Tag Archives: Battle Interactive

Vault of the Dracolich (2013): Greatest D&D Adventures Since 1985—Number 7

Vault of the Dracolich is a D&D Next adventure By Mike Shea, Scott Fitzgerald Gray, and Teos Abadia for level 4 characters.

The Living Greyhawk organized-play campaign pioneered a popular new way to play Dungeons & Dragons at conventions. In Battle Interactives, multiple tables could join together in the same adventure. The effect of actions, successes, and failures at tables could ripple to others in the interactive.

To fuel excitement for D&D’s upcoming fifth edition, the D&D team planned a gameday for stores. Vault of the Dracolich co-designer Teos Abadia explains, “Wizards of the Coast wanted to see whether a gameday could be transformed from the typical adventure format into a very exciting event: a hybrid between a battle interactive and Lair Assault.” The event proved a huge success.

“The project’s approach was a new one for Wizards,” Abadia writes. “We designers were all freelancers acting as a team, instead of writing and submitting our work separately to WotC for them to put together. Mike was the author, I was the developer, and Scott the editor (and first draft cartographer). As a result, we all collaborated heavily and all took turns scheming, writing, developing, and editing.”

During the adventure, bands of heroes infiltrate a temple of the Cult of the Dragon to recover an ancient elven staff from the dracolich, Detchroyaster. Merric Blackman describes the setup. “Vault has a number of different groups investigating different parts of the dungeon at the same time. So, from one to seven tables can play at the same time, with a DM at each table, and one further person would act as the event’s coordinator, making sure everything worked smoothly and triggering the big events that affected several tables at once.”

“The lair of the Dracolich is large enough that it accompanies four sections, ranging from a Lizardmen commune to a temple of the dead god Bhaal,” writes Alex Lucard. “Each of the four locations offers a very different experience, so if you decide to run all four parts as a mini campaign or a single party, things won’t feel repetitive.”

The adventure encourages interaction between tables. Shannon Appelcline writes, “The coordinator moves about, threatening adventurers when the dracolich tracks them down; tables briefly come together and then separate, exchanging resources and coordinating plans. Even compared with similar adventures created for organized play, Dracolich stands out for the amount interaction possible between parties. Its game-store-sized scale lets everyone share the same dungeon.

“Groups that rely solely on one strategy, whether sneakiness or smacking monsters, will probably have some difficulty. The adventure is exceptionally well-designed, and various creative approaches are required for PCs to move through the complex safely. Enemies may be defeated, fooled, or co-opted with role-playing; regardless, it will take canny and aware players to succeed.”

In an RPG.net review, Vestige describes play. “There’s a breakneck rush through the dungeon to reach the staff, and then a massive climactic battle with even more to do than there are players. That’s a solid formula for a memorable day of D&D.”

In his account of running the adventure during a game day, Merric Blackman calls the experience “fantastic” and the scenario “something quite special.”

In a post, co-author Mike Shea offers advice for converting the adventure to fifth edition.

Next: Number 6.

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6 Popular Things in D&D That I Fail to Appreciate

I’m used to having fringe tastes: I love Dungeons & Dragons, fantasy, and science fiction. These days, none of these passions rate as weird, but only because of a recent flip in popular tastes. As a teen, all these interests struck people as childish escapism. Worse, I failed to appreciate sports. Now books with dragons top the bestsellers, comic book movies get nominated for best picture, and I feel grateful for the change, but if I need a reminder of my weird tastes, I can just look at all the progressive rock in my music library. Giants may not be strange any more, but Gentle Giant still is.

Even in Dungeons & Dragons, I fail to appreciate things that normal fans like. In this post, I confess to six lapses in taste. As with my last post on this topic, this is a cry for help. Help me understand the appeal of these 6 aspects of our hobby.

1. Game worlds that unnecessarily make adventuring a common profession.

D&D’s original dungeon below the ruins of Blackmoor Castle drew so much traffic that a fairground filled with “hundreds of fabulous deals” catered to incoming adventurers. Turnstiles blocked entry into the dungeon (1 gp admission). Dave Arneson’s exhaustion with all the players insisting on dungeon crawls rather than Napoleonic naval battles drove him silly. In the Forgotten Realms, entry into Undermountain also costs 1 gp, but The Yawning Portal sells drinks rather than I-survived-the-dungeon t-shirts. As campaigns grow, adventurers start seeming common, so dungeons charged admission in the grand campaigns run by Dave and Ed Greenwood. Nowadays, so many adventurers crowd the Realms that they need a league.

The League’s version of the Realms really does teem with adventurers, but in home games I don’t understand the urge to elevate adventurer to a common profession.

If your D&D campaign just includes a few players, why cast them as a common rabble of wandering treasure hunters? I would rather picture the player characters as heroes of legend. Between all the time we spend waiting our turn and finding our place in the crowd, we play D&D to feel exceptional. Most campaign worlds only include 3-7 players—ample room for each to stand out as extraordinary. So why work to make adventuring seem common?

2. Characters with full names from the modern world. I’ve played D&D with Chuck Norris, Bob Ross, Walter “Heisenberg” White, Maynard G. Krebs, and many others. No, my time as a D&D blogger hasn’t landed me in games with famous and often fictional people. At my tables, players have used these names, and often these personas, for their characters. Sometimes the tone of a game fits sillier characters and everyone loves it. I want to play in a game with an entire party patterned after Muppets. Other games include cooperative storytellers crafting characters and their world. Showing up with Bill S. Preston Esquire may strike the wrong chord.

Still, I get the appeal. Some folks play D&D to hang with friends or to battle monsters, but pretending to be an elf feels awkward. Instead of an angel and a devil on their shoulders, these players have a class clown mocking Butrael’s elven name and a gym teacher saying, “Grow up!” So playing Burt Reynolds from Celene feels like taking a safe seat with the wise guys at the back of class. Players who adopt a modern persona for an elf in Greyhawk get to join the fun while declaring themselves too cool for the silly play acting.

The popularity of modern names and personas leaves me conflicted. Many players feel an affection for, say, Keith Richards and relish playing him as a swashbuckling pirate. I hate squelching the fun, particularly if it means dragging someone out of their comfort zone. That said, when I ruled to block real-world names from my game-store table, players thanked me.

Instead of writing a modern name atop your character sheet, just mash it into something like Bureyn. Dave and Gary’s players did it all the time.

3. Bungee monsters in multi-table adventures. Multi-table epic adventures join a ballroom full of adventuring parties together to battle for a common goal. Often these adventures assign one DM to take a monster from table to table, interrupting play to trade rounds of attacks. Like jumpers at the end of a bungee, these monsters plunge suddenly into a scene, and then snap away. Adventure authors hope these monsters unite the tables in a battle against a shared foe. Some players seem to like the surprise breaks from a session’s rhythms. High-damage characters particularly seem to enjoy vying for the highest output.

For me, the attacks just make an unwelcome interruption. These monsters’ sudden appearances typically defy explanation, so they destroy any sense of immersion. Also, the damage dealt to the bungee monster never matters; they always have just enough hit points to visit every table.

4. Adventures with carnival games. One shtick appears so frequently in organized play adventures that it must be popular. The characters visit a party, festival, or carnival where they compete against non-player characters in in a series of mini games: The dwarf enters the drinking contest, the bard tells tall tales, and the barbarian does the caber toss. For adventure writers, the device offers a simple way to let players flaunt their skills, presumably boosted by ample roleplaying. I know many people enjoy the setup, because I’ve heard players rank carnival-game adventures as favorites.

Nonetheless, I rate “carnival games” with “jumped by bandits” as easy ways to puff an adventure to fill a longer session. (At least the carnival games add variety.)

When I play D&D, I like to make game-altering decisions while (imaginary) lives hang in the balance. Competing for an (imaginary) blue ribbon feels like a disappointment. Much of the fun of roleplaying games comes from making choices and witnessing the consequences, but carnival games lack interesting options. Players only need to match the game to the characters with the best bonuses. Deciding not to enter the gnome wizard in the arm-wrestling competition hardly rates as deep strategy. Also, although adventure authors surely contrive to make the carnival shape the next encounter, I’ve never managed to pretend the mini games affect the adventure—aside from offering a route to end it and go to lunch.

5. Using miniatures for the wrong monster. During my last convention, I learned that I can easily become confused. Let me explain. Almost every dungeon master brought miniatures. Wonderful, right? Miniatures add visual appeal to the game. Dungeon masters who cart an assortment on a flight, and then daily through the convention center show a commitment that I value.

But no DMs carried minis that matched the monsters in the adventure. Every battle started like theater during a flu epidemic. “Tonight, the role of Lareth the Beautiful will be played by a grick. The roles of the goblins go to a barmaid, a shadow demon, and a hell hound.” I could never remember what figure represented what, so the miniatures proved a distraction. I spent two turns stabbing someone’s flaming sphere. By the end of the con, I wished for numbered bottlecaps that I could keep straight and I fretted that a miniatures fan like myself could fall so far.

To be clear, I’m only griping about games where the tracking the jumble of miniatures demands a cast list. I enjoy D&D games with coins, skittles, and pure imagination.

6. The dragon-slayer pose on page 7 of the second-edition Player’s Handbook. Many D&D fans rate this picture as a favorite, so why do I hate joy?

Most folks see the characters’ pride in slaying a baby dragon as humorous. I cringe in vicarious embarrassment at the pose. I like my dragons fierce, so the pitiful, dead one feels as sad as a pretty bird broken by an office window. And cameras don’t exist in the D&D world, so just what are these “heroes” posing for? Nobody paints that fast. See When D&D Art Put Concerned Parents Ahead of Players.

Related: Reader Reaction to 6 Things in D&D I Fail to Appreciate

Related: 9 Popular Things in D&D That I Fail to Appreciate

Origins 2017: Choose Your Own Dungeons & Dragons Adventure

This year at Origins, I split my time between serving as a dungeon master, and playing in Dungeons & Dragons games. Remember the disappearing McFly family photo from Back to the Future? It gave Marty McFly a look at his progress toward setting his future right. This year at Origins Game Fair, I ran an epic adventure that made me think of that photo. More on that later.

For many gamers, the Origins Game Fair feels just the right size. Unlike Winter Fantasy, the convention offers diversions beyond non-stop D&D. Unlike Gen Con, you don’t face a city and a convention center crowded to the limit. In 2015, Gen Con brought 61,423 unique visitors to Indianapolis. Origins 2016 brought 15,479 unique visitors to the similarly-sized city of Columbus. At Origins, you can reserve a hotel room without winning a lottery and you can pay for it without winning a lottery.

Goblins and scenery from Tomb of Annihilation

Elmwood adventures

I arrived with two convention-created adventures on my DM schedule. ELMW 2-1 Tendrils in the Fog and ELMW 2-2 Mists of the Moonsea read well. They land characters in vibrant scenes that promise to excite players. Both adventures feature a good mix of role-playing, investigation, and combat challenges. ELMW 2-1 takes players to villages and hideouts along the Moonsea, before ending in a small dungeon. ELMW 2-2 features battles on and under the sea, and ends with an ambush spanning a series of rope bridges. Both adventures pit the players against a group of adventurers cursed by evil. The foes resemble any number of morally questionable parties, perhaps dialed one notch darker. I loved these villains. ELMW 2-2 proved as fun as I anticipated.

An introduction to Tomb of Annihilation

I never ran ELMW 2-1 because the marshals needed an extra hand to run the introductory adventures for Tomb of Annihilation. I ran these adventures cold, reading one step ahead of the players. Each of this set of 5 missions plays in hour and a half or so. These adventures take characters to the jungle of Chult and the exotic Port Nyranzaru. Chult substitutes dinosaurs for shining knights and blood-sucking vines for wizards in pointy hats. Players feel like Indiana Jones in a lost world.

Most of the folks who come to play D&D at Origins rank as passionate players who bring a quiver of characters and who may play adventures more than once. The introductory adventures draw a different mix of players. First-timers and gamers who haven’t played since THAC0 join the D&D enthusiasts. The new and returning players bring a fresh enthusiasm that I savor. In the past, I haven’t volunteered for these introductory adventures, but next year, I plan to.

At conventions like Origins, where the dungeon masters belong to the Heralds Guild, we get scored based on players’ feedback. Running the introductory adventures cold lead to a dip in my score for preparation. I can’t argue with the accuracy, but seeing a drop in my overall judge scores disappointed me.

Hecatomb

This year, Origins hosted all three of the epic adventures that accompany Tales from the Yawning Portal. I played in Hecatomb, an epic for tiers 3 and 4.

Hecatomb’s author ramped up the difficulty of this adventure, even for tier 4. I love a challenge, so I welcomed the threat. I heard tales of tables practically wiped out. Meanwhile, at my table, two characters died, rose as undead, and attacked surviving players at other tables. One of the DMs administering the event went from table to table with a group of players running their now-undead PCs. The dead took revenge on the living. This “interaction” beats just having some evil champion roaming from table to table.

Hecatomb landed all the players on massive battlefield, scrambling to destroy arcane obelisks while fighting monsters. Presumably, our comrades in arms fought on battlemaps next to ours, facing other battles for other obelisks. By social convention, everyone agrees not to seek out the folks at the next table to form a party of 12.

Our party featured a crossbow expert/sharpshooter character—number 1 on my list of character types absurdly good at one thing. Even folks who play the combination find it overpowered. After taking casualties, our table changed strategy. We realized that the sharpshooter could safely destroy the obelisks and the monsters lurking two maps over, without ever letting threats come close enough to strike back. In this optimal strategy, my magic user’s best contribution was to cast Haste on the sharpshooter. Our melee characters could only “ooh” and “ahh” like an audience for Annie Oakley. Encounter designers need to consider sharpshooting just as they might consider something like flying. If you design an encounter where characters can engage foes from 500-yards away, then for parties with sharpshooters, the monsters resemble infantry crossing no-man’s land.

Return to White Plume Mountain

I ran Return to White Plume Mountain as a dungeon master. This epic accommodated both tier-2 and 3 characters. The tier-3 PCs fought to thwart a sacrificial ritual, while the tier-2 PCs attempted to distract the monsters, drawing them away from the main assault.

Return to White Plume Mountain worked hard to foster interaction. Some of its methods fascinated me.

A twist that required communication. Return gave each party a sending stone linked with another table. In many epics, such stones enable communication, but Return also included a clever trick that could foil groups who failed to communicate. In my session, some tables treated messages as a distraction and failed to notice the essential information. If more solutions come from messages between tables, the design would work even better.

Scoring that affected encounters for both tiers. Return featured a push-pull dynamic where each tier’s efforts drew monsters away from the other tier. Potentially, this could force tables to agree on a strategy that raises enough of a distraction to ensure success without drawing all the monsters into a deadly encounter. In practice, tier-2 tables just saw a distraction score that they could raise. Like any good gamers, they put all their energy to reaching a high score. Tables marched through the dungeon making more noise than a parade, without seeing the danger. In the end, tier 2 faced all the monsters.

The push-pull feature would work better if, instead of a rising score, the players saw the additional monsters in their future. Suppose some divination magic gives the PCs visions of their near future. This idea made me think of the McFly family photo—a vision of the future that results from the players’ current actions. I wanted a line of miniature figures that showed the monsters to come, but a scorecard handout would work as well. Back in How to forge the most epic multi-table role-playing event ever, I recommended letting players choose their own difficulty. In Return, a more visual push-pull mechanic would help.

Every table joined in the same battle. In the finale, all the tier-2 parties enter a massive dungeon room where they spot the ritual at the far side. An army of tier-3 monsters defend the ritual. As intended, the tier-2 parties stay on their side of the room and work to rescue sacrificial victims until tier 3 arrives near the heavy hitters to thwart the ritual. This works so long as the Tier-2 groups stay in their lane and avoid any bold ideas that might interfere with the ritual.

Step aside, pipsqueaks. I’ll finish this.

When I ran, my tier-2 group had little reason to stay in their lane. Before entering the final room, tier-2 table captains gather to share resources. Somehow, my table’s captain returned from the meeting with an allied planetar summoned by a tier-3 table. So a party clustered around level 7 added a challenge-rating-16 powerhouse with a fly speed of 120. I spent days wondering what part of the adventure let tier-3 tables share such resources with tier 2. What did I miss? The event’s one administrator was doing a job intended for three people, and I think he overlooked this extra interaction. But at the time, I figured the planetar came approved by the boss.

When my group entered battle arena and saw the ritual on the far side, they wondered whether to send their planetar to intervene. In one round, the celestial could have flown across the entire room, engaged the villain, and dealt lethal damage, while using innate Truesight to foil the Contingency intended to keep the villain alive. Before 6 tables even reached the final encounter, the event administrator could have stood and announced the abrupt victory to all 12 tables. “Now everybody has an extra hour for lunch. You can thank table 3 on the way out.”

Dungeon masters, choose your own adventure. In this situation, do you…

  • Tell the players you don’t care what anyone says. They can’t bring a planetar. (But the planetar came from the boss, and I can’t believe you’re saying “no” to your players.)
  • Let the planetar cross the room, then invent reasons that it fails to thwart the ritual. (You’re just abusing your power as a DM just to make the players fail.)
  • Pass the planetar back to the overextended event administrator and let him figure out what to do with it. (Just say, “Excuse me. I know that you’re already doing 3 jobs, but I can’t handle a little trouble at my own table.”)
  • Let the planetar solve the epic for all 12 tables. (Everybody, you’re welcome!)
  • Suggest that the players stay in their lane and use the planetar to help themselves. (Why should players have to meekly follow the author’s intent?)

My players stayed in their lane. I’m not particularly happy with the way I handled the situation. How would you do it?

D&D Open

In eight hours, the D&D Open aims to combine the fun and community of a battle interactive, with a measure of the competition of the old tournaments. The Open’s all-star team of authors, Teos Abadia, Shawn Merwin, and Sean Molley, capture all the challenge that made the original event such a blast. This year, I played as groups ventured to the jungle land of Chult to rob the tombs of dead gods. Monsters native to this lost world provided a unique flavor.

The event added a room of physical and mental challenges for Players—something like dungeon carnival games. Everyone seemed to enjoy this short break from the table.

The adventure also added the shtick of having a wandering monster roam from table to table to trade attacks. I only like this trick when the wandering menace comes from now-undead PCs. In a quasi-competitive event where players race against time, I disliked the gimmick more than usual. Fortunately, the interruption only takes a few minutes.

The event’s finale featured clever twist and a thrilling race to escape. The escape encouraged even faster play and set an objective other than kill everything. Once again, the D&D Open delivered the year’s best D&D game.

Winter Fantasy hosted 12 slots of Dungeons & Dragons and I played through them all

At the convention center in Fort Wayne, Indiana, the entire Winter Fantasy convention fits into one hall. Despite the event’s compact size, Winter Fantasy delivers as much Dungeons & Dragons as the biggest table-top gaming cons. Imagine the D&D track from Origins or Gen Con, complete with a D&D designer or two, the Adventurers League brain trust, and the game’s most passionate players, concentrated in a convention of its own. Plus, the con offers plenty of $99 hotel rooms. Sure, Fort Wayne suffers an icy February, but you come to game.

This year, Winter Fantasy hosted 12, 4-hour slots of gaming and I played D&D through them all. This post covers some highlights.

An adventure’s written pages only step toward the final product: the play at the table. My dungeon masters and the other player shaped the adventures. We may have steered things in ways the authors never intended. Here, I write about my own experiences at the tables.

DDAL05-11 Forgotten Tradition

In Forgotten Tradition, PCs explore a time-lost museum revealing the history of giants and their kin. Some of this adventure’s success rests on the players’ interest in the museum’s lore. I learned a few things.

Our DM for Forgotten Tradition admitted to tinkering with the adventure’s final encounter. I have no idea what changes he made—or if they improved anything—but I liked the result. The final showdown pitted characters against a unique, single foe. The creature proved so dangerous that my group chose to run. And then our DM turned the escape into an entertaining conclusion.

DDAL05-14 Reeducation Parts 1 & 2

Reeducation lands the PCs on a mission to rescue Seer, their patron in many earlier adventures. Most of the adventure plays as a dungeon crawl. I like dungeon crawls and I liked the story behind this one, but its challenges seemed suited for characters nearing 10th level rather than characters around level 15. My cleric kept rolling low initiatives, so the fights finished before he could act. The pattern became a running gag. Our DM would shrug and remind us they we already played at the highest difficulty.

While my cleric missed turns, another player’s simulacrum took turns. Simulacrum lets you create a duplicate that doubles all your spells and half your hit points. One player gains an extra, second character in the adventure. Yes, I know DMs should scale adventures to challenge an extra character, but the addition doubles one player’s activity at the expense of the other players (me). I’m not sore, just grateful for a start on another post listing most annoying spells in D&D. The first attracted a surge of readers.

DDEP05-02 The Ark of the Mountains

D&D epics give players an experience they cannot match at home. Epics unite many tables of players together to fight for a common goal.

After last year’s Winter Fantasy, I raved about how author Will Doyle delivered the one of the best epics ever with Reclamation of Phlan.

This year, Will proved still he knows how to craft an epic. The Ark of the Mountains challenged players to seize control of a airship in time to use it to battle a giant’s flying war galley. I liked how the fantastic premise made the battle extraordinary, even for the a magical setting. Some past epics overreached in adding magic-as-technology to the Forgotten Realms. To me, fleets of airships dropping alchemical bombs belong in Eberron. This event kept a sense of wonder and the flavor of the Realms by making the airship a ancient artifact.

The Ark of the Mountains improved on Will’s last epic by adding improvements that made the adventure easier for DMs. Rather than the 50 maps in Reclamation of Phlan, Ark reused just a few locations.

At my table, we landed a DM without a killer instinct, so the encounters seemed too easy. What kind of basilisk fails to use its gaze attacks?

DDEP05-01 The Iron Baron

My convention group loves a deadly challenge, so some ranked The Iron Baron as the best session of the con. In this epic, characters raid a fire giant’s fortress. I loved the mix of challenging encounters with varied objectives. During my session, the players won the day, but during other sessions, the heroes fell short. Evidently, epics can be lost, and learning that pleased me. The threat of defeat gives villains credibility and makes the players’ wins meaningful.

Some players felt that The Iron Baron lacked interaction—that it felt like we neighbored tables that just happened to be running the same adventure. While events rarely rippled between tables, our head DM did a wonderful job of uniting the room. As our commander he rallied us; as the Iron Baron, he shouted threats, sometimes in the untranslated Giant.

In past years, conventions ran each epic just one time and the entire convention played at once. This year, the con repeated its epics throughout the convention for fewer tables. This change lifted a burden from dungeon masters. In the past, the convention drafted every DM to run the epic, forcing each DM to prepare an extra adventure, usually at two or three tiers. Now, DMs running the epic can focus on the event, and free the other DMs from extra preparation. Plus, the epics’ organizers face more manageable groups of players.

PHLAN2-1 Hatemaster, PHLAN2-2 Demagogue, PHLAN2-3 The Royal We, & PHLAN2-S

For Winter Fantasy’s D&D experience, Baldman Games premiered 4 adventures of con-created content. These adventures served an ambitious premise: The PCs find themselves protecting the three candidates running in an election to lead Phlan. Bane, god of tyranny, forces the PCs to prove whether any of the three merits the god’s support. In the first three adventures, the PCs enter dream worlds that reveal each candidates’ fondest wishes, realized in three dystopian versions of Phlan. I have never met such off-beat adventures in organized play. I appreciated how they broke from the more typical session.

Of the adventures, The Royal We stood out the most. To start, characters took the roles of commanders on the battlefield in mass combat using simplified Battlesystem rules. Some folks at my table enjoyed the experiment. For me, the scene just showed that if D&D world worked according to D&D rules, battles would look nothing like a medieval clash of arms. After our PCs spent a couple of rounds pounding enemy units with fireballs, they routed. The units represented by cardboard counters on the map barely clashed and never impacted the outcome.

However, the rest of The Royal We delivered. The plot moved to a knotty combat encounter that featured foes with clever synergies. Next, we solved an puzzle that revealed a candidate’s backstory while entertaining and challenging us. The final encounter combined a potential fight with another problem to solve.

The D&D Experience ended with a special adventure that pitted all the tables against a series of encounters where everyone battled to repel an invading fleet. The encounters felt solid, but the enemy spellcasters obviously never read my post on self defense. Characters built around the Sharpshooter feat dish out so much damage in tier-3 D&D play that no spellcaster can start in the open and stand much chance of casting a spell.

Like some past epics, this mini-epic left me wondering about magic and technology in the Forgotten Realms. The ships packed batteries of black-powder cannon.

DDAL05-18 Eye of Xxiphu Parts 1 & 2

As levels increase, characters gain abilities that let them fly, operate in underwater, and travel the planes. Adventures gain an epic feel by inviting players to use their extraordinary abilities. If PCs just wind up in dungeons blasting monsters—but with higher damage totals—then level 17 feels much like level 1. Eye of Xxiphu delivered an epic feel. Our choices took us into an underwater funhouse where author Merric Blackman seemed to channel a measure of White Plume Mountain with a dash of extra gonzo. I don’t know if any of it had a logical explanation, but I didn’t much mind.

When my convention group met the young DM who would run Eye of Xxiphu for us, I worried that running a 2-part, level-17-through-20 adventure for a bunch of old DMs might drag him in over his head. But he showed mastery over the rules and juggled difficult encounters featuring crowds of monsters.

This DM boasted a killer instinct. Someone in our group took a risk with something in the dungeon, and our DM said, “You’re dead. No save.” Fortunately, our party included two clerics, so death only slowed us a little. Welcome to tier 4.

The adventure climaxed in a set-piece battle with us mounted on dragons—or shapechanged into a dragon—chasing a giant airship as at raced to reach a cloud castle. An epic conclusion to an epic adventure. And to an epic convention.

Dungeons & Dragons at the 2016 Origins Game Fair

For many gamers, the Origins Game Fair feels just the right size. Unlike Winter Fantasy, the convention offers diversions beyond non-stop Dungeons & Dragons and Pathfinder. Unlike Gen Con, you don’t face a city and a convention center crowded to the limit. In 2015, Gen Con brought 61,423 unique visitors to Indianapolis. Origins 2016 brought 15,479 unique visitors to the similarly-sized city of Columbus. At Origins, you can reserve a hotel room without winning a lottery and you can pay for it without winning a lottery.

I photographed this multi-table megadungeon at Origins 2015

Multi-table megadungeon photographed at Origins 2015

Origins features reasonably priced options in a connected food court. Gamers can also walk to downtown restaurants or cross the street to the North Market. This pavilion features vendors selling Mexican, Indian, Polish, barbecue, Italian, sushi, and many other types of food.

Origins started in 1975 as a convention sponsored by wargaming-giant Avalon Hill in its home town of Baltimore. In tribute to Avalon Hill and its town’s role in the birth of hobby gaming, the convention took the name Origins.

In Origins’ early years, it became the convention where the board- and miniature-gaming enthusiasts could find refuge from the the role-playing gamers who infested their hobby and who took over Gen Con. In 1988, when Origins and Gen Con combined into a single event for a year, those old wargamers grumbled.

Compared to Gen Con, Origins still tilts more toward board and miniature games. It shows fewer signs of fan culture like anime screenings, celebrity guests, and costumes.

In a recap, Andrew Smith writes, “If you’ve been at Gen Con when the Hall opens, you may be envisioning crowds of thousands of people waiting by the doors. Origins is quite different. We got in line a few minutes before opening and were probably behind 20-30 people in a single file line. It’s a completely different atmosphere.” Unlike Gen Con, board game demos spill out into a patchwork of territories outside the exhibit hall. This offers more hours to sample games, more space, and more affordable space for the manufacturers. “Demo lines are shorter and publishers just seem less busy and able to really sit and discuss their games.

This year, Wizards of the Coast made a strategic move to avoid Gen Con and feature Origins. Members of D&D team, including Mike Mearls, Chris Perkins, Chris Lindsay, and Trevor Kidd visited the con, while none will reach Gen Con.

As with Winter Fantasy and Gen Con, the folks at Baldman Games operated D&D organized play. The con launched a new program where conventions can commission Adventurers League adventures for their events. The organizers gain exclusive access to their content for six months before releasing it to the world at the Dungeon Masters Guild. Adventures in this new program will center on the Forgotten Realms Moonsea region.

The new Baldman Games adventures included a trilogy of adventures set in Melvaunt and four adventures set in Hillsfar, which were were reserved for D&D Experience players. On the Down with D&D podcast, the Bald Man, Dave Christ, talked about commissioning top authors to launch his exclusives. “With this being the first one, I wanted to set the bar really high. I wanted to kind of knock it out of the park.

CORE1-2 A Cog in the Wheel

CORE1-2 A Cog in the Wheel

The D&D experience pairs tables of six players with the same, top-rated DM for all four adventures. My table’s judge, Krishna Simonse, did an outstanding job accommodating our taste for combat challenges harder than the adventure’s strong level and our love of grids.

D&D play at Origins 2016 with the D&D Experience in the balcony

D&D play at Origins 2016 with the D&D Experience in the balcony

In addition to the exclusive content, the convention premiered the final, season 4 Curse of Strahd adventures and the kickoff for the season 5 Storm King’s Thunder story.

For me, the con’s best moments came with the return of the D&D Open. I explained what made this classic so great in, “Why the awesome Dungeons & Dragons Championship should return.”

The new Open’s all-star team of authors, Teos Abadia, Shawn Merwin, and Sean Molley captured all the challenge that made the old event such a blast.

In eight hours, the new Open aimed to combine the fun and community of a battle interactive, with a measure of the competition of the old tournaments.

Me in black at the D&D Open—despite our game face, we're having fun

My D&D Open team, with me in black, listening intently to the DM’s description of our next challenge.

Most of the event pitted players against an old-school funhouse adventure set in the megadungeon of Undermountain. Here the challenges proved as fun as any tournament I’ve played. I loved how so many locations wrapped combat encounters with puzzles to be solved. In a maze, PCs raced to gather clues while fleeing minotaurs and mind flayers. In castle ruins, PCs needed to find a way to turn catapults against a Death Tyrant. Best of all, the authors made the new Open hard—none of the namby-pamby, say-yes, everybody-is-a-star D&D in fashion now. Characters died. Our table saw one character Plane Shifted to certain doom and a second slain by a death ray. Save or die! Gary would be pleased.

For a climax, the tables joined forces against a diabolic machine constructed by Halaster, the mad architect of Undermountain.  Sean Molley showed astonishing ability to speak loudly enough to be heard from the far side of the ballroom while still taunting us in the Doofenshmirtz-like voice of Halaster.

I still wish for a more rigorous tournament with pregenerated characters, multiple rounds, and elite dungeon masters striving for consistent rulings and style. The D&D team sees that style of tournament as history. For most players, the new Open probably offers more fun. For an old grump like me, the Open still ranked as my best game of the year.

Wizards is already hatching plans for next year’s Open. Based on the event’s success, I suspect they will offer this year’s adventure to other conventions, but that remains undecided.

In all, Origins 2016 ran twice as many Adventurers League tables as in 2015.

The Origins Game Fair returns to Columbus on June 14-18th of 2017. See you there.

Next: Spells that fish for spoilers

Gaming at the Winter Fantasy Convention

Imagine taking the Dungeons & Dragons track from Origins or Gen Con, complete with a D&D designer or two, the Adventurers League brain trust, and the game’s most passionate players, and dropping it into a convention of its own.

The Winter Fantasy convention has always been tied to Dungeons & Dragons. The convention started in 1977, in D&D’s hometown of Lake Geneva, Wisconsin. The co-dungeon master in Gary Gygax’s Greyhawk campaign, Rob Kuntz, organized the first Winter Fantasy. For five years, the convention even switched names to D&D Experience.

Winter Fantasy boasts as many D&D Adventurers League games as much larger conventions. Unlike Gen Con, players without advance tickets can always find a open seat. Unlike Gen Con, most tables seated six players rather than squeezing in a seventh.

dmdavid at winter fantasy

Teos “Alphastream” Abadia snapped this picture, which included me, on the far left, playing Hillsfar Reclaimed

The convention occupies a single exhibition hall in the Grand Wayne Convention Center.

With a return to the Winter Fantasy name, and free of the Wizards of the Coast corporate umbrella, the convention embraces other games.

Pathfinder Society

Pathfinder Society

Collectible card games

Collectible card games

board games

The same vast lending library of board games available at the big conventions

Who wants to visit Fort Wayne, Indiana in February, when the small city suffers snow and frigid temperatures? The slow season means that the cozy convention can afford a first-class facility. Rooms in the hotels connected to the convention center come with off-season prices.

Grand Wayne Convention Center

Grand Wayne Convention Center

The convention debuted a new D&D Epic adventure, Reclamation of Phlan, which followed nearly all the advice I gave in “How to forge the most epic multi-table role-playing event ever.” Players could choose missions. They could seek harder encounters in their quest for glory. The event fostered interactivity by letting parties both unlock areas of the map and win benefits for other tables. Did Will Doyle, the epic’s designer, read my post? Probably not, but he surely drew inspiration from some of the same Epics and Battle Interactives that informed me. The effort and imagination Will put into this adventure stunned me.

D&D Tables

D&D games

For me, this Epic’s design ranked with the best. Plus the game dominated the hall, so players could hear most of the announcements and see a projected display of the battle’s progress.

Reclamation of Phlan - librarians vs. devils

Reclamation of Phlan – librarians vs. devils

This adventure featured the shtick of having a boss monster tour tables, trading attacks at each stop. That mechanic still failed to win me over. The dragon never visited my table, and my players clearly felt robbed of a final battle that never reached them. They waited for a climax that never came, only hearing about it from a distant part of the room. Organized play leaders must have an outsize love of this gimmick because they tour with the dragon, so they catch all the fun and none of the letdown. To be fair, the mechanic probably works with from three to five tables per boss.

Winter Fantasy attracts D&D’s most enthusiastic fans. Players tend to bring their best characters to the Epic adventures, so the tables skew to higher tiers. Of more than 30 tables seated for Reclamation of Phlan, only two played the low tier. I ran an high-tier table, giving me my first chance to pit PCs against an archmage with spells like Time Stop. Luckily for characters, I did not pick the wizard’s spells.

Szith Morcane Unbound - Dengor’s palace

Szith Morcane Unbound – Dengor’s palace

Much of the convention, I ran Robert Adducci’s adventure Szith Morcaine Unbound. This adventure inspired my post on the value of random chance in a role-playing game session. The expedition proved as fun as I hoped, with lots of paths for the players. Among the passionate fans at Winter Fantasy, I met many who play adventures more than once, and Szith Morcaine Unbound offers variety for multiple runs. In the adventure, the fire giants and their allies did better job of challenging mid-tier characters than the foes in earlier adventures. Robert told me that as the Adventurers League team sees more play, they’ve become better at calibrating challenges for higher-level characters. As expected, the four-hour convention slot required me to steer some of the encounter rolls to finish on time. In a looser setting, the adventure offers enough options for twice the game.

My version of the Forge of Surtr

Dengor faces a shapechanged druid in the Forge of Surtr. (I changed maps.)

At Gen Con, players who chose the D&D Experience track felt the extra hundred dollars they spent gained little more than a table of six rather than seven. The organizers heard the complaints and strove for a more premium experience. This time, my friends in the Experience liked extra perks such as sessions run by Adventurers League administrators and designer Mike Mearls. John “Radiating Gnome” Jones shared his impressions with me. “The author-only adventures we played were all awesome—challenging, a little different, and playing with the adventure’s writer is a real treat. We had great DMs for all of our D&D Experience games.

It was also nice to not have to worry about mustering. We had an assigned table for the whole weekend and always knew where we would be playing. We had access to a steady supply of bottled water and snacks, and could take advantage of a volunteer to help coordinate food delivery if we wanted it. (We never used that service, but saw others doing it.)

That’s all for Winter Fantasy 2016. I hope to see you all there next year.

How to forge the most epic multi-table role-playing event ever

Third-edition Dungeons & Dragons reached stores in 2000. Its popularity fueled a number of “living” campaigns similar to today’s Adventurers League and Pathfinder Society. One such campaign, Living Arcanis hosted an event called The Battle of Semar at the Winter Fantasy convention. This event billed itself as a Battle Interactive. Before then, living campaigns held plain interactives. Paizo Publisher Erik Mona recalls, “Prior to Living Arcanis, most (if not all) interactives involved players wandering around a room with several ‘activity booths,’ occasional mini-adventures, and other non-adventure opportunities. The idea (though not wholly the practice) was that once you stepped into an interactive, you ‘were’ your character, and in-character chatter was highly encouraged.” The Battle of Semar gathered many tables of players to fight together toward the common goal of freeing the fortress city of Semar. The session might not have been the first such epic event, but it popularized the form. Suddenly every living campaign sponsored battle interactives. The format lives on in the D&D Epics and the Pathfinder Society Specials.

These multi-table, epic events have brought some of my favorite Dungeons & Dragons game sessions. At big conventions, they gather hundreds of players into a ballroom, where they cooperate to reach a common objective.

Just 3 years ago, I stumbled into serving as a dungeon master in my first such event: ADCP4-2 Lost City of Suldolphor by Dan Anderson. I had a blast. Since then, I’ve run tables at five epic events, and played in two more. Still, that first one stands as my favorite.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

This year, after running a table for DDEP2 Mulmaster Undone, the first of Gen Con’s two Epics, I tweeted, “Have the D&D Epics lost the plot? Recently they are fun but not special.” The event gave no sense of adventuring parties joining in a grand endeavor, and no interaction between tables.

The convention venue created many of the problems: Organizers could not use a public address system. They could not project results on a large screen. The schedule created severe time constraints. By the end, when the organizer would have announced results, the convention center cut the lights and power. But even aside from these handicaps, this Epic lacked the ambition of my first Battle Interactive.

The experience made me think of my past events, the many elements that I loved, and some elements that fell flat. I wondered how to build the best multi-table epic ever.

For more than 10 years, volunteers and professionals in the gaming community have written and organized these events. Some draw on experience that dwarfs mine. So who am I to explain how to create the most epic event ever? Nobody. Nonetheless, I will tell you what made my favorite events so good, how future events might even be better, and I’ll try to give you your money’s worth. If no one sounds off to tell me where I’m wrong, I’ll be disappointed.

Gather the room with a role-playing performance

The Lost City of Suldolphor did not begin with a dungeon master reading box text. Instead, Dan Anderson and M. Sean Molly stood at the front of the banquet hall, and performed as WeavePasha and Ala’Ammar, the adventurers’ patrons. This bit of theater did a far better job of setting the scene than any lone DM could have. Plus it brought the room together in a common mission. From the start, we were no longer separate tables isolated in our separate teams. We stood as a league of heroes standing together in a great fight.

No battle interactive or epic should ever begin with individual DM’s introducing their tables to the adventure. Setting the scene calls for a bit of theater. Don’t tell me our hobby lacks enough story tellers and role players to put on a show.

Establish a goal for everyone, and then show their progress

Epic events unite players at many game tables to reach a common goal. Each table’s success contributes to the final outcome. While players at the tables race to win battles, the event’s organizers create a game within the game to track progress toward winning—or losing—the war.

These events work best when the organizers use a projector to display progress: battles won and lost, territories captured, and MacGuffins claimed. The players may not know the rules of the game within the game, but they must see how its outcome turns on their actions.

Without an ongoing show of progress, epic events play less like games and more like tests: Everyone works alone, stops, and then gets the results. The lack cripples the event.

Embrace the fight for glory

Especially at Gen Con’s Epic events, the marshals who match players with DMs face an extra challenge: Many of their DMs are new to running for strangers, so they want easier, low-level tables. Meanwhile, high-level tables fill most of the room. For epic events, players typically bring their highest-level characters. Everyone wants to show off their strongest character; everyone wants their best shot at glory.

With a big stage and a shared goal, epic events fuel gamers’ competitive fire. They want to bring attention to their table and to their characters. This makes players rush to complete as many challenges as possible, to contribute as much as possible to the community’s success, to bring glory to their table and their PCs. The urgency creates an electric atmosphere that no single-table session can match.

The best epic events embrace the hunger for glory. They offer more challenges than the players can handle and the hardest challenges the players dare to accept. Players inclined to fight for the spotlight should have a chance to take it. Just as knights once competed to take the vanguard in the battle, tables could compete to take the most dangerous—and glorious—tasks. For a taste of glory, some players will even sacrifice beloved characters to suicide missions.

Focus on combat encounters and clear challenges.

A year after my first battle interactive, I served as a DM in my second. For me, this session didn’t feel like as much of a smash has that first event.

This adventure featured an assortment of challenges contributed by various authors. Some of the challenges came as battles, others offered skill challenges or even role playing diversions. Something for everyone, except the battlefield reports on the projection screen kindled my players’ taste for glory. When the adventure led to role playing, they grew frustrated by the pace. The organizers wanted a certain number of parties to tackle each encounter, so I could not always steer the players to challenges that would suit them. I worry that I failed to leave all the players happy with the session.

Fifth-edition D&D accommodates all play styles, but not every event must fit all play styles. D&D epics work best with short, clear missions. The Living Forgotten Realms Battle-interactive adventures included this disclaimer: “This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure.” A good epic event might allow players to choose role-playing challenges, but it cannot require them. When the event results begin to appear on the screen, few players have patience for tangents. An epic event that forces every play style fails to play to the epic format’s strengths.

Offer players a choice of challenges

This year at Gen Con, I ran a table at the low-level track of DDEP3 Blood Above Blood Below. The scenario put PCs in a gladiatorial contest that evoked the spectacles of imperial Rome. Scattered across a massive, flooded arena stood a number of platforms patterned after the cities on the Moonsea. For example, the Mulmaster platform punished characters who used arcane magic. Characters boarded boats and raced to capture flags from the platforms.

This buffet of challenges proved brilliant. From a distance, the PCs could see enough of each platform’s encounter to create meaningful choices. Players selected targets that suited their interests and their characters’ strengths.

The abundance of islands led players to move as fast as they dared to tackle as many challenges as possible. Critically, no table could collect all the flags.

In the same event, another track included a single, big challenge. I loved the track’s adventure, but some tables finished early and their players started begging for chances to help at other tables.

Epic events should always have more challenges and more encounters than any single table can complete in the time allotted.

The choice doesn’t have to come from a buffet. Players could also choose from a menu, with scouting reports that suggest the style a difficulty of the challenges.

Let players find a difficulty level

An epic event at a major convention welcomes a range of players and characters. Some tables feature folks still learning the game. Others include tacticians and min-maxers seeking to dominate encounters, the harder the better. Events like the Lost City of Suldolphor accommodated disparate skill levels by giving players a chance to choose a level of difficulty ranging up to glory—there’s that word again. The tactical gamers could flaunt their skills by selecting the most difficult level. Plus, they could hardly complain if some of their heroes fell in battle.

A clever event could even allow players to select a difficulty with the in the game setting. In the early days of D&D, players chose a difficulty level by choosing how deep into the dungeon they dared to explore. Epic events could parcel out missions of various difficulty and let tables choose which ones they wished to tackle.

Harder challenges might contribute more toward victory, although the contributions must be scaled by tier so even beginning PCs can weigh in the outcome.

Set party objectives that contribute to the overall goal

Some multi-table events have a shtick where a boss monster visits each table like the bride and groom at a wedding reception. Each table gets an exchange of attacks, schedule permitting.

Confrontation at Candlekeep put PCs in towers and flew a colossal dragon to each. I saw a PC jump on the dragon and ride table to table. The player was giddy. In an unforgettable moment of glory, he seized the spotlight at every table. The event led the designer to add the tactic to the encounter description.

However, these multi-table tours suffer drawbacks. When the boss leaves, no one at the table wants to go back to fighting mooks. That battle feels now meaningless, and probably is. Then when the boss finally falls, most players just hear cheers from another table. Most do not share the victory, or even feel they contributed much. The climactic win feels like a letdown. At a big con in a noisy room, I have sat at tables that never even heard their battle’s conclusion.

In the strongest multi-table finales, each table works to accomplish a separate objective that contributes to the overall goal. Perhaps each table must destroy some fragment of an artifact, or close a planar rift while monsters spill out, or slay a creature that carries a fragment of the master’s soul. Fantasy opens limitless options and plenty of monsters for everyone.

Foster interactivity

Without interaction between tables, epic events feel much like any other D&D game, so designers keep looking for ways to encourage interaction. I’ve seen promising techniques, but none have cracked the problem.

Many events let players call for help from other tables. But in play, players virtually never seek help. Folks play D&D to act as powerful heroes. No one wants to beg help from strangers. They would rather die fighting.

Another approach lets events at one table spill to other tables, as when a hero at one table jumps on a dragon and rides it to the next. Most commonly, the head DM announces an event when, say, a table completes an objective, and then DMs at the tables act on it.

A multi-table battle needs these sorts of events to feel interactive, but they create challenges with communication, interruptions, and for me at least, information retrieval.

I’ve seem two types of communication: table flags and announcements. Table flags let players at one table call for help. In other words, they go unused. Announcements broadcast events and conditions to the room. They work fine, especially in quieter venues, but they don’t suit messages to just a few tables.

Event announcements create interruptions. In practice, I cannot stop a player mid-turn to resolve some new event, so I have to wait and find the right moment. Sometimes, when I like the pace and energy at the table, I am slow to add a new ingredient. In practice, interaction is worth a few interruptions.

When interruptions come, I must find the rules for the new event in the adventure. Modules tend to describe an adventures progression in the order of events, but interruptions come out of order. The description could be—and has been—anywhere in a hundred-plus pages. I hate stopping the action for even a minute while I go hunting.

I would enjoy seeing interaction created by passing items like keys, scrolls, clues, and PCs on dragons from one table to another. For instance one table’s success could unlock challenges that another could tackle. This sort of interaction could be driven by handouts that explain the new event to the players and provide a page number for the DM. This sort of messaging might come with an order of communication, so the DM at table 5 knows to pass the key to table 4, and that if the creature escapes, it goes to table 6.

Create decisions for the room.

Some Battle Interactives offered another trick for uniting the room. They created decisions to be shared by the players in the room. For instance Lost City of Suldolphor had players decide whether enslaved elementals should be freed or whether they should remain bound to improve the odds in an upcoming battle. ADCP5-1 Home’s Last Light asked players to decide whether to destroy a city so its invaders would gain nothing from capturing it. Both ethical questions gave players a chance to step into their characters head and contribute to the decision in a bit of role-playing.

In fifth-edition D&D, what is gold for? The game within a game

The baseline Dungeons & Dragons game offers player characters plenty of chances to gain treasure and few chances to spend it.

When Dave Arneson opened the dungeons beneath Castle Blackmoor, Chainmail miniature battles served as a game within his game of dungeon crawling (or technically vice versa). Player characters spent gold to raise armies, launch fleets, and build castles.

Since then, various rules for clashing armies have complimented D&D’s editions. For more, see Dungeoneering and the Art of War by Shannon Appelcline. Few D&D players care to trade their characters’ adventures for a miniature wargame, so none of these war games within D&D lasted. Without the miniature game, PCs could still buy strongholds, but their clubhouses entered play about as much as a fancy hat drawn in a character portrait. Some players happily feather their characters’ caps, but most players will not chase simple trophies.

Instead, players favor investments that factor into play. Magic items affect the game’s core of adventuring, so they make a popular way to spend. To create a campaign where players eagerly spend on more than magic, expand the campaign’s scope beyond dungeon crawling and dragon slaying. Follow Dave Arneson and add a game within the game.

If you want to create a war game within your campaign, fifth edition D&D offers a set of mass-combat rules. The spirits of Dave and Gary will smile down on you as you play D&D as they always intended.

However, unless your group features a rare bunch of grognards, you probably need a secondary game that better suits roleplayers.

In this post, I review some history of the game within the D&D campaign and show how the story leads to 5 lessons.

D&D expands beyond fighting men

When D&D grew, many new classes did not suit the original goal of building castles and commanding armies. Perhaps thieves could build a hideout, but druids could only plant a tree. The original, stronghold-building game unraveled.

Lesson 1: The game within a game must match the players’ characters and their goals.

You need not tailor a game for each character, although you can. As a dungeon master, when you start a campaign, you can establish a goal for it. For example, the PCs must fight to free their homeland or scheme to raise a princess to the throne against her rivals and their shadowy supporters. The players can decide how their characters come to share the campaign goal, but they all need a reason to join together and work toward that goal.

A game within the D&D campaign should let players advance their characters’ goals.

D&D Companion Rules

TSR1013_Dungeons_&_Dragons_-_Set_3_Companion_RulesThe best attempt at a game within a game came when Frank Mentzer wrote the D&D Companion Rules (1984), supporting play from levels 15 through 25. These rules included Dominion rules to drag the PCs’ strongholds into the game. The rules give players something to do with their domains, even if it’s mostly bookkeeping.

PCs start with a county, build a castle, and watch its population and economy grow. Players do the calculations. When I read the rules, I admired the design, but the activity seemed colorless. The dominion rules seem like tending an aquarium, with more paperwork.

Lesson 2: Losing must seem possible.

Now imagine that the PCs hold a dominion at the last bastion on a hostile border. Imagine the PCs defending their subjects with shrewd administration, diplomacy, and typical PC heroics. This dominion game becomes compelling. Once defeat seems possible, the dominion turns from a bookkeeping activity into a game.

D&D War Machine rules

The D&D Companion Rules also included a War Machine mass-combat system that let players resolve battles without building a basement sand table. “To use the system, all you need is a pencil and paper, plus some knowledge of simple arithmetic.”

Lesson 3: The game within a game typically must to be simple, because the players sat to play D&D .

Traditionally, adding mass combat to a D&D campaign meant adopting another game—almost another hobby. When Frank Mentzer and Douglas Niles created the War Machine mass combat system, they made a key insight: For their game within D&D to work, it needed to be simple enough not to distract from the usual D&D adventures. If anything, War Machine brings too much realism. Most D&D players would happily adopt something as simple as the Risk rules.

Lesson 4: Players must see how their choices will lead to outcomes.

The pursuit of a simple rules might tempt you to reduce the game within a game to DM fiat. Instead of inventing some simple rules, you just rule on an outcome. Don’t make this mistake. Relying on DM fiat will rob the players of their agency: their sense that they control their destiny in the game. Players will wonder if your ruling just follows whatever narrative you dreamed up at the start.

Instead, the players should understand understand the rules of the secondary game well enough to plot strategy. They should know how their bribes will affect diplomacy rolls, and how the mercenaries they hire will swing the battle.

Battle Interactives and Epics

Some of my favorite games within a D&D game only spanned a single session: the convention games known as Battle Interactives or Epics. These games gather hundreds of D&D players into a ballroom, where they cooperate to reach a common objective. While players at each table race to win battles, the event’s organizers create a game within the game to track progress toward winning—or losing—the war. For more, see “Living Forgotten Realms Battle Interactive.”

These events work best when the organizers use a projector to display progress: battles won and lost, territories claimed, and so on. The players may not know the rules of the game within the game, but they see how its outcome turns on their actions.

Lesson 5: Show players their progress toward success.

Good games within a game tend to focus on a game board. This board might show provinces freed from the dread emperor’s rule, or it could just list electors and show their willingness to support the princess’s claim to the throne.

Advantage

In the typical D&D game, PCs wander the game world, looking for troublemakers to kill while increasing their battle prowess.

The game within a game helps transform your game world from a backdrop to something vibrant. It can transform PCs from drifters into people with a home. PCs can use their wealth to extend influence and change the world—and not just by murdering the troublemakers.

Disadvantage

Even the simplest game within a game demands a lot of work. Some players just want to slay monsters.

Next: In fifth-edition D&D, what is gold for? The cash-poor, big-score campaign

Actions players always take and choices players never make, part 2

This post continues a list I started in part 1.

Players will not mix and mingle.

Adventure authors come from a secret coterie of role players who enter a tavern or a royal ball and then spend the evening mixing and mingling with the non-player characters with no particular goal or objective in mind and certainly without ever rolling a die. I know this, because I frequently run into adventures that expect the characters to uncover clues and background as they aimlessly mingle.

I feel sure these dungeon masters do more than simply describe certain NPCs in enough detail for metagaming players to realize that they are supposed to meet. Whenever players do something because the metagame makes them think they are supposed to, the game suffers.

In Scourge of the Sword Coast, during the first session, players enter a inn that includes three non-player characters with information leading to adventure. The adventure suggests no way for the dungeon master to engage the players with these non-player characters, presumably because the writer just assumed the players mingle with the occupants of the bar. 

In practice, as a DM, if I want the players to learn what these NPCs know, I must find ways for the NPCs to engage the characters. For example, Vosson Raker might learn of characters’ journey and ask if they saw signs of gnoll raids. Edic Tilveram might ask if they came from Julkoun. Ledoris eyes the characters, wondering if they meet the description of the adventurers who shorted Filarion Filvendorson. No, this isn’t a big job—less of a job than inventing those names, but its not too small a task for the adventure’s author. I paid for the adventure and I want it ready for play.

For more on this subject, see “What Murder In Balur’s gate taught me about engaging players in role playing” and “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.”

Hint: In a place where news travels by word of mouth, the locals will ask visitors for news.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

Players will assume that they can defeat every monster.

Before the days of plotted adventures and balanced encounters, this bias did not exist, but decades of storytelling and careful balance has taught players to expect only encounters they can beat.

Sometimes I write adventures that include monsters more powerful than the player characters. Either the monsters act as obstacles to be avoided, NPCs to be met, dangers to add time pressure, or distractions that can be lured to fight other threats. In short, some monsters can serve interesting roles other than trading attacks for 4 rounds. But setting up these non-combat parts always poses a problem because characters assume they can beat every monster, and should probably fight.

Overcoming the players’ assumption that they will never be outclassed requires careful effort. I make descriptions that weigh heavily on the characters’ knowledge that a particular threat is overwhelming. The characters live in the game world and should have some sense of what menaces they could defeat—certainly more sense than their players do. Sometimes I drop a colossal miniature on the table to emphasize the point. And still, when I want to avoid the risk of a total party kill, I must plan a way for foolish characters to escape the deaths they richly deserve. Too frequently, the party includes a reckless instigator or someone convinced that it has to be an illusion. “That thing can’t be as bad as it looks! Charge!”

Hint: Players justifiably hate being railroaded into an encounter they cannot win. They hate being taken captive. And they hate hate hate when their captors take their stuff. But if you present them with an easily avoided menace, tell them that their characters know in their heart that this battle will overwhelm them, and if they still rush in, then you can take them captive. Just give them a chance to win back their stuff quickly. Not because they deserve it, but because otherwise it will take them too long to update their tear-dampened character sheets.

Players never settle for a partial victory.

Few players join a Dungeons & Dragons game expecting to make compromises or to settle for less than total victory. Who can blame them? One of the joys of D&D is the chance to play the hero: To escape the compromises and lesser evils of the real world and solve every problem with an cunning plan and a quick sword. Still the fun of a game comes from the choices. Some of the best moments of recent battle interactive events comes when the collected room debates a shared, ethical dilemma. Should we free the enslaved elementals, or become their slavers to advance our cause? Should we surrender our city to the advancing forces of darkness, or should we destroy it, denying it to the enemy? While your game table may not decide on the future of the Realms, these sorts of questions enable players to explore their characters and make the game come to life.

In CORE5-3 Lost Refuge, the characters find themselves trapped with some villagers in the heart of a camp teeming with cyclops. They face the choice of whether to make an easy escape, leaving the captives to their fate, or assuming the greater risks of taking the captives along. The adventure assumes players will wrestle with the choice, but I ran this adventure five times and no party gave the safer option a moment of consideration.

As long as a chance of total victory exists, players will always seize the chance. Only when the choices become mutually exclusive will players begin weigh their options.

Gen Con 2013 recap and the D&D Championship visits the Lost City

I’m back from Gen Con and four days of terrific gaming.

For this year, Wizards of the Coast elected to focus its attention on exposing as many as possible to Dungeons & Dragons Next, and so they dropped all Living Forgotten Realms events from the convention. Pushing D&D Next seemed to work. Players new to D&D Next filled my tables and I met a lot of Pathfinder devotees willing to sample the new D&D system.

The lack of LFR disappointed some players and judges, but I appreciated the chance to run D&D Next for the first time. The absence of LFR at this convention doesn’t signal the end of fourth edition or of Living Forgotten Realms. New LFR adventures are coming. The Winter Fantasy convention will feature a slate of LFR events, including a new, paragon-level battle interactive.

2013 D&D Championship - battling Zargon in the lost city

2013 D&D Championship – battling Zargon in the lost city

Although I dungeon mastered the Crisis in Candlekeep delve twice, my DM highlights came from running the Murder in Baldur’s Gate launch adventure three times. Murder in Baldur’s Gate forced me to develop an aspect of my DM skills that I’ve rarely exercised in the past. I’ll write about that in an upcoming post.

As usual, playing the 2013 Dungeons & Dragons Championship delivered as much fun as I ever have playing D&D. The Championship features a lethal adventure intended to test even the best teams of players. The unforgiving challenge brings a sense of peril that you never see in typical adventures, because in typical adventures the odds always favor the players. The event’s time pressure amps up the urgency and demands fast play.

The Lost City (1982) by Tom Moldvay

The Lost City (1982) by Tom Moldvay

This year the author of the championship adventure, M. Sean Molley, created a tribute to the 1982 Lost City adventure by Tom Moldvay. The first round dared teams to recover three staffs from locations in the lost city. Earlier fourth edition championships played solely as tactical miniature battles, but this year’s adventure added puzzles to the mix—a welcome nod to the old tournament classics. The final round required characters to use the staffs in a fight to destroy past and present versions of Zargon, the evil demigod of the lost city. I marvel at how skillfully a battle with so many variables was balanced on the narrow line between difficult and impossible.

As a dungeon master, I admire the DMs in the championship, who must play fast, fair, and show total command of the rules. They do enjoy some perks: Where else can a DM coupe de grace a fallen character without straining D&D’s social contract? Even among this elite crew, our DMs Brian and Sean stood out as exceptional. Plus, our DM for the finals happened to be the adventure’s author.

I played on the team that claimed second place—for the third year in a row. We’re like the 1990-1993 Buffalo Bills of the D&D Championship. Still, I’m thrilled to do well.

Will next year’s Championship be the first to feature the next iteration of the D&D rules?