DM Guidelines I

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DM Rules and Guidelines

NPC Rules

1. All NPCs are either designated normal, or important.

2. Normal NPC's are those that are not integral to the history, flavor, or crucial story lines of The Wold. All Normal NPC's, whether being run by the DM or assigned by the DM to be run by a player, are under DM control. The DM has the right to have a NPC do anything and may inform players helping with an NPC to play the NPC a certain way.

3. Some NPCs are central to the History and the Flavor of The Wold. The DM may use these NPCs, but may not permanently change any of these characters, or have them act out of character without the blessing of the Campaign DM.

4. All PCs, not being currently played by the player, are also under DM control and are considered Important NPCs. The DM may have the PC perform any action he or she feels is appropriate for that character and how he was played. To forward a story, the character may be injured, captured, killed, etc. as long as it is later healed, cured, or raised from the dead so that the player may play the character, if desired, at some future time.

5. Retired PCs, ones that the player declares that he or she will never play again, are Normal NPCs in every way unless they have become integral to the history, flavor, or crucial story lines of The Wold.

Issues of Fairness

1. The DM must roll his dice just like a player does when fighting or attacking a PC in combat. The DM may not "automatically" hit a PC, hurt him, give him a disease, etc. without a "FAIR" chance to avoid said attack with a save or without the DM rolling and posting the numbers of the attack with the hit and damage numbers posted. The DM cannot just post that a player is feeling bad, has gone blind, or has fallen in love. The DM must perform the attack or allow the save. To put it bluntly, the DM will not at any time, even for the sake of story, perform an action for the player. Putting words in the player's mouth, or posting as the DM for the player is not fair. (See below.)

2. The DM may "role-play" a combat or a portion of a combat that does not involve the PC's directly. This means that the DM tells the 'story' of that occurs in the combat, but does not roll the dice. If the PC's become involved in a portion of the combat that is being "role-played" by the DM, up to that point, the combat must begin to be held normally since it now involves a PC.

3. The DM shall never force a PC into any situation. They must always have a choice. Neither shall the DM present the players with an un-winnable situation where a certain thing happens regardless of the PC's actions. Neither shall the DM "put words or actions" into the player's "mouth." I see this happening a lot online these days. DMs present the problems and obstacles. They also explain the situation as well as role-play all the NPCs and monsters. The players play the players, not the DM.

4. The DM must make an obvious effort to be fair, willing to admit his mistakes, and make them right. The DM is a neutral figure, not the player's opponents even though he runs those opponents.

5. A DM must never fudge a roll against a PC or his interests. That is one of the cardinal rules of DM integrity. A DM, on occasion, may however, fudge a roll, or "forget" a deadly tactic to aid the PC or the party. Neither shall a DM roll “normal” rolls for a player. To hit rolls, damage, saving throws, and skill checks etc. are to be rolled by the player.

6. Keep remembering that the players are here to have fun. This doesn't mean that a "tangible" and "planned" level of risk is not to be maintained. Neither does it say that the DM should prevent a character from dying. However, the DM should stay aware of the current frustration level of his players and try to see that they have an enjoyable time.

7. The DM should never be "out to kill" or "get" a PC. If this happens, the DM should be mature enough to admit that something has happened in the relationships between him and his players and seek some advice from a fellow DM as to how to resolve those feelings and actions that come from them. Here in The Wold, especially with upper level adventurers, things can get a little "too real" sometimes. In the local game, tempers have flared, people have walked out, and misunderstandings have occurred. This is not because, the players were necessarily immature, but because the honesty and heavy reality of the role-playing caused players in character to take things very seriously. If you have DMed or played long here in The Wold you can cite such circumstances. As a DM, you need to be aware of the level of tension within your group and try to keep it healthy. When things do get out of hand, it is your job to get everyone to take a "step back" laugh at how serious everything is getting, and lighten things up, if possible, for awhile.

If a player dies in the normal course of the game, CDM Jerry must be contacted concerning the situations involved in the death. He will decide whether the character can be raised or not. He or one of the ACDMs will do this in the guise of role-playing Gargul, the god of death and life.

8. If you play a PC in the game you are DMing, be sure to keep his knowledge separate from DM knowledge. There is nothing that will disgruntle players faster than to give your player an advantage through knowledge or due to the fact that you're the DM. Also avoid using your own characters as the center of the adventure or to drive the action. It makes you look egocentric.

9. The DM may use any source for a monster in combat. He is not limited to the monsters as listed in the MM. He may warp, mutate, alter, enhance, or otherwise change any monster to make it unrecognizable. However, do keep in mind the frustration levels of the players. If they never see traditional listings that they love to fight, then the huddled masses may revolt. There should be moderation in all things. Once the scene involving the combat begins, the monster should not be altered. If you underestimated the party strength, then allow them the easy victory. Changing monsters, once the scene has begun, is dishonest and a breach of DM integrity. If you do change a monster from its listed abilities, log the changes into the module and turn it into Jerry when you finalize the module after its completion.

Issues of Rules

1. The DM must be familiar with the 3.5 D&D Rules, the House Rules, the Online Posting Rules, the Online Combat Rules, and the flavor of how The Campaign DM perceives The Wold. Many of these things change and evolve with time. Keep the current copy of the latest version of these documents on your hard drive ready to send out to a player when the need arises.

2. Each DM has rules and or portions of the D&D3 game that he likes and dislikes. Areas of the rules that she likes to emphasize and areas that she prefers to skip over. This is fine and acceptable as long as the players know what to expect from you and any major discrepancies in your style of DMing has been discussed and agreed upon by the Campaign DM. Every DM will, from time to time, have to conform to the Campaign so that the "vision" stays true.

3. All experience given to players must go through the Campaign DM by appearing in the module. This is usually just tacit approval. However, as we grow, this is a way we can try to keep things consistent with regard to all of our games. As an extreme example, we don't want one of our newer games advancing so fast that they pass up a Dragon Level group.

Under optimal conditions, experience should be given out at the end of each module. Since each module lasts different amounts of time, we will use 3 months as the rule of thumb with regard to experience. If your module is to last 5 months, try to give out experience twice during your module. This seems to be optimal. It also lets your characters do their shopping, and other updating of their character so that they only have to submit a character sheet four times a year.

I prefer that you make the giving of experience a big deal. I like to cut and paste examples of the posts in the game that I enjoyed and give bonus xp for those listed on the page with perhaps a comment or two from me on these posts and why I liked them. However, this is just a suggestion. I want my players to know what I like that they have done as well as use this medium as a means for expressing my expectations.

The official base line for xp is to give one half of a level per 3 month module. This advances characters at a rate of 2 levels a year.

4. Shopping: You will receive a bill of sale from the Catacombs when any new item is purchased, something is traded, or something is sold. Items are available for characters to use when you've received the character sheet with the item on it and a bill of sale copied from the Catacombs.

5. In combat, the DM will list the AC of opponents. It helps the players in their posting to be able to determine whether they've hit or not so they can roll their damage, etc. This way they don't have to keep saying things like "If this hits I do this much damage." It tells a better story when the player posts are more proactive and confident listing as a fact whether they hit or not rather than listing conditionals. Besides, listing conditionals is something that we discourage the players from doing anyway (see 3D Online Posting Guidelines).

Now, there is a time to keep the AC a mystery. For instance The DM might keep it a mystery if they are facing an unknown monster, or you want to create a sense of fear with the unknown. However, once the monster has been hit, go ahead and reveal the AC of the monster.

Issues of Responsibilities

1. The DM should be available and responsible for posting weekdays. When something occurs that prevents you from posting, contact your backup if possible. If the turn is late, send a quick note to the players, apologizing and explaining the circumstances. The DM should, as a goal, miss no more than one weekday per month. If the DM knows that he will not be available to post in advance, he must make arrangements with his backup. If the backup is unavailable, he should contact the Campaign DM, even by phone if necessary. The Game Must Go On.....:) My phone # is 940-691-1078. Call collect if you need to.

On the other hand, if the Asst. DM notices that the DM has missed more than one post, the Asst. DM should contact the Campaign DM and let him know that there is a problem. I will send a copy of the module immediately and give permission for the ADM to begin posting if warranted.

2. DMs are encourged to relinquish the game to their Asst. DM to run on a regular basis. We need our Asst. DMs to get some regular time in as a DM, for that is how we develop their talent. Letting the Asst. DM run 1 of every 5 Scenes is a good guideline to follow. Doing this gives you time to concentrate on writing, or other online chores, for a week or two and also helps prevent burnout. Work with your DM and decide with them before the modules are begun which scene the Asst. will run. I prefer arranging for the ADM to run a single certain scene when each module begins.

3. Along with the Sheriff department, it is a DM responsibility to monitor posting in his or her game. When a player misses more than one post in a week, the DM will send a reminder email. This should be positive, not negative. As the song from the Sound of Music says, "A spoonful of sugar helps the medicine go down." Ask them if they are ok. Show concern and that you understand how busy we can all get. Then remind them of the importance of posting....well you get the idea.

Send the whole group an email on any day when more than 1 post is missing. Send a note to individuals that miss more than one post any week.

Send just a short note, perhaps using humor, to remind them. Nipping posting problems in the bud, before they become serious, is very important to the "health" of any game.

Here is an example of a good email to send to non-posters:

Dear Carl,

I wanted to check in with you and see that you were ok. You haven't posted for 2 days this week. Is everything ok? I figured you were just busy, but thought I'd check to see that you were well and that your family was well.

Write me back please and let me know that all is ok.

If you need to take a bit of time off, that's fine. It happens to all of us. Just let us know so we can prepare someone to sub for you or exit your character, for a short time gracefully and with honor.

Let me know what you need or that you're ok and need to do penance for non-posting. [grin]

Jerry

4. When a posting problem continues, at some point you will begin to see the situation as severe. I define severe as the point when I can't contact a player for a week or more. When this occurs, contact your ACDM. At this point, Jan or I will instruct you to try to contact the player two more times Ccing us so that we have a record of two attempts of you contacting the player. If this doesn't produce results, either Jan or I will send the player a final email stating that if we don't hear from them in 48 hours, we'll sadly drop them from the game. Then 48 hours later, I'll send a final email saying that we've dropped them from the game and that we hope that once things begin to work out for them, that they will contact us about returning to The Wold. We will never make things final and forever if we can help it.

5. From time to time, we have to talk about a player in confidence. As a DM, I expect you to keep that confidence. If you're not sure about who you may tell, ask the Campaign DM or the person who confided in you. All for the Good of The Wold.

Modules

1. All modules WILL be presented and approved by your ACDM BEFORE the module begins. Any "major" deviance from the module, after the module is approved, should be presented to the Campaign DM for tacit approval. The Asst. DM should also be kept appraised of any major changes to the module. Modules must be presented using the official template. It should be completed with the idea in mind that it may need to be run by a different DM.

2. All "permanent" additions to the campaign such as new campaign areas, cities, towns, permanent NPCs, changes in a NPC, maps, and history, etc. must be approved by ACDM Anthony to be official. I (Jerry) am very picky about this. I, along with the rest of you, have developed the Wold and have spent years adding to it. We all deserve to be informed about what is happening and changing in the Wold that I created and you are caretakers. Wanna get me good and upset? Wanna risk losing your DM credentials? Do something permanently to the Wold in one of the areas above and do it without telling me. I'll throttle you good! And then you get to face me!

3. All modules will be divided into scenes. A scene is defined as an event or episode that is 3 to 5 weeks in length. Think movie scene to get the idea. I have some example modules that I will be glad to send to anyone that desires an example of a scene or a module. All modules will last at least 13 weeks and the goal is to end within a week of the projected ending date.

4. In the past, we have had modules that lasted even longer than a year. It is great thing to have an epic quest in your game. However, it should be divided up into a series of modules each with a beginning and an ending. Think of Babylon 5, the TV show, for an example of this. It has individual episodes, or modules, but also contains a larger, epic length arc that relates the 5 year show's quest. Each module should be separate and able to stand alone to a certain extent.

5. I (Jerry) am willing to help with the writing for any game. That is one of my primary responsibilities. DMs do not have to do all the writing for any game. On the other hand, don't feel limited by your game either. If you have an idea for a module for a different game than yours, contact the DM of that game and the Campaign DM and offer your idea.

6. The format or template we use when writing modules is available from me (Jerry) as well as listed below. It is updated from time to time. The reason for this format is so that the document can serve us in many ways. It provides an ongoing NPC and location list. It provides a summary of the module for new DMs who want to catch up on the past. It also lists all changes from how the module was initially written into how it actually played out. This format is considered official and required. Some notes that were attached to the format are included for clarity.


Title of Module: Game: Level of PCs: Projected Dates: [List projected dates that module is to start and end.] Author(s):

Summary of Module:


Changes to module when played: 1 paragraph (to be done when the module concludes)

Scene 1: [Title of Scene] [List Number of weeks for each scene which should be 3-5 weeks which is 15-25 posts] [List xp for scene.]

[Definition of a scene: One location/encounter/battle/or event. It lasts for 3-5 weeks. It is better to have several short scenes than one long one that covers several things. Fast scene changes gives the impression that the module is pacing well. Take a look at your last module and how it posted to see if you’ve been planning scenes that last too long. Again, shorter is better.]

[The standard module should be three months long. The “trend” lately for many modules has been to go longer. However, if you take a look at a game that is known to be faltering, one of the things you’ll see every time is a module that ran too long. Keep them shorter.]

Scene 2:

Scene 3:

Scene 4:

Scene 5: [Look to see if your module has a beginning middle and end. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]

End matter:

A: List all NPCs used in the module. Even if it is NOT the first time for that NPC to be used in the campaign, write a sentence or two describing the NPC. If there are changes in the NPC in this module, note that it is a change and what changed. An alternative to this is to have an NPC page on Woldipedia and link to that page where all NPCs are here.

B: List all locations used in the module. [same as for NPCs.] Describe the location. We’re talking places like inns, shops, temples, etc. If there are changes to the location from the last entry, note what has changed and that it HAS changed.

C: Magic Treasure: List all magic treasure given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. This should be done to Woldian standards.

D: List the experience for the module. [Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.] I highly suggest dividing the xp for the module by the scene and then giving out “xp per scene.” Play-testing shows that this helps keep the interest of the players high.

General notes: Give me the level of detail necessary to for a sub, not familiar with the game or campaign to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this with this amount of information?

I do not need monster details for the module--just the name of the monster, etc. If strategy is needed, include that. You can work up the monster's stats when the combat comes. We are all honorable enough to not cheat "against" the players during combat. It is very easy, however, to just paste monster stats from an online source into the module. It puts everything in one place.


Issues Concerning New Players

The process for adding new players to a game is:

1. Either on their own or as a result of recruitment, a potential player contacts us and says they will play. I confirm this and ask for them to send me information about themselves and their gaming experiences. Assuming that no red flags come up when they reply we will add them to The Wold.

We will not take children under the age of 18 unless the person impresses us with his maturity AND we get parental permission via email which we file to protect ourselves. Likewise, we will not accept anyone unable to communicate in English.

2. I email them our official welcome and CC the DM and Carl, our webmaster. In the email it will say that their game DM will now contact them and get them started on their character and game background. The welcome email will also contain the documents they need to begin play: Online Character Creation Rules, The Online Posting Guidelines, the Online Combat Guidelines, the House Rules, and a copy of the Address List.

3. The DM, at this point, contacts the player to introduce her or himself. Some DMs like to set up a meeting with them to establish a good beginning repore via AIM. The DM walks the player through the character creation process, trying to take care of problems before they occur, but not insulting experienced players who don't need detailed help.

4. As soon as you get a first draft of their character sheet, you may enter them into the game. Continue working with them and their sheet until it passes muster and has no mistakes that you know about. When you finally approve it as perfect, send it to Kent, for final approval and so he can have a copy. He is the manager of the character sheet repository. If he doesn't get a sheet, you'll get a cranky email.

5. The Webmaster, in charge of IDs and passwords, will send all new players an email which contains their logon ID and password.

6. The following are places where players tend to get stuck or to get something wrong during the Character Creation Process.

  • Rolling ability scores and hit points. Normally they will wait for this until the webmaster gives them their id and password. Then they will make a post to roll their ability scores. www.irony.com can be used as a backup if the id and password is slow in coming for some reason.
  • Combat Chart. More seem to be getting this all the time, but some still get confused here as to how to set this part up on their sheets.
  • Max hit points at 1st level. Max amounts of money for your class. One free hero point.
  • Give all players the amount of gold for their level as is listed in the DMG3.5 p. 135 on Table 5-1--assuming that they are entering your game at a level above 1st.

Issues of Ethics

1. No cussing or "rude" talk should ever appear in the post of a DM. The DM should actively discourage such things. An occasional outburst of a PG13 or less word is not a cause for alarm, but we do want our site to reflect "polite" gaming as a whole.

2. The DM should think twice about speaking negatively about a certain player to one of his other players. The DM should not speak negatively about another DM to a player. Yes, we will have to discuss players and DMs from time to time. But we will do so with the good of the game and that player at heart.

3. These rules apply to the Campaign DM as well. If I, on a regular basis, didn't act with integrity or treat you with dignity, you would never have become involved with me enough to want to DM with me at this site. :) I am not perfect, though, and you guys and gals know me well enough that you can feel free to put me in my place should you find me acting in such a way that it compromises the high level of integrity and family that we have created in the local game over the years and online now as well.

Please let me know how we can improve this document. I appreciate each and every one of you for being willing to DM a game here in The Wold. Without you and your efforts, The Wold online would be but an unfulfilled dream. I could never have dreamed that I'd get to share my vision with so many good people around the world. Almost everyday I stop and think about what a wonder it is to be able to do this as a hobby and for fun.


DM Requirements Checklist for The Online Wold

What follows is a list of "supposed" requirements to become a DM in The Wold. These are not rules, and are somewhat antiquated, but I'm including them here so that you have an idea of what I'm looking for when I asked you to be a DM, Asst. DM, or Master DM.

Online Asst. DM Requirements Checklist

  • completed at least one module in an online game
  • preferably plays a character in the game where she will be an Asst. DM and is not a DM in another game.
  • shows an understanding of both the D&D3.5 game and the Woldian Campaign and rules
  • responsibility: posts daily, responds to emails promptly, fulfills requests, keeps commitments, keeps his DM *gets involved in other aspects of the site other than just posting for his player such as developing things for the campaign, participating in The Giggling Ghost and Tapestry Games, occasionally DMs in the GG and in Tap games, participates in The Loot & Booty.
  • is willing to DM when asked unless unusual circumstances are present.

Online DM Requirements Checklist

  • played for 6 months online
  • turns in modules to the Campaign DM's satisfaction before the module begins
  • ability to competently run an online game, creativity, keeps players happy.
  • does the extra things asked of DMs: participates in DM discussions, is willing to DM when able, participates in the development of The Wold through his game.
  • does the things listed above for Online Asst. DM.

Online Master DM Requirements Checklist

  • has been a DM online for at least a year
  • helps Jerry share the daily and long term online chores
  • does the things listed above for Online Asst. DM and Online DM
  • goes above and beyond all of the above volunteering and constantly staying involved in EVERY aspect of the Online Woldian Campaign and Site


DMing 101

The “Punchline Method”

I know how to keep the action going and add intensity in a local game. You lead by example. You get intense. Stand up. I compare it to teaching or preaching. You show emotion!

In the online game, there's all that, but in addition you can add that little "punch line" or "mini-cliffhanger" with each DM post that gives the players something to react to. Think of it as an ongoing serial comic strip. You have 4 frames for your strip and each day you have to leave it with a mini-cliffhanger or punch line so that they return the next day.

Perhaps another way to describe the action is as a "chase scene that never stops." Like Spielberg used to do with Indiana Jones: one action scene dissolving into the next action scene. It is one long continual movie of action that never stops.

The title of the post should also demand action and reaction from the characters.

I add several "hooks" each day for players to react to when I can. Different players and characters like to react to different things. So I try to give them a series of things to respond to when possible. I even keep mental notes as to what kinds of stimuli causes certain players to “perk up.” That way if I notice that Jan is not participating much lately, I use a “hook” that has caused her to react in the past.

You have to think of online posting as continual action. Not storytelling as much as....what's the word? Stimulus. That's it. You provide daily stimulus or stimuli for them to react to.

Yes, tell your story, but they are the stars of the storytelling. You're the "scenemaker:" The stimuli giver. They react to you, not you to them. That's the way it starts anyway. Then when they do react, you MUST react back creating that all important chain reaction. Players want to feel that their posts are important. You do this by reacting to their posts, which are reactions to yours, and then give them a further stimulus for the next turn.

When I post, I work one by one through the players’ posts, trying to react to each one that gives me something to react to. This back and forth reaction builds into tension, great action, and melodramatic storytelling. Make things happen with each turn.

Now, you "can" run things so hot and fast that they begin to take your incredible stimuli as normal and don't react to it anymore. The GDs do this to a certain extent since they all know me so well. So I do my best to set things on end. Do this by slowing or increasing the tempo of the game. Change the style of the writing. Set a trap. Play on their inner fears.

Now, I will add here that I truly believe that as a group of characters become mature together and become legendary, that you should cater to that. The Gold Dragons have earned their prestige, so I make them look good in public most of the time. I have the populace ask for autographs. I go with their intent rather than exploit the little mistake that was made. In a way, it helps set them up for later on. One of the joys of having a high level character or a group that has survived over the years is to get to trot about a bit like a peacock. If the group has "made it" to legendary status, reward that status by the way that you treat that group. They have earned it.


Another DM's Take

Here’s how another DM describes this same set of strategies.

Whew!!! That Jerry says a mouthful!

Actually, Jerry pretty much captures the mechanics I use in running a game. I'm timid to even speak my piece after the great advice already given. But, because of my respect for those who will read this, here is my 'philosophy' on DMing:

The goal: To provide challenging, meaningful experiences for the players and for their characters.

Meta-rule #1: For convincing action, you have to have convincing characters and a convincing situation.

I have seen only one module, which didn't have to be rewritten to make this rule work. NPCs are always portrayed as too-single-minded or too rigid or too stupid in actions and choices. Sometimes the goals are a little screwy. So, when you first see a module, sit down and think it through as if it were you, instead of the villain that the characters are facing. You can't forget the history of the villain that has put him or her in the path of the heroes, but working off of that, re-develop the whole villain.

Don't focus solely on finding ways to motivate the players and characters. Focus, as well, on the motivations of the NPCs, and the players will follow suit.

a. If you can't get a feel for why the 'villain' does what she does, the players will never suspend disbelief and immerse themselves. b. Keep the situations/goals straightforward, but the characters complex. c. Adapt the storyline as you proceed. The heroes are resolving the situation. They are learning about the complex villains, not just the stated goals, as they interact. d. Ultimately, the villain is always defeated, by the flaws in her character. e. Character Flaws/Personality Quirks - Many villains are already undone by choices made or situations accepted prior to the arrival of the heroes. f. Most don't sit around singing 'I'm Bad' or look at themselves as evil (only the emotional disturbed, perhaps). Discover how they are motivated. Multiple motives are the norm. g. Reveal a little about these in each post - don't spell it out for the players, but let slipped words and actions reveal the character. Reveal emotion (all types). h. Map out the interactions among the villains - how they get along or work against each other. The most excellent example I have seen of this is in a recent Dungeon Magazine adventure (that I hope to run someday) called Dark Times in Sherwood Forest (issue #82, see pages 50 and 51 in particular). The author clearly defines the motivations of all the NPCs.

Meta-rule#2: Tentatively draw up postings for the next two days after the one just posted,

A viable opponent is always thinking, always planning. Anticipate what the players will probably have their characters do over the next two rounds. This will allow you to create smoother action, and help you tie together an overarching background 'theme'.

a. Run one main sequence/background mood throughout the encounter to give a feel of unity to the story. b. Use 'sense' words in every post, hitting all five during a week's period. Obviously, you can't write what emotions the heroes are experiencing (unless they are under a Spell), but you can make sure all the elements are their for the role-players to develop their own emotions. c. Vary daily on the use of longer or shorter sentence structures to adjust pacing and impact suspense/action. d. From Meta-rule #1: Based on villain intent/thoughts, let slip personalized actions/reactions for the players to intuit the situation (something role-players and problem-solvers eat up). e. Always plan what would happen if the heroes do nothing further. f. Avoid tiring/fatiguing players by inserting a single post interlude during heavy action to allow players to catch their breath. g. Always have a man for an inside job. Someone to insert ideas and to lead by example - then to kill him off to further draw the group into the campaign. h. Avoid information overload. Don't clutter the posts with too many rules references. i. As you write, always be thinking "Players, I'm on your side" and the message will get through in your writing.

Remember: No module is fully written until played, as the story is developed by the interactions of the heroes.

Looking at what I've wrote, you must think all I do is sit around and write stuff all day. Actually, most of what was said above I do in my head, committing very little to paper. I lack the time to write out the life story of a character who is shortly to find himself on the end of the hero's sword. And, the most amazing ideas spring to mind as the synergy between you and the character grows. Sometimes, the story swings down another path than what you envisioned, because of a little something the player wrote in a post or e-mail....

I could, perhaps, give you a running example of the Quad guards and the three priests that the party is currently facing in Game 5 (Aisildur). Perhaps I could talk about the noble guard, who is not evil, and hates killing. Perhaps I could talk about the two guards who have a deep physical bond (to put it delicately), and the agony of one seeing the other chopped down by 'punks'. Perhaps I could write about the one whiney priest that foretold the coming of invaders to Adorus, which the others at the temple scoffed at, allowing the heroes a chance to defeat an enemy who would normally mop up third level characters. Perhaps I could tell the story of the Druid high priest, who sees the good in having everyone heartseeded to control the wanton destruction of the woodlands...perhaps, perhaps, perhaps.

But much of that you will have guessed, or seen, in the little hints dropped in my postings. Some you will discover later. Some you will never know. But you will know that you fought people, not a set of running statistics. Perhaps your character faced a moment of compassion, realizing you struck down one who could have been a mentor, if the Wold were different (ask Legs in Game 5). Perhaps you face a moment of horror, as you now face the prospect of fratricide (as does Ari at the time of this writing).

That is how you draw your players into the Game.

The main thing is to enjoy yourself. If you get worn down, so will the players. So keep in positive spirits!