Captain_Wizbang
01-10-2012, 12:27 PM
Regardless of which version you play, certain aspects of how the DM runs his campaign need to be addressed to make his/her dungeon successful.
1) visualization; the more "eye candy" you have the better. I've attended a ton of groups over the years, and the best "setting" has artwork, decorations, and some simple lighting effects.
2) To use a DM screen or not?; Not as simple as you might think. A DM NOT using one will have a more open casual atmosphere, as using one, draws a line on how the players have a visual access to your campaign.
I do use one, but incorporate a 22' lcd monitor for all of the artwork & animations. I write a lot of my own campaigns, and a screen is how I direct the players focus to what the current scenario is.
3) balance the role play & hardware; as it is an rpg, you need people to "be in character" but not ALL the time.
When actual encounters involving melee & magic are at hand, I switch the focus to the "moment" and rely heavily on how to role play into combat, then keep the players focused on the detailed "map" of the immediate area.
This provides a faster, more enjoyable way to have lots of combat and cut down on someone's polished acting skills!
4) Don't over do acting; This is the one single thing that gets people bored, quickly. The DM needs to provide a balanced campaign, too much acting upsets that. Too much focus on a the "board" takes away the role play. Tough spot? Not really.
I use several video & slide show programs (all free) to make an intro "movie" to set up the scenario. When cued the players take over & explore the scene created.
Letting players direct how they approach a scenario, empowers them, and makes them feel as if they "own" that scene.
Once a tempo is created, I incorporate more visuals to direct the players to where I want them. I then rely on what's stated in #3. Right to combat & have the players all geared up for that situation.
*For a DM not using a screen, you need to get to Gencon.*
Enter the open tourneys. That will give you an experience to bring back to your campaign, on how to have a more "open" feel.
5) Sights & sounds; More is better. Anything from a colored light bulb to a simple sound effects cd can really help. When you enter MY dungeon, you'll have the 22" monitor & small desktop speakers there to get players in the mind set of that scenario.
In my campaign "Revenge of the Giants" (DDO should use it) I have 5 short videos for the 5 main areas of the campaign. And I leave a still image on the screen, (like DDO's loading screens) That keeps people focused on where they are.
Don't rely on books as much for players when questing. Keep them "in the moment" and dictate how they flow in the campaign.
6) Do short trial runs, for when you segue from being outside to entering a dungeon. This is the transition area that most DM's fall short on. And knowing how keep things fresh and exciting when in these segments is a key element to the overall experience.
These are some of the tips I have. Hope they help.
*RPG'er since 1973. The best dungeon I was in? Boston, 1979, paid $5.00 to enter. 15 players, all given a 5"X7" card with character. All were Gnomes. No books needed. You HAD to know what you were doing. The DM directed each player in turn for melee, and speaking order. No notes or anything. just flat out fun. Lasted 4 hours, total party wipe. Most fun I've ever had.
1) visualization; the more "eye candy" you have the better. I've attended a ton of groups over the years, and the best "setting" has artwork, decorations, and some simple lighting effects.
2) To use a DM screen or not?; Not as simple as you might think. A DM NOT using one will have a more open casual atmosphere, as using one, draws a line on how the players have a visual access to your campaign.
I do use one, but incorporate a 22' lcd monitor for all of the artwork & animations. I write a lot of my own campaigns, and a screen is how I direct the players focus to what the current scenario is.
3) balance the role play & hardware; as it is an rpg, you need people to "be in character" but not ALL the time.
When actual encounters involving melee & magic are at hand, I switch the focus to the "moment" and rely heavily on how to role play into combat, then keep the players focused on the detailed "map" of the immediate area.
This provides a faster, more enjoyable way to have lots of combat and cut down on someone's polished acting skills!
4) Don't over do acting; This is the one single thing that gets people bored, quickly. The DM needs to provide a balanced campaign, too much acting upsets that. Too much focus on a the "board" takes away the role play. Tough spot? Not really.
I use several video & slide show programs (all free) to make an intro "movie" to set up the scenario. When cued the players take over & explore the scene created.
Letting players direct how they approach a scenario, empowers them, and makes them feel as if they "own" that scene.
Once a tempo is created, I incorporate more visuals to direct the players to where I want them. I then rely on what's stated in #3. Right to combat & have the players all geared up for that situation.
*For a DM not using a screen, you need to get to Gencon.*
Enter the open tourneys. That will give you an experience to bring back to your campaign, on how to have a more "open" feel.
5) Sights & sounds; More is better. Anything from a colored light bulb to a simple sound effects cd can really help. When you enter MY dungeon, you'll have the 22" monitor & small desktop speakers there to get players in the mind set of that scenario.
In my campaign "Revenge of the Giants" (DDO should use it) I have 5 short videos for the 5 main areas of the campaign. And I leave a still image on the screen, (like DDO's loading screens) That keeps people focused on where they are.
Don't rely on books as much for players when questing. Keep them "in the moment" and dictate how they flow in the campaign.
6) Do short trial runs, for when you segue from being outside to entering a dungeon. This is the transition area that most DM's fall short on. And knowing how keep things fresh and exciting when in these segments is a key element to the overall experience.
These are some of the tips I have. Hope they help.
*RPG'er since 1973. The best dungeon I was in? Boston, 1979, paid $5.00 to enter. 15 players, all given a 5"X7" card with character. All were Gnomes. No books needed. You HAD to know what you were doing. The DM directed each player in turn for melee, and speaking order. No notes or anything. just flat out fun. Lasted 4 hours, total party wipe. Most fun I've ever had.