Tag Archives: interaction

Ten Insights into the One D&D Playtest of Expert Classes

The Dungeons & Dragons team released the second One D&D playtest document, which focuses on the Bard, Ranger, and Rogue classes. Like the first packet, the changes in this release convince me that the update remains in good hands. Nonetheless, many changes deserve attention. This post avoids repeating things lead designer Jeremy Crawford mentioned during his video commentaries on the release.

1. Hubris and power level. The D&D team runs public playtests to measure players’ enthusiasm for rules and game elements, rather than to measure power levels. So each packet begins with friendly reassurance that power levels may change. “Don’t worry about broken features,” the note seems to suggest. “Count on us to set the power levels ourselves.” But from Sharpshooter, to healing spirit, to twilight domain clerics, the team keeps releasing features with busted power levels, so I feel unconvinced. Still, during his video, Jeremy Crawford says that future playtest packets will revisit the successful elements, enabling fine tuning.

2. Rules that give the Sage some rest. Even though the D&D team hasn’t shown an unerring sense of power levels, I’m certain the team boasts a hard-won understanding of the rules that raise questions and cause confusion. Jeremy logs D&D’s common misunderstandings and pain points. Exhibit A: The playtest changes Armor Proficiency to Armor Training, so folks learning the game can stop wondering where to put the proficiency bonus when they wear armor. I’ve seen proficiency bonuses mistakenly added to AC, creating bulletproof characters.

I suspect Jeremy never wants to explain how jumping fits with movement either. How else can we explain the playtest separating jump into an action? At that price, no one will ever jump again.

Credit—or blame—the playtest’s careful rules for hiding, influence, and searching on a matching drive to add rigor to certain common tasks. During the fifth edition design, the team opted to favor a dungeon master’s judgement to handle such actions. Rodney Thompson described the goal. “We want a system that makes it easy to be the DM, and at the same time trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

The 2014 rules for Stealth and Perception, for example, left room for a lengthy Sage Advice discussion. The playtest rules work to pave over the DM’s judgment and the monsters’ passive perception in favor of a roll against a close-enough DC of 15.

Apparently the D&D team also listens to complaints about a lack of social interaction rules. The playtest moves some social interaction guidelines from the Dungeon Master’s Guide to a place where the table’s rules lawyer can more easily cite them at the table as the reason Vecna must cooperate based on a strong persuasion check. I’m all for helping tables handle social interaction, but leave DMs room to work.

3. Class groups. The playtest recalls the Warrior, Mage, Priest, and Rogue class groups introduced in 2nd edition by putting classes into similar sets. “A Class Group has no rules in itself, but prerequisites and other rules can refer to these groups.”

I imagine a design meeting where the team matched classes to groups, and then faced a jumble of leftovers like Bard, Ranger, and Rogue that defied an obvious group name. What did these classes share in common? They all rate as the most knowledgeable and skilled in their province, whether a tavern, a back alley, or the wild. Designing each class around Expertise and calling the group Experts builds on that trait.

The Expertise feature doubles a character’s proficiency bonus, so at higher levels an expert can succeed at nearly impossible tasks and routinely accomplish merely difficult ones. D&D tests use a d20 roll, and the 1-20 random swing can overwhelm the relatively small bonus delivered by proficiency and ability scores. Even the most talented and skilled characters often fail, creating a system that often fails to reward competence. Expertise delivers enough of a bonus to reward masters of a skill with a reliable chance of success.

Meanwhile, the playtest’s jump rule seems designed to enable a gross range of possible outcomes. An average, untrained person making a running jump for maximum distance can leap between 5 and 20 feet. If this rule had reached print in the 80s, Space Gamer magazine’s Murphy’s Rules cartoon would skewer it for laughs. Basketball games in D&D worlds must be something to see.

4. Inspiration works the way most players think it works. In the last playtest, Jeremy Crawford championed some changes that matched the game rules to the way players incorrectly assumed the game worked. That goal makes this playtest’s change to inspiration inevitable. Players can use inspiration to re-roll after rolling a d20 test. This makes inspiration more valuable, but under the old inspiration rules, few DMs awarded much inspiration, so the house rule’s bigger benefit hardly mattered. My earlier post discussed the merits of giving inspiration for 5% of d20 tests, and how that generosity tilts a game already stacked in the players’ favor. Won’t someone think of the monsters?

5. Bards stay busy every moment. The playtest class descriptions feature numerous small changes that improve play. For example, the Bardic Inspiration and the Cutting Words features include changes that improve the Bard’s agency and remove a source of friction. Now instead of giving another player a Bardic Inspiration die to control and often forget, bards can use their Reaction to add an inspiration roll to a failed d20 Test.

The new design eliminates the requirement that players choose to use a Bardic Inspiration die after they make their rolls, but before the DM determines whether the attack roll or ability check succeeds or fails. That requirement interrupted than natural flow of the game. For Bardic Inspiration, the requirement also blocked the DM’s option to reveal DCs and ACs despite the advantages of transparency. Now in the game fiction, the bard sees a companion falter and gives a magic boost that might win success.

6. Hunters mark gets a fix. The 2104 ranger class suffered from an need to concentrate on the hunter’s mark spell, which underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so 2014 rangers who cast another concentration spell lose their mark and what feels like a key feature. Also, 2014 rangers who aimed to enter melee suffered an outsized risk of losing their mark. The playtest version of the ranger no longer needs to concentrate on hunter’s mark. In the last 8 years, would that errata have proved too much?

6. Playing a spellcaster becomes less daunting. Jeremy Crawford says the need to pick spells means that “sometimes playing a spellcaster can be a little daunting.” So the playtest classes add recommended spells to prepare. Good idea. I created a list of recommended spells for wizards, but 2014 spellcasters can prepare different numbers of spells based on an ability score, and that variable added complication to my lists. The playtest rules cut the formulas for number of spells prepared in favor of letting characters prepare spells equal to their spell slots. I’m happy to never again search the class descriptions for the formulas that I never remember.

7. Free hands and spellcasting. D&D’s rules for spellcasting components aim to reinforce the classic flavor of the game’s classes while adding the dash of balance that comes from, say, not letting Wizards equip shields. The simplest measure of these rules’ success comes from 4 tests.

  • Do the rules encourage Wizards to carry an arcane focus in one hand while leaving the other hand free?
  • Do the rules prevent exploits like letting you equip a shield between turns to maximize AC, and then stow a shield on your turn to cast spells? (DMs can say no, but we like the rules to back us up.)
  • Do the rules enable Clerics to equip a shield, carry a weapon, and still cast spells?
  • Do the rules enable Rangers to have two weapons or just a sword and shield, and to cast spells without any juggling?

Rules as written, fifth edition passes the first 2 tests, complicates the third test by requiring a cleric to free a hand to cast cure wounds (see the first question answered on page 16 of the Sage Advice Compendium), and botches the fourth test. Sure, a dual-wielding ranger can use their free, manipulate-an-object action on one turn to sheath a sword, and then on next turn use another free action to get out their components, and players can keep track from turn to turn, but few players see that as a fun enhancement to the heroic action. Ranger players could take War Caster, but the rules shouldn’t impose a feat tax just to allow the things we expect of rangers. Also, letting rangers do their thing hardly overpowers the class.

To be fair, the playtest makes a change that eases some of the friction. Now the attack action allows characters to “equip or unequip one Weapon before or after any attack you make as part of this Action.” I like how this enables characters to switch weapons in a single turn without dropping one, but the measure fails to let rangers be rangers without a juggling act.

8. Class capstone abilities come sooner so they get used. The 2014 classes rewarded players who reached level 20 with capstone features that often seemed almost too good. But level 20 represents the end of a character’s career, so players seldom flaunted those wahoo abilities for more than a session. The playtest classes move the capstone features to level 18, so players gain more time to savor them. Levels 19 and 20 now gain more ordinary-feeling rewards. For some players, this change makes the capstones feel less like an aspirational target to seek as the crowning achievement of a character. I say level 18 rates as enough of an achievement to reap these rewards.

9. Why would anyone take the Ability Score Improvement feat? The designers of the 2014 version of fifth edition made feats an optional system that groups could skip in favor of a simpler game. So the 2014 team tried to design feats that matched the power of a +2 ability score increase. Clearly, the One D&D team sees little point to keeping feats optional. Who can blame the team for this conclusion? I never saw a table choose not to use feats.

When Jeremy Crawford touts the playtest’s feats, he boasts that nearly all increase the power of the older versions. They achieved this using the highly technical design technique of packaging every 4th-level feat with an extra +1 ability score boost. Many feats nearly match the 2014 versions that the designers judged as powerful as a +2 ability score bonus, except now boosted by an extra +1, making them as good as a +3. Someone please check my math.

With One D&D awarding feats at level 1, and offering boosted feats at level 4, characters keep getting candy. I hope the monsters get some help keeping up. Won’t someone think of the monsters?

Does anyone else consider feats that bundle a +1 ability score bonus a nuisance? Odd numbered ability scores deliver no bonuses, so without planning, those +1 increases can feel wasted. For new players, the wasted +1 feels like a gotcha. For lazy players like me who rarely plan a character’s career, same.

The monsters and I applaud one change: The designers fixed the worst thing in D&D, the Sharpshooter feat, by removing the +10 damage option. I have just one note: Find a different benefit than bypassing cover.

Erasing the effect of cover means ranged characters can mostly ignore tactics, making combat less interesting for their players. Meanwhile, as a DM, I can counter sharpshooters by having monsters move out of total cover to attack before moving back to total cover. If sharpshooters cope by readying attacks, they lose their extra attacks and bonus action attacks. Unless you relish tactical crunch, none of this tit-for-tat brings much fun, so I would rather just play monsters benefiting from partial cover.

10. Can guidance be saved? The 2014 version of guidance rates as the game’s most useful cantrip and its biggest nuisance. Simply by interjecting “I cast guidance” before every single skill check, the cleric gets to improve d20 rolls by an average of 2.5. This proves both useful and tiresome. Frequently in play, someone blows a check, the cleric remembers forgetting the guidance mantra, and the game halts while players plead to add retroactive guidance. Forgetting guidance creates a feel-bad, gotcha moment. I’ve seen some tables bypass the I-cast-guidance spam by just adding a d4 to every skill check. I assume the DM secretly raises every DC by 3. Should we drop guidance from D&D and call it a win? In the cantrip’s favor, priests praying for divine guidance reinforces these classes’ flavor.

The playtest includes a new version of guidance that makes the spell less spammy. Plus the new version’s limit that characters can only benefit once per day might weaken the spell to extinction. I’m okay with that.

Improve Roleplaying Investigation Scenes With These 23 Reasons an NPC Won’t Cooperate

Roleplaying scenes prove most compelling when players start with a goal and face an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements. When characters lack a goal and a dungeon master launches a role-playing scene anyway, players wind up wondering they are supposed to do. When a scene lacks an obstacle, it bores. (See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure and Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.) So as a DM, when a roleplaying scene lacks a goal and an obstacle, either summarize the scene and move on, or add the goal or obstacle that the scene needs.

Typically, roleplaying encounters combine an objective of gaining information or help, with the obstacle of an uncooperative non-player character.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest. At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome the NPC’s objections.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters. Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons non-player characters refuse to cooperate.

d100 Reason
01-05 Doesn’t want to get involved.
06-08 Doesn’t like your type. I recommend avoiding racism analogs in D&D games, so don’t select even a fantasy race or lineage as a type. Instead, choose a role like bards, adventurers, or meddling kids.
09-13 Doesn’t believe anyone can help.
14-19 Thinks the players will only make things worse and should leave well enough alone.
20-27 Wants something: a bribe, an errand done, or to be convinced that they stand to gain if the players succeed.
28-31 Was paid to keep silent or to stay out.
32-36 Insulted or offended by the players.
37-40 Thinks the players efforts are dangerous because they don’t understand what’s really going on. The NPC might know something the players don’t.
41-43 The players have unwittingly caused the NPC to suffer a loss.
44-46 Feels that helping the players will betray the NPC’s duties or obligations.
47-51 Needs more information to support the players case.
52-54 Knows or suspects that either the NPC or the players are watched.
55-57 Told not to help by someone the the NPC loves or respects.
58-60 Told not to cooperate by an authority.
61-65 Secretly involved with the other side.
66-70 The situation benefits the NPC, for example, by raising the value of the NPC’s trade goods, or by hurting competitors or rivals.
71-74 Fears the players might claim a treasure or reward that the NPC expects to get.
75-77 Is allied with rivals or competitors to the party.
78-82 Has been threatened.
83-87 Someone the NPC loves is threatened.
88-92 Someone the NPC loves is involved with the other side.
93-97 Not involved but might be implicated, perhaps for doing things that once seemed innocent.
98-00 Blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and un-fun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

11 Great Dungeon Master Tips Revealed at Winter Fantasy 2020

The Winter Fantasy convention fits into one hall at the convention center in Fort Wayne, Indiana. Despite the event’s compact size, it delivers as much Dungeons & Dragons as far larger conventions such as Origins or Gen Con. Plus, the con offers plenty of inexpensive hotel rooms. Sure, Fort Wayne suffers an icy February, but you come to game.

For dungeon masters who aim to improve their game, nothing beats running games for strangers. In close second comes playing at other DMs’ tables and learning their best techniques. (See If You Want to Write Games for Everyone, Game with Everyone).

At the 2020 convention, I came to play, and I found myself noting tips gleaned from every session.

1. When you have to deliver background, have players roll for it so it feels like a reward.

We all see adventures that start with bullet lists of background information for some patron to recite. Often, letting everyone roll, say, a history check makes a better way to reveal such backstory. Once everyone rolls, reward the lower results with the common knowledge, and the higher rolls with the lesser-known details. See In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?.

2. Try to award every attempt to gather information with something.

I used to reveal every descriptive detail of a door, altar, or dungeon room right away. This made for long descriptions and held nothing for when players explored. You want to reward players’ investigations with some information, even just bits of color and flavor. I used to fear that holding back would deprive players of some necessary description. Now I trust that players will gather whatever details I hold back.

3. Show the written names of key non-player characters. Pictures are even better.

DMs love when players show enough interest to take notes, writing names and other details. This year I resolved to take such notes as I played. But fantasy character names became a problem. I would write what I thought I heard and always get it wrong. Even for non-note takers, seeing a name written helps scribe it in memory. Teachers write on a board for a reason. As a DM, you probably have an erasable grid surface in your kit. Use it to show names as well as maps.

For the most important characters, try to find a picture that suits them. Showing a picture makes the impression even stronger.

4. In interaction scenes, make sure players know their goal and see at least one potential route to success.

The best thing about combat scenes is that players rarely enter one without some idea of what they aim to accomplish. They have a goal and understand what to do. (Typically, kill the monsters.) Too often, adventurers start interaction scenes without seeing a potential route to success. Players flounder as they try to figure out what to do. That never makes for the most fun. See Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.

5. You can say, “You have learned all you can here,” or “You’ve done all you can here.”

Sometimes players continue searching a place or questioning someone well after accomplishing everything they can. DMs feel hesitant to say, “You have learned all you can here,” because it reveals something the characters would not know. Just say it. If you like, you can imagine that hours more of unproductive conversation happened off screen.

6. When players attempt something, make sure they understand the odds and the stakes.

We all love when players stake their characters’ lives on some reckless, nearly impossible stunt. Whether they succeed or fail, such moments make unforgettable gaming. But before any foolhardy undertaking, make sure the players know the odds and the result of failure. I typically share difficulty classes before players roll. These DC numbers help span the gulf between a character’s vivid sense of the game world and what a player learns from a DM’s description. DCs prevent misunderstandings. As for risks, make sure players know that, say, falling from the Earth mote means plunging into a sea of lava. That works better than rewinding the action for a player who heard “sea” and not “lava.” See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?.

7. For a convention game, encourage players to put their character’s name on a table tent.

Based on anecdotal evidence collected from a few hundred convention games, I’m convinced that players need about 2 hours to learn the names of their partners in adventure. Table tents bring a simple remedy. Veteran convention players know this and bring their own. I suggest bringing note cards and a Sharpie so every player can make a tent.

8. Add, don’t subtract.

When you track damage to a monster, add the damage until it reaches the monster’s hit points. Some DMs subtract until they reach 0, which seems more cumbersome to us non-savants.

9. In roleplaying interactions, go ahead and split the party.

Never split the party applies to combat and exploration, but in roleplaying challenges, splitting up often proves more fun. Rather than the player with the most forceful personality taking most of the time in the spotlight, more players participate. As a bonus, ability checks work better when just a couple of players participate.

To make the most of a split party, cut between the smaller groups’ scenes. Every role-playing game reaches moments when the players make plans while the DM sits idle. Those moments bring my favorite times to switch scenes. This sort of switch keeps half the players busy planning while the rest act. Instead of waiting for decisions, I can give more players time in the spotlight. The tempo of the game feels faster. See Never Split the Party—Except When It Adds Fun.

10. Every time you ask for a check, you write a check.

Remember paper checks? Once, long ago, folks used to pay money by writing a promise to pay on a special slip of paper. With checks, you needed to back that promise with actual money in the bank. Ability checks sometimes work like paper checks. If you ask for a check, you promise to allow for failure. This year I saw bad rolls test a few DMs who realized a failure had to succeed for the adventure to continue. I watched their damage control as they hunted for a way to drag me to success. If the adventure leaves no room for failure, skip the check.

11. Speak like a storyteller.

When I DM, I tend to rush through my speaking parts. The habit comes from a good motive: I want to spend less time talking so the players do more playing. Seeing more measured DMs proves that sometimes going slower works better. The best DMs adjust their tempo, often slowing to give their words weight. They pause to emphasize, their tone expresses emotion, and it works. Fireside storytellers and preachers show it, and we DMs can learn it. Through practice, I hope to capture some of that knack.

Filling a map with Dungeons & Dragons adventure

When the first Dungeons & Dragons players wanted a break from the dungeon, their characters could explore the wilderness “in search of some legendary treasure.” In original D&D, a quarter of finds on the magical treasure tables consisted of treasure maps. Surely some led to those legendary treasures available in the wild.

For wilderness adventures, Gary Gygax recommended adopting the hex map from the Outdoor Survival board game and replacing the catch basins with castles. “The terrain beyond the immediate surroundings of the dungeon area should be unknown to all but the referee.” Players started with a blank map, and charted the terrain as they moved. Mainly, they met wandering monsters, but castles worked as penalty squares. Lords and Patriarchs demanded tolls and tithes. Magic users would cast Geas to compel trespassers to bring treasure.

Back then, even aimless wandering and senseless fights felt bold and fresh. Now, computer games can deliver random monsters with better graphics. At the table, exploration-based D&D sessions need maps stocked with potential adventure.

Seed opportunities

In How to Start a Sandbox Campaign, I explained how a dungeon master must arm new characters with enough knowledge for players to chose a direction that suits their goals. In his influential West Marches campaign, Ben Robbins never started players empty handed. “Every time I introduced a batch of new players, I gave them a very basic treasure map that vaguely pointed to somewhere in the West Marches and then let them go look for it.

As exploration continues, characters must keep finding things that suggest their next destination.

“A good sandbox has scenario hooks hanging all over the place,” Justin Alexander explains. “The successful sandbox will not only be festooned with scenario hooks, it will also feature some form of default action that can be used to deliver more hooks if the players find themselves bereft of interesting options.” Players should know that something like buying a round of drinks at the inn will lead to rumors, and that patrons always seek adventurers for hire.

In the original game, all those treasure maps worked as hooks for every character. In a modern campaign, characters can adopt many goals, so the hooks either help players toward the campaign’s ultimate goal or to appeal to characters’ individual interests.

Here, the sandbox portion of Storm King’s Thunder fell flat. Once the adventure showed the menace of the giants, it left characters with no clear way to meet the threat. Instead, the characters could only run errands until they reached the adventure’s true start. The errands suffered from such weak hooks that DMs either needed to completely rework them or to face players dutifully following a course because the adventure expected it.

Open worlds offer freedom, but if players only ever face one hook at a time, they never feel that liberty. During each session, characters need to uncover more than one possibility for their next foray.

Connect the dots

In an open world, the connections between locations, non-player characters, and factions become as important as their place on the map. Characters rarely just wander. Rumors and other bits of information draw them from place to place. When players need information to guide them toward their characters’ aims, the secrets they learn can prove as rewarding as gold.

To start exploring, players need some information to make their choices interesting. By the time they learn the fate of the last doomed expedition and find that lost city on the plateau, they need new clues to investigate and new mysteries to unravel.

When you devise an open world, spend more time inventing connections than drawing terrain. The connections could range from alliances and rivalries, to rumors and clues that link locations on a map to others. Chris Kutalik makes such connections a big focus of his Hill Cantons campaign. “Each site’s mystery or theme has to have a connection with either another site’s or a larger setting one.

Reveal secrets

Mike “Sly Flourish” Shea offers advice for sowing information that helps players “build out the story as they choose courses of actions.” He calls these tidbits secrets.

A secret is a piece of information previously unknown to the PCs that, when revealed, gives them a tweet-sized bit of useful and interesting information. Secrets aren’t an entire story. They’re not complete pictures. They’re a single point of data in a large pool of undiscovered information.” Before a game session, Mike creates a pool of 10 secrets. During the game, characters uncover some of the secrets. He improvises the details of when and how characters uncover the secrets.

Secrets enhance an exploration game’s strength: the joy of freedom and discovery.

Secrets reward players with something more interesting than learning that the next hex contains forest.

Unlike full hooks, secrets give players more latitude to follow the threads that spark interest. “We don’t use secrets to steer the direction of the PCs. We use secrets to give them interesting information that helps them come up with their own directions.

Include many chances for interaction

In D&D’s original rules for wilderness adventure, most encounters ended in fight or flight. Today, wilderness adventures still tend to emphasize D&D’s combat and exploration pillars, even though 60% of D&D players enjoy interaction the most.

In Game of Thrones, the lands beyond the wall give George R.R. Martin plenty of chances for exciting battles and exploration. But when members of the Night’s Watch range beyond the wall, Martin devotes as much attention to visits to Craster’s Keep. The keep offers chances for interaction and to explore character.

Your sandbox needs non-player characters that run the gamut from friend to foe. Friends rarely challenge characters and foes tend to die, so NPCs in the middle foster the most interesting interaction. For example, Craster offers an indispensable ally who happens to be morally offensive. Plus his daughter-wives present a dangerous temptation to the men in black.

Perfect opportunities for interaction come from NPCs or groups either too dangerous or too useful to murder, who pursue goals that don’t always align with the players’ aims.

How knowing the difference between a setting book and an adventure helps craft better adventures

What makes an adventure different from a setting book? Both start with maps, locations, and characters, but what extra ingredients turn a source book into an adventure? You might name story or plot as that essential extra bit, but early adventures lacked anything like a story. Many players favor adventures without plots, where you can enjoy as much freedom to play as a sandbox.

Not an adventure

Not an adventure

The fifth edition Dungeons & Dragons Dungeon Master’s Guide says, “An adventure typically hinges on the successful completion of a quest.” The word “quest” adds some gravity to what could just be a search for loot, so I say “goal.”

Adventures start with a goal that leads to obstacles. The first dungeon adventures presents characters with the simple goal of retrieving treasure from the dungeon, and obstacles like monsters and traps that stand in the way. Forty years later, characters may chase other goals—they may never enter a dungeon, but the essential ingredients of goals and obstacles remain.

Even the most primitive D&D adventures assume the game’s default goal of gaining treasure to enhance your character’s power. The early game made this goal explicit by awarding characters experience points for treasure.

Setting books can include maps to explore, non-player characters to interact with, and perhaps even a monster lair, but without goals and obstacles, they fail to qualify as adventures.

The designers of fifth edition Dungeons and Dragons focused their design on supporting three pillars of play: combat, exploration, and interaction. Adventure creators rarely struggle to create goals and obstacles for the combat and exploration pillars, but they often fail to properly support the interaction pillar.

A combat encounter features a built in goal—to survive—and ready obstacles, the monsters. Great combat encounters may feature more interesting goals, hazards, and traps, but no one ever built a combat encounter by pitting characters against butterflies and rainbows.

To support exploration, adventures pair maps with number keys. Adventure designers create maps for locations that players have a reason to explore and that presents obstacles. If the players decide buy horses, you do not need a map of the stables keyed with a description of what’s on the floor of each stall. Sometimes adventures include maps and keys for ordinary buildings with mundane contents, but most authors know better.

When adventure authors try to support interaction, they often falter. They devise non-player characters who the players have no reason to interact with—NPCs who do not fit a goal. See “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.” They create NPCs who present no obstacle to the PCs’ progress. (Certainly a few NPCs can simply provide flavor or exposition, but most NPCs should do more.) NPCs best fit into an adventure when players encounter them in pursuit of a goal, and when they present some obstacle. By obstacle, I do not mean that NPCs must serve as creatures to fight. NPCs can act as obstacles in countless other ways.

But many adventures see print larded with NPCs that fail to support interaction. The authors devise rosters of colorful characters, but stop short of devising ways to put them in the paths of the PCs’ goals. Authors lavish text on some shopkeeper’s aspirations and home life just so he can sell rope.

For example, Hoard of the Dragon Queen describes 22 NPCs who join the PCs on a two-month journey, but few of these NPCs entice the players to interact, and none act as obstacles. If I want to use any to “spice up the journey, or bring the trip to life,” I need to find ways to put them in scenes with the players. When I ran Hoard, I did this work. But designers Steve Winter and Wolfgang Baur claimed a bit of my money while working as RPG designers—a dream job. I paid them to do the work for me. Instead they dumped a load of parts, and then left the work to me. Ironically, the dragon cultists on the same journey, who may serve as obstacles, get no description at all.

Not enough for interaction

Not enough for interaction

Adventure designers fail when they suppose that character descriptions alone provide enough basis for interaction. Like maps and monster stats, NPC descriptions cannot stand alone in an adventure. Scenes provide the true basis for interaction.

Scenes require at least one of these three elements: a goal, an obstacle, and a lead. The best have all three elements.

The goal for a scene stems from what the players think they can accomplish by meeting a non-player character. Convince the fearful witness to name the assassin. Strike a deal with the troll to let you pass. Discover why the beggar keeps staring at the party. Whenever the players must persuade an NPC to provide help or information, they have a goal.

Scenes without goals begin when NPCs approach the PCs. These scenes can provide flavor or exposition. For example, the players may help a merchant who speaks of the ghost ship raiding the coast, or a beggar who explains how the wizard looks just like a legendary tyrant. Most scenes without a goal establish one when an NPC explains what they offer, and then what obstacles the PCs must overcome to gain cooperation.

If an NPC only provides flavor without advancing the PCs’ goals, the players may enjoy a brief interaction, but soon they will wonder why you judged the NPC worth bringing on stage. “Who is this guy? Did we miss something that should make us care?”

A scene’s simplest obstacle comes when players must devise the right questions to get information they need from a willing source. Greater obstacles appear whenever an NPC in a scene proves unwilling or unable to help. For more, see “22 Reasons why a non-player character won’t cooperate.” Scenes without obstacles tend to play short. Once players get the bit of information or assistance they need, they tend to grow impatient, ready for the next challenge.

Even if an NPC helps the players, when a scene presents no obstacles, players will lose interest. If you devote too much time to colorful shopkeepers when the players just want gear, they will gripe. Perhaps not to you, but to me. I’ve heard them. A lack of obstacles means that an adventure’s denouement, where the PC’s patron grants treasure and ties up loose ends, never seems very compelling.

Most scenes end with at least one lead, some clue or item that directs the players to their next step. For example, a lead could be the identity of the burglar who stole the Casket of Wrath, or the key to the vault. The best scenes end with a choice of leads to follow.

Fourth edition Living Forgotten Realms adventures often supported interaction with scenes rather than just characters. The fifth-edition adventures I’ve seen lapse back to just listing NPCs. Why? I suspect the 5E designers associate scenes with railroading. They wish to break from the tight-plotting of 4E adventures, where players moved between encounter numbers 1-2-3, in order. Instead, they list characters, and so force me to give players a reason to meet them in scenes.

ELTU3-1 Good Intentions with my added blue labels

Scenes in the Living Forgotten Realms Adventure ELTU3-1 Good Intentions

The plots and NPCs in recent adventures like Hoard of the Dragon Queen and especially Murder in Baldur’s Gate show true ambition. I suspect the designers aimed for the role-playing equivalent of the n-body problem with the players and NPCs scheming, acting, and reacting in ways too dynamic for the constraints of scenes and encounters. So the authors delegate keeping track of all the threads to the dungeon master. We must become George R. R. Martin, except instead of getting years to hash out the details, we must improvise. To add to the challenge, these adventures still expect dungeon masters to adhere to an overall story, so I find myself choosing whether to use DM mind tricks to nudge the players back on course or to allow them to stray completely off text.  For me, the ambition of these adventures works better in scenarios I create, when I have a complete understanding of moving parts that I created. Published adventures work best when the DM can operate without mastery of entire storyline and its many, moving parts. They work best when they hold to encounters, locations, and scenes—with ample, meaningful choices for the players to choose a course from scene to scene.

Scenes do not contribute to railroading any more than dungeon walls. Railroading comes when adventures fail to offer players choices. If every scene ends with exactly one lead, then you have a railroad. If each scene ends with a few leads that offer interesting, meaningful choices, then you have adventure.

Related: For an example of my struggle to injecting more interaction into an adventure, see “What Murder In Baldur’s gate taught me about engaging players in role playing.”

22 Reasons why a non-player character won’t cooperate

In “a priest, a warlock, and a dwarf walk into a bar and…nothing happens,” I wrote about how most players only find role-playing encounters compelling when they have a objective to achieve and an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements.

Typically, role-playing encounters combine an objective of gaining information or help, with the obstacle of an uncooperative NPC.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest.  At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

I suggest an approach to role-playing encounters that yields more challenging and interesting encounters, along with more memorable NPCs.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome their objectives.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters.  Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons a non-player character refuses to cooperate.

  1. She doesn’t want to get involved.
  2. He doesn’t like your kind, for example, strangers, elves, adventurers, or meddling kids.
  3. She doesn’t believe she can help.
  4. He thinks the players will only make things worse. They should leave well enough alone.
  5. She wants something: a bribe, an errand done, or to be convinced that she stands to gain if the players succeed.
  6. He has been paid to keep silent or to stay out.
  7. The players have insulted or offended her.
  8. He thinks the players efforts are dangerous because they don’t understand what’s really going on. He might know something the players don’t or he may simply know less than he thinks.
  9. The players have unwittingly  caused her to suffer a loss.
  10. She feels that helping the players will betray her duties or obligations.
  11. He needs more information to support the players case before he can act.
  12. She knows or suspects that she or the players are watched.
  13. Someone he loves or respects told him not to help.
  14. She is secretly involved with the other side.
  15. The situation benefits her, for example, by raising the value of her trade goods, or by hurting competitors or rivals.
  16. She fears the players might claim a treasure or reward that she expects to get.
  17. He is allied with rivals or competitors to the party.
  18. She’s been threatened.
  19. Someone she loves safety is threatened.
  20. Someone he loves is involved with the other side.
  21. He’s not involved but might be implicated, perhaps for doing things that once seemed innocent.
  22. He’s being blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and unfun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.