DM Hints - Archive

Here are all of the the DM Hints in list format, no more searching postings just for the hints....

DM Hint #1: Larger scale combat is great for a first encounter. It allows you as the DM more control of the situation then normal...

"It really in my opinion is a great first combat for a new party. Plenty of allies to give flanking, plenty of targets for them to test all of their offensive capabilities. Not rolling for any of the pirates or crew that are not in the immidiate area of the party allows me to juggle the difficulty of the encounter on the fly, if the party begins to lose the crew does better, if they are rolling over the pirates, the crew doesn't fair as well and they have to deal with the bulk of the attackers."


DM Hint #2: Having something epic/awesome happening in the background during a fight is a great way to keep your players attention at the table, and keep them focused on what is going on in the world...

"This is strictly a fluff background to the battle as the true fighting rages on the main deck, the PC's catch glimpses of the epic battle between captains happening right next to the wheel on the quarterdeck. I am a big fan of adding background to fight scenes, it keeps it from becoming the players talking out of character to each other and sitting around waiting for their turn to beat something. It gives them something to focus on, something to tie them to what is going on and an attempt to draw them into the illusion of the story you are trying to produce."


DM Hint #3: Plot hooks are not just a tool to be used outside of combat, when you throw out a plot hook during combat, it takes on meanings of its own that you could never have given it...

"Always remember, just because there is a battle going on is not a reason to stop throwing out plot hooks. In fact it might be the perfect time. You know you have everyone's attention for one, and anything that happens during combat that is non-combat related always looks that much more epic just because the fighting is going on in the background."


DM Hint #4: Keep your players focused on where they are, what the environment is like, and what is happening, by not just assuming an NPC slumps to the ground when killed. Keep the players engaged and they will in turn not wonder away from the table...

"Also, just because a NPC runs out of hit points doesn't have to mean he drops to the ground right where he stood. In a situation such as the storm, and the rolling deck of the ship, use a NPC death as a chance to once again reinforce where the players are, and the situation they are in, this WILL increase your players enjoyment of the game, even if they never realize it."


DM Hint #5: Plot hooks for everyone...

"Never just give one party member a plot hook, give it to as many as you can. The more players who have the information, the more players you have to convince the party that the plot hook is a good idea, even if it takes them out of the way of the main quest."

DM Hint #6: Be creative with your supposedly "random" encounters...

"An ambush doesn't always have to be about killing the players. Remember that NPC's can have agenda's of their own. The Halflings knew that they had no chance at beating the party, but with a well placed distraction easily made off with the horses. To a group of bandits, a team of horses is one HUGE payoff. Why throw your life away attacking people when stealing is so much easier and doesn't threatening your own well being as much. Also, note that it was a great way to get the "party" to go back into town, and get them to interact with people. This is especially important if they skipped talking to any of your NPC's who you really like, and gave backstories too. It also is a great way to keep them in theme, as the horses they lost had to be replaced with Camels. Once again giving them another subtle reminder of where they are in the world."


DM Hint #7: Cliffhanger = Players wanting to keep going. Everyone is curious about what is going to happen...

"Always leave your players wanting more, even something as simple as not being able to see inside a door. About 5 minutes before the end of the session the players decided that they wanted to call it a night. But I strung them along long enough to get them to get the door open, and then ended it right as it did. Although it was the players who all wanted to call it for the night, as soon as they realized that I wasn't going to tell them what was inside the door they all immediately said that they wanted to keep going. Leave them on a cliffhanger and you give them something to look forward too, something they can think about until next session. It keeps them engaged even away from the table, and when they come back for the next session they will be all excited to see what they were unable to the week before."


More Hints to follow....so keep reading!

-Eraser

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