Category Archives: Advice

What Murder In Balur’s gate taught me about engaging players in role playing

As a dungeon master, I’m still learning. When I ran the Murder in Baldur’s Gate launch adventure at Gen Con, I had an ah-ha moment (more of a well-duh moment) and a lesson.

At the convention, Wizards of the Coast showed the Dungeons & Dragons Next rules and teased the Murder in Baldur’s Gate Encounters season with a launch adventure. This adventure does not come to an ending, but rather stops at the beginning. According Wizard’s plan, players finish the launch clamoring to participate in Encounters or ready to purchase Murder in Baldur’s Gate for home play. By my account, players enjoyed the launch.

But I had a problem. The slim Murder in Baldur’s Gate launch adventure barely requires more time to run than a typical Encounters session, just two hours with the fast-playing D&D next rules. But Wizards scheduled the adventure for four-hour slots. Now Gen Con offers plenty of fun diversions, so no players will feel unhappy about finishing an bit early, but could I wrap a four-hour slot in just two hours and leave paying customers feeling satisfied? I wasn’t alone in my concern. At the judge kick-off meeting, all the dungeon masters seemed to be sharing ideas for stretching maximum play out of the adventure.

One Murder in Baldur’s Gate judge built this stunning 3D map for the encounter

One Murder in Baldur’s Gate judge built this stunning 3D map for the encounter

To be fair, the adventure packs information about the sights and personalities of Baldur’s Gate. Obviously, the authors supposed dungeon masters would take players on a leisurely tour of the city, filled with role playing as characters browse the marketplace and chat up prominent non-player characters for the pure joy of it.

As a frequent convention judge, I have never encountered an adventure that runs short. At best, a well-timed Living Forgotten Realms adventure finishes just shy of four-hours, with time for the last scene with a grateful patron, a division of treasure, and paperwork. But lots of LFR adventures tend to run long, with no extra time for tangents, slow play, or, heaven forbid, parties that lack strikers. I have ample experience hurrying play without making players feel hurried. I have zero experience stretching a two-hour adventure to three without making players feel idle.

The first time I ran the launch adventure, I lingered as long as I dared on the flavor of the city, trotting out the whole cast of NPCs, and hoping the players would bite on some of the opportunities for interaction. I hardly got any nibbles, but still I thought I did a pretty good job of drawing things out—until I looked at my watch. Damn. Done in two short hours.

The adventure suffers from the problem I griped about in “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.” While it presented plenty of opportunities for role playing, it fails to give players any objectives that encouraged it. “Innkeeper, have we entered the wrong establishment? I was told there would be adventure here.”

For my second run, I dangled more diversions such as a fortune teller, a chance to profit from a buy-low-sell-high transaction in the marketplace, some suspicious activity, and plenty of villains monologing. The adventure includes pages of background that would be unnoticed by anyone who never player the Baldur’s Gate computer games, so the extra business allowed me to expose some of it. The players seemed to have fun and the adventure seemed to run longer, but again it wrapped in two hours. Adding to my sense of failure, one of my player’s complained about the short adventure. “The ticket promises a four hour adventure!” He carefully shielded his feedback form as he no doubt wrote harsh words about the overly-brief session IN ALL CAPS.

Later I spoke to some friends who had played at a nearby table, and whose DM resorted to halving damage to draw out the adventure. They envied my table’s quicker pace, but I felt no consolation.

That night, a light went on in my thick skull. My problem had less to do with players uninterested in role playing than with the social contract of convention play. When my players opted not to speak with the wine seller, they simply wished to avoid side-tracking or delaying the adventure. Well, duh. “We can’t talk now, an adventure is about to begin!” I could not simply tempt the players with opportunities to role play, I had to accost them. The players must feel free to respond to the fish-monger, realizing that he is part of the adventure. If the players show a lack of interest, fine. At the next stall, an old lady will plead for help finding a cat, and did anyone notice the sharp-eyed guy posing as drunk?

For my next run, I loosed every diversion in my bag of tricks, singling out and accosting players with NPCs and events that might interest them. For example, because one pregen’s sailor background inspired a player to role play a crusty sea salt, the exotic bird vendor (already in the adventure!) invited her to try a parrot on for size. Soon, I had the whole table engaged in the local color of Baldur’s Gate. No one ever seemed impatient for the real action to start. When the adventure wrapped, I checked the time and found that more than three hours had passed. Success!

I still feel that best way to engage players in role playing is still to give objectives that require it. However, I have learned that sometimes players just need to realize that role playing will not side-track or delay the main event. Just give the role-playing opportunities the same weight as the other parts of the adventure.

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

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

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

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

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

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

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

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

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

Reasons a non-player character refuses to cooperate.

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

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

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

A priest, a warlock, and a dwarf walk into a bar and…nothing happens

Some rare number of groups can stroll into a tavern populated with lovingly crafted and colorful characters, and then spontaneously mingle for a night of role playing. I personally have never seen this happen, but I know it’s possible, because these players constantly boast that they gamed for entire night without rolling a single die. (Sometimes I feel the same vibe of subtle snobbery that comes from the guy who never stops mentioning that he doesn’t even own a TV.)

In my experience, all players enter the inn and follow this procedure:

  1. While the dungeon master describes the lovingly crafted and colorful occupants of the inn, update your character sheet or sample the snacks.

  2. Enjoy a moment of vicarious wealth as your character, who carries thousands of gold in loose change, pays a gold piece for a 1cp cup of ale because keeping track of coppers is too much bother.

  3. If you play a dwarf, act out your character’s exaggerated appetite for ale. (To players of dwarves, ale provides as much material as airline food and 7-Eleven provides to stand-up comics.)

  4. Look for the mysterious hooded figure beckoning from a corner.

  5. If no figure beckons, wait for the bar fight.

  6. If no bar fight erupts, look in puzzlement at the dungeon master while you wait for the adventure to begin. “Innkeeper, have we entered the wrong establishment? I was told there would be adventure here.”

In Dungeons & Dragons, as in fiction, the really interesting action happens when the characters have both an objective and an obstacle that stands in their way. The bar scene fizzles because the players lack both of these essential ingredients.

In the early days, the objective (treasure) was as simple as the obstacles (dungeons and dragons). Now we enjoy more variety, buy we still need the core ingredients of objectives and obstacles to keep the game moving and fun.

By objectives, I’m not thinking of the players’ long term goals for things like ending the Prince of Murder’s reign of blood or restoring your family’s honor. If your players boast great role-playing chops, then each character may hold a different long-term goal. I’m interested in the sort of immediate objectives the players can accomplish in the next encounter. Convince the fearful witness to name the assassin. Pass the troll that bars your way. Save the orphans from the creatures in the cellar.

The lack of one of these essential ingredients explains some of the game’s less-interesting stretches:

  • After the outcome of a battle becomes obvious and the monsters cease to be a threatening obstacle.

  • Any scene where the players’ patron fills them in on backstory or congratulates them on their success.

  • When characters walk into a bar populated with lovingly crafted and colorful NPCs, but when the characters lack any objective that they can reach during their visit. (The goal of indulging your dwarf’s appetite for ale does not count, because no obstacle stands in her way—unless she is broke; that could be interesting.)

You can pace your game by looking at the players’ objectives and the obstacles they face. If no obstacles challenge the party, then consider summarizing events until something new blocks the players’ progress.

If the players lack objectives, then unveil some new development that suggests their next step. Characters should start each scene with an objective that can be achieved in the scene, and they should end with a new objective or, better still, a choice of objectives. A steady supply of objectives keeps the game moving forward and the players eager for more. A choice of objectives prevents the players from feeling railroaded.

Group scenes and mass confusion

In Dungeons & Dragons, the dungeon master assumes the role of every non-player character. As a DM, when I must portray two NPCs at once, I often see the players grow confused about who is talking. Certainly if I were better at voices—and better at sticking to a voice—the confusion would lessen.

Short of voice acting class, I avoid the problem by contriving to have the players interact with one non-player character at a time.

Undead Fred cookie cuttersIn your favorite TV comedy, have you ever noticed how cast members with nothing to do leave the scene? Partly, this happens because actors hate standing in a scene with nothing to do, but moving extraneous characters offstage also focuses attention on the important ones. As a DM, you have a tougher job than a TV writer, because when you speak in character, the players may not always recognize your character. Find an excuse to trot out your NPCs one at a time, play their part, and then have them excuse themselves to go to the loo or to take cookies from the oven. (Many dark necromancers enjoy baking to unwind.) If you need characters to argue two points of view, let one convince the players, and then leave. Then have a second NPC meet to present an opposing point of view.

Now suppose you’re Mel Blanc and Jim Dale rolled into one awesome dungeon master. Great! Can I play at your table? Nonetheless, you still shouldn’t have more than one NPC onstage at once, you showoff.

As a dungeon master, you must work to offer each player as much time to play and interact as possible. That means that even if you can portray every member of the king’s council as they argue strategy, you should resist the temptation. Give the players a bigger role in the discussion by limiting yourself to a single NPC. If the players wanted to see a one-man show, they would have gone to the theater.

As you deploy your cast of characters, weigh the advantages of forcing the party to split up to meet NPCs separately. In “The Dungeon Master’s Guide 2 remakes the skill challenge,” I suggested splitting the party to force everyone to contribute to an interactive skill challenge. But even without a skill challenge, dividing the party always serves as a great way to encourage less-vocal party members to take the spotlight. In the dungeon, never split the party, but in the castle or guild hall, send them their separate ways.

Designing for spells that spoil adventures

In my last two posts, starting with Spells that can ruin adventures, I discussed the various spells with the potential to spoil Dungeons & Dragons adventures, turning hours of fun into a quick ambush. You may say, “Why worry? Just rule that these spells don’t exist in your campaign.” Clearly, you have enough foresight to carefully examine the spell lists, establishing a list of dangerous spells and magic items that might ruin your campaign plans. Of course, you could also rule that Zone of Truth doesn’t exist in your game the minute it becomes a problem. But your players will hate that.

The D&D system’s spells and magic contribute to an implied setting that most D&D players and DMs share. As a DM, you can ban spells, but that offers no help for authors of adventures for organized play or for publication. Authors writing D&D fiction also must work around these spells, or ignore them and hope the readers fail to notice.

The fourth edition attempted to eliminate every last adventure ruining effect. Fly effects really just let you jump. The ethereal plane is gone, or at least inaccessible. Linked portals replace the long-range teleport spell. While I favor this approach over keeping all the problem spells in in the system, I concede that the purge might have been heavy handed.

So that brings us to today. Seeing Zone of Truth in the D&D Next spell list inspired me to write these posts. These spells and effects need careful weighing of the benefits they offer to the game, and more thought to how they effect adventures and the implied game setting.

For the designers of D&D, I have the following suggestions:

  • Spells that compel honesty or discern lies do not add enough to the game to earn a place in the game. These spells could exist as a optional elements.
  • Spells that detect evil should only detect the supernatural evil of undead, outsiders and the like.
  • Divination spells must provide hints and clues rather than unequivocal answers, and should discourage players from seeking answers too often.
  • Scry spells must be subject to magical and mundane counters such as the metal sheeting that blocked Clairvoyance and Clairaudience in the first edition.
  • Scry spells should never target creatures, like Scrying, but only known locations, like Clairvoyance and Clairaudience.
  • Ethereal travel must be subject to barriers such as gorgon’s blood mortar, permanent ethereal objects, and perhaps even vines, as mentioned in the original Manual of the Planes.
  • The game should offer some magical countermeasures to teleportation, such as Anticipate Teleport, and the ability to make these spells permanent.
  • The Dungeon Master’s Guide needs a chapter on magical effects that the DM should plan for in campaign and adventure design, starting with fly and divination.

Next: But how do you win?

Example: Finding the hidden chambers from Halaster’s Last Apprentice

(Part 6 of a series, which begins with Evolution of the skill challenge.)

The first D&D Encounters season, Halaster’s Last Apprentice, included a skill challenge that works perfectly within the original conception of the skill challenge rules. “You make a perilous search through the upper levels of Undermountain, seeking the hidden chamber. Each of you contributes in some way….”

For that encounter season, I served as DM to a table full of players who were resampling D&D after many years away from the game. They wanted to return to the Undermountain crawls that they enjoyed in the past. I worried that playing an abstract challenge would convince them that 4E was no longer the game they had loved.  “But some of us like dungeon stuff.” Unfortunately, the skill challenge posed some problems for the more vivid style that I wanted. The challenge’s description included a huge array of applicable skills, but only hinted at a few tangible obstacles that the players might face.

Drawing on the challenge’s description, I created a list of obstacles that suited the challenge. Each invited a number of solutions based on the different skills listed in the challenge.

Obstacle Potential solutions
Locked door Pick lock using thievery
Break door using athletics
Search, possibly locating a hidden key or secret catch
Huge, obviously unbeatable, carrion crawler in a chamber ahead Sneak past (failure forces retreat)
Use nature to lure the giant rats from a nearby niche into the chamber, distracting the beast
Use bluff to create a distraction
Flooded tunnels block passage Use endurance to swim frigid water and find an easy route or, in combination with dungeoneering, a way to drain the tunnels

As I ran the skill challenge, I presented specific obstacles and unveiled new complications as needed. (Sometimes I feel like Grommet laying track as he rolls along.) I kept the complications coming until the characters reach the required number of successes.

The challenge’s description limits the number of available successes for skills like thievery, so once thievery is no longer an option, the players stop encountering doors with locks. Instead, the door is barred from the other side, or perhaps a collapsed stone block closes the passage. A strong character might wrench it out of the way, or you could brave that flooded passage you just passed…

In Dungeon Master’s Guide 2 remakes the skill challenge, I criticized this challenge for lacking any tangible, game-world reason that three failures results in a failed challenge. Because the adventure suggests that rival groups sought the chamber, when my players failed checks, I explained how the failures delayed the party, and then had them find signs that another group had recently passed this way.

If the players do amass three strikes, the challenge taxes everyone a healing surge due to the “constant fighting,” you know, dungeon stuff. Also, the players get penalized with a fight. Some penalty. I ran the fight anyway because some folks at my table clearly would have been disappointed without one.

Next: The next skill challenge

Spinning a narrative around a skill challenge

(Part 5 of a series, which begins with Evolution of the skill challenge.)

The Dungeon Master’s Guide 2’s example skill challenge shows the Dungeon Master responding to each success or failure in the traditional DM role─by telling the players what happens in the game world as a result of their actions.

On page 83, the DMG2 advises dungeon masters that each success or failure should do the following:

  • Introduce a new option that the PCs can pursue.
  • Change the situation, such as sending the PCs to a new location, introducing new NPCs, or adding a complication.
  • Grant the players a tangible congruence for the check’s success or failure (as appropriate), one that influences their subsequent decisions.

This puts the DM back in the DM’s role, but it puts a burden on the DM running the challenge. Before, I just had to determine if a player’s justification for applying a skill made sense. Now I have to respond to each success or failure with an ongoing narrative. That’s okay; that’s the job I signed up for as a DM. But the format for a written skill challenge description remains focused on the skills available to the players and the possible justifications for using them. The format never evolves to give the DM more help spinning a narrative around the challenge.

Just as every failed check leads closer to failure, every successful check overcomes some barrier to success, but reveals a new, tangible obstacle or complication.

So in a well-run skill challenge, the DM faces his own challenge of inventing new complications to thwart the players even as they earn each success. (Sometimes I’m reminded of the infamous babelfish puzzle in the Hitchhiker’s Guide to the Galaxy computer game, where your countless attempts to get the fish each result in it slipping into yet another inaccessible spot.) Written skill challenges sometimes help by suggesting the sorts of obstacles that each skill might overcome, but the written format is far, far from optimal for the task.

Skill challenges also limit the number of successes players can earn with each skill. That guideline remains good. No one wants a boring and repetitive challenge where one character chips away at a problem with the same skill.  But this guideline adds another hurdle for you, as the DM. As you narrate the challenge and pose new complications to meet every success, you must craft situations that invite the skills which remain available, while closing off the avenues that are now blocked. You get extra credit for creating complications that force the characters on the sidelines to participate.

Now we have a challenge for the DM as well as the players. Ironically, while the skill challenge mechanic initially tried to sideline the DM to a secondary role, running a good skill challenge now becomes one of the DM’s most thorny tasks.

I approach the task with a little extra preparation.

When I prepare to run a ready-made skill challenge in a published adventure, I am less interested in the list of recommended skills than in the obstacles and complications that the author says the skills might overcome. With a particularly sketchy challenge, I may list a few obstacles of my own, so I am prepared to present new situations as the players advanced through the challenge. I want specific obstacles that invite more than one solution. You can pick the lock or break down the door.  Obviously, most obstacles are not simple barriers like a locked door. For example, in an investigation skill challenge, a success might reveal a new lead that carries the characters across town to a new obstacle─anything from a cryptic note hidden under a floorboard to a reluctant witness who won’t talk until you eliminate the source of her fear.

Of course, tangible obstacles also invite creative solutions, so be prepared to welcome the players’ ideas, and to mark off successes without any rolls. For more, see my post on player skill without player frustration.

In my preparation, I also consider the setbacks the players might encounter with a failed check. With each failed roll, I want to tell the players exactly how the failure draws their characters closer to a catastrophe.

Despite my preparation, when I run for organized play, I respect the skill challenge the author presents. When my players compare notes with players from the next table, I want my players to say, “Your skill challenge sounds just like ours, but ours seemed like more fun.” (Actually, I want every skill challenge to be more fun. That’s why I’m writing all this.)

Next: an example

The Dungeon Master’s Guide 2 remakes the skill challenge

(Part 4 of a series, which begins with Evolution of the skill challenge.)

Just a year after fourth edition’s debut, the Dungeon Master’s Guide 2 upended the original skill challenge. The new material makes just one specific revision to the original rules:  It provides new numbers for challenge complexity and difficulty class to address serious problems with skill challenge math.

Beyond the numbers, I suspect the designers sought to remake the skill challenge as much as possible without scrapping the existing rules. The big changes come from original rules that are now ignored, and from advice and examples that completely remake how challenges run at the table.

The Dungeon Master’s Guide 2 strips away the formal game-within-a-game implied by the original skill challenge: The structure of rolling for initiative and taking turns is gone; the new summary contains no mention of it. In the example skill challenge, the players jump in to act as they wish.

I disliked the original, story-game style implied by the original skill challenge rules, and welcomed the new advice. But the core of the original skill challenge rules remained, and some friction existed between those original rules and the recast skill challenge. In this post, I will explore some points of friction, and discuss some ways to overcome them.

Scoring with failed checks discourages broad participation

The 4E designers tried the match the formulas for constructing a combat encounter with similar formulas for a skill challenge. So a skill challenge’s complexity stems from the number and difficulty of successes required─an odd choice in a way. You don’t grant experience in a combat encounter by counting how many attacks score hits.

This scorekeeping works fine when you run a skill challenge as a collaborative storytelling game within a game

In the original skill challenge, every character had a turn, and no one could pass. This forced every player to participate. The new challenge drops the formal structure, leaving the DM with the job of getting everyone involved. The DMG2 helps with advice for involving every character. However, the players know three failed skill checks add up to a failed challenge, so now some players will fight against making any checks for fear of adding to an arbitrary count of failures and contributing to a failed challenge. This stands in total opposition to the original ideal where everyone contributes.

Obviously, some failed skill checks will bring the players closer to a disaster, by alerting the guards, collapsing the tunnel, or whatever. On the other hand, the foreseeable, game-world consequences of some failures do not lead to disaster, yet players worry about attempting, say, an innocuous knowledge check because they metagame the skill challenge.

Hint: You can encourage more players to participate in a skill challenge by forcing the characters to tackle separate tasks simultaneously. For instance, 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. Just give the players enough information to know which methods of persuasion will work best on which members of the council.

Scorekeeping may not match game world

In the story-game style of the original skill challenge, the players’ score can exist as a naked artifice of the game, just like the turns the rules forced them to take. I suspect that the original vision of the skill challenge assumed the DM would tell players their score of successes and failures. After all, the players could even keep accurate score themselves. This avoided the need to provide game-world signs of success or failure as the players advanced through the challenge. After the skill challenge finished, you could always concoct a game-world explanation for the challenge’s outcome.

Now on page 83, the DMG2 tells you to “grant the players a tangible congruence for the check’s success or failure (as appropriate), one that influences their subsequent decisions.” (In word choices like “tangible congruence,” Gary’s spirit lives!)

This works best if the challenge’s cause of failure is different from the players’ success. For example, if the players must infiltrate the center of the enemy camp without raising an alarm, then their successes can bring them closer to their goal even as their failures raise suspicion and take them closer to failure. These sorts of challenges create a nice tension as the players draw closer to both victory and defeat.

If moving toward success necessarily moves the players away from failure, then running the challenge poses a problem.

The first Dungeon Masters Guide introduced the skill challenge mechanic with an example where the players attempt to persuade the duke before the duke grows too annoyed to listen.  Good luck role playing the duke’s demeanor as he is poised one success away from helping while also one failure away from banishing the players.

Even worse, if a skill challenge lacks any clear marker of failure, running the challenge presents a problem. The first D&D Encounters season, Halaster’s Last Apprentice, included a challenge where the players seek to find hidden chambers in the Undermountain before they amass the three failures allowed by the rules. Why do three failures end this challenge? Is it because the players grow restless and are now all on their smart phones? The adventure suggests that rival groups might be seeking the lost chambers, but it fails to capitalize on this. The adventure follows the conventional advice by taxing each player a healing surge, and then saying that they found the crypt anyway.

“Why do we lose a healing surge?”

“Well, you know, dungeon stuff.”

Why is the game turning the dungeon stuff into a die-rolling abstraction? I thought some of us liked dungeon stuff.

Hint: You can fix a lot of bad skill challenges by adding time pressure. Every failed attempt wastes time. Too many failures and time runs out. Convince the duke before he is called to the wedding that will cement his alliance with the enemy. Find the hidden crypt before the sun sets and the dead rise.

Next: Spinning a narrative around a skill challenge

Tips for battle maps and dungeon tiles

I do most of my dungeon mastering at conventions and game stores. This post shares some of my tricks for working with battle maps on the go.

Wizards of the Coast includes pre-printed battle maps with Encounters and Lair Assault adventures as well as most of their published adventures. I love the maps, but they never lay flat. The folds and creases always seem to topple figures on the map.

To solve this problem, I purchased a sheet of Plexiglas from the window department at the local home improvement store. Laying the sheet on the printed map forces it flat and prevents it from sliding. You can even mark up the sheet with a wet-erase pen. Suitable Plexiglas sheets cost about $15.

Living Forgotten Realms adventures encourage you to use dungeon tiles. As I’ve confessed in other posts, I prefer to bring the best possible production value to the table. Particularly if I’m running the same adventure several times at a convention, I feel like the extra effort of assembling maps pays off.

For the times when I plan to set loose tiles on the table, I spread sheets of non-slip drawer liner, available anyplace that sells housewares. The liners grip the table and keep loose tiles in place. The lightweight material easily rolls up for transport.

For all but the simplest layouts, loose tiles take too long to arrange on the table, so I like to assemble maps in advance. I use removable mounting putty to stick the tiles on foam-core art boards. Office supply stores sell both the boards and the putty. Get the white putty, and not clear removable mounting dots, because the clear stuff sets after a while and will damage the tiles.

I transport my maps and Plexiglas in a cheap, $10 artist’s portfolio case.

Next: Evolution of the skill challenge

Solving the limitations of battle maps

In “Battle maps take over Dungeons & Dragons,” I wrote about how the widespread introduction of battle maps improved the fun of combat encounters. Everyone knows where everything is. The game never gets bogged down with boring descriptions of layout and dimensions.

Nonetheless, as much as the simple map avoids confusion, it suffers two weaknesses where I still search for improvements.

Elevation

Without 3D terrain, battle maps do a poor job of representing elevation, and cannot clearly represent rooms with multiple, overlapping levels, such as balconies.

When I create my own adventures, the limits of the flat map limit the kind of spaces that I imagine. So sometimes I work to break the constraints of the map. For example, I once ran a vertical dungeon, perched on walkways and platforms carved into—and jutting out of—a giant cliff. While this kind of environment can inject some fresh wonder into the game, I’m always annoyed when an encounter forces, say, a balcony into an essentially static combat. If an encounter adds the complexity of multiple levels, I want a dynamic encounter with characters on the move between levels, trading fire and flying around. If you have levels, force the characters to go to them before they clear the room.

I used to have trouble representing flying creatures at the table. Players constantly had to ask which creatures were in the air, and who could attack who. The flying figure stands from Litko game accessories solve this problem for medium creatures. The stands allow you to position one figure over another, or to set a die under a flying figure to indicate elevation. Fourth edition’s non-Euclidian geometry simplifies flight, because flyers can rise or descend one square of elevation for each square moved across the map.The flight stands come in three pieces that require assembly. Typical CA glue will fog the clear acrylic, so I suggest using the Craftics #33 Thick Acrylic Cement. Use nail clippers to trim the long tabs on the vertical support so they fit flush with the base and platform.

I want to find some convenient brackets or holders that raise dungeon tiles over the battlefield as with my improvised balcony in the photo. Ideal holders would be compact enough to fit in my convention bag, but heavy enough to stay put. Do any MacGyvers out there have suggestions?

Lighting and visibility

Someday, I hope we all have touch-sensitive, electronic battle maps that sense and track the presence of a particular miniature in a particular spot, and automatically reveal the parts of the cave that that the players can see. Until then, dealing with lighting and line of sight is a chore that I too often gloss over. Some methods help. You can reveal the map as the players explore, either by lifting coverings, laying new tiles, or just drawing as needed. However, in a big battle, where some combatants lurk in the darkness, the matter of tracking who sees what becomes unwieldy.  Does anyone have any tricks for handling lighting and visibility?

Next: Secrets to storing and retrieving D&D miniatures