All the Resources in One Place: How to Be A Better DM (5 Principles):

  1. Communicate often with your players. Do this both as a group and one-on-one. Converse with them, not to them. Tell them what your expectations are of your players and ask what they expect out of their DM. If you see conflicts, address them. Understand that what works for some of your players may not work for others, and you may have to make some hard choices to play the game you want to play. But above all – communicate.

    TOREN’S TIP: You are the game referee, but you are not your player’s conflict mediator outside of the game. Set healthy boundaries. Seth Skorkowsky has an excellent video on his channel about this.

2. People these days talk a lot about ‘Session Zero’ – this is basically a subset of point 1. It could be in person or it could be virtual, or even just an email. It’s a communication of what the tone, gaming style, rules restrictions, setting, and everything else about your game will be, including what you will allow and what you won’t allow. This happens before the first adventuring session and it’s a great time to find out what your players are comfortable with (remembering that many of your friends have deep traumas that you might now know about including sexual assault, death of close relatives at young age, etc.).

Is alcohol allowed at the table? How about cell phones? Will characters level up via XP or milestones? What’s the balance between crunchy combat and roleplay-heavy social encounters?

TOREN’S TIP: Ask each character to have a connection or bond to any 1 or 2 other player characters (the fighter and I escaped the slave mines together; I follow the cleric’s god and look to her for advice; the druid is my adopted sister!)

There are lots of articles and youtube videos about what you should cover in a session zero. Here is a good one:

https://slyflourish.com/running_session_zeros.html

3. Watch your Group Size.
It’s legendarily difficult to find a good, stable gaming group (congrats if you have one) and there are different philosophies as to the perfect size. You can absolutely have a game with 1 player and 1 DM. Typically the magic number is 4 players and 1 DM. With smaller groups, you risk having to cancel the entire session if 1 or 2 players has to cancel, whereas if you have a larger group of 5 or more, the danger becomes when everyone shows up and you get very little done in the session because there is more time used up between players’ turns. It really depends the reliability of your players so all I can say is good luck!

4a. Set reasonable standards for yourself. Everyone wants to be the greatest DM/GM in the world, and many feel like podcasters and youtuber like Matt Mercer are the gold standard to aspire to. Keep in mind these are professional actors and what you are watching are performances for a medium, rather than a casual gaming group of friends. Look to them for inspiration and ideas, but remember you will never be Matt Mercer, and you shouldn’t. Just be a good you.

4b. Don’t burn yourself out! I find preparing for my RPG sessions very therapeutic, but manage your expectations. The players will inevitably thwart or avoid many of your lovingly crafted encounters, so just try to roll with it (pun). Also, find a balance for how often you play. Most people try to have a weekly game, but if that seems to be too much for you, adjust the schedule. See if anyone in your group is interested in running a separate game (even a different system) and you can alternate weeks as a GM and a player. Also, consider the idea of a co-DM, if you have a friend that you have a good relationship to work with, having two DMs can ‘share the load’ as Samwise Gamgee once said.

5. Is Everyone Having Fun? If they are, then you are doing it right! This might be the most important tip, perhaps tied with #1. And if you are not having fun. Ask yourself why and what you might want to change.

MORE RESOURCES:

https://theangrygm.com/tag/gming-basically/

D&D and Call of Cthulhu Miniatures for Sale

Various sold individually. If something doesn’t have a price please ask. Please keep in mind all photos may not be 100% up to date, let me know what you’re interested in and I’ll visually confirm them for you.

Chainmail Gnolls – $10 each

Original Spaceship Zero Art

Astro-Automaton

If you see something you like make sure you contact me! I may have neglected to remove previews of unavailable items. I’m that way.

All reasonable offers considered! Prices in USD unless otherwise stated

If there’s no price listed for an item it’s because I haven’t gotten to it yet – PLEASE contact me! thickets@uniserve.com and/or:

INSTAGRAM https://www.instagram.com/torenatkinsonartist/
DEVIANTART https://www.deviantart.com/torenatkinson
ARTSTATION https://www.artstation.com/torenatkinson
FACEBOOK https://www.facebook.com/torenatkinsonartist

REDDIT https://www.reddit.com/user/torenmcborenmacbin

The following drawings were published in Spaceship Zero: The Roleplaying Game. All of these are pencil on paper unless otherwise noted

Comic Book Art!

These are original comic paper size 11″ x 17″ – they don’t have text on the original art. Photos forthcoming

Voice Acting Tips for Game Masters From An Actual Voice Actor

Don’t eat the lead miniatures

Hi! I’m Toren Atkinson! In addition to being a Dungeon Master and an illustrator for D&D and other RPGs, I’m also a professional voice actor! I’ve done voices for video games, cartoons and commercials.

While voice acting is not necessary to be a good DM (or player), I think we can all agree it adds a lot to keep characters lively and memorable. But I’ve heard a lot of people say that they just can’t do voices. And to that I say – you can! And I’m here to help!

UPDATE! This post has inspired a video which you can watch here:

Let me tell you my secret: If you’re like me, you’ve got a notebook that you bring with you to your gaming sessions. In my own notebook – on the last page (the back inside cover, in fact) – I have a list of character voices that I am comfortable with (I’ve included it below). Every time I need a new non-player character to interact with the players, I flip to that page and pick a voice that’s suitable, and when I’m not in the thick of roleplay, I’ll remember to make a note beside that voice as to which character it belongs to, so that if the players come across that NPC again, I can refer to the list and keep things consistent. Some of the voices are impressions of celebrities or existing film & TV characters, while others use broad accents or my own repertoire of character voices.

“But Toren,” you say, “I’m not a professional voice actor. I can’t do impressions or accents!”

There are a lot of ways to provide vocal character without doing accents or impressions. Let’s say you’ve got an English noble character, but you can’t do a British accent to save your life! Well, you can try to simply use refined, proper diction. It helps if you literally look down your nose at your players while doing so. Conversely, for a lowlife dock monkey, slurring your words and talking in slang, with every second word a profanity can absolutely get a great character across (for added fun, they don’t have to be offensive or modern curse words)

You can change your cadence – maybe someone speaks super quickly with run-on-sentences, with eyes darting and face twitching. Or, they speak robotically with the same emphasis of every syllable. Or portray the always bored and/or “too cool for school” cynic – who speaks in slowly and monotone, like Daria or the teacher from Ferric Bueller’s Day Off (“Bueller…Bueller…Bueller…”). Perhaps an old shell-shocked veteran speaks softly while staring into the middle distance. Another character speaks only in whispers, but they do so with wild enthusiasm. You can whisper, can’t you? Meanwhile there’s that guy who doesn’t have an ‘inside voice,’ always talking to you as if you’re on the other side of the street. And how about the character who is chronically constipated, with the strain coming through in their voice?

An old voice actors trick is to actually change your voice by physically interacting with your face, whether it be holding your nose, pulling your cheek out with a finger, or whathaveyou.

Don’t overstay your welcome.

For throwaway NPCs a strident or grating voice can be amusing and memorable, but for main NPCs that the players will see over and over, I recommend not going over the top. Nobody wants to hear your Gilbert Gottfried or Elmo impression for 3 hours.

It needs to be said: avoid offensive caricatures. My rule is if a player of a minority was at my table (let’s say a South Asian) and I did a stereotypical caricature of that minority (Apu, for example), would I feel weird? If the answer is yes – don’t do it. This goes for sexual preference and those with any kind of disability as well. Your mileage may vary.

And as always, be mindful of others within earshot of your game. After overusing ‘shouty guy’ in your friends living room you may find you no longer have a place to play.

This is the list that I use. I hope that it will inspire you to try something new next session!

Stereotypical Brooklyn guy
Stereotypical Canadian guy, eh? (McKenzie Brothers)
Stereotypical Scandinavian
Stereotypical Russian
Stereotypical Australian/Steve Irwin/Bruce
Stereotypical Italian/Mario
Yarrrr stereotypical pirate voice
Edward G Robinson
James Mason
Alec Guinness
Wolfman Jack
Sir Ian McKellan
David Attenborough
Dracula (Bela Lugosi)
Tim Curry
Tom Waits/Nick Nolte
Jason Statham/Ray Winstone
Christopher Lloyd
Tracy Morgan
Billy Connolly
Inigo Montoya
Charlton Heston
Lennie from Mice and Men (“I will call him George”) AKA Patrick Star
Bane
Emperor Palpatine
Dustin Hoffman
Ricardo Montalban
Christopher Walken
Christoff Walz
Kennedy/Mayor Quimby
Morgan Freeman
Jay Baruschel
Jerry Lewis/Professor Frink
Marlon Brando
Beavis/Butthead
Montgomery Burns
Transatlantic accent
Elvis
Watto (Star Wars)
Ed Wynn (Mad Hatter/Mayor McCheese)
Brian Blessed/John Rhys-Davies
Jesse Ventura
Bob Dylan
Kermit the Frog
Hagrid (Harry Potter)
Chris Rock
Wallace Shawn
Jack Nicholson
Clint Eastwood
Sean Bean
Korg (Taika Waititi)
Harvey Fierstein
Drunken Dudley Moore
Thurston Howell the 3rd
Samuel L Jackson
Cobra Commander
William Shatner/Zap Brannigan
Gomer Pyle
Will Arnett
Grimlock (Transformers)
Jimmy Stewart
Maude Flanders/Fargo
Alice Glick/Maude Frickert/Old Lady
Monty Python old British lady
Teen with Cracking Voice
Fat Albert
Hank Hill
Boomhauer (King of the Hill)
Al Pacino
Owen Wilson
Jack Sparrow
Michael Caine
Aku/Mako
Robin Leach
Hippie surfer dude
Caesar with lisp (Life of Brian)
Ozzy Osbourne
Comic Book Guy (Simpsons)
Cletus the Slack-Jawed Yokel (Simpsons)
Doctor Girlfriend (Venture Bros)
Red Skull
Agent Smith/Hugo Weaving
Alan Rickman
Ahnold
Raphael (Sarcastic clerk from The Simpsons)
Humphrey Bogart
Tony Clifton
Peter Lorre
Jack Palance
Marvin the Martian
Lumpy Space Princess (Adventure Time)
Southern Belle/Tree Trunks (Adventure Time)
Mayor of Townsville (Powerpuff Girls)
Werner Herzog

Top Five D&D-Themed Cartoons

Now that the 2019 Atomic D&D Tournament has concluded (Congratulations Kim, Ren, Carolina and Kieran!) I thought it might be fun to look at some of the best cartoons that feature Dungeons & Dragons!


1983: Dungeons and Dragons (Marvel/TSR) – The series featured six everyday 80s kids who rode a D&D carnival ride into another dimension, are given the coveted (by Venger, voiced by Peter “Megatron” Cullen) Weapons of Power by the enigmatic Dungeon Master, and joined by Uni the unicorn. Lots of great eps but “The Dragon’s Graveyard” in which the kids stop running and face Venger (with the aid of Tiamat the 5-headed dragon) is intense!

1994 : Reboot “Wizards, Warriors and a Word From Our Sponsor” (Mainframe) – Bob, Dot, Enzo and Mike the TV must learn to work together to overcome traps, giant spiders, and battle carrots in a game called “A Dungeon Deep.”

Dexter’s Laboratory “D&DD”

1997: Dexter’s Laboratory “D&DD” (Cartoon Network) – As Game Master for the game “Mazes & Monsters,” Dexter cheats dice rolls and is obsessed with killing his friends’ characters. When his sister Dee Dee takes over the game the kids have a lot more fun, except Dexter who is forced to play the role of Hodo the furry-footed burrower.

2014 Teenage Mutant Ninja Turtles “Mazes & Mutants” (Nickelodeon) Paul Ruebens (Pee-Wee Herman) plays a nerdy mutant who makes the heroes’ LARP (Live Action Role-Play) into reality…or does he?!?

2016 Teen Titans Go “Riding The Dragon” (DC/Warner) – Robin’s adherence to the rules of “Dragon’s Fire” sucks the joy out of the game for the rest of the team. An important lesson for all Dungeon Masters out there!

SPECIAL MENTION:

Superfriends “Lord of Middle Earth” 1979

1979 “Lord of Middle Earth” – Superfriends Season 4. Not good, but definitely notable as a very blatant “homage” to Tolkien, as the heroes quest for a magic ring so they can defeat the evil wizard who has turned them into ‘trolls’ (hobbits).

Other notable shows:
Home: Adventures with Tip and Oh “Lords and Lasers”
Spongebob Squarepants “Dunces and Dragons”
My Little Pony Friendship is Magic “Dungeons and Discords”
She-Ra and the Princesses of Power “Roll With It”
Voltron Legendary Defender “Monsters and Mana”
Gravity Falls “Dungeons, Dungeons and More Dungeons”
Regular Show “But I Have A Receipt”
Amazing World of Gumball “The Master”
Harmonquest (any episode)

Toren's Dull & Obvious Tips on Naming Characters for Roleplaying Games (Fantasy or Otherwise)

In my many aeons of running and playing roleplaying games like D&D, Call of Cthulhu, Spaceship Zero and Ruin Nation, I’ve witnessed and experienced firsthand the trauma and heartbreak of coming up with a name for a character. As a GM and a player, it’s important for me to choose names that are (1) memorable, (2) easy to say, and (3) add to the enjoyment of the game. Having the name evoke a feeling or idea that supports what the character is or does is an added bonus.

Things to avoid

Antirule #1: Overly long, or complicated names (it’s okay to have a long full name for the character’s last will and a concise first name or nickname that the other players will use);

Antirule #2: Names that nobody but you are going to remember. Tolkein was infamous for this (Amandil, Adanel, Alatariel, Arvegil, and Anfauglir you say? Got it);

Antirule #3: Racism! Just don’t do it.

Antirule #4: Names that other players are going to twist in a way that infuriates you (unless you’re okay with that);

Antirule #5: Random name generators. These are SO DULL. Although, they could be a good starting point if you have absolutely no idea. In which case, just keep reading;

Remember, there are always exceptions. Sometimes you want a character’s name to rhyme with penis, because that character is a dick.

Put a twist on it!

One starting point is to take an average or well known name and put a twist on it to make it unique. This could be a mundane Western name and zazzing it up (Sarah becomes Sarahi, Christopher becomes Christopheles, Jack becomes Grimjack or Jackalak) or taking a famous character from fiction or mythology and tweaking it (Prometheus becomes Brometheus, Prothemeus or even Antimetheus – although this last one is breaking antirule #1). This can have the advantage of being easy-to-remember for other players (most people are familiar with Red Sonja, so they shouldn’t forget Gold Sonja’s name, especially if your gaming miniature is wearing gold armour).

“On the nose”
Name your character after her physical attributes (Scar; One-Eye; Slouchy, Meatface) or skills (Cookie, Bowyer, Cardsharper, Windjammer).

Translations

This is like the above, using a descriptor as a character name, but to make it a little more exotic you might plug the adjective into a translator and see what comes up. For example, if you want to have a fire wizard, plugging ‘fire’ into google translate comes up with fuego, incendio, zjarr (Albanian), fajro, masunog (Filipino) and Brandstelle (German).

Alliteration Adds Amemorability

Think about it: Peter Parker. Bilbo Baggins. Doctor Doom. J Jonah Jameson. ‘Nuff said!

Add an Epithet

Fortran the Black; Hogmeal Wundersniff the Elder; Richard the Duckhearted; Kilwich the Sunderer; Bob the Great. Udon Haddock the Third.

Here are some more jumping off points…

Place names.

Think Indiana Jones, Hanna Montana and Carmen Sandiego, but better. Load google maps, pick a spot on the planet, zoom in and look at some of the place names. I just zoomed into northern Pakistan and in less than 3 minutes found Mingora, Battagram and Sukai Sar, all of which I’m now going to use, so hands off!

Food, spices and drugs

Think about your favourite (or most hated) foodstuffs. It’s especially fun to name siblings or groups of characters after specific related consumables. For example, you could have in your favourite tavern three halfling serving wenches named Fennel, Anise and Caraway – these are all ingredients in a popular tea blend. A court of nobles could all be named after fancy cheeses (Lord Camembert; Earl Roquefort; Tyrolean Grey; Cherise Chevre; Casu Marzu; Sir Hedwig Havarti) or a trio of hirelings could be dishes you’d find in an Indian restaurant (Palak Paneer, Malai Kofta, Aloo Ghobi).

Gems & Precious Metals.

Amber, Sapphire, Ruby, and Jade are always popular, but there are many other less well known gemstones and minerals such as Alabaster, Beryl, Bismuth, Borax (sounds like a dwarf to me), Cadmium, Celestine, Corundum, Coltan…and I’ve only gone through A-C.

Plants & Animals (and parts thereof)

Got a druid, shaman or ranger? How about Talon, Fangfoot or Greywing to start with? Mammals and birds are a common go-to (Flynn Falconhelm, Nighthawk Emberblade, Tyr Bloodfox, Ursa Windsinger – notice how I dipped into the Latin name for bear) but let us not forget fish, reptiles, and our invertebrate friends! Marlin Smelt, Octus Snakeblade, Coral Greentooth, Snails McPhee, Dargh Brittlestar, and Tarantalus Rex come to mind. For a more feminine angle, flowers and plants work great: Greta Greenleaf, Forsythia Hollyhock, Ivy Monkshood, Lily Snapdragon, Belladonna Nightshade, Fern Azalea are all easy pulls.

Colours

I wouldn’t even mention this, except for the following: Fuchsia, Azure, Cerulean, Sienna, Taupe, Teal, Mauve, Carmine, Celadon, Cerise, Chartreuse, Vermillion, Cinnabar, Magenta, Drab, Ecru, Glaucous, Tawny, Fulvous and of course Aurometalsaurus. See also epithets above.

Thanks to Jay H, Andrew B, and all the other nerds on Facebook for your help!

Why I Sold My DMG

A little while ago I blogged somewhat snarkily about how I sold my Dungeon Master’s Guide. I didn’t really have time to explain it at the time (and I dont’ really now but I’m going to anyway, while my art scans in).

There are a few things I should mention as a preamble:

  1. I was introduced to D&D in Grade 9. Not having a job or an allowance, I didn’t buy my own copy. Rather, I made up my own roleplaying game which was called “Super-Powers” and eventually “Power Enterprise.” I subsequently made up a number of other roleplaying games including Bounty Hunter, Trapland, Godrealms, Ardomworld, and others.
  2. In 2000 I co-designed the roleplaying game Spaceship Zero (the rules of which were partially based on Godrealms) which was published by Green Ronin and won a Silver ENnie Award.
  3. Last year I ran a 3.5 Edition D&D campaign using Green Ronin’s Freeport series of books.
  4. I moved several times last year and my new ethos is ‘less stuff.’
  5. I “laid myself off” from my current gaming group until I have more free time to play and, preferably, learn the rules.

I am 95% sure I won’t DM 4th Edition D&D. I have other gaming plans should I ever have the time to enact them, but even when I ran Freeport I used the D&D 3.5 rules pretty loosely. I doled out XP without consulting any books, just made up a lump sum per session based on how fast I wanted the group to advance. Monster & antagonist weapons always did a pre-calculated average amount of damage so I didn’t have to waste time rolling and doing math. We made use of Fate Points which were a mash of Mutants & Masterminds Hero Points and Spaceship Zero’s Zero Points. We used an insanity system, critical hit system and critical miss system all from either other sources or stuff we made up. Suffice to say, I almost never used the Dungeon Master’s Guide.

So I don’t anticipate missing it.

Further, I have to say I like the idea of not having a DMG. I feel, and this is probably a personal change rather than external, that some rule books are too calculated, too structured, too restrictive.

Sure, rules are important. Structure is important. They provide a level playing field for everyone – a fairness. Well-designed, balanced game mechanics are a beautiful thing and they’re something I have very much enjoyed picking apart and analyzing in the past. But I’ve always felt that D&D was written for cheaters. Don’t take that the wrong way, because the strength of D&D has always been that it’s the most popular, most well-known RPG. As a result, it is accessible to the broadest range of age groups and indeed gamers in general. Because of the game’s very nature the authors must write the rules for people who don’t understand RPGs or who exploit open-ended concepts or who are for lack of a better word “bad gamers.” I don’t think it’s written for me and the people I game with: mature people with creative and analytical minds but with little free time; people who like to experiment and test the limits of game design and the craft of roleplaying itself. This may be hubris but I don’t think we need an entire book of rules.

For me not having a DMG is freeing. (This despite the fact that I am neither running or even playing in a D&D game at the moment.) It reminds me of my friend Freddy’s “Tron” systemless RPG campaign: no dice, no numbers, no character sheets. Fred would tell us what was happening around us and we’d tell him what our characters did. How did he decide whether or not our punches landed on the opponent? Storytelling.

Without a doubt I love Dungeons and Dragons, but it’s never been about the rules (except for the ridiculous ones that became running jokes for all geekdom). It’s always been about the roleplaying and the atmosphere and the imagination and the anticipation of what’s behind that stout reinforced bronze door.

Just don’t ask me to give up my Monster Manuals I-IV because they’re just too cool.

Truncheons and Flagons 4E

In the past three days I’ve played 3.5 edition D&D (granted with tons of home rules), Savage Worlds and 4th edition D&D.

D&D has never been my favourite roleplaying game. When I first started playing D&D in 9th grade, I immediately started writing my own rules system (Power Enterprise). I don’t pretend my teenage d30 system is any better than D&D rules in any of it’s various incarnations, but it wasn’t the fact that someone else owned the rights to the D&D game rules that made me want to make my own.

I have played D&D more than any other game system for the following reasons:

It has decades of resources numbering in the thousands, more if you include miniatures (which I seem to collect).
It’s far and away easier to find people who know how to play and are interested in D&D than any other system.
I do enjoy the tolkeinesque genre and there’s something to be said for nostagia.

I’m reasonably intimate with the rules of 3.0/3.5 D&D not because I’ve studied them intensively, but because I’ve been playing it for 8 years. Fourth edition has many changed/altered/streamlined/new rules from the previous version but it is still very much Dungeons and Dragons. If you don’t like the previous D&D rules, then this is bad news. If you like the previous D&D rules – any of them really – then this is good news. They are still convoluted, require lots of math, are made for cheaters, and are legion. Fourth edition D&D doesn’t seem to have any less bookkeeping than previous versions. I only played one game, and since I was a player I can’t comment on the claims that it’s much easier to DM. From my perspective, combat isn’t any quicker. The character who is attacking an orc will still take 5 minutes and the character who is lighting the lantern will still take 5 seconds.