Monthly Archives: October 2016

Confidence game: Why faking confidence makes you a better game master

Some game masters boast unshakable confidence in their skill, even though their games only attract players because no one else wants the DM’s chair. Confidence leaves these GMs blind to their flaws.

I should know. As a GM, I have been that confident, and it led me to run bad games.

bills_tableNow I know that my skills can always stand improvement. That my next session could be a dud. That however well my last game went, I can find ways to do better. When I finish running a game, I reflect back on the session and wonder how I can recreate the moments that went well and fix any missteps.

My lack of confidence makes me a better game master. Don’t tell my players. I need to seem confident.

When expert GMs name the qualities of a good GM, they often cite confidence. I agree 100%.

As a game master, you channel an imaginary world to your players. When you seem uncertain about what happens in that world, it yanks the players out of their imagination and reminds them that you just make things up.

In a confidence game, a con man schemes to gain someone’s trust in order to rob them. As a game master, you don’t chase anyone’s retirement savings, but your game still needs trust. If you speak of the game world with confidence, players trust you as their eyes into it. They throw their alter egos into an imaginary world and trust that it will react in ways the make sense.

For game masters like me who sometimes lack confidence, this insight should feel encouraging.

If you lack confidence, you can fake it. No game master always feels confident. You just need to pretend enough to show authority. No problem. As role players, we all practice pretending.

Even though you can fabricate confidence from pure bluster, I prefer to reach the table armed with the real thing. You do not need 10,000 hours of GM experience to build the sort of confidence that helps at the table. You just need to master the sliver of your game world that players will see. By doing the preparation you probably already do, you can reach the table with confidence.

As a game master, you may worry that someone at your table will know the rules better than you do. Don’t let this shake your confidence. Someone usually knows more, and that doesn’t matter. In the 4th-edition Dungeon Master’s Guide, designer James Wyatt wrote, “When I started working at Wizards of the Coast, it took a long time before I felt comfortable running a game for any of my coworkers, even though I used to always DM for my friends back home. They all knew the rules better than I did, and I didn’t want to get caught in a stupid mistake. Eventually, I got over that.”

You need to know enough of the rules to keep your game moving, but you do not need to match the rules lawyer. You can delegate mastery of the rules. Have someone look up that spell for you. Let the lawyers explain the corner case. They relish the chance.

“The DM is the person who prepares adventures, plans a campaign, and runs the monsters and NPCs,” Wyatt wrote. “I don’t want to be a referee or judge, and my players don’t expect me to.”

Of course, the rules leave many decisions to the GM’s judgement.

Confidence—or an imitation of it—lets you make these rulings with authority. If your rulings seem to rely on the players’ approval, you encourage them to quibble. They start to lobby for favorable rulings. I’ve sat at tables where players see the GM as unsure. They try to wheedle advantages and the game lurches along. Despite the merits of saying yes, compelling stories require obstacles. Immersion requires a game world that doesn’t change as the GM waffles. Listen to the players, make a confident ruling that seems fun and fair, and then move on.

The secret to projecting confidence at the table lies in role playing. Play the character of a confident, expert game master. A game master much like you. If you come prepared to bring a sliver of your game world to life, playing the role should come easy. You can run a great game. Your players sat to roll some dice and have fun. They want you to succeed.

How to end combat encounters before they become a grind

Every Dungeons & Dragons player experiences a battle that drags near the end, when the monsters have spent their best attacks and lack the numbers to threaten the PCs. As a dungeon master, I want to cut to the next scene, but thanks to focused fire, the remaining monsters stand near full health. Players won’t spend any resources on a fight that seems won, so they chip away with cantrips and basic attacks. The battle wears on.

briar_wood_buscot_park-1After a battle’s outcome becomes obvious, the game can drag. I have had many chances to test ways to move on. Some of my schemes have worked better than others.

Plan an out

The best combat encounters feature an objective different from kill all the monsters. PCs attempt to stop a ritual, defend a wall, close a dark portal, destroy an artifact, steal the brain in the jar, or accomplish some other task. Often, completing the objective ends the battle. Either the PCs escape or the summoned/dominated/animated defenders stop fighting.

In scenes where the players can win by slaying the necromancer or summoner who controls all the monsters, make sure the mastermind makes a difficult target. A typical dark lord won’t last a round fighting toe-to-toe with a rogue and barbarian. See The evil wizard’s guide to defense against murderous treasure hunters.

Dave “The Game” Chalker wrote more about The Combat Out.

Alternate goals make engaging combat encounters, but not every battle can turn on one.

Call the fight

When a winner becomes obvious, some DMs recommend calling the fight. Just sweep the monsters off the map. This fix seems tempting, but too many players hate the practice.

As a DM, you know more about the monsters’ conditions than the players. You may see an obvious win, while the players still feel tension.

Even when everyone sees the inevitable, your intervention jars the players out of their immersion in the game world. It leaves players feeling robbed of a victory they earned.

Only call a fight when a convention slot or other limit brings a severe time crunch—when you must move on or risk leaving an adventure unfinished. If you do call a fight, use narration to ease players out of the scene and give some sense of victory. Describe the characters’ final strikes—or invite the players to tell the tale.

Let monsters flee or surrender

Some argue that monsters would possess a sense of self preservation. That in the face of death, they would flee or surrender. I used to agree, but then I learned that bloodthirsty treasure hunters never show mercy.

Having monsters flee or surrender seems like a quick way to end a battle, but neither tactic saves time. PCs always pursue fleeing monsters, resulting in a chase. Only have monsters flee when you want a chase, or when the PCs simply cannot follow.

Surrender leads to a ugly interrogation scene followed by the dreary dispute over killing helpless captives. Finally, during the paladin’s bathroom break, the rogue murders the prisoners. (If you have never run these scenes, welcome first-time dungeon master!)

Sometimes, a surrender can lead to an interesting role-playing scene, or a real dilemma. Usually this requires foes who can (a) trade for their lives or (b) offer a good reason they should be freed. Nonetheless, surrender never saves time.

With either a chase or a surrender, you spend 30 minutes to save 5.

I suspect that in the monster community, word has spread about murderous treasure hunters and their rogues and paladins. Better to fall in battle than to die on your knees or with a knife in your back.

Turn monsters into minions

You can bring a fight to a quick end by silently deciding that all the monsters stand at only 1 hit point. The next hit kills. I’ve done it, but I never feel proud of it. I like a game where the players’ actions and the dice seem to decide the PCs fate. Even in a battle that seems won, if the players notice my meddling, they lose some sense that they control their destiny.

Still, as battles wane, when a blow nearly slays a monster, I may round the damage up to dead.

Everyone roll

Near the end of a battle, typically only one type of monster remains. These survivors all act on the same initiative count, then all the players act. This situation permits my favorite way to close a battle: everyone roll at once. By now, the outcome has been decided, so no one would waste a spell slot. No player’s action requires my full attention. I announce the monsters’ armor class and invite everyone to roll their attacks and damage at once. If you need to move, just do it. Then I call out names and tally damage. In the time usually spent on one turn, all the players act. During these fast forwards, I used to ignore initiative and go around the table, having players call off their damage totals. But I learned that some players care about earning the kill, if only for the glory. So now I call names in initiative order.

If you want to write games for everyone, game with everyone

In the 80s into the 90s, I would see convention panels or magazine interviews where game professionals said that their game writing left them no time for game playing. Those writers might admit to an occasional session of Call of Cthulhu—that was the role-playing game the pros played once they felt too mature for bashing monsters in dungeons. But writers of the era’s countless setting books rarely seemed to play their own games much anymore.

fameFor many of the game products of the time, play experience mattered less. People bought game books to read. RPG writers could succeed by satisfying game readers more than players. See “How the end of lonely fun leads to today’s trickle of D&D books.”

After D&D’s headquarters moved West from Lake Geneva, more designers played, but with a small cadre of friends and co-workers.

Speaking in an episode of the Misdirected Mark podcast, veteran RPG freelancer Shawn Merwin said, “One of the criticisms I’ve had in the past of [D&D] staff, especially through 3rd and 4th edition, was that they would sit in Renton, Washington and create this game, but they never really got out and saw how the game was played by the different kinds of fans, or the fans that may play a little bit differently than their own home games or their games within their company.”

At the 2016 Dungeons & Dragons Open, D&D designers served as celebrity dungeon masters. The star power added excitement for players, but it also should benefit the designers. Speaking in the podcast, prolific adventure author Teos “Alphastream” Abadia said, “This is a really important thing for Wizards to do. To meet with players and see how players play [the designer’s] game in this kind of environment.”

If you want to write games and adventures for strangers to play, then you benefit from playing with strangers.

In a convention game, you will join players who may play differently. “You’re just randomly dipping into the pond to see who ends up at your table and to see how they play the game that you create. And I think that’s very important,” Teos said. “For me as a fan, I want to see Wizards involved with fans in this kind of way as much as possible.”

How does a private game among RPG professionals and their friends differ from the convention games I frequent? I can think of two likely differences: The players in the designers’ private groups act more predictably and they favor more role playing.

Play style and predictability

Every regular group settles into a play style. Do they play recklessly or cautiously? Heroically or ruthlessly? How do they settle conflict between PCs that pull in opposite directions? Regular groups seek activities they all enjoy. A group’s style makes them predictable. When we play long enough in one style, we tend to forget other ways.

DMs who operate in public eventually see groups that defy even the most common customs of D&D. New players love to split the party.

Organized play adventures tend to come from veteran convention dungeon masters who branched into writing. I think these authors do better at anticipating what random players might do, and do better at accounting for players who veer off the path.

The foibles of full-time designers

In general, full-time professionals do worse at predicting how players will act, and they seem less interested in helping DMs account for unexpected actions.

The pros play their own material. They enjoy a deeper understanding of their scenarios than anyone can gain from the text. This mastery makes improvising changes and additions easy. If their players go off book, a designer has no fear of inventing some detail that wrecks the plot printed in the adventure’s next 5 chapters. So pros underestimate the difficulty other DMs face when ad-libbing changes to a published adventure.

Organized play authors understand the challenges of running an adventure from a text. Their adventures sometimes even include troubleshooting sidebars that help DMs account for actions that threaten to break an adventure.

What do the pros do better? In general, their adventures feature more polish and a greater mastery of the game’s rules, history, and lore. When the designers add new monsters and magic, the additions work without upsetting game balance.

The joy of role playing

Remember the first time you sat down and played? How you had such a blast rolling dice and killing monsters? Remember the time you stayed up all night doing it? Every day, new players discover D&D and find just as much fun in monster slaying. On the other hand, many new players find speaking in funny voices odd and potentially embarrassing.

Meanwhile the pros have faced every monster countless times. Routine combat scenes lack their former excitement. Between those past battles, the pros learned to love playing make-believe in the guise of a fairie-tale creature. They relish a chance to role play. They play with folks who share this passion.

In my post on preparing to run adventures, I grumbled about how the authors of Hoard of the Dragon Queen assume that PCs will spend weeks traveling with cultists and wagons loaded with treasure instead of just attacking the cultists and taking their gold like every D&D player ever.

But obviously not like every D&D player. The authors’ groups saw a chance to travel with the cultists, uncover their secrets, and savor a session full of role playing and intrigue. Authors Steve Winter and Wolfgang Baur read their groups’ tastes and catered to them. I rarely get to play with groups with the same patience for intrigue, so a strategy that seemed inevitable to Steve and Wolfgang struck me as far-fetched.

Every group is different. You can’t play with everyone, but if you want to write for everyone, you benefit from reaching out to game with random strangers.