So who plays D&D?! :D
14 years ago
I'm about to try and DM my first campaign EVER! And I'm pretty excited!
Have any of you, my many and excellent followers ever DMed yourselves?
Could you give me any tips or advice?
Even if you haven't DMed a game, what has YOUR DM done in your own game play that really stood out as excellent?
I play 4e by the way XD sorry 3.5ers
Slight mental hiatus over.
More commissions completed.
New Auction coming up SOON!
Still working at my new job! Woo shoes!
This is the order of my TO DO LIST:
A. Lexiana COMPLETE COLOUR AUCTION WORKING
B. rayne-star WORKING
Z. elannor COLLAB
Every free day(nonworking, non hanging out), I will be attempting to complete a piece...ATTEMPTING INDEED.
Feel free to direct any concerns or complaints to this journal where I will placate your ire, but still do things my way regardless. rofl
My first painting commission of 2 is FINALLY done, and I must say I'm proud, hence why I must brag about it here. XD LINK! http://www.furaffinity.net/view/603...../#cid:43981862
That's right, I have now managed to acquire a REAL job. I sell shoes...apparently! XD
What does this mean in terms of commissions/pace some of you may be wondering? Well don't worry, Im thinking I should have no issue maintaining my current pace! If there will be any change though I'll let you fellars' and chikas' know!
Hand over eyecons are now 5$, not because I want to make them cost more, but in an attempt at slowing down the number of them I'm receiving. Just in case anyone was wondering where they all went, they'll be in scraps! Culmination: http://www.furaffinity.net/view/5993493/
ALL COMMISSIONS OPEN
http://www.furaffinity.net/journal/2405332/
MONEY METER: $0/2200 for debt
tips are always GREATLY appreciated
Have any of you, my many and excellent followers ever DMed yourselves?
Could you give me any tips or advice?
Even if you haven't DMed a game, what has YOUR DM done in your own game play that really stood out as excellent?
I play 4e by the way XD sorry 3.5ers
Slight mental hiatus over.
More commissions completed.
New Auction coming up SOON!
Still working at my new job! Woo shoes!
This is the order of my TO DO LIST:
A. Lexiana COMPLETE COLOUR AUCTION WORKING
B. rayne-star WORKING
Z. elannor COLLAB
Every free day(nonworking, non hanging out), I will be attempting to complete a piece...ATTEMPTING INDEED.
Feel free to direct any concerns or complaints to this journal where I will placate your ire, but still do things my way regardless. rofl
My first painting commission of 2 is FINALLY done, and I must say I'm proud, hence why I must brag about it here. XD LINK! http://www.furaffinity.net/view/603...../#cid:43981862
That's right, I have now managed to acquire a REAL job. I sell shoes...apparently! XD
What does this mean in terms of commissions/pace some of you may be wondering? Well don't worry, Im thinking I should have no issue maintaining my current pace! If there will be any change though I'll let you fellars' and chikas' know!
Hand over eyecons are now 5$, not because I want to make them cost more, but in an attempt at slowing down the number of them I'm receiving. Just in case anyone was wondering where they all went, they'll be in scraps! Culmination: http://www.furaffinity.net/view/5993493/
ALL COMMISSIONS OPEN
http://www.furaffinity.net/journal/2405332/
MONEY METER: $0/2200 for debt

and don't take it too seriously unless they what that, our group the DM gets tired and makes off the wall things while we just screwed around and not took it seriously either LOL
like stone a baby dragon
100ft retractable masterwork poll
werewolf in a bag
Clownbombs
a wishes for wand of infiniate machine gun fireball wan and +50 bluff
friend one manage to great cleave every goblin when one was suppose to survive and the DM made one jump out of his pants
stuff like that
As for tips and advice, expect the players to do what you least expect. No matter what I seem to plan they seem to do what I least expected. Had them meet the big villain they were suppose to fight later in the story the other week and one of them took a shot at him... no warning, the guy is giving some elaborate speech and an arrow goes flying at him... the thing missed and the guy retaliated with a flamestrike before teleporting away but didnt really expect anyone to take a pot shot.
A big one is... remember this is suppose to be fun for you too! A lot of DMs forget that they are suppose to enjoy themselves too. Which leads them to burn out.
The rules are just guidelines! But be consistent, if your going to throw out a rule or change it, make sure its the same for the players. If one of the players is rule lawyer make sure he knows what deviations your making from the base rules well in advance.
Track EVERYTHING. If you make up an NPC on the fly because the players went off to visit the butcher for some reason, write it down and make him seem just as important as the prince the players met. You never know what the players will think is important.
I can offer more advise if you need it. What system are you running in? Custom world or established?
I may end up hitting you up for more advice eventually, so thankyou for the offer XD
Also. MAPS MAPS MAPS. Have lots of maps, especially ones that are just "generic" and don't really have anything attached to them, just stuff you can easily add plot coupons and such to. In case your players go "Oh hey, let's go here instead", and you haven't written that out, you're not forced to go "Oh hey, you can't go that way, sorry, no matter what you do it won't work, go this way instead."
I've been talking to my friends about recording it and maybe podcasting it for the broader world.
If you ever want to listen to a good Campaign that involves a fair bit of sea voyage check out the podcast "Icosahedrophilia"
its a big stupid name meaning the extreme love of D20's, but its an awesome podcast! :D
Another one I did was put a series of statues depicting certain scenes and the puzzle was a riddle which they had to pay each statue a toll with different colored coins but they had to figure out the story behind the statues. The riddle told them how many coins to put in each and the statues told the story.
I also want to do a battle using portals. Placing the PC's in the center of a circular room surrounded my portal doors, and a monster in another dimension attacking them with long arms or tentacles or such from any and all sides, appearing and dissappearing through the portals. I would also give them the opportunity to lower the number of portals before they enter, and during, the big fight,
here is a snippit:
THE MOON is slowly falling toward TERRA (the world)
EFFECTS:
Tides changing abnormally. High tides in some places, low in others.
Wildlife grows more erratic/irritable
Face on the moon changes
Love becomes cancerous (grows out of hand, happens in places where it would never happen normally, disintegrates where it has lasted for ages, infidelity thrives)
Civil-wars/city-wars become more common than world/race wars.
REASON:
Sehanine (goddess of the moon and love) has grown insane, and wishes to mate the Moon with the Terra. She calls this mating/event Perigee'lmor.
Tama has poisoned her mind in an attempt to overthrow her and take her place amongst the pantheon.
POSSIBLE RESOLUTIONS:
Defeat Sehanine and all 3 of her Vibrata.
Each of her 3 Vibrata has one piece of her soul, left within them from when they were created by her. These three fragments can be brought together to create a frequency which will bring her down to mortal status.
Defeat Tama and find some way of bringing Sehanine back to sanity.
Collect Tama's fragment, and appeal to her other two disciples to use their own powers to try and restore her.
SEHANINE:
The NOW Insane, Goddess of the moon. Overseer of concealment, trickery, and love
.
She has three disciples. Her Vibrata.
-Satt'va: Her 1st disciple, as well her lover. A master of enchantment and romantic cohersion. (He is very likely to stray from her, and sex anything that catches his eye)
-Raja: Her 2nd disciple, the master of concealment and espionage. Acts as her gatherer of information, and her tactical adviser in times of war.
-Tama: The 3rd and most unreliable of her disciples, the trickster. He is a layer of traps, a befuddler of minds, and a master of wit. (He is also the most greedy, and most likely to betray her.)
Let me share my story arc with you. To understand it, you need to know the back story...
MAJOR PLAYERS:
The Empire (of As'eyan)
Mage control empire, started as a tiny city state but quickly expanded using their domination in magic as a method to control or conquer their neighbors. Roughly 5000 years ago was the dominant force in the lands, controlling a massive kingdom and an army like never before seen. During the GodWar was decimated and forced to draw their borders back but in recent years has began to expand once again, though this time with much resistance.
The Eastern Kingdom of Telarie
Little is known about these people, it is said that magic does not exist in their land and instead all power stems from their god Jherus. Their kingdom is said to be the biggest in the land until they encountered the The Empire. Now they are sealed away behind a barrier (explained in back history).
BACK HISTORY:
As the Empire of As'eyan expanded, consuming their neighbors it looked as if no nation was strong enough to stand up to the mage's council of 9 until the Empire encountered the Eastern Kingdom. It wasn't long before war broke out between the two super powers. The Telarie having almost limitless armies while the Empire had the strongest mages in the land. The Telarie fought hard but their divine magic was nothing compared to the arcane power the council of 9 could wield and soon the Telarie began to lose ground. In desperation they prayed to their god, Jherus, to give them aid and Jherus answered. He left the gods home in the northern mountains, giving up his godhood to become a demigod, knowing full well he could never return. He marched south, cutting a path through the mountains till he reached Maghelm, the capital of the Empire where he proceeded to summon forth a rock from the sky, wiping the city from the map. The mages council responded in turn, decimating entire cities of the Telarie. Jherus responded by engaging the mages on the field of battle himself. He fought the 9 mages backed by his armies, and it looked at first that he would win. But Emperor Ganjis would not be defeated so easily. He summoned his closest friend and fellow mage Danin and set him a task. Cut off Jherus from his people. For if he could block the power of their belief in him, they could weaken the demigod to the point where the battle could be turned in the Empire's favor. So Danin did just that. He cast a spell tearing his soul from his body to form a magical wall between the Eastern Kingdom and the Empire, cutting the Telarie forces in half. This wall fed upon his life force and his power and he knew that he could hold it till the Empire was ready to once again move upon the crippled Eastern Kingdom. Cut off from the power of his people, the battle turned on Jherus. In the resulting battle he was defeated and 4 of the 9 mages were left alive. But you cannot truly kill a demigod, so they did the next best thing. They sealed him away with 3 of the remaining mages to act as guardians to his prison.
THE HOOK:
So the players got a dream of the destruction of this town in the middle of no where and a woman in white with the scales of a gold dragon asking for help. They attempt to get to the town to discovered the road is blocked by an avalanche. Thankfully a guide is there to show them another way to town! So they get lead to this gave, fight their way past some goblins and enter into this ancient temple. They discovered the way through is locked and requires 3 keys to open it.
THE CATCH:
So the players find all 3 keys and pass through this ancient crypt to go save town. In the end it was because they unlocked the doors from inside the temple (which cannot be done with anyone who has the intent of opening it to release whats inside) they allow the survivors of the Telarie army that was trapped on this side of the barrier (now known as the Cult of the Scorpion) to resurrect Jherus by sacrificing the entire town.
WHERE TO FROM HERE?:
- Jherus takes down the barrier to reunite himself with his people to find his people worshiping a snake god (Yuan-Ti)
- The Yuan-Ti have replaced 7 of the mages on the (now) council of 15 with dopplegangers and have been pushing the Empire to wage brutal bloody wars on their neighbors to soften the empire up from when the Yuan-Ti take the barrier down and invade.
- a 3 way conflict develops (Empire vs Yuan-Ti vs Jherus) with the players stuck in the middle
How long has this campaign gone on?
Our first side track took them out into the deserts of the magical dead zone to investigate some child abductions (which turned out to be cult of the scorpion members with an evil plan). The second break was a errand to deliver a top secret message to one of the mage's council in her own little private kingdom where we got waylayed by Yuan-Ti assassins who were trying to stop the message from reaching its destination. Both detours fit in perfectly and my guest DM ended the side arc off exactly where I needed him to. Each break lasted about 4-5 sessions (so a good month) and was just what I needed to get the drive to go back to writing once again.
How big's your world? I put mine down at four continents, each one with a fair few cities and towns and other things.
I have played a campaign of it though and enjoyed it =D
these 2 are my favorite YouTube vids hehe good times.
youtube:
http://www.youtube.com/watch?v=VBEka-RIy1Y
http://www.youtube.com/watch?v=qM7YhMfN0v4
extra fun
http://www.newgrounds.com/collectio.....ittheater.html
http://www.nuklearpower.com/8-bit-theater/
And thanks for the links
BTW I just FOUND this awesome youtube video!
http://www.youtube.com/watch?v=u8aq.....eature=related
you have to pay to be a member of the D&D insider, but it saves on the cost of most of the books, and has everything on it you need to run a game :D
(1) Some players think all paladins need to be Lawful Stupid like Miko Miyazaki. They're wrong.
(2) A sufficently clever DM can twist around ANY overpowered wish, even if it was written by a team of lawyers.
Dark elf sorcerer named F'tish.
I made him a creepy pan sexual bondage freak who damn near wanted to rape everything.
he was mostly for comic value, and then we switched to pathfinder and I got some better spells.
(had the equivalent of an adimantium shotgun in my palm. Blew a dwarf's face off with it and it was AWESOME.)
As far as DMing, my advice? try not to railroad too much. Create a world and a story, but let your players explore and adventure into your world rather than just stringing them along.
I had a great DM, then we tried another guy, and he just had us fighting all the time with very little plot development.
And I have DM'd once for a Shadowrun game (cyberpunk retro 80's blade runner type setting) but it was really simple and more me just making shit up as I went along.
Ind I was gonna DM a superhero DnD over the summer, but it is just such a pain in the ass to assemble people sometimes.
Story is waaaaaay to important to me, so I would never just do a hack&slash jobby. I'm actually really excited to create my world from the ground up, and make a story for them they they would even enjoy just reading about XD
Thats the first suggestion of soundtrack that's been mentioned so far, also an excellent idea!
Do you have any standby ideas, if you ever need to improvise something on the fly? Or do you just wing it when the time class for it?
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing.
Only I will remain.
~~~
Hey intrepid adventurer, Hawzarr the Barbarian Donkey Lord here. My buds tell me that you want to know how to have some fun with the DM shield. Thus I am going to share some ancient knowledge with you. So listen up...
1. Dice: I am going to assume you know what all the slang are with the dice, but there are some fun sub-standards that I always used in my games that could make you more popular (or more despised...)
a) Natural 20's aka The Critical Hit: In combat, there is nothing more blood pumping and excitement inducing than when someone rolls a natural 20 on the old D20 die. However, to liven up the experience even more, instate the following rule: When a natural twenty without modifiers is rolled, allow the player to roll again to determine how much extra damage they have done with their perfect hit. 1 to 20 more points doesn't seem like much to some, but it could make all the difference to the players. Just remember this: modified 20s are never called critical hits despite their scoring over a 20 on the "to-hit" chart. Also, a natural 20 never misses it's intended target, so be warned.
b) Natural 1's aka The Fumble or OOPS!: Most people don't look forward to this one, but there is a way to make it more interesting. Create a critical fumble chart on the side that you have access to that the others won't see. A chart like this can range from absurd butterfingered results to striking yourself or one of your own teammates by accident. Or if the fumble is really bad, then it induces the monsters/opponents to laugh so hard that they lose the initiative during the next round. (aka Gelding oneself with a vorpal sword, for example...) An example chart I used follows:
1. The miss is so bad that the weapon slips out of your fingers and flies back over your head toward your own party members. Roll to hit (-4 for a blind shot) versus your own party members. Let's hope you don't score a natural 20 now when you don't need it.
2-7. You miss your target so badly that you lose your balance and fall smack down on your ass, doing your own defense rating in damage to yourself and are temporarily stunned from the fall for one round. Let's hope your teammates can be trusted to shield you while you're down.
8-13. You not only miss your target, but your weapon becomes entangled with their weapon and you are pulled point blank into the monster's (party) range. Instant captive or new bed toy... you decide.
14-17. You simply miss. You hope nothing embarrassing occurred. But why is everyone laughing? Random event.
18-19. You miss your intended target but the momentum of the swing pulls you beyond the fight where your weapon becomes lodged within an object (you choose what.)
20. Best possible and hoped for effect! You completely missed your intended target but you critically hit a target next to him/her. Roll for critical damage as normal. Okay, not what you were aiming at, but hey! You hit, gosh darn it!
2. Races: It may have occurred to many players and DMs that the game is lacking on good playable races that would be more popular among your friends.
Back in the 80s, I had never heard of "furries" but I had an AD&D race called the "Animax." The Animax were, simply put, anthropomorphic animal races done up for AD&D. Their stat modifiers were similar to humans, but their race abilities borrowed details from both the elves and the dwarves.
On the character sheet, it was written as Animax - (Animal type) (examples: Animax - Fox; Animax - Wolf; Animax - Lion; etc.)
For the stats, the Animax got species bonuses for whatever class they chose to be, +1 for the species (examples are... Fighters: +4 (+1 for species) STR, +1 (+1 for species) CON; Magic-Users: +4 (+1 for species) INT, +1 (+1 for species) DEX; Priests: +4 (+1 for species) WIS, +1 (+1 for species) CHA; Thieves: +4 (+1 for species) DEX, +1 (+1 for species) INT.)
The Animax also had a natural armor class rating equal to leather armor due to their naturally furred bodies. Otherwise, their social lives were like humans.
3. Exact Wording & Wishes: Now we're up to my most favorite section of all time! Bwa-ha-ha-ha-ha!
a) Exact Words: Everyone knows what a player means when they say they are going to have their character do a certain action, but NPCs, especially unlearned peasants and hirelings, should not always know what the player means. Therefore, they should always assume the character meant exactly what it sounded like they said. No, village NPCs are not very bright, save for the mayor, the merchants, the sheriff, and the local bartender who is a retired adventurer who can kick your sorry little asses all over kingdom come and to the Nine Hells and back, which he has done. "In your face, Asmodeus!" he says with a proud snort.
b) Wishes: Nothing can throw a game out of whack than when someone gets a hold of a wish, or ring of wishes, or even a genie. Here is what YOU, the DM, can do about these freeloaders. (evil laughter; all you weak people better run and hide.)
In game, it is not YOU, the DM, who grants these wishes... it is whoever is listening from either on high or down below, or in the case of genies, at the whim of their boredom to make their lives more interesting. (Hey, if the character is a good master, then he might be safe from this. Otherwise, watch out!) Here are the rules for granting a wish:
-- 1. Determine which "power" is listening at the time. What this means for characters is the following... if the character worships a certain deity, then the powers in question are that deity, their arch rival either in their own plane or the opposing plane, or a random imp, demon, devil, horny hell hound, randy unicorn, etc.
-- 2. Decide if the character has upheld the values of his deity in game, in character. If the character has no deity, then they are at the whim of whoever is listening who is bored or horny (see above.)
-- 3. Have the player write out the wish on a strip of paper, not showing it to the other players, then hand it over to you so you can read it quietly to yourself. Pay attention to the exact wording of the wish. We had one player write out, by accident, "I wish I was back in the dung on." The situation was this: he had caused some trouble at the local bar and was thrown in jail to cool off. His adventuring party left town without him to return to a dungeon that they were trying to clean out. He then remembered that he had a ring of three wishes with one wish left on the ring. You can guess what he thought he was going to do. Escape from jail via wish. When I read what he wrote, I almost had to leave the table laughing. I had an imp grant his wish sending the character without his equipment to the local sewers directly in the middle of a pool of "dung on". Of course the local Wererats and other sewer denizens had a good laugh when they saw the naked human fighter arrive. But aside from infection and a lot of laughter, there was no harm done. He was out of jail, at least, and he did get the infection removed and he did rejoin his party members.
Hey, I made this a little long, but if you want to know anything else, send Faces another heads up. It's fun to talk about the past like this. I'm the Sanctuary member in charge of donkeys, obviously. Until then, keep your nose clean and your sword at the ready.
I'll let you know if I need any more insight/ideas! :D
p.s Team Fortress 2 is free to download on steam and free to play :3
Finally, after about an hour of trying every possible combination for pressing the buttons, and always pressing the exit door one when the walls got too close, with no success on getting either of the doors open to get out of the room...we all said...okay, fuck it, let it crush us...
The walls got to each edge of the door...stopped...and the door opened...
Stupid buttons didn't do ANYTHING but play with our minds...
My friends would probably kill me for doing that lol
but DMing wise. try to write or make up a story before you play and follow the adventure. though the adventure may not come out exactly the way you want, just keep it going for a common goal at the end.
I love mtg though too, always fun and much less work lol
What kind of things has your DM done that has made you go "WOW, that was awesome"?
Well, my past DMs have always had really bland stories such as "you meet to go slay a monster" or "find this kidnapped wife." Those groups tend to only last a few sessions because it gets boring when you feel like you're doing a bunch of side missions.
My most recent DM has a story arc that he's written out that is just really original and flexible. Super long story short, our group has to travel through nine different "doors" which teleport us to different environments, etc. At each door/plane our DM has a story, but doesn't make us stick to it at all. In fact, last time we played, our group decided to explore something that our DM hadn't written anything for so he just made it up as we went along. It ended up being one of the most enjoyable sessions I've played! I think that quick, creative thinking is what makes an awesome DM. In previous games, I would have a DM that wouldn't let us explore/do certain things because they didn't want to stray from what they had already made up or whatever. I've always played D&D with pretty relaxed rules... it's more fun if you focus on the "what ifs" rather than the "what I can not dos."
My plan is to lay out all of the events that are happening in the world as it pertains to the MAJOR event, whilst also having a whole bunch of sidequests and mini adventures for them to discover along the way :D
I guess my advice would be to make a good theme, write a thick plot and keep the suprises coming. Not to mention try your best to give life to the characters your players interact with, 4.0 gets stale if its all battle and no rp.