Tag Archives: Narration

How to Turn D&D’s Swingy d20 Checks Into a Feature That Can Improve Your Game

Dungeons & Dragons uses d20 rolls to randomly determine success and failure. A single d20 yields extreme numbers like 1 and 20 as frequently as middle numbers, and this shapes the game. In the real world, experts attempting routine tasks rarely fail and novices making a first try rarely succeed. But D&D tests rolled on a d20 often lead experts to botch checks and the untrained and untalented to luck into success. The d20 often makes experts look inept, defying everyday experience.

Seeking a better match with reality, some roleplaying game designers create games with core mechanics that total the results of multiple dice. This creates a bell-shaped curve of probabilities that makes the highest and lowest numbers rare, and lets players build heroes that show the sort of reliable competence we see in fiction.

Meanwhile, in D&D worlds, the mighty barbarian fails to open a pickle jar, and then hands it to the pencil-necked wizard who easily opens the lid. Such outcomes feel wrong, but with the right mindset, that swingy d20 can become a storytelling feature rather than a bug.

To start, as a DM, don’t ask the barbarian for a check to open the damn jar. “Remember that dice don’t run your game—you do,” explains the Dungeon Master’s Guide. “At any time, you can decide that a player’s action is automatically successful.” This means skipping rolls on tasks “so easy and so free of conflict and stress that there should be no chance of failure.” For best results, rate “easy” generously. Let talented or skilled characters skip the rolls where only a comical fumble would explain failure.

For knowledge and information checks, drop the roll and tell players what their characters should know. I often reveal lore based on characters’ proficiencies and background. For instance, the druid knows of the cursed trees surrounding the grove, while the dwarf knows about the flooded mine. This technique works especially well for the information players must learn to continue. Essential backstory feels like a reward for a character’s choices. Players won’t know what knowledge comes from their characters’ aptitude and what you had to reveal to advance the plot.

If everyone at the table rolls a check with the swingy d20, someone usually rolls high. In D&D, letting everyone roll certain checks practically guarantees success. The one wizard proficient in, say, the Arcana skill will seldom roll a better success than every one of the other 4 know-nothings in the party.

For a real test that acknowledges the skilled and talented characters, allow fewer characters to roll. Limit the check to characters with proficiency. This rewards the cleric proficient in religion even if their knowledge is hampered by low Intelligence.

Granting an expert character advantage reduces the chance of an unlikely fumble, and improves the chance that talent will lead to success.

  • Limit a check to the active character, possibly just the person who asked, and then grant advantage based on the party’s advice and assistance. This encourages groups to have the character most suited to a challenge to lead the way.
  • Limit a check to the skilled characters and then grant advantage based on the party’s help. I love when this enables a quiet player to gain the spotlight based on their character’s aptitude.

When someone fumbles a roll, instead of describing the failure in a way that makes the hero or monster seem inept or comical, describe the stumble so the fault comes from tough opposition or an impossible situation. DMs feel tempted to narrate bad rolls for laughs. We can narrate a 1 with a description of how someone’s hat tilted to cover their eyes and gain an easy laugh that feels fun in the moment. But too many descriptions like that turn characters into clowns and their opponents into jokes. Instead, use a 1 to describe a foe’s superhuman speed or the swirling hot ash clogging the air and stinging the heroes’ eyes. When you describe outcomes, even the fumbles, flatter your heroes and monsters.

Despite all these techniques, the d20 brings extreme numbers that create shocking failures and inexplicable successes. To cope, treat the swings as a storytelling challenge to embrace. The dice make us surrender some control, adding the risk that the story won’t go as we plan. Events beyond our control make the game unpredictable and exciting. Savor that.

“As often as possible, I like to stick with whatever the dice tell me, partly because as a DM I love to be surprised,” explains D&D lead rules designer Jeremy Crawford. “I love that sense whenever I sit down at any table where I’m DMing. I don’t actually know what’s going to happen because I don’t know what the dice are going to say. The dice can turn something I thought was going to be a cakewalk into a life or death struggle.”

The dice nudge, and sometimes shove, D&D games out of their expected course. They give D&D games a way to surprise us, and to challenge us to become more creative—to invent storytelling twists we would not have imagined without the random nudge.

Narrating Combat, Actions, and Outcomes

In roleplaying games like Dungeons & Dragons, not all of a dungeon master’s descriptions set a scene. DMs spend even more words describing the results of actions, often during combat. That narrative demands the skills of a radio play-by-play announcer describing the events in a sporting event, except the DM imagines the scene.

Photo by Fringer Cat on Unsplash

For a strong RPG play-by-play, feature the characters—player and non-player, but mostly player. No sports play-by-play announcer just talks about the ball. Folks tune in to hear about players and their athletic mastery. Likewise, the players at your table want to hear about their characters and their prowess.

For captivating descriptions of actions and outcomes, focus as much on a character’s actions as you do on the outcome. If the barbarian jumps a fissure and rolls a hit, tell how she vaults across the chasm while winding back her great sword, and then describe the blade cleaving into the beholder’s carapace.

We DMs tend to slant our descriptions to the game world and to avoid describing the player characters. It feels polite to avoid other people’s toys. But a DM doing play-by-play lets the players keep control. Your description comes after a player explains their character’s action and after the dice determine the outcome. Just relate the deed and its outcome with the most captivating description you can muster.

As a DM, spot the moments when characters do some remarkable feat. The characters represent extraordinary heroes, so those feats should come often. Put game time into slow motion and lavish description on the heroics. Make it awesome.

But shouldn’t players describe their own character’s exploits?

Players absolutely can contribute descriptions for their characters. As a player, you know your character better than anyone, plus you decide their actions. If you want other players to pay attention to your turn, try describing your character’s deeds as a play-by-play. You can even describe what the character feels. I promise that the others at the table will look up and listen even when they would normally tune out.

As a DM, you can encourage players to describe their characters’ heroic moments. Some players relish the chance. For others, such a performance makes them uncomfortable. That’s okay.

Have you ever overheard people talking about how well you did something? It’s the best feeling. Hearing the DM as play-by-play announcer describe your character’s exploits captures some of the same joy.

When a character does something noteworthy, give a short, vivid description of the event—or invite the player to describe it. Some DMs ask players to describe their kills. D&D includes a lot of kills, so for my taste, describing them all becomes tiresome and too gruesome. Especially with kids at the table. Especially when those kids set their imaginations loose. Besides, your play-by-play should center on character rather than severed arteries. Instead, focus on describing the big spells, stunts, transformations, setbacks, and feats of valor.

Even when the characters fail, describe them as talented and skilled heroes who come short because of the difficult challenges they face. In the first Rocky film, the hero loses, but against the odds, the outcome feels like a triumph. So a miss comes from a foe’s supernatural agility or the flying ash stinging a character’s eyes, rather than a botched swing. Avoid turning a roll of 1 into a comic fumble. Such descriptions might get some cheap laughs, but they turn characters into buffoons, rather than legends.
See When You Describe Outcomes, Flatter Your Game’s Heroes and Monsters

Your game’s villains deserve the same flattering descriptions. After all, dangerous threats add a sense of peril to the game. And heroes must defeat deadly foes instead of cupcakes. So look for villainous moments—badass occasions when your monsters get to flaunt their menace. Think of Darth Vader demolishing rebels in pursuit of the stolen Death Star plans. D&D monsters typically arrive outmatched by heroes, so make the most of every badass turn. Legendary resistances invite villainous moments by letting foes shrug off a hero’s best shot and laugh at the character’s weakness.

Much of a DM’s play-by-play comes during combat scenes. For that, narrate every turn with two steps:

  1. Describe the turn by capturing the character’s action and its outcome. Step 1 centers on the characters and their deeds.
  2. Set up the next turn by calling the next player to act and by spotlighting the most threatening foe or urgent crisis on the battlefield.

For step 2, look for the part of the battle that poses the most urgent threat to the party. Perhaps foes have the rogue surrounded, or a character lies unconscious, or a sentry runs to sound an alarm. This step gains both practical and dramatic benefits. As a practical gain, you call the next player to attention and focus on the most pressing threat in the battle. Inattentive players get a quick review that helps them choose an action without dithering. As a dramatic gain, you build the sense of peril and strengthen the urgency players feel.

If nothing stands out as particularly urgent, then use step 2 as a chance to describe the threat of a foe or to act the role of a villain. Speaking for your villains transforms them from bags of hit points into enemies. In comics, villains mock the fools that oppose them, and we hate them for their contempt, arrogance, and cruelty. Some of the fun Dungeons & Dragons comes from crushing evil. Good dialog makes your villains seem more real, more detestable, and more satisfying to crush.

Plus you can reveal the monsters’ tactics through dialog. The ogre might say, “You hurt Grug, so I smash you.” The necromancer might say, “Barbarian, I have just the enchantment for weak-willed cretins like you.” This reframes the battle from the us verses the game master into us verses the monsters. I want players invested in their characters, but when I single out their character for attack, sometimes it feels personal. If the monsters explain themselves, the GM starts to disappear.

Sometimes to speed play, you can skip a narrative step. Not every blow merits careful description. Even if some chatterbox DM could manage so much commentary, such a detailed account would cause a fight to drag. Who could keep thinking of new ways to describe a few points of damage? Even the best play-by-play announcers sometimes just say, “It’s a swing and a miss.” Save the vivid descriptions for the bigger moments. Often, just a quick tally of damage suffices.

The static moments of a battle where foes simply trade blows can probably speed by without recaps.

When I used to run combated scenes, I avoided talking any more than absolutely necessary. I feared slowing the game’s pace. But I’ve learned that adding a few lines between turns rarely slows the tempo. Often, giving brief notice of the most urgent peril in the battle spurs players to act more quickly.

Plus the action seems more vivid, dramatic, and exciting, and that’s not nothing.

Descriptions That Dare Players To Act Create a Brisk Tempo

As a dungeon master, your narration stops when players understand enough of a situation to make a decision or to act. The best narration invites action, which circles back to the goal of shorter descriptions that lead to more back-and-forth with players. The quicker a description baits players to act, the sooner DMs can stop talking and players can do something. Most players like their turn to talk best. This gives the screenplay for Your D&D Game—The Movie an optimal shape, with lots of back-and-forth dialog.

When the players enter a new location, I withhold some easy discoveries from my first description. This gives players more to learn as they talk and investigate. This rewards action and leads to a more interactive game. For example, if the room has a mosaic, I’ll skip a detailed description, and instead assume someone will take a closer look.

Much of the key to having shorter descriptions comes from baiting short descriptions with details that inspire action or at least follow-up questions. For fantastic locations, the bait comes easy, but for more ordinary places include one or two unexpected details that can lead players to intact. A kitchen might seem wholly uninteresting, but if the chef snores on the floor and birds have entered an open window to peck at bread, then the players take an interest. Even something like a burning pan spurs action. In more ordinary situations, aim for two unexpected details that might interest players. This doubles the bait and gives players a choice.

When players take the bait and look closer, try to reward their interest with some tidbit of information, perhaps a useful clue or some of the story behind the adventure. Really any discovery no matter how small will encourage curiosity. Sometimes though, if you want players to feel uneasy or you aim to build a sense of mystery, you can raise questions without answers.

How well such tantalizing descriptions lead to action depends on the players. Some groups eagerly follow every reveal with activity or at least with enough curiosity to ask follow up questions. Other groups just listen patiently for the words, “Roll initiative!” For those groups, you must adjust by giving longer descriptions that skip the small choices and instead stop at the big decisions that steer the adventure. Players: If your DM keeps giving monologues, that could be your fault. Perhaps your character should become more eager to interact.

A good introduction to a scene starts with an invitation to action, so a description that fails to inspire action might predict a weak scene. You may have a dull location if you have to ask, “What do you do?” Some locations deserve two interesting details that inspire action, but many locations only deserve a summary.

Traditionally D&D players explore locations room by room, so we DMs dutifully let a party poke through all the numbered locations in a site, even when none include obstacles or require decisions. If the characters kill the monster in the attic, and then start exploring the rest of the house, and if you know the investigation requires no meaningful choices, then just summarize and skip to the next choice. “You search the house and only find rubbish and cobwebs, but a scroll case from the library captures your interest.”

Another warning sign comes when a description ends with a choice that leaves players indifferent. A simple option between two, interchangeable doors feels like no choice at all. The players have no basis for a decision. Worst case, they discuss the non-choice for five minutes because no one wants responsibility for picking heads or tails. But describe metallic scraping past one door and water seeping from under the other, and the small details make the choice interesting.

Ending descriptions with the one or two things you expect to inspire action gives insightful players metagame clues about what’s important. This fits with how DMs give more description to things of interest or importance. This is not a bug. Think of this as good and useful. That focus keeps adventures from becoming mired in minutiae.

Sometimes you might intentionally use metagame clues to draw attention. If you want someone to notice the secret door, you might even make eye contact with the dwarf as you describe some newer stonework. To players, the clue seems like the reward of having a dwarf’s keen eye for masonry. Even if the party lacks a dwarf, a lavish description of bricks will likely lead a player to look closer. Your descriptions acknowledge that the characters live in the game world and bring experience and perception that the players and your mere words cannot match—even when you include all five senses.

Next: Describing the outcomes of actions.

End Your Descriptions With Something That Inspires Players To Act

In roleplaying games such as Dungeons & Dragons, the game master’s descriptions often end with a question: “What do you want to do?” Sometimes we skip the question, but even unspoken, that question forms part of the game’s play loop where dungeon masters depict a situation, and then players act on it.

As a DM, you stop talking when (1) players have something to do or a decision to make and (2) the players understand enough to make a sensible decision. The barbarian needs to know about the lava-filled trench before making the choice to charge the dragon. All this may seem obvious, but it leads to some less-obvious advice.

When you set a scene, the end of your narration should highlight something that dares the heroes to act. The best narration can skip the what-do-you-want-to-do question because they leave players eager to take action. Sometimes, that invitation to action comes from the monsters in the room. More often, some curious feature simply begs a closer look.

When you set a scene, describe the things likely to spur the players to action last. This rule applies to the monsters in the room, so describe the dragon last even though the characters would likely notice it first. Once a description includes something like a dragon that demands action, players start considering their next move instead of paying attention to the ongoing description. So the barbarian pays no attention to that trench filled with lava. Minutes later, the DM has to stop play to rewind the raging charge attack and describe the room again. The battle loses momentum.

A combat scene can’t start with the monster and skip the description until after the fight. To act, players need to know about terrain, cover, hiding places, hazards, secondary objectives, and interactive objects. Fights with none of those elements often prove dull. None of that description can wait until after the battle, so lead with the glowing sigils, lava, and ballistas before describing foes.

The old habit of describing monsters first led to t-shirts that read, “I didn’t ask how big the room is. I said I cast fireball.” In D&D’s early editions, a fireball confined to a tight space could blow back and damage player characters. (See Spell Blow Back—How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve.)

Some DMs advise starting descriptions with the monsters because characters would surely notice the threats first. But this advice ignores the limitations of describing with words. With a glance, our characters in the room notice its key features. At the game table, we need a minute of talking to paint the same picture. DMs can bridge some of that gap by showing pictures or revealing maps or terrain, but we can never recreate all the immediacy of opening a door and spotting a dragon.

Still, describing the monsters last can feel like burying the lede. The dragon rearing back to breathe acid feels like an awkward ending for a description. “Didn’t we notice the dragon before, FFS?” For the best reveals, keep the monster out of sight long enough for the players to picture the room before the threat appears from the shadows or from some other concealment. Even more compelling descriptions can hint at an unseen threat (churning water) before the dragon erupts from the lake, showering the party with icy water. (That description scores extra points for including the sense of touch with an unexpected detail.)

Even when nothing hides the threat, at least describing the monster last lets players react immediately to it rather than forcing a delay for more description. This reinforces the urgency of the danger.

For demands for action weaker than a hostile monster, describing an invitation to action last tends to give players an obvious choice to act on. Rather than trying to recall, say, the strange idol mentioned in the middle of a description, players immediately investigate that object.

Next Tuesday: How descriptions and decision points lead to an engaging tempo. To avoid missing out, sign up to get my posts by email using the box at right.

Narrating Your D&D Game: The Essentials

Everyone can describe things, which makes narration seem like a skill everyone does naturally, but we have all played with dungeon masters who fumbled the task. I’ve been that DM, although I hope not recently. After decades of running games, my narration skills have improved, even in the last few years, and I plan to keep learning and improving. This post starts a series that shares what I know.

In a Dungeons & Dragons adventure, the characters’ experience—what they see, hear, and otherwise sense—reaches the players through the DM’s descriptions of the game world. Vivid description encourages immersion, a sense of living in the fictional world. That makes strong narration a vital part of a great adventure. But books of game mastering advice rarely give the topic much attention. Perhaps the authors include a paragraph urging descriptions that include five senses, and then move to fudging dice. Narration seems to defy advice, but no source of GM advice lacks an opinion on fudging.

Nonetheless, if description falls flat, heroic adventures in wondrous locations feel dull. If narration goes wrong, players wind up confused or frustrated.

Good narration goes beyond revealing how the dungeon smells. (Pretty bad, I suppose.) What deserves description? How much time should a DM spend on description? In what order should DMs describe things? All that matters, and I have answers.

Spare but steady narration

Nobody sits for a D&D game hoping the DM as narrator will spend most of the session yakking. Recorded books talk nonstop better. Instead, players relish the times they talk and their characters act.

Model and photo by Java Cat

So as a DM, make your goal to wring the most vivid, evocative narration from the fewest words.

Overlong descriptions lead the players’ attention to drift. Rather than visualizing the eons of weathering that mark the vermilion masonry, players consider their next move. For the biggest impact, fit concise, evocative descriptions between the characters’ actions.

On the pages of a screenplay, the shape of text gives a sense of how a scene will play. Scenes with monologues feature unbroken rectangles of text. Scenes with back and forth between actors have short lines of text with whitespace between. Rather than dropping overlong boxes of DM dialog into the screenplay for Your D&D Game—the Movie, try for shorter bits with more back-and-forth. Don’t test your players’ patience as they wait to talk.

I used to take brevity too far, rushing to describe locations and skipping descriptions to reach the next turn. The habit came from a good motive: I wanted to spend less time talking so the players do more playing.

Fewer words speed play, but something like a battle with no description feels flat. Spare but steady narration keeps the game alive.

I fight an urge to hasten narration by speaking faster, and I see plenty of other DMs suffer from the same tendency to hurry. But fast talk just makes the description seem lifeless and unimportant. If you recite descriptions like the legal text at the end of a drug ad, players will pay as much attention as they do to dry mouth and palm sweat. The best DMs adjust their tempo, often slowing to give their words weight. They pause to emphasize, their tone expresses emotion, and it captures attention.

Tools for clarity

In D&D, players make choices based on description, so clarity matters as much as immersion.

To help make the players’ vision of the game world clear enough for (imaginary) life and death decisions, go beyond verbal description. If you have pictures of non-player characters, locations, and monsters, then show them. No one listens for 1000 words, but everyone looks up to see a picture. You can print pictures, load them on your phone or tablet, or load them online for a virtual game.

Think of yourself as an expert instructor with chalk in hand. To help reveal the game world to the players, I use my dry-erase grids as white boards. I write key names and critical details for players to remember. As I describe complicated scenes, I sketch maps and location features. Even if you plan to skip a grid in favor of narrative combat, the visual aid of a sketched, abstract map helps players understand. Beyond the map, a rough diagram of, say, a statue of Moloch can remind players of its gem eyes and the fire-filled bowl it it’s hands.

Next: How To Make Descriptions Vivid and Evocative

When You Describe Outcomes, Flatter Your Game’s Heroes and Monsters

Dungeons & Dragons games live in our imagination, so we can only share the action through our description. Critical hits, high-stakes saves, and successful checks against long odds all encourage dungeon masters and players to describe the game’s action in ways that flaunt the characters’ power and talent. Everyone loves a crit; even narrating one is fun.

As a DM, I look for characters’ heroic moments. In a movie, a heroic moment might come when Wonder Woman rushes a foe through a window, crashing out in a shower of glass and debris. In a game, heroic moments come when a hero grapples Acererak and heaves him into a pool of lava, or when a hero stops fleeing an onrushing boulder and turns to drive the sword Shatterspike into it. Whenever you spot a heroic moment, put game time into slow motion and lavish description on the heroics. Make it awesome. Many players enjoy describing their characters’ heroic moments. Invite them to.

In D&D and in fiction, a heroes prove their mettle by facing villains who seem at least as capable of winning the day. So look for villainous moments—baddass occasions when your monsters get to flaunt their menace. Think of the Darth Vader demolishing rebels in pursuit of the stolen Death Star plans. D&D monsters typically arrive outmatched by heroes, so make the most of every badass turn. Legendary resistances invite badass moments by letting villains shrug off a hero’s best shot and laugh at the character’s weakness.

Surely none of this advice surprises you. Here’s the unexpected tip: When someone fumbles, instead of describing the failure in a way the makes the hero or monster seem inept or comical, describe the stumble so the fault comes from tough opposition or an imposible situation. DMs feel tempted to narrate bad rolls for laughs. We can narrate a 1 with a description of how someone’s hat tilted to cover their eyes and gain an easy laugh that feels fun in the moment. But too many descriptions like that turn characters into clowns and their opponents into jokes. Instead, use a 1 to describe a foe’s superhuman speed or the swirling hot ash clogging the air and stinging the heroes’ eyes. When you describe outcomes, even the fumbles, flatter your heroes and monsters.

Postscript: Before anyone runs to the comment section, I know that D&D lacks fumbles, but you know what I mean. Don’t be pedantic.