Dungeon Master Tips from the Astral Plane

By Angelo on September 8, 1999

This is just a list of guidelines I made for myself as a young gamer. Most of these should be obvious, but maybe we need a reminder from time to time.

  • Concentrate on role-playing monsters, think less of numbers
  • Create characters with different personalities
  • Create strong villains who fight intelligently
  • Don’t let all monsters always fight to the death
  • Don’t tell the players everything
  • Don’t give the players suggestions
  • Don’t let the players be in control, be fair, and don’t go ahead until you’re ready
  • Keep game rythm in mind and have encounters as neccessary
  • Keep monster menu, not a chart, and choose from this
  • KISMIF (keep it simple, make it fun) – see Dragon Magazine issue no. 175
  • Action is more fun than architecture
  • People are more interesting than buildings
  • Don’t create lengthy battles with unworthy adversaries

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Prudence Decor

By Angelo on September 24, 1996

Prudence found herself in darkness and silence. A splinter of light split the abyss with a radiating warmth. What had been moist, dark, and cold was dispelled by an awesome power, giving a dry and warm light. Prudence drew her sword, the Luckblade, in preparation for what might come. Though she was in fear, she could sense that there was no danger here.

A misty cloud formed. At its center, a clear pool. Prudence gazed into its still waters, a forever deep baptismal font. She seached forward with her fingers. Their dance formed rings upon the water, disturbing the stillness. Within the waters she witnessed a cave amidst a grassy plain with but one tree directly in front of her. The tree was dry and withered with moss and fungi feeding off of it. Yet it stood. Entwined about it was a serpent who had sucked the life from it and from the man who now lay at the base of the tree.

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