d100 | Result |
---|---|
1 |
“I will kill you all” isn’t a very interesting interaction with a villain. “I killed your uncle you know” will grab way more attention. |
2 |
Action is the name of the game. Give the characters something to do instead of reading pages of background narrative. |
3 |
Add a new element to the adventure that is entirely yours. Add a villain a quest an NPC or a piece of background material that you personally love. |
4 |
Add festivals fairs and special events to towns recently entered by the characters. Show them as living breathing places. |
5 |
Add in a shady dealer with a random limited assortment of expensive magical items to rid characters of their excess gold. |
6 |
Add seasons and holidays into your game to keep the feeling of life strong in the world. |
7 |
Allow for unexpected outcomes in combat. Don’t force “all victory” or “all defeat” as the only options. What is the likely goal of the scene? When is that goal achieved? |
8 |
Are your players spending too much time on their smartphones? Ask them questions or have them roll skill checks to reveal clues that draw their character back into the game. |
9 |
Arm your major villains with interesting magical items. |
10 |
Ask players to “describe their killing blow” to tap into their creative brains instead of just focusing on the numbers. |
11 |
Ask players to describe the previous session to refresh themselves and show you what they focused on. |
12 |
Ask your players to fill in details of a location or an NPC. Offload some of the cognitive creative burden to your players. |
13 |
Ask your players what they enjoyed most about the game. Really listen to their answers without judgment. |
14 |
Before you begin adding or modifying your own rules try running the rules as written to get a strong feel for them. Ask yourself if a particular house rule would really make the game more fun. |
15 |
Build combat encounters vertically. There’s nothing like a fight on the edge of a cliff or under a roaring waterfall. |
16 |
Build custom magic items by adding a once-per-day casting of an interesting spell relevant to the item’s origin. |
17 |
Build fantastic locations with scale. Describe mile-high waterfalls hundred-story ziggurats enormous statues of dead gods and cyclopean fifty-foot-high doors. |
18 |
Build interesting environments and complicated situations. Enjoy watching the characters navigate them in unexpected ways. |
19 |
Celebrate the players’ powerful attacks and critical hits. You’re all on the same side! |
20 |
Characters are the stars of the game. Don’t let NPCs overshadow their accomplishments or trivialize their challenges. |
21 |
Choose a fair and experienced player to be the table’s official rules lawyer to take on the burden of looking up rules and arbitrating edge cases. |
22 |
Create NPCs meaningful to the characters—uncles brothers sisters daughters war buddies etc. |
23 |
D&D is a game with asymmetric power curves. Don’t expect every battle to go smoothly one way or the other. Enjoy the unexpected |
24 |
Dead or abandoned characters can make great hooks for future game sessions. Who got left behind? |
25 |
Describe and enjoy the thrashing of paralyzed or incapacitated monsters instead of stewing about how easily they were defeated. |
26 |
Describe histories and storylines in small slices discovered by the characters as they explore the world around them. |
27 |
Describe profound hits misses and close calls with in-game descriptions but keep it fast and brief. |
28 |
Describe three notable features of every room the characters enter. |
29 |
Design exploration interaction and combat encounters in a way that showcases the characters or their skills. Cut encounters that showcase no one. |
30 |
Does a player have a question about part of the game world? Ask them the same question and incorporate their idea back into the world. |
31 |
Don’t force a scene to be one of interaction exploration or combat. Any scene might go in any direction. |
32 |
Don’t shy away from letting the characters split up. Give each separate group their own little scene. |
33 |
Each monster even a single wolf within a pack will have its own interesting and distinguishing features. When the characters attack this monster ask the player to describe a unique characteristic of that foe. |
34 |
Embrace the creative approaches your players find to get around obstacles and challenges. Make deals add skill checks and use advantage and disadvantage to tweak difficulties. |
35 |
End your game just before a fight to keep the tension high and keep them really interested in coming back. |
36 |
Even dead NPCs might have interesting histories the characters discover over the course of an adventure. |
37 |
Even for combat-heavy game sessions insert interesting pieces of history rumors or secrets that the characters can learn. |
38 |
Even something as simple as a quick sketch can help players understand the nuances of a combat encounter. |
39 |
Even the biggest baddest villain will likely have a couple of tough bodyguards. No smart villain stands alone. Embrace the power of the henchmen they may have compelling stories of their own. |
40 |
Every magic item has a unique and interesting history. Where did that +1 battleaxe come from? |
41 |
Every villain thinks they’re a hero. What drives your villains to do what they do? |
42 |
Find and show off interesting artwork you found on the internet when describing fantastic locations. |
43 |
Find opportunities to bring back previously encountered NPCs and villains. Reward players who kept track of and remember these old foes. |
44 |
First and foremost be fans of the characters (thanks Dungeon World!). |
45 |
Foreshadow an interesting enemy through fearful descriptions from defeated monsters strange cryptic notes prophetic dreams or shadows just over the horizon. |
46 |
Give magic items memorable names. |
47 |
Give monsters an interesting array of weaponry. They don’t all fight with the same short sword. |
48 |
Give players an idea of the background themes and style of your game so they can build their characters around it. Is it combat focused? Is it a mystery? Is it focused on court intrigue? Let them know what you’re thinking. |
49 |
If a scene begins to drag move the story forward. Skip transitions and jump right to the next most interesting part. |
50 |
If players change direction when following a series of quests let them. Don’t force them down one straight path. |
51 |
If you decide to end a battle early do it behind the screen by reducing monster hit points to 1. Don’t let the players KNOW you’re ending it early. Let them enjoy the quick conclusion. |
52 |
If your adventure had a sensationalist newspaper headline how would it read? |
53 |
Improvise occasional silly moments in your game like an orc walking into a room with a big chef hat and a frilly apron that says “Faerun’s Greatest Cook”. What if that apron’s boast is true? |
54 |
Improvise unique monsters by “reskinning” or wrapping their description around a stat block from a similar monster in the Monster Manual. |
55 |
It’s always better to end a game early than to end a game late. If time is short call the game at an opportune moment and let everyone enjoy the anticipation of the next session. |
56 |
Keep a set of maps from old adventures on hand in case your characters take an unexpected turn into a dungeon beneath an old rotted tree stump. |
57 |
Keep a stack of 3×5 cards on hand. They’re perfect for secret notes initiative cards quick monster stat blocks or temporary status conditions. |
58 |
Keep track of time and pacing of your game with an alarm or stopwatch if needed. Expect each major scene to take up to 45 minutes to an hour. |
59 |
Keep your primary storyline simple but wrap it in all sorts of deep complications. |
60 |
Learn your players’ birthdays and celebrate them with an adventure focused on their character’s goals. Who is the next player with a birthday coming up? |
61 |
Let characters do crazy and awesome things. Tie their successes or failures to skill checks instead of just saying “no”. |
62 |
Let the group arbitrate a ruling when the rules aren’t clear. |
63 |
Make your story relevant to the characters by tying some of the story’s background and mysteries to skill checks the characters can roll and learn from. |
64 |
Mix exploration combat and interaction together into a single wild three-ringed-circus of a scene. |
65 |
Mix two traps together to turn a standard trapped hallway into a complicated deathtrap. |
66 |
Monster hit points as written are only the average. Increase or decrease hit points within the hit die range to vary the challenge |
67 |
Monsters are just as capable at using the environment around them as characters. Let them hurl boulders tip braziers or fire ballistae. |
68 |
Name every villain the characters face. |
69 |
Not all players enjoy the explosive creativity of storytelling. Let each player play the game the way they most enjoy. |
70 |
NPCs like all good characters act true to their character rather than to a defined script. Think of them as a real people not just a collection of stats |
71 |
Pay attention to player body language. What brings them to the edge of their seat? What has them leaning back with arms crossed and eyes narrowed? |
72 |
Pay attention to quiet players and ensure they get their time in the spotlight. |
73 |
Player-described travel montages are a great way to let the whole table build an interesting story as the characters travel from point A to point B. Ask them to describe a challenge they faced and how another character helped them overcome it. |
74 |
Players love loot. Spend time picking out the right loot to reward them in the next session and over your entire campaign |
75 |
Players love to shatter or short-circuit what might have seemed like a tough encounter. Let them enjoy circumventing it but change up the tactics for future encounters. |
76 |
Players often describe interesting approaches or traits of their characters during the game. Write them down and reference them often. |
77 |
Randomly choose a character to be the focus for the night’s adventure. How can you make that character feel like a real hero? |
78 |
Read or re-read a section of the Dungeon Master’s Guide that catches your interest. There’s a ton of great material for your game in this book. |
79 |
Remind players to let you know when they feel like another player deserves inspiration for a cool deed. |
80 |
Roll dice in the open to let the winds of chaos move your story in unpredictable directions. |
81 |
Spend a few minutes studying the backgrounds and motivations of the characters. Incorporate hooks into your game based on these backgrounds and motivations. |
82 |
Spend a few minutes thinking about the strengths of each of the characters and build interesting situations that help them show off those abilities. |
83 |
Spend some time looking over the random tables of the Dungeon Master’s Guide to inspire some wild ideas. Pick one table to use in your next game. |
84 |
Spend some time memorizing the names classes and races of the characters in your game. |
85 |
Spend the time to read over the stat blocks of the monsters you plan to run. Study their spells and abilities and review them again just before you enter combat. |
86 |
Spread out monsters into multiple waves for big dynamic epic and memorable battles. |
87 |
Take notes on the interests backgrounds approaches and motivations of the characters during the game. Use them as adventure seeds in your next game. |
88 |
Target characters by rolling randomly to avoid unconscious biases. That said intelligent monsters won’t shy from a good tactic. |
89 |
The number one rule to good Dungeon Mastering? Relax and have fun. |
90 |
Think about what each style of play your players enjoy. Give them each a scene built on their interests. |
91 |
Two big tough monsters acting in concert are always a powerful threat for your characters. A single powerful monster might be defeated quite quickly. |
92 |
Use “advantage” and “disadvantage” as your motivators for creative improvised ideas from your players. |
93 |
Use characters from your favorite books movies or TV shows as archetypes for the NPCs in your game. |
94 |
Use madness rules from the Dungeon Master’s Guide when the characters come upon something truly horrific. |
95 |
Use side-based “around the table” initiative for smaller battles you want to run quickly. |
96 |
What can a trap teach the characters about their environment history or foes? |
97 |
What interesting magic item will your group find in your next session? What is the history of that magic item? |
98 |
Who are the three main threats in your adventure? What plots are they undertaking right now? |
99 |
Write a strong start to your next game that throws characters right into the action. Start with a battle or a tough decision right off the bat. |
100 |
Write down a list of five interesting scenes you think may occur in your next game. |
100 Dungeon Master Tips for your next game (d100)
Taken from: https://dnd.dragonmag.com/2019/11/13/100-dungeon-master-tips/content.html