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Player DM Guidelines
Sourcebook
Here on Digital Dreaming, the DMs not only allow, but also encourage interested players to run their own adventures. Below are the guidelines by which anyone can become what we refer to here as a Player DM (PDM for short):
- Anyone wishing to become a PDM should have access to the Player's Handbook and Dungeon Master's Guide (though access to the SRD is sufficient), as well as the Forgotten Realms Campaign Setting. We highly recommend that you also have the City of Splendors: Waterdeep sourcebook.
- Player DMs should send a brief synopsis of their plot (general summary, potential encounters and treasure, approximate level range, possible lasting effects on the setting) to one of the DMs. The DMs will work with the PDM to make sure the adventure will not interfere with any other ongoing plots, and evaluate whether the encounters and treasure are appropriate for characters of the approximate level range. You should also plan on at least 3 hours to run any scene. Short "quick" scenes are not acceptable for XP and treasure rewards for the characters or the PDM/DM running the scene.
- DMs and PDMs may not have their characters involved in any way with the adventure they are running.
- PDMs do not have access to the character sheets of the PCs involved in their adventure. If the PDM requires certain information from the players (commonly things like hit points or Armor Class, though depending on your style you may feel free to ask for whatever you need), ask for it before your adventure starts to save time. (Players should be forewarned that taking advantage of the PDM's lack of sheet access is a violation of the Code of Conduct, and will be treated accordingly.)
- The first time a particular PDM runs an adventure, a full DM must be present to observe and assist as needed. (The observing DM can also be a participant if circumstances and desires allow.) After this first adventure, with the approval of the observing DM, the PDM will be allowed to run adventures whenever they wish without contacting a DM or having one present (though long-term, campaign-style storylines should still have a DM's input).
- PDMs running multi-part adventures are strongly encouraged to be prepared to run each session no more than one week apart. If more than two weeks pass between sessions, a PDM is encouraged to find a logical IC way to end the adventure and give out treasure and XP for time spent playing. This is to keep characters from being tied up for excessive periods of time. In cases where a long time passes without a scene taking place, DMs reserve the right to end an ongoing scene by fiat.
- Experience Awards: XP and treasure awards should be sent to a DM as soon as possible after the completion of an adventure. XP for a PDM-run adventure is given in exactly the same way as that for a normal adventure. The PM should determine how much XP each participating character receives, to a maximum of 25 XP per level per session. If a third-level character participates in an adventure that runs for two sessions, for example, he may receive up to 150 XP. XP Awards should be based roughly on this per-session guideline: 10-15 XP for showing up on time and making a good-faith attempt to roleplay the character and participate, 20-22 XP for active and engaging characters, and 25 XP for exceptional RP, leadership, or good ideas. The Player DM running the adventure receives an automatic 25 XP per level per session (for the character of your choice, if you play more than one), as if their character had participated and received maximum XP. (See FAQ 3.1: How are Experience Points awarded here?)
- Monetary Awards: These are hard to determine using a set equation, and depend to a great degree on the level of the party, how well it participated, and the circumstances of the adventure. Provided below, however, is a table we devised to provide an approximate range of rewards per session (not per adventure) per player, appropriate for each level. DMs reserve the right to scale back rewards that exceed the limits of the table below or which seem inappropriate for the given adventure.
- Level 1: 80-120 gp (average 100 gp).
- Level 2: 110-165 gp (average 140 gp).
- Level 3: 130-195 gp (average 165 gp).
- Level 4: 165-250 gp (average 205 gp).
- Level 5: 185-275 gp (average 230 gp).
- Level 6: 245-355 gp (average 300 gp).
- Level 7: 295-440 gp (average 365 gp).
- Level 8: 375-550 gp (average 465 gp).
- Level 9: 495-745 gp (average 620 gp).
- Level 10: 620-935 gp (average 780 gp).
- Level 11: 755-1,125 gp (average 940 gp).
- Level 12: 880-1,320 gp (average 1,100 gp).
- Level 13: 1,320-1,980 gp (average 1,650 gp).
- Level 14: 1,840-2,750 gp (average 2,295 gp).
- Level 15: 2,200-3,300 gp (average 2,750 gp).
- Level 16: 2,700-4,050 gp (average 3,375 gp).
- Level 17: 3,350-5,000 gp (average 4,175 gp).
- Level 18: 4,100-6,150 gp (average 5,125 gp).
- Level 19: 5,150-7,700 gp (average 6,425 gp).
- Level 20+: >4,000 gp, essentially by DM fiat.
Level reflects the average level of the party involved. Weigh down if most characters are below this level. Regarding the listed ranges, the Minimum figure assumes that every adventure should hold some financial gain for the characters, as bare minimum compensation for the investment of their time (though if the characters blatantly screw themselves out of any reward, this is not a hard-and-fast rule). If the party accomplishes only the bare minimum objectives, or they don't RP well, this is a baseline, rock-bottom reward. By contrast, the Maximum figure should be considered a very hard cap, assuming a party that overcomes great obstacles, RPs spectacularly, and/or comes up with some really novel ideas on how to accomplish the objectives of the adventure. The Average figure should be the default, assuming a not-particularly-dangerous adventure that the party succeeds on with a minimum of fuss but without any spectacular ideas or RP, and a party with everyone close to the average level. These numbers are based on the resale value of items, not necessarily on the book value of the item. Basically, any item that doesn't count as a trade good (livestock, foodstuffs, jewelry, gems, bars or ingots of precious metals) sells for 1/2 market value. (Ex: silver necklace encrusted with diamonds sells for market value, mithral chain shirt sells for 1/2)
(Cohorts get XP via their leaders and generally a 1/2 share of any treasure added to their sheet, not the leaders.)
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Realms Date
Eleint 6, 1377 DR (Day 6 of the first ride of Eleint)
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