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progamingwithed

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Jun 26th, 2017
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  1. This series of videos is about the ways that dungeons and dragons is
  2.  
  3. different than video games. and how you as a player or dungeon master can
  4.  
  5. take advantage of them to get the fullest enjoyment out of this game. In my
  6.  
  7. languare I will address you as if you were the dungeon master because that
  8.  
  9. is the role I normally play, but the things have have to say are just as
  10.  
  11. useful for players as well. Although the diferences are many, I have
  12.  
  13. selected five of which I would like to focus on: Npcs have exactly as much
  14.  
  15. depth as the players ask for, Problems don't come with solutions, the
  16.  
  17. players actions have consequences, the world moves without the players, and
  18.  
  19. that enemies are people too. My name is Ed Womble and I like games and I
  20.  
  21. like story telling, I hope that I can help you to enjoy both more.
  22.  
  23. All the world’s a stage, And all the men and women merely players;
  24.  
  25. They have their exits and their entrances; And one man in his time plays
  26.  
  27. many parts. Well dungeons and dragons is a game and all who are inside is a
  28.  
  29. character. the inn and the innkeeper, the evil archwizard and their goblin
  30.  
  31. minions. every person in the town and the town itself are all characetrs.
  32.  
  33. In video games a townsperson will have a handful of dialog options, or draw
  34.  
  35. from a pool of a few generic responses to being clicked on. the big villian
  36.  
  37. has a speech and the goblins stand still waiting for the player to come near
  38.  
  39. so they can fight to the death. In dungeons and dragons everyone is a fully
  40.  
  41. fleshed out person who has lived a full life and will continue to live their
  42.  
  43. life after the players leave. they have unique experiences and will react
  44.  
  45. dynamically to the players interfereance in their lives. This is dungeons
  46.  
  47. and dragons bigest strength and the reason I love it, every single character
  48.  
  49. has exactly as much depth as the players want them to have.
  50.  
  51. To go into detail on that point, you and your players are looking at
  52.  
  53. a table of dice and snacks or at a computer screen yet they are seeing the
  54.  
  55. very real world you have made together. you could have a map made in as
  56.  
  57. much detail as you want, but you are never going to get every single house
  58.  
  59. and every person walking the streets. and as much as you want to prepare
  60.  
  61. trade routes or royal families or history or anything about the characters
  62.  
  63. in your game the players will always decide who is important. just by
  64.  
  65. saying "I stop someone on the street to ask them a question," your player
  66.  
  67. has created and npc. when a player asks an npc "where are you from" they
  68.  
  69. have given that character a home town. if you decided that the innkeeper is
  70.  
  71. named george and is cheating on his wife, helga, with the baker, monica,
  72.  
  73. because monica is the only person who understands his secret passion for
  74.  
  75. dance that he developed when he was a kid in baulders gate and a troop of
  76.  
  77. bards saved him from a warerat attack, well thats adorable but if the
  78.  
  79. players never ask george about himself then does any of that really matter?
  80.  
  81. My point is that although the dungeon master builds the world, the players
  82.  
  83. decide what gets built.
  84.  
  85. Let me start giving advice because I tend to ramble when i'm just
  86.  
  87. explaining things. As a dungeon master you shouldn't fight the players
  88.  
  89. control of the game, it's their game too, they outnumber you, just go with
  90.  
  91. it. the game will be more enguaging for everyone if the characters that get
  92.  
  93. fleshed out are the ones the players care about. Starting with towns and
  94.  
  95. settigns, what I like to do is keep a basic frame work on what happens in a
  96.  
  97. town or dungeon or whatever setting, something like, this town is near the
  98.  
  99. coast so it has a dock and it sees a lot of travel so they have a lot of
  100.  
  101. inns and taverns and they see a lot of adventurers so there are buisness
  102.  
  103. that cater to them and people with quests might come here. thats all simple
  104.  
  105. enough and it's enough to answer most questions the players would have like
  106.  
  107. "where can I get a drink" "is there any work to do?" or "can someone repair
  108.  
  109. the guide shoot on my travel sized trebuchet?" the answers would be "there
  110.  
  111. are several taverns to choose from", "very likely", and "not likely, there
  112.  
  113. don't seem to be any siege workshops in this town at all." theres no reason
  114.  
  115. to overplan. your players for the most part will know what they are looking
  116.  
  117. for so they will tell you what is important.
  118.  
  119. Next you have npcs. First you need a list of names. I like to use
  120.  
  121. behindthename.com/random. you can roll a few of those in advance and have
  122.  
  123. them ready to go or roll on the fly. Next you need a reason for this npc to
  124.  
  125. exist. Npcs exist to accomplish a goal, either yours or a players. if a
  126.  
  127. player wants a drink then an npc can exist to serve them that drink, if they
  128.  
  129. want information then someone can give them that. if you want the players
  130.  
  131. to go on a quest, then an npc can exist to give them that quest. for most
  132.  
  133. things keep it simple. last you need a personality, and you don't need much
  134.  
  135. to make a convincing character as you are already a living breathing human.
  136.  
  137. all it takes is a voice, or a quirk, or an anicdote and sudenly they are a
  138.  
  139. full believable person. so have a few of those prepared as well. let's
  140.  
  141. knock out a few examples real quick. A player wants a drink and a room for
  142.  
  143. the night. enter walter hermansen the innkeeper, hes very short so he has
  144.  
  145. to use a step ladder to serve customers at the bar. Next I want the players
  146.  
  147. to run through the zombie encounter I made. enter nanda sarkozy, an
  148.  
  149. undertaker loudly complaining to anyone who will listen that he is going to
  150.  
  151. starve because bodies keep digging themselves up and hes to honorable to
  152.  
  153. colect on a job only partway done. last one that player with their broken
  154.  
  155. portable trebuchet. Lets have Akantha Seres, a gnome of the town guard,
  156.  
  157. nerd out over it and tell them about where they can get it repaired in the
  158.  
  159. capital city or wherever the military is.
  160.  
  161. congradulations, as far as your players are concerned your world is
  162.  
  163. now densly packed with rich and flavorful npcs and all you have is a list of
  164.  
  165. names and quirks. The last thing you need to do is just to give the players
  166.  
  167. as much back story as they ask for. when they meet an npc they like they
  168.  
  169. will want to get to know them better and in that moment just go with it and
  170.  
  171. anser their questions with the first thing that comes to mind that makes any
  172.  
  173. sense at all for that character. it wont be effort wasted, because once the
  174.  
  175. players get to like an npc then use them as much as possible. the players
  176.  
  177. will appreciate their favorite character showing up more often and it's
  178.  
  179. fewer characters you need to come up with.
  180.  
  181. The only complication I have had with this method is if there is a
  182.  
  183. character I liked that the players didn't or a character the players like
  184.  
  185. that I don't. All complications are oprotunities though. maybe that
  186.  
  187. character everyone loved was putting up a facad and they are secretly behind
  188.  
  189. the entire plot! as long as you keep the betrayl infrequent, like at most
  190.  
  191. one in ten npcs, it's perfectly find to pull one over on the players like
  192.  
  193. that. If one of your characters doesn't land with the players like you
  194.  
  195. hoped they would take it as a learning experience. theres no shame in
  196.  
  197. trying them again later or as someone slightly different.
  198.  
  199. to conclude, as long as your players are open minded and know what
  200.  
  201. they want it is easy to give them exactly as much depth as they want just by
  202.  
  203. staying open yourself. some players only want town to offload treasure and
  204.  
  205. take a long rest, some players want to talk up the innkeeper about possible
  206.  
  207. new adventures and backstory to the region, some players want to start an
  208.  
  209. underground pillow fighting league and hire whores to fight in it. all are
  210.  
  211. perfectly valid ways to play and those all being possible are what makes D&D
  212.  
  213. great.
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