DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
A thread for some of the pieces of advice we've discovered on our DM journeys. I'll shoot first:
1) You can make players think to solve problems in-game rather than rely on character skills, even in modern editions. The old adage "the answers are not found on a character sheet" still holds true if you encourage your players to come up with actual solutions rather than picking a skill off a list. How do you encourage this? You have the player tell you what they want to do, and then you (the DM) either assign a related roll to it, or not. The key is to never let the players decide what to roll - they tell you want they want to attempt, and you tell them what to roll (if a roll is even necessary). Example:
Old, bad way -
New, good way -
2) Encounter balance is a guideline, not a rule. There is nothing that says you can't pit a CR20 monster against a Level 1 party; the guidelines for balance only serve to stipulate that an encounter of this kind would be deadly for the characters, not that you should never create such a situation. CR exists because the older editions sorely lacked any good indicator of monster strength beyond Hit Dice (which is an incredibly narrow metric to gauge balance). CR was not meant to be taken as gospel for all encounter design - it's intent is to give a DM the ability to craft tight battles on the fly, that's it.
3) Whatever the party doesn't know definitively is open to change, so long as it doesn't violate rules of consistency. What is established needs to be heeded; what is unknown can be anything. If the players are poking around Location A and know nothing of it, but you want them to go to Location B (of which they also know nothing), then there is zero harm in swapping Location A with Location B, because all you are doing is swapping things around in your own mind. Nothing becomes real until it is communicated with the players. (Note: I personally call this practice a "Quantum Ogre", much to the frustration of folk who don't quite grasp what "quantum state" means.)
Now if the party already knew something of Location A (like they know it's a temple that stands in the shadow of Mount Silverpeak), then obviously you couldn't switch A with B, because it would violate the rule of consistency. Consistency is paramount to verisimilitude. Likewise, you can't swap the singing harpies in the next room with an owlbear if the party has already listened to the door and heard the singing; however, if the party didn't put their ears to the door, then that room is still in the limbo of "anything", and could therefore be "anything", regardless of what is written on your prep notes.
4) If you or your players can't/won't roleplay, you can abbreviate the interactions. This is a personal choice made at the table, and so long as everyone is on board, there will be no real impact to gameplay. You play whichever form your are most comfortable with, and that's it. Some DMs want in-voice actions, some don't; some players feel comfortable playing a character, some don't. Beyond a minor ding to verisimilitude, there is no discernable difference between these two interactions:
I expect a lot of blowback on this (because I know who I'm talking to), even though these are just ideologies that consistently work for me at my table. Anybody got their own tips they want to put out there?
1) You can make players think to solve problems in-game rather than rely on character skills, even in modern editions. The old adage "the answers are not found on a character sheet" still holds true if you encourage your players to come up with actual solutions rather than picking a skill off a list. How do you encourage this? You have the player tell you what they want to do, and then you (the DM) either assign a related roll to it, or not. The key is to never let the players decide what to roll - they tell you want they want to attempt, and you tell them what to roll (if a roll is even necessary). Example:
Old, bad way -
DM: "The room contains a dusty bookshelf against the North wall stuffed with colorful tomes, and an empty birdcage stands in the South-East corner. What do you do?"
Player: "I search the room. I rolled 17 on my Investigation check. What do I find?"
DM: "You poke around and eventually discover that a book in the bookcase is a switch to open a secret door"
New, good way -
DM: "The room contains a dusty bookshelf against the North wall stuffed with colorful tomes, and an empty birdcage stands in the South-East corner. What do you do?"
Player: "I want to search the room"
DM: "What do you want to search first?"
Player: "I want to check out the books"
DM: "The titles on the leather-bound books identify them as tomes of collected poems and short stories, with names like 'The King's Favorite Fables' and 'Lady Lawson's Lovers'"
Player: "I want to interact with the books - pulling them off the shelf one by one, opening them up and shaking them out"
DM: "This takes you 10 minutes of time. When you pull on one of the books called 'Little Secrets', a section of the East wall pivots open..."
2) Encounter balance is a guideline, not a rule. There is nothing that says you can't pit a CR20 monster against a Level 1 party; the guidelines for balance only serve to stipulate that an encounter of this kind would be deadly for the characters, not that you should never create such a situation. CR exists because the older editions sorely lacked any good indicator of monster strength beyond Hit Dice (which is an incredibly narrow metric to gauge balance). CR was not meant to be taken as gospel for all encounter design - it's intent is to give a DM the ability to craft tight battles on the fly, that's it.
3) Whatever the party doesn't know definitively is open to change, so long as it doesn't violate rules of consistency. What is established needs to be heeded; what is unknown can be anything. If the players are poking around Location A and know nothing of it, but you want them to go to Location B (of which they also know nothing), then there is zero harm in swapping Location A with Location B, because all you are doing is swapping things around in your own mind. Nothing becomes real until it is communicated with the players. (Note: I personally call this practice a "Quantum Ogre", much to the frustration of folk who don't quite grasp what "quantum state" means.)
Now if the party already knew something of Location A (like they know it's a temple that stands in the shadow of Mount Silverpeak), then obviously you couldn't switch A with B, because it would violate the rule of consistency. Consistency is paramount to verisimilitude. Likewise, you can't swap the singing harpies in the next room with an owlbear if the party has already listened to the door and heard the singing; however, if the party didn't put their ears to the door, then that room is still in the limbo of "anything", and could therefore be "anything", regardless of what is written on your prep notes.
4) If you or your players can't/won't roleplay, you can abbreviate the interactions. This is a personal choice made at the table, and so long as everyone is on board, there will be no real impact to gameplay. You play whichever form your are most comfortable with, and that's it. Some DMs want in-voice actions, some don't; some players feel comfortable playing a character, some don't. Beyond a minor ding to verisimilitude, there is no discernable difference between these two interactions:
Player: "Hello shopkeeper, I would like to inquire if you happen to have any apples for sale today, perchance?"
vs.
Player: "My character is going to ask the shopkeeper about apples"
5) When the game hits a lull, inject action. My go-to if I see eyes glazing over and phones coming out. As the old piece of writing advice goes: "when things are in a slump, have a man burst through the door with a gun"...er, sword. If your words are trailing off, if your players are sitting silent, if your mind is going blank - have something explode! Even the most cautious players thrive in times of action and excitement, and this always works to perk things back up.I expect a lot of blowback on this (because I know who I'm talking to), even though these are just ideologies that consistently work for me at my table. Anybody got their own tips they want to put out there?