It’s kinda crazy for me to think about. Story time! Otherwise just ask me anything :)
Around 11 years ago, I sat in the lounge that the Video Game Club occupies once a month on college campus. I looked over and saw a group of gamers go into one of the meeting rooms attached to the lounge - but instead of laptops or gaming consoles, they had books and dice and paper. I scoffed and thought they were too nerdy and cringey - I then went back to munching Doritos, chugging MtDew, and playing Borderlands/Skyrim/Pokemon for the next 12 hours lol.
Thankfully I was saved from my misguided views. A member of the VGC invited me to try out DnD, his group had an open spot. I was hesitant, but I craved more creativity in games that just couldn’t be supplied. So I decided to try it out.
Ended up not having a great time. One player was entirely checked out for 80% of the time and was a scumbag during the 20% he was engaged. The DM either was very new, or just had some very questionable calls. There were of course some fun moments but not a great impression.
I knew the game had potential. And I knew I could run it better.
So 10yrs ago today, my Players Handbook arrived, which is when I really began my journey to learning the rules, how to make characters, and how to run the game.
I’ve since had a few successfully completed long term games, including one that was over 5 years. I’ve ran a game at a convention, I’ve done some paid birthday parties, in person and online long campaigns, even some very successful afterschool programs while I was a teacher for a few years.
At my peak, I was running 4 games weekly. Since then I’ve slowed down a bit more and focus on two good weekly games.
Willing to share tips or stories for any who ask :) otherwise I just wanted to share this milestone.
That’s an interesting question lol.
So one that really shocked the table was when the party tiefling cleric Hymnal died. The party was mid-high level and deep in a cult stronghold. They needed to enter the core chamber, but did not have a direct route; it was ride a water flume to an unknown end in the hopes it leads there, or go through a long cave system dungeon. They chose the dungeon.
Found an optional obstacle, a monolith with a circle of dust around it. Long story short, the goal is they need to have teleportation, good jumping, or high speed to get there. Then, there’s a check to hold on.
Hymnal attempted, got to the top, but fell off. She landed with “that wasn’t so ba-“ ZAP, disintegrated.
Jaws dropped, tears were shed, and it really changed the campaign - they realized death is actually a risk. It was our first major death for the campaign
How do you go on from a player death? Is there in general some trick to balancing the need for risk taking to be punishing without destoying the fun?
If a player character dies, I try to make sure it is meaningful in the moment. They get their last words or their dramatic fall to the ground, and depending on the character, they might receive some vision based on their god or whatever.
Moving on past it, usually the player whose character died chills for the moment. Assuming the party has no way of reviving them at the moment, there is usually an in-game discussion on if reviving them is even an option. Out of game we might also talk briefly about if the player wants a new character, or if they want to be revived.
Assuming the revival can’t happen that session, I’ll have the player make a new character and I’ll make sure they are introduced within the first hour of the next session. I hate, hate, hate nothing more as a player than having a session where I literally sit out waiting to be introduced (happened to me twice) for hours IRL.
The only really hard part is if that character had important backstory stuff tied to the big main stuff going on. Just need to be creative, find a way that the plot can still move forward. Or, perhaps it changes the direction the campaign goes - never be afraid to toss your plans out the window.
As for balancing things, it’s truly a trick. I would start softer and ramp it up. The most important piece is learning what your party is currently capable of, and how much punishment they can take before they would break. But never forget three things.
Action economy is king. The more actions one side can take, the sooner they can win. Remember that if one player falls, it not only means that player is down, it means the rest of the party must now fight even harder AND use action economy to perhaps heal/save them or at least protect them from further harm.
The dice can truly be a blessing or a bane (hah). You can handcraft a “perfectly balanced” encounter but the dice will force a different story. Even just the initiative roll can decide combat: once I was a player, around lvl 10 or 12 or so. We got ambushed at night by a fire giant. Rolled initiative, fire giant went last, with me just before. Everyone hammered into it, and then I finished it off with Disintegrate. It didn’t even get a chance to move lol. On the flip side, I’ve seen easy encounters become practically deadly because of bad dice rolls.
(Super illegal tip, keep this on the hush) You can adjust encounters on the fly. You can change the monsters HP. You can add more monsters in or take them away. You can fudge a roll and say the bugbear trips. You can give the TRex the ability to teleport. You should not get in the habit of doing this - if you are adjusting on the fly, it implies that you are controlling the encounter to go how you want it to go, which means removing player agency. Bad. BUT if you’re a new DM and you accidentally make an encounter WAY TOO easy/hard, this is your secret weapon. Key tip with this: once info is known, don’t change it, unless there’s a reason. So if your players attack a Wyvern and a 15 hits, then a 15 should be a hit every time, unless maybe thematically that hit ruined/removed its scales and so you lower the AC.
Sorry that’s a lot lol