4e Summer start-up

26/05/2010

It’s the time of year when most campaigns wind down and players go on vacation or leave their Drow character’s behind to venture into the brightly lit campaign knows as “outdoors”.  Most of the campaigns I have ever been a part of have suffered from player hemorrhaging as the weather becomes nicer and the attire of females disappears like the ale at your favorite tavern before a brawl.  This is the first year where I will be in the unique position of having a larger party during the summer than I have had all year.  We shifted our D&D session nights to accommodate our group and most of my players have started bringing their girlfriends and wives to play at our table.  It seems that with the onset of summer we will be running a group of 6-7 players a night which I am comfortable with as long as it doesn’t slow things down too much.

I have read lots of blogs and forum posts about how to run things quickly, or “10 steps to the fastest combat ever”.  In the end I have discovered my own methods and strategies for making things run the way I and my group want.  These pointers wont necessarily work for every group but they certainly work for this group as it is private and friendly.

1.  Every player should be there to play.

This is a tough one because we all have our off nights where we feel like we’d rather be doing something else, be somewhere else, or be fighting something else.  Engage your characters AND your players.  Let them take breaks if you are losing them but set clear limits for time and bring them all back to the table promptly.  This gives them time to chat and talk (the girls) and then get right back into the game.  I usually try to do this while i’m setting up combat or right after combat before loot and xp are awarded. A good way to get players back at the table is with bribes of XP and swag.

2.  Every player should know what their role isn’t.  (no player can fill every role)

I don’t mind when people try to role play or bring more depth to their character.  What does bug me is when the paladin tries to steal, when the fighter tries to be diplomatic (with his +3 bonus at level 6), or when the sorcerer tries to tank.  I understand that these things might happen or even be necessary in the course of a campaign but when players try to play every role except the one their character was designed for it bugs me as a DM.  My solution to this is to remind character of their strengths by giving them repeated opportunities to use their strengths and shine so they aren’t looking for creative ways to get involved.  If a player continues to try to fill every role and isn’t a bard, I would talk to them after and remind them they are not a 1 man party.  If they continue as a 1 man party I would setup 1 man encounters for them to fight and lose.  If they beat an encounter single handedly there are other issues and I would ask to see their character sheet.  This isn’t 3.5 anymore and no character should be a castle unto himself.

3.  Keep everything moving and delegate.

I can’t say how much I love my girlfriend for being the initiative tracker, combat instigator, and no-nonsense woman that she is.  She keeps me and all my players on our toes, on track, and in initiative.  Sometimes thing will get bogged down in role play, sometimes they will get sidetracked by movie X, or topic Y.  As a DM you should either be able to control things your self or if you are as guilty as the rest of your party find someone who can keep you all in line.  For me and my group it means getting smacked every now and then by my girlfriend as we get off topic and things slow down.

Hope these suggestions help groups find their own way of dealing with things that I personally find annoying while we game but have always had  (still have) a hard time avoiding.  Sometimes you can’t change things but you can at least be ready for them and have a plan in place.

Dragons, Dungeons, and a step into the past

12/05/2010

This week I have started working on the next chapter of my campaign.  The heroes have defeated a small offshoot of the cult of Demogorgon and should feel some small sense of accomplishment.  They have managed to survive the heroic tier and will soon be on their way to the challenges the paragon tier has to offer.

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Mapping Out the Past

15/04/2010

At the beginning of Chapter 2 in my current campaign my players will quickly discover that they will need to travel back in time to confront their enemies.  The Cult of Demogorgon are attempting to use the past to gain access to very rare components required for a ritual.  They have uncovered a ritual and will be faced with the task of interpreting the ritual while avoiding altering the past.  The riddle hints at something black, blue, and red.  Most of the players have already decided that this means dragons and that the required components are one piece or another of the beasts.

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D&D Encounters – Once a week

14/04/2010

I am currently DM’ing for a weekly run of Encounters.  Basically D&D encounters is an adventure with the purpose of attracting new players to D&D who may not be able to commit to a regular group or who would just like to ease into the game instead of jumping right into 4th edition.  It is a very good idea and one which I support as a DM and a player of 4e D&D.  I just wish the adventure was more polished and had the proper hooks for a pug (pick up game).

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The End of Chapter 1

13/04/2010

Last week my players finished the first chapter of the story of Thaelun.  They found their way into the cult of Demogoron and defeated the twin sisters who were in charge and have fled the immediate vicinity of the temple.  This leaves me with the opportunity to catch up on all the content that I have not yet posted but they have already encountered.  Look forward to more frequent updates and story reveals as more and more information will be made available now that my players have finished this chapter.

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The Areas of Athrodeka

22/03/2010

Within Athrodeka there are several main areas.  Some are apparent while others are only noticed by few individuals or no one at all.  These areas include but are not limited to;  The docks, The slums, The market, The foreign quarter, sewers, merchant’s district, noble’s estate, the palace, and the religious district.

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The Tower

17/03/2010

A tall and imposing structure of white stone with no visible openings stands tall in the center of Athrodeka.  Whispers abound about a mage who lives within the walls focusing on studies and with little patience for being interrupted.  It is also said that those with enough coin who have been persistent and sought his aide have seen many wonders within his tower.  It is possible that he can answer almost any question or pose a solution to any problem given enough time and resources.

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Once a week Hero – Kovach

07/03/2010

Kovach watched from the shadows as his enemies moved through the shadows trying to remain unseen.  He watched as they approached the building across the street from him and silently entered.  Moving up behind them towards the doorway he slipped inside and to the side with his back against the wall.  There were three of them he would have to strike quickly to balance the odds…

Kovach Power Cards

Kovach Character Sheet

Kovach is a level 1 Shadar-Kai Avenger who specializes in dealing damage to his foes as they attack him draining his temporary hit points.

The Cult of Demogoron

04/03/2010

In order to create more depth and inspire my players to engage more with the world of Thaelun I added to the information available in the monster manual.  I created several NPC’s and devised much of what i felt was missing from the rituals and practices of the cult. The hierarchy of the cult was also built for the purpose of giving the players stepping stones to use as they adventure.  As the players travel trying to unravel what is happening around them they discover more and more about the cult and it’s leaders and practices. The past schemes and current exploits of the cult will also be a main fixture for the players to encounter and combat. From bank robberies, to abductions, and even the increase in demon activities and unusual experiments.

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Corvis Trelaine

28/02/2010

Corvis Trelaine was once an honored paladin of Arthrodeka praised for his martial prowess with weapons.  He was a righteous man of great faith and aspiration and his generosity and patience knew no bounds.  He spent much of his time with the poor and  derelict souls of Arthrodeka trying to help them with any means at his disposal.  He was also the survivor of three great campaigns against blights of evil that plagued Arthrodeka since it’s founding by ‘the Ten’.

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