TIP 1 – use a colored marker on your dungeon map to indicate what the player characters might smell, hear and see
TIP 2 – on the bottom of each page of your notebook, write some character names so that when your players ask what an NPC’s name is, you don’t have to come up with something on the spot. Also on the back page of your book keep a list of voices you can do. Be prepared!
TIP 3 – get some small cards and on each one write some miscellaneous personal effects that a downed enemy might have, or might be found when searching a room. Let the players pick a card randomly for added flavor and fun!
“With each brave deed you grow more worthy” – Dungeon Master
This is part 2 of Adapting the D&D cartoon into a campaign. For the basics and part 1 “In Search of Dungeon Master” see my blog post:
Episode 7 features a pretty straightforward plot and some fun encounters. I’ll post the video link down below. This adaptation is edition agnostic, no stats are provided.
Here is an overall map of the area and encounters, with great thanks to Andrew Bator
Scene 1: Mist-Enshrouded Mountains
The party is lost in a sort of misty wasteland. The episode script reads “these are old mountains, not unlike the Appalachians, except the trees on the slopes grow in contorted, vaguely demonic shapes” and “we hear the distant sounds of hammers pounding rocks, and baleful moaning.” Dungeon Master pays them a visit and provides the first clue/riddle: “When the dragon’s heart is in the right place, it may show you the way home” and then DM disappears. The fog gets so thick they can’t see where they’re going and they fall down over a ledge into….
Scene 2: The Vale of Mists.
The valley (more like a big crater, which the script describes as “reminiscent of the Devil’s Punchbowl in the Mojave”) harbors an (inexplicably *not* foggy) gnome village. There are two immense stone warrior statues poised like sentries, and the walls of the crater are filled with “Mystic Gems.” The gnomes are all busy on various scaffolding, mining gems from the rock under the watchful eye of their slavemasters, the orcs. In the center of the village is a large stone statue of a dragon with a hand-sized hole in the center of its chest — where it’s heart would be. One of the pitiful gnomes falls off a scaffolding. He is tired and hurt! A merciless, evil orc comes to whip him – this is the heroes’ cue to come to the gnomes defense. This is our first combat encounter.
This is not a terribly challenging fight for the heroes. Once it’s over, the gnome (he isn’t given a name in the show, let’s call him Orson) explains that his people cannot leave the valley because of Venger’s spell. In the script it says “the gnomes cannot leave unless summoned by Venger — or else they die!” Orson explains “only our wizard Lukyon might break the spell. His magic protected our valley for centuries” and “No one can find Lukyon. When he refused to tell Venger the secret of the dragon’s heart, Venger imprisoned him in the Swamp of Sorrows.” Orson also tells them that the swamp is South, beyond the forest.
Scene 3: The Swamp of Sorrows
Any battle map will do for this encounter – here’s a nice one from DiceGrimorium
The heroes slosh knee-deep through the dismal swamp, overgrown with vines. Sunlight barely penetrates, and insects are everywhere.
Dungeon Master appears and provides the second clue/riddle: Lukyon dwells in a prison without walls.
Immediately after DM vanishes, the heroes are attacked by violet fungi. In the middle of the fight, a shambling mound appears. It frees them (rather violently) from the grip of the fungi, and then it lurches menacingly towards the heroes – Eric gets stuck in the creature and is seemingly almost sucked inside it. After taking a few hits from the heroes, the monster retreats back into the foliage.
Swamp Part 2.
The heroes continue searching in the swamp, being eaten alive by mosquitos. Dungeon Master appears and give them another clue: “You will know Lukyon by what he says without speaking” He adds “find him quickly, young ones. Tomorrow, during the crossing of the four suns, is the only time Lukyon can help you.”
Scene 4: The Cursed Dwelling
The kids come across a rotting house. The script describes it as “the ruins of a dwelling on a small patch of moist, grassy land. The roof is rotting. The walls are partially caved-in. Drippy, slimy gobs of moss hang like curtains from the rotting timber supports” However, a more welcoming description would invite the PCs to use this location to rest – perhaps this is the only solid ground they’ve come across for hours of wandering in the dark. You also might describe the dwelling with some or all of the walls missing, as if this might be the “prison without walls.”
This encounter must happen in the evening or at night, after some time has passed since Dungeon Master reminded them that the crossing of the four suns happens the next day. For a battle map, try searching “swamp hut shack battle map” on your search engine of choice.
There’s a bed on the porch. When the kids enter the shack they are attacked by zombies who are very possessive of their house and start grappling with the party. The party is overwhelmed! But, the shambling mound returns, scares off the zombies, and demolishes the house with a tree trunk.
The kids realize that the monster is Lukyon because it’s saved them twice.
Scene 5: Breaking the Spell
Lukyon brings the heroes to a tree where the cursed gnome has stashed his magic items, as well as the Dragon heart – a large violet gem about 5 or 6 inches across that pulsates – like the beat of a heart!
Lukyon shows Presto (more or less) how to break Venger’s spell by using Lukyon’s spellbook and magic wand, and Lukyon reverts to the form of an elderly gnome wizard. There’s a brief chitchat, and then…
Scene 6: Climactic Wizard Battle
With a wave of Lukyon’s wand, the group is teleported back to the Veil of Mists and the gnome village where, just in time for the four suns to converge, he puts the dragon’s heart back into the dragon (using the Mage Hand spell, no doubt). The entire crater lights up with glowing gems, with a lattice of glimmering lasers pointing between them. Lukyon explains that each point of light is a gateway to another world. Just at that moment, Venger appears on his nightmare, releases the orcs and activates/animates the two giant statues which start crushing the gnome houses with their tremendous feet, and attack the PCs (as do the orcs).
The kids defeat the colossi while Venger and Lukyon have a battle of magic. Venger keeps far overhead out of range of the kids. During the battle, one of Venger’s energy blasts ricochets and destroys an area of the gem cliffs, specifically the portal back to Earth. Venger is ‘banished’ by Lukyon. The kids are cheated out of their way home and must adventure on.
Of course, there are countless gateways to other worlds through the gems while the solar conjunction is happening, should the group and DM want to explore that option. Otherwise, the conjunction ends and the gateways close. On to the next adventure!
DM challenges
As usual, there are a few decisions the kids in the cartoon make that allow this adventure to play out the way it does, which could be a challenge for the Dungeon Master if their players make different decisions.
In the Vale of Mists, the entire group falls down into the crater because of the fog. This means in game terms that every single group fails their saving throw and falls several feet. Probably the best way to handle this is through narration, avoiding any dice rolls.
Clever players may try to avoid falling by using a pole or something as a cane to check the ground as they move through the fog. Feel free to simply have the ledge crumble and bring the kids down. Whether or not you require saving throws or dexterity checks to avoid taking a small amount of damage from the fall is up to you. I personally would avoid damage but might have a character stunned from the fall and more easily grabbed by an orc.
Antediluvian miniatures
The scene with the gnome getting whipped by the orc is a good one for story, flavor and characterization if you can keep it in. Combat with the orcs is likely even if the PCs don’t go charging in – you can simply have an orc spot them and sound the alarm. The orcs should not be an overwhelming challenge for the PCs – play them dumb and with low morale, and arm them only with swords and whips, with leather armor at best. Quick to run away, but they will return in greater numbers later, after Orson gives the PCs the vital directions for where to look for Lukyon. The interior of the cave is not detailed here, but it can be a simple barracks for the orc slavemaster and soldiers, should the PCs want to investigate.
The shambling mound/Lukyon is more tricky. In the cartoon, Lukyon is initially viewed a threat by the kids because he is scary, bumbling, and dangerous simply due to his size and the composition of his body. If your players realize that he is the gnome “in the prison without walls” during this encounter then the second swamp encounter with the zombie house will likely be skipped.
In the zombie house, you might add a “boss zombie” to make things more interesting.
Otherworld Miniatures
Using Presto to break Venger’s enchantment on Lukyon is a very particular character/plot device that might prove difficult to adapt, depending on the classes and abilities of the player characters. If all that is needed is for a character to wave Lukyon’s wand over his spellbook and read aloud some magic words, that’s great. But if it relies on a skill or class ability, and that fails, then the plot grinds to a halt. Take a look at your player characters and see how you might be able to handle this conundrum.
Once Lukyon is restored, make sure you give the PCs time to rest and heal before the final encounter, where they will be dealing with the stone titans and a contingent of orc warriors. You can easily say that there are a full 8 hours before the conjunction of the four suns.
Crocodile Games
The giant statues in the Vale are described as stone golems in the script, but the rules have stone golems as size Large. These statues are what I would call colossal or gargantuan. You might base your monster on the Walking Statue of Waterdeep, but prepare to play it fast and loose with the numbers, because two of those could wipe out the party quickly and easily. If a golem hits, rather than do massive damage, have it grab the victim and hold them fast in its hand. Make them slow and nigh-invulnerable so that the PCs will have to think of some ingenious way to disable them, such as the marbles that Presto used.
In the episode, we the audience see Shadow Demon. You might permit the PCs to make some kind of perception check to detect his presence, it could add an interesting element to the story, even just seeing him skulk away.
One day I received this message from a Facebook friend:
To which I agreed, except it wouldn’t be a campaign, it would be a ‘one-shot.’ Primarily because I don’t have time to game regularly and with a group of strangers I didn’t want to make a commitment beyond the ‘test run.’ You know, in case it goes horribly wrong (spoiler alert: it wen’t terribly right)! They would also have to supply the venue since I lack gaming space of my own. (And no, DMing for novices is not annoying.)
“I WOULD NEVER CHARGE TO PLAY D&D. I DO IT FOR FUN”
I play music for fun, I can also get paid for it. I draw for fun, I can also get paid for it. And of course when I DM for my friends and regular gaming group, I don’t charge money. But what was asked of me is a very different context. And context is king.
We decided a rate – $80 for 4 hours. They didn’t ask my bona fides, but I’ll put them here in case it makes a difference to you:
I’ve been GMing since 1985. I co-wrote an award-winning RPG (Spaceship Zero). I’ve organized game conventions. I’ve run tournaments (at my day job) for about 20 different groups – each a mix of experience and novice players.
WHAT DOES A PROFESSIONAL DM PROVIDE, EXACTLY?
The players (3 of them in total) mainly worked out the characters themselves, which I checked and tweaked. In addition to the adventure itself, I provided dice, battle maps, dungeon tiles, player handouts (clues etc), miniatures for the Player Characters and monsters and Non-Player Characters.
BUT PAID DMS ARE RUINING THE OH-SO-PURE HOBBY!
What if I told you DMs have been receiving compensation for decades? Conventions and game shops have been recruiting people to run games for years. Sometimes that compensation is free attendance to the event, or store credit, but sometimes also cold hard cash or a combination of those things.
At your home game, do your players not bring any contributions? Do they not bring snacks or beverages for you to enjoy? Do they not chip in for any new books or peripherals (dice towers, minis, your D&D Beyond subscription)? I mean sure, this probably counts as ‘gifts’ rather than ‘payment’ – but all these things have value, and to my mind the DM does a lot of work for the players. There is a – perhaps unspoken – transaction happening in many (but not all) cases.
THE PERKS OF PAID DMING
One of the banes of group games like D&D is player cancellations can really upend an otherwise perfectly planned game night. Everything I’ve heard from professional DMs is that when the players have put up money, they actually show up and are fully present, rather than showing up 45 minutes late and dicking around on their phone.
For my own experience, when the first session had to be cancelled, they offered to pay me anyway for all the prep time I did. I told them not to worry about it, we’ll just reschedule.
ISN’T BEING A PAID DM LIKE PROSTITUTION?
This is actually a take that I read someone post on a Facebook group. Come on, dude. Somebody wanted to hire me and I accepted. Also, there’s nothing inherently wrong with sex work.
One issue I’ve noticed both as a player and DM is that names of non-player characters get lost in the mix, sometimes because they are too banal or otherwise forgettable. If you as a DM want your players to remember that important NPC’s name, I’m here to help you pick one!
My friend Tony on facebook said “As a GM I am not a fan of celebrity or joke names in serious games as it breaks immersion for me.” and I get that. I’m not putting names like Bogart and Pacino on this list because I think they might be TOO ripe for caricatures. One way to mitigate this concern is to swap gender, for example: Theron the dwarf priest; Lugosi the tabaxi handmaid. Another trick is to use old-timey celeb names for groups of younger players, and names of hot new tiktokkers for groups of old grognards. The players might have heard these names peripherally, but can’t connect them with an individual. So hopefully they will remember the names without a preconceived association – if that is your wish.
The idea here is using familiar names as a ‘hook’ to jog player memory. You, the GM, control the NPCs personality and looks. There may even be a few names on this list that resonate with you but you can’t place them without googling!
Anouk Arkin Bela (a baron?) Bo (alt: Beau) Bronson Chavalier (a chancellor or chamberlain?) Claude (alt: Klod) Cobb Crispin Cybill Damon (definitely NOT a tiefling, heh heh) De Havilland Dench (a deputy?) Diaz (a duchess or duke?) Eckhart Elba Firestone Forest (a priest? Father Forest, or Forrest) Furlong Goldie Guillaume (gee-yohm) Gwyneth (a traditional Welsh name for happiness) Hagen Harrison Herzog (sounds like an orc or bugbear to me) Hoagy Humphrey Irrfan Izzard (…the lizard wizard?) Jada Jaffe (alt: Jaffey) Joaquin Karloff Keitel Khan Kiefer Kingsley Klaus Krige (alt: Kreeg) Kruger Kubrick Lakshmi Lancaster Langella Lansbury (a legate? Legate Lansbury?) Lithgow (lord or lady?) Lugosi Lundgren (a lieutenant?) Mads Mervyn Mifune (a magistrate?) Monaghan (a marquis?) Morgan Nimoy Novak Odenkirk Ogden Omar Orlando Orson Palance Patel (Prince Patel?) Pfeiffer (Fifer) Quan Quinn Radcliff Radner Rama Rathbone Ratzenberger Red Richter Rockwell Rogen (alt: Rogan) Rutger Sandoval Sarsgaard Savalas Scarlett Seacrest (the notorious) Sigourney Simu Skelton Slezak Sloane Stormare Sutherland (alt: Southerland) Swinton Takashi Talia Tallulah Tautou Theron Tremayne Uma Viggo (a vassal, no doubt) Vincent Voight (alt: Voyt) Warwick Winkler Wolfard Yaphet Yul Zane
Essential? Yes. This episode explains some of Venger’s backstory, and what master he serves. Game Adaptation Friendly? It could be challenging but also interesting to take away kids’ weapons of power during the Underworld set pieces. Possibly your players would hate it. AD&D Monsters: Shadow demon, salamanders, duergar (possibly), purple worm Bonus monsters: He Whose Name Cannot Be Spoken
When the kids release a powerful evil entity from the Box of Balefire, DM drains the Weapons of Power to fend it off, and escape to the Underworld. Without magic and with Venger on their heels, the kids are separated one by one as they cross the Planes of Fire to revivify DM in the Dungeon at the Heart of Dawn.
Notes: Starts off with the characters in pitch black, saving thousands on the animation budget! Frank Welker voices Hogar the duergar.
23. THE TIME LOST
Essential? No but as a kid’s cartoon with Nazis it’s worth a watch Game Adaptation Friendly? No this could go sideways in many many ways. AD&D Monsters: blue dragon
Venger uses the Crystal of Chronos to send a Nazi fighter pilot back to WWII Germany with modern jet technology to win the war for Germany, thus eliminating the kids before they’re born.
Notes: Diana has never seen an American fighter jet. Frank Welker Voices: American fighter pilot
24. ODYSSEY OF THE 12TH TALISMAN
Essential? No Game Adaptation Friendly? AD&D Monsters: jackalope. Bonus monster: some kind of dire camel or possibly off-model catoblepas
DM quests the kids to find and destroy the unpredictably dangerous Stone of Astra, which is in the hands of a kid that Eric bonds with named Lorn. An evil wizard frames the kids in an effort to acquire the artifact.
Notes: this is Eric gets a friend episode. Frank Welker voices the wizard Korlock
25. CITADEL OF SHADOW
Essential? No Game Adaptation Friendly? No AD&D Monsters: orcs. Bonus monster: flying bat-thing
Sheila frees a girl Kareena from her magic prison, and there’s two magic Ring of the Heart and the Ring of the Mind that can send the kids home, but Kareena has a connection with Venger.
Notes: Frank Welker voices an orc
26. CAVE OF THE FAERIE DRAGONS
Essential? No Game Adaptation Friendly? Quite possibly! But I haven’t tried it yet. AD&D Monsters: Faerie dragons, giant ants
Tasmira, queen of the Faerie Dragons, is held prisoner by the evil warlord King Varen, who desires their treasure. Aided by the sassy little dragon Amber, the gang must free her and help her people find a new home.
Notes: Presto makes a reference to the 1950’s giant ants movie “Them!”
27. THE WINDS OF DARKNESS
Essential? No Game Adaptation Friendly? Quite possibly! But I haven’t tried it yet. AD&D Monsters: brontotherium. Bonus monsters: furry pet, darkling.
BONUS EPISODE: REQUIEM
Essential? Tough call. Considering it’s not official, I would say it’s strictly not essential. But if you want closure, watch it. Game Adaptation Friendly? Ask me later. AD&D Monsters: Hydra, bronze dragon, lizard men, shadow demon. Bonus monster: amoeboid
The final episode that wraps up the kids’ journey was scripted by Michael Reaves but was not professionally animated, as Mark Evanier explains on his blog. A radio play of the script was released with the DVD box set, including the original voice of Sheila, Katie Leigh. In 2020 a fan-made animation was released on Youtube which you can see here.
ESSENTIAL EPISODE FROM SEASON THREE: DUNGEON AT THE HEART OF DAWN
In which I suggest only the absolute essentials for someone who might be curious about the show but not want to invest in the whole series. There are 27 episodes in total, and I’m going to suggest six, which together come to about the length of a feature film.
What are my criteria? Well written, not overly goofy, portrays the D&D game world reasonably authentically, and has heart.
The conceit of the show, explained in the opening credits, is that six American kids are transported to a realm of sword and sorcery via a carnival ride. There they are assigned AD&D classes (ranger, barbarian, thief, cavalier, magician, acrobat) and magical “Weapons of Power” by a Yoda-like character called “Dungeon Master.” Ol’ DM basically tortures them with riddles and teases them with quests that promise to lead them back to the good ol’ US. Naturally, they never escape the realm of D&D.
Oh, and because it’s the 80’s, the mandatory cutesy mascot is in this case a baby unicorn “Uni” voiced, of course, by Frank Welker. Peter “Optimus Prime” Cullen is the voice of the recurring bad guy, Venger, who we learn secrets about in later episodes.
The score is excellent, and shares some tracks with the contemporary Marvel Spider-Man and Hulk series. The animation also at times transcends typical Saturday morning fare, with some clear “money shot” sequences, such as when a castle crumbles into a volcano and Venger’s immortal spirit towers over the heroes.
As a Dungeon Master myself, I’ll be looking at this series with my DM hat on. Are some episodes D&D adventure-adaptation friendly? Could it be a playable scenario to run with your home group? I have adapted some episodes, which I detail at length in old 2005 blog entries here and here https://torenatkinson.com/2005/04/16/part-2-campaign-adaptation/
There are 13 episodes in season 1
THE NIGHT OF NO TOMORROW
Essential? It’s fine but you can skip it. Game adaptation friendly?No, too much of the plot is dependent on particular decisions a group probably won’t make. AD&D Monsters: Tiamat, plus wyverns that breathe fire.
Presto the nerdy magician is tricked into releasing a swarm of dragons that plagued the town of Helix 100 years ago. The kids defeat Tiamat twice because she is very dumb.
Watch my commentary as a storyboard artist, voice actor, and DM:
2. THE EYE OF THE BEHOLDER
Essential? No. As much a fan as I am of beholders, they don’t really do the monster justice, and the episode drags somewhat. Game adaptation friendly? I can’t see how the kids could survive this in normal play, so I say no. AD&D Monsters: beholder, giant scorpion, blue dragon. Original monsters: giant snail people, hyena-like creatures.
The kids get mixed up with a cowardly knight, Sir John. DM leads the kids to a portal home, guarded by a beholder. The beholder disappointingly only shoots lasers or energy tentacles from its eyes. Venger shows up to kill John and the kids forego the way home in favor of saving John.
Notes: Frank Welker voices Sir John. My video commentary is here:
3. THE HALL OF BONES
Lolth demon queen of spiders
Essential?Yes, I recommend this episode. Game adaptation friendly? I think you could do it, but it relies on the PCs trusting Hector, which may not happen. AD&D Monsters: Tiamat, shadow demon, troll, orcs, misc townsfolk including a bugbear and lizard man or troglodyte? Lolth demon queen of spiders! Original monsters: “simian bats”
The kids’ weapons run out of magic and must be recharged at a tomb called the Hall of Bones. Hector the pantsless halfling guides them.
Notes: Frank Welker does the “don’t stop!” background voice and Hector the Halfling
4. VALLEY OF THE UNICORNS
Ponder the orb
Essential? Yes, the new villain Kelek is cool. Game adaptation friendly? If your group doesn’t have a unicorn buddy, probably not. AD&D Monsters: (dire) wolves; unicorns
Kelek the bad wizard wants to collect unicorn horns from the few remaining specimens. Uni learns she can teleport, although this seldom comes up in future episodes. Watch my analysis here:
5. IN SEARCH OF THE DUNGEON MASTER
Essential? It’s a run of the mill plot, but has some charm. Still, you can skip it. Game adaptation friendly?Yes, I did it successfully. For the ‘how to’ CLICK HERE AD&D Monsters: sprite, zombie, bullywugs, lamassu, earth elemental, orcs, giant snapping turtle, shadow demon. Original monster: giant snail, “Know Tree”
The mercenary Warduke captures DM to sell to Venger. In the quest to rescue him, the kids are captured and thrown in slave mines where they meet a dwarf who talks like Yoda.
Warduke was given an action figure, and years later was statted up in Dragon Magazine and given an official miniature
This was the only episode I could find on VHS back in the day
6. BEAUTY AND THE BOGBEAST
Essential? This is a decent character episode for Eric, so watch it if you like his character, otherwise you can skip. Game adaptation friendly? Possibly but I haven’t tried it. AD&D Monsters: giant metal golem, ogre mage. Original monsters: bog beasts
DM leads the kids to a portal home that opens once a year for 60 seconds, but Eric is transformed into a croaking “bog beast” by a magic flower. In order to break the spell they must seek out more bog beasts who are threatened by Kawamung the ogre mage. The kids actually make it home, but return to the realm to restore Eric’s form.
7. THE PRISON WITHOUT WALLS
A stone golem?
Essential? It’s pretty good, but I wouldn’t say it’s mandatory. Game adaptation friendly? Maybe, but the riddles are fairly obvious, and it requires a character to work a magic spell so probably one of the PCs should be a spellcaster. AD&D Monsters:: shadow demon, orcs, violet fungus, shambling mound, zombies, animated statues or stone golem,
DM tells the kids that a gnome wizard trapped in ‘a prison without walls’ can help them get home, but first they must release him and free his people from Venger’s enslavement.
8. SERVANT OF EVIL
This is a salamander maybe?Xill, AKA “the creature” AKA ‘slime beast’
Essential? Yes. I think this ep is emblematic of the show, showcases character, has heart, and portrays the quality of D&D. Game adaptation friendly? Yes, and I’ve run it successfully! AD&D Monsters: lizard men, a giant, xill. Original monsters: unidentified land tadpoles, lavender serpentine prisoner, lava hydra (possibly just a spell)
With the exception of birthday boy Bobby, Venger captures all the kids, takes their weapons and puts them in the Prison of Agony. DM gives Bobby a magic amulet, and sends him to rescue his friends, which he does with the help of the fighter Strongheart and the kind-hearted giant who serves as gatekeeper
Notes: Strongheart was one of the characters in the D&D action figure line
9. QUEST OF THE SKELETON WARRIOR
Essential? No. It’s got good qualities but is annoying in places. Game adaptation friendly?Not easily – the PCs are separated and subjected to their phobias, which can be tricky to run. AD&D Monsters: Grimlocks, swamp hags, giant eagle AKA war bird.
A powerful artifact called the Circle of Power lies within the Lost Tower (of the Celestial Knights), and DM says it can get the kids home. Dekkion, the last Celestial Knight (presently cursed by Venger), admits the kids into the tower where their worst fears of the kids are manifest.
10. THE GARDEN OF ZINN
Ridiculous
Essential? No Game adaptation friendly? I say no. AD&D Monsters: baby green dragon (?), phantom stalkers, bloodworm, choke creeper (?)
Bobby is poisoned during a monster fight and the only cure comes from the garden of an evil queen. The queen needs to wed a king to avoid losing her throne, and the successful applicant must survive the Trial of the Worm. The kids find an ally in the monstrous Sorlarz who has his own secret past.
11. THE BOX
Not sure about the perspective there…
Essential? A neat inventive concept but if you’re pressed for time it’s okay to skip. Game adaptation friendly? Yes I think so but I haven’t tried. AD&D Monsters: bullywugs, shadow demon, Tiamat, giant wasps
The kids must take the sorceress Zandora’s magical chest to Skull Mountain at noon and open it to find a way home. The kids actually do get home but Venger comes through as well and threatens to destroy Earth so they return.
12. THE LOST CHILDREN
Essential? This ep stands out from the rest because of the space stuff, which is cool. If you’re a Spelljammer fan you might check this out. Otherwise ok to skip Game adaptation friendly? Yes I think so! AD&D Monsters: shadow demon, orcs, lizard men, possibly a grimlock. Original monsters: some cloaked one-eyed humanoids and the creatures they ride
DM informs the kid about a ship and a group of kids from another planet, who they find and befriend. They must all rescue the groups elder and spaceship, held in Venger’s castle.
13. P-R-E-S-T-O SPELLS DISASTER
Essential? Definitely not AD&D Monsters: stegosaurus, orcs, a xill, a three-headed giant/firbolg? a giant and 2 gold dragons. Game adaptation friendly?Possibly
One of Presto’s spells backfires and sends the other kids to the house of a hairy giant, who torments his new playthings with his pet ‘slime beast’ Willy. He’s also been stealing eggs from a gold dragon’s nest.
SUMMARY: THE 3 ESSENTIALS FROM THIS SEASON: 1. Hall of Bones
It’s my goal to draw 26 monsters from the original D&D Monster Manual, each with a 20 minute time limit. I have recorded my twitch livestream which you can find here: https://www.twitch.tv/torenatkinson
Hey, betcha didn’t know I have a Patreon? Support the stuff you love! https://www.patreon.com/torenatkinson
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:
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.
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