Thursday, October 8, 2015

Quick Fix: The Inn's On Fire Problem

Hello, and welcome to Pact of the Tome! The Quick Fix series of posts covers common Dungeon Master problems along with my solutions to them. The goal is to keep each piece to 500 words or fewer in order to improve readability and hone my writing and editing skills.

The Inn's On Fire Problem
The party has gathered in a tavern, looking for adventure. "Would you like to talk to the hooded man in the corner?" asks the Dungeon Master. Within minutes, the quest-giver's been stabbed, all the money's been stolen from the till, and someone's set fire to the inn.

The Core Issue
It's a problem that's plagued Dungeon Masters for decades: the players just aren't interested in following your adventure plans. Instead, they decide they'd rather assume the role of "murder hobos," running around the world and causing chaos. D&D is a game about doing whatever you want, right?

A common reaction to this problem is to try and stop the players within the game. This could involve sending town guards and bounty hunters after them, telling your players they can't take certain actions (perhaps referencing their character's alignment), or punishing them with arbitrary penalties and bolts of blue lightning from the sky.

These approaches can occasionally be effective. Sometimes players just need a gentle nudge in the right direction. However, they're very risky: once the players and DM start fighting for control of the game, everything falls apart.

Here's the real problem: the players above haven't agreed to the "social contract" of the game. As the Dungeon Master, you've presented them with an opportunity to go along with your plans and they've ignored it.

Thursday, October 1, 2015

Five Lessons from playing Rise of Tiamat in 24 hours

Hello folks, and welcome to Pact of the Tome! Today I'm going to report on my personal experience playing through the official Rise of Tiamat adventure in 24 hours - straight!

Fighting Tiamat, helping kids. All in a day's work - literally!
Artist: Unknown
For the last two semesters of college, my friends and I have gotten together to play D&D for 24 hours without stopping. Through the Extra Life charity, we created a drive where we play through the official D&D adventures - Hoard of the Dragon Queen and Rise of Tiamat, so far - to raise money for Children's Miracle Network Hospitals. Last April, we ran through Rise of Tiamat, beginning with a deadly iceberg expedition and ending with the final battle against Tiamat herself. (If you want to read our live blogs of Hoard and Tiamat, feel free. Be warned - they're a bit incoherent, and tend to peter out halfway through as we run out of energy. Also, there's a bit of language.)

The charity drives have led to a lot of crazy adventures for us, but the latest session made me realize that there's a lot to learn from our experience as well. When you've already been playing for 18 hours, it's much easier to notice what you dislike about your game. Conversely, there are so many awesome moments that it's easy to pick out what made them memorable.

Before you read further, be aware - spoilers for Rise of Tiamat lie beyond.

Here's what we learned:

Thursday, September 24, 2015

Quick Fix: The Rats in the Basement Problem

Hi everyone! It's been a great summer, but I'd like to get started back with blog posts. The "Quick Fix" articles will cover common Dungeon Master problems along with my solutions to them. In addition, my goal is to keep each piece to 500 words or less in order to improve readability and hone my writing and editing skills.

The Rats in the Basement Problem
It's the first session of a new D&D game. The brave heroes are sitting around a tavern, looking for a quest. The innkeeper approaches, offering fifty gold pieces to deal with an infestation of giant rats in her basement.

The Core Issue
It's difficult to come up with an engaging adventure for low-level characters. Their mediocre combat abilities and skills make them unable to deal with large-scale challenges. Thus, Dungeon Masters often present them with an easy adventure in order to "level them up" to the point where they can slay dragons and save the world.
Here's the problem: adventures like "Rats in the Basement" are boring! When players feel like their actions are unimportant or the adventure is uninteresting, they stop caring about the game.

Thursday, May 7, 2015

Getting Started with the Starter Set, Part 2: Phandalin

Hello, and welcome to Pact of the Tome. This article is the fourth in a series written for new Dungeon Masters who have picked up the Dungeons & Dragons 5E Starter Set and are planning to run a game with it for the first time. The first two articles cover the process of bringing a gaming group together and building characters, and each article after that will cover one "part" of the Lost Mine of Phandelver adventure. I will not assume any prior knowledge about Dungeons & Dragons aside from information in the Starter Set rulebook.

In this article, I'll talk about the second part of the Lost Mine of Phandelver adventure, "Phandalin." At this point, you've already played through one or more sessions, so your group should be getting a handle on how play D&D. With this chapter, it's time to kick things up a notch. Your players will have the opportunity to explore the town of Phandalin, interact with the people who live there, and confront the dastardly Redbrand gang. By the end, you'll have a solid grasp on all three pillars of D&D - combat, exploration, and interaction - and your group will be well on their way to becoming established heroes.

Part 0: Gathering a Group
Part 0.5: Creating Characters
Part 1: Goblin Arrows
Part 2: Phandalin
Part 3: The Spider's Web
Part 4: Wave Echo Cave

Planning Your Session
The town of Phandalin is custom-built to be a memorable
home base for your party of adventurers. Make sure you
make the most of it!
Cartography: Mike Schley
Goblin Arrows has a simple structure - the players are ambushed on the road, then track the goblin antagonists into their cave hideout and explore it. Phandalin is more complicated; the players have a whole town to explore, with cartloads of non-player characters ("NPCs") to talk to, several quest hooks to investigate, and a criminal gang to confront. In addition, there's a large dungeon under Tresendar Manor filled with foes, puzzles, and traps. You'll need to spend some time preparing beforehand to ensure you give your players the best experience.

Keep these things in mind as you read the adventure and take notes:

Friday, March 20, 2015

Getting Started with the Starter Set, Part 1: Goblin Arrows

Hello, and welcome to Pact of the Tome. This article is the third in a series written for new Dungeon Masters who have picked up the Dungeons & Dragons 5E Starter Set and are planning to run a game with it for the first time. The first two articles cover the process of bringing a gaming group together and building characters, and each article after that will cover one "part" of the Lost Mine of Phandelver adventure. I will not assume any prior knowledge about Dungeons & Dragons aside from information in the Starter Set rulebook.

In this article, I'll cover the first part of the Lost Mine of Phandelver adventure, "Goblin Arrows," which will likely be your first game of D&D. "Goblin Arrows" is a fairly straightforward adventure where the player characters enter a dungeon to rescue a kidnapped friend. By the end, you and your group should feel comfortable with the basic elements of D&D.

Part 0: Gathering a Group
Part 0.5: Creating Characters
Part 1: Goblin Arrows
Part 2: Phandalin
Part 3: The Spider's Web
Part 4: Wave Echo Cave

Preparing to Play
So you're getting ready for your first session of D&D. Excited? You should be. Worried? That's normal too, but with a little bit of preparation I can assure you that you'll be fine.

As the Dungeon Master, you're responsible for a lot - knowing and adjudicating the rules, describing the world to your players, and playing as the enemies and allies they meet along the way. The good news is that all of this will come fairly simply once you've gotten a handle on it.

What's the best way to prepare? Reading through the Starter Set rulebook and the first part of the Lost Mine of Phandelver adventure is essential. In particular, the "Introduction" section of Lost Mine covers some very important basics for being a Dungeon Master. The rest of this article suggests material to focus on, but there's really no substitute for knowing the rules and the adventure well.

If you learn best by watching and listening rather than reading, you could check out some YouTube D&D videos to get a feel for the game. The folks at Wizards of the Coast put together a few videos where they play through the Starter Set, which ought to give you an excellent idea of what gameplay is like - here's a link to part one.

Sunday, March 1, 2015

Getting Started with the Starter Set, Part 0.5: Creating Characters

Hello, and welcome to Pact of the Tome. This article is the second in a series written for new Dungeon Masters who have picked up the Dungeons & Dragons 5E Starter Set and are planning to run a game with it for the first time. The first two articles cover the process of bringing a gaming group together and building characters, and each article after that will cover one "part" of the Lost Mine of Phandelver adventure. I will not assume any prior knowledge about Dungeons & Dragons aside from information in the Starter Set rulebook.

In this article, I'll discuss the process of building D&D characters with the rest of your group. As the Dungeon Master, you don't need to create a character, but you'll want to make sure your players have them!

Part 0: Gathering a Group
Part 0.5: Creating Characters
Part 1: Goblin Arrows
Part 2: Phandalin
Part 3: The Spider's Web
Part 4: Wave Echo Cave

Using the Premade Characters














The Starter Set already comes with five characters which match the adventure perfectly. The box includes character sheets for each of these on high quality paper, but you can also print out copies from the Wizards of the Coast website (see the Starter Set Characters link).

Friday, February 20, 2015

Getting Started with the Starter Set, Part 0: Gathering a Group

Hello, and welcome to Pact of the Tome. This article is the first in a series written for new Dungeon Masters who have picked up the Dungeons & Dragons 5E Starter Set and are planning to run a game with it for the first time. The first two articles cover the process of bringing a gaming group together and building characters, and each article after that will cover one "part" of the Lost Mine of Phandelver adventure. I will not assume any prior knowledge about Dungeons & Dragons aside from information in the Starter Set rulebook.

Part 0: Gathering a Group
Part 0.5: Creating Characters
Part 1: Goblin Arrows
Part 2: Phandalin
Part 3: The Spider's Web
Part 4: Wave Echo Cave

The D&D Fifth Edition Starter Set is considered by many
experienced players to be the best introduction to D&D
in a long time. If you're considering getting started, I
heavily recommend it - and if you're on the fence, it's
only $20 at your local game store, or $12 on Amazon.
So you've got the Starter Set. Hopefully you've had the chance to flip through the included rulebook, the pre-generated characters, and the adventure/Dungeon Master booklet, Lost Mines of Phandelver. Maybe you've also talked to some of your friends about playing. What next?
In order to play D&D, you need a group of fellow players! At minimum, you'll want at least three players and a Dungeon Master, but many groups include up to 5 or 6 players. Finding people willing to give the game a shot can sometimes be a challenge, but it's absolutely worth it - D&D is best with a good-sized group where everyone can bring something different to the table.