Tag Archives: Monte Cook

Megadungeons in print and on the web

Perhaps few people play megadungeons, but my look at the era when megadungeons ruled Dungeons & Dragons and why few people play them anymore revealed great interest in vast underworlds. So in this post, I present the megadungeons in print or on the web.

To qualify for my mega-list, a dungeon must meet three qualifications. It must be…

  • in print or on the web in a form close to playable.
  • suitable for the focus of an entire campaign from low to high level.
  • too big to clear of traps and monsters, even as the focus of a campaign.

Most of these products attempt to recapture or update the play style of the original campaigns that launched D&D, so many use rules that emulate either original D&D or AD&D. If you prefer advantage, concentration, and armor classes that go up, you can play these dungeons with fifth edition. Just use the monster stats in your new manual and make up any difficulty classes as you go.

Barrowmaze product page
Barrowmaze System: Labyrinth Lord and original D&D
Tagline: Barrowmaze is a classic, old-school megadungeon.
Typical reviews: “This is a multi-year campaign in a book. It is an obvious labor of love. If this product doesn’t deserve five stars—easily deserve it—then no product deserves it.” – Greg W.

Barrowmaze is nearly a textbook example of how to make a compelling, well-presented dungeon module. – Grognardia

Rational: Underground tombs infested by chaotic cult
Snap reaction: With an emphasis on undead and dungeon factions, will Barrowmaze prove too much of a good thing?
Castle of the Mad Archmage product page
Castle of the Mad Archmage System: Adventures Dark and Deep, other games with the same initials, or Pathfinder
Tagline: Constructed to match reminiscences of Castle Greyhawk.
Typical reviews:Castle of the Mad Archmage is a lot of fun…The problem is that so much of feels either random, unexplainable, or silly.” – Dungeon Fantastic

“Serious old-school aficionados should put the Castle at the top of their shopping lists – Roles and Rules

Rational: The Mad Archmage, an insane demigod, wants it so.
Snap reaction: A tribute to Gary’s game that is best enjoyed through heavy nostalgia.
Dragon’s Delve
product now unavailable
Dragon's Delve System: d20
Tagline: Created by Monte Cook (co-designer of 3rd-Edition D&D) and written by Super Genius Games for dungeonaday.com
Typical reviews:Dragon’s Delve hits most of the right old school notes. There is in fact a great deal to like about it and I’m not ashamed to admit I may even steal an idea or three from it.” – Grognardia
Rational: Ambient magic? Insane wizards? The mysteries of Dragon’s Delve remain locked from my gaze.
Snap reaction: A mountain of interesting content locked behind the dungeonaday paywall. Update: The only trace of dungeonaday now on the web is an adventure drawn from its content, The Tomb-World of Alak-Ammur.
Castle Triskelion
product page
triskelion System: First edition Advanced Dungeons & Dragons
Tagline: Come and get a free dungeon room every day.
Typical reviews: None. You could be the first to review this product.
Rational: A feuding family who practiced abominable sorceries.
Snap reaction: A labor of love offered for free.
Castle Whiterock
product page
Castle Whiterock System: d20
Tagline: The greatest dungeon story ever told.
Typical reviews:Castle Whiterock is an epic endeavor that is the best adventuring product released by any company this year.” – Nathan C.

“The adventure features great encounters, adventure to be had, wonderful villains, great twists in the tale, and many hidden secrets waiting to be uncovered. On the down side, there are some tedious bits.” – Peter I.

Rational: Traps, magic, and monsters accumulated over the castle’s 1200-year history.
Snap reaction: No mere list of rooms, this product builds a campaign with numerous quests around a megadungeon.
Darkness Beneath
product page
The Darkness Beneath System: Original D&D and similar rules
Tagline: A multi-author megadungeon released in installments in Fight On! magazine.
Typical reviews: “The community megadungeon ‘The Darkness Beneath’ has turned out some very good levels, with a single exception.” – Ten Foot Pole
Rational: Undetermined.
Snap reaction: A strong but uneven anthology that ranges from inspired to silly, just like the old-school dungeons it emulates. The cutaway map calls me to adventure.
Dwimmermount
product page
Dwimmermount System: Labyrinth Lord, original D&D, or Pathfinder
Tagline: With Dwimmermount, the Golden Age has returned.
Typical reviews: “The very size of Dwimmermount may also be its enemy, a few forays into the place won’t discover much, and the levels get consistently weirder, but start very classically D&D.” – Dungeon of Signs

“Pages upon pages of minutiae.” – Binkystick

Rational: A dungeon set atop a node of primal chaos
Snap reaction: An attempt to recreate a golden-age play style that resists capture in print.
The Emerald Spire
product page
Emerald Spire System: Pathfinder
Tagline: An all-star superdungeon.
Typical reviews: “The superdungeon might feel like a long series of Pathfinder Society dungeons.” – 5-Minute Workday

“Two levels of the Spire really stand out for me and made me want to slice them out of the megadungeon and run them back to back as a one-shot or mini-campaign.” – Tor.com

Rational: An insane creature of immense power living at the bottom level.
Snap reaction: This collection of levels created by all-star contributors probably plays better if you divide the levels into separate dungeons.
Eyes of the Stone Thief
product page
Eyes of the Stone Thief System: 13th Age
Tagline: The Stone Thief rises. Enter it, find its secrets and defeat it–or die trying.
Typical reviews: “A very, very clever idea executed very well.” – The Other Steve

“The book as a whole also gives you the tools and tips to customize [the campaign] for your players.” – Addison Recorder

Rational: The dungeon is alive.
Snap reaction:  A promising example of the living-dungeon concept, backed with advice on running and customizing parts or as a campaign.
Grande Temple of Jing
product page
Grand Temple of Jing System: Pathfinder
Tagline: The dungeoncrawl that rules them all!
Typical reviews: None. This product hasn’t been released yet.
Rational: A temple to a trickster god
Snap reaction: With a catch-all concept and many contributors, expect a trap- and puzzle-filled dungeon loaded with ideas.
Greyhawk Ruins
product page
Greyhawk Ruins System: Second edition AD&D
Tagline: Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth.
Typical reviews:Greyhawk Ruins may not be a particularly inspired example of a megadungeon, but it is a megadungeon and I give it points for that alone.” – Grognardia

“A classic, illogical ‘gilded hole’ dungeon.” – Lawrence Schick, Heroic Worlds

Rational: The wizard Zagag’s mad experiments
Snap reaction: The product every player dreamed of in the 70s, released in 1990 when our expectations had changed.
Rappan Athuk
product page
Rappan Athuk System: Swords & Wizardry, original D&D, or Pathfinder
Tagline: Nothing more and nothing less than a good, old-fashioned dungeon crawl.
Typical reviews: “A TON of interesting encounters and levels. It’s also maddeningly confusing in places” – Ten Foot Pole

“I’ve been somewhat underwhelmed by a couple of levels, but at the same time, I’ve really, really liked several ideas herein.” – Thilo G.

Rational: A complex created by refugee priests of Orcus
Snap reaction: Suited to old-school DMs who somehow recruit the rare players who enjoy dungeon-only campaigns, high body counts, and unwinnable final encounters.
The Ruins of Undermountain
The Ruins of Undermountain System: Second edition AD&D
Tagline: The deepest dungeon of them all.
Typical reviews: “The dungeon itself is barely detailed, with only the major level features written up.” – Dungeon Fantastic
Rational: Another insane wizard
Snap reaction: An outline for a DM determined to create a megadungeon in the Forgotten Realms and willing to dream up the details.

Stonehell
product page
Stonehell System: Labyrinth Lord and original D&D
Tagline: Enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time.
“Stonehell Dungeon: Down Night-Haunted Halls is probably the best megadungeon published to date in any form” – Grognardia

Stonehell takes a curious middle ground between detailed set pieces, and leaving some room descriptions sparse to allow for DM improvisation.” – Dreams in the Lich House

“This is certainly one of the best works to come out of the OSR. It’s a megadungeon and it’s close to perfect.” – Ten Foot Pole

Rational: A prison where the pain and suffering attracted a powerful, chaotic entity.
Snap reaction: Highly touted by old-school fans. Adopts a concise presentation inspired by 1-page dungeon design.
World’s Largest Dungeon
product page
World's Largest Dungeon System: d20
Tagline: Over 16,000 Encounters – A mammoth dungeon unlike any other! Every monster in the SRD – And a few you’ve never seen before!
Typical reviews: “Nothing remarkable or all that memorable about it” – Jeremy Reaban

“They don’t expect you to actually run the World’s Largest Dungeon as one big dungeon. Considering that’s the only reason that anyone would actually buy the product, I find that pretty stupid.” – oriongates

Rational: A giant prison for evil.
Snap reaction: Not so much an adventure as a publishing stunt.

 

Why Dungeons & Dragons players stopped exploring megadungeons

In my last post I wrote about how Dungeons & Dragons creators Dave Arneson and Gary Gygax built their campaigns around huge dungeons that grew and changed. These megadungeons enabled Dave and Gary to run campaigns for dozens of players. On any day, they could host games for whoever happened to show up for a session.

Even though the megadungeons under Greyhawk and Blackmoor became the foundation of Dungeons & Dragons, such dungeons rarely see play anymore. Why not?

Players never saw any examples. Originally, Gary thought that players would never pay for published dungeons. After all, players could easily make up their own. Despite this belief, TSR distributed the first published dungeon, Palace of the Vampire Queen. Strong sales proved Gary wrong, and so he set to publish his own dungeons.

But Gary’s megadungeon under Greyhawk Castle seemed impossible to capture in writing. As adventurers explored and plundered, the dungeon changed constantly. New monsters wandered in to take empty rooms. Whenever the players’ attention turned, the layouts of old levels subtly changed. Entire new levels appeared. Most of the content lay in one-line descriptions, or worse, locked in the heads of Gary Gygax and co-dungeon master Rob Kuntz. Decades later, Gary wrote, “If we handed over the binders containing the maps and the notes, I don’t think even the ablest of DMs would feel empowered to direct adventures using the materials.”

So rather than attempting to capture Greyhawk Castle, Gary opted to publish adventures that he had created for D&D tournaments at conventions. For instance, the official D&D tournament at Origins ’78 ran the G1-3 adventures. The choice to publish such adventures changed the development of the game. D&D players everywhere saw Gary’s published adventures as a model. Instead of patterning their games after a megadungeon like the one Gary played at home, players imitated adventures created for a few hours of competition.

The Ruins of UndermountainIn 1991, TSR finally published The Ruins of Undermountain, its first megadungeon in print. Undermountain appeared in a box with maps and with booklets that sketched out encounter areas. This outline mirrored the terse descriptions and evolving notes that Gary Gygax used for Greyhawk Castle, but the sketch failed to satisfy DMs accustomed to publications ready for play.

Perhaps locking a megadungeon in a box kills it. Printed pages cannot capture the dynamic essence of those original levels.

The ecology and rational of megadungeons seemed ridiculous. From they start, players struggled with the logic of megadungeons. Where did all those monsters get their food or leave their waste? Where did the creatures and treasure come from? Every dungeon master invented an insane wizard as an architect for their game’s underground sprawl until the notion became trite.

In the little, brown books, Gary suggested dungeons with layouts that always changed and grew to “maintain freshness,” but that made the megadungeon even more implausible.

Then Gary published adventures that featured a logic sometimes called Gygaxian naturalism. Monsters had lives of their own that involved feasting, scheming, sleeping, and everything but waiting for heroes to come kill them. Rather than wandering monsters living in defiance of reason, we saw giants and drow in their steadings and vaults. For many players, the giant- and drow-series adventures set an example that killed the megadungeon.

Soon, any DM peddling a megadungeon had some explaining to do. For instance, The Ruins of Undermountain kept to the insane wizard trope, then added magic that continuously gated in fresh monsters from across the Realms, and deep entrances that allowed creatures from the Underdark to well up.

Play styles expanded. Sometime in the middle of the 70s, for the first time ever, a party of adventurers visiting the inn met a hooded stranger with a job that needed doing. D&D expanded beyond a series of dungeon expeditions aimed at claiming treasure. Players began to favor games that mixed action with story. Kicking in endless doors to fight and loot turned from fresh and thrilling to a tiresome slog. Today, avid D&D players can claim that they don’t like dungeons or can say that their best games lack any combat. Even those of us who like dungeon crawls want to see some daylight and a plot.

Computers do megadungeons better. In 1979, computer games like Akalabeth and Temple of Apshai took gamers into megadungeons and started an electronic-gaming genre. Dungeon crawls limit players’ options, so they offer an easy premise for a computer game. See “How the dungeon crawl’s advantages propelled Dungeons & Dragons to success.” With a computer DM, players can explore anytime. Digital dungeons offer faster play and better graphics. For players who just want to visit a sprawling underworld to kill monsters and take their stuff, electronic games probably offer a better experience.

Can a megadungeon work today?

A clever design can avoid the problems that pushed megadungeons out of play.

A story-centered game can take PCs into a megadungeon to accomplish more than looting. For instance, when Monte Cook created his superdungeon The Banewarrens, he paired it with overarching plot. Players don’t raid the Banewarrens just to loot. Instead, the story leads to objectives that require missions into the place.

Many megadungeons avoid monotony by introducing levels or zones centered on unique themes such as crypts, flooded sections, or fungus gardens. Even the levels under Castle Greyhawk followed themes that grew more exotic at deeper levels.

A megadungeon design can add intrigue by borrowing a page from The Keep on the Borderlands and adding factions of monsters. Players can join a side or play one against another. Factions under attack will bring reinforcements, creating more interesting battles, and giving players a reason for caution. The stories “Red Nails” by Robert E. Howard and “The Lords of Quarmall” by Fritz Leiber helped inspire the concept of dungeon exploring. Both yarns centered on feuds and intrigue.

A world of fantasy offers plenty of possible justifications for the strange things in the underworld. More on that in my next post.

A megadungeon (and a live DM) can create player agency and tests of ingenuity that no computer can match.

Although good design can yield a megadungeon that proves fun to play, ordinary dungeons can being the same advantages. Today’s gamers tend to create megadungeons to foster nostalgia or to enable episodic play.

Next: The dungeon comes alive in the mythic underworld

Five ways to create more usable game books

In my last post, I accused Wizards of the Coast of showing increasing indifference to making game books usable at the game table. Now I have five suggestions for creating more usable documents.

Break the content into short, labeled chunks

When readers try to find something in a game book, they often flip pages and scan for the nugget they need. This works best when the book breaks the information into concise, labeled chunks. The chunks must be stick to a single idea, so nothing important gets stranded without a label. The labels must stand out for easy scanning. Color headings jump out. Mixed case reads quicker, even though misguided designers seem to favor all upper-case titles. Hanging titles serve particularly well, but as much as game publishers love tiny, 8-point text, I’m certain the prospect of adding white space would send them in a paroxysm of weeping.

When I read an adventure to run, I will write my own labels in the margins of any copy I can mark. This way, when I must find some fact at the table, I can easily scan the pages.

ELTU3-1 Good Intentions with my added blue labels

ELTU3-1 Good Intentions with my added blue labels

What goes wrong? Some authors and editors eschew frequent sub-headings because they dislike “wasting” space that could be devoted to burying more words in unbroken columns. I get it. Everyone passionate about writing, myself included, loves every precious word from their keyboard. Also, the discipline of labeling chunks of can introduce a uncomfortable rigor to the creative process. It can be a pain.

Nonetheless, your readers benefit. Plus, the process helps you organize. Adding a label atop a description of the villain’s plan could help you notice that the tidbit belongs somewhere else. Game authors, repeat after me: I do not create worlds. I write technical documentation.

DragonQuest appeared in 1980 with now-obsolete numbered headings, but remains more usable than new books

DragonQuest appeared in 1980, but remains more usable than most new books. The obsolete numbered headings existed to enable cross references in an era when publishers literally pasted strips of type into a page layout. Note the use of red to highlight titles.

Use lists, tables, and graphics to communicate

When you page through a text book, what seems more approachable: (a) column after column of gray text, or (b) lists, tables, and graphics? Lists help readers see organization. Tables establish patterns and communicate them visually. You can see me use the power of tables in “Using your players’ metagaming to mess with their heads” and “Chivalry & Sorcery: What if Gary and Dave had not found the fun?” And we all  know that a graphic may be worth a thousand words.

With the Ptolus source book, Monte Cook took inspiration from travel guides. Note the cross references and use of color to highlight.

With the Ptolus source book, Monte Cook took inspiration from travel guides. Note the cross references, white space, and the use of color to highlight. You can find what you need to know.

What goes wrong? Many authors of game books come from writing fiction, or from journalism, or just from writing reports. None of these backgrounds emphasize using tables and other visual tools to communicate.  For example, when USA Today first appeared, critics disparaged it for dumbing down journalism with bullets and graphics. Most authors seldom consider alternatives to paragraph text.

Also, tables can trigger problems with publishing. Your typical game author submits manuscripts as Microsoft Word documents, the poor bastard. (What’s wrong with Word? I could spell out the application’s shortcomings, but author Charlie Stross, creator of the Githyanki, brings a delicious savagery to the job.) After editing, someone converts Word to an application like InDesign, a process that may make hash of tables, and then someone jams the tables into a new page layout. Everything goes much smoother if everyone sticks to plain text.

Meanwhile, the graphic people work in another department. Better to just muddle through with words.

Add cross references linking content to related information

Ambitious adventures like those offered for this year’s Dungeons & Dragons Encounters seasons feature an intertwined cast of characters, locations, and events. As I prepared for a week’s session of Scourge of the Sword Coast, I found myself endlessly flipping pages, chasing related information. I spent nearly as much time searching as reading. A generous number of cross-references would have made the book immensely more usable. To be fair, Scourge includes a few cross references, as rare a four-leaf clovers. The book needed 10 times as many.

What goes wrong? So many things. If the authors compose in Word, any cross references they create will probably die in translation to InDesign. If more than one author contributes to a work, they cannot cross reference each other’s material. By the time the editing and layout folks have an opportunity to add cross references, they face a closer deadline, and probably have as hard a time finding content as I did.

Include an exhaustive index

Allow me to make an outrageous proposal: Adventures should have indexes. This may seem outrageous because adventures have never featured indexes. But the early adventures never exceeded 32 pages, and a list of keyed locations hardly merited one. Modern adventures that mix locations, characters, and a plot all in a 100-page sandbox must do better.

Meanwhile, everyone agrees that a core game book deserves an index, but their indexes have shriveled. As a general guideline, a typical game book should feature a index equal to 7% to 10% of the length of its content. Instead, core rule book indexes wither to a shameful 0.3%.

Book Percent of pages for index
Player’s Handbook, second edition 2%
Player’s Handbook, 3.5 edition 1%
Pathfinder Roleplaying Game Core Rulebook 1%
Player’s Handbook, fourth edition 0.3%

The 4E Player’s Handbook includes such a disgraceful index that someone who calls himself the Propagandroid created a custom index to supplement the book. The index remains tucked in my PH, another symbol of Wizards of the Coast’s disdain for their customers in 2008.

We have yet to see the fifth-edition players handbook, but the over-under stands at an embarrassing 0.5% of pages devoted to the index.

What goes wrong? Start with the same technical road blocks and deadline crunch that dooms cross references, and then add a big dose of misplaced priorities. In an interview promoting Ed Greenwood Presents Elminster’s Forgotten Realms, Ed spoke about the book’s lack of an index.

“My original outline that was approved for the book had a four page index at the end, and [the editors] said, ‘Four pages on an index? Come on! That’s four pages of stuff!’” Ed is not so misguided as Wizards staff. He goes on to say, “I would have rather had the index.”

By trading index pages for content, editors may have their readers’ interests at heart, but they only serve readers who never use their products in play. Should game books be intended for play, or just to be browsed and forgotten?

Create play aids

A play aid can include anything ranging from a timeline and a list of characters for the dungeon master, to player’s handouts and maps. Scourge of the Sword Coast seemed so desperate for a player’s handout that I created one. Why should I have to? In a PDF-only product, the editors cannot blame a limited page count. In the early days of the hobby, virtually every game included reference sheets, but they rarely do now. Living Forgotten Realms adventures, authored by volunteers, typically do better job of including player handouts. Could this be because the volunteer authors spend more time running their own adventures than the pros?

What goes wrong? Authors get no glory for creating play aids, unless they write for organized play and join the game masters who bring their adventures to the public game table.

Is it noticed? How to run alertness

Introducing the spot check

In this post, I cite “spot checks” to refer to third edition’s Spot checks, Next’s Wisdom (Perception) checks, and tests of awareness made with 4E and Pathfinder’s Perception skill.

The Spot skill and its descendents rate a character’s ability to notice something while doing other things like traveling, fighting, or resting. Before Spot entered the game, unless you searched, you noticed the things the game master decided you noticed. A thief might hide from you, but their success depended on their roll to hide, not on your ability to spot.

Spot the spider

Can you see me?

When the game master simply decides what the characters perceive, the game plays fine. After all, the game master adds things to an adventure to enrich the adventure. If you let the dice say that the PCs fail to catch a scent of brimstone, or fail to spot the cloud of bats erupting from the cliffside, then the game suffers.

Nonetheless, when Spot skill entered the game, game masters and designers dutifully worked spot checks into every situation. Whenever the party opened a door or topped a hill, everyone made a new round of spot checks. At some game tables, every bit of information had to be earned with a spot check.

I will explain why you should skip many spot rolls, reserving the spot check for a small number of specific circumstances.

Passive perception and taking 10

Fourth edition attempted to rein in spot rolls by introducing passive perception. In principle, a dungeon master could skip perception rolls and use the characters’ passive perception to determine just what they notice as they explore.

“Passive perception checks help you set the scene. They tell you right away how much of the details of a room or encounter area the characters notice.” – Fourth edition Dungeon Master’s Guide p.26

Passive perception extends the mechanic of taking-10. Instead of players stating that they take 10, the game master assumes it.

Passive perception avoids putting the players on alert by asking for a roll when they see nothing. And it avoids interrupting the narrative for all those rolls.

What’s not to like?

The problem with passive perception

Passive perception forces the dungeon master to do the extra work of tracking all the passive perception scores and of setting perception DCs. Typically, this extra effort only yields a process that amounts to the DM deciding in advance what the PCs will notice. Seem familiar?

Most DMs running for regular groups know the approximate perception bonuses of the PCs. If you bother to create something interesting or something that advances the adventure, would you hide it behind a DC that prevents the group from ever seeing it? Never. Not even authors of published adventures will hide things that enrich the adventure beyond the perception of a typical party.

Secrets add fun to the game, but only when uncovered. If the players overlook the secret door, it’s just another wall. – Monte Cook, “Dungeoncraft” in Dungeon 137

But suppose a virtuous DM devises an adventure that gives keen-eyed parties a significantly different experience than unwary parties. The players still never know that their keen-senses paid off. The work of managing perception stays in the DM’s head, its effects unnoticed by the players, extra work, arguably for nothing.

If you would set the DC required to spot something within the reach of the PCs’ passive perception or take-10 value, then skip the DC. They spot it. The players will not ask you to show your work.

As a diceless method of resolving spot checks, passive perception falls short, but it still works as a way to set a difficulty class. More on that later.

The play value of rolling to spot

None of this means that you must always decide in advance what the players see. Random rolls can add an element to the game.

  • Unpredictability makes role-playing games interesting, mainly for the game master. The printed adventure cannot surprise the GM. Only the players actions and the random luck of the die add surprises to the game.
  • Randomness helps the game master keep some distance from the characters’ fates. The players should see the course of the game determined by their choices and by the luck of the die, not by the GM’s whims and mood.

Ask for spot checks (a) when success is uncertain, and (b) success hinges on keen senses in the game world.

Group perception checks almost always succeed

The outcome of group perception checks is rarely uncertain enough to merit a check.

Anytime every player can attempt a spot check, someone will succeed. Suppose a party of five adventurers, all with +0 to their check, passes something that requires a spot DC of 15, what D&D Next considers a moderate DC. If one person rolls, the chance of success is 30%. If everyone rolls, each has a 30% chance of success, which means the odds of someone succeeding grows to 83%. This supposes that no one is particularly good at spotting—everyone has a +0. One alert character pushes the chance of success closer to 90%.

When the odds of everyone missing something amounts to a rare fumble, does stopping the action to roll make sense? With some groups, absolutely. In particular, younger players love to roll, so group rolls create excitement despite the minimal chance of failure. Let them roll.

“Listen or Spot checks can get repetitive and dull if players have to make them over and over, especially when it usually only takes one success out of the whole group to succeed, making their success typically a foregone conclusion. Think twice before asking for such checks. They’re interesting when the PCs are trying to find a hiding or invisible foe, but get dull fast when they’re walking through the woods and you ask for them for every hour of travel.” – Monte Cook, “Dungeoncraft” in Dungeon 137

For most groups, you can consider any ordinary group perception check an automatic success. Skip the pointless activity, tell them what they see, and move on.

When you devise adventures, never mistake a group perception task difficulty for a challenge. On the rare occasions a group fails to spot something, they fumbled. This certainty is not a bad thing. In most cases you want the players to spot the “hidden” things in your adventure, either because these interesting things enrich the adventure, or because they advance the plot.

Hard checks change the equation. These checks impose DCs so high that only one or two members of the party can even hope to succeed. That’s the water elemental stirring the reeds under the bridge, or the key glimmering below the school of silvery fish. In these cases, allow a roll. You must be comfortable with the likelihood that no one will spot the ambush or the key.

If your players have become accustomed to calling for group perception checks, you can tell them not to waste their time, or you can let them have their fun, knowing that their success is virtually certain.

Individual perception checks may merit a roll

Of course, many spot checks can only be attempted by a character or two. This gives you a chance to add an element of uncertainty, and gives your players a potential reward for investing in perception.

Sometimes a spot task may be limited to the characters…

  • leading the party in marching order.
  • with darkvision or another requisite ability
  • spending an action the heat of battle to look
  • with applicable talents such as the ability to spot traps or arcane phenomena
  • taking the role of lookout

The D&D Next exploration system turns some of these limitations into specific rules: “When a character chooses to keep watch as an exploration task, the character makes a Wisdom (Perception) check to detect hidden creatures and an Intelligence (Search) check to detect hidden objects (such as traps and secret doors) as the group travels during the current exploration turn.”

D&D Next writes this as a rule, but it applies to other games too. In many situations, only a few members of the party can make perception checks. Their skills pay here. Keeping watch is a task akin to mapping or tracking.

“Don’t be afraid, in some cases, to only allow one or two characters to make the check. It’s with in your prerogative to rule that most of the party is preoccupied in other activities while one character is more or less ‘keeping watch.’ This isn’t covered in the rules, but in a case-by-case basis, you can decide that only a character who’s trying to listen or keep an eye out has a chance of making a check.” – Monte Cook, “Dungeoncraft” in Dungeon 137

Group perception checks guarantee success, so individual checks like these represent a chance for players who invested in perception skills to reap benefits.

Even if only one or two characters can possibly notice something, you might ask all the players to make the roll, and then only consider the checks from those able to notice. This avoids giving clues about, say, the location of the breeze coming from the unseen exit.

Favor search over spot

Before you ask for a spot check, consider whether a search makes more sense. In most cases, this comes down to the circumstances, see “Choosing which type of perception check fits a situation.” Sometimes, you may be tempted to give someone a chance to spot something hidden, but hypothetically visible to spot. Favor making the players search. Searching plays better than spotting for a couple of reasons:

  • Searching engages the characters in action, forcing them closer for a look.
  • Searching invites the players to make decisions about when, where, and how to search, and how much time to risk.

If someone steps into a room, aces a die roll, and sees the key at the bottom of the fountain and the odd scratches on the floor behind the chest, you have replaced the interaction and decision making demanded by a search with an abstract roll.

Hiding and sneaking

When one creature attempts to hide from others, do not ask for spot or listen checks. Instead, use passive perception or take-10 scores to set the DC to sneak or hide. Pit the active creature’s stealth check versus the highest applicable take-10 score. In the case when a group could roll to spot, this method makes hiding possible, because group perception checks virtually always succeed.

In combat, if someone chooses to look for a hiding creature, they can spend an action and roll versus the hiding creature’s check. In Pathfinder and 3E, active looking takes a move action. In 4E, active looking takes a standard action.

The same system works for ambushes. If someone hides to ambush, they roll to hide. Later, when the ambush springs, compare the hide check against the highest passive perception or take-10 score of the targets.

While this procedure may not follow your game’s written rules, it makes sense because the targets of the ambush are busy traveling and, by default, taking 10 on perception.

Five questions to ask before calling for a Spot check

The game master almost always asks players to make spot checks, except when players take an action in combat to look for something.

As a game master, before you ask for a check, consider these five questions:

  1. Is something sneaking or hiding? Skip the spot check. Instead, use the party’s best take-10 (passive perception) scores to set the DC for the hide or sneak attempt.
  2. Can the thing to spot be noticed from the character’s vantage? If not, wait for the players to search.
  3. Does noticing something fall within the take-10 value of the most perceptive PC? Do not roll. Something is noticed.
  4. Does everyone in the party have a chance to notice something? Do not roll. Something is noticed.
  5. Are only one or two characters in position to notice something? Ask for a perception check.

Next: How to run an ambush

A role-playing game player’s obligation

Always seek to contribute the most to the team’s success. From the players’ and the PCs’ standpoint any role-playing game is a group endeavor. Individual success is secondary to the success of the group, for only through group achievements can the quality of the campaign be measured.” – Gary Gygax, Role-Playing Mastery

Role-Playing Mastery by Gary Gygax

Role-Playing Mastery by Gary Gygax


As I stated in “Why second edition Dungeons & Dragons dropped thieves and assassins,” I no longer see “I’m just playing my character” as an excuse for disruptive play.

As a player, your first role-playing obligation is to imagine a character who can cooperate with rest of the party to achieve the common goals of the game.

Your rogue can be the king of thieves, but you must find a reason not to pick the rest of the party’s pockets. Your assassin can be the prince of murder, but you bear responsibility to find a motivation that enables him to cooperate with the do-gooders in the party. And if you maintain a darker nature, please be discrete enough to avoid forcing the paladin into the uncomfortable position of playing dumb and oblivious. Finally, if you do find your agent of chaos confronted by the party’s do-gooders, find a way out—withdraw your character for the good of the game rather than bringing the game down for the sake of playing your character. If cannot meet this role-playing challenge, then you must create a different character.

Dungeon magazine issue 132

Dungeon magazine issue 132

In the Dungeoncraft column in Dungeon issue 132, Monte Cook supported my perspective. “It’s a player’s responsibility to bring to the first session (or create in the first session) a character that fits into the DM’s world. The character has to be one that could conceivably work with the other PCs. The player should no more create a character that doesn’t want to work with the other PCs than the DM should force the PCs to fight a dragon with a CR of 15 higher than their average level in the first session. Neither would be fair, and either lends itself to a good roleplaying game experience.”

Your obligation as a player does not limit you to playing paladins and other milquetoasts, but it does challenge you to imagine and role play a character who can work with the party. If you need help imagining why your werecat might cooperate with the other players’ weremice, you can draw inspiration from this list of motivations:

  • A common enemy, cause, or goal
  • Loyalty to family, friends, or an organization
  • Fear of retribution from a greater force such as a powerful patron or a dangerous organization
  • An unbreakable oath
  • A magical compulsion

The Book of Vile Darkness offers more advice on finding ways for an evil characters to play nice.

Whatever your motivation to cooperate, you may not reveal your true nature at some climactic moment and deny the other players and dungeon master a satisfying conclusion. However, you can plan for a change of heart or a tragic end at that climatic moment. Such finales show the kind of hard-core role playing that enables you to win at D&D!

Gary Gygax may have had an impish streak, but he (mostly) met the challenge of taking a difficult character and contributing to the party. On EN World, Gary wrote, “When I played a barbarian, I would indeed attempt to get at the newly discovered magic items and rid the world their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it then… Because the Barbarian was otherwise cooperative and put the overall interest of the party first he survived quite a few adventures and his demise was not at the hands of a fellow PC. Some monster got him, which I don’t recall but it seems to me it was a basilisk. No cleric or mage in the group was much interested in helping the poor chap return to life.”

Using your players’ metagaming to mess with their heads

Way back in “The 11 Most Useful Types of Miniatures,” I confessed that whenever a battle map includes a statue, I always place a statue miniature on the map. The characters inevitably sidle around the statue, expecting it to animate and attack. This trick never fails to amuse me. Does this make me a mean dungeon master?

When players metagame, they use information from outside the game world to make choices for their characters in the game, even though the characters would lack this information.

In my games, I like to toy with players metagame expectations for three reasons:

  • It discourages metagaming. If players know that every figure on the battlemap will have a role in the fight, no statue is safe a preemptive strike. But if you sometimes do things that defy the metagame, players will rely less on it.
  • It creates uncertainty and fosters surprises. In the game, we can create surprises by doing things that defy the expectations that come from knowing their characters exist in a game.
  • I’m a mean dungeon master.
People bring meta-fiction expectations to stories as well as games. The movie Psycho provides my favorite example of violating these expectations to shock and surprise. The movie contains two big surprises. I will spoil one here. Psycho begins with the movie’s star embezzling $40,000 cash and taking to the road. We’ve all seen countless movies, so we all know what will happen. Obviously, the movie will follow the story of the stolen cash to the end. And we know the movie’s star will survive until the finale. The star always does. Instead, Psycho shatters our expectations by having the movie’s star suddenly murdered less then half way through. The turn shocked and electrified audiences. Hitchcock even added a personal plea to the end of the film asking viewers not to reveal the twists.

Most commonly, I toy with three metagame assumptions.

Metagame assumption  Countermeasure 
The battle map signals a fight. Every DM has set a battle map on the table and seen players immediately ready weapons and announce their battle stances. I discourage such shenanigans by saying something like, “This map shows a forest clearing exactly like several others you passed on your journey, except—unknown to your characters—this clearing happens to be on a battle map.” Use a battle map for a non-combat scene like a council meeting or a visit to the tavern. This helps set the scene, and the players become jumpy, expecting a fight. I always pictured typical adventurers as twitchy and paranoid anyway.
Miniatures represent combatants. If an NPC or creature has a miniature, you should expect to fight them. In addition to statues, I collect miniature figures for unarmed civilians, from royalty to beggars. During combats, they often serve as bystanders to be protected. The recent Murder in Balur’s Gate launch adventure called for a ton of bystanders. More to the point, bystanders can set a scene and defuse the players’ notion that every figure is a threat. You can find townsfolk from TurnKey miniatures, Dungeon Crawler, and Reaper’s bones lines.
The last fight is the big one. Players routinely conserve resources for the expected, climactic battle. The fourth-edition design turns this into a bigger problem than with earlier editions, because players have more resources to save for the final showdown. Metagaming and fourth-edition design leads to the sort of trouble I described in “As a player, I enjoy action points, so why do I dislike them as a dungeon master? Vary your adventures from the expected route to a climactic battle. For instance, in Monte Cook’s Return to the Temple of Elemental Evil, the players almost immediately face one of their biggest, most dangerous fights. Monte designed the battle to shock players who expected the usual, leisurely start. Dan Anderson stands out as an author of Living Forgotten Realms adventures that defy expectations. For instance, in CALI3-3 Agony of Almraiven, the tough fight comes as an ambush in the middle of the adventure.
Everyone has access to the same information. In most sessions, the whole game proceeds with every player at the same table hearing everything the DM has to say. In the game world, not every character knows what the others know. When a character becomes privy to sensitive information, you can take the player aside to share it. If your players cooperate and everyone always reports back, private asides take more time that they merit. On the other hand, if someone enjoys playing the furtive, scheming type, keeping some things secret adds intrigue. If you only take the assassin’s player aside to ask, “Seen any good movies lately?” everyone else will think the assassin hides something. I think inter-party strife poisons too many of the games that allow it, so be careful with this suggestion.

Next: Two totally fair ways to foil metagaming that I lack the nerve to try.

D&D next re-empowers DMs; players stay empowered

How much should the outcomes of the characters’ actions be decided by the game master instead of the rules?

Before role-playing games, the rules of a game specified every action players could take, and then decided the outcome of each possible action.

The invention of the dungeon master freed players from the tyranny of the rules. Most editions of Dungeons & Dragons expected the DM to make frequent decisions about the characters’ fates.

CORE5-8 The Dantalien Maneuver

Taming bad dungeon masters

The DM’s power to augment the rules enabled the hobby we love, but this power enabled capricious DMs to zap characters when players failed to laugh at their puns, to demand to be addressed as “Mr. DM sir,” to curry favor by lading treasure on their girlfriends’ characters, and to win D&D by killing the rest of the party.

Perhaps inspired by all the tales of bad DMs, the fourth edition designers shrank the DM’s role as much as possible. Potentially, a 4E DM’s duties could be limited to reading the box text, running the monsters, and announcing the skills that apply to the skill challenge. As much as possible, 4E shifts the game to the combat stage with its well-defined rules. In stark contrast to earlier editions, 4E’s spells lack effects outside of combat. Fourth edition defines combat powers as tightly as Magic cards, so the DM never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. (You can.) For action outside of combat, 4E presents the skill challenge, where the DM only has to decide if a skill helps the players—but only when the skill challenge fails to list the skill in advance.

Restoring DM empowerment

Now the D&D next designers speak of returning dungeon masters to their traditional role in the game, or re-empowering the dungeon master. See Rodney Thompson’s first answer in this Rule-of-Three post and Monte Cook’s discussion in an early Legends and Lore, “The Temperature of the Rules”.

The phrase “DM empowerment” may be misleading, because the goal of DM empowerment is not to tickle your DM’s power fantasies. DM empowerment lets DMs fill gaps in the rules—and sometimes override the rules—with their own judgement. DM empowerment lets your wizard use spells outside of combat, among other things. If Mike Mearls came from a marketing background, we would be talking about restoring player freedom instead of DM empowerment.

You might say, “Even though 4E minimizes the DM’s power, my character still has the freedom to try anything.” Really? When did you last try to use a power outside of combat? Do the 4E rules even explicitly allow powers outside of combat? As much as possible, 4E limits your character’s actions to the familiar bounds of the rules.

Even though 4E allows you to attempt things outside the rules, players tend to limit themselves to the menu on their character sheets, just as they rarely stray from their favorite restaurant’s menu.

Players who limit themselves to their defined powers make my job as a 4E dungeon master easier, because I worry about allowing players to improvise actions that duplicate powers. The game includes powers that do things like trip or blind, and this suggests that these stunts require special training. If I allow anyone to throw sand into a foe’s eyes, effectively duplicating the rogue power Sand in the eyes, am I diminishing the value of a level-7 power? If I allow the improvised power, I set a precedent. What happens when a trick proves too repeatable? I don’t want characters to enter every combat flinging handfuls of sand. No real-world army prevailed with such tactics. I never want to say no, but I’m wary of yes.

In practice, as a DM, I allow improvised actions when the unique situation makes the action difficult to repeat. Repeatable actions demand extra scrutiny, because they must always be a little less potent than a comparable power.

Resolution transparency

The opposite of DM empowerment is not player empowerment or player entitlement, it’s resolution transparency, where the outcome of any action is resolved by rule so players can anticipate the likely outcomes in advance. Resolution transparency lets you subject your enemies to both ongoing cold and fire damage without ever worrying whether the DM will decide that the cold douses the fire.

Player empowerment, also known as player agency, refers to the players’ ability to change the game world. When players lack player agency, either they lack meaningful options because they are being railroaded, or because the DM’s favorite non-player characters upstage and supersede the player characters.

Player entitlement means players enjoy unrestricted access to all game options for their characters. They can, for example, shop for any magic items their characters can afford.

Rules volume

DM empowerment and resolution transparency effect the volume of rules a game needs. Both original D&D and D&D next fit their core game rules into a few pages by relying on the DM to resolve all the areas the rules fail to cover. Rodney Thompson writes that D&D next “trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

In theory, a game could give players freedom while maximizing resolution transparency by including mountains of rules that cover every possibility. For example, 4E might include a damage-type table that reveals that cold cancels fire. The lightning damage type might bear extra rules for dealing with damage transmitted through water and physical contact. The 80s saw several games with such extensive rules, but nobody plays Aftermath much anymore.

How fourth edition avoids too many rules

Fourth edition features greater resolution transparency than any other role-playing game, while avoiding extra complexity. The design works this magic by focusing the game on combat encounters and skill-challenge encounters. These two activities provide a way to ignore all the messy, game-world details that otherwise require mountains of rules or a game master’s judgement to resolve.

For combat, 4E’s designers opted for broad, simple rules that gloss over the physics of the game world for the sake of playability. For example, a power’s flavor text never matters, just its keywords. And while the keywords matter, their meanings do not. “Lightning,” “cold,” and “fire” damage could as easily be “kootie,” “loogie,” and “mojo” damage.

Skill challenges provide an activity where the game-world provides flavor, but where only the list of applicable skills actually matters in the game. As originally conceived, skill challenges grant players resolution transparency, while making the game-world unimportant. Players wind up studying their character sheets and lose any immersion in the game-world. See my series starting with “Evolution of the skill challenge,” for an analysis of the skill challenge, and how the activity changed to allow greater DM empowerment.

By glossing over the game-world’s messy details, these design strategies diminish the importance of the game world and focus everyone’s attention on the rules and stats.

Advantages of DM empowerment and resolution transparency

Both DM empowerment and resolution transparency have advantages.

Benefits of DM empowerment

  • Grants players more freedom to interact with the game world.
  • Enables lighter game rules by trusting the DM to fill the gaps.
  • Makes the game world more important, enhancing player immersion. Monte Cook writes, “Empowering DMs from the start facilitates simulation. No set of rules can cover every situation, and the DM can address fine details in a way no rulebook can.”

Benefits of resolution transparency

  • Allows players to anticipate the likely outcomes of an action in advance.
  • Players understand their options because the rules list most of the actions their characters can take. Players rarely need to ask the DM what they can do; they rarely need to ask, “Mother may I?”
  • Limits the importance of the DM’s skill and personality.

For my taste, I tend to prefer resolution transparency during combat, although 4E goes farther than I like. Outside of combat, I want players immersed in the game world, not in the game’s rules, so I favor DM empowerment.

Tabletop games need empowered DMs to succeed

The biggest competitor to D&D is not another tabletop game, it’s World of Warcraft and countless other computer and video games that duplicate most of the D&D experience, 24/7, with better graphics. D&D enjoys two competitive advantages: face-to-face social interaction, and the DM’s ability to account for actions outside of the game’s rules. A game like 4E that eliminates the DM’s judgement from the game throws out a key advantage. Without a DM, why bother to log off?

Scry and fry

(Part 2 of a series, which begins with Spells that can ruin adventures.)

Third edition Dungeons & Dragons added the Scrying spell, which unlike Clairvoyance and Clairaudience could target a creature rather than just a familiar location. Scrying worked in conjunction with Teleport to make villains vulnerable to the scry-buff-teleport system of ambush, also known as scry and fry.

The target of the Scrying spell gets a save, but the wizard can always wait for another attempt, or just scry Igor or minion #3. The game offers a couple of eighth-level, defensive spells in Screen and Mind Blank. Will the Dark Lord mind blank Igor too? None of these spells can be made permanent, so apparently, every high-level villain needs archmages on staff just to thwart do-gooder knuckleheads who can cast a sixth-level spell. In practice, the best defense might be a DM with the chutzpah to fudge an improbable number of saves. The Pathfinder system makes the spell easy to counter with lead shielding. Why didn’t Gary Gygax think of that? He did. In the first edition, metal sheeting blocked Clairvoyance and Clairaudience.

The teleport ambush worked so well, and the game offered so few countermeasures that Monte Cook stepped up in 2001 and included spells like Teleport Block, Teleport Tracer, and Teleport Redirect in his Book of Eldritch Might. In 2005, the Spell Compendium finally added practical countermeasures to the base game with Anticipate Teleportation and Greater Anticipate Teleportation. These spells delay the arrival of teleporting creatures into an area long enough to foil an ambush.

Anticipate Teleportation serves as an excellent example of a countermeasure that allows problematic spells to continue working, while adding interesting complications that makes using them risky. If Anticipate Teleportation can be made permanent, then it adds a perfect solution to the game. Teleport Redirect, on the other hand, counters Teleport with an easily lethal trap. As a DM, I want to avoid killing an entire party due to an unwise teleport.

Players don’t like having the DM nullify the cool things they can do, even if it’s cloaked in the guise of the villain’s wards and traps. If your villain happens to use some of the gotcha effects, you’re really going to see some angry glares across the table. “So you’re saying that after you heard us talking about teleporting, the bad guy just ‘happened’ to have Teleport Redirect in place.”

Players hate when you use your DM’s knowledge of their plans to invalidate their cleverness or cool toys. (And unless you can point to the gotcha, spelled out in advance, in ink, players will always suspect this.)

The ideal defenses to game-ruining spells make the spells riskier to use without invalidating them, like Anticipate Teleport. The counter effects cannot be so devastating that players feel punished for daring to use their hard-earned magic against the DM’s pet villains. And some countermeasures, like metal sheeting, need to be within reach of canny villains who cannot afford to keep archmages on retainer.

Next: Designing for spells that spoil adventures