PhDnD Goes LIVE!!

My YouTube channel PhDnD goes live today!  I will cover topics ranging throughout roleplaying games such as tips, tools, philosophy, reviews, responses, etc.

Three videos are currently up with many, many more to follow.  I plan on doing an entire series on world-building very soon.  Please post topics you would wish to see and I encourage you to get active in the YouTube community as well.  Comments, suggestions, questions, criticisms are always allowed!  Thanks for reading and watching!  Here’s the link:

PhDnD on YouTube!

 

A Short Rant

There is a lot of discussion/drama/debate in the RPG (mostly YouTube) Community regarding elitism, roleplaying, the future of games such as D&D and so forth.  It’s time that DM Starfire put in his two cents…

Wizards of the Coast is not the enemy.  As long as you treat them as such, you will never respect any product they release no matter the quality.  Get over yourself.  Wizards is attempting to produce the best version of D&D ever with D&D Next.  On multiple occasions, they have mentioned that the playtest does not reflect the nature of the final product.  It is to TEST the play of different rules and systems.  Feedback will affect what happens with the final version.  Off that soapbox…now onto the next…

Dungeons & Dragons 4th Edition does not kill roleplaying.  If you have trouble roleplaying during 4th Edition, then you are doing it wrong.  Search the internet and you will find a dozen sources who have more time than I do to explain how much opportunity actually exists for roleplaying.  4th Edition provides the tools, not the complete package.  The package includes YOU!

Stop dreaming of the ‘Good old days’…  Nostalgia is disgusting.  It is a trait that robs the present and disrupts the future.  Drizzt Do’Urden once said, “Perhaps it is one of our most basic fears, and one wrought of foolish pride, that our children will know better than we do.  At the same time that so many people tout the virtues of their children, is there some deep fear within them that those children will see the errors of their parents?”  Change can be good.  Without it, evolution halts and society dies.

My rant is complete.  I tried to keep it short and to the point.  Enjoy and check back as big things are happening soon!

Game on

Coming Soon…

BIG ANNOUNCEMENT!

In the coming weeks, I will be joining the YouTube RPG Community with a brand new method of presenting organized and useful information on role-playing games.

I am currently collecting, analyzing, and sorting data from across the entirety of the RPG Community Realm.  I will start off with a series on an in-depth look at world-building.  The videos will have purpose, organization, and present clear ideas that are to the point.  All killer, no filler?  I think so!

Feedback from the community is huge for me.  You are the audience that these videos are for and I need to know what you are looking for.  Please comment below on the following:

1. What topics in world-building do you wish to see presented?  What do you struggle with?  What methods have worked really well for you?

2. What other topics do you wish to see presented on YouTube or here at DM Starfire?

Please comment as many times as necessary to get all of your input in.  It is very important that I gather as much as possible for this undertaking.  Do not be afraid to comment either as I will proudly defend anyone willing to post, should nasty trolls rear their heads and attempt to start an encounter.  I am very good with fire and will end the trolls quickly!

Thank you for your comments and questions and as always, thanks for reading!  Go forth and comment!

 

A DM’s Mistake

As I have said before, I am all about making the next session the best one ever.  Well, last night’s game session was, in my opinion, not the best we have had.  I am more than ready to admit that it was my fault, as the DM, 100%.

But as the successful geniuses throughout history did, I shall eagerly look to this mistake to learn from it and create a better game.  Here is the overall mistake:

The Dungeon Master put the story before the characters!

RED ALERT!  RED ALERT!  DO NOT DO THAT!

We all know this simple rule yet I fell into the trap last night.

Firstly, the party’s new wizard Silmarien, transported their ship into the Astral Plane after they had been boarded by enemies.  I still found a way to let the drow assassin escape their grasp.  The dice should have determined this, but instead I took over and made sure he got out.

Secondly, the party encountered the Iron Guardian, Alaghaza-manir.  He is an ancient iron dragon that guards the dragonborn estate, the Aegrias Prime.  Jinroy the mindsinger bard attempted to speak with the dragon.  His diplomacy was rather high yet the dragon reared its head and attacked the party.  I should have pursued this further.

I believe my mistake was in the preparation.  I was not prepared for skill challenges, roleplaying challenges, etc.  Those are situations in which I like to be prepared.  I am quite comfortable with improvising yet only to a point.  I know my strengths and weaknesses.  In truth, the players may never know how awful the session was.  They may think that the dice fell as they did and things turned out how they should have.  I am not okay with that.  I know the truth and it bothers me down to the core.

Gaming On

Learn from my mistake and move forward.  Allow your players’ decisions & actions to guide the story, not the other way around.  Occasionally, you may advance a storyline as you wish but this needs to be a rare occasion indeed.  The dice are there for a reason.  Unexpected things may happen, so let them.  It is these events that stick in the mind of your players for years to come.  The unexpected lead to the most memorable tales of old.  Roll with it.

“Let your players’ decisions & actions guide the story, not the other way around.”

Thanks for reading,

Go forth and game!

 

Magic Items in D&D

A controversial topic in D&D and a few other tabletop game platforms is the use of magic items.  Dungeons & Dragons 4th Edition is BIG on magic items.  Today, we discuss how to incorporate them into a game to enhance it and keep the fun rolling.

What is this strange, glowing sword?

Rule #1: Unless it plays an important role in your roleplaying, do not make characters guess what an item does.  Describe the flavor text of an item and follow up with the name and game mechanics of it.  You do not want the exchange to look like this:

DM: “You find a glowing sword underneath the pile of skeletons.”

Max: “What is it?”

DM: “A glowing sword.  Would you like to make an arcana check to identify it?”

That is horrible dungeon mastering.  If he makes the arcana check, you are going to (hopefully) tell him all about it.  If he misses the check, you are going to have an awkward time where this fully capable hero does not have a clue what he is holding.  As the DM Guide states, tell them what the item is and does.

MYTH: But it makes it more interesting for the story when they do not always know what they have.  That method takes the excitement out of it.”  

The excitement is what you make it.  Here’s some advice to keep things fun.

Halandor’s Courage  ((SPOILER ALERT FOR MY CAMPAIGN!!))

Add a story/name to magic items.  Do not fall into the trap of thinking magic items are common and everybody has one or needs one.  In my campaign, Harpam Halandor was a hero that singlehandedly fought off the Ruler of Ruin during the collapse of the Nerathi Empire.  Songs and history books tell how Halandor’s Courage saved the world from utter annihilation.  Halandor’s Courage is the name given to his Level 30 Vorpal Sword used against the Ruler of Ruin.  It is buried with his body, although few know the exact location.

When a PC finds this weapon, I can give them a detailed flavor text on its appearance and hand over the stats immediately without losing any of the fun.  The weapon was real enough in story and legend to carry its own excitement when one finds it.

MYTH: “But it will take too much work to name every single magic item and come up with stories for them.  There’s no way this method works efficiently.”


Make Them the Story

True magic items that deserve a name or story (new, powerful weapons, armor, etc.) should not be thrown around as rewards every single session in the first place.  If the characters need a new weapon or armor, have them set out specifically for it.  They may learn of a single elf, deep within the Whispering Woods who crafts the lightest yet strongest armor, or a lone dwarf in the far north, who slaves day in and day out, creating the finest hammers known to the world.  If its part of the story, you’ve already done the work!  Just name the damned thing!

Now other items, such as gauntlets or necklaces, do not always need intense stories or names but there is still a way to make them interesting.  Perhaps a duke thanks the PCs for saving his city by bestowing them matching amulets of health for their future journeys.  Maybe the PCs defeat a dwarf who viciously threw his hammer at them during the battle only to discover his set of Dwarven Throwers on his arms.  Both cases make sense and both have a story.

Keep items fun and interesting but not in the dark.  With a good story/name behind them, its easy to hand over the stats of an item, keeping things moving, simple, and fun.  No one wants an item that they cannot use because they failed an arcana check to identify it.

Lastly, always keep items within the story.  If the PCs find a treasure chest full of magic items but its only there to serve as the room’s treasure, that is lamer than a crippled kobold.  Keep it fun and thanks for reading!

Game on

 

My Epic Tier

All over the internet, you will find information on how to run epic tier adventures and games for Dungeons & Dragons 4th Edition.  That is not what this post is about.  I am a big fan of Sly Flourish‘s ebook on how to run epic tier games but I am presenting a new idea (at least I haven’t seen anyone else talk about it yet) on how to look at the epic tier as a piece of your overall campaign.

Epic Tier Realized

The epic tier is often seen as the time when characters come into their own (ability-wise) and fight off world or plane-shaking events.  Not in my campaign.  For the most part.

The first half of epic tier in my campaign saw the characters defeating some insane villains and saving the world (from the likes of Acererak in the TOH).  Through allowing my story to progress along with their actions, I have come to realize the potential in splitting up the epic tier mindset.  Two tiers exist for me between levels 21 and 30.

The Realization

My characters have come to realize certain things about the people and world around them.  The whole campaign has been piecing together this puzzle about a mystical creature or being working on a “weapon” that would change the world.  When they entered in to their epic destinies, I made them feel like badasses (they deserve it after 21 levels).  From 21 to about 24 they have come to the realization that things are much bigger than they realized.  Various storylines have crossed over and the PCs are beginning to see the bigger picture.  Their ultra-egos have been slightly humbled through self-realization and critical thinking.  I have given them just enough details through this window to allow them to understand what is going on in the world.  After the “My God” and “Son of a…” comments, I have noticed a change in attitude.  (These story points would be considered “plot twists” or the moment when you see in a movie that something much bigger is happening)

A Touch of Epic Destiny

The invincible “billy badass” attitude has left the party.  A maturity level has been reached as the characters realize that with their power, comes the responsibility to effect change in this over-arcing story that has been building since day 1.  A power shift is seen around level 24-25 for most classes as they achieve some of their most powerful powers.  (I used the word “powers” a lot, huh)  It is now time to change the world.

As a DM, it is your job to make sure that the story is big enough to “humble” the characters into their TRUE epic destiny as they prepare for the utter world-shaking/breaking events to come from levels 25-30.  NOW is the time to make everything EPIC beyond all reasoning.  This shortens up the truly important storylines of epic tier as well as gives it a sense of urgency rather than 9 levels (which can be a year or more for some gaming groups) of stories dragging on and on.

Through all of my incoherent rambling, I hope you take away this: When you split up the epic tier as I have mentioned above, the players truly deserve and truly feel that they earned the power that they will unleash from 25 thru 30.  Epic tier begins here.  21 is too early.  

Game on

Adventure Creation Binder

Check out the short video here.

This is my adventure creation binder that I will be using to craft adventures here on out.  Its a quick system with great resources to make amazing adventures.  As I have said before, I believe I need to give credit where it is due so a big thanks to Dungeon Master Johnny (a link to his channel is in the video description), Ben’s RPG Pile, and Sly Flourish for the ideas/tables/charts/resources.  Also a shout out to Wizard’s of the Coast for their resources as well.

Once again, this page is designed to help everyone create the BEST D&D (RPG) EXPERIENCE POSSIBLE.  I will be using links and ideas from many sources but I will always give proper credit.  Go forth and create your own adventure creation binder.  It is an amazing tool to have on hand.  Use our ideas and come up with some new ones to make it your own.  Please share your comments/questions/suggestions below so that together we can share ideas and build the best game ever.

I will be continuing to search out resources and build this binder but I will keep you posted the whole way.  Shoot me some ideas!  I am always looking to help or learn so I will respond!

Game on!