General DM Questions

In no particular order..

Q: Am I allowed to deviate from the rules?

A: Absolutely. They are only guides, and you may find you do not agree with some of them (or they are too simple, too complicated, pointless, etc), you may like to add your own. Any deviation from a rule is a `house rule' and should be explained to the players before you start.

Q: How do I start a society at school/university?

A: You will most likely find that a university already has one, which can usually be found on a `society day'. Other then that talk to the students union at university, or a teacher at school.

Q: One of my players has a character from another game... What should I do?

A: Depends. Look at the character, study all the equipment / special abilities. Check to see maximum damage capability, magic items, item combination, Armour Class, Hit Points, etc. If the character can fit in, if it is not more `powerful' then any other character then it's usually fine. If it is way out of line then tell them to role up another character and, because they like the old one so much they keep the same personality.

Ask the player why he wants to play it though. It might be his favourite character, but that was with different DM, different style of play, other players, different setting, etc. Ask the player what he would do if the character dies.

Q: One of my players doesn't always turn up. What should I do?

A: First of all find out why. Do they WANT to play? Is it personal reasons?

If it is because they can not make the time then see about re-arranging when the game is played. It might be that the game is too long, they need food, etc. Make sure they always contact you in advance.

If they have a genuine want to play, and a genuine reason why they can't always play, then let them. However, they must be aware that the can NEVER be a critical character as far as any plot is concerned. Either the DM or another player continues play of the character. Have it `mind the horses' or another non-essential task. As far as XP goes you may like to give them only a percentage, full, or none, depending.

If they don't show a genuine urge to play, then it's simple, they don't play at all.

Q: I can't always turn up. What should I do?

A: Don't DM, or at least make sure everyone is aware of this before you start. You may find you can make regular meetings, but with a greater interval between them.

Q: How long does a game last?

A: Basically that's up to every one involved. I have found that some people take a couple of hours to `get into it' while others loose interest after a while. From experience most games I've played last 4-6 hours, on the other hand I've played games that last from 1 up to about 12 hours.

Q: I invented this really clever trap, and the players figured it out straight away!?

A: Expect to be surprised. You are just one mind, the players are many. They might have had a lot more experience than you, especially combined. Also, reward them in some way, after all they did something very well.

Q: I spent ages making this NPC and they killed him in two rounds!?

A: Again, players can be fairly powerful if they work together. Make sure the adventure doesn't resolve around just one thing, and you won't be so disappointed. If it possible for the NPC to die make sure that the adventure can continue without him. (Advice on making NPC's tougher is answered later on)

Q: The characters just don't play the adventure, they go off and do their own thing. What can I do?

A: MOTIVE. Why should they go on the adventure? Don't railroad the characters though, at least, not so they notice! Make sure the characters have a choice in what they want to do.

Q: The characters keep dying! What can I do?

A: Don't make it so tough. Cheat in their favour, e.g. do 1 less point of damage per dice roll, have -2 to hit, etc.

Q: The characters come out of a fight uninjured. What can I do?

A: Make it a bit tougher, bring in different monsters. Also..

Q: I want to make this monster something special, what can I do?

A: Remember that almost everything in the MC is really classed as being 0th level (in the sense that 99% of the human population are 0th level).

Give them attributes, a CON bonus makes a big difference with a giant! A dragon with a CON bonus is absolutely deadly. Give them a class, a giant with weapon specialisation and two-handed weapon style is definitely something special. Most importantly however, give it a real personality.

Think about it from the NPC's point of view. They may have certain tactics such as an ambush, missile file, use of pole-arms, attack+retreat, delaying tactics, calls for help, advance guards, communication lines, traps, poison, etc.

Q: I have trouble giving so many NPC's a personality. What can I do?

A: Write down next to it a character from a film, and do an impression of that character (style, mannerisms, personality, motive, goals, etc).

What annoys characters more then getting injured is a recurring `bad guy' that verbally insults them, rather then physically. A bad guy who tricks them, cons them, destroys things they love, and then gets away.

A random personality chart is in the DMG for a quick reference.

Q: I have information only one player should know. What can I do?

A: Either write them a note, or talk to them outside of the room. If you do this a lot it can severely restrict the flow of the game, and can be very boring to some of the players. Pre-written notes can be of great help.

Q: How much XP should I give out?

A: There is a chart detailing how much XP should be given out in the DMG. A fair amount of people ignore this chart however, since it is biased towards `killing things' rather then `role-playing', or they just take it as a guide-line.

Many DM's do not give XP for gold (or treasure in general), because the treasure is reward enough, and because they do not actually gain experience (real experience not a game term) in doing so. The exception being a thief, but even then the experience is in using his skills. Other options include not giving as much XP.

Q: How fast should the characters advance in level?

A: Depends on the style of campaign. To advance about one level will usually take about 2 * current level in game sessions. This varies A LOT and is extremely subjective.

Q: One of my players wants to play a half-dragon or an ogre-mage, etc. What can I do?

A: What sort of game are you running? Usually these requests are by people who are just interested in `being more powerful then everyone else'. you have a choice:

Say no, and your game retains fairness, characters are fairly equal, you don't have to worry that what is a challenge for some characters will be insignificant to others.

Say yes, these characters will never be allowed in a town, as they WILL be hunted down and killed. The can't fit in small caves that the rest of the party can. They will be considered the greatest threat by anyone fighting the group, as such will attract 98% of the enemies fire-power. Have a group of evil adventures hunt them down for their treasure. They won't ask again. This isn't a case of anti-munchkinism, this is what would probably happen.

Q: How much magical equipment should I give the players.

A: To be roughly in line with the TSR adventures for their level this chart shows the greatest magical plus of weapon (against normal creatures) that will produce a challenge for the characters. This answer is highly subjective, therefore I provide the advice in my opinion only! :)

           level           magical +
            0-4               0
            4-8               +1
            8-12              +2
            12-15             +3
            15-18             +4
            18+               +5

As far as general magical equipment, generally after playing TSR modules (the good ones) a player will have about 1/4 his level in notable magic items, and about 1/3 in general miscellanea and up to 1/2 in scrolls and potions.

Q: One of my players cheats, what can I do?

A: First off, make absolutely sure. If you are positive, then make sure all of the players know this:

Explain that you make all encounters to be a challenge to the players, if they cheat that means that you have to make the challenge greater. XP is awarded for a character overcoming a challenge. If a player cheats it is not a challenge, and thus, is not awarded XP.

Q: A player keeps using spell X and it's too powerful, what can I do?

A: Either ban the spell, or reduce it's power. Power reduction can be done by reducing duration, area of effect, damage, increasing the cost of material component etc. For example, giving stoneskin a duration of a day or give it only one charge, etc. If the players complain simply tell them you find DMing difficult with the spell as it is.

Also, some spells have official errata or "unofficial official" changes by TSR; these appear in Sage Advice columns from time to time, and in the DMO:High Level Campaigns guide. (Including decreasing the power of stoneskin)

Q: A player has item X and it's too powerful, what can I do?

A: Before you put an item into the game, take into account that it will very likely end up in the hands of the PC's. Be especially careful of certain combinations of items.

Like spells, simply remove the item or reduce it's power. Power reduction can be done by reducing the magic of the item, give it a duration, give it charges or reduce the number of charges etc.

To get rid of the item you may have it take damage over a period of time (e.g. a sword gets a hairline fracture, leather goods start to rot, Dragonscale armour gets cracked etc) and it gets worse, continued use destroys the item. Have the PC's chased by the items original owner or creator.

You might like to do this regardless of the power level of the item, because it causes players to appreciate there equipment more. The complete fighters handbook includes rules for damage to armour, this could easily be applied to other equipment.

Q: I have let a player have a wish and the result is too powerful, what can I do?

A: The best way is give it a duration. Reduce the effects of the spell over a period of time, until it eventually runs out. After all, in return for increased power it should have decreased duration. If this is not possible because it came in the form of an item or money, where did it come from, and the real owner (the king?) wants it back.

There was a very good idea on r.g.f.dnd about wishes that rather than the character who casts it getting older, he looses XP equal to the effect of the wish.

Q: I want to know information about a character without the player knowing what I am doing, what can I do? (You may need this information for things such as secret saving throws, maximum hit points, etc.)

A: Keep a track of key things about each character: stats, max hit points, class and level. Make sure you know who has what magic item. This is useful for many reasons (e.g. if the player forgets his character, make sure the character doesn't cheat, working out a good challenge, etc).

Another similar idea is that each magic item is written onto an index card and given to the player. If the player doesn't have the card, then the character doesn't have the item!

Yet another version is that the player must note down an ID number next to it, which you keep referenced in a notebook.

Q: The PC's are all at different `power levels'

A: This is not always a problem, providing the players can handle the fact that they might be envious. Make sure that there is something in the adventure that each character can accomplish (for example while the more powerful characters fight the giant, the weaker ones can fight the goblins).

Put in more non-combat puzzles, for example, a group of fairies think that the weaker character is a leader and will only listen to him. Have the more powerful characters act as `guides' and `teachers'.

Q: One of my players keeps quoting rules at me, what can I do?

A: Depends, this is often annoying, but the player is usually just trying to be helpful. Ask the player not to do this, BUT if you don't know a rule don't be afraid to ask. Point out that if you are all enjoying the game it doesn't really matter.

You will find it also happens with "Real world" topics, from hunting, cooking, chemistry, martial arts, physics, etc.

Q: What do I do if one of the player's character dies?

A: Usually you will let them role up a new one. You will have to decide how the new character will compare to the existing ones as far as XP and equipment, history, and legal holdings and rights goes. This ranges from having the same XP as when they died, the same XP as the lowest within the party, slightly less, or even start at first level again!

Between you AND the player, you should come up with some reason why they will meet and join up with the party (sometimes the party will not want to have a certain type of character e.g. a party of dwarves might not want to join up with an elf).

Note, however, that this is a fantasy setting. Just because you are dead, doesn't mean the character stays dead, there are plenty of spells and items that can bring the character back to life.

Q: One of the characters has played / read the module, what can I do?

A: Change it around a bit, change the plot. To some extent you will have to do this anyway so that it can fit in with your game world. To that extent you can use any game modules, whether they are for that world, character level, place, etc.

Ideas for changing the module can include things like moving traps around, give it your own ending, changing clues, the NPC's can be added, taken away, moved, changed, etc.

Q: How many notes do I bring?

A: That's really up to you, some people start the game with 3 words written down, others have a folder full of information, still others may bring a computer with them. Whatever you are comfortable with, and both you and the players enjoy the game.

Q: How do I know if I'm a good DM?

A: Ask your players at the end of the session what they thought of the game. Ask about style, content, plot, and most importantly, did they enjoy it.

Q: How do I make a good trap?

A: First off there are two types of trap, physical (a rock falls on your head) and non-physical (a woman gives you a knife, you look down and see a dead body, just as the guards come round the corner..).

Traps that kill instantly are nasty, very nasty. As a player they are no fun if you don't have a good chance of avoiding it. Traps happen because of action or inaction, but they must be avoidable by some means.

Q: My players keep quoting stats for monsters / my players don't seem to understand the difference between in and out of character, what can I do?

A: This is quite a common problem, whereby game statistics are being used, or out of character knowledge is being used. First off, tell the players that unless overwise indicated what is said during the game is in character or an action. One potential way to cure this is that if a game term is used "in character" then that person gets no (or half) XP for that encounter, although this can be a bit harsh.

Q: The characters seem to act as a group mind, what can I do?

A: What is meant by this is that when the characters meet an NPC, they then go into a huddle and discuss tactics, however they do it out of character. As with the above question if you point out it is in character and the NPC is listening (and preparing). Note, when they do this at least they are co-operating.