through would damage the pace of play. have passed away can also be done
manuals or notes. at this time.
Avoid Splitting Up
Encourage Rapid Play Know When To Quit
Unless the DM can split himself
Create a rich game environment in two, he should discourage It's generally a good idea to have
with colorful descriptions and actions where one half the party an agreed-on stopping time. Like a
vivid NPCs. Give the players room goes one way and the other half an- runner, a OM needs to conserve
to role-play. Don't force them to act other. While it can provide some enough energy (both emotional
without thinking, but on the other interesting dramatic possibilities, and physical) to make the last half-
hand don't let them dawdle over such as the rescue that arrives just hour of game playas enjoyable as
in the nick of time, or situations the first. Games without end are
where shapechangers can imper-
19
rarely enjoyable by all parties in- cides to streamline the rules to re- make excellent decorations if the
volved. As the ending time draws solve combat more quickly. players aren't too "grown up" to
near, the OM needs to watch for an appreciate them (older players
obvious stopping point (again, in- Strive to arrange events such may appreciate these more than
terludes and cliff-hangers are that each play session accom- the younger ones).
best). As a warning though, the plishes some significant part of the
OM who sets up a cliff-hanger end- story. Use the same guidelines for Sound effects records and tapes
ing for his game session will find arranging events during a play can provide creaking doors, clank-
hilTIself under immediate pressure session as were used when design- ing chains, moans, groans and
to resolve the situation. Everyone ing the adventure. screams. Again, Halloween tapes
wants to know what happens next. can provide weird soundtracks,
It is better to quit while the players Try to open each game session but the DM may want to check on
are still interested and excited, with action (remember the 'hook' the availability of specific sOWld ef-
than to continue gaming past rea- that grabs the players' attention) fects records at a school or public
sonable endurance. and then close with action at the librruy.
end, even leaving the characters
Scripting an Adventure hanging with something jus t A costume is whatever makes
about to happen. someone feel more a part of the new
It is possible to prepare (or at world. It can be as simple as a hat,
Building a Dramatic or as complex as a suit of annor if
least attempt to prepare) the pace someone happens to have one lying
Environment around. Parts of costumes can also
of the adventure in advance. If the be used as props to actually aid in
Total involve- the game play process.
DM can imagine his adventure as a ment in the game requires the in-
clusion of tTIore than just the Encourage players to bring any
story, then he should continue the players' visual senses. Adding of their own items that might
sounds or smells to the adventure make them feel more at ease in the
analogy to make each play session enhances the total experience and new world (so long as the game
further stimulates the players session doesn't turn into a regular
into a chapter of that story. Before imaginations. show and tell event).
each game session, set up goals Develop a proper mood at the be- Playing Pieces
ginning of an adventure by deco-
which the players could possibly rating the play area, providing Miniature figures arranged on a
player hand-outs, including props battle board can help both the
accomplish during the course of and sound effects, or even encour- players and the DM visualize the
aging the players to arrive and spatial relationships between their
the session. If the DM is running play in costume. These prepara- characters and any foes. Minia-
tions don't need to be elaborate, tures help some players eliminate
one of his predesigned adventures just whatever is at hand that will problems found in developing a
add to the flavor. mental picture of their surround-
(see Creating the Adventure) the ings from the OMs descriptions.
Fantasy theme posters (includ-
events of the play session should ing calendars) depicting magical Numerous manufacturers pro-
beasts and forests or showing ar- vide a broad array of excellently-
be a subset of those needed to work cane battles can be purchased in sculpted metal and plastic
most bookstores and help get the figurines. Many adventure game
out the events ofthe DM's plot players thinking about fantasy ad- players enjoy collecting and paint-
venture. Although they may be a ing miniature figures and if asked,
Even if the players are just ex- bit on the hokey side, leftover Hal- are often more than willing to let
loween props (in the form of fold- other players in their games use
ploring part of their world, decide ing skeletons, bats, cotton-candy them. For players on a restricted
spider webs, fiendish jack-o'- budget, colorful stand-up card-
what events and situations the lanterns or ghoulish ghosts) can
player characters might logically
encounter. Guesstimate the
amOlll1t of time that those encounters
might reasonably take and adjust
the events which might happen
based on the amount of time
allowed for the game session.
Arrange the events, if possible, to
alternate fast-paced action with
slower periods of play. Remember,
complicated multi-character,
multiple-opponent combats can be
lengthy affairs even ifthe DM de-
20
board figures are a less-expensive tures (where an inch usually to represent important pieces
alternative to the 3-D miniatures. equals five feet). Some mats are oftreasure.
even transparent so that the OM's
If miniatures are not available in predrawn maps can be placed un- Make homemade flash cards
any form, try making cardboard der them allowing the lnap grid to for monsters, NPCs, or magic
playing pieces. Write character provide the necessary scale. Of items. Photocopy an illustra-
and monster names on 3/4-inch course, garners on a budget can tion of the being or object and
square pieces of light cardboard or always use the nearest flat surface mount the picture on a 3"x5"
index cards and indicate which and provide a map scale with a index card (this is for the DM's
side of the playing piece is the cheap plastic ruler. personal, noncommercial use).
character's front (or his 'facing'). Place important information
For groups of monsters, just make a Props about the pictured thing on the
couple sets of boldly-numbered reverse side of the card. Show
playing pieces (remember to differ- Props are not necessary to the ad- the cards to the players when
entiate between the '6' and the '9' venture, but their inclusion adds to needed.
by underlining the number). That the flavor of the game. A prop is es- Use books with photos of real
way the OM can call out the foes by sentially any physical object or vis- castles to depict castles in the
number during encounter. If possi- ual aid that can be used during a DMs game world
ble, use a different color paper for game to evoke a mood, enhance • Use models of castles, build-
each set of these monster pieces. play, or aid the players in solving ings and even dungeons to de-
Yet another alternative is to use problems. The following are sug- pict and layout encounter
playing pieces from dismembered gestions for props, Inany of which areas. This can be fun even if
or defunct board games that may are readily available to players: miniatures are not used during
still be lying around the house, in- • A cardboard box or jewelry play.
cluding old chess and checker
games (although ambushing the chest that can be used to repre- Use wood blocks or locking
top hat, the iron and the race car sent a trapped treasure chest. plastic bricks to build walls,
with a ravening band of white The players can show, instead rooms and even entire castles.
pawns led by a huge red checker of tell, the OM how they will go Use playing pieces from board
may strain some player's suspen-, about opening it. games to represent treasure,
sian ofdisbelief). monsters or odd artifacts.
Chess boards always seem to
Using miniature figures assumes find their way into game adven- Make player handouts, includ-
a playing surface. The tenn "battle tures. Having a board and ing maps, scrolls, wanted
board" includes a variety of pieces available allows the ad- posters and deeds.
playing surfaces. Hard-core venturers to either play out a
miniature wargaming enthusiasts chess problem or puzzle out a Provide sample items frCln a
may have tables filled with sand at room based on a chess board typical adventurer's inventory;
home (although these are less- (without having to draw the like mirrors, flasks, hammers,
than-portable playing surfaces). board). magic wands, spikes, and so
Other players often use large • A stuffed animal or plush fan- on. Whi1e sitting at the table,
sheets of graph paper marked off tasy monster can provide a lot the players can show how they
in inch or half-inch grids. Vinyl ga- of laughs as it mugs for a wiz- might use them.
meplay mats are gaining in popu- ard's familiar. Hand puppets
larity. These flexible playing are even better. Try having the Mood Music
surfaces are marked off in either puppet carry on a conversation
hexes or square grids. The one- entirely in pantomime (no One of the easiest, yet most effec-
inch size are the most popular for speech-movements only). tive, ways to set the mood is
fantasy gaming. Washable over- • Use glass beads, play money through music. Soundtracks of
head projector pens are used to coins, begelnmed costume jew- science fiction and fantasy movies
draw the encounter areas in a elry (from flea markets and ga- are available at nominal cost and
scale appropriate to the minia- rage sales), and other trinkets provide an excellent background
for the session. These soundtracks
have been programmed to express
21
through music the adventuresome with cuing up the appropriate For a monster lair, suggest a cat's
spirit we all feel within us. Some movement at the right time, make litter box or an animal barn with
make us feel daringly heroic, while an audio tape of each piece (one just a hint of ripely rotten garbage.
other pieces raise the hair on our piece of music per tape-so the DM The odor of spent fIreworks is simi lar
necks and chill our souls. The OM may wish to use inexpensive to that of brimstone. A well-
should choose soundtracks that tapes). preserved mummy might share
will evoke the desired moods. odors in common with both a spice
Smells rack and a paint storage cabinet.
Classical music is another great Obviously, not all players will re-
source for adventurous mood mu- Smells are more d iffi cuit to late to these smell descriptions,
sic, particularly selections from achieve in setting the moo~ since but those who do may suddenly
classic symphony composers such "Eau de Dragon,It and "Essence of expenence the adventure in new
as Hoist, Tchaikovsky, or Rimsky- Dungeon" are not popular per- ways.
Korsakov. Wagner's Ride of the fumes. To be honest, most players
Valkyries, for example, is exciting may wish to avoid smelling a Player Handouts
battle music. If the OM lacks a dungeon or a dragon (and just as
broad selection of classical music~ many may object to simulating a Players really enjoy it when the
check with the public library. forest clearing by spritzing the game master gives them some-
Many libraries lend records and room with air freshener). thing tangible, something that
tapes. The following is a tiny sam- they can hold in their hands to
pling of recommended composers In some ways, this is truly ooor- read and reread at their leisure. If
and appropriate pieces. tunate. Studies have shown that the thing looks like something
smell, of all the senses, evokes the other than a computer printout,
Beethoven Symphonies 2, 5, strongest emotional responses. then its even better!
7, and 9 This is especially true of remem-
Berlioz bered smells. People establish Suggestions for handouts that
Symphony strong links between odors and ex- simulate things that are part of the
Bruckner Fantastique periences. The aroma of baking game include maps found as a part
Haydn Symphony #6 bread can conjure up pleasant of treasure hoards, letters to the
LondonSym- memories, while someone who characters, official pronounce-
Hoist phonies (12) The has escaped from a burning build- ments from the ruler of the land,
Mendelssohn Planets Symphony ing may tremble in fear when he pages apparently removed from
Mussorgsky #4 Night on Bald catches even a faint whiff of old books, deeds to property, birth
smoke. certificates, and other official doc-
Mountain uments (such as inventory lists or
With this in min~ the OM should intercepted messages).
Rimsky- Scheherazade try to evoke vivid game imagery by
Korsakov William Tell drawing upon the experiences of An artistically adept OM might
Rossini Overture his players. Consider situations use pen and ink to calligraphically
in our world that relate to the ones letter a scroll on yellowed vellum,
Tchaikovsky 1812 Overture in the game world. while a OM with a computer could
Symphony #6 print out the same thing in a fancy
Wagner Saying that a cramped dungeon type font and then "age" the pa-
Pathetique cell smells "bad" has no emotional per.
Ring Cycle meaning. Since beings have prob-
ably been trapped in here without Along with other props, player
operas the benefits of indoor plumbing, handouts can help the OM estab-
Lohengrin evoke memories of school locker lish what is going on in a game. A
rooms, rustic road side restrooms simple but tim way for a DM to set
The OM should or even the stairwell of a public up a game would be to have things
note that most symphonies are parking garage. in the playing or gathering area be
composed of four movements or clues to the coming adventure. It
segments. Not all of them will be A damp tunnel might sInell like may be a reward poster hanging
appropriate background mUSIC. an old musty, mildewy basement.
Rather than fillnble
22
on the wall advertising a 1,000 don't need to know that. players crazy if used properly. For
gold piece reward for the return of When the players ask what they example, when characters are
the mayor's daughter, or a wanted walking down a deserted hallway.
poster for their own characters see during a situation, simply an- tell them that they "perceive noth-
who were seen last week tearing swer, "The hallway seems to be ing out of the ordinary." This does
up the tavern. It could be a broad- empty at this time." not mean that there actually is
side (newspaper) highlighting the nothing out of the ordinary, only
events that have happened in the Always leave a shred of doubt. that they see nothing unusual. If a
region since the characters' last The players never really know if DM gives answers like, "nothing is
visit. This is often a newsletter- the hallway is actually empty or if in the hallway," or "the room is
style handout given to the players they simply cannot see what is empty," he is giving too much in-
as they arrive. coming. Maybe they should have fonnation. The player should not
searched more or even not know if the room is really empty.
Handouts might also sumlna- searched at all. Doubt and uncer- They only know that, with their
rize infonnation that the charac- tainty are the building blocks of five senses and any magical aids
ters would be aware of if they had suspense. Use them to create an they are using at the time, the
grown up in that world, such as adventure in which anything is room "appears empty."
the basic tenets of the popular reli- possible.
gions' peculiar customs of the area Players eventually learn to
they grew up in, or brief histories Misperceptions "read" their DM (especially true
of the politics in the area. for players married to their DM).
Try to phrase responses to They will learn to pick up clues
Whatever the process used to player questions about what they about dangerous places or situa-
create and present a handout, the see, hear, taste, smell, or feel in tions without the DM consciously
end result is a playing aid that terms of what their characters giving any. If a DM states that a
both communicates infonnation could actually perceive. Omit in- room is "empty" one time and that
to the players and enhances their fonnation or details that the DM they "see nothing" another, sharp
feelings of participation in the feels a character would not detect players will know that something
OM's fantasy world by making through his senses or have the hidden is there. Keep the level of
them personally a part of it. presence of mind to be aware of. doubt constant.
Adapt information to fit the char-
Suspenseful acters' (or players) preconceived Another good tactic for fooling
Disinformation. notions about their world, including your players in this situation is to
any rationalizations about why say outright "the room is empty".
Acting can also things might happen or exist. With a sigh of relief and an inner
be used to create suspense. There feeling of great self-confidence,
is nothing more frightening to a Consistently use suspense- they walk in and are ambushed by a
player than a OM's secret chuckle. creating words or phrases when handful of invisible monsters. If
This knowing laugh implies that giving answers to your players you think that you are being read
the DM knows what is going to questions. These include: it ap- by your players, simply take note
happen next and that it won't be pears, it seems, presumably, ap- of your own keys and then use
pleasant. The chuckle's effect is parently, possibly, supposedly, them to your own advantage. In
enhanced when the DM combines most likely, in al1likelih~ or (my the end, the players may well de-
it with rolling several dice and flip- personal favorite) as far as you can cide that you aren't so easy to read
ping through manuals or notes. tell. after all.
It's amazing how quickly inatten-
tive players are suddenly search- These phrases emphasize that Loose Lips Sink Ships
ing the room or guarding the door the character cannot know if any-
to prepare for whatever nasty crea- thing is in the room, only that they The old "dice rolling and evil
tion the OM has summoned. Of don't see anything. After all, it chuckle" trick is particularly useful
course, he may not have sum- would be impossible for a character if the game has slowed down due
moned anything, but the players to know anything with absolute to idle chatter among the play-
certainty.
Vague phrases will drive the
23
ers. Of course, excessive talking is warrior trying to pace off a trea- phases of the moon. Whatever
likely to bring wandering mon- sure map prepared by a haltling). If method is used, limit it in some
sters to the area to investigate, so the OM is not careful in the di- way so that it will not be too diffi-
make some of the rolls bring actual mensional information he gives cult to handle in the future.
monsters. This will keep the play- out, the location of secret rooms or
ers on their toes in the future, espe- passages can be unintentionally Encourage the p layers to keep
cially if the OM wiped out half the given out through overly accurate their noses out the Dungeon Mas-
party the last time they were not measurements. ter's Guide, especially during ac-
paying attention. tual play. Be sure to inform them
Magical Misinformation that magical treasures may not ap-
Messy Maps pear or function as described in
While this might sound like the the OMG. Even if the OM has made
Exact room dimensions are an- sort of thing you receive at a White no changes to the appearance or
other type of infonnation that DMs House press conference, it is actu- function of his magical items, this
should not give out freely. How ally a wonderful tool for spicing up always keeps the pJayers guess-
many characters adventure with a your games which involves the
yard stick in hand? Take a good distribution and description of mg.
look at the players maps. If they magical items. The rules provide a
are as precise as the DMs, then he rich selection of useful magical ob- Magical itetns are made by indi-
must presume that the players are jects. Without a detect magic spell, vidual wizards or priests either for
either professional surveyors or, characters will not be able to dis- their own use or for sale to clients.
more likely, that he is giving out tinguish between a sword + 1 and a Remember that these people are
way to much dimensional infor- normal one (or worse yet, a craftsmen who have both re-
mation. The best that a character cursed one). In fact, even if the searched the creation of the item
would know under most adven- character knows that the item is and shaped its final fonn. Each
ture game conditions (i.e., bad magical, he will not be aware of its item is made by hand. While a
lighting, imprecise measuring precise abilities until they are wizard/alchemist may be able to
tools, and the constant threat of used. Yet, once the players think produce large batches of simple
swift, violent death) is that they that they have a magical item, potions, no factories exist to grind
are in a "small" "medium" or they begin to dig into their rule out clone copies of figurines of
"large" room. The DM may wish to books to rapidly narrow down the wondrous power or medallions of
relate an area's dimensions to possibilities of what they have ESP. Each magic item will be as
something with which the charac- found. For example, a character unique as the lnan or woman (or
ters (not the players) would be fa- will know that he has a sword + 1 thing) who made it.
miliar, such as a hut, a temple, a the fIrst time he uses it in combat,
tavern common room, and so on. but any other abilities, like detec- To reflect this, many DMs will
tion of secret doors, will remain
If someone wishes to take the unknown unless activated. take care to make sure that no two
trouble to pace out the room for magical objects are very similar.
more accurate measurements, The OM may wish to lilnit some While the dreaded Bloodblade of
then he must state that he is doing abilities further (even if the rules Aahg might only be a +2 sword,
so and taking the time to do it. Un- do not specify any other con- the clever DM will go to some
less the character has brought a straints), so that detection of secret length describing the "pulsating
measuring stick, a knotted cord or doors might be restricted in some runes of power" which decorate its
similar device, divide the room di- way. This can be done through lim- length. Thus, this weapon is a well
mensions by 2V2 feet for paces. Re- iting the number of times a power known object now which will in-
member that dwarves, halflings will work in a given day, or forcing stantly be recognized by others as
and other small folk will have the owner to point the object at the magical in nature. Such descrip-
shorter strides, but probably make secret door location before it will tions are a good way to add to the
notations in the same scale as a alert him to it, or even making it feel ofa game.
human would (imagine a mighty functional only during certain
The magical items listed in the
OMG, for example, should not be
discarded, but may appear in dif-
ferent forms. A wand of poly-
rno/ph may not always take the
24
shape of a traditional wand. Per- other han~ unusual events will be portance of the find, or go off to
haps it has been built to resemble a talked about for years, even gener- search for it himself.
jewelled scepter. Maybe a helm of ations, to come.
telepathy will appear as a knitted Fear and Loathing
stocking cap. The old maxim, Keep in mind what the NPC
"Things are never as they appear," could actually know, and don't be It can be said that players (and
should remain true. tempted to act or speak based on hwnanity in general) are not afraid
information the character would of what they know, but of what
Another way to alter magical not have. Furthermore, most they don't know. When the DM
items would be to devise a random NPCs will tell the truth (if it suits places a familiar name on a mon-
chart of possible results of using their purposes) as they believe it to ster, the players instantly pigeon-
the item if the user is not fully be. A particular bane of law en- hole the beast. Unless the monster
versed in its secrets. For example, forcement officials is that each per- has been specially created by the
if the characters manage to find, son who witnesses an event will DM. the players will either imme-
bOlTOW or steal the personalized tell a unique version of what they diately know all there is to know
wand of a high-level sorceress, any have seen. The events are colored about it or will know it out to nine
attempt to use the wand might by the person's general level of per- decimal places as soon as they
produce random results. ception, his preconceived notions, grab a monster manual. The solu-
his personal prejudices (likes and tion that usually occurs to DMs is
For proper identification of trea- dislikes) and interests. to constantly make new monsters.
sure in hand, a high-level bard Designing monsters is great fun,
might be the most likely source. For example, an alchemist may but also a tilne-consuming proc-
Unfortunately, high-level bards do have overheard two strangers dis- ess.
not grow on trees and those few of cussing the hazards they suffered
sufficient power are probably also obtaining a particularly rare po- As an alternative to developing
too important to deal directly with tion. Like fishermen, adventurers vast hordes of new monsters, con-
adventuring nobodies. Therefore, will often embellish the tale of sider describing creatures (and
the players wi]] usually be left to their latest catch. What starts out NPCs) in ways that disguise or at
discover the properties of a magical as the ambush of a small party of least cast doubt on their true na-
item by trial and error or through goblins that yielded them the lU1U- ture. Remember that the charac-
the use of spells like identify. sual fmd of a magic potion, may ters will usually only catch brief,
Sometimes, the players attempts end up being told as an epic where often dark and shadowy glimpses
to discover just how an item evil wizards and deadly dragons of their foes. The word 'humanoid'
works leads to a whole new were demolished to discover a covers a broad range of creatures,
campaign. hoard of lost formulae. In order to from kobolds to stonn giants.
make a sale, the alchemist would
You Talk Too Much naturally exaggerate the story Again, rely on the perceptions of
even further to whet the charac- the characters. Describe what
A DM can also inadvertently re- ters' appetites and lure them into seems to be seen, what may have
veal too much information while spending more in his shop. been heard, or a faint odor in the
playing the part of an NPC. Just air. Let the players draw their own
because an NPC is a resident of the Thus, much of the infonnation conclusions. When the players
DM's fantasy world does not mean gained from such sources should don't know what their characters
that he will necessarily have ac- be treated as unreliable and are up against, they begin to feel
cess to every secret of the land. grossly exaggerated from actual the creeping chill of fear. Under
Rare wi II be the townsman who fact. The important thing is to be such circumstances the players
knows the happenings in the next carefuJ not to allow the DMs "in- suddenly become keenly aware of
village, let alone the activities of side infonnation" to color the al- what it must be like for real people
the prince in the neighboring land. chemist's words or actions. The to be in the situations that their
People usually remelnber things DM knows the truth about the characters are experiencing. The
that are personally important to phony formulas, but the alchemist DM may find that his players have
them, and discard the rest. On the doesn't. The alchemist might ex- become more concerned with dis-
aggerate to the characters the im-
25
covering the nature of their un- trap. Picture an inept NPC, some- be the constant butt of jokes. Keep
known foe than they are with one who could be dangerous if he the names consistent with the
learning how much treasure it is had his wits about him, but who is world. Fearless Phred, may seem
hiding. obviously more concerned with cute initially, and generate a few
his own trivial, even humorous chuckles, but eventually, the joke
Keep the players guessing, keep problems. His light-hearted de- wears thin and the OM is stuck
them on edge, even make them meanor catches the player charac- with an NPC who has a stupid
afraid-they'll love you for it. ters off-guard, even involves them name. Regardless of Fearless
in solving his problems. Then, Phred's prowess or power, the PCs
Funny-Ha-Ha when the players least expect it, will never take him seriously.
the NPC springs his trap, either at-
Humor, in all tacking the characters or reI ieving DMing in Full Color
its various fonns can break the them of valuables (it may even be
tension, relieve the fear, and pro- possible for the characters to be OK by now the
vide a balance for all the intensity unaware of their loss until long after OM should know how to speed
associated with cOInbat and life-or- the fact). Unless the DM varies the things up, slow things down, and
death puzzle-solving. A joke (even situation, this little trap should only what NOT to tell his players. Un-
outside the context of the game), a work once for each group of fortunately, he also may have de-
fwmy incident, or a silly NPC por- players. cided to quit telling his players
trayal can slow the pace of the anything about what they see,
game down and give the players Use humor to change the pace or hear, or experience in an adven-
enough time to regain their per- lighten a tense situation, but avoid ture (some DMs do this as second
spective on a situation. Humor can giving NPCs silly sounding names nature, but more on that later).
also provide a deadly unless the character is intended to
26
lbis is where we reverse the trend. Effective Setting Presenting NPCs.
The DM is certainly encouraged to The door sticks and opens only
misinfonn the players if it suits the It never hurts to re-emphasize
needs of the game, but misinfor- with effort, scraping the mold and the importance of NPCs to an ad-
mation is no excuse for running a moss that carpets the floor be- venture game setting. If the DM
gmne in black and white. Since the yond Even the beds and table are does a good job making his NPCs
players cannot actually see the areas encrusted with the stuff The walls colorful, his players eventually
that their adventurers explore remind you of leprous sores, with may forget the 30-1evel dungeon
(unless the OM is numing a lavish gangrenous wounds where scabs they expJored, or the corrupt polit-
audiovisual presentation), most, if of plaster have fallen awcry. Even ical system they exposed, or even
not all of their perceptions of their as you stand here, a mottled the nifty magical toys they were
world come from the OM's descrip- chunk falls silently to the padded constantly uncovering, but they
tions. will never forget the time that
HCXJT. Hilgo Bandylegs bowed low and of-
So don't be stingy with descrip- fered his battle axe in the service of
tive material. Tell the players the Ineffective Setting the player characters, only to trip
important things that their char- You come to a clearing in the on his flame-orange beard and go
acters see, hear, smell, and taste in tumbling into the wine vat.
their world, and then add in woods with some ruins near the
enough extra detail so that the center. It's getting dark. Make Encounters
players have to decide for them- Dramatic
selves what's important and Effective Setting
what's not. The path through the forest The statue you
were fiddling around with ani-
Set the Scene ahruptly opens onto a grassy clear- mates and swings its fist at you.
ing. Tumbledown remnants of an
Establishing the setting for ancient building hulk in the center Described like this, the eerie
encounters, whether they take of the glade. Rows of fallen magics that breathe life into an
place in a wind-whipped mountain columns, like broken teeth, mark a eight-foot-tall being of cold stone
pass or a dimly-lit underground path to the gaping entrance of the seem somehow mundane, as if it
chamber, is an ilnportant part of ruin. Even from here, you can see happened every day. Think how
the OM's responsibilities. When aU a numerous statues filling wall much more exciting it would be for
OM does is to draw room dimen- niches and unpleasant sculptures the players if they were told:
sions on a battle map and says looming gargoyle-like near the col-
"This is what you see," chances lapsed roof Several leaning towers As you attempt to remove the
are, that is all the players (and gems from the statue, the blood
their characters) will see: outlines thrust up out of the ruins as if to
on paper. The effective OM will red ruby sinks inward as if it were
take his descriptions of an area be- catch the last light of the day. Even
yond mere room dimensions and now, long shadows from the sur- a button being pressed. With a
make it live for the players. The fol- rounding trees darken the glade, sharp snapping sound the statue's
lowing are examples of ineffective almost visibly creeping forward to eyelids slide up to reveal jewels
and effective descriptions of make the darkness complete. that glow like lanterns through
encounter areas: green glass. Its cold stone flesh
In each of these situations, the suddenly becomes almost hot, like a
Ineffective Setting OM's effective description (even sunbaked rock and a hiss of vapor
The room is 20 by 20 feet and though a bit heavy on the prose) escapes its mouth. Its limbs move
both describes what the charac- with unnatural speed as it swings
has a couple cots and a table in it. ters see and establishes a mood. A a mallet-like fist at your character.
once-generic part of the OM's
world has taken on specific and
even menacing fonn. Will the
characters enter the area as it is
described, now knowing, or at
least feeling, that potential danger
lies therein? Without motivation,
probably not.
27
Notice how the second descrip- disappeared (hey, it works in tracks, dangle precariously from
tion focuses on what the charac- detective movies). Use the old wind whipped icy rocks at alti-
ters see and feel. If the DM "chill wind shivering the tudes where oxygen is a rare com-
elnphasizes the sudden movement spine" effect to make an modity, and challenge lightning-
of the eyes and punctuates it with a encounter seem weird. Leave quick Inartial artists in combat-
sharp sound, he may catch the the players wondering "How'd all in the naIne of ~ sport and en-
players off guard. Like their he do that?". joyment. Part of the excitement in
characters, they too have been Use foreshadowing to warn or these activities is the risk factor-
caught off guard and now share hint of an encounter's eventual thrilling and chilling realization
the character's apprehensions. occurrence. Foreshadowing is that a single misstep means injury
a storytelling technique where or death.
The key to making encounters mysterious minor events seem
dramatic is to focus on what to tell of the occurrence of an- Since most of us do not risk our
makes them fantastic: other major event. For exam- lives for the sheer thrill of i~ a sig-
• Stress the fantastic or the unu- ple, a dream might hint at nificant attraction to role-play
black shadows creeping across gaIning is the ability to vicariously
sual in every encounter. Try to the countryside, implying partake in risky activity-without
make each encounter unique in something evil this way comes. any personal danger (other than
SOine way, even if the charac- A found note might reveal the the threat of writers cramp or dan-
ters are encountering SOlne- name and intentions of an evil ger ofovereating).
thing they already know about. wizard 'who's actions have re-
cently involved the PCs. The Therefore, increase the drama of
Make the foes seem unbeat- idea is to give the players just an encounter by putting the char-
able. Their numbers or appar- enough infonnation to make acters at risk of personal injury,
ent abilities make the chance of them wary or nervous, then death, or loss. Possibly have their
failure and death an all-too- slowly play up the fears failure inflict injury or death on
possible rea1ity. through other hints and ru- someone else (remember the leg-
• Monsters should be horribly mors until they crave/dread the end of William Tell and the apple
monstrous or wondrous and foreshadowed encounter. Then he had to shoot off his son's head?).
fantastical. Don't treat them as its up to the DM to make sure Make the players aware of the con-
natural parts of the environ- that the encounter is worth all sequences of failure (at least the
ment. Evil is vile and awful, the anxiety it has generated. immediate ones). Of course, the re-
frightening to behold. Marvel- wards should be equal to the risk.
ous things bring out the child The Threat of Failure
in us. When magical beasts Ban Gamespeak
make an appearance, scare the If life, death, or the fate of the
characters or make them universe hangs on the outcome of There exists a
marvel in wonder. the player's actions, the threat of tendency in adventure gaming for
• Have the monsters or NPCs failure adds significant drama to both the DM and the players to sac-
Inake startling or Inysterious any situation. When it's impos- rifice the color and richness of role-
entrances and exits. A wizard sible for the characters to fail or if playing for the expedience of
or monster appearing in a puff the pes are immortal (or nearly advancing the game. The DM for-
of smoke may be a trite and so), the drama is gone. gets that he is a storyteller and be-
overworked cliche, but that's comes a rules judge. The players
the general idea. Try having In real life, risk taking is an ad- forget that they are characters in a
thieves who sneak up to po- dictive, but deadly form of enter- drama and behave like board
litely tap a character on the tainment enjoyed by a few, but garners calling out combat results.
shoulder, or monsters who appreciated by many. Every day, Instead of talking descriptively
drop froln the ceiling or leap men and women jump out of air- about actions and their outcolnes,
from hidden cavities in the planes and drop earthward, drive the participants refer to dice rolls
floor. Have the lights go out and automobiles at breakneck speeds and game statistics. An exchange
when they are rekindled, the around the hairpin curves of race- might go:
monsterlNPC has appeared or
28
DM' "The orcs see you and ad- Wanda's missiles, but the one DM' ''A pair of heavily armored,
vance 20 feet to attack. Somebody Bruno hit takes his points and low-browed humanoids round the
give me an initiative roll. 1/ keeps on coming and does 11 comer. They see Wanda and Bruno
points to Bruno. " and they don't look happy to see
Player one: (rolls dice) "Drat, them here. The big one growls out
only a three. " Player One: "Let's get outta something that sounds like orcish
here! Bruno's only got one hit to Wanda"
DM' "Still beats my one. What's point left."
going on now?" Player two: "What did it say?
Player Two: "Tough break, Wanda knows the are language
Player one: "My fighter Bruno Bruno. Wanda whips out her wand enough to make out basic words. "
of fear while Bruno makes for the
attacks with his + 1 sword." door. If Player one: "Yeah, what?"
DM' "OK, he needs a 13 or better DM' "'Surrender or there'll be
The action comes across, but trouble f is all you can make out. "
to hit, and the magic user needs a without any particular emphasis on Player two: "Wanda drops to
the setting, the characters, or their her knees and starts to plead for
16 ifshe uses her weapons. " foes. Wanda and Bruno are played mercy, wringing her hands to-
as generic characters who encounter gether. She tries to get Bruno to do
Player two: "No way! Wanda a band of equally generic monsters. the same. "
zaps with her magic missiles. Aw, One set of numerical statistics has Player one: "Bruno will never
only six points of damage from met another and exchanged a surrender to are scum! He charges
both missiles. 1/ round of randomly generated num- the largest are, swinging the
bers. Now try the same encounter mighty Calabash over his headin a
Player one: "Bruno rolls a 16 with a little color and role-play. deadly arc! If
and does seven points of damage,
plus one for the sword and another
one for Strength, for a total of nine.
Since ores only take eight points of
damage max, one ofthem is aced!"
DM' "OK one ore is downfrom
29
Player two: (sighing) "Wanda results, statements of intent and thelnselves as participants in major
Will also trying to disguise the so- tum instructions are woven into military battle, the OM does not
matic part of her Sleep spell like the story that the DM and his two need to fight every combat
she did with the gnolls. " players are mutually creating, but encounter. For the purposes of the
the story takes preeminence. story, assume that the pes suc-
DM' "The big fellow charges cessfully deal with any foes they
Bruno while the little one warily Although both the DM and the meet or set up a single conflict to
approaches Wanda He seems to be players share the responsibility of give the players the feeling of fren-
indicating that any attempt to aid telling the story and avoiding the zied conflict and the senseless
her companion will end badly. crutch of gamespeak, the DM Inust slaughter occurring around them.
Bruno's attack roll must beat least shoulder an unequal portion of the
burden. As the OM he must en- If the events of travel between
13 to ciffect his foe. If Wanda wan ts courage his players to speak in two places are unimportant, in-
character and take part in the fonn the players that they arrive
to attack her opponent, she must tale's telling. The more the OM safe, sound, and only slightly
roll a 16 or better. 1/ makes use of descriptive phrases weary from their journey. Don't
the more the players will also. The drag them across the intervening
Player one: "The glowing blade of words he chooses sets the tone for terrain day by day and inch by
Calabash slices through the air the game. If the DM speaks in tech- inch.
and connects solidly with the are nical jargon, the players will also.
Assume that, as heroes, the
for a mighty blow. Bruno s oppo- When Rules Get in the Way characters can overCOlne simple
challenges without needing to roll
nent loses nine hitpoints!" TheAD&D® dice. If a task is reasonably within a
Player two: "Wanda stays on game rules are purposefully com- characters abilities, let the char-
plex and detailed. They are de- acter do it (unless the DM's story
her knees and continues to wring signed to accommodate a vast requires a dice roll). The same
her hands and cry, but she has array of game situations, and give holds true if there is no personal
changed over to her magic missile both the OM and his players satis- danger involved in a task or if mul-
spell. When she releases it, the factory answers to the question tiple tries are possible.
missiles inflict six points ofdamage "what happens if I do this?" in
on herfoe. " nearly any scenario. Yet game When the rules get in the way of
rules are designed to solve the sta- telling the story, the DM should
DM' "Wanda's Inissiles strike tistical aspects of game play, not to consider eliminating or at least
the smaller humanoid, flinging tell stories. streamlining them.
him backwards like a rag doll until
he strikes the pillsage wall and col- In case one hasn't realized it by Character Mortality
lapses. Meanwhile the larger crea- now, adventure role-playing is a
ture seems to shrug off the damage form of orchestrated storytelling, For characters'
done by Bruno. Its own hideous almost improvisational theatre, lives to have real meaning within
weapon crushes the fighter, reducing where the actors make up their the game world, their deaths must
Bruno's hit points by 11 and lines just before they speak them. have meaning also. No player is
forcing him to his knees. " Game rules provide statistical sug- ever happy to see his favorite char-
gestions for what happens as a re- acter die and if that character's
Player One: "Even though sult of a characters actions. death seems meaningless, then
Bruno is nearly done in, he drags Unfortunately, constantly having his life may also seeln pointless.
himself towards the exit. He to determine the statistical out- The DM can take this as a recom-
knows that Brother Albert can come of player actions gets in the mendation against traps that func-
heal his wounds. 1/ way ofgood storytelling. tion on an "OOpS yer dead" basis.
Player Two: "While the mon- For example, if the party find Since an effective DM's adven-
ster's attention is still focused on tures contain dramatic scenarios
Bruno, Wanda readies her wand of which have a real chance of a
fear and prepares to speak the
words that will unleash its
powers. /I
Again, the second passage em-
phasizes the descriptive, or story-
telling, nature of the game. Die
30
player character dying, the DM pointless death. If the OM has to intervene to save
should try to lnake those charac- a character, he may wish to bal-
ters' deaths play an important part Other characters are VIctIms of ance his act of mercy by penalizing
in his story. either bad dice-rolling (their's or the character who should have
another's) or the logical outcome died. Consider the following possi-
If it becomes obvious to both the of the way they role-play their bilities:
OM and the players that one or characters. Given such situations,
more PCs are about to be killed, the OM can decide either to make Reduce the amount of experi-
give the characters a chance to the death grand and glorious, one ence points gained from the ad-
make their deaths meaningful. Im- that has real meaning in terms of venture.
provise a scenario that gives the the adventure's story, or arrange Have the character survive, but
characters a glorious and memora- events such that the character sur- be captured until he is rescued
ble death scene. For inspiration, vives but is still punished in a sig- or escapes on his own, usually
consider those war movies and nificant manner-this latter without any of the goodies he
action films where a mortally punishment can often be a fate has been collecting during his
wounded character remains be- worse than death. adventures.
hind to take out the pursuing bad Have the character acquire a li-
guys, or where one character leads The DM might help a character ability due to his mistake. Pos-
the villains astray, knowing it cheat death in one of the fo1Jowing sibly his wounds leave him
means his own death. ways: with a limp that reduces his
• The character collapses into speed, or internal injuries
The DM might wish to let the cause a drop in his constitution
characters ignore their fatal unconsciousness only to score. Maybe his depth percep-
wounds for a few rounds while awaken later, his wounds mys- tion is gone due to the loss of an
they hack berserkly at the fiends teriously healed. Usually, there eye, or he becomes one handed
who outnumber and surround is a price to pay for this later. when his sword hand is lopped
them, giving better than they get This is one of those situations off
and giving their friends a chance where the DM is allowed to Change the character in some
to survive. Remember, the charac- meddle with a character, tak- way. Maybe the only way his
ters die in the end, but the cLever ing away something, giving friends could bring his spirit
OM has managed to let them die him something, or changing back was to reincarnate him in
with dignity and heroism! him in some way. Often, who- the body of another creature.
ever does the healing will de- Or maybe his spirit was trans-
Alternatives to Dying mand a payment ofservice. ferred into a body that could be
Instead of killing the character, repaired. That new body could
Death is essentially a punish- his foe's last blow stuns him be just about anything. The
ment for a character's failure to and he is taken captive. magics involved in saving the
overcome a fatal obstacle. How- An NPC or favored animal COIn- character could have required
ever, even when the rules indicate panion sacrifices his life for the replacing severely damaged
that such a failure would kill a character. Care must be taken parts of his body with function-
character, the DM need not neces- to make this scene believable. ing parts from other creatures.
sarily make death the only possi- • Relieve the character of trea-
ble punishment. The character dies, but a sured possessions. Whoever
higher power guides his spirit saves the character (or cap-
Some characters pointedly de- back into his body-his task on tures him) may think that tak-
serve to die. Their players have in- earth is not yet done. ing his +3 sword and helm of
sisted on making the characters telepathy are a fair trade for
act and behave in a manner con- The dead character's compan- bringing him back to life.
trary to either good role-playing or ions find a one-shot device or Maybe the thing just got lost,
even common sense. Their stupidity NPC who can bring the character say in that deep (bottomless?)
finally places them in a situation back to life. Again, this usually
from which their is no escape and involves a loss or sacrifice on
they die an ignominious and the part ofthe dead character.
31
chasm back there, the one with ity to his players. He owes them a stupid incident, the OM may wish
the hot vapors and eerie noises good time. to create alternative outcomes on
wafting up from below. Subject the fly, ones that require role-
the characters to the mockery Having the entire party wiped playing instead of "roll-playing."
of others. This usually works out as the denouement of an ad-
best when the OM has had to venture is rarely considered a good
save the hide of the entire time. In situations like these, it's
party. Let them know that OK for the DM to cheat
their failure in a situation
(where they should have right- Throughout these chapters on
fully died) makes them the OMing, it will be stressed time and
laughingstock of the fortress. tilne again that the DM must re-
Have a once-loyal hireling or main impartial. He should not take
two silently disappear, unable the side of the monsters against
to bear the shame of it all. the PCs or side with the player
characters in their battle against
Fudging or Constructive their fiendish foes.
Cheating
So now we tell the DM to cheat!
Imagine that What should the fair DM do in such
during the course of the game, the a situation? Well, a hard-hearted
player characters have just barely DM would let the pes walk into his
survived the climactic encounter trap, blow their saving rolls, and
with the Baron Skorditch, Wizard- die. He may also see his players
lord of the Kroolons, escaped with suggest, that they have better
the cumbersome princess Natasia things to do with their time from
and discovered the lost secret of nowon.
double-entry bookkeeping. All
that stands between them and At the other extreme, the DM
glory is 100 feet of corridor. Unfor- could just say to himself "there's
tunately, the DM had decided long no trap here" and let the pes pro-
ago (more likely at 3 AM. the night ceed on their way, not realizing
before) that this corridor would be that the OM just compromised his
filled with deadly Snargon gas. design to let them live. This too is a
Since none of the players thinks to mistake, because by doing so, the
check for traps, the OM secretly OM has assumed that the players
makes the die rolls for them. are unable to deal with challenges.
All-tao-suddenly, the hot dice- A wiser solution would be to sug-
rolling that allowed the pes to so gest to the players that something
handily overcome their earlier ob- does not seem right in the corridor
stacles goes sour. No one detects ahead or to let an NPC reveal the
the gas. If the party continues, trap, even though it costs his life.
they will all die! And, of course, The OM lnight even improvise an
they continue ... ambush attack that diverts the
characters to another exit.
While the OM should not feel
that he must protect his precious In a sense, whenever a situation
plot lines or make sure that the de- arises in which the outcome of the
sired outcome of a story takes entire adventure seems to hang on
place, he does have a responsibil- a single die roll, and that die roll
fails, the OM is encouraged to
fudge-to cheat in a constructive
manner. Rather than see an entire
gaming session, even an entire
campaign wasted because of one
32
Many of you have had the computer software game all have "computer" and make rules inter-
chance to play computer games or to work together absolutely per- pretations in order to get his ad-
play-by-mail games which are fectly, othetwise the game crashes venture through a rough spot.
much like role-playing games. when the computer is unable to re-
While many of these games are solve a software problem. To Interpret the Law
wonderful and provide a great
deal of enjoyment for the play- Like computer games, the rules One of the pur-
ers, there are some important for role-playing games are de- poses of a court of law is to inter-
things which set them apart from signed to deal only with those situ- pret the laws the land, to decide
true role-playing games like the ations that the game's designers whether or not they apply in a
ADVANCED DUNGEONS & have previously anticipated. It given situation. Like a judge, the
DRAGONS® game. would be nice to say that this game OM must determine whether or
or any role-playing game has rules not the rules of a game apply to sit-
Computer games have built-in that work perfectly for any situa- uations within his game. He may
limitations when it comes to the tion or encounter. However, the even decide that certain rules are
kinds of activity they will allow. vast variety of options in role- "unconstitutionalII and do not ap-
The players must make their playing games generally means ply to his game world. Working
choices for actions and reactions that some obscure combination of within the rules, he determines the
from those allowed by the galne's rules has been overlooked. When outcomes of the actions of the
rules. Nothing else is allowed. If it rule conflicts arise the game would players and of those NPCs and
hasn't been put into the game by also crash and burn (figuratively monsters that he controls.
the programmer, it can't be done. speaking, of course) if it weren't for a
Furthermore, the features in a DM who can act as a free thinking
33
Leaving the Rules Behind imagination into a single story ally did live in the tower, but left
line, a fantasy lived out through behind no earthly remains upon
There are also their toys. As we have grown older, his demise).
times in an adventure when the we've found a need to impose
DM may decide to wander away structure on our lives, to replace Unfortunately~ the fiend left the
from the official rules of the game toys with tools, imagination with PCs in poor shape for dispatching
and focus on the action of the rationalization, and free-form play hordes of cowardly bandits (re-
game, making judgement deci- with rules. member, lots of arrows from the
sions as to whether characters suc- trees?), so they concoct a plan!
cessfully use skills or monsters The effective DM will draw upon
detect the presence of intruders both the imaginative child within They will scare the bandits
rather than rolling dice for an an- him and his abilities as a story when they come through the front
swer. teller to stir the imagination of his
players. He will find whatever op- door.
Too often in a game, the DM gets portunities he can to free himself Using paint found in the wiz-
in the habit of consulting dice to from the constraints of rules and
make his decisions. The player's concentrate on giving the players ard's lab, they paint the minotaur
want to perform an action. The DM an extraordinary role-playing ex- carcass fire-engine red, haul it to
considers the options and rolls the perience, where the shared fan- the top of the stairs (which conven-
dice. Even though he may have tasy of the adventure, the telling of iently end at the front door) and sit
weighted the success chances one the tale takes precedence over the it atop a shield. At the top of the
way or another based on his esti- mechanics of how it is done. stair a burly fighter holds the
mation of the chance of success, brightly painted minotaur carcass
he's still relying on random chance Leaving the rules behind does upright while a wizard stands
to detennine the outcome. True, not mean that the scenario is no ready with a few simple spells to
randOln elements can affect player longer an AD&D® game adventure. provide special effects. The rest of
actions, but just as easily random- Far from it. The DM should still the pes smear themselves with
ness can ruin a chance for drama keep actions and results within the blood and soot and lay arolll1d the
within an encounter, spoil the ex- scope of possibility offered by the entryway doing their best corpse
citement in an adventure or ruin rules (or at least close enough to be imitations and hoping that the
the players' plans. believable). Consider the foHowing: bandits donlt have time for a body
count when the door opens.
Chances are, the rules say to roll Fleeing froln bandits, the party
dice to resolve a given situation, takes refuge in the oddly intact ru- As expected, the bandits soon
such as "roll a d20 to detennine ins of a long-dead wizard's tower. manage to break down the front
success" or "there is a one in six The bandits do not immediately door and begin to charge into the
chance that the character detects follow, for they are afraid of the tower, pausing for a second to look
the hidden door." Yet in some situ- fiend rumored to dwell in the at the unusual scene around
ations, its better to ignore the rules tower. The cowardly bandits theme. Tension hangs in the air as
and rely solely on the DMs judge- slowly work up their courage to the playerls hope for the success of
ment skills. follow-maybe the PCs and the this highly improbable trick. The
fiend will wipe each other out and OM, on the other hand, is doing his
Go watch some young children they can clean up whatever's left. best to remelnber which section of
playing with cars, trucks, action the Dungeon Master's Guide deals
figures, or dolls, the kind of toy Meanwhile, dwing the course of with fire-engine-red minotaur
doesn't matter. Without a game exploring the tower (looking for corpses and their ability to terrify
master or a complex set of rules, something that they can use charging bandits. Hmmmm. It
they play out complex fantasy against the cowardly bandits who doesntt seem to be covered...
encounters. In their childlike way, grossly outnumber them and tend
they role-play more effectively to shoot lots and lots of arrows As you can see, the success of
than most older players. Minor dis- from the safety of the surrounding the players' depends on about a
agreements aside, they work to- trees), the PCs kill a minotaur, and zillion complicated factors coming
gether to forge their shared even dispatch the fiend (who actu- together to create a single desired
effect-making the bandits believe
that the PCs are dead, that the
fiend (who looks like a bright red
34
minotaur) still lives and has his The aging door to the outside Player: "We check the wall for
heart set on bandit pot roast for suddenly bursts open and the ban- secret doors. "
dinner. When the wizard casts his dits peer cautiously in. In the
phantasmal force spell and the gloom they see the carnage DM' "You don't find anything
fighter gives the body a shove and wrought upon the dead pes (the that looks like a door, secret or oth-
sends it sliding down the steps, DM decides that it's dark enough erwise. But the elf hears someone
will the bandits tum and flee? Or for the ruse to work, at least until fumbling with the lock on the
will they burst out laughing and the bandits inspect the bodies). As north door. "
proceed to slaughter the charac- the horror of the pes' doom begins
ters? to settle in, they are startled by a Player: "Quick, what's the south
booming voice from above. wall look like?"
Now the OM running this situa-
tion could yank out his d20s, "What! More intruders? You D M· , 'Lots of detailed pain tings,
diOOs, d6s and so on, decide on a shall die even more horribly than mostly landscapes. Most of 'em are
chance for each piece of the plan those who came before." The ban- pretty big."
separately, i.e., do the bandits be- dits look up to see a horrible,
lieve the pes are dead, do they be- homed, scarlet fiend barreling Player: "1 move the one closest
lieve that the minotaur corpse is down the stairs toward them be- to the trail. "
truly the fiend they have heard so fore they are blinded by the bril-
much about, does it slide down the liant bursting flares of light which DM' "Doesn't move. Hey, that
steps smoothly when pushed, and shower down around them (the sounded like a key in the lock. "
of course, are the bandits scared? OM decides that the phantasmal
After rolling for each item, he dis- force spell covers a multitude of Player: "Uh, um. Uh, what's that
covers that one part of the plan discrepancies between the appear- painting look like?"
fails and the characters are all ances of the fiend they have heard
killed. so much about and a red mIno- DM' , 'It's a win ter scene. It looks
taur). like footprints in the snow, trailing
The DM who works things out off into the distance. Every so often,
that way is not being very much The bandits scream in terror you can see a splotch of bright
fun. Sure, the rules say to make and flee the tower. Their fellows in crimson amongst the footprints. In
skill checks and random dice rolls the woods presume the worst and the distance you see what looks
to resolve encounters, but rules they, too, run. Meanwhile, back in like a warrior. The door's starting
are really only needed as an alter- the tower a muffled voice grunts to open."
native to ilnagination. The players "will somebody get this lousy
have put a lot of imagination into minotaur off me, [ can hardly Player: /II, we, wn, guys, every-
solving the problem of their imme- breathe!" body follow Thuenor. He's climbing
diate survival. They set up an op- into the winter wonderland
portunity for a dramatic, exciting, Similarly, the OM may find him- picture. /I
and even humorous encounter, self in situations where the play-
which has a slight chance of saving er's must make a skill test to D M' /lThe door opens and the
their lives. The OM in twn has discover something in his game. If wizard enters. He doesn't seem to
given responsibility for its out- they fai 1 the test, the characters notice that one of his paintings
come over to a few chunks of geo- miss out on what the DM has in now contains portraits of a bunch
metric plastic. By slavishly store for thein. Rather than rely on ofadventurers. "
following the rules, he has con- the dice, the OM simply allows the
demned the characters to a characters to fmd the door. Yet, if A third area where leaving the
pointlessly brutal doom. Look now he does it right, the situation adds rules behind can help the DM create
at the players' plan as it occurs more to the game than the rolling a world of wonder is that of
when the DM decides to rely on his o f dice. magic. The AD8d3® game magic
judgement instead of his dice. system allows for a great variety of
DM· "The blood trail ends near magical powers. Nevertheless, the
the south wall. " DM may find that his imagination
can create magical devices, arti-
facts, and environments that defy
description within the bounds of
the magic rules.
Suppose that the OM creates a
scenario that involves living be-
ings encased within stasis cocoons
35
of transparent crystal. Based on below, the players may not appre- judgements or the chance failure
the magic rules for creating magical ciate the OM's creativity: to perform a task, and not the arbi-
items, no spell or spells exist for trary whims of the OM. If the OM
making this work. The DM is then D M' IIWaldemar glares at you doesn't follow a procedure like
faced with a choice: use this crea- from his perch atop the statue. He this~ the players will become suspi-
tion of his imagination and present waves his hands in a dizzying pat- cious every time something goes
it as an object of wonder, or throw tern over his head and casts his against them. They may even ac-
it out because it doesn't fit the spell. You are all encircled in spar- cuse the OM of cheating.
rules. The OM probably knows our kling lights and suddenly realize
recommendation already. that Waldemar is yourji"iend" And cheating is something that
the OM should worry about when
Danger! Danger! Player: "Hey, just what kind of he's running loosely. Fudging the
spell was that? !fits charm person rules a bit to either preserve a good
We've been then my elfgets a saving throw. game or enhance the players' en-
promoting the concept of slipping And what's with the sparklies. joyment is not only approved be-
free from the rules for a better None ofour spells do that. /I havior, but comes highly
game. Yet game freedom has a recommended However, there
darker side, there is risk involved DM' "Uh, its a special form of comes with it the opportunity to ig-
in breaking the rules. charm person. Nobody gets a saving nore rules or results that conflict
throw. " with the OM's desires for his ad-
Realize that there are times dur- venture.
ing a game when dice rolling and Player: "Well the elfwants either
rules adherence must be followed. a saving throw or a chance to break The final point in this area of
While the OM may have wandered free." danger is minor, but needs consid-
away from the rules with the best eration. The unmodified AD&O
of intentions dwing his adventure, DM: "Well, he tries to break game rules are used extensively at
the players will feel more comfort- free, but he can IIt. " game conventions for official tour-
able in certain situations when naments and individual games.
they know that the OM is playing it Player: "e'mOn! You didn't even Players who have become used to a
by the rules. Then they know that roll the dice. " DM's free-fonn OMing style may
they and the OM are operating at fmd themselves unpleasantly sur-
the same level. They have a feeling Proficiency and attribute check prised when playing under the
of control over the situation. rolls are another area of ambiguity. constraints of the unmodified
If the OM has gotten in the habit of rules system.
Combat is probably fOrelTIOst overlooking them during play in
among these situations. During favor of his storytelling, he may Presuming They
cOInbat, follow the rules and make have a hard time asking the players
dice rolls for hits and damage. Re- to make thelTI in life-or-death are Heroes
serve any stretching of the rules situations.
for those activities that do not di- Finally, keep in
rectly affect the health and well be- D M' "Thuenor, if you're going mind that the PCs are supposed to
ing of the characters (or their be heroes. They are unusual per-
foes!). It's one thing to let a character to cross the rope bridge, make a sons whose skills and abihties
make heroic jumps and perform Dexterity checkfor me. 1/ stand head and shoulders above
acrobatics during a melee. It's the nonnal man (figuratively
quite another to let him make Player: "Huh? He didn't have to speaking in the case of dwarves
attacks without requiring a combat make one going the other way. and haltlings).
or damage die roll. Why should he now?"
They should be able to perform
Magic use is another sensitive DM' "Because he has to, OK?" heroic actions without worrying
area. Stick to the rules for both Player: "Let's just say he made about the fussy details of their ac-
sides of an encounter. As shown it" tivities. They should be concerned
DM' "MAKE THE DIE ROU!" with finding lost artifacts, slaying
horrible fiends and saving the
Be sure that whenever a player
action could lead to hann, the
player makes dice roll. They need
to realize that their misfortune is
the result of either their own bad
36
world; not cleaning their swords can be solved in this mutually then it is so!
after each battle, counting the ar- agreeable manner. Second, let the players know
rows in their quivers or telling the
DM exactly how they prepare for Still, that little 0.1 % remains- that if the OM makes a decision
sleep each night. and, of course, these are the ones which everyone agrees is bad, he is
that cause OMs to go prematurely more than willing to discuss it and
Just as the OM works to make gray or question why they ever possibly even call back the deci-
his world and nonplayer charac- gave up their hobby of collecting sion. The guideline for calling back
ters richly real and exciting, he 01d shoe boxes for all this. For such a decision is not whether or
should encourage his players to some situations, no interpretation not the result is bad for a charac-
think of their characters not as the of the rules seems to apply. In fact ter, or even the entire group, but
pieces in a game, but as fictional some of them are directly related whether or not it was fair. The
heroes, who live, breathe, and to interpreting the rules. same holds true for interpretations
have lives of their own. The best of rules. Everyone, including the
role-playing happens when the OM Worse yet, problems are going to OM, must agree on an interpreta-
and players alike quit worrying arise that have nothing to do with tion that differs from the one held
about the game. the game, but involve the people by the OM.
playing the game. The DM will rap-
When Reason Fails id1y find that people who enjoy Third, make sure the players are
playing the AO&O® game often aware of any major rules variants
Ifa set ofrules have "interesting" personalities. being used. The best way to do this
could be written to cover every sit- Strong personalities seem to inevi- is in writing, so that everyone has
uation possibly it would reselnble a tably clash. So, along with run- a copy of the rules on hand.
law library with stack after stack of ning the game, the DM may find
volumes documenting important himself moderating "discussions" Fourth, any maj or deviations
scenarios and the "correct" between players. from the group's accepted rules
interpretation for each occurrence. (including any variants currently
The DM would become, in fact, With this in mind, a number of in use) must be approved by the
what some games refer to him as- potential problems, sticky situa- group and must take effect after
a jUdge. Unfortunately, DMs tions, unpleasant scenarios and the situation that brought about
might also need to charge profes- dire dilemmas have been pro- their creation.
sional fees for their time. vided, along with possible ways for
the OM to handle the situation and Escaping from Monty Haul
Instead, much is left to the judg- the people involved. Whenever
ment skills of the DM. If the rules possible, the solution "kick the ''After Daniella slays all J2 of the
don't exactly cover a situation, he player out of the game" has been kobolds with her multi-barrel
and his players must resolve the avoided. wand of megadeath the rest of the
dispute via a mutual agreement party finds about J00, 000 gold
(or a definitive declaration by the Basic Presumptions pieces, 33 potions, about 243
DM). The hints and tips that have gems, 900 pieces of jewelry, a
been presented so far have been For the OM to sword that glows almost as
provided to help the DM deal with enforce his judgements during dif- brightly as Daring Dirk's frost-
any ambiguities or difficulties that ficult game play sessions, he must brand, a suit of well-maintained
develop between his campaign set a few ground rules for later dis- power armor with markings of the
and the "official" galne rules. So putes with the players. Call these old Imperium and two mounted
long as everyone is satisfied with the rules for arguments: projectile throwers on it, about
the decision (or at least not in- four casesfull ofshort range rockets,
tensely grumpy about it), the First, the OM must declare that a rod of lordly might, and a
game can continue without inci- his word is the final authority in shadow box hanging on the wall
dent. Given the vast creativity of things pertaining to the game. He that contains about 20 different
the players and OMs in this world, will listen to arguments to the con- figurines of wondrous power."
99.9% of the problems that arise trary, but the players must accept
that his word is law and if he de-
clares a thing to be so in his world,
37
"Oh boy, we grab all the magical From that point on, the pes' by afflicting all magical items with
loot and stick it in our portable problem changes from "do we power loss. Reversing the effect re-
holes. The wizards begin setting have the magical resources to quires an adventure, but only par-
up the transmat box that teleports tackle this problem?" to "how are tial power is returned (maybe the
all the gold back to Castle Pardo." we going to carry all this stutf?" In- players are given a limited amount
stead of simulating a fantasy of power to reinvest in magical
"Well, as you do that} the south novel, the game begins to resem- items).
wall glows and a humongous bat- ble a mail order catalog. The OM
winged creature steps through, may notice that he has an increas- Although it's a silly solution,
oozing pink goo from huge warts ingly difficult time setting up sce- have all the magical items pos-
and dragging a huge bag of trea- narios that the players cannot sessed by the party suddenly fly
sure." easily blast their way out of or by- together and fonn an ultra-
pass by using magical devices. monster~ a golemlike creature who
The television game show has must be defeated without magical
become an integral part of our cul- The best way out of a Monty firepower. Of course, destroying
ture. With little or no personal risk Haul situation is not to get in it. the thing ruins most of the magical
(other than that of public humilia- When placing magical items, con- items.
tion on nation-wide television), sider whether or not the risk en-
regular folks can try for hoards of countered to obtain it is balanced Once the cure is implemented,
valuable prizes. The winners walk by the benefit the character who put the party on a magic-free diet
out with all those things our Inate- finds it will gain. Then consider (also trimming out heavy things,
rialistic souls crave and even the what the possession of a particular like gold and gems) for an adven-
losers get consolation prizes. magical item will do to the cam- ture or two and then slowly work
paign itself Foiling the effects of a neat treasure back into the game.
Some garners play adventure magical device which is too powerful The DM might find that the play-
games in the same way. In just for the campaign can consume ers have a new appreciation for
about every case, The OM is re- much time. what treasure he does give them.
sponsible for this. Too quickly~ the
game goes from the "Awe and Unfortunately, most players Super Characters
Wonder" stage in which the game don't realize that they are victims
itself seems magical to the "Glory of Monty Haul until it's too late. ''Both ancient dragons rear back
and Thunder" level where the For the OM who finds he has and spew fire at Clarissa the
players aren't happy unless their worked himself and his players Mighty. That's 192 points qffiery
actions are punctuated by wrath- into a Monty Haul campaign, there megadeath. "
of-heaven style special effects. are several possible ways out. Un-
fortunately, most of them require "Well, with her cloak of displace-
Monty Haul can begin inno- the OM to act in a manipulative, ment and ring of fire resistance,
cently enough. Sometimes the OM heavy-handed Inanner. Clarissa automatically makes her
wants to try out some new magical saving roll. Between thering of fire
items and so he makes them avail- The OM can terminate the cam- resistance, the potion of fIre resist-
able at the first opportunity. Maybe paign and start over. This has the ance and her special ability to
he feels guilty about not providing most immediate effec~ but neither make her body immune to heat}
enough magical items for every- the OM nor the players may desire that reduces the damage down to
body. Possibly he wants to accelerate this heavy-handed solution. 18 points, only a slight singeing.
the player characters through Clarissa slurps down a potion of
experience levels. Whatever the Taking away the characters' extra healing and then blasts both
reason, the end result is that the magical toys still involves a heavy dragons into Hinders with the photon
player characters, like game show handed approach, but it can be cannon wand she found in the
contestants~ get used to obtaining done. Have the characters cap- metallic nLins. "
vast amounts of treasure without tured by incredibly powerful mon-
risk while their experience levels sters and relieved of their magical
ratchet upward like miles on an goodies.
odometer.
While still in the manipulative
mode, the OM could save his game
38
A common by-product of Monty • Create situations where a char- his world itself or to the rules used
Haul gaming is the super character. acter's super weapons are to run the galne. SOInetimes these
The DM may know the type by turned into super slag. changes will affect the way that
now, faster than a speeding arrow, the players make decisions about
more powerful than a loco hill gi- • Convince the other players that their characters and their actions.
ant, able to leap tall dungeons in a a super character threatens
single bound. Most of their attrib- their own well being. If the OM decides to add a new
utes appear to have been rolled on continent to his world, the after ef-
dlOO's. They have more magical • Use life-draining undead liber- fects are usually minor. However,
gizlnos than a college of wizardry if the OM chooses to reduce the
and their hit point totals resemble a ally. purchasing power of gold, change
modest lotto jackpot. In most the way a particularly irritating
senses of the word, they are Set deadly traps in the fonn of spell works, or require wizards to
unbeatable-and they are the puzzles or devices that can only wear pointy hats, his players may
DM's fault. He made them what be triggered by those with high object.
they are and he now must deal enough power or skills to operate
with them. them. Unless all the players disagree
• Arrange for the character's with the change, go ahead with it.
Getting rid of super characters quality of life to decline. Maybe However, give the players a chance
requires more than a visit from an an injury, illness or curse to alter recent decisions or actions
extenninator, but that is generaJ ly lowers or prevents full use of that they would have made differ-
the best solution. Toning them his attributes and abilities. ently had they known the change
down (i.e., taking away some of Maybe he's imprisoned forever was commg.
their power) is a bit more difficult. by the powers that be.
• Have the character's final trea- Rules Lawyers
[f a character has no chance of sure acquisition be an artifact
failure, adventuring becomes a that messes him up physically '7 don't care if you think it
simple exercise in treasure and mentally. Make sure the
gathering-sort of like an all- player is aware of his fate at should work that way, that's not
expense-paid visit to the local some point and once again the way the rules say it works.
shopping mall. Considering this, make the offer ofretirement. Look right there on page 112 ofthe
even the player may actually want Player's Manual."
to find a convenient reason to get Changing Reality
Rulius Magistarius, the rules
rid of his super liability. "OK, brifore we get going, I want lawyer, can be the bane of both
Offer the character a chance to to let you know that I've given DMs and players alike and can be
some thought to how Jenny IS either a DM or a player. He's the fel-
retire. Maybe he is promoted to fighter used her ring of invisibility low who demands that anything
demigod and has to worry about last week and I've decided to modify that occurs or could possibly occur
balancing yin and yang in the uni- the way we play invisibility from in the game be covered by rules
verse, not just whacking monsters now on. When a character is and be followed exactly to the letter
for profit. On a lower key, give him a invisible, anybody near him gets a of those rules. He is also willing to
barony or kingdom to run, whatever chance to sense his presence, re- argue endlessly about some minor
seems reasonable. Have the gardless ofmonster level." point of rules until the DM or the
character put his arsenal to good other players are ready to concede
use, defending peasants from ma- "What? Oh just great! Jvfy char- the point, if only to shut him up.
rauders. acter bought an invisibility scroll Chances are he may only be
Ifthat fails, feel free to set up situations last game and now it's basically comfortable in a situation where
that either take the super characters worthless. /I he knows exactly how things will
down a few pegs, even to kill them be. Ambiguity scares him. The
outright Need examples?· An Game worlds, like living crea- Wargamer style of play (see Styles
immortal hunter seeks prey, tures, are constantly changing. of Play) suits this fellow just fme.
ignoring slnall-fry in favor of real Most of these changes are minor,
challenges. but every so oft~ the DM decides Dealing with the rules lawyer as
to make a major change, either to
39
a DM requires both creativity and most necessary use of the Player's Adventure gaming attracts-
patience. He is the reason why the Handbook during play. Make the how shall we say it?-a unique
OM must both establish his own Dungeon Master's Guide and all type of person as a player. Anyone
word as the final authority in monster manuals entirely off limits. who prefers to spend a Friday
games played in his world and re- night pretending to slay dragons
cord any major variations to those Player "Personalities" and sling mighty magics is not the
rules. Make it clear to the rules type who fits the so-caned "nor-
lawyer and the other players that "Hey, can 1 have a little ofyour mal" mold. More often than not,
the rules of the game are used as attention people? Kevin, finish these people, often the OM's
guidelines for play and are not de- painting the miniatures for the friends, have other unusual inter-
signed to cover every situation. next game, OK? That was real ests, hobbies and personalities.
The DM must be willing to hear the good Mark, but I'm not certain 1 Strong, unusual personalities tend
rules lawyer's opening arguments, want to see how close you can put to exert themselves in gaming and
and to explain the logic of his own your roundhouse kick to my nose readily find ways to come into con-
decision. Stand finn on a decision, flict with other strong, unusual
but offer to discuss the situation after again tonight. Ron, Randy, if you personalities.
the game.
need the stuff in those mere'maga- Try to keep the emphasis of the
If the rules lawyer continues to in- zines, you can get them out later. game on gaming. Privately en-
terrupt play, come down hard. Re- Uh, Lawrence, my wife was saving courage players to avoid discus-
strict further arguments to unified that gelatin dessert for a dinner sing outside topics that will bring
appeals (all players must agree party tomorrow. J'dprefer we used a them into conflict. Be tolerant,
without requiring arguments to miniature for the green slilne in- even when pelted with dice Gust
convince them). Ban all but the stead 1/ don't let it get out of hand). Be a
40
peacemaker. Remember, these are 'friend, I Lychor is nowhere to be DM's worlds exist free and clear of
friends. seen. If any personal problems that the
"Crrrrr, that rat! We attack!" players have with each other. If the
Off Nights "Before your group CaJ1 do anything, DM suspects that intra-party
Thuenor is struck by a dart, one of treachery is occurring because
"Look, I'm running this game! IfJ Lychor's black ones. As he feels its player A dislikes player B, stop the
poison course through his veins, activity immediately. Suggest that
say your stupid dwarf is dead, the dwarf hears 'that's for selling the players either behave them-
then he's dead" my spell book to the gnomes, you selves or find something else to do
little wart'. /I for the rest ofthe game session.
"But Thuenor should have been
able to detect that trap. He made Playing adventurers "in charac- Pettiness
his detect trap roll just before you ter" often leads to situations where
opened that pit up beneath him. the motivations and personality of "The orcs attack the party while
Anyway, 6d6 is way too much one character lead him into direct thefire giant goes after Sherimar. "
damagefor a 10-foot-deep pit." conflict with another. If so, the DM
may find himself Inoderating a tit "Hey, what is this, bash the half-
"Then it was 40 feet deep and for tat encounter which readily es- ling thief night? How come all the
had spikes in the bottom. Same calates to an all-out war between nasties head straight for my char-
difference-he's dead!" the characters (and quite possibly acter? And what's a fire giant do-
their players, too). ing here? You said the ceiling was
"But. .. forget it, I'll see what's only ninefeet high. "
on the tube. Let Ine know when ev- Although team play is best for
eryone else dies. " successful adventuring, don't en- "He's standing in a low area that
tirely discourage small squabbles leads right to your character. /I
What does it take to make a DM between characters. They are a
go sour? A rotten day at the office part of role-playing and really do "Yeah, sure. You're still upset
or school? Missed sleep? Family add to the game's richness and that your dumb trap won't work
problems? A lnessed-up romance? complexity by offering an occa- 'cause I found out that a magic
The onset of pneumonia? Maybe sional interesting twist. However, missile didn't work that way,
even too much MSG in his Chinese when these little pranks escalate aren't you? Guys, I need some help
takeout? Everyone has an off day to situations where bodily harm here. .. "
sOlnetirne. Unfortunately, when may occur to a character, step in
the DM's turn takes place before a and stop them. Take the involved Ever notice that sOlnetimes the
game session, everybody suffers. parties aside and suggest that this DM singles out a player's character
behavior stop. If that doesn't work, for special punisrunent? Often that
When a DM feels that he is not in use some element of the game to player did something to irritate the
good enough shape to run a game, end the treachery. DM, like constantly arguing or dis-
it may be a good idea to postpone agreeing with the OM's judgment
it. Give players adequate warning Player Feuds calls (rules lawyers beware!). So in
though. No one likes to drive for an turn, the DM goes out of the way to
hour to find no game. "Cindy, will you tell that piece of make life miserable (or succinctly
short) for that character.
If the DM fmds himself consist- shit over there that if his retarded
ently doing those things which Regardless, it's wrong. Such
these rules say not to during a dwarf ever tries that stunt again, petty behavior violates the tenets
game, then by all means stop! Let he's fuckin ' toast. " of OM neutrality and can cost the
someone else run the game this DM the trust of his players. If he
time. "Qh yeah? Cindy, you tell hoser treats one player unfairly, can they
there that he can just forget his expect similar treatInent?
Intra-party Treachery ride home tonight. "
and Backstabbing If the DM finds that he is aveng-
Always relnember that this is a ing himself on a single player, stop
"You round the corner, following game and that characters in the the game. Apologize and replace
Lychor. Suddenly, you are sur- any losses before continuing on.
rounded by gnoll warriors. Your
41
Me-Against-Them could have avoided them easily. he himself is not the last word in
Mentality I'm a brown belt in Tae Kwan Do every subject. Other people will
and 1 know this stuff Be real, and probably know more about as-
"OK, so you trash the high priest replay his attack the way it should pects of his world than he will ever
be. 1/ have the inclination to even re-
and his pals. <Well, just as the old search. Look upon those players as
Asswning the player is a karate resources, not just as thorns in the
guy is dying from Thuenor's sword student (and the DM is not) he side. If a player brings up a point of
probably does know more about realism that might be, useful part
thrust, he pulls on a hidden cord the martial arts than the DM. He of the game, the DM should offer to
could just as easily be an archery work with him to design a rules
The loud gong summons every enthusiast challenging the DM on variant that incorporates his
the realism of a barrage of arrows knowledge.
priest in the castle, and they all ap- or an architect correcting the DM
?n his design of a castle. The point The DM's campaign will be im-
pear in were-beast form. Mean- IS that the player is better in- proved by an additional richness
formed on the subject than the DM of detail and, more importantly,
while, an 18 inch thick steel plate and as an "expert," he expects his the player feels needed. In the end,
special knowledge to both counter- he will feel more a part of the game
blocks the exit. " mand one or more of the DM's (though he may regret it if his spe-
game actions and allow his character cial rules eventually work to his
"1 think she's mad at us Frank to act as if he too possessed the detriment some day).
same knowledge.
what do think?" " Know-it-aDs
From the DM's point of view, his
This is an extension en masse of game has just been interrupted, Four times during the game ses-
OM pettiness. Maybe the players his authority has been challenged, s ion, Rudy has informed the D M
ganged up on the OM, foiling his and more importantly, he has been that the rules either don't reflect
best plans or backing up a fellow made to look foolish because he
player's disagreement with a apparently does not know his ma- reality or that if the DM knew what
judgement call. So the DM retali- terial. A less-principled OM may
ates. Neutrality is cast aside and follow up on the urge to tnake a he knew on the subject, the DM
the game becomes a shooting pay-back on the players character would obviously make a different
match, one that the DM can al- later in the game. Yet there are decision. Each time, the subject
ways win. other ways to more effectively deal was different and the player felt
with experts. obliged to clarify the subject matter
When SOlneone realizes what's for all involved
going on, either DM or player, they First of all, reinforce the authority
should speak up and stop the mad- of the OM. Regardless of what the The expert (which we discussed
ness! lake a break, NOW! During expert says, the OM's judgement above) and the know-it-all are two
the break, re-establish a policy of regarding a situation stands. This is very close1y related species of
fair and informed decision making a game, the rules were designed to gamer. Chances are that the latter
and mutually discussed disagree- be fun and playable, not perfect type of player does know his mate-
ments. Consider replaying events simulations ofreality. rial, but the difference between
that occurred after things got out them is that this fellow, the know-
of hand, allowing the DM some lee- Second, and only if necessary, it-all, is very interested in letting
way to account for player knowl- gently infonn the player that his people know that he knows more
edge ofthe situation. character probably would not than they do and delights in the at-
have that type of information, and tention he gets when all eyes are
Experts that you would appreciate it if he focused on him.
would accept the challenge of role-
"The martial artist leaps up at playing him in that manner. The know-it-all is more a prob-
the three fighters, does a spinning lem than the expert, since he has
side kick and knocks two of you Third, the DM has to accept that
down. B'roljs hit points are re-
duced by twelve and Eyegor's by
nine. He then . .. "
"No wcry, that's just not possible.
A real martial artist would have to
use two kicks and the fighters
43
an optruon on everything. While of by the group), the player makes In our earlier section on Pacing
he may not directly challenge the sure that his favorite character at- & Theatrics we talked about con-
OM's authority, he often wants to tributes and lTIOney or background structive cheating, or fudging.
play his character in light of his rolls are loaded with the best possi- There, we suggested it as a way to
own knowledge. ble results. improve the quality of the game.
So now we have established a dou-
Again, as with the expert, the A player who fudges dice rolls in ble standard: it's OK for OMs to
OM should infonn the player that order to make things go better for cheat, but not players.
he should role-play the character his character only ruins the game
as if he did not possess the knowl- for himself From that point on, he OM cheating, or 'fudging' should
edge. If this does not do it, enforce never knows whether or not he re- always be a last resort. Often, it
the decision. Don't allow the play- ally could have won through on his serves as a way to get the party
er's character to use knowledge he own merits. Lacking such confi- around a flaw in the design of an
would not nonnally know. dence, he may feel that cheating is adventure-either something too
the only way he can succeed, both deadly or an overemphasis placed
Furthermore, the OM should ad- in the game and in life. And if that on the outcome of a single die roll.
mit that although he may not have player is caught cheating, can his OM fudging should never favor the
as much information on the sub- friends ever trust him again? monsters, a single character (or
ject as the player, his decisions are even all the players for that mat-
based on the rules of the game and Player cheating hurts the quality ter), or his desired plot outcome.
will stand unless their is unilateral of the game, it's hurts the other Instead, the DM should only cheat
player support for any rule vari- players, and it hurts the person when the outcome of a OM-
ants. cheating. How the OM deals with controUed action would totally and
the cheat depends on his feelings pointlessly destroy the adventure.
When Players Cheat toward wrongdoers in general, but Unlike a computer adventure
the fonowing course of action may galTIe, it's not always possible to
"Allright, Grimbor hits again be appropriate: Ask the player to restart a failed game from a saved
and does 12 points of damage. You redo the suspect die roll and sug-
want to see my roll? Urn, J think J gest that all future rolls be made game.
knocked the dice over just after 1 where all can see. The OM may Cheating should be both con-
rolled them . .. uh, yeah that's the wish to have other players develop
ticket. " a punishment for a cheater, some- structive and give the players
thing that deprives him of iU- some control over their destiny.
Somehow, for some reason, gotten gain. If the cheating Don't let the players off too easy.
some players think that it's OK to continues, ask the player to find Chances are the OM will feel just as
make up their own dice results. another game group. cheated by that action as the players
Yes, it improves the game outcome would feel if he wiped out the
for their character, but is a character When DMs Cheat PCs. Instead of ignoring a deadly
who always wins, who always trap, let it go off, but give the char-
does what he needs to do as wen as The dice fall-sixteen, eighteen, acters time to react or escape.
it could be done, as fun to playas and twenty-one, uh oh. The DM
one who occasionally messes up? looks at his notes and back to the Instead of killing a character
What about the drama involved in with a deadly blow, have it destroy
missing a die roll and then know- dice again. 1f he uses those results, something of personal value to the
ing that the next one has to be character.
made or it's all over, and the glori- half the party is dead. Still, they
ous relief and excitement when are the results of a fair dice roll. So If the characters are overlooking
that next roll succeeds. Character close, yet so far. Still, instead of something obvious that would
creation is often where the cheat- killing the characters outright, he save their lives, make the hints
ing begins. Instead of rolling dice could throw something else at broader or find another way to
for character stats (or using some them, something equally deadly, draw their attention to it.
other method generally approved but which will give them a chance
to survive-ifthey're clever. Lastly, if something would logi-
cally and reasonably destroy the
entire PC group, modifY the out-
come just enough for a character
44
or two to make a conscious deci- When it does happen, the DM (or a sudden coronary). This
sion to sacrifice themselves for the needs to respond quickly and gen- heavy-handed style of play is not
sake of their fellows. They get the tly, but firmly. Ask the players to recommended if it seems likely
benefit of heroic death (from which be civil to each other. Stress the that the OM would like to keep this
there might be a return) and the need for team play. If necessary, set player in his game (or even keep
adventure can continue from down some common courtesy him as a friend).
there. rules.
Sleeping Beauty.
One final note--don't let the Enforce a standard order of play,
players realize that the DM has who goes first, regardless of where The character collapses in a
cheated Many players feel manip- people are sitting or what their limp heap. Nothing can wake him
ulated when they realize that the characters are doing. and nothing can hurt him. For the
DM's intervention, not their own convenience of the other charac-
skills saved their bacon in a tight When Nature Calls ters, the afflicted one could move
situation. around like a sleepwalker, a som-
"Yikes, it's eight o'clock! I was nambulating zombie. Like Snow
Rudeness supposed to be home at 7:301 I'm White, the sleeping character
in for it now. See you next week, waits to be reawakened. How he
Randy: "Herb, wait until it's guys. " gets out of the dungeon, whether
your turn. II he must be carried or walks
"What happens to Frank's zombie-like on his o~ is up to the
Herb: "Oh, stuff it, dickbreath, dwarF Thuenor was the only DM.
my character's doing something fighter we had lift. II
more important than yours right There's No Place Like Home
now anyway. " It would be nice if the outside
world could be kept from intruding When the player leaves, his
Rita: "Guys, where's the last on the DM's carefully ordered character is instantly teleported to
beer I l~ft in the fridge? I can'tfind game world However, players are wherever it is that the adventurers
it. " people (it's really true!) and people hang out between quests. All hit
often have commitments that take points, experience points and ac-
Herb: "Hey, URRRRP!!, I'm sorry, them away from the gaming table. cumulated treasure are intact. Of
OK? How was I to know that was The fact that Thuenor is the par- course, if the PC group doesn't re-
your last bottle." ty's only fighter means little to a turn here at the end of the play ses-
playe}Js wife if he was supposed to sion, the DM must come up with
Grumpiness, grouchiness, bad be home an hour before. Likewise, a an equally implausible way to re-
manners, interrupting players player's urgent need to "pay turn the character to be with his
during their turns, eating food that rent" on the two liters of soda pop comrades. Warning: some bright
wasn't intended to be shared- he's ingested since the game be- player is going to figure out that
whatever-the end result is that gan may not wait for a convenient this is a quick way out of a bad
one player (or more) is acting in a rest break. Either way, a player spot. When the PCs find them-
way that insults or annoys his fel- character disappears frOITI the selves surrounded by bugbears, he
low players and the DM. This type game, often at an inopportune mo- says "Gosh, lookit the time, well I
of behavior encompasses a lot, ment gotta be going now!"
from the guy who openly insults
someone else (even a joke can So what's a DM to do? Consider Into the Bermuda Triangle
hurt) to the fellow who presumes the following options:
that the food in the host's fridge Some fluke of the universe swal-
was provided for his benefit. Most He's dead Jim! lows the character and he disap-
people have enough tact to keep pears to who knows where,
unpleasantries to themselves or to Without the player at the table to possibly another plane where time
behave within the boundaries of control him, the character dies,
common courtesy. When they struck down by a bolt from heaven
don't, tension and bad feelings
rapidly increase.
45
passes not. When the player sparingly (if at all) for they tend to While some DMs may not care,
conIes back, his character reap- disturb the "suspension of disbe- after all the point is to have fun,
pears from limbo and time starts lief which is integral to any role- others may find having their best
agam. playing game. trap foiled by a character acting on
'spirit voice' tips from a the corpse
Polymorph to NPC Whatever the choice, remember ofa recent companion.
this: chances are that the OM may
When the player leaves, his find himself a player in campaign Each OM must decide this point
character becomes a nonplayer run by that very same player. Re- for himself and if voices from be-
character under the control of the venge is often fatal, final and un- yond seem unfair to him~ then he
DM. His character still fights and pleasantly sweet. needs to say so and make a suit-
even takes risks, but cannot lead able punishment for the crime
or propose innovative solutions. Shut Up, You're Dead (one that affects all parties con-
Whether or not the character gains cerned).
experience is up to the DM. When "Sandy, have Clarissa the
the player returns once more his mighty open the left side of the box Never Say Impossible
character is returned to him, along first. "
with any wounds or treasure he liMy Dwarf fighter, Thuenor,
may have accumulated. "Sandy, I'm afraid you can't act throws his mattock so it lands on
on that. Dave's character is dead top of the wall, steps back, and.
Changing Hands and he's not fuckin' here right with a short run, leaps up to grab
now, are you Dave?" the top of the wall. He gets his
Control of the character shifts to weapon, dives into the water, and
another player until his original "Uh, no, I guess not, but I think swims to thefar shore. /I
player's return. The new player she should also eckchay for ap-
treats the character just like one of stray before opening the box." "Six impossible things before
his own. Unfortunately, any secret brealfast, eh, Frank? (Sigh.) You
information recorded on the char- "Yeah, Clarissa checks for traps sure that he doesn't want to walk
acter sheet is revealed to the new before opening the left side of the on the water instead? OK, I'm
player. Furthermore, any special box. " gonna need some die rolls. "
knowledge known only to the orig-
inal player and the DM is usual1y "Arrrrghh. Dave, get out of here Players want their characters to
not shared. and roll your next character- and do the damdest things. They're
put him about a million experi- heroes, right? Heroes do heroic
The solution real1y depends on ence points in the hole, too!" things. Yet, reality (often in the
the playing style of the group and form of ilnmutable physical or
how long the player expects to be Is the DM going to a110w com- magical laws) has to be consid-
gone and possibly even his reason munication between players ered.
for leaving. Zapping the character whose characters are either dead
of a player who has to make a mad or separated by a sound-stifling Don't tell a player that he can't
dash for the bathroom is grossly distance? The situation is bound do something. If the task is at all
ill1fair, but the same cannot be said to arise. The character who takes possible (even if hideously diffi-
for the player who becomes en- independent actions may try to cult) allow the character a chance
grossed in a movie showing on tel- pass on what he has learned to his at it, say a 1 in 100 chance for
eVISIon. compatriots to help them catch up something that's dam near impos-
(or, more likely, rescue him from sible. If the task is impossible, let
All in all, we have found that the some predicament) or the sole sur- the player know it by the dice roll
last two solutions, polymorphing vivor of a party gets lots of help he is asked to make. For example,
into an NPC and changing hands, from his deceased buddies when "Go ahead, Fr~ Thuenor needs
work well in almost every situa- he tries to solve the puzzle that an unmodified roll of 21 on a d20
tion. Most of the other, more dra- stands between himself and free- to swim with his armor on."
matic solutions, should be used dom (and, coincidentally, the op-
portunity to resurrect their Instead of telling a player his
characters).
46
good character can't do something ogres for later. Let's go nuke us a wizard who disappears and then
evil (y'know, taking candy from a wizard! II returns may not be the person who
baby or something equally wrong), left the group, but may instead be
let the local authorities teach him Successful adventuring parties a doppleganger.
the error of his ways. After his survive and thrive because of
character is stockaded, loses Inost tealnwork. Yet not every player Independent action can be fun
of his possessions, and finds that feels that his character's best inter- for both the DM and the player
his Constitution attribute has ests are served by continually going willing to risk his character, but
dropped a point due to that un- along with the group's actions. when it happens too frequently, it
pleasant disease he contracted in More often than n04 these are the leads to the problem of the split
prison, he may think twice before players whose characters are not group. In such cases, the DM is
doing evil again. the leader types. Their characters forced to run two (or more) sepa-
hang near the back while the par- rate groups at the same time. Still
On the other hand, don't go overboard ty's movers and shakers plot the worse, it can lead to both intra-
on the punishment. Make it fair and team's next action. Notes passed party treachery and player feuds.
reasonable (unless, of course, the to the DM from these players de-
infracting player already knows that scribe activities to be performed "No, wait, I change
the local authori-"j ties are NOT fair (secretly if possible) by the player's my mind."
character. When the group goes
and reasonable f themselves). Don't one way, the independent PC goes "Bruno says 'Go eat sjelkunga
the other. berries, scroggly face' to the old
kill a character for spitting on the man. "
sidewalk (unless, of course, the locals Such independent ventures are
worship sidewalks and he has defiled risky, since the DM has often de- "OK, Bruno, you've just insulted
their god). signed his world to accommodate N'gojorogo, the high chief of all the
a group, and can easily result in a J'garta barbarian tnbes. He is un-
The plus side of giving the char- swift doom for the character. How- ilnpressed by your manners and
acters a chance to dice their way ever, because the character often orders the young chieftain, the one
out of nigh-impossible situations is relies on guile and stealth, he may you thought was in charge here, to
that it gives them a chance to get succeed at something where the have you pierced through with poi-
out of situations that would other- full party might otherwise fail. sonedspears. "
wise automatically kill them. Should he succeed, he has his pick
of rewards, ones that he may wish "No, wait, that's not what Bruno
Overdone Independent to keep to himself and not share says. . . what he really said was..
with his fenows.
Action /I
Needless to say, other players be-
"OK, Gary, the three fighters come upset when one of their own Bruno's player seems to have ne-
Hank around to the left, Sherimar disappears, probably to get the glected to think about the conse-
the thief works her way across the choice pick of a treasure that quences of his player's actions. He
wall above the door, and the wiz- should rightfully be shared among has committed a wrong, and now
ard, Lychor, walks up the middle all. Yet, unfair treasure division that he has to pay the price, he
should be the least of their worries. wants to recall his action, to make
as ifhe suspected nothing. " it as if it bad never bappened. One
A character prone to selfish ac- can bet that if the DM had said,
"Fine. Except that Lychor tivities may decide to change "the old man quivers in fear and
doesn't seem to be here anymore. " sides, to go to work for the foe (par- offers you 100 gold coins in trib-
ticular y if he has been captured ute" that player wouldn't want to
"What?" and offered his life in return for be- change his mind.
"Where'd he go?" trayal). Worse yet, a lone character
"Grrrrr!" is an easy mark for creatures who Bruno's player is not alone. The
"I'm going to get that sneak II can shapechange or use illusions DM will have to deal with the same
"Quit snickering Dave, where's to assume new identities. That problem more often than he might
that mage ofyours gotten offto? /I like. If the players have been pre-
"Waitaminit guys. Change of
plans, GQly. We're gonna leave the
47
sented with adequate information gether? Can't remember? Well, all soon, there won't be enough time
to make necessary game deci- your Saturdays are free from now
sions' they should not be given the on. My lawyer will call next week. to do anything . . I doubt if
opportunity to change their mind With regrets, your soon-to-be-ex-
once they learn the consequences. wife, Sharon. Clarissa the mighty and Whandar
can take on this quest by them-
On the other hand., if it is reason- It is often a mistake to attempt selves tonight. . . I've tried calling,
ably obvious that a player didn't the scheduling of a game session but nobody's home. . . I'm certain
have all the facts, even though he each and every week. Other they knew there was a game to-
was paying attention, be lenient friends and especially family night. "
and allow the change. would probably like to see you on a
regular basis. Try for a three weeks It happens-at the last minute
To avoid the situation, try en- on, one week off schedule. In addi- nearly everybody cancels out,
forcing a policy of "if you say it, tion to an improved social life, the leaving the OM and one or two
you do it." This can be taken so far OM lnay find that these regularly other players sitting alone in a
as to say that anything the player scheduled breaks lnay prevent ab- room trying to decide how to pro-
says at the game table that is not a senteeism in a campaign and can ceed. Unfortunately, the campaign
direct conversation with the OM is provide extra time to work on his often depends on having all the
something that is also said by his ideas and adventures. PCs and the creativity of those who
character. didn't show up. If the OM lets the
Insufficient Players players who did show run a herd of
Gaming Too Often NPCs, much of the plot value of the
"Shouldn't they have all been galne is gone. If he lets them run
Dear John: Think back When did here by now? ... Ifwe don't start the other players' characters, he
we last spend a Saturday to- either has to enforce the 'reality'
48
and 'pennanence' of any datnage crowd control, a group with more movies (and not just genre stuff),
or death that occurs or treat the than eight players is a cumber- and becoming a regular player for
whole play session as a dream se- some entity. Three to six players is a while. If the OM has been run-
quence that never really hap- best. Actual numbers aside, if the ning games ]ong enough to burn
pened. Although this cheats the size of the group is too large to out, then one or more of the play-
actual players out of experiencing manage, split it up. Ask another ers in his campaign should be
this part of the adventure, they are player to run one of the splinter competent enough to run their
the ones who chose not to show groups. If the players are willing, own games. Ask one of them to run
up. and space allows, run the two their own campaigns until the
groups at the same time (big base- burned out OM has had a chance
The other alternative is not to ment rec-rooms are great for this). to recuperate and become excited
run the regular campaign that Consider having both OMs run the about the possibility of running his
night. The DM might consider the same material and occasionally own game again. Don't push it,
following instead: switching back and forth between though. Re]ax and just enjoy not
groups. having the responsibility of OMing
Teleport or gate the player char- for a while. Hey, maybe this is a
acters who showed up into an- DMBumout good time to get familiar with the
other adventure. Let them gain Player's Handbook again.
additional experience points here,
but don't let them be permanently The DM sat staring at his game
killed (make it a dream experi- notes. Before him lay a sheet of
ence). note paper, blank except for an
aimless doodle. For nearly an
Run a separate adventure, say hour, no inspiration had come for
something from a magazine, or Saturday's game, making tonight
even an extemporaneous story ad- a dismal repeat of last night. Infact
venture. even running the game seemed
like a terminal chore.
The last may be the best. Put
away the AD&O® game material Authors call it "writer's block. It
and get out a fun board game, a Business executives call it "bum
deck of cards, or even a video out". Whatever the name, it can af-
game. Relax, have a good time,
and continue the campaign next fect OMs, too. The general symp-
session. toms include a lack of inspiration
for new game material, a loss of en-
The Too-big Party thusiasm about running games,
and the dismal feeling after a game
"Table number three, I'll take that you didn't do a good job.
the statements of intent from your
characters now. Please be quick, Chances are that it's not some-
I'd like to get in at least three thing that the OM has really ever
rounds ofcombat tonight. And now considered. Most galne players
for the RPGA scoring ... " play games because they love
them. The thought that they could
For every group that can't get become tired of it never crosses
enough players, there's always their mind. Yet, it happens.
one that has too many. Often, the
reason is a popular OM. He runs a The solution is to quit- take a
good game and players want to vacation. Get away from gaming
play in his campaign. He only has or at least from DMing for a while.
time for one group, so everyone Recharge the old creative juices by
plays together. reading good books, seeing good
Regardless of the DM's skills at
49