In an adventure that features a race against time or against unseen ememies, players will ask if they have time to rest, search, or prepare. If the adventure lacks a way to reveal how much time remains, such decisions become guesswork. Informed choices make roleplaying games fun, but guessing can just feel frustrating. Players wonder if their blind decisions really matter or if their choices just get ignored so the session tracks a narrative. Often, story conventions win, so choices don’t matter. How often do parties of adventurers reach a diabolical ritual seconds before its completion? Such luck! All those guesses led to the most improbable, dramatic conclusion. (I don‘t condemn it; I’ve done it.)
The movie version of the race to foil a ritual would cut speeding characters against shots revealing the cultists’ nearing success. For drama, a dungeon master could take the storytelling liberty of describing events the characters can’t see, but that gives players actionable information their characters lack. To play in character, does the group have to pretend they don’t know what they can’t know?
Some years ago, the multi-table epic adventure Return to White Plume Mountain suffered from such an information gap. In it, some tables worked to create a distraction to divert foes from other groups who might otherwise be overwhelmed. At the end of the adventure, groups that drew more foes faced more monsters. The best strategy balanced making some distration without drawing a lethal amount of attention. But the players lacked feedback revealing the rising threat they faced, so I wished for some divination magic that would give players a better sense of how their actions shaped their future.
I’ve considered all this as I prepare to run the adventure Necropolis of the Mailed Fist, a “punishing” tournament adventure sure to be relished by a particular group of gluttons for punishment. Author Sersa Victory favors competition over immersion by sometimes telling DMs to make metagame announcements or to issue challenges:
“Announce to players that ‘the constellation of living spheres of annihilation has been awakened!’”
“Tell characters that they have one minute to choose between supremacy for themselves or subjugation for their enemies.”
I imagine an unseen narrator’s announcements sounding across the necropolis, and the characters looking quizzically for the source, Instead, I want a way to bring these announcements out of the metagame and into the game world.
Sometimes Dungeons & Dragons scenarios would play better when the players gain feedback that would lead to interesting choices and added tension. Often, the characters have no ordinary way to get that information. Fortunately, D&D characters live in a magical world where divination exists.
After drinking this potion, you begin seeing visions or hearing phrases that reveal your progress toward whatever short-term goal you feel is most important. These omens may also reveal the most likely outcome of current activities meant to reach the goal. The DM chooses the frequency and the exact nature of the omens. The effects last for 10 days or until your goal changes.
By providing the capability in a potion, the DM controls access, so when a mission works better with extra information, characters can happen upon a potion that helps.