Monthly Archives: March 2019

How to Make Non-Player Characters That Your Players Will Like

The murderhobo stereotype sums the worst behaviors of Dungeons & Dragons player characters. Such characters roam the land, killing everything that stands in the way of treasure. They rob merchants, murder town guards trying to make an arrest, and attack women encountered in a group of three. Players of murderhobos would rather kill some imaginary characters than risk getting surprised by hags. The stereotype comes from countless campaigns where the players cared nothing about the non-player characters in a world, only about the imaginary loot their characters could gain.

When the players become fond of the game world and especially its non-player characters, D&D becomes more fun. Players who feel an attachment to characters will strive to help and protect them. That draws players into the game world, raises an adventure’s emotional stakes, and encourages players to act like responsible members of the community. Instead of robbing and killing the citizens of Orlane, the players will protect them from the looming threat of the reptile cult.

How can a dungeon master make players care about other, imaginary people? To help answer that question, I’ve gathered advice from more than 100 DMs.

First a caution: When players grow fond of characters, don’t fridge them. Fridging refers to a trope in stories where the author kills a buddy, love interest, or sidekick to provoke the main character to act. Making callous D&D players care for imaginary characters is hard. A well-liked supporting cast enriches a campaign. Don’t trade your success for sorrow, anger, and a quick hook. Such lazy manipulation just teaches players not to become attached to NPCs.

The most common advice for making players care is to trot out lots of NPCs and see who players fancy. This contains one key lesson: Watch how players react to the characters they meet. If one sparks interest, then look for ways to expand the character’s role. Fonzie and Urkel started as minor characters, but the love of TV viewers made each the star of his show. So if the players love the salty attitude of the barmaid in her walk-on role, make her the campaign’s Harper agent.

But parading characters past the players reduces the chance any will attract interest or affection. Instead, they blur together. Players need time with characters for any to gain an impression. When NPCs join a party as guide or traveling companion, they gain the best chance to build a relationship with players. See The Surprising Benefits of Giving an Adventuring Party a Guide. Most key NPCs fit better in a recurring role.

Aim for a small cast of distinctive characters who appear enough to build relationships with the players. Rather than creating a new character to deliver each session’s hook, or to reveal a new secret, look to revisit familiar characters. As for the rest of the world’s characters, not everyone needs a distinct voice, a story, or even a name. If you save such details for the interesting and important folks, you focus the players’ attention on the characters who deserve attention.

Portray NPCs a little like you would play your own character. Start with a trait that interests you or that sparks your imagination. Decide what the NPC wants, even if it’s just lunch. All NPCs rate themselves as the star of their story. While this tactic helps DMs bring NPCs to life, don’t let the mindset tempt you to treat an NPC as your proxy in the game. Players deserve the spotlight. If a DM seems like a bigger fan of an NPC than the PCs, the players will grow to dislike the NPC, and possibly the DM.

Players never like a campaign’s supporting cast to outshine their characters. If you want an NPC to become a friend rather than a rival or foe, never make them excel at something the players aspire to do well.

Look for ways to link NPCs to the player characters’ backgrounds. If a character was a sailor, perhaps their informant in the Dock Ward once crewed the same ship. Such bonds make player characters feel tied to the game world. Plus the connection might gain the NPC some extra affection from the one player tied to the NPC.

If your players enjoy creating things in the game world, you can let them invent some of the campaign’s NPCs. This technique brings advantages:

  • The players’ own interests can guide these creations.

  • Players can more easily connect NPCs to their PCs’ backgrounds.

  • The players’ creations automatically gain some parental affection.

Still, not every player enjoys sharing this world-building role. See Should a Dungeon Master Invite Player to Help Create the D&D World Beyond their Characters?

To encourage players to create NPCs, DM David Nett has a house rule: In a situation where a PC might know someone able to help the party, their player can declare, “I know a guy.” The player invents the NPC, sketching the guy’s background and relationship to the PC. (This rule assumes the gender-neutral usage of “guy.”) Now the party can reach out to the new character. To determine the NPC’s reaction, the player who created the guy makes a Charisma check. David writes, “I’ve found this simple and very loose mechanic invites players to create critical NPCs and continue developing (revealing) backstory as they play.”

Next: Part 2

How D&D Shed the Troubling Implications of Half -Orcs

In real life, we all sometimes feel bound by caution and frustrated by rules of decorum, so we enjoy characters who act recklessly, play by their own rules, and boast the power to ignore the consequences. This accounts for some of the appeal of gangster films and of evil D&D characters.

The Advanced Dungeons & Dragons Player’s Handbook (1978) introduced half-orc characters. They stemmed from evil and seemed suited to it.

Those first edition rules limited a half-orc’s top level in every class but assassin, so only half-orc assassins saw much play. Author Gary Gygax surely figured that evil half-orcs would have a knack for assassination, but the combination lacked much appeal. Orcs bring strength and battle lust, not cunning and methodical planning. Assassins fueled conflict between players, and the role concerned some parents, so second edition dropped the class. (See Why Second-Edition Dungeons & Dragons Dropped Thieves and Assassins.)

At first, D&D pictured orcs with pig faces and described them as evil bullies willing to “breed with anything” and eager to capture human slaves. This led many  people to conclude that half-orcs came from rape.

The half-orc’s history in the game suggests that the D&D team shied from featuring a playable race that implies a dark background of sexual violence. As designers wrestled with the half-orc’s backstory, the race came with the first and third editions of the Player’s Handbook, and left with the second and fourth editions of the book.

Many players enjoy mighty, reckless characters who thrive on melee. They relish the chance to ignore caution, rush into action, and destroy foes. No race supports the style half as well as the half-orc, so the option kept reentering the game. Especially when third edition’s Player’s Handbook combined the berserker archetype into the barbarian class, half-orcs gained popularity.

Most of D&D’s editions offer goliaths to players interested in big, mauling fighters, but almost everyone favors half-orcs. Goliaths, a sort of diluted half giant, come so low on flavor that few players can pick one from a lineup.

Through D&D’s editions, the designers worked to free half-orcs from their worst implications.

In second edition’s Planescape setting, the half-orc leader of the Bleaker faction comes from a loving marriage between a human and an orc. The pair came to Sigil seeking tolerance. The setting’s authors felt that a human-monster romance needed some explanation, so in the tradition of Alicia Masters, they made the human parent blind.

Half-orcs can be explained without the implication of rape. The race came from Tolkien and his half-orcs stemmed from interbreeding between orcs and unsavory humans allied with Sauron or Saruman. Third edition steered in a similar direction. “In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war, and trading in times of peace.” Trading, indeed. Face it, orcs don’t really need to be less evil or monstrous for some humans to willingly interbreed with them. Evidence supports the notion that humans can be outrageously indiscriminate about who or what they couple with.

Still, rather than explaining half-orcs as the product of human-orc interbreeding, fourth edition made them a completely separate race. As backstory, the Player’s Handbook 2 offers a menu of mythic explanations to choose from. For example, perhaps a part of the god Gruumsh’s savage essence fell to earth and transformed a tribe of humans into a new species. Like many ideas floated in fourth edition, half-orcs didn’t remain a species.

Fifth edition frees half-orcs from their darkest implications by developing the nature of orcs. Their evil and savagery stems from their devotion to Gruumsh and the rest of their gods. Orcs follow a faith that preaches blood and conquest, backed by actual gods able to give followers divine powers. No wonder orcs behave so badly.

Outside of Gruumsh’s influence, orcs can escape savagery. “Most orcs have been indoctrinated into a life of destruction and slaughter. But unlike creatures who by their very nature are evil, such as gnolls, it’s possible that an orc, if raised outside its culture, could develop a limited capacity for empathy, love, and compassion.” Perhaps the son of a human and a loving orc could even grow into a factol in Sigil.

Although fifth edition makes half-orcs the product of interbreeding, the game makes the mix common enough for form self-sustaining communities. “In lands far from the Sword Coast, such as Thesk and Chessenta, there are large communities of half-orcs, where generations of them have lived as a people in their own right.”

The story behind D&D improves by making orcish savagery a product of violent gods. In the early days of D&D, orcs only differed from other humanoids by resembling pigs rather than hyenas or big goblins. Now, orcs stand out for their spiritual devotion, and this backstory makes orcs more layered and interesting. Allowing orcs a capacity for love and compassion helps solve the question of what could lead a human to pair with an orc. Plus, the story answers whether good adventurers can murder baby orcs with a clear conscious. I always hated the baby orc dilemma.

How Years of Trying to Fix Obnoxious People Shrank D&D’s Appeal

How much should the outcomes of characters’ actions be decided by the dungeon master instead of the rules?

Before roleplaying games, the rules of a game specified every action players could take, and then decided the outcome of each possibility. The invention of the dungeon master freed players from the tyranny of the rules. Most editions of Dungeons & Dragons expected the DM to make frequent decisions about the characters’ fates—especially in the many situations the rules didn’t cover. “Prior to 3rd edition,” designer Monte Cook wrote, “‘the DM decides’ wasn’t just a fallback position; it often was the rule.”

The DM’s power to augment the rules enabled the hobby we love, but this power enabled capricious DMs to zap characters when players failed to laugh at their puns, to curry favor by lading treasure on their girlfriend’s characters, and to win D&D by killing the rest of the party.

So the designers entered what D&D’s Creative Director Mike Mearls calls “the business of trying to ‘fix’ obnoxious people.”

“D&D’s 3.5 and 4th editions were very much driven by an anxiety about controlling the experience of the game, leaving as little as possible to chance,” Mearls explained in a Twitter thread. “The designers aimed for consistency of play from campaign to campaign, and table to table. The fear was that an obnoxious player or DM would ruin the game, and that would drive people away from it. The thinking was that if we made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.”

So D&D’s fourth-edition designers devised rules that shrank the DM’s role as much as possible. Potentially, a DM’s duties could be limited to reading the box text, running the monsters, and announcing the skills that apply to the skill challenge. As much as possible, fourth edition shifts the game to the combat stage with its well-defined rules. In stark contrast to earlier editions, spells lacked effects outside of combat. Fourth edition defines combat powers as tightly as Magic: the Gathering cards, so the DM never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. For action outside of combat, fourth edition presents the skill challenge, where the DM only must decide if a skill helps the players—but only when the skill challenge fails to list the skill in advance.

In Mearls’ opinion, this basic design premise suffers from a fatal flaw. “It misses out on a ton of the elements that make RPGs distinct and doesn’t speak to why people enjoy D&D in the first place.”

Fifth edition’s design returns dungeon masters to their traditional role in the game. During the design, 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.”

“With fifth edition,” Mearls explained, “We assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.”

The design team referred to the goal as “DM empowerment.” The phrase may be misleading, because the goal of DM empowerment is not to tickle a DM’s power fantasies. DM empowerment lets DMs fill gaps in the rules—and sometimes override the rules with their own judgement. DM empowerment lets your wizard use spells outside of combat, among other things.

Monte Cook touted the advantages of the approach. “Empowering DMs from the start facilitates simulation. No set of rules can cover every situation, and the DM can address fine details in a way no rulebook can. When it comes to how much of your turn is spent opening a door, perhaps it depends on the door. A large, heavy metal door might be your action to open, while opening a simple wooden door might not be an action at all. Another door might fall in between. Do you want the rules to try to cover every aspect of this relatively insignificant situation?”

DM empowerment reduces the volume of rules a game needs. Original D&D’s rules fit into a few pages because the game relied on the DM to resolve all the areas the rules failed to cover. Rodney Thompson explained that fifth edition also “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.”

“Fewer rules coupled with DM empowerment also facilitate story-focused play, because nothing slows down an exciting narrative like consulting a book or two . . . or ten,” Monte wrote. “Giving the DM the ability to adjudicate what you can and can’t do on your turn then players to be more freeform with their actions. They don’t need to worry about action types and can just state what they want to do. A player’s crazy plan might not fit into the tightly defined rules for what you can do in a round, but a good DM can quickly determine on the fly if it sounds reasonable and keep the story and action moving.”

None of this means that D&D’s rules lack a purpose. D&D remains a game about making choices and seeing the consequences (often while in dungeons with dragons). The rules serve as the physics of the game world. As much as convenient, rules should enable players to see the likely consequences of an action, make wise or reckless choices, and then let the dice settle the outcome. Rules help span the gulf between a character’s real experience in the game world and what players learn from a DM’s description. (See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?.) Elegant games cover most of the actions players may take with compact rules that deliver verisimilitude. (See From the Brown Books to Next, D&D Tries for Elegance.)

In a roleplaying game, characters face perils, and sometimes harsh consequences. Without such possibilities, the game lacks tension and everyone grows bored. The rules help the DM avoid becoming the players’ adversary—the person to blame when something goes wrong. Monte wrote, “If the rule is printed in a book, it’s easier to assume that it’s balanced and consistent, and players are less likely to question it.” When I run a game and the players succeed, I want them to credit themselves; when something goes bad, I want them to blame the die rolls set by the rules.

The best roleplaying games strike a balance between rules and empowered game masters. D&D owes some of its recent success to elegant rules, some to DM empowerment, and some to modern dungeon masters better suited to their empowered role.

Early in the life of D&D, DMs struggled more with their role keeping the group interested, excited, and happy. Everyone came to D&D from a life seeing and playing only competitive games, so DMs tended to fall into a familiar style of playing to win. And let’s face it, the example set by co-creator Gary Gygax reinforced some of the DM-to-win archetype. After all, when his group made smart plays by listening at doors and searching rubbish for treasure, Gary struck back by creating ear seekers and rot grubs.

Until recently, if you didn’t go to conventions, you could be a dungeon master for decades and almost certainly only see a couple of other DMs in action. Today, every potential DM can stream examples of other DMs acting as fans of the characters. Plus, DMs grow up exposed to electronic roleplaying games. Today’s DMs rarely need to be tied by rules to enable a fun game.

The biggest competitor to D&D is not another tabletop game, it’s World of Warcraft and countless other computer and video games that duplicate most of the D&D experience, 24/7, with better graphics. D&D enjoys two competitive advantages: face-to-face social interaction, and the DM’s ability to account for actions outside of the game’s rules. When D&D’s designers worked to eliminate the DM’s judgement from the game, they threw out a key advantage. Without a DM, why bother to log off?

Related: Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

Bring the Thrill of Finding Treasure Back to the Adventurers League

Dungeons & Dragons started as a game about treasure hunting. The rules awarded as much of 80% of total experience points for finding gold, so no one missed the point. Co-creator Gary Gygax knew a thirst for gold resonated with players. “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The Fun and Realism of Unrealistically Awarding Experience Points for Gold.)

D&D no longer awards experience points for gold, but for all the game’s storytelling and heroics, treasure hunting remains the game’s core motivation.

Treasure drives characters to take risks. Safe characters leave the sarcophagus alone and the chest unopened. Safe choices make D&D boring. A treasure hunter risks undead and traps for a chance at riches, which makes the game fun. But players who take risks for no chance of gold feel like chumps, and feeling like a chump isn’t fun.

In D&D, parties of characters join together in a group venture. Players can come up with endless characters, but for the game to work, they must invent characters able to cooperate to reach a shared goal. That’s the magic of treasure hunting. Whether characters aim to feed the orphans or to swim in coins like Scrooge McDuck, they can all quest for gold. (See A Role-Playing Game Player’s Obligation.)

Treasure hunting resonates. When our characters strike it rich, we all feel a vicarious thrill.

In a global campaign like the D&D Adventurers League, treasure becomes a vital, universal aim. In a home game, the players can agree to create characters who only dream of defending the trees. But in a game where players join strangers in an undertaking set by whatever adventure the dungeon master prepared, treasure hunting gives everyone a goal we can share.

For the D&D Adventurers League’s eighth season, the campaign’s new rules stop characters from keeping the gold and magic they find in an adventure. Instead, for each hour of play, characters gain a treasure point spendable on magic items. When characters level, they get an allowance of gold. (See My Dungeons & Dragons Adventurers League Quick Reference Sheet for a compact introduction to the new rules.) When I counted four ways the new rules reshape the campaign, I felt optimistic about the changes. I knew the bar on keeping treasure defied D&D’s original nature, but perhaps the game had outgrown base motivations. Players could still roleplay a hunger for gold. Now, after seeing the rules for six months of play, I’m ready to rate the revised campaign.

The new rules reached their goals of opening adventures to more styles of play and reducing the exploits players used to claim the best magic items. (See The Adventurers League Campaign Rules Offered a Game. How Gamers Played to Win..) However, one change in particular hurt the league.

Preventing characters from keeping the gold they find damages D&D’s foundation.

Ironically, the new rules arrived with two hardcover adventures that showcase D&D’s classic aim of treasure hunting. In Waterdeep: Dragon Heist, the characters race to claim a hoard of 500,000 gp—except league characters can’t keep any of it. In Waterdeep: Dungeon of the Mad Mage, characters risk the perils of a massive dungeon for riches, which league characters can’t keep. The safe play sees characters working to monetize Trollskull Manor. Why brave dungeons when you can reach franchise agreements? “Our group isn’t so much an adventuring party as an adventuring sub-committee.”

Because my players left home to play D&D, their characters ventured into Undermountain. But they kept asking why, and a little enthusiasm died. Players who take risks for no chance of gold feel like chumps, and feeling like a chump isn’t fun.

Season eight’s gold allowances brought one positive change: Characters gain far less gold than they used to. For the league’s first seven seasons, players gained tons of gold, but found nowhere to spend it—except on healing potions. Before season 8, characters had access to effectively unlimited healing potions. (See D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.) Also before season 8, the cost of magic such as Heroes Feast and Simulacrum hardly dented the wealth of characters able to cast the spells. If a tier 3 party brought a cleric, they routinely ignored fear and poison and laughed at yuan-ti and green dragons. If they brought a level-13 wizard, they gained a spare and the pair won D&D for everyone. Before, gold served as a motivation that players roleplayed. Now, gold becomes a motivation they value for spells, healing, and armor. The smaller gold supply forces players into spending choices, and choices make games fun.

A simple fix could solve the trouble. Make gold a reward that characters keep, and then write adventures that award less gold. The league could gain the benefits of limited wealth, without ripping the treasure hunting from the heart of D&D.

Of course, such a change leaves years of league and hardcover adventures that award way too much gold.

Prolific league DM Tom Christy created a set of Adventurers League Recommendations that offers a solution: Limit the gold awards to a set amount per advancement checkpoint earned. Alternately, the league’s content catalog could list updated treasure amounts for each hoard awarded in an adventure. The league administrators could avoid this job by giving volunteers a budget based on each adventure’s expected play time, and letting them crunch the numbers. The hardcovers lack play times, but the league boasts many members who recorded the times they spend playing each chapter in character logs. Surely someone could collect the data.

As much as players seem to dislike the level-based gold allowances, they favor using treasure checkpoints to buy unlocked magic items. To players, finding and unlocking a useful magic item feels rewarding, especially now that another player can’t snatch the item away for “trade bait.” Plus, the system frees adventure designers from having to stock most scenarios with bland items like +1 weapons just so every character can find usable items.

Still, the treasure-point system would benefit from a couple of tweaks:

  • Unlock superior items in adventures, while limiting the evergreen and seasonal unlock items to broadly-useful but less extraordinary items. At Winter Fantasy, players joked about all the adventures that unlocked drift globes and rings of warmth—great for cozy nights scribing franchise agreements. Some epic adventures failed to unlock anything at all. Remember when epics promised special rewards? Meanwhile, even for level-appropriate characters who play safe, the season unlocks some of the game’s most powerful items. Who cares what an adventure brings when anyone can claim a cloak of invisibility or staff of the magi?

  • When characters unlock magic items during the course of an adventure, let them borrow treasure points to claim the item immediately. No one enjoys waiting to play with new toys. The need to bank treasure points particularly frustrates new and lapsed players returning to D&D. New players find a toy they can’t use because of legalese that makes no sense in the game world. Returning players just think D&D no longer resembles the game they used to love. (Credit Tom Christy’s proposals for this idea too.)

For almost 50 years, the vicarious joy of finding treasure brought players to D&D. To thrive, the Adventurers League must recapture some of that thrill.