Category Archives: Advice

Never split the party—except when it adds fun

Everyone who plays role-playing games learns the Dungeons & Dragons adage never split the party.

In the hobby’s early days, when dungeon masters were referees and players chose difficulty by dungeon level, never splitting the party always made good strategy. Parties found safety in numbers.

defending-the-bridgeThe danger of splitting the party

In a dungeon stocked with encounters suited for a full party, splitting the party jeopardizes everyone. But despite the adage, players sometimes find reasons to split the party. New players and kids always seem tempted.

Faced with a divided group, some dungeon masters will scale the challenges for smaller groups. Typically, I don’t. I usually only shrink the challenges for those new players and kids.

Experienced players who split up know they’re taking an extra risk. They feel a sense of jeopardy that the usual game can’t match. They use stealth and cunning in ways they might not with a full group, when they assume they can defeat any monsters set before them. I don’t want to lose that sense of peril, or to block their chance to approach the game differently. In a way, adjusting threats steals the players’ agency by nullifying the consequences of their actions.

Why split the party?

In today’s game, player characters do more than assault dungeons. Sometimes the elf and wizard must persuade the elven emissary, the thief and warlock need to infiltrate a manor house, and the bard and noble paladin need to charm guests at a ball. They could work better separately, but players insist on keeping the party together. So the dwarf insults the emissary, the paladin’s chainmail racket alerts the manor guards, and a motley band of killers sours the ball. Then midnight tolls and evil triumphs.

Game masters often avoid challenges suited to split parties, but I invite them. Sometimes I relish a chance to split a party.

Splitting the party can give soft-spoken players a chance in the spotlight. Player characters gain unique chances to reveal their character’s personality and talents.

Way back in a post on skill challenges, I suggested using time pressure to force each PC to participate. “If the characters only need to gain the support of the head of the merchant council, then typically one player makes all the diplomacy rolls. If the characters must split up to convince every member of the merchant council before their vote, then every player must contribute.” Formal skill challenges are gone, but forcing a party to divide and conquer still invites everyone to contribute.

One limitation of role-playing games is that even when the entire party participates in a role-playing scene, typically only one or two players participate. The rest watch. Sometimes players find themselves overshadowed by players with more forceful personalities. Splitting the party gives more players a solo. Meanwhile, the thief finally gets to sneak. The wizard finally gets to cast Sending.

If done well, splitting the party creates more spotlight time for every player at the table. More on that later.

Why keep everyone together?

Never split the party started as good strategy, but now it feels like part of the game’s social contract. Even when splitting the party seems logical, players keep the group together for three metagame reasons.

1. Players fear encounters designed for a full party.

Players expect combat encounters designed to challenge a group of 4 to 7 characters. If they split up before a fight erupts, then an undermanned party becomes overmatched.

But that happens less often that you think, because you, as a game master, see the situations that invite splitting the party and can plan challenges for smaller groups.

2. Players stay together as a courtesy to the game master.

By staying together, players avoid forcing the GM to juggle two separate narratives.

For the GM, balancing two threads can be fun—in the right situation. For a split to work, either (1) it cannot take more time than the idle players need to grab a snack, or (2) each subgroup needs to meet separate challenges. You can’t leave half of the party inactive for more than 5 minutes.

So the trick of handling a split party comes from devising situations that keep each part of the group busy. If someone goes to scout while the party rests, either the scouting should be finish by the time the idle players grab a drink, or something better stumble into the campsite.

3. Players stay together to keep everyone involved in the action.

A split party inevitably forces some players to wait until the spotlight returns to them. To minimize the problem of downtime, use two techniques.

Cut between scenes

Cut from one group to the next every 2-4 minutes. Some GMs advise setting a timer for about 4 minutes. If you tend to lose track, then a timer helps, but I prefer to use my own sense of time and pacing to switch scenes.

Every role-playing game reaches moments when the players make plans while the GM sits idle. Those moments bring my favorite times to switch scenes. While players debate their next move, I cut to the other half of the table. 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.

If I can’t switch scenes on a decision point, I switch on a moment of tension, ideally a cliffhanger.

Delegate the monsters to the idle players

Depending on your players’ dispositions, you might recruit idle players to run monsters in a battle. This works especially well in a simple fight where you expect the PCs to win. If the foes bring complicated abilities or motives, or if their power threatens to slay characters, I would avoid giving up control. When a GM kills a character, it comes in the line of duty, but a player should not take the heat for killing a PC.

If half the party lands in a fight, then the split plays best if the other half finds a battle too. You can run two fights on two maps with the same initiative count.

If you run simultaneous fights and let the players run the monsters, then you can leave the room for a drink. Your greatest GM triumphs often come when you have nothing to do.

Game master Rich Howard goes beyond letting players run foes. He casts idle players as the non-player characters who interact with the rest of the party. I admire the approach, but I feel unready to surrender so much of the game world.

Splitting the room

Even when you split a party, players tend to remain at the same table. This lets inactive players watch the story and lets the GM switch easily from one subgroup to another.

While sharing a table, the spectators learn things that their characters don’t. Most players take it as a point of honor not to use their unearned knowledge. If not, remind them to play in character based on what their character knows.

Separating players to different rooms can add fun though. No player has access to hidden information, so decisions become more interesting. Everyone feels an added sense of peril and concern for their missing comrades.

If you do separate players, you still need to switch groups every 2-4 minutes, so the groups should be as near as the kitchen and the dining room. Make the separation temporary. Your players came to play together.

Back when phones featured dials, I would separate players to sow suspicion about what other party members could be plotting. This fit the early game, when players betrayed each other for loot. Now such mind games only fit Paranoia sessions. Now I insist that my D&D players contrive reasons to cooperate.

Split the party

So split the party. For a GM running a divided party, the second hardest trick comes from finding situations where all the subgroups remain engaged. The hardest trick? Encouraging the players defy protocol and split up when splitting makes sense.

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.

Create better encounters by considering what your monsters want

Sometimes Dungeons & Dragons worlds seem split in two. In the towns and hamlets, players exercise charm and guile. In dungeons and lairs, every creature attacks on sight and battles continue to the death.

When TSR printed Dungeon magazine, the most common room description must have included a passage like this: “The room has five orcs. They attack immediately!”

I remember when every dungeon denizen attacked because they were monsters in a dungeon. Over time, adventure writers came to assume the they-attack part. Even modern adventures often assume, because what else? Since when do creatures or adventurers in dungeons want to talk?baba lysagas hut

Sometimes, players in role-playing games choose to role play in the oddest situations. I know. They surprise us all.

Sometimes the author of an adventure adds a routine fight, complete with an implied “they attack immediately.” But at the table, the players decide to talk. So I say “yes” instead of “roll initiative.” I scramble to improvise an interesting scene that challenges the players without handing them the keys to the dungeon. And I think unkind shots about an author who failed to account for role playing. Yes, some of the fun of being a dungeon master comes from making stuff up. Nonetheless, am I wrong to think that perhaps the adventure’s author could come up with something better? Am I wrong to ask the author to inspire me?

In your home game, if you assume a monster exists to attack immediately, you can’t annoy me, but you might miss a chance to create a more interesting encounter.

If heroes and monsters decide to stake their lives on a fight over a 10-foot room, both sides need a reason. The players decide for their heroes, but you choose for the monsters.

Spend a moment thinking about what your monsters want. Often they just hate all that live, or they thirst for blood, or they want to fatten children for dinner. That’s okay. If you have a combat-focused game, players seldom look for more.

If inspiration finds you, the monsters motives may surprise you. If goblins stand watch for the tribe, why would they fight to the death? They might run as the players spot them. Now the players face a dilemma. Give chase and risk blundering into a trap, continue carefully and risk a prepared foe, or find another route? What if the monsters try to negotiate to save their skin? Do the players trust them? Perhaps the orcs are only raiding because they want to retrieve a lost totem. Do the characters help the orcs, perhaps stopping the raids? Or do the PCs just destroy one war band of many? You can create an extra dimension by imagining monsters that want something unexpected, perhaps even noble.

When you understand what your monsters want, fewer encounters end with one side dead. Encounters may end—or start—with monsters fleeing or bargaining. If the players all drop, and you know the monsters intentions, you may see a way to fail forward. (I recommend Sly Flourish’s post Failing Forward on a Banshee TPK.) Fewer encounters turn into grinds. More develop into interesting choices.

Preparing to run an adventure as a dungeon master at a convention

In 1984 at Gen Con, I first served as an official dungeon master for a table full of strangers. I ran the adventure that would become I11 Needle. As I explained in “Running I11 Needle at Gen Con in 1984,” the session fell short of my standards. Frank Mentzer, please forgive me.

Needle Gen Con 17

Judges’ copy of Needle from Gen Con 17

In the years since, I’ve run many more convention games. I’ve improved. Sometimes I even meet my standards.

This year at Gen Con, I ran 8 D&D Adventurers League sessions. This post explains how I prepare these sessions.

I start by reading the adventure twice.

My first, quick read provides a high-level view. When I finish, I want to know the important characters, the expected course of events, and the clues that lead the player characters through these events.

Most adventures feature an overview intended to serve the purpose of my first read, but these summaries never seem to help me. When I take my first look at an adventure, I’m keenly interested in what leads the PCs through the narrative. But a typical summary just lists events: “After finding the casket of wrath, the characters go to confront Lady Frost.” I need to know what motivates the characters to go from one event to the next. Those leads become the most important clues I must communicate to the players.

The first read enables me to reread knowing which details merit careful attention. I can sift clues from set dressing, key characters from extras.

During the second read, I pay careful attention to the decisions the characters will face. When I run the adventure, I can miss a bit of color, but I must communicate the details that weigh on decisions. I tend to think a lot about the actions players might take during a session. Although I enjoy when players surprise me, I still imagine their likely choices and consider how to handle each one.

A 4-hour convention slot leaves little time for decisions that swing the course of an adventure. I want to present any real options to make them as interesting as possible. See “How running an adventure eight times can be fun and educational.”

Even the best adventure authors sometimes make bad assumptions about what the players will do. See “Actions players always take and choices players never make.” For example, Hoard of the Dragon Queen assumes players will join a caravan with some cultists transporting looted treasure and then travel for weeks—instead of just attacking the cultists and taking their gold. Like every D&D player ever. I wondered have the authors even played this game? (Answer: Yes. More than me, but perhaps not with so many strangers at recent conventions.)

Whenever I spot such an oversight, I plan on how to account for it. Will I reinforce the need to infiltrate the caravan? Will I present the cultists as too tough to confront? Will I let the players slay the cultists and then contrive a way to get the PCs to the next chapter. Sometimes I let players discover the risks of each option so players reach a dilemma. See “How to improve your game by forcing characters into tough choices.” Sometimes, I just make players understand the facts that make a bad strategy bad.

On my second read, I may mark up the pages. I cannot bear to mark up a hardcover adventure, but Adventurers League pages call for the red and blue pens.

Red and blue notes on page

Red and blue notes on page

In blue, I break the wall of text with sub-headings that flag key information. In play, I rarely scan my headings, but when I do, they can cut minutes of text skimming. Plus, the process of writing headings turns me into an active reader. I notice things that I might otherwise overlook. I remember more at the table, so I look down less.

In red, I write names and other bits of text I must find at a glance. Names always go in red, as do quotes that I might read as I glance down.

Annotated dungeon map for CORE 2-1

Annotated dungeon map for CORE 2-1

On any dungeon maps, I note everything I need to know. My captions include monsters, locks, objects of interest, difficulty classes and so on. Ideally, I can run all the rooms from the map.

When I first started running organized-play adventures, I would work from a packet of pages. This led to disaster. As I referenced maps, monsters, and descriptions of encounter areas, I plucked them from the pile. Half way through the session, I faced a shuffled heap. While I spent minutes hunting for that one sheet, I stammered apologies.

color reference sheets and player handouts

Color reference sheets and player handouts

Now, all my adventures go into a loose-leaf binder with tabs separating each module. Double-sided printing makes the best use of space.

I print second copies of the maps and monsters on single-sided sheets of colored paper. I can pull my green, monster stats at a glance and I never lose them in a stack.

Player handouts, including magic-item descriptions and story awards, also go on colored paper and in the binder. If I plan to run an run an adventure more than once, I use card stock.

Printed urban battle map fits the encounter

A pre-printed, urban battle map fits this encounter

For any of the adventure’s encounter areas, I look for pre-printed maps in my collection that suit the location. Many encounters rely on few specific details, so any map that captures a location’s flavor will serve.

When none of my existing maps fit, I might print or sketch a map in advance. If an adventure always lands PCs in a location, I’ll wind up drawing the map anyway. Drawing in advance saves time at the table. Plus, if I’m running an adventure more than once, more players can enjoy any effort I invest in maps.

Szith Morcane Unbound - Dengor’s palace

Szith Morcane Unbound – Dengor’s palace on Dungeon Paper

Maps go into sheet-protector pockets and then into the binder near the encounter description. (For more on printing maps, see “How to print map graphics as battle maps using free software.”)

Map in sheet protector paired with encounter

A map in a sheet protector paired with an encounter

After years chasing miniatures, I can match most monsters with suitable figures. If I lack figures, I may use the excuse to add to my collection, or even fabricate a figure.

Miniatures for an adventure

Miniatures for the CORE 2-2 adventure

No one leaves a D&D table annoyed because they needed to use imagination. So if you lack miniatures, you can bring tokens or even candy to represent monsters.

Finally, creating monster initiative tents in advance pays off at the table. When combat starts, ready-made monster tents avoid delay. Plus, pre-rolling gives me time to note key monster stats on the tents. This keeps things like Armor Class front-and-center rather than somewhere in a pile of green sheets. For my initiative tents and more, see “Everything I know about tracking initiative.”

How do you prepare for a published adventure?

Illusionism: if player choices seem to matter, does it matter if they don’t?

Eventually, every game master winds up guilty of illusionism: You offer the players a choice that seems to matter, and then rearrange the game world so all the options lead to the same outcome.

An illusionist GM prepares an encounter that pits the characters against an ogre on the road. Then, whether the players take the low road or the high road, they face that same ogre. If they opt to stay home for tea and cakes, the ogre fancies a bite.

426px-Sandys,_Frederick_-_Morgan_le_FayIn the early days of role-playing games, when players tried to beat dungeons and game masters acted as something between referee and adversary, such illusionist deceptions resembled cheating. Chivalry & Sorcery (1978) advised the GM to set out a dungeon’s details in advance so he could “prove them on paper should an incredulous group of players challenge his honesty or fairness.

As the game changed into a way to engage players in a story, illusionism became a tempting strategy for GMs. Deception appealed to GMs who wished to steer players through a particular story, but also to GMs who needed to prepare a game without preparing for every possibility.

GMs running campaigns aim for three targets: player freedom, world detail, and ease of preparation. Those of us who must keep a day job can only choose two. Illusionism seems like a way to cheat by dropping player freedom while making the players think they remain free. If the players believe their choices count, what does it matter if they don’t?

The ogre encounter seems innocent. Dungeons & Dragons players expect to stumble on monsters, and that ogre could appear on either route as a wandering monster. But what if the players must guess whether the Dread Baron travels the low road or the high road? Do you base the villain’s travel plans on whether your story calls for a showdown today?

Many GMs feel that offering an illusion of choice robs players’ of real control over their characters’ fates, so illusionism is unfair on principle. While writing about illusionism, John Arendt concludes, “The DM is obligated to administer the setting in a way that ensures player choice is meaningful, in accordance with the previously established facts.” Courtney Campbell adds, “I think illusionism is abhorrent in both D&D-style games, and story-based, plot-arc games.

I admire the principle, but players don’t join your game because they admire your unwavering game theory.

In every RPG session, players sacrifice some of their characters’ freedom for fun. When they join the game, they silently agree to band their PCs together, to cooperate, and to have their PCs award the magic item to whoever rolls highest on the great d20 in the sky.

The price of illusionism comes from another angle. Much of the fun of games come from making interesting choices and then experiencing the consequences. For more, see “How to improve your game by forcing characters into tough choices.”

In a role-playing game, good choices come with enough information to make illusion difficult. The sort of choices that let you easily fake illusionary consequences tend to be dull choices based on scant facts. When you serve players such vague options, they hardly enrich the game. High road or low road? Flip a coin.

If the players must decide whether to travel the low road or the high road, then either choice could lead to the same wandering ogre. But suppose on the low road, the hag Auntie Boil always demands some small, wicked deed of those who travel her swamp. On the high road, frost giants guard an icy pass, but one may owe the thief a favor. Ogres could wander either route, but now the choice becomes interesting because each road takes the adventure on a different spin.

The best choices lead to consequences too specific to fake with illusion. If the players spurn a town that pleaded for help against raiders, the town burns. If the players betray Lady Redblade, she treats them as enemies.

You could contrive circumstances that spares players from the expected consequences: A storm delays the raiders until the players arrive. Lady Redblade blames a rival for stealing the artifact that the players took for themselves. But whenever a convenient break spares your story from the players’ actions, your game world loses credibility. If players seldom see their actions lead to repercussions, they learn that their actions hardly matter.

Illusionism isn’t a cheat; it’s a compromise. Illusion may save a great encounter or contribute to an impression of freedom, but it bears a price. Whenever you serve an illusion of choice, you miss a chance to offer the sort of real choice—the sort of dilemma—that enhances the game.

Should you use to illusionism at your table? The game is yours. Every game master knows the benefit of deception. Now you understand the cost of a lost opportunity. Interesting choices carry a price.

How to improve your game by forcing characters into tough choices

As a game master, my favorite moments during session come when I sit idle as the players’ debate the tough choices open to their characters. Each option balances hope with a price. All the options lead to consequences that will spin the game in a different direction. Watching these discussions, I know the game world has come alive. No one tries to metagame what they’re supposed to do. Later, when those same players wonder what might have happened if they had chosen the other path, I bask in that moment.

If players just wanted to follow a story, they could have read a book. In role-playing games, much of the players’ fun comes from making choices and then experiencing the consequences as the game spins into a new direction. A hard choice lets players reveal their characters, reminds players that they control their characters’ fates, and turns the game world into a vibrant place that reacts and changes.

Occasionally tough choices spring naturally from the twists of your game, but you can plan your game to pose more dilemmas for players.

What makes a good dilemma?

Dilemmas have consequences

Much of the fun of making game choices comes from seeing the effects. If the adventurers get a call for help from a fishing town threatened by raiders, the hard choice comes when they learn of a far more lucrative job: The cunning Lady Redblade wants a magical curiosity retrieved before her rivals can snatch it. When the curiosity proves to be a dangerous artifact, the hard choice comes when the players must decide whether to hand it over. Every GM can tell such choices matter, but the consequences must ripple into the game. If the players spurn the town, it burns (even if you prepared for a rescue session). If the players betray Lady Redblade, she treats them as enemies (even if your plot assumed she would remain an ally). If players seldom see their actions lead to repercussions, they learn that their actions hardly matter.

Still, consequences don’t make a good game. If you put a dracolich behind door number 1 and a pile of +5 swords behind door 2, you just offered a choice with consequences. But your players will still drop out of your crummy game.

Dilemmas require information

Let's Make a DealIf you play Dungeons & Dragons long enough, you hear of a Monty Haul dungeon master who loads treasure on players. The name comes from the Monty Hall, host of a game show called Let’s Make a Deal. He handed out so much treasure that every bumblebee and Raggedy Ann left his studio with a vorpal sword. Sometimes, Monty offered contestants a choice of whatever lay behind three doors that concealed prizes ranging from a toilet plunger to a Chrysler Cordoba. Guess a door makes a dull decision, but Monty’s game entertained by creating dilemmas.

After a contestant picked door 1, but before revealing its prize, Monty might open door 2 to reveal the plunger. “Now,” he would ask, “Do you want to stay with door 1, or do you want to switch to door 3?” Monty added information to the choice and it grew interesting. (The reason you should always switch is fascinating.) Once the player picked door 3, Monty would offer a wad of cash in exchange for the unseen prize. Now players faced a dilemma.

Interesting choices start with information.

If the players must decide whether to travel the low road or the high road, the choice only merits a coin flip. But suppose on the low road, the hag Auntie Boil always demands some small, wicked deed of those who travel her swamp. On the high road, frost giants guard an icy pass, but one may owe the thief a favor. Now the choice becomes interesting. Players can expect their choice to take the adventure on a different spin.

Menus of choices like these let players reveal their characters or steer the game toward their own preferences. I like offering such options near the end of each game session so I can prepare for the road ahead.

Dilemmas defy correct answers

Sorry Monty, but choices with one right answer don’t count as dilemmas.

Such choices might serve as puzzles. Suppose the PCs want to pursue the Dread Baron, but wonder whether to follow the low road or the high road. If they see he left his fur boots in his tower or if they find an invitation from Auntie Boil tied to a bird in the rookery, then they know which road to take.

Puzzles like this enhance your game, especially if you occasionally allow the players to miss the clues. Virtually every adventure spins clues and other leads into the threads that draw players along. But such clear answers only offer a choice between continuing the adventure or dropping out. If players know which road to take, they gain no sense of freedom.

In a dilemma, every option brings a price

In the choice between the high road and the low road, each option brings a price: The high road means calling a giant’s dept and hoping a he will honor it; the low road requires some wicked deed.

“To craft a good dilemma,” Wolfgang Baur advises, “Don’t give the players any good options.” (See “Dungeoncraft – Temptations and Dilemmas” in Dungeon issue 148.)

Clever players may still find good options—players relish the chance to crack an unsolvable problem, but you don’t need to hand them a solution. And definitely don’t hand them a fight. Usually, a good dilemma puts PCs between forces too strong for an assault. If you make Auntie Boil or those giants look like a problem that just needs a few smacks with a warhammer, you created skirmish rather than a dilemma.

Creating dilemmas

The limits of loyalty and time can easily create dilemmas for players.

As player characters gain in renown, powerful non-player characters will begin to request or demand their loyalty. If Lady Redblade and the Master of Eyes both want the players to retrieve the same magical curiosity, then the players choose more than an ally—they choose an enemy.

The limit of time can create many torturous dilemmas. The players must understand that accepting Lady Redblade’s job means risking that besieged town.

We DMs tend to offer quests with no particular urgency. This spares us from having to rework a mission because the game world moved on. The fishing town perpetually waits on the verge of doom until the players arrive to save it.

Sometimes though, time must force the players to choose which fires to fight. This does more than test the players. Such dilemmas make the game world seem like a dynamic place that moves and changes even when the PCs turn away.

Let’s Make a Deal

Suppose you know that the paladin in the party would never spurn the townsfolk for Lady Redblade’s bounty. Now you can play Let’s Make a Deal. The heart of Monty’s game came when he started counting off the hundred-dollar bills that he would exchange for whatever prize lay behind door number 3.

For the paladin’s help, the Lady can offer that magic sword he covets. “So armed, imagine the good you could do.” If she offers to send her own men to aid the town, will the party take her job? After closing a deal, what happens when the party learns that the man assigned to rescue the town is corrupt and possibly incompetent? Do you betray the Lady and your word, or do your leave the townsfolk to their uncertain fate?

Let players feel powerful sometimes

Don’t turn every decision into test of the characters’ limits. A few tough choices add to the game, but people also play to feel powerful enough to sweep away trouble with an stroke of the blade and a fireball. Read the mood of your players.

Still, even if you work to put players in dilemmas, hard choices can be hard to create. That’s what makes them so delicious.

You roll for random encounters wrong (and so do I)

Original Dungeons & Dragons made rolling for wandering monsters more a core part of play than rolling a d20 to hit—d20 rolls were in the optional combat system that everyone used. Over the years, as D&D evolved, random encounters fell from favor until they neared extinction. In second edition, DMs emphasized story and saw random events as an unwelcome distraction. By fourth edition, battles consumed so much time that one random encounter could devour a session.

Random monster

Random monster

The designers of fifth edition recognized the value or random encounters: The threat of wandering monsters gives players a reason to hurry and to avoid the 5-minute adventuring day. Random encounters make distance and travel meaningful. See “Three unexpected ways wandering monsters improve D&D play.”

Traditionally, dungeon masters roll for random encounters during a session, behind the screen.

With players accustomed to this secretive approach, a DM can ignore die rolls and script every wandering monster in advance. Their players will never know.

I have a confession. Sometimes I roll random encounters before a game session so I can grab the monster miniatures that I need. By rolling in advance, am I diminishing the game? What if I just skip the rolls entirely and choose “random” encounters that suit me?

I my last post, I considered the advantages of using random rolls to shape your game. One benefit is that die rolls separate the players’ success or failure from the game master’s fiat. This benefit only comes if you make die rolls in the open and if players have a sense of what the rolls mean.

Few rolls swing the course of the game more than those for random encounters, so making these rolls in plain sight makes sense. But unless the players know what a roll means, the DM may as well pretend to read tea leaves. The chance of an encounter qualifies as secret information for the DM, so rolling for random encounters conflicts with the benefit of open rolls.

Nonetheless, a DM can reveal enough to make open encounter rolls meaningful without spoiling secrets.

Player characters exploring a dungeon or wilderness probably have a sense of what inhabitants they could encounter. Underground, investigators notice either dust and cobwebs or signs of traffic. In the light, rangers and druids know an idyllic path from monster infested wilds. Some PCs bring backgrounds or skills that give more insights. PCs may know a place by reputation. As a DM, you can rely on all these factors—and possibly on some checks—to gauge what to reveal about potential random encounters.

In the past, I would relay such information purely in terms of the game world. “As you travel the Stranglewood, you see signs that confirm its reputation for monstrous predators.” Now, I might add some game mechanics to the flavor. “For each day of travel, you could encounter wandering monsters twice. I will roll on a D20. Higher rolls lead to encounters.” These details help players decide strategy, and players enjoy strategy over guesswork. Plus, players endangered by wandering monsters will  act with urgency.

Some dungeon masters worry that revealing the mechanics of these rolls spoil too many secrets, or that it foils the players’ sense of immersion. I used to agree, but a Living Forgotten Realms adventure changed my opinion. In Agony of Almraiven, players face the challenge of freeing a brass dragon from a net as Thri-kreen harass the beast. The encounter combines a skill challenge with a combat encounter. Before I played this encounter, I disliked it. I hated the mechanical artifice of skill challenges, and this one came with a handout that let players check off their successes. Still, I dutifully handed out the sheet and let the players tackle the skill challenge as a game within a game.

Players loved it.

I ran Agony of Almraiven six times, and every time the players relished this challenge. The experience did little to improve my opinion of skill challenges, but it reversed my opinion of occasionally letting players glimpse the nuts and bolts of an adventure. Players enjoy immersion, but they also enjoy playing the game as a game. For example, players can immerse themselves in combat encounters even though they know all the rules behind them.

The original D&D game exposed the mechanics of wandering monsters without making play less compelling.

For random encounters to benefit your game, players need a sense of the threat of wandering monsters. Don’t show your encounter tables, but do explain that an hour delay leads to another roll, and that if you roll a 20, they will probably meet something nasty. Then roll in the open.

Have I dropped my practice of pre-planning random encounters? Not entirely. I strive for some transparency, rolling in view to see if an encounter occurs. As for the specifics, I might roll and prepare a few options in advance. During the session, I let the dice choose among those I prepared.

Note: The random encounters in an upcoming Adventurers League Expedition inspired this post and the last one. Will this adventure benefit from its randomness? I don’t know. In a convention setting, time and pace pose the biggest challenge, and random encounters make pacing harder. On the other hand, I always learn something when I run something new, and I’ll be running the final version of that Expedition a few times at the Winter Fantasy convention. As always, I hope to see some friends of the blog at my table.

Delegate to run better role-playing game sessions by doing less

If you are a game master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought game masters should make all the players’ die rolls to better conceal ACs and other secrets. (Hint: Don’t do that.) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about game mastering in rooms like this at Origins

I’ve learned a lot about game mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the GM’s attention. A GM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see “Everything I know about tracking initiative.”

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features as you describe them.

Running allied non-player characters. Whenever an NPC might take the side of the players in a fight, I always print an extra sheet with the NPC’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tracking conditions. Fourth edition Dungeons & Dragons loyalists can benefit from letting one player mark figures suffering from conditions such as bloodied, dazed and so on. If the player consistently remembers when conditions lift, then they keep better track than I ever could.

Tallying experience points. I haven’t recruited a player to keep track of experience rewards yet, but I should have started last night. After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Track damage dealt to foes. Damage dealt is not secret information for the GM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage, yet that data never vaulted us into first place.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. This player can keep track in plain sight: in dry erase on a white board or the edge of the battle map. If that proves impractical, then when a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe the kill. Delegate. The game doesn’t just belong to the game master. It belongs to everyone at the table.

Running Shackles of Blood: Making the good adventure into a great session

The free, issue 4 of Dragon+ includes the Dungeons & Dragons module Shackles of Blood by Joshua Kelly. This adventure comes from the Adventurers League Expeditions program. Normally, this program only lets you play such adventures in public venues such as game stores and at conventions, so the download introduces home players to the program. Shackles of Blood features a turning point in the Rage of Demons storyline, and concludes with an unforgettable final battle.

Shackles of Blood flooded arena

Shackles of Blood – the finale in a flooded arena

At this year’s Gen Con, I ran Shackles of Blood several times. Now, I will tell you how to make this good module into a great play experience.

If you plan to play this adventure, stop reading now. But if you intend to run it as a dungeon master, or simply want to peer under the hood with me, keep reading.

The dungeon master’s dilemma

The thorniest aspect of Shackles of Blood stems from the way leads characters into a virtually unwinnable encounter. The set up serves the aim of capturing the PCs so they wind up in that great final battle. During one session I ran, when the players’ capture left them feeling defeated, one said, “Don’t worry, this just leads to the last encounter and, trust me, you want to play the last encounter!” He had already playtested the adventure.

At Gen Con, the dungeon masters running Shackles felt conflicted about sending players into an encounter they could not expect to win or even avoid. Most DMs feel that railroading ranks as the worst abuse of their power. To be fair, none of the players at my tables felt railroaded. They had never read the adventure, so they never knew it was a setup.

The setup

The adventure begins with PCs charged with finding a family of halflings, the Tinfellows, who disappeared from a valley near the city of Hillsfar.

Meanwhile, a group of Hillsfar’s Red Plume guards plots to capture the PCs so they can be forced to fight in the city’s arena. Even if the PCs avoid an ambush, their investigation leads them to be overwhelmed by Red Plumes firing crossbow bolts laced with sleeping poison.

Tactics for the Red Plumes

When the Red Plumes battle the PCs, they fire crossbow bolts until one of the PCs fails a save and falls unconscious. Then a Red Plume can bring a knife to the sleeping character’s throat and the demand surrender in exchange for the character’s life. Of course, he’s bluffing, but the players will typically stand down. Because they chose to surrender, they feel like heroes opting to fight another time. Any PCs who call the bluff become the focus of attack.

In the battle with the Red Plumes, avoid letting the PCs scatter so that some escape. Hold a few Red Plumes back at the perimeter of the battle. Some PCs may still use invisibility or other tricks to get loose. If they succeed, a divided party makes running the adventure a bit more challenging, but the free PCs will trail any captives.

Plan B

If the players manage “the impossible dream” of escaping the Red Plumes, the adventure supposes that the party will return to their patron. (They probably won’t. See “Choices players never make.”) She tells them to get captured intentionally. After the players win against impossible odds, they must go back to lose on purpose. How unsatisfying!

Normally, players would trash a lousy plan that puts them in shackles and deprives them of their gear, but for the sake of the adventure, they will abide. Then you, as the DM, must improvise a narrative that puts players into chains.

Dismantling that unseen railroad requires a better plan B. Here is what I recommend.

In the unlikely event that the players escape capture during their investigation, they cannot rescue the entire family of Tinfellows. In my tweak, the players can rescue some of the Tinfellows, but most have been sent ahead to the arena at Hillsfar. Now, whether the players get captured or not, they must return to Hillsfar to rescue Tinfellows from certain death.

This pursuit leads the PCs to a meeting with Margery “Mags” Thrier outside the Hillsfar arena.

Unless your table features the first-ever all-human band of adventurers since the era of little brown books, the party must find a way to get their non-humans into Hillsfar and to the arena. Some party members might adopt disguises—it works for Breex Vandermast. Others could pose as captives bound for the arena. If you prefer to avoid this challenge, move Mags and the slave market outside the Hillsfar gates.

Mags explains that she purchased the Tinfellows legally and refuses to relinquish her property without compensation. The Tinfellows languish somewhere deep under the arena, slated to fight, and undoubtedly die tomorrow. If the players would be willing to trade places in the upcoming battle, Mags will set the family free.

Mags’s pet Goliath tries to startle the players. When they prove their nerve, she questions them about their combat experience. Inevitably, some party members will rise to pose as tough guys.

If the players worry that Mags will betray them, she steps to a betting kiosk and places a bet on the PCs in the next day’s battle of the bell. “Now if you lose, I lose, but I have a feeling about you lot.”

Once the players agree to take the Tinfellow’s place, Mags warns that if they fail to fight, the Tinfellows will fight, and die, in an upcoming contest.

Because of the non-human PCs, the entire party must surrender to the guards and go to that cage on the arena floor.

Dismantling the railroad

Now that you have a plan B that leads to the final encounter, you don’t need the PCs to lose to the Red Plumes. Instead, that confrontation can end in a draw or even a win. The Red Plume captain has no reason to see his men die in a fight with the PCs. If the players slay a couple guards, I suggest having the captain call a truce. He can tell the players that the Tinfellows have already been sold to Mags at the arena in Hillsfar. He might even promise not to take any more captives from the hills. You can decide whether he tells the truth.

Meeting Breex Vandermast

The half-orc sorcerer Breex Vandermast serves as the adventure’s final villain.

Whether the players find themselves on the arena as willing or unwilling fighters, they must meet Breex before the battle. This can happen as written, on the road to Hillsfar, or later with the PCs caged on the arena floor.

Either way, Breex tells the PCs how much he will relish seeing them die in the arena. He taunts the non-human characters for their filthy taint, and then turns his disgust on the humans for joining such rubbish. Describe Breex’s filed down canine teeth. Tell how his ears appear clipped to a human roundness, and how he wears a powder that lends his skin a more human tone. When the players identify Breex as half orc, I guarantee that his hypocrisy and bigotry will inflame them. During the arena contest, my players searched the stands for Breex, eager for a chance to strike at him.

The Bell in the Depths

The adventure ends with a battle in the Hillsfar arena that pits the PCs against a team of halfling gladiators. The contest spans platforms erected over the flooded arena floor. Both sides race to ring a bell atop a central tower.

Describe the battleground as fenced and flooded enclosure on the larger arena floor. That way, when blood-crazed spectators spill onto the floor to climb the pool’s walls and tear at its bolsters, its collapse and sudden draining seems inevitable.

Shackles of Blood - drained arena

Shackles of Blood – drained arena

In the battle of the bell, a 15-foot gap separates the halflings’ tower from the bell tower. The halfling thugs have a 15 strength, so they can jump that gap. This means that if the halflings win initiative, they could ring the bell before the players even act. Let the halflings’ overconfidence and their urge to preen for the crowd slow their assault on the bell. On their first turn, the thugs take positions on the bell tower.

The halfling spies can use Cunning Action to gain an extra dash action on their turns. If the halfling druid casts Longstrider on a spy, the ally can cross the arena quickly and assault any PCs who choose to stay on their tower. In my sessions, the druid never managed to concentrate on Barkskin long enough to matter, so Longstrider made a better buff. Because the druid lacks long-range attacks, don’t make him an easy target. Instead, he buffs allies and carefully advances into Thunderwave range.

A halfling who uses a dash action can swim the 4 squares from a starting tower to an assault tower in a single turn. That pace brings them out of the water before the quippers can attack.

Don’t bother holding Breex’s entry until all the halflings have been incapacitated. Bring him out when the contest starts to lull. The players will be eager for the showdown.

As the Red Plumes struggle to quell riots, the PCs will have no trouble rescuing the Tinfellows. After prevailing in the arena battle, the players will feel they earned this easy success.