Archive for the “GM Tips” Category


Has this happened in your campaign?

The PCs have just obtained a new level and as they head out for parts unknown they discover that their new encounters are all beefed up - almost as if they gained a level as well. I know I’m guilty of it, new opponents or the same ones as before with a level or two added to match up with the party’s new level.

I think that it’s due to two factors, the players’ desires and the systems we play.

My group plays D&D primarily and the leveling system is aimed at combat encounters - specifically combat encounters that are of an equivalent level to the PCs’ party. If you give them weaker opponents it slows down their progression which in turn makes for unhappy players as they want to advance their characters and get the “new stuff” associated with the new level (spells, feats, skills, etc.).

So what happens? The opponents continue to get tougher, combat sessions get longer and character advancement slows down as it now takes more sessions to reach the next plateau. You’ve created the same slow progression issue, you’ve only used a different method.

As a suggestion I would recommend you, as the GM, set a guideline for how often you want to level the group and then follow it. For most groups I think you’ll find that advancing a level every 4-6 sessions will be about right. That should be fast enough to make your players happy but not so fast that you can’t keep up. We took this approach and everyone seems to be happy with the results.

So that takes care of the leveling of characters but what about the encounters?

There is actually a simply solution, don’t change the opponents or at least not right away. This sounds easy but the habit a lot of GMs have (and I’m guilty of it myself) is that you want to challenge the party. We all have a sense of competition in us and even though the GM and party are not suppose to be competing, it can sneak into your game.

In most fantasy settings low level parties go up against low level creatures such as orcs or goblins - so why don’t they face them at higher levels? Think about this way for a moment, if you give your higher level party opponents that use to take them to the limit but now are more easily handled, aren’t you making a more enjoyable game? Think about it from the player’s perspective, now that level means a bit more, they can actually see the value of their increased melee ability or powers. Of course don’t go totally soft, give them a “big baddie” once in a while as well, but now those opponents will be a focal point of an adventure and not just another combat that they need to survive.

So remember, just because the party level goes up doesn’t mean that the encounters have to follow suit.

May your dice roll well.

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Over at Treasure Tables Martin Ralya asked the question, NPC Stats: Full, Partial or Loose? which I have to say is an excellent question.

There are benefits and drawbacks to each and a lot depends on your style as a GM.

For myself personally I find that most of my NPCs start at the “bottom” as a loose NPC. This simply means that there are few if any stats. One of the major NPCs in my last campaign started this way. I pulled together a description for him and only included the character class I wanted him to be and a rough idea of level.

The next level up is having partial stats. For most campaigns this is all you need for most reoccurring NPCs. At this level I have their primary stats (ability scores, health, and any important skills or feats) and enough additional detail that when they interact with the characters appropriate rolls can be made and if necessary a short melee (if appropriate).

Finally you have those NPC that you’ve fleshed everything out for. Every last detail is accounted for, all skills and feats are fleshed out, weaponry, spells, henchmen and a bit of history and motives. These are usually your major NPCs, the “movers and shakers” in your world, those that give the PCs heartburn and stress for sessions on end.

Now I know that others need to have the total package for every NPC in their world and that’s fine. I for one feel that “promoting” a NPC based on their place in the campaign is a better way to manage them - why put all the work into a NPC that the characters will interact with once? I’d rather spend the extra time on the plot and setting up the needed information for the encounters.

What do you think? How much detail is enough for you?

May your dice roll well.

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For those of you that celebrate it, Happy Easter!

Today is a day to spend with family and enjoy the company – you are going to do that right? I thought I would be remiss if I didn’t give you something role-playing related today to think about so why not give some consideration to the holidays in your campaign world.

What?!? No holidays?

No festival to honor the gods, the seasons or some long ago battle? Creating and adding holidays or festivals to your campaign is an easy way to add flavor and color to it without detracting from the main plot lines.

For those so inclined to add this bit of spice I would recommend taking a fresh look at a few issues of Role-Playing Tips Weekly. In particular I would recommend issues #336, #337, which cover crafting adventure based holidays and issue #344 which showcases the winners of the contest that Johnn Four ran related to this topic.

May your dice roll well.

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