Tag Archives: Mike Shea

5 Situations That Tempt Every Dungeon Master to Railroad Their Players

If you believe countless Dungeon & Dragons adventure reviews, nothing ruins an scenario as quickly as a linear design. In a linear adventure every group follows the same plot thread, through the same scenes, to the same conclusion. At best, critics accuse linear adventures of eliminating the players’ choices between scenes. At worst, critics say linear adventures require dungeon masters to abuse their power to shunt players along a railroad. Instead of steering the adventure, players follow a fixed story.

In my last post, I explained that players don’t hate linear adventures as much as reviewers and dungeon masters think. We tend to judge harshly because we see the lack of options. In a successful adventure, players never see the walls.

Many gamers conflate linear adventures with railroading, but that mistake tars decent adventures. Players seldom mind linear adventures, but few players tolerate railroading. DMs who railroad deserve player complaints.

“Railroading is not linear prep,” Phil Vecchione from Gnome Stew explains. “Railroading is the game master’s reaction to a player’s action, in an effort to drive the game in a specific direction. That reaction is to typically negate, reverse, or shut down a player’s action, in order to get the game moving in the GM’s desired direction.”

A successful linear adventure invites certain choices and makes assumptions about outcomes, but it never forces a result. Some of the success of an adventure depends on the designer’s ability to predict choices and outcomes. (See Actions Players Always Take and Choices Players Never Make.) When the predictions fail, adventures tempt DMs to railroad.

In some game situations, when the players veer from the plan, the temptation to railroad becomes nearly irresistible. These situations appear in nearly every DM’s career. Instead of succumbing to temptation, what should we do?

1. When an action leads in a direction you never anticipated, improvise.

Every DM eventually faces a player decision that nullifies all the planning that prepared for a game. “If you can’t improvise, you’ll eventually hit a wall you can’t climb over, or find yourself trapped in a corner and unable to talk your way out,” D&D senior producer Chris Perkins writes.

“Improvisation demands equal measures of intuition and confidence. DMs who lack sufficient intuition or confidence tend to have trouble improvising at the game table. The good news is that DMs, being creative souls, rarely fall short in the intuition department. They know a good story from a bad one, a well-developed character from a cardboard cutout, and so forth. However, confidence is a far more rare commodity, and DMs who lack the confidence to trust their intuition often have trouble improvising behind the DM screen. I know because I’ve been there.”

Entire books aim to help game masters improvise, but often the trick comes down to making a leap into the unknown–or unprepared. If you find yourself stuck, call for a break, spend a few minutes finding inspiration, and then go with the idea that seems most fun.

2. When an action may deliver an easy win that cuts an adventure short, reward the ingenuity and then add complications.

Mike “Sly Flourish” Shea likes to note that we DMs match our one brain against the players’ six brains—a serious mismatch. Sometimes players invent a plan that threatens to skip the middle of an adventure and deliver an easy victory.

As one possible response, DMs can grant players an easy win. Players relish a chance to thwart the villain (and the DM) with an ingenious plan. Perhaps the characters built around deception or infiltration get to shine.

But an easy win can’t cut a 4-hour convention adventure to a half-hour assassination. If you want to spare more of your preparation, reward ingenuity with some success, and then add reasonable complications that make the plan unravel. Perhaps the players reach the throne room, but discover that the lich-king has left to sow terror and whatnot. Now the players must decide how long they dare to wait in the heart of an enemy stronghold.

Many ingenious plans start with the players impersonating the villains’ cohorts and seeking a free pass to the boss’s war room. In those scenes, I seek ways to help the heroes while also stirring trouble. Often some of the party must pass as prisoners or foreign allies. What if guards demand to take prisoners to the dungeons and allies to the rest of their delegation? Sometimes I add tests of loyalty. “We’ll take you to the Prince of Murder, but first help us execute your prisoners.” Even when a deception succeeds, such tests suggest that smart foes hold some natural suspicion.

3. When players try to start fights during an interaction scenes, pause the action.

Sooner or later, every dungeon master sees players stop a role-playing scene to start a fight. As the party talks with a scheming queen, a player blurts out, “I hit her with my axe!” Picking a fight during such an interaction typically causes problems because the adventure expects the queen to bridge the way to the rest of the adventure. The attack burns the bridge and leaves players running from her heir and her army.

These scenes tempt me to add a hidden pit trap between the charging barbarian and the queen. Actually, that makes some sense. If I were boss of some D&D land, my throne room would feature a trap door.

If the archer or warlock launches a ranged attack, every DM feels tempted to turn the queen’s guards into invincible minor minions who crush the party. Then the queen threatens to hang the characters unless they continue the scheduled adventure. Steal from the classics.

A better, non-railroad response includes 3 steps: (1) pause the attack, (2) learn the root cause of the attack, and (3) reroute the adventure.

Instead of letting the instigator roll damage, pause the action.

If only one player wants the fight, Teos “Alphastream” Abadia explains how he lets the party intervene in-game. “I’ll freeze time. ‘Everyone can see that your character is about to kill this person. Everybody has a chance to stop this. What do you all want to do?’” Teos makes it clear that the single player stands alone against everybody else in the party. See What To Do When A Player Interrupts A Role-Playing Scene To Start A Battle.

If the whole party seems eager for battle, look for the root cause of the attack.

Perhaps the players see the queen as a bad ally, so when the adventure leads to an alliance of convenience, the players rebel. Murder in Baldur’s Gate assumed characters would support one of three patrons who vied for power. The patrons start unsavory and, as they gain power, become worse. My players wanted no part of it. I needed to find a more agreeable patron.

Often, the players see the queen as a villain they will fight eventually. Why not solve the problem now? As DM, tell the players how their characters’ lifetime of experience in the game world reveals flaws in the players’ plan. “The reputation of the queens’ knights leads you to believe that they can easily defeat you.” If the players attack anyway, finish the fight, and then find another patron.

4. When plot features recurring villains, but the party blocks their escape, plan for escape, but prepare for a new villain.

Every DM loves a recurring villains. But to establish one, you need to introduce the villains and then somehow invalidate the players’ decision to murder them.

Typically, DMs underestimate the players, and so potential recurring villains die during their first scene. Our odds stand at 6 brains to 1. As a slim advantage, we have time to plan. Don’t make a potential recurring villain the most threatening target in an encounter. Don’t leave the villain exposed between their turns. Plant a potential barrier along the escape route. (I’m not above an escape via spinning bookcase.) Start the escape while minions remain to block pursuit and while the villain still has enough hit points to survive the players’ biggest attacks. Accept the (probably) inevitable premature death. Prepare to call another foe from the bench.

In the interest of story, Monte Cook’s acclaimed adventure Dead Gods requires villains to escape the players. “It’s crucial to the story that some of the cross-trading khaasta escape with the thief of charms and some of the stolen beauty. If necessary, the DM can increase the number of khaasta in the encounter or rule that some of the creatures have already escaped through the portal by the time the PCs arrive in the alley (and make it clear to the heroes that this has happened). The latter option foils the use of a gate ward or surelock spell to stop the khaasta.” Unfortunately, once the DM sees the need for such measures, it’s probably too late.

5. When the story includes the players’ capture, but the players win instead, wait for another chance.

The most egregious crime of railroading comes when a DM wants players taken captive. In adventure fiction, heroes get captured regularly. So DMs dream up similar stories, and then try to force a capture despite the players’ determination to never get taken alive.

Notoriously, A4 In the Dungeons of the Slave Lords starts with the players’ capture. This adventure originated as a tournament adventure where players adopted pre-generated characters already imprisoned. When the authors adapted the adventure for home campaigns, they anticipated complaints. “It is likely that [the players] will be angry at the DM for putting them in such an ‘unfair’ situation.”

The Adventurers League adventure Shackles of Blood depended on players getting captured. Some players went along for the ride, but others resented it. I tweaked the adventure so players who thwarted capture could choose to become captives as a heroic gambit. No one resisted that.

To engineer a capture, DMs needs to hide an encounter’s threat to the players, block the characters’ attempts to flee, beat any signs of an unexpected rally, and so on. During all this, if the players see signs of their DM bending the odds to thwart their escape, they will feel railroaded. You can’t plan for a capture.

None of this means your players’ characters will never be captives.

Use capture as an alternative to a total party kill. Save your escape-from-the-dungeon scenario for a time when players ignore warning signs, make bad choices, suffer setbacks, and ignore any chance to run. Those times happen—trust me. Then, instead of rolling new characters, have the old characters wake in chains. The players will feel grateful for a second chance.

Do Dungeons & Dragons Players Hate Linear Adventures? Not When DMs Avoid Two Pitfalls

A linear adventure is written, or at least planned, so every play group follows the same plot thread, through the same scenes, to the same conclusion. In Dungeons & Dragons, linear dungeons set the pattern, with walls and doors that channel players along a single route. Without walls, a linear adventure only ever shows players one course of actions to a successful end.

At best, critics accuse linear adventures of robbing players of choices between scenes. At worst, critics say linear adventures require dungeon masters to abuse their power to shunt players along a railroad. Instead of steering the adventure, players follow a fixed story.

Despite the criticism, players don’t hate linear adventures as much as DMs think. We tend to judge harshly because we see the lack of options. But in a successful adventure, players never see the walls.

When the walls become plain, players may complain about a lack of freedom. Linear dungeons, with their obvious walls, always risk criticism. Adventures without walls can also flaunt a lack of options. Imagine an adventure where players follow a patron’s plan or a commander’s orders from scene to scene. Unless catastrophe upsets the plan—or assassins reach the commander—the adventure would feel scripted and less satisfying.

Linear adventures work best when success in each scene brings the clues that lead to the next scene. Then, for all the players know, a different choice in the scene or unseen clue could have spun events in a different direction. To players, each success leads to the clues needed to set a new objective. Players favor one choice over an overwhelming number of choices, and certainly over feeling stuck without a direction.

Make no mistake, players still like to face a few, clear choices. Linear adventures grow better when they include decision points that pose options. (Of course, such adventures no longer qualify as linear.)

For adventure creators, linear adventures bring advantages. They’re compact. Authors can devote their energy—and a published adventure’s pages—to developing content that reaches play. No DM with an ingenious dungeon room wants players to miss it.

The limits of a convention time slot makes linear adventures particularly common in programs like the D&D Adventurers League. Linear adventures can consistently fit in a convention time slot. Players in organized play tend to forgive the limits imposed by a 4-hour session, but some do complain when adventures reveal a lack of choices.

But organized-play adventures with more options draw complaints too.

Adventurers League administrator Claire Hoffman explains that when adventures offer more choices, some DMs gripe about prepping content that may not reach play.

Most DMs understand the value of extra prep, but some players fuss too. Those who enjoy the accomplishment of clearing a dungeon or of completing every quest feel frustrated when an adventure teases them with more options than they can explore. The Howling Void by Teos Abadia sets a brilliant example of a 4-hour adventure with a wealth of options. In an elemental node, Earth motes float like aerial islands. Players must choose which to visit. Teos explains that some players left the adventure disappointed because they could not explore every location. The adventure proved so fun that players wanted it all. Still, adventures shouldn’t cater to completists. Better to leave players wanting more.

Linear adventures may fall short of an ideal, but if they avoid flaunting their limits, players seldom mind. One exception bothers players. When the only choice suggests a style of game that players dislike, they will resist.

During these rebellions, the players telegraph what the want to do in the game. In a podcast, Mike “Sly Flourish” Shea explained, “If the king is speaking, and the barbarian charges him, maybe you ought to start the players in the dungeon.” Clearly players crave a fight. “I’ve seen it the other way too, where in my DM-head I’m thinking, now they’re going to fight 12 orcs, and the players are doing everything they can to negotiate with the orcs. ‘Just fight the orcs!’ But the players are telegraphing their desire to have an interaction.”

If your players dislike intrigue, and the next clue in a linear adventure suggests they infiltrate a masquerade, that’s when they rebel.

You can avoid such problems by setting up situations tailored to the style your players favor. If you know your players, such tailoring probably becomes natural. If not, then an ideal episode lets players choose styles. Let players enter the castle by infiltrating the masquerade, sneaking over the walls, or battling through a secret entrance into the dungeons below.

Players don’t hate linear adventures; players hate being driven into a style of game they dislike. Players who read gaming blogs may resist by accusing your adventure of railroading, but the rest will start a fight at the masquerade.

Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

When megadungeons ruled Dungeons & Dragons, adventurers selected a difficulty level by deciding how deep they dared to go. As the game matured, DMs started to design or select adventures for a party’s level. Players grew to expect that their characters would just happen to face threats right for their level.

Of course the game always allowed a style of play that offered no such guarantees.

Gary Gygax liked monster populations that fit a habitat for a logical reason. In early D&D, the wilderness monster tables did nothing to match monsters to character levels. Skeletons appear as often as vampires. This approach made outdoor adventures particularly risky. The original rules cite the high-level task of scouting for castle sites as the best reason for wilderness expeditions.

Realistically, creatures and adventure locations in the wild would not come sorted by difficulty. At best, characters might learn about a site’s hazards by reputation.

Tomb of Annihilation follows such a natural order. “By design, the adventure locations are not tailored to characters of a specific level. If the adventuring party is relatively weak, it’s up to the players to choose whether to flee instead of fight, negotiate instead of attack, or surrender instead of die.”

This is old-school player agency at its best. Players make the choices and then bear the repercussions of those choices.

The fifth-edition hardcover adventures often let characters roam. The random encounter tables serve deadly and weak threats. Each location aims to challenge a particular level of character, but the adventures rarely steer characters to a suitable challenge. For instance, a table in Curse of Strahd lists locations and their difficulty levels. But if a party happens to find sites that match their level, then their DM nudged them along.

And DMs running Curse of Strahd and its kin probably did some nudging.

Although mixing challenges of all threat levels feels natural and perilous, this cocktail suffers disadvantages. Weak foes force tables to waste time reaching inevitable outcomes. Overwhelming foes make players feel ineffectual, and may kill characters.

Even an adventure like Tomb of Annihilation has a story to tell and heroes to protect. “It’s up to you as the DM to be flexible and keep the story moving forward as best you can. If an encounter is going badly for the adventurers, you can have the monsters suddenly withdraw, demand the party’s surrender, or deal nonlethal damage.

“In short, there is always a way to turn the party’s misfortune into a fighting chance of survival.”

Turning a total party kill into a complication can save a campaign while adding spice. If characters make a narrow escape, they earn a tale to tell. When they level up and return for a rematch, they relish their new power. A capture takes the story interesting places. When you try to take characters captive, players notice you steering the game to force an outcome. But if players ignore the warning signs, press a fight even after they should retreat, and still get captured, they know they had it coming. Still, sparing characters with a “lucky” intervention works best as a rare twist.

When threats don’t always match the party’s power, D&D can become more exciting. But we value balanced encounters for a reason. They mix a fun challenge and a strong chance of success.

Letting characters find a few mismatched encounters livens the game. Letting them stumble into entire locations that don’t suit them probably yields a bad session. If low-level characters go into a high-level location, they can only fight to escape. If high-level characters enter a lower-level site, then the game becomes a rout.

Most players enjoy an occasional chance to dominate battles, but when I play and I’m not challenged, I’m bored, and I’m not alone. Mike “Sly Flourish” Shea asked D&D players on Facebook about this topic. Would players rather (a) have their DM scale up an adventure to challenge higher-level characters or (b) keep the low-level content and let players savor their power. Of those responding, 95% preferred a scaled-up challenge.

When characters lack challenges to face, time should pass in summary. So if high-level characters gearing up to storm the gates of hell meet some bandits on the streets of Hillsfar, skip the dice. See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure.

Despite a preference for challenging locations, an open world can still feature sites in a mix of threats, from the Caves of Chaos to the Tomb of Horrors. Deadly locations promise future adventure and make players look ahead with eager anticipation. But rumors and clues must help players measure the dangers ahead. If a bunch of new adventurers start poking around a skull-topped hill, they’re in for a nasty surprise. Princes of the Apocalypse skipped such signals and shocked a lot of players. They could easily descend from a challenging dungeon level to an overwhelming one.

Leading characters to the right mix of challenges presents a tough problem for designers of hardcover adventures. But most DMs just dream up their own content for their next game, and they probably do encounters right already. If that’s you, then you make most encounters fit the characters at your table, at least broadly. And even if you aim for just the right challenge, you create some uneven matches. Fourth edition made devising balanced encounters easy, but 5E delivers less consistent results. Even when encounters come tailored for a particular character level, some will become romps, and a few might prove unexpectedly hard.

Most fifth edition DMs tend use guesswork to create encounters—the building guidelines hardly improve on it. And that guesswork serves up a pretty good mix of difficulties.

When I design encounters, I mix some guesswork with quick, encounter-building guidelines. Sometimes, I create intentionally deadly foes because they can enrich the game. They force players to use diplomacy, or guile, or stealth. In fourth edition, when I planted a deadly foe, I chose something obviously overwhelming to overcome the expectation that every foe must be beatable. Such metagaming still leads players to underestimate threats, but I will relay what their characters know from living in the game world. “You believe this fight may kill you.”

I avoid intentionally designing easy encounters, because aiming for balance still yields plenty of easy fights.

D&D head Mike Mearls aims for flavor. “I copy down a few stat blocks and make notes on what makes an area interesting. I don’t use the encounter building rules. Fights are as tough as is appropriate to the location and situation.” I’ll bet Mike’s encounters still broadly suit the characters, if only because new adventurers probably spend more time in Hillsfar than storming the gates of hell.

Filling a map with Dungeons & Dragons adventure

When the first Dungeons & Dragons players wanted a break from the dungeon, their characters could explore the wilderness “in search of some legendary treasure.” In original D&D, a quarter of finds on the magical treasure tables consisted of treasure maps. Surely some led to those legendary treasures available in the wild.

For wilderness adventures, Gary Gygax recommended adopting the hex map from the Outdoor Survival board game and replacing the catch basins with castles. “The terrain beyond the immediate surroundings of the dungeon area should be unknown to all but the referee.” Players started with a blank map, and charted the terrain as they moved. Mainly, they met wandering monsters, but castles worked as penalty squares. Lords and Patriarchs demanded tolls and tithes. Magic users would cast Geas to compel trespassers to bring treasure.

Back then, even aimless wandering and senseless fights felt bold and fresh. Now, computer games can deliver random monsters with better graphics. At the table, exploration-based D&D sessions need maps stocked with potential adventure.

Seed opportunities

In How to Start a Sandbox Campaign, I explained how a dungeon master must arm new characters with enough knowledge for players to chose a direction that suits their goals. In his influential West Marches campaign, Ben Robbins never started players empty handed. “Every time I introduced a batch of new players, I gave them a very basic treasure map that vaguely pointed to somewhere in the West Marches and then let them go look for it.

As exploration continues, characters must keep finding things that suggest their next destination.

“A good sandbox has scenario hooks hanging all over the place,” Justin Alexander explains. “The successful sandbox will not only be festooned with scenario hooks, it will also feature some form of default action that can be used to deliver more hooks if the players find themselves bereft of interesting options.” Players should know that something like buying a round of drinks at the inn will lead to rumors, and that patrons always seek adventurers for hire.

In the original game, all those treasure maps worked as hooks for every character. In a modern campaign, characters can adopt many goals, so the hooks either help players toward the campaign’s ultimate goal or to appeal to characters’ individual interests.

Here, the sandbox portion of Storm King’s Thunder fell flat. Once the adventure showed the menace of the giants, it left characters with no clear way to meet the threat. Instead, the characters could only run errands until they reached the adventure’s true start. The errands suffered from such weak hooks that DMs either needed to completely rework them or to face players dutifully following a course because the adventure expected it.

Open worlds offer freedom, but if players only ever face one hook at a time, they never feel that liberty. During each session, characters need to uncover more than one possibility for their next foray.

Connect the dots

In an open world, the connections between locations, non-player characters, and factions become as important as their place on the map. Characters rarely just wander. Rumors and other bits of information draw them from place to place. When players need information to guide them toward their characters’ aims, the secrets they learn can prove as rewarding as gold.

To start exploring, players need some information to make their choices interesting. By the time they learn the fate of the last doomed expedition and find that lost city on the plateau, they need new clues to investigate and new mysteries to unravel.

When you devise an open world, spend more time inventing connections than drawing terrain. The connections could range from alliances and rivalries, to rumors and clues that link locations on a map to others. Chris Kutalik makes such connections a big focus of his Hill Cantons campaign. “Each site’s mystery or theme has to have a connection with either another site’s or a larger setting one.

Reveal secrets

Mike “Sly Flourish” Shea offers advice for sowing information that helps players “build out the story as they choose courses of actions.” He calls these tidbits secrets.

A secret is a piece of information previously unknown to the PCs that, when revealed, gives them a tweet-sized bit of useful and interesting information. Secrets aren’t an entire story. They’re not complete pictures. They’re a single point of data in a large pool of undiscovered information.” Before a game session, Mike creates a pool of 10 secrets. During the game, characters uncover some of the secrets. He improvises the details of when and how characters uncover the secrets.

Secrets enhance an exploration game’s strength: the joy of freedom and discovery.

Secrets reward players with something more interesting than learning that the next hex contains forest.

Unlike full hooks, secrets give players more latitude to follow the threads that spark interest. “We don’t use secrets to steer the direction of the PCs. We use secrets to give them interesting information that helps them come up with their own directions.

Include many chances for interaction

In D&D’s original rules for wilderness adventure, most encounters ended in fight or flight. Today, wilderness adventures still tend to emphasize D&D’s combat and exploration pillars, even though 60% of D&D players enjoy interaction the most.

In Game of Thrones, the lands beyond the wall give George R.R. Martin plenty of chances for exciting battles and exploration. But when members of the Night’s Watch range beyond the wall, Martin devotes as much attention to visits to Craster’s Keep. The keep offers chances for interaction and to explore character.

Your sandbox needs non-player characters that run the gamut from friend to foe. Friends rarely challenge characters and foes tend to die, so NPCs in the middle foster the most interesting interaction. For example, Craster offers an indispensable ally who happens to be morally offensive. Plus his daughter-wives present a dangerous temptation to the men in black.

Perfect opportunities for interaction come from NPCs or groups either too dangerous or too useful to murder, who pursue goals that don’t always align with the players’ aims.

Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think

Many role-playing gamers set sandbox adventures as an ideal. We all agree that railroads make bad adventures, so do sandboxes offer all the virtues that railroads lack?

In role-playing adventures, sandboxes and railroads fall on ends of a spectrum. Railroads offer players no options. Sandboxes allow complete freedom, including freedom to choose a goal. If a character favors a bartending in Barovia over vampire hunting, they still get a place in the campaign.

Boxes of sand let kids choose their own goals. They can make sand castles, bake sand cakes, anything. And when they grow up, they can stage miniature battles.

Some games deliver all the freedom of a box of sand. Minecraft lets you play a survival game, but it owes its success to all the other things you can do: Some players build forts or replicas of the seven wonders. Some create a circuits from redstone. Players make their own goal.

D&D used to force a goal on characters

Original Dungeons & Dragons never started as pure sandbox, because the rules included a goal: Take treasure from dungeons and the wilderness. By rule, characters who won treasure gained experience and power. They won D&D. See The fun and realism of unrealistically awarding experience points for gold.

When the original D&D characters reached high, name level, the game turned into a sandbox where players chose a new goal for their characters. Stronghold building offered fighting men an obvious goal, but some other classes lacked anything as clear. What do you want for your bard or druid? Should a wizard build a tower or start a school? Apparently, many high-level wizards go mad and build dungeons. Where else could the living-chess puzzles and reverse-gravity rooms come from? Endless possibilities await!

Instead of embracing the freedom of a high-level sandbox, players returned to dungeons.

Sandboxes can overwhelm players with choices

In Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon and How the dungeon crawl’s advantages propelled Dungeons & Dragons to success, I described the attraction of dungeons. Among other advantages, dungeons limit the characters’ options. This doesn’t just help dungeon masters prepare, it helps players.

Common wisdom suggests there is no such thing as too many choices, but psychologists conclude that people flooded with options become paralyzed by them.

When dungeon masters offer a true sandbox and come willing to improvise any course their players choose, they confound players. Once the players stop wondering what they’re supposed to do, they struggle to choose from boundless possibilities. Whatever they finally decide, they leave the table with a nagging feeling that they chose wrong.

The value of limited options

In D&D, dungeons, patrons, and hooks all limit the options that players’ face. Such tropes give players direction. A little direction improves the game.

Make no mistake. Players still want options. Every game session should leave players wondering what might have happened if they followed a different course. Mike “Sly Flourish” Shea recommends that giving players three plus infinite choices. DMs should offer three known options that take characters closer to their goal, while being open to anything players want to try.

Many sources of DM advice suggest seeding a sandbox setting with hooks—opportunities for players to land in stories of their choosing. Exactly. Those hooks help players narrow all the options of an open world to a sweet spot of three plus infinite choices. They nudge the game a bit closer to the railroad end of the dial. Some railroad-phobics might even argue that such hooks show a DM working too hard to push players through a story. Their ideal game only works with perfectly spherical, frictionless players. The real players at your table want hooks.

The sandbox dungeon

D&D’s mega-dungeons limited players’ choices, but many fans still tout multi-level dungeons as sandboxes. Sure, characters need to adopt the goal of seeking treasure, but they never need to dutifully follow a story arc planned by a DM. Plus, players could chose a difficulty level by deciding how deep they dared to delve. A few D&D players still favor that style of play.

Embracing story and fewer options

Despite the freedom of a dungeon sandbox, most D&D players craved story and deeper motivations. The D&D game changed to provide. When Tracy and Laura Hickman penned a series of classic modules including Ravenloft and the Desert of Desolation trilogy, they led the change. Their introduction to a self-published version of Pharoah gives D&D adventures four, new requirements:

  1. A player objective more worthwhile than pillaging and killing.
  2. An intriguing story that is intricately woven into the play itself.
  3. Dungeons with some sort of architectural sense.
  4. An attainable and honorable end within one or two sessions of playing time.

When characters explore Castle Ravenloft, they quest for more than loot. They aim to free the land from the menace of Lord Strahd. Adopting the goal of a story takes a measure of freedom from players. Now the their options narrow to the choices that lead to the magic items that will help defeat Strahd. Few players mind. They see clear options that take them closer to achieving their characters’ aims. As the adventure progresses, the players’ paths narrow to a railroad that leads to a final confrontation.

Of course, at any time, the characters could leave the railroad and open a tavern in Barovia, but that never happens. Partly because D&D players like doing D&D things such as smiting evil and winning treasure. Partly because players follow D&D’s social contract by honoring the DM’s preparation. Mostly because players enjoy stories in D&D and they willingly abandon the freedom of a sandbox to foster them.

Too often, D&D fans tout sandboxes as the pinnacle of adventure design. Dungeon masters and adventure authors aim for the freedom of a sandbox, but just leave players feeling adrift. Players enjoy D&D most when they see a few, clear options that take them closer to achieving their characters’ aims.

Challenging Your Players’ Skill Without Risking Frustration

The Zork II computer game from 1981 includes a locked door that you can open by solving a clever puzzle. The door has the old-fashioned sort of lock that lets you look through the keyhole and see the other side. Except here, the key is in the other side of the lock. You slide a mat under the door, and then poke the key out onto the mat. When you pull the mat back, you have the key.Zork II Box Art

Back when Dungeons & Dragons consisted of the original brown box, before skills, before rogues, before thieves, all the obstacles in the game invited that style of play. You overcame obstacles by immersing yourself in the game world, making decisions, and problem solving. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

This style of play suffers from the same problem as the puzzle in Zork. When Zork II came out, I had only ever seen that sort of old-fashioned lock in my grandma’s house. And if you’ve never examined that kind of lock, the door puzzle simply leaves you stuck and frustrated.

In the old computer adventure games, when you became stuck and frustrated, you had to send money for a hint sheet, and then wait for it to arrive in the mail.

Fourth edition attempted to eliminate such frustration by emphasizing skill checks and skill challenges over concrete obstacles and over players’ problem solving skills. During this era, Dungeon magazine’s submission guidelines warned authors to create challenges for the characters, not the players. When every obstacle has a DC and multiple skills, then no one gets frustrated. If you find a locked door, you can pick the lock with Thievery, or break the door with Athletics.

No one gets frustrated, but no one feels engaged either. When the game only challenges character skill, the players never need to make meaningful decisions or engage the game world. They just look at their character sheet for the best applicable skill. This improves on playing guess-the-solution-I-thought-of with an inflexible DM, but the picking a skill and rolling is less fun than D&D can be.

The fourth-edition designers must have know this, but they emphasized selecting skills and rolling outcomes for a two reasons:

  • To add weight to the choices players make when they build characters. See The Pros and Cons of D&D’s Ability Checks.
  • To prevent inflexible DMs from hurting the game. Fourth-edition designer Stephen Radney-MacFarland wrote, “In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making ‘wrong’ choices—even a choice as simple and random as which passage to explore.”

Such inflexible, punitive DMs neared extinction decades ago. When Mike “Sly Flourish” Shea asked players to cite the traits of a good DM, flexible ranked first.

Dungeon masters can challenge players without risking player frustration, because DMs can allow creative solutions.

Have you ever noticed how the Tomb of Horrors makes the demi-lich only vulnerable to a short list of curiously-specific attacks?

The demi-lich Acererak’s skull can be harmed only as follows:

      • a forget spell will force the skull to sink down without taking a soul
      • a shatter spell thrown at it inflicts 10 h.p. of damage
      • a power word, kill pronounced from the an astral or ethereal magic-user will destroy it.
      • only a fighter with a vorpal blade, a ranger with a sword of sharpness +5, or a vorpal weapon, or a paladin with the like or even a +4 weapon can inflict damage on the skull
      • an exorcise spell will cause it to sink as a forget does
      • a dispel evil spell inflicts 5 h.p. of damage
      • a holy word pronounced against it will inflict 20 h.p. of damage
      • a thief slinging one of the large gems in the crypt will inflict 1 h.p. of damage per 10,00 g.p. of value, i.e. 1, 5,, or 10 h.p. of damage, but the gem is thereby shattered

A power word, kill does nothing, unless you happen to be ethereal or astral! How would anyone think of that? Also, the demi-lich is vulnerable to the destruction of very expensive gems. That messes with the players in the best(?) old-school tradition. Only someone immersed in that tradition would even consider the gem attack.

Once, I thought that this list exposed Gary Gygax as an inflexible DM working to punish players. After all, he devised the tomb to challenge—and frustrate—those “fans who boasted of having mighty PCs able to best any challenge offered by the AD&D game.”

Now, I see the list differently. I suspect Gary created Acererak with no vulnerabilities in mind, but as he ran the adventure, players invented attacks. If Gary judged them reasonable, he allowed them to work. When Gary wrote the adventure for publication, he listed the attacks he had allowed so far.

Gary Gygax had the wisdom to allow a creative solution. In the Foreword to Return to the Tomb of Horrors, Gary wrote, “In one tournament use of the setting, a team managed to triumph by using the crown and scepter found earlier as the ultimate tool against the demilich. As Acererak’s skull levitated, one PC set said crown firmly upon the bony pate; another tapped the regal adornment with the ‘wrong’ end of the scepter. Poof! Scratch one demilich, and give the tournament’s first place to the innovative team of players who thought of this novel solution. Russ Stambaugh, the DM for the group, was stunned. ‘Could that work?’ he asked. I shrugged, admitted I certainly hadn’t thought of it and that it was a stroke of genius that deserved a reward.

When I DM, I love to be surprised. One of the great joys of being a DM is crafting some trap or obstacle, leaving a couple ways to overcome it, and then watching as the players crack the problem with a third way. I’ve run campaigns for groups who proved so good at coming up with unexpected solutions, that I stopped worrying about planning any solutions. I just sat back and watched the players come of with something.

I have three bits of advice for refereeing game-world obstacles that demand player skill to overcome.

  • Watch the players for signs of frustration. Be prepared to let he characters uncover a new clue, or to just have something on the other side of that locked door come and open it.
  • It’s good to say yes, but avoid being too quick to accept implausible solutions. If a couple of players are deeply engaged in a predicament, and you allow any dumb idea to work, they just get annoyed. The last thing you want is a player arguing that something you allowed should fail.
  • Watch out for clever, repeatable ideas that break the game. I remember a player who regaled me with a story that he remembered fondly. His party defeated a dragon by enclosing it in a wall of force shaped like a giant fishbowl, complete with an opening on top too small for escape. Next, they created water above the opening, filling the fishbowl and drowning the dragon. I suspect that no version of Wall of Force ever actually allowed such shenanigans, but as a one-time trick, the stunt created a moment the players’ loved. I wonder what the DM decided to do when the players kept trying to repeat it. If you can use this trick on a dragon, the dungeon becomes your aquarium.

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.

Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master

As the co-creator of Dungeons & Dragons, Gary Gygax set an example that seemed to encourage dungeon masters to battle players. As soon as players gained an edge, Gygax created something to foil them. When players started listening at doors, He created ear seekers. When they collected too many magic items, he invented magic-item saving throws. When players boasted about their invincible characters, he created Tomb of Horrors.

Until D&D, games were adversarial, so the DM-versus-player model felt natural to the first D&D players. Gary and his players enjoyed the battle of wits brought by his style of play, but other dungeon masters too the style too far. Too many DMs played to defeat the players and their characters.

For decades, most tales of bad D&D games started with DMs abusing their power, punishing players so the DM could “win.”

Thankfully, role-playing matured. Gamers began to see the dungeon masters as something between a neutral facilitator and collaborator sharing an equal role in a shared storytelling.

This spirit of collaboration tells DMs to say yes.

The notion of saying yes comes from improvisational comedy. “The first rule of improvisation is AGREE. Always agree and SAY YES,” Tina Fey writes in Bossypants. “When you’re improvising, this means you are required to agree with whatever your partner has created. So if we’re improvising and I say, ‘Freeze, I have a gun,’ and you say, ‘That’s not a gun. It’s your finger. You’re pointing your finger at me,’ our improvised scene has ground to a halt.”

As a DM, saying yes accepts the players as collaborators. If they want to attempt a battlefield stunt, say yes and make it exciting. If they have a character idea, say yes and make it special. If they want to visit the school of magic in a town without one, invent a secret school that was there all along.

Sly Flourish’s analysis of his dungeon master survey took thousands of bits of DM advice and distilled the 7 most-common nuggets. Number 6: “Say yes.”

The fourth edition Dungeon Master’s Book touts the benefits of saying yes. “As often as possible, take what the players give you and build on it. If they do something unexpected, run with it. Take it and weave it back into your story.

“When you say yes, you open more possibilities.”

Say yes has helped my DMing, because my first reaction tends to be no. I used to say no a lot. “No” let me keep the game safely on the track I planned. But saying no cost opportunities to improve the game. Now I say yes, unless I have a damn good reason.

Role-playing games are new, so we feel tempted to borrow techniques from older mediums. Older media once followed the same pattern of borrowing. During the dawn of filmmaking, directors staged movies like plays, by setting a single, stationary camera in front of the actors. When filmmakers stopped shooting movies as plays, cinema leaped forward.

Often, game-mastering advice borrows suggestions meant for fiction writing—or for improv. Some of it still works, but some no longer applies to a game. In improv, performers always say yes. In gaming, yes can take a game in the wrong direction.

I chased all the DM advice about saying yes that I could find, and I the recommendation always came with strings attached. You should say yes—except when you should say no.

Saying yes can conflict with some of a dungeon master’s responsibilities:

  • Posing challenges
  • Protecting the game world
  • Giving each player a contribution

In those conflicts, DMs must balance the merits of yes against against their other duties.

Despite the exceptions, saying yes remains powerful because it challenges DMs like me to defy our first impulse. Saying no always feels safe and easy, but yes often leads to a better game.

The dungeon comes alive in the mythic underworld

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted your life. Dungeons changed when you looked away. (See page 8 of the original, brown book, The Underworld & Wilderness Adventures.) Doors closed on their own accord, and then you had to force them open. The dungeon helped its monstrous allies kill you. Doors opened for them. “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.) Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths. Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.

Adam Dray gives the best sense of the concept’s flavor.Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Next: Megadungeons in print and on the web

Saving fifth-edition D&D’s evil wizards from meddling do-gooders

In more than a year of fifth-edition Dungeons & Dragons, I’ve pitted player characters against a lot of wizards. Often, a published adventure or one from the D&D Adventurers League offers a spellcaster as a climactic encounter. These showdowns typically follow the same script: The players target the leader and focus fire. The villain falls, often without firing a single spell.

Sometimes players relish these easy victories. For instance, in the Expeditions adventure, “The Howling Void,” players spend the adventure unraveling the sources of the villain’s power. So at my table, when the showdown proved easy, it felt like a hard-won reward.

Wizard Pinata

Wizard Pinata

More often, players anticipate a climactic battle, face a cream puff, and feel let down. Dave and Gary did not give D&D to us so dungeon masters like me could let that happen.

Some encounters with wizards threaten to go the other way. I once spoke to a DM who had just run a convention adventure. His villain won initiative and launched a fireball that killed the entire party. Rather than ending the session and going for a beer, the DM rolled back time, undoing the slaughter. In the wake of the Fireball TPK, casting Grease must have been a let down. To avoid my own total party kills, I’ve held back fireballs against low-level groups, blaming the villain’s overconfidence, and hoping I could still challenge the players with Web.

Some blame for these fizzled encounters goes to habit carried from fourth edition and the practice of building encounters according to an experience-point budget.

Fifth-edition adventure designers will put spellcasters in encounters as they would in fourth edition. They pit the PCs against a single wizard who ranks several levels higher than the PCs. Fifth edition’s experience point budgets even suggest that this match makes a good fight. Not so. In the last edition, these encounters worked because the game designed arcane foes as monsters, contrived to make a fun encounter. They had defenses and hit points that enabled them to survive a few rounds of focused fire, and spells (attack powers) calibrated to damage a party without laying waste to them. In fifth edition, that wizard’s spells may be too lethal, and he is as fragile as a soap bubble in a hurricane.

To create a satisfying fight against a fifth-edition wizard, spread the experience budget. The wizard needs plenty of allies: brutes to lock down attackers and apprentices to concentrate on defenses. Plus, a wizard of more equal level won’t have spells that can nuke the party that you intend to challenge.

Let me tell you how a showdown with a fifth-edition wizard would really go. It would be a hero’s nightmare. The villain’s magical alarms would ensure that he always stands prepared. You would enter an arcane lab for the climactic battle, tripping barely-seen glyphs with every step. Those lucky enough to escape the wards’ curses, blindness, and damage would face a choice between moving and tripping additional wards, or standing still and posing an easy target for fire and lightning. Any of the people in the room could equally be servants or the mastermind himself, magically disguised. Or perhaps he stands invisible and sheltered in darkness. Unseen, he darts from cover to unleash a barrage, then weaves back into cover before you can counter. The mastermind’s apprentices lurk behind barriers, concentrating to surround him in defensive spells. You face a choice between chasing these minions to unravel their master’s protection, or charging into the teeth of his defenses. Then, if you somehow near victory, the villain blinks away, or proves to be an image or dupe.

Truly, the bards would sing of a victory against such a villain. But at your table, find a fun balance between the evil mastermind and the unprepared pinata.

If you approach a wizard’s defense too much as min-maxing players would, you can devise an encounter that would result in a total party kill. Unless tacticians fill your table—unless your players see the game as a puzzle to solve—you must hold back a bit. Good games come from fun, challenging, and winnable encounters.

Even a balanced encounter can frustrate players. Many of the Wizard’s best defenses prevent PCs from finding, reaching, or even identifying their foe. For instance, in “Empowering the War Mage,” Mike “Sly Flourish” Shea notes that the Blink spell can lead to frustration.

To temper frustration, and add flavor and variety, you can organize a wizard’s defense on a theme. For example an illusionist may rely heavily on misdirection to keep characters guessing. A necromancer might rely on undead servants and may also use Magic Jar to possess a proxy.

However, just as an occasional easy encounter can prove fun, an occasional dose of frustration can lead to fun. A villain who keeps thwarting attacks by teleporting away or by making PCs flail at illusions will fill players with more hatred than one who merely burns orphanages and drowns puppies. When players finally best a maddening trickster, you will see cheers and high fives around the table.

This leads me to consider ways spellcasters can challenge meddling do-gooders. In my next post, I will review the spells that can save evil masterminds from a quick thumping by murderous treasure hunters.