RPG Advice | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Wed, 28 Jul 2021 14:34:01 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png RPG Advice | Nerdologists https://nerdologists.com 32 32 3 Mistakes New Dungeons and Dragons Players Make https://nerdologists.com/2021/07/3-mistakes-new-dungeons-and-dragons-players-make/ https://nerdologists.com/2021/07/3-mistakes-new-dungeons-and-dragons-players-make/#respond Wed, 28 Jul 2021 14:29:23 +0000 https://nerdologists.com/?p=5960 What are some issues that arise for new Players and Dungeon Masters as they sit down to play Dungeons and Dragons?

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When I write about Dungeons and Dragons, I want to give you things that can help improve your game. And I think that there are a number of mistakes I’ve seen made as well as have made myself that you can avoid. Now, some of them might not be things that you deal with, but hopefully there will be some things that make your game better.

I thought about doing a list for the Dungeon Master and one for the Players, but I am putting them all together, because, well, there is a lot of overlap. So let’s dive into the first one.

Players Versus Dungeon Master

The first thing new players (and Dungeon Masters0 do is they try and win Dungeons and Dragons. Dungeons and Dragons is not a game that can be won. It is a cooperative story telling game. The Dungeon Master guides the story and the players fill in the details of the story through their actions.

But, for a lot of new players and Dungeon Masters, they see Dungeons and Dragons as any other game. In chess there is a winner and a loser, in most games there are. So people think that is the same for Dungeons and Dragons. If as a player you try and win or break what the Dungeon Master is doing. The game will lose it’s fun for the Dungeon Master. For the Dungeon Master, an ancient black dragon on level 1 characters isn’t a fair fight.

The RPG Academy, a podcast on D&D that I recommend highly, puts it something like this. No matter what rules you get right or get wrong, if you are having fun, you are doing it right. And for a cooperative game that means that there are no losers to the game and that everyone at the table is having a good time. No one is trying to win Dungeons and Dragons.

Knowing Too Little or Too Much

This one might seem confusing. It makes sense that you don’t want to know too little. You need to know how to play your character. For a Dungeon Master, you need to know how to create an encounter. Plus you want to know what the other characters are doing as well.

But you also don’t want to know too much. That one sounds a whole lot weirder because it’s good to know a lot. Except that there is a ton of information. If you’ve been reading my tips for creating NPC’s, building out your first homebrew campaign, and more, you know I am always going to tell you to keep it simple. As the Dungeon Masters, know the players classes but don’t know all of them. As a player, know your class, but you don’t need to know all the other players perfectly or all the monsters.

Knowing too much can at times be worse because it means you don’t get to the table. There is always more to learn, review, and read in Dungeons and Dragons. So just know what you need to know. Oh, and if you are spell caster, know your spells. You don’t need to write them down in detail, but when you add a spell, add the page number so that you know how to find them fast.

Dungeons and Dragons Rogue
Image Source: D&D Beyond

Hogging the Spotlight

Now, this one isn’t as universal, but it does affect all players at the table and happens more in games with mainly new players. The Dungeon Master will spend 15 minutes talking without the players interacting. A player will jump in before anyone else at the table every time. This goes back to everyone at the table having fun and that it’s job of everyone at the table to police this.

The Dungeon Master helps guide the story, they don’t tell the whole story. And as tempting as it might be, they don’t have an NPC in the party to be a character they play. And players, give other players chances, in character ask other characters for advice. If someone isn’t getting a word in, pause, or ask them what they were going to say. Make it so that everyone feels engaged when what is going on.

This isn’t an Exhaustive List

That should be pretty obvious that there are more things that can trip people up. I keep on going back to that RPG Academy motto, if you’re having fun you’re doing it right. For a lot of players and Dungeon Masters, you need to make sure everyone at the table, including yourself is having fun.

What have you found that has tripped you up in Dungeons and Dragons? Was there something, if you’re a more experienced player, that you wish you knew when you started?

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Making Magic Items More Interesting https://nerdologists.com/2020/07/making-magic-items-more-interesting/ https://nerdologists.com/2020/07/making-magic-items-more-interesting/#respond Fri, 03 Jul 2020 16:28:13 +0000 http://nerdologists.com/?p=4516 In D&D, and other RPG’s, fairly often a special item is just something like a +1 sword, yay, you can hit better and do more

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In D&D, and other RPG’s, fairly often a special item is just something like a +1 sword, yay, you can hit better and do more damage, but not all that exciting. Every adventurer worth their salt has a +1 sword. The same for a ring of walking on water, okay, that one is cooler. But a lot of the times what players want, because of their practicality is the +1 weapon and the +1 armor. Those a great and fine for mechanically in the game, but not that interesting, and a +1 sword gets tossed aside when the +2 sword comes along.

So what can you do to make magic items still be useful but more interesting? There are several different ways you can do that, and it ties some into my Friday Night D&D that was also posted today, but you can name the weapon, make it sentient, make it cursed, give it unique properties, or let it evolve.

Named

The point of naming a weapon is that a +1 long sword isn’t that exciting, but Gregor Falhelm’s Long Sword or The Shadow Blade, those are interesting. Who is Gregor Falhelm and why is this sword known as that? That’s something the players can checkout. The Shadow Blade clearly has a lot of history with it as well. Now, they’ll still probably toss it aside when a +2 sword comes along, but in the mean time, you can have a quest for them to track down the history of the sword. Maybe Gregor Falhelm was a famed adventurer who was known for something and now the player will try and live up to it. Or The Shadow Blade is a weapon from a famed assassin that had belonged to a thieve’s guild years ago but had gone missing, and now that you have it and people have seen it, the thieve’s guild wants it back. The names can generate more story for you to play with and make it more memorable than just a +1 long sword.

Image Source: D&D Beyond

Sentient

Another thing you can do is give the weapon a personality. Allow it to communicate telepathically with it’s wielder. Maybe Gregor Falhelm died defending an orphanage and because of that his soul was attached to the blade and he can tell them about years ago or give advice when needed. Or The Shadow Blade because of all of the assassinations it has helped with and all the blood on it, maybe it has a dark personality that urges that player to kill. Again, only a +1 sword, no extra abilities, but now you have something more for the player to interact with. How do they deal with a sword that is constantly urging them to kill? Gregor Falhelm is interesting to listen to, but very long winded, what does the player think of that. Give it a unique personality so that the players get a memorable experience with that weapon and it’ll be more than just a +1 long sword to them.

Cursed

Cursing a weapon is always a fun surprise to pull to make it memorable as well. With a curse, make it something that is annoying but not game breaking. Maybe The Shadow Blade thirsts for blood and will cut the wearer if they don’t get blood on it otherwise. Maybe if they get too far away from it the cursed soul of Gregor Falhelm, because he couldn’t save the orphans and now it’s just a constant weeping that only the player can hear from the sadness and they have disadvantage to hit because Falhelm doesn’t want to kill anymore. There are a lot of negative things you could add to a magic item to make it more interesting. A wand of fireballs, but you don’t know where they’ll go. A ring of water walking that walks your feet along the surface of the water, but from the bottom side. Be creative with the negative affects because again, we’re trying to make things more memorable.

Unique Properties

Unique properties is one that is fairly tame, kind of like naming the weapon. Just give it something small or as big that it can do as well. +1 sword, well there’s a magical word to make it glow. Now you don’t need more torches, but the sword is more interesting. Or the word for the glowing sword is common so it’s possible that it could be triggered at the wrong time by anyone saying the wrong thing. One idea I had was a sword of reincarnation. If you died by that sword, within 7 days your soul would find a new body to go into, so you really aren’t dead, but you’re probably pissed that someone tried to kill you. That makes for a great story. It could just be that the +1 sword of Gregor Falhelm glows blue whenever an orphan is near. Or The Shadow Blade adds a mark for each person it’s killed on the blade and if it ever gets full something will happen.

Image Source: D&D Beyond

Evolving

Finally, make it evolve. Take what you’ve learned from above and make it get better along with the player. Now The Shadow Blade, which was just a +1 sword will start to grant a bonus for stealth the more the person kills with it, or when the player character hits level twelve, not only do they get a +2 to attack and damage now it gives a +2 to stealth and deception. Gregor Falhelm’s sword glows in the presence of orphans but the player can unlock what is basically the ability the detect evil with the sword once per long rest or once per short rest. The example I gave in the Friday Night D&D was to make Mjolnir. Don’t start off with this amazing hammer that the person can use to fly with and call lighting with, but start out with just a simple +1 hammer, eventually it does an extra 1d4 of lightning damage. Then the player can once per long rest do 3d10 lightning damage on an attack. Eventually at a higher level, at the start of combat the player can cast call lightning and either use it as a one off level 9 call lightning or it can deal and extra 3d10 on every successful attack. Mjolnir, then, which might have started out as at level one as just a regular war hammer could be for the final epic battle a hammer that grants the user flight (though technically it’s just throwing it and forgetting to let go), throwing it and it returning, +3 to hit, +3 to damage, call lightning at level 9 for a one time affect or call lightning at level 3 for an additional 3d10 lightning damage on every attack. You have the weapon evolve with the player and they don’t forget their their awesome weapon.

So there are a lot of interesting things you can do to make it more than just a +1 long sword or a +1 shield, or even a ring of water walking. You can create something unique and create unique situations for them to use it in. It’s silly for Gregor Falhelm’s sword to glow around orphans, but useful if an orphan is lost in a labyrinth and it glows brighter the closer to the orphan you are. So if you create something odd like that, use it in the story. That’s the other and really the biggest thing, none of these things will make the magical item stand out unless you use it in the story. The item being part of the story and important to the world is going to make it more memorable than anything else, so maybe The Shadow Blade is just a regular long sword with a +1, but if the thieve’s guild is coming after the players, it’s interesting.

What are some memorable magical items or moments with magical items in D&D or other RPG’s that you’ve had in a game? Do you use magic items a lot?

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PvP in D&D https://nerdologists.com/2019/09/pvp-in-dd/ https://nerdologists.com/2019/09/pvp-in-dd/#respond Tue, 03 Sep 2019 14:30:23 +0000 http://nerdologists.com/?p=3499 I’m going to continue doing some articles hitting on lesser talked about things in Dungeons and Dragons. There’s a lot for building your character and

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I’m going to continue doing some articles hitting on lesser talked about things in Dungeons and Dragons. There’s a lot for building your character and campaign and I’ve talked a lot about them as well. There are less articles talking about things like death of a D&D character or, today, player versus player in Dungeons and Dragons.

Now, Player versus Player (PvP) is something that might never come up in your game of Dungeons and Dragons. There can be moments that make it worth it for the story to have some PvP, but that’s not that norm.

So, let’s start out with some reasons that you might have some PvP in your game?

A lot of the reasons that you might have PvP aren’t good reasons. The players out of game (or in game) might not like each other, so they might fight. This happens when you have an unbalanced party, when you have a chaotic evil wizard and a lawful good paladin, you might end up having PvP in the game. You can also run into it when you have a rogue or greedy character who is stealing from the players or is hording the good loot because, even though they can’t use it, they want to keep it because it’s pretty.

Image Source: D&D Beyond

You might also get PvP, and this is a good reason, when there is a tournament. Maybe there is some sort of challenge that all the players enter into and in the end they have to face off against each other. This is something that works best when you have players who really want to show off their characters mechanical abilities for a session or two.

Finally, it might be a turn, to borrow a wrestling term. When someone turns, it means that they are going from being the good guy and helpful part of the party to possibly becoming the BBEG or some level of villain. This one is neither good or bad because it could be a really cool moment for the players if it’s done correctly and planned out. If it just comes out of nowhere and there’s no reason for it other than the player got bored, then that’s considerably less ideal.

How do you then deal with it these are some of the reasons.

If it is for a “bad” reason, I think you have to deal with it differently than you do with a “good” reason. With the some of the “bad” reasons, I’d start with an above table discussion. Take it out of the game and figure out how you can avoid conflict against two opposing characters for whatever reason that might. Odds are in those situations, one person is going to end up feeling like their character is being picked on in the game by the other character, and that can lead to issues outside of the game. But it is always possible that these players have been intentionally playing their characters in a way to build to that moment. If you don’t know as a DM, you should take that conversation out of the game for a moment before you sit back and watch them go at it.

If it is one of the “good” reasons, try and make it feel unique. If it’s a tournament, make it some reward that all the characters would want to win or need to win for their party so that they can continue going forward with their quest and the story. Or if it’s a turn, make that moment as rewarding as possible. Build to it slowly, pass a note to let the player know when it’s the right time, and then spring it on the other players. Hopefully it’ll be a shock and a good shock, and then let that combat happen. However, if you are doing this and you want that character to end up as the BBEG, give specific instructions when to run and get out of the combat, because up against a single character, the party is probably going to make quick work for them. Or give them something that will allow them to put up a better fight that the players don’t know about. I would also recommend, after that first encounter, you take over the BBEG, former player character, in any of the combats, and let the player roll up a new character.

For both of the good reasons for PvP, I would use them sparingly as if it draws out too much, you are likely going to lose the focus of some of your players at the table. When you are doing PvP with a group of people at the table larger than two, that means that you are going to have some players just sitting around and watching, and unless it’s compelling for the reason for it, or if it’s the whole party against the one character who has turned on them, So keep things moving, keep it interesting, and create some sort of countdown for the players so that it doesn’t end up being a long and drawn out slug fast, though, I doubt it will be. Also, try and avoid fatalities, unless it’s supposed to be a a situation where, going to the example of the character who turned, that they are not the BBEG, but have just been giving information to the BBEG. Then see how many of the party members they can take out before they are taken out.

Overall, I think that PvP in D&D is something that can work sparingly. And I think that’s something that needs to be done carefully. There are plenty of ways for it to go bad, particularly above table that you don’t want to create resentment at the table. You are going to have to get the buy-in from the players to make it really work. Like I’ve already said in the article, keep it moving as well, don’t let it drag out too long, because you might not have the whole party involved in it, and you don’t want them to be bored at the table.

Have you run into a situation where there was PvP at a table that you were a player at or that you were running the game? How did that work for you?

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Completing Your D&D Game, Does it Ever Really Happen? https://nerdologists.com/2019/08/completing-your-dd-game-does-it-ever-really-happen/ https://nerdologists.com/2019/08/completing-your-dd-game-does-it-ever-really-happen/#respond Tue, 20 Aug 2019 13:54:24 +0000 http://nerdologists.com/?p=3430 I think that this is a very rare thing. I don’t know that a ton of people ever really complete their D&D games. There are

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I think that this is a very rare thing. I don’t know that a ton of people ever really complete their D&D games. There are multiple reasons for it potentially not being completed. But, is that something that’s okay, or as the DM should you be looking to complete it?

First, what do I mean by complete a campaign. I think that there are a few different things, but I want to clarify a few things that it isn’t. First, it doesn’t mean that you get to level 20, in fact, very few campaigns ever get to level 20, and the campaign books that Wizards of the Coast puts out for Dungeons and Dragons, most of those stop around level 10. The reason being, anything else would be too much leveling quickly, and they don’t want to start at a mid level campaign, because it’s harder for new players to jump in there. It also doesn’t mean t hat the campaign ends for one of several reasons. When I say completed I’m talking about the story the DM has set forth being done.

Image Source: Wizards

Why might your campaign end, there are two main reasons. The group falling apart or the DM burning out. There can be a lot of reasons for the first one, the group falling apart. It can be because someone moves away, or someone gets too busy, or really anything that might divide the group. It’s unfortunate that it happens, but it does happen, and there isn’t much you can do about it. The other one of DM burnout can come for a couple of reasons. If the DM is driving the story and the players are passengers on the DM’s story, it makes it a lot of work for the DM. Or the DM can have split up there story so much that it has become too much work for them to keep all of the threads together, or it might just be that the DM has been a DM for a very long time.

But, that’s not how we want our campaign to end. Whether you’re building up to that final epic encounter against the evil deity at level 20, or the BBEG who is a Wizard you can fight at level 10, you want to finish the story. It’s more satisfying for the DM and for the players. And, if you can do that, you likely will create more people who want to continue playing or maybe try running their own game.

So what can you do as the DM? I’ll come back later for players.

  1. Keep the story varied. And by that, if you are going to have McGuffins around that the players have to collect, keep the collection process different and changing. Make the settings feel unique and make what the players need to do feel very different so that they feel like they’re not just hacking and slashing their way through the same adventure.
  2. Keep the players involved in the story telling. If you want the players to feel like their not just along for the ride, have them help you come up with details. This can be tricky if you aren’t great at improv, but if you aren’t, send out Google Surveys to your players between sessions, have them give you character names or descriptions of places that you can work into your next session as you continue planning it. This means that it isn’t just going to be your creative juices in it, so the players are more apt to stay involved with the story and you, as the DM, are less likely to burn out.
  3. Take Breaks. It’s a surprising one, but I think it’s good. If you are playing every two week for four hours, take a break every six months and just cancel a game or however often you need it. This, again, helps with burnout so that you don’t feel like you’re always pushing to your next session of the game.
  4. Don’t feel like you have to push to level 20. It’s fine for a game, and normal for a story to be complete before level 20. You might have thought you wanted the big bad to be fought at level 20, but to help with your burnout or the odds of someone dropping out, keep your story tight. That way you won’t burn out and players won’t get bored, and if you can tell a good and tight story to level 20, more power to you, but it isn’t needed.
Image Source: Wizards of the Coast

So that was for DM’s, but it’s also on the players, there are things you can do to help complete your game:

  1. Miss as little as possible. It seems fairly obvious, but if you aren’t there or if enough players aren’t there, the story probably won’t progress as fast so that you don’t miss anything important. Now, at a larger table, it might still progress, but get caught up on your own time, don’t slow down the game when you get there just so you can be caught up. And when you do miss, let the DM know as far ahead of time as possible.
  2. Be engaged. This is several things rolled into one. Being engaged means don’t be on your phone at the table, unless you’re looking up a spell or ability. That contributes to DM burnout. Be ready to help the DM when they ask for it in terms of creating the world and more of the setting. I often ask for character names or descriptions, be ready to come up with some on the fly, and if you can’t, that’s fine, just don’t be surprised when the DM asks. Also know your character sheet. It’s a pretty simple engagement, take the notes you need so that you know what you are going to need to do. And finally, be engaged with the planning of missions and the story. It’s so many things, but if you have a side conversation or if you are just even passive in the story, it causes more DM burnout and can end a campaign before it’s time.
  3. Share the spotlight. You might be always engaged, you might never miss a session, and those things are huge for keeping the DM going in the game, but if you hog the spotlight as a player, it might cause other players to do the first two items on the players list. As the RPG Academy says, “If you’re having fun, you’re doing it right.” And that means fun for you and fun for everyone at the table. So share the spotlight, if you see someone who isn’t engaged, get them more engaged in the game. The DM might not have noticed, but you have the same power to take control of the story and get the player engaged as the DM does in a lot of cases.
  4. Be open and honest with the DM. If you aren’t enjoying the game, or if there aren’t parts of the game that you enjoy. Let the DM know, but better yet, let the DM know what you are enjoying. Framing the positives of what is really keeping you engaged allows the DM to do more things that they know the players will like, versus having to guess at what might work only if you say what you don’t like. And this can be tricky, especially after a rough session, but take a minute the day after to text or e-mail your DM and let them know what you’ve liked or what you haven’t and you’ll find that the game likely improves and it means that the DM has something more focused to prepare.

There are going to be more tips, I’m sure, for completing a campaign. But this is a good spot to start if you’re a DM or if you’re a player. Realize, still, that there are going to be a lot of campaigns that just end, and that isn’t a bad thing. But if you can bring your game to completion, you’re going to have a ton of fun with it and create some memories in the process.

What are some things you’ve used for running a game to the completion of it’s story? Are there things as a player you’ve found that have helped you?

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