Tag Archives: Heralds Guild

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

NFL star Cam Newton dominates pee-wee football

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

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

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

1. Say yes to inventive solutions.

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

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

For more, see Player Skill Without Player Frustration.

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

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

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

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

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

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

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

“Turns out, you know these wolves.”

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