With the discovery that Riley is a DM (because I never knew :-p), I figured I can post about DND now and at least couple people will read it and know what I’m talking about.
Recently, someone asked me “How do you DM a DND game?”
Well, I guess it depends on the style of game that you like to play. Here are a couple of styles that I’ve seen in the past.
1) Power-gaming
This is for people that like to take advantage of the rules as a mechanism to doing more damage than the next guy. I’ve very serious when I say they’ll make anything to make their character “the best”. For instance, my friend alex told me of a guy who played a half-golem, Legendary werewolf frenzied berserker. This guy had more strength in his eyeballs than those nordic guys you see on the strong man competitions have in their whole body. Then to boot, he’d go into a frenzied rage so he could kill everything, including his friends. Usually, his friends had to knock him unconscious at the end of battle just to get him to stop, but still. I know many DM’s (dungeon masters) who make these games and I guess I just don’t understand the point. I think it’s because the DM’s want to feel like they’re generous to their players, but it just ends up ruining the whole Roleplaying aspect.
Core rules usually used for these types of games:
All classes from 3.5e and 3e books allowed.
All races and subtypes from 3.5e and 3e books allowed
Standard DND rules with respect to
4d6k3 or 5d6k3 stats if using rolled stats (XdYkZ means, X number of Y-sided dice but keep the highest Z dice)
If using point buy stats, more than 30 points (28 is standard)
Usually 15th level and higher but I’ve seen as low as level 10.
2) Low-level/beginner campaigns
This is best for starting a good roleplaying saga (IE many games using the same characters) or for new players. The players build their characters at low levels, having high aspirations for what their character could become later. At the end of a low-level campaign, the player’s characters are usually ready for a mid-level campaign and the players are used to the rules of how to manage their character (as low-level characters are much easier to deal with than high-level ones). These are a lot of fun and usually consist of small problems like a werewolf attacking a town or a trade-route blocked by kobolds.
Core rules usually used for these types of games
Classes chosen from core classes of PHB with possible other books added for flavor (IE Complete Divine for a campaign against the undead)
Races chosen from core races in the PHB with possible other books added for flavor (IE Races of Stone for a mountainous campaign)
Standard point buy (28 points) or standard 4d6k3 rolled stats
Starting level below 7th
3) Mid-level campaigns
This is where the fun can really begin. It is at these middle levels that characters can choose to add flavor to their character as they have enough gold to start getting magic items and they also have a high enough level to pursue a prestige class if they choose (a prestige class is a class that can only be taken once certain prerequisites are met. They are usually much more specialized, but add a much more unique flavor to the character). This also allows for interesting role-playing aspects as some prestige classes require training which will harbor prejudices within the characters (an Occult slayer might hate the spell-casters in your group because he was trained that mortals shouldn’t fool around with magic). At any rate, these campaigns are a lot of fun and there isn’t too much rule-enforcing involved at this point as the players don’t have enough character flexibility to break the game too much (that doesn’t mean to not be on the lookout for it, it just won’t be as big a discrepancy at this point).
Core Rules for these kinds of campaigns.
Same as low level campaign except:
Classes from PHB and the ‘Complete’ books (Complete arcane, complete divine, etc.)
Starting level between 6th and 13th
4) High-level campaigns
Personally, I run these games as true role-playing games, meaning you better have a great character idea and want to role-play as him/her, being very loyal to what kind of character they are. This is really only for experienced players who are familiar enough with the rules to role-play situations and know what they’re doing. This is also where true specialization happens as a person can build a character that embodies a certain aspect (like an Arcanist defender: a sorceror specializing in wall and warding spells and a few ‘artillary’ type spells). You can have a lot of fun with these games provided no one does things to break the rules. There is always the chance of someone trying to break the system so their character is ‘legitimately’ better than everyone elses. It’s important to enforce equality and reward flavor much more than simply damage-dealing or monster-killing. In these kinds of games I am fine with characters submitting their own classes and races to use, subject to my approval. Some people have come up with some very amusing things that are actually slightly under-powered compared to normal classes, but are very flavorful and adds depth to their character. Also, remember that at high-levels, people can gain experience by doing other tasks that aren’t killing things (like figuring out a way into a locked castle… or something like that.
Core Rules for these kinds of campaigns.
Same as low level campaign except:
Classes allowed from most 3.5e books
Starting level 14th and above
Finally, there’s this, my favorite:
5) The Role-players campaign
As a DM, I simplify the rules down for these games (such as replacing spell-books with spellpoint systems, letting spell-casters forgo minute spell-casting components, etc.) so that more role-playing can be done. I also like to supply an appropriately-leveled NPC of my own making so I can be in on the fun too. The idea behind this game is just the fun of role-playing and working together towards a common goal; not so much killing as many evil creatures as you can or completing as many missions as possible. In this case, you want the whole system to be flexible to allow the players to interact with each other freely. In these games battle should be more rare and experience rewarded for creative solutions as well (if you need the Orc’s orb, rather than killing the orc, why not distract him and then have the rogue steal it?). These are my favorite games because it’s not about being better than anyone else, it’s about being your character and knowing their mannerisms and personality intricately enough that for one short moment, you’re them.
Core Rules for these kinds of campaigns.
Works better as a mid-level to high-level campaign but can still be fun as a low-level.
Races and Classes are more free-form to allow for flexibility and in-depth character ideas (like an ethereal warrior who hunts demons or a lone druid from the depths of a shadowed-wood).
Very Variable.
Well, those are the main styles I can think of (minus larping, but I’m not going to go there in this entry). I have to get going now, so happy gaming!
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