Category Archives: Advice

What I Wish the Player’s Handbook Had Explained About Some More D&D Spells

In my last post, I offered some extra explanation for common spells that called for it. This post covers more spells.

Hex

Until Hex ends, the caster deals an extra d6 damage every time they hit the hexed creature with an attack. Some players hope that spells like a Magic Missile qualify for extra damage, but no. Actual attacks include an attack roll. Hex rewards casters capable of rolling lots of attacks from spells like Eldritch Blast.

The target of a hex suffers disadvantage on ability checks made with an ability of the caster’s choice. This penalty does not affect saving throws, so the disadvantage rarely comes into play.

Hypnotic Pattern

Creatures outside the 30-foot cube spanned by a Hypnotic Pattern see the pattern, but don’t suffer its effects.

When creatures become hypnotized, their intelligent allies typically focus their attacks on breaking the spellcaster’s concentration.

Creatures with advantage on saves against being charmed also gain advantage saving against Hypnotic Pattern. Creatures immune to charm cannot be affected.

Hypnotized creatures can’t take actions, but they can still evade attacks. Neither the victims’ AC nor their saving throws suffer penalties.

Suggestion

Players dream of casting Suggestion unnoticed, but observers will spot the enchantment. In addition to the usual gestures, casting Suggestion requires a verbal component of mystic words. The verbal component includes more than just the suggestion itself.

A suggestion must seem reasonable, so many suggestions include a bit of context. Jeremy Crawford offers some plausible suggestions:

“Flee! A dragon comes.”

“Don’t attack; I intend no harm.”

“Your sword is cursed. Drop it!”

In most cases, giving the king a suggestion like “execute the queen because she plots against you” would fail. Designer Mike Mearls says that the suggestion would seem too unlikely and too obviously harmful. “Context is really key. If the queen was already on trial, then it might work to push king to a guilty verdict.”

Wall of Force

Although a wall of force blocks spells just like in past editions, the new text fails to make this obvious. The description of Wall of Force only says that nothing can “physically pass” through the wall.

Designer Jeremy Crawford explains that a wall of force grants total cover, and that spells cannot target things behind total cover. (See page 204 in the Player’s Handbook.) Also. total cover blocks areas of effect from extending from their point of origin into the wall of force. This means that the wall blocks virtually all spells and their effects.

Spells like Teleport and Misty Step can pass a wall of force. These spells target the creatures who teleport, not the destination. Misty Step only requires the caster to see a destination in range. This interpretation fits D&D tradition, which says that creatures who teleport travel through the astral plane and that walls of force do not extend to the astral plane.

In the past, a wall of force could not block gaze attacks. This still applies to monsters, because they have gaze attacks that only require a victim who sees the eyes. However, the Eyebite spell implies that the caster targets victims.

When a caster creates a wall of force consisting of ten 10-foot panels, all the panels must form a single flat surface with a side of each panel connecting to another panel’s side. The wall cannot include checkerboard-style, corner-to-corner links.

Spells where the affected can’t see the areas of effect

For spells like Silence and Darkness, marking the spell’s area of effect on a map steals the uncertainty experienced by characters under the spell. Creatures in a Fog Cloud cannot see whether a step takes them deeper into the cloud. Creatures in Hunger of Hadar cannot see a path out and desperately want to find it.

A Silence spell that affects some characters can create a fun situation. Instead of marking the silence on the map, tell the characters who can no longer hear. Those players may not talk to other players, nor can the other players talk to them. Nobody sees the bounds of the silence, but they know who can’t be heard. If someone wants to help lead the characters out of the silence, they must point and gesture.

Spells like Darkness and Fog Cloud effectively blind characters, leaving them with no knowledge of the spells’ reach.

If a spell leaves out some of the party and enables them to see the area of effect, handle the spell in the easiest way: Mark its area on the battle map and let everyone take advantage of the perfect information. This assumes that characters shout directions to guide their blinded allies. Also, this assumes that everyone gives and follows directions perfectly. As long as players and their foes sometimes benefit from the assumption, it seems fair.

If a spell blinds everyone in a party, ask all the players how they intend to act and where they plan to move. Then go back to taking turns. When someone leaves the spell’s area, you can mark it the battle map. But until the next round, you can hold the players to their declared actions without being unfair. Everyone in a round takes their actions in the same six seconds. Any character who found a way out was too busy getting there to guide anyone else.

If a spell blinds monsters, then as the dungeon master, you must take the familiar job of reacting as the creatures would. Outside of a spell’s area, smart creatures might shout instructions to guide allies. Inside, smart creatures might spread out, assuming the caster aimed to blind as many creatures as possible. Aggressive creatures might charge the spellcaster. Cautious creatures back away until they can see. If more than one action seems equally likely, roll a die. Whatever the monsters do, explain their rational. Players should feel that the monsters act on something other than the DM’s perfect knowledge.

What the Player’s Handbook Should Have Explained about 6 Popular D&D Spells

Fifth edition Dungeons & Dragons features popular spells like fireball that leave little room for interpretation, but others that require extra help. Some spells only become clear after you chase rules in other parts of the book, others make key points easy to overlook, and some just call for tips to run at the table.

Animate Objects

The Animate Objects spell description never mentions that casters always choose to animate a handful of sling stones or similar tiny objects. I suspect the designers never realized the spell would play this way, and that makes me sad. I want a spell that causes tables, chairs or, best of all, statues to spring to life and attack. In fantasy, that scene appears everywhere. It resonates.

Instead, casters choose to use Animate Objects to make make 10 tiny rocks fly up bonk the victim. Visually, the spell looks just like Telekinesis. Except Animate Objects features an attack at the upper limit of the power curve. If I ever expand my list of 4 most annoying spells, Animate Objects ranks number 5 based on failed potential. The ten attack rolls also slow play, and that just adds to the sadness.

Animate Objects never matches the popular imagination because the spell works best with 10 tiny objects, which together deal more damage than any other option. I want a spell that forces casters to animate furniture in a room, but D&D delivers a spell that only forces a caster to carry a handful of copper pieces to animate.

When animated objects lack legs, they can fly. Because the spell turns objects into creatures, I would rule that a large-sized object could carry a medium-sized rider. This allows, say, a large flying carpet able to carry someone for a minute. Animated brooms lack the size to carry a rider, but halflings can fly medium-sized surfboards.

Banishment

When Banishment sends a creature back to their native plane, the banishment makes a popping noise.

If fighting temporarily stops, and then banished creatures return to the battlefield, reroll initiative. This makes the restart of battle more interesting than just letting every player ready an attack for their foe’s return. Plus, the banished creature’s return rates as a game situation that calls for initiative. Everyone stands ready. The best initiative proves quickest to attack.

For more on initiative, see What to do When a Player Interrupts a Role-Playing Scene to Start a Battle.

Counterspell

The game lacks an official way for spellcasters to identify spells to Counterspell. As a DM, you could require a Wisdom (Perception) check to see the casting, and then a Intelligence (Arcana) check to identify the spell. Nobody dislikes Counterspell enough to impose such hurdles.

Instead, use designer Jeremy Crawford’s house rule: If the spell exists on your spell list and you can see the caster, then you can identify the spell. You know the spell’s default level, but not whether the caster has raised the spell to a higher level.

Counterspell targets the caster of a spell. Characters cannot target someone they cannot see or someone behind total cover. Whenever possible, enemy spellcasters will work their magic out of sight or beyond the 60-foot range of Counterspell.

Force Cage

Force Cage brings enough power to turn many showdowns into one-sided beatdowns. The spell imposes one limitation: The spell’s material components cost 1,500 gp. If the material components for a spell have a price, casting the spell consumes the components. I suspect the designers think the price of a Force Cage limits the spell more it actually does. By the time 13th-level characters can cast the spell, they typically gain 229,242 gp worth of loot.

Globe of Invulnerability

Players rarely cast Globe of Invulnerability, but enemy casters might. Spells of level 5 and lower cannot pass into the Globe of Invulnerability, but Dispel Magic can target and dispel the globe.

Guidance

If a player stands at a threshold of potential fight and wants a d4 bonus to initiative, they can cast Guidance. Initiative counts as a Dexterity ability check, so Guidance helps. Some players always want this boost, so they claim their clerics spend every minute casting Guidance like a nervous tic.

This tactic creates three side effects:

  • Guidance includes a verbal component, so casting creates noise.
  • Because the cleric spends every moment either casting Guidance or concentrating on Guidance, their passive perception suffers the -5 penalty imposed on passive ability checks made with disadvantage.
  • The first time a party member grows tired of the constant incantations and demands silence, I award the player inspiration.

Next: Suggestion, Wall of Force, and more

How to Say Yes Without Turning Your D&D Game Into a Joke

In my last post, I explained how challenging myself to say yes to players made me a better dungeon master, even though I sometimes said no.

Sometime in the 90s, I returned gaming conventions after more than a decade away. Some folks played Dungeons & Dragons differently than I remembered. I played with a DM who said yes to more gifts than Santa Claus. Any time a player wanted to try some lame scheme, the DM would permit it—and grant a big bonus for creative thinking. His game held no challenges. It only existed for his players to show off.

My DM’s habit of saying yes should have created a collaborative story that enchanted me, but instead I felt bored.

Some folks equate saying yes with good storytelling. From this perspective, characters are the foundation of story. Players control the characters. Only bad DMs keep the storytelling to themselves. Saying yes to the players lets them contribute to a shared story.

Say yes to deeds that reveal a character’s unique abilities. In one convention game, a water genasi monk’s fast swim speed let her breeze through this encounter.

Except good storytelling rests on characters who face obstacles. If you make obstacles that just enable characters to demonstrate how great they are, then you create a certain, notoriously dull sort of story. Your story features a Mary Sue who can only impress everyone by being wonderful.

In D&D, players never ask a DM to say yes to something that adds obstacles. Players ask for advantages. Players see a high Performance skill on their character sheet, and then ask to sing a cave-in away because maybe the right note starts a landslide. Saying yes isn’t the route to compelling stories.

But D&D isn’t really a storytelling game. Nobody wants to hear a story about your D&D character. The fun of D&D comes from playing the game. For most of us a big part of that fun comes from a chance to feel wonderful and impressive in our character’s shoes.

I often meet players who want to win D&D when they devise a superior character. The play at the table, for them, just offers a victory lap.

So does my desire for a game that challenges me and my characters make me an oddity?

For most players, credible obstacles help make role-playing games compelling. Call of Cthulhu typically ends in insanity or death, but you still get to thwart a dark god against overwhelming odds. Your characters’ losses make them more heroic than the D&D characters who always come out of scrapes better than before.

Nobody sits at a D&D table for vicarious insanity or death. In D&D, characters improve by gaining experience and magical gear. That steady improvement makes the game addictive. D&D players relish chances to show off.

I suspect most players crave a mix of challenges, chances to show off, and chances to feel powerful by overcoming real challenges.

Case in point: My friend Tom is a by-the-book DM with stronger mastery of the rules than anyone I know. Some have called him a dick DM, and he wears that label with a note of pride. He doesn’t try to win against players, but he won’t say yes to a brazen attempt to use Performance. Tom is an expert at running monsters so they make tough, canny foes. Sometimes Tom kills characters. He killed one of mine. If D&D players favored DMs who simply let characters show off, then Tom would rate as a bad DM. Not Tom. As a DM, he reached an elite, level-4 ranking in the Heralds Guild of DMs. This means Tom served a DM at conventions for table after table of strangers, and earned nearly perfect scores on their feedback forms. In his games, when characters show off, they earned it.

D&D works best when DMs find a balance between credible challenges and letting each player feel like a bad ass.

NFL star Cam Newton dominates pee-wee football

Sometimes finding the right mix just requires the players and DM to focus on their roles: Players work to make their characters awesome, while their DM takes charge of posing challenges. In this role, the DM acts as the characters’ biggest fan. As a fan, I want the characters to triumph against real tests. I want a 6’5” 250 pound NFL quarterback to face elite athletes rather than pee-wee football players. Let the Fantastic Four beat Doctor Doom rather than Paste-Pot Pete.

So as a DM, when the players ask you to say yes to something that ruins a challenge, you can say no without feeling like a bad DM who refuses to share the game with players. They have their part, you have yours.

Sometimes, your role as fan of the characters might call for a yes. I can think of three perfect occasions:

1. Say yes to inventive solutions.

When I started as a DM, I followed Gary Gygax’s model. I pitted my players against the most devious deathtraps I could invent. I would build in ways for the players to surmount the obstacles, but the players’ solutions rarely matched mine. The 6 or more brains across the table always proved more clever than me. Soon I stopped including solutions to the predicaments. The players across the table still escaped every impossible pinch. Their invention surprised me and I relished it.

I don’t recommend pitting players against impossible situations, but I do recommend learning to love an ingenious solution. Some DMs grow so attached to a “correct” solution to a predicament, that they reject their players’ ingenuity.

For more, see Player Skill Without Player Frustration.

2. Say yes to stunts and exploits that go outside the rules.

A few years ago I ran the Confrontation in Candlekeep delve at Gen Con. At the end, a dragon flies from Candlekeep tower to tower, table to table, exchanging attacks. At one stop, a character jumped atop the dragon and rode it table to table. After the event, the player giddily recounted the tale to anyone who would listen. He wasn’t alone. Players loved riding the dragon so much that DMs made it part of the adventure. Designer Teos Abadia remembers, “The result was great fun, a nice mechanic for players ending up at other tables, and some really spectacular falls!”

In Mike Shea’s post, A Collection of Awesome Events, he asks players to recount an awesome D&D moment, and then reaches a surprising conclusion: Players love it when they get to break the game. Riding the dragon steps outside the usual exchange of blows in a D&D battle. The Player’s Handbook offer no rules for it. But for players of Candlekeep, it created unforgettable moments.

When players suggest a bold or clever idea that ends a big encounter or that wrecks a major villain, I feel tempted to reject it. I worked to set the stage and a sudden end feels like a waste of effort. But for players, an ordinary battle can’t match the excitement of that one time when they broke the game.

3. Say yes to deeds that reveal a character’s unique qualities.

At a convention, I ran an adventure where a pack of wolves confronted the characters. One player tried to make friends with the beasts and I asked for an Animal Handling check.

The player showed his character sheet. “My background happens to be Raised by Wolves.”

“Turns out, you know these wolves.”

Obviously, if some unique quality grants an advantage that threatens to regularly upstage the other characters, you can still say yes, once. After that, the wolves the player meets might be rivals.

Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master

As the co-creator of Dungeons & Dragons, Gary Gygax set an example that seemed to encourage dungeon masters to battle players. As soon as players gained an edge, Gygax created something to foil them. When players started listening at doors, He created ear seekers. When they collected too many magic items, he invented magic-item saving throws. When players boasted about their invincible characters, he created Tomb of Horrors.

Until D&D, games were adversarial, so the DM-versus-player model felt natural to the first D&D players. Gary and his players enjoyed the battle of wits brought by his style of play, but other dungeon masters too the style too far. Too many DMs played to defeat the players and their characters.

For decades, most tales of bad D&D games started with DMs abusing their power, punishing players so the DM could “win.”

Thankfully, role-playing matured. Gamers began to see the dungeon masters as something between a neutral facilitator and collaborator sharing an equal role in a shared storytelling.

This spirit of collaboration tells DMs to say yes.

The notion of saying yes comes from improvisational comedy. “The first rule of improvisation is AGREE. Always agree and SAY YES,” Tina Fey writes in Bossypants. “When you’re improvising, this means you are required to agree with whatever your partner has created. So if we’re improvising and I say, ‘Freeze, I have a gun,’ and you say, ‘That’s not a gun. It’s your finger. You’re pointing your finger at me,’ our improvised scene has ground to a halt.”

As a DM, saying yes accepts the players as collaborators. If they want to attempt a battlefield stunt, say yes and make it exciting. If they have a character idea, say yes and make it special. If they want to visit the school of magic in a town without one, invent a secret school that was there all along.

Sly Flourish’s analysis of his dungeon master survey took thousands of bits of DM advice and distilled the 7 most-common nuggets. Number 6: “Say yes.”

The fourth edition Dungeon Master’s Book touts the benefits of saying yes. “As often as possible, take what the players give you and build on it. If they do something unexpected, run with it. Take it and weave it back into your story.

“When you say yes, you open more possibilities.”

Say yes has helped my DMing, because my first reaction tends to be no. I used to say no a lot. “No” let me keep the game safely on the track I planned. But saying no cost opportunities to improve the game. Now I say yes, unless I have a damn good reason.

Role-playing games are new, so we feel tempted to borrow techniques from older mediums. Older media once followed the same pattern of borrowing. During the dawn of filmmaking, directors staged movies like plays, by setting a single, stationary camera in front of the actors. When filmmakers stopped shooting movies as plays, cinema leaped forward.

Often, game-mastering advice borrows suggestions meant for fiction writing—or for improv. Some of it still works, but some no longer applies to a game. In improv, performers always say yes. In gaming, yes can take a game in the wrong direction.

I chased all the DM advice about saying yes that I could find, and I the recommendation always came with strings attached. You should say yes—except when you should say no.

Saying yes can conflict with some of a dungeon master’s responsibilities:

  • Posing challenges
  • Protecting the game world
  • Giving each player a contribution

In those conflicts, DMs must balance the merits of yes against against their other duties.

Despite the exceptions, saying yes remains powerful because it challenges DMs like me to defy our first impulse. Saying no always feels safe and easy, but yes often leads to a better game.

4 Simple Tactics that Make Cunning D&D Foes Seem More Dangerous

Are you a dungeon master? Tired losing every fight? Tired of player characters beating your monsters like pinatas? Get used to it. For DMs and for the Washington Generals basketball team, losing fits the job description.

Still, if the monsters show cunning, then the players who outwit them feel a sweeter triumph. And even the most tactically shrewd DMs will be outwitted. The players outnumber the DM by at least 4 brains to 1.

This post presents simple tactics that challenge players to work harder to win their battles. Victory will only taste sweeter.

1. Move after an action

In fifth-edition Dungeons & Dragons, creatures can move, then attack or cast a spell, and then move again.

Creatures with ranged attacks, and especially spellcasters, should seek total cover between actions. They can can pop out, cast spells, and then duck back behind the wall. If your enemy spellcasters start out of sight, they stand a much better chance of loosing a few spells. If they cast from out of the 60-foot range of Counterspell, their chances get even better.

Flying creatures with ranged attacks benefit from weaving in and out of range. Flyers with melee attacks do best by swooping to hit a single target and then flying away. Such attacks provoke a single opportunity attack, but that beats taking blows from a PC with multiple attacks, and then giving other melee attackers a chance to pile on.

When you weigh whether to provoke an opportunity attack, remember that against foes with multiple attacks, taking a single opportunity attack hurts less.

Flying creatures who make good use of flight tend to sideline melee-based characters, so too many flyers may frustrate players. Try not to discourage the folks who just want to hit things with a sword. The game already saddles these melee players with weaker characters than the ranged players. Thanks Sharpshooter.

2. Use the Dodge action

Players virtually never use the Dodge action. Who wants to take a turn doing nothing? But having some monsters in a group Dodge can prove effective.

  • When a couple of monsters block characters from reaching monsters that have ranged attacks, the blockers should dodge while the ranged attackers deal damage.
  • When a monster lacks enough movement to reach an enemy without dashing, then move and Dodge.
  • When characters gang up on one monster to focus their fire, use Dodge. The characters can either move to another target—and face an opportunity attack—or they can try to hit while suffering disadvantage.
  • When a spellcaster concentrates on a spell hurting the characters, use Dodge.

Dodge does not rate as a tricky tactic. Faced with grouped attacks and with allies in view, even the dullest monsters may go on defense. I would.

In retreat, sometimes Dodge works better than the Disengage action. Disengage lets you avoid attacks during your turn, but grants no defense after your turn ends. Dodge helps against opportunity attacks, and protects you until your next turn.

Fit tactics to temperament and intelligence

When you decide how monsters should act, fit tactics to their temperament and intelligence. Disciplined hobgoblins might take a Dodge action, but aggressive orcs never will. Dim-witted ogres just club things—unless a smarter master calls orders.

Even creatures with animal intelligence may use their abilities with cunning. A real-world wolf will draw the attention of prey and take the equivalent of a Dodge action while the rest of the pack attacks from the flanks.

3. Use the Help action to grant advantage to powerful attacks

The Help action lets a creature assist an ally making an attack. If a fight includes smaller creatures cooperating with something with big attacks, just one of the mooks can spend an action to grant the boss advantage on an attack. A crafty goblin can trade his meager attack for a chance to help a friendly ogre bash skulls.

4. Focus fire

Against characters at low level, I avoid having monsters focus their attacks on individuals. Characters will die. At level 7 or so, characters become nearly impossible to kill through ordinary attacks. Monsters can start focusing attacks and the healer can shine. To avoid hard feelings, I suggest revealing why the monsters target characters. See What game masters (and their monsters) should say during a combat encounter.

The focus fire tactic opens a trick for brutish monsters surrounded by allies, especially when they face spellcasters. Use the Shove action to knock Poindexter prone, and then let the allies make melee attacks with advantage.

Play to match the players’ skill and interests

For some players, tricky combat strategies will make your game seem less fun.

If you pit your mastery of the Dungeons & Dragons rules against newer players, then the game will seem complicated and intimidating. If your players prefer combat scenes that just give their characters a chance to show off before the story resumes, then skip the tricky maneuvers. Such players may prefer demolishing extra monsters over matching wits with fewer, more cunning foes.

On the other hand, if your players enjoy outwitting their enemies, play the villains up to their intelligence score.

What to do when a player interrupts a role-playing scene to start a battle

Every dungeon master sees an impatient player spoil a scene sooner or later. Or sooner. The party talks with the Viper Queen when a player grows restless and blurts out, “I hit her with my axe!” If you have yet to deal with such a scene, I hope your second turn in the DM’s chair goes as well as your first.

Instigators who interrupt role-playing scenes expect to end tiresome banter and be rewarded with a free attack. While everyone was talking, they struck by surprise! As they see it, they earned first strike. Cheating them of a free attack just makes you a bad DM who wants to screw over the players.

Roll for initiative!

Except the rules say something else: When a character makes a hostile move, roll initiative. The instigator takes a turn when it comes. If a player with higher initiative wants to stop the attack, then they gain their chance. If a foe with higher initiative wants to stop the attack by, say, bashing the instigator’s skull, then they get a chance too.

To picture how initiative works, imagine a Western where two gunslingers face each other. Each dares the other to draw, but the first to move may still fall to someone quicker to shoot.

Instigators argue that the Wild West showdown differs from the scene in the game. The gunslingers stand ready, but the characters in the game are just talking.

Nope. The players at the kitchen table are just talking. In the game world, the Viper Queen faces a group of hardened, armed killers. While the woman with the lute seems agreeable, the ranger keeps an arrow nocked and the dwarf fingers his axe and glowers. (Charisma was his dump stat.) The Viper Queen knows these types by bloody reputation. When the dwarf hurls an axe, he takes no one by surprise.

Sometimes, players actually work to surprise foes by launching an attack during a conversation. Perhaps the characters wear cult robes, someone adopts a disguise, or the murder attempt happens at a festival. Before the players earn surprise, these scenes call for Charisma (Deception) checks to seem friendly and to hide deadly intent.

Most of the time though, the sudden attack comes from one player’s impatience. When someone interrupts a role-playing scene with an attack, I explain that despite their “surprise,” everyone will act in initiative order. Then I offer the instigator a chance to take back their action. I hate seeing role-playing scenes cut short even more than I love screwing over the players.

Often, instigators recant their attack. When they don’t, their action may call for more discussion.

If a scene runs its course, and the party grows tired of the villain’s monologue, and someone attacks, then fine. Roll for initiative. But if someone finds a scene tiresome and doesn’t care if anyone else likes it, then starting a fight rates as a jerk move. Players who enjoy role playing and cautious play deserve their fun without some instigator launching an attack.

The excuse of “that’s what my character would do” does not entitle a player to spoil the other players’ fun.

On the DM’s Deep Dive show, Elite DM Teos Abadia explains how he lets the party intervene in-game. “I’ll freeze time. ‘Everyone can see that your character is about to kill this person. Everybody has a chance to stop this. What do you all want to do?’” Teos makes it clear that the single player stands alone against everybody else in the party.

Ultimately though, the game’s social contract does not allow one character to drag an unwilling party into a battle. Players bear responsibility for imagining a character who can cooperate with the other characters on the adventure. (See A role-playing game player’s obligation.) For the game to work, all the players must decide on a mutual course of action.

If you happen to be playing when some player picks a fight that you want no part of, and your DM fails to follow my advice, then try persuading the rest of the party to abandon the instigator to die alone. That’s what my character would do.

Ask this question to create ideas and mysteries that grab players’ attention

I like to generate ideas by taking two notions that strike my interest, but that seem impossible together, and then inventing ways to put the two notions together logically. Angry GM calls this game How Can this be True?

Like all dungeon fans, I like tombs filled with traps. Such places offer easy explanation. In the real world, Chinese emperor Qin Shi Huang had architects construct crossbow traps to kill thieves who violated his tomb. (This emperor’s tomb helped inspire Hidden Shrine of Tamoachan.)

I also like dungeons with clues and puzzles that let clever looters bypass the death traps. Traps with clues make an irresistible combination, but they defy explanation. Why would someone build death traps, and then offer the hints needed to avoid the traps? In “5 reasons someone might build a dungeon filled with clues and tests,” I played a game of How Can this be True and offered 5 ideas.

By drawing players into a game of How Can this be True, you can capture their attention and set them looking for answers.

On the Table Top Babble podcast, game master Ruth Tillman told of hooking players through an unplanned game of How Can this be True. To create a game session, she took pieces from a few adventures and put them all together. One piece featured thugs with Yakuza tattoos who jump the characters. Her characters happened to be in Savannah, Georgia. “I needed a fight and I made the mistake of leaving in those guys and not changing their origin.” After the confrontation, the players found the mystery of Japanese mobsters in Georgia irresistible—more compelling than what Ruth had planned. She ran with the new angle.

When you play How Can this be True, you may also create a compelling mystery.

Your non-player character may need to draw attention to an incongruity. Few players solve a puzzle room in a dungeon, and then wonder why anyone would build the room. Such rooms have become a convention of Dungeons & Dragons that few question. But if the old sage wonders, the players will—especially if the learning the dungeon’s purpose becomes the key to some larger goal.

The television show Lost hooked viewers by putting a polar bear a tropical island and making them ask, “How can this be true?” Lost kept asking the question without ever giving viewers satisfying answers.

In your game, close the circle. Generate ideas by asking how can this be true, hook players by introducing the two elements that defy explanation, and then when they earn an explanation, reveal it.

Number your monsters to stop wasting time finding them on the battle map

Many game masters boast an ability that I can’t match. I can’t stick to a character accent, but not that ability.

During combat encounters, many GM’s remember which monster corresponds to which damage total on a sheet of paper.

I can’t. In my games, I keep applying damage to the wrong totals until some goblin survives 50 points of damage. Players protest, and I invent a story about a goblin enchanted to never die, or about a legendary warrior cursed to live as a goblin. Good tales, but my players suspect the truth.

Now I use numbered markers to distinguish the miniature figures on my battle map. Alea Tools sells the disks and numbered stickers that I use. Unless you also buy adhesive, magnetic disks and stick them to the bottom of your figures, miniatures tend to slip off the Alea markers.

Elite DM Chuck Benscoter uses markers that cup miniatures’ bases. Too bad Dapper Devil no longer sells these markers.

I number miniatures to help bookkeeping, but two other benefits surprised me.

The numbers speed communication. In the typical fight, players keep referring to monsters as “this one” and “that one.” Then I look up from my notes and ask “which one?” and the pointing resumes. Repeat once per turn.

I train players to refer to monsters by number. “Number three” works much better than “this one.” I rarely even need to look up and find the creature on the board.

After someone damages a monster, number it. When my players hit something, I pass them a marker and say, “Make ‘that one’ number three.”

For area effects, numbers make bookkeeping faster. When the wizard casts the first fireball, I pass a numbered markers for each target. Without looking up from my damage tally, I roll saves. “Number 1 saves…2 fails…” and so on. If some targets already have numbers, then I ask the players to read the numbers of the figures in their area of effect. On my sheet, I make tick marks by the targets, roll saves, and total damage. I can do bookkeeping without looking up.

This method does require a new routine. The long habit of “this one” and “that one” takes a couple of encounters to break, but soon combat encounters run faster.

The surprising benefits of giving an adventuring party a guide

When I started gaming, people tended to play Dungeons & Dragons with larger parties than now. When game session fell short of 8 or more players, dungeon masters often added their own character to fill the group. To me, the practice seemed dodgy. The spotlight belongs on the player characters. The players’ choices steer the adventure; their characters’ actions create the story.

Now, DMs never add their player characters to the party, but sometimes they get the same kicks by adding a pet NPC. These game-world Mary Sues let game masters indulge in wish fulfillment. They turn other NPCs into admirers and turn PCs into sidekicks. (Aaron at RPG Musings tells how to spot at pet NPC.)

Over my career as a DM, I’ve read countless how-to-DM guides. They all warn against letting non-player characters overshadow the PCs. I read this advice and probably shared a typical reaction: No duh. I never felt tempted to create a pet NPC, but I never even created an NPC who traveled with the players.

Lately, I have run some adventures that added NPCs to the party. To my surprise, the additions worked. They enhanced the game.

Out of the Abyss begins with the new PCs held captive. They meet other several other prisoners, and everyone joins in an escape. The PCs and NPCs find themselves deep in the Underdark, traveling together for as long as their paths overlap.

As the adventure progressed, NPCs left the group, leaving a pair traveling companions: Jim Jar, the gambling deep gnome, and Sprout, the young Myconid. I started to see them enrich the game. The ongoing characters became more vivid than the usual walk-on NPCs. The players enjoyed interacting with them. Players never care about the NPCs they meet in passing, but now they became emotionally attached to a silent mushroom boy.

Plus, the traveling NPCs served as guides. Most D&D players feel at home in a fantasy setting, but the Underdark should seem alien. The party’s Underdark natives helped me reveal the strange environment. They could give background information and show the way.

Walk-on NPCs could have met the party and dispensed information, but having a guide creates a certain economy. The players don’t need to keep meeting characters they never see again. Instead, the guides save time while they build bonds.

The adventure Cloud Giant’s Bargain also adds an NPC who guides the players. This adventure takes place in a typical (for D&D), flying castle, so its guide doesn’t help introduce the background. But this adventure aims to introduce D&D to new players, so instructor Tulahk guides novices through the adventure. He reminds players to do the sneaking, investigating, and diplomacy that will lead to success. Plus, Tulahk is crabby, talking skull, so when I ran the adventure, I had fun channeling J. Jonah Jameson while calling the PCs empty-headed boneheads and numskulls.

Despite the advantages of giving a party an NPC guide, only add them when they serve a role. And then keep the guide out of the spotlight.

To prevent a NPC from stealing the spotlight, follow two principles:

A guide can’t make decisions for the party. Either create a guide with little interest in the party’s goal, or make the guide too young, too foolish, or too weird to direct the party. Ed Greenwood prevented his NPC wizard Elminster from overshadowing players by making him eccentric. “I never wanted Elminster to be anything more than the ‘old storyteller’ figure,” Greenwood said. “He was the mind-wandering, irritatingly whimsical old man who could OCCASIONALLY be of help to PCs.”

The players must prove more capable than their guide. Tolkien understood the risks of letting a powerful figure upstage his main characters. He kept contriving to have Gandalf leave for important business elsewhere. If a guide reveals more power than than the PCs, the players will wonder why they showed up. On the other hand, if you mix in NPCs who the players can upstage, and who admire the PC’s exploits, the PCs shine even brighter.

What game masters (and their monsters) should say during a combat encounter

defending_against_frost_giantsDuring a combat encounters, I focus on keeping play moving. A faster tempo means players spend less time waiting between turns. Waiting never adds fun.

Despite my focus on tempo, I do more than count initiative and tell players when they hit. I try to describe enough of the action to make the scene vivid. I speak for the villains. Still, I worry that some player will think, Quit blabbing so I can take my turn, so I aim to add color without slowing the game.

In combat encounters, my monsters and I talk about three sorts of things:

1. Villainous monologues

Speaking dialog for your villains transforms them from bags of hit points into enemies. In comics, villains mock the fools that oppose them, and we hate them for their contempt, arrogance, and cruelty. Some of the fun Dungeons & Dragons comes from crushing evil. Good dialog makes your villains seem more real, more detestable, and more satisfying to crush.

Also, I reveal the monsters’ tactics through dialog. The ogre might say, “You hurt Grug, so I smash you.” The necromancer might say, “Barbarian, I have just the enchantment for weak-willed cretins like you.” This reframes the battle from the us verses the game master into us verses the monsters. I want players invested in their characters, but when I single out their character for attack, sometime it feels personal. If the monsters explain themselves, the GM starts to disappear.

2. Summary

At the end of a turn, if a PC does something noteworthy, give a short, vivid description of the event—or invite the player to describe it. Some GMs ask players to describe their kills. D&D includes a lot of kills, so for my taste, describing them all becomes tiresome and too gruesome. Especially with kids at the table. Especially when those kids loose their imaginations. Instead, focus on describing the big spells, stunts, transformations, setbacks, and feats of valor. The summary should only take a few seconds.

3. Urgency and exigency

After the summary, call the next player to act, and then tell them the biggest crisis on the battlefield. This advice comes from the Angry GM. “A player’s turn in combat needs to have both urgency (there’s an emergency that needs to be dealt with) and exigency (if you don’t take action right now, you will lose your opportunity). That’s what makes combat scary and that’s what keeps it running forward.” For example, say “Agnes, the wolves have knocked Kedric to the ground and look ready to gut him. What do you do?” Such transitions call the player to attention, focus them on the game, and increase their sense of urgency.

4. Exposition

Screenwriters cannot pad a movie fight scene with dialog without strangling the pace. But in a role-playing game, you can fit dialog into a fight. If you want to compare RPG fight scenes to another medium, compare them to comics. In comic-book fights, battles stretch time. I’ve seen Captain America deliver 50 words on freedom in the span of a single punch.

Similarly, I’ve seen D&D players squeeze a 5-minute strategy conference into a 6-second round. (If the players enjoy tactics and they’re not just telling the new player what to do, I just assume that yesterday, at the campfire, the PCs planned tactics for situations like this.)

Most adventures need some exposition: essential information needed to make sense of events, or clues the that lead to the next scene. Sometimes all GMs find themselves relaying some essential bit of background while the players grow impatient. Their expressions say, “Blah, blah, blah. Just tell us what to kill.”

Why not add exposition while the players know what to kill? You never have a better hold on their attention. Unlike in a movie, your villains can monologue during a fight, revealing their history, exposing their plans, and so on. “My father defeated the demon Chirix to win that staff, you shall not have it.” Just don’t recite more than a few lines at a time, stalling play. The players might allow themselves a 5-minute strategy conference, but your villain cannot unfold a page and say, “As a free action, I would like to read a statement.”

Do as a I say and try to do

I have a confession to make. I aim to enhance all my fights with colorful dialog and descriptions, but sometimes I lose myself in the business of keeping the turns moving and planning my monsters’ next move. If you ever happen to find a seat at my game table, you’ll see how well I’m doing.

When you serve as game master during a combat encounter, what do you say?