Tag Archives: role playing

The surprising benefits of giving an adventuring party a guide

When I started gaming, people tended to play Dungeons & Dragons with larger parties than now. When game session fell short of 8 or more players, dungeon masters often added their own character to fill the group. To me, the practice seemed dodgy. The spotlight belongs on the player characters. The players’ choices steer the adventure; their characters’ actions create the story.

Now, DMs never add their player characters to the party, but sometimes they get the same kicks by adding a pet NPC. These game-world Mary Sues let game masters indulge in wish fulfillment. They turn other NPCs into admirers and turn PCs into sidekicks. (Aaron at RPG Musings tells how to spot at pet NPC.)

Over my career as a DM, I’ve read countless how-to-DM guides. They all warn against letting non-player characters overshadow the PCs. I read this advice and probably shared a typical reaction: No duh. I never felt tempted to create a pet NPC, but I never even created an NPC who traveled with the players.

Lately, I have run some adventures that added NPCs to the party. To my surprise, the additions worked. They enhanced the game.

Out of the Abyss begins with the new PCs held captive. They meet other several other prisoners, and everyone joins in an escape. The PCs and NPCs find themselves deep in the Underdark, traveling together for as long as their paths overlap.

As the adventure progressed, NPCs left the group, leaving a pair traveling companions: Jim Jar, the gambling deep gnome, and Sprout, the young Myconid. I started to see them enrich the game. The ongoing characters became more vivid than the usual walk-on NPCs. The players enjoyed interacting with them. Players never care about the NPCs they meet in passing, but now they became emotionally attached to a silent mushroom boy.

Plus, the traveling NPCs served as guides. Most D&D players feel at home in a fantasy setting, but the Underdark should seem alien. The party’s Underdark natives helped me reveal the strange environment. They could give background information and show the way.

Walk-on NPCs could have met the party and dispensed information, but having a guide creates a certain economy. The players don’t need to keep meeting characters they never see again. Instead, the guides save time while they build bonds.

The adventure Cloud Giant’s Bargain also adds an NPC who guides the players. This adventure takes place in a typical (for D&D), flying castle, so its guide doesn’t help introduce the background. But this adventure aims to introduce D&D to new players, so instructor Tulahk guides novices through the adventure. He reminds players to do the sneaking, investigating, and diplomacy that will lead to success. Plus, Tulahk is crabby, talking skull, so when I ran the adventure, I had fun channeling J. Jonah Jameson while calling the PCs empty-headed boneheads and numskulls.

Despite the advantages of giving a party an NPC guide, only add them when they serve a role. And then keep the guide out of the spotlight.

To prevent a NPC from stealing the spotlight, follow two principles:

A guide can’t make decisions for the party. Either create a guide with little interest in the party’s goal, or make the guide too young, too foolish, or too weird to direct the party. Ed Greenwood prevented his NPC wizard Elminster from overshadowing players by making him eccentric. “I never wanted Elminster to be anything more than the ‘old storyteller’ figure,” Greenwood said. “He was the mind-wandering, irritatingly whimsical old man who could OCCASIONALLY be of help to PCs.”

The players must prove more capable than their guide. Tolkien understood the risks of letting a powerful figure upstage his main characters. He kept contriving to have Gandalf leave for important business elsewhere. If a guide reveals more power than than the PCs, the players will wonder why they showed up. On the other hand, if you mix in NPCs who the players can upstage, and who admire the PC’s exploits, the PCs shine even brighter.

What game masters (and their monsters) should say during a combat encounter

defending_against_frost_giantsDuring a combat encounters, I focus on keeping play moving. A faster tempo means players spend less time waiting between turns. Waiting never adds fun.

Despite my focus on tempo, I do more than count initiative and tell players when they hit. I try to describe enough of the action to make the scene vivid. I speak for the villains. Still, I worry that some player will think, Quit blabbing so I can take my turn, so I aim to add color without slowing the game.

In combat encounters, my monsters and I talk about three sorts of things:

1. Villainous monologues

Speaking dialog 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.

Also, I 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, sometime it feels personal. If the monsters explain themselves, the GM starts to disappear.

2. Summary

At the end of a turn, if a PC does something noteworthy, give a short, vivid description of the event—or invite the player to describe it. Some GMs 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 loose their imaginations. Instead, focus on describing the big spells, stunts, transformations, setbacks, and feats of valor. The summary should only take a few seconds.

3. Urgency and exigency

After the summary, call the next player to act, and then tell them the biggest crisis on the battlefield. This advice comes from the Angry GM. “A player’s turn in combat needs to have both urgency (there’s an emergency that needs to be dealt with) and exigency (if you don’t take action right now, you will lose your opportunity). That’s what makes combat scary and that’s what keeps it running forward.” For example, say “Agnes, the wolves have knocked Kedric to the ground and look ready to gut him. What do you do?” Such transitions call the player to attention, focus them on the game, and increase their sense of urgency.

4. Exposition

Screenwriters cannot pad a movie fight scene with dialog without strangling the pace. But in a role-playing game, you can fit dialog into a fight. If you want to compare RPG fight scenes to another medium, compare them to comics. In comic-book fights, battles stretch time. I’ve seen Captain America deliver 50 words on freedom in the span of a single punch.

Similarly, I’ve seen D&D players squeeze a 5-minute strategy conference into a 6-second round. (If the players enjoy tactics and they’re not just telling the new player what to do, I just assume that yesterday, at the campfire, the PCs planned tactics for situations like this.)

Most adventures need some exposition: essential information needed to make sense of events, or clues the that lead to the next scene. Sometimes all GMs find themselves relaying some essential bit of background while the players grow impatient. Their expressions say, “Blah, blah, blah. Just tell us what to kill.”

Why not add exposition while the players know what to kill? You never have a better hold on their attention. Unlike in a movie, your villains can monologue during a fight, revealing their history, exposing their plans, and so on. “My father defeated the demon Chirix to win that staff, you shall not have it.” Just don’t recite more than a few lines at a time, stalling play. The players might allow themselves a 5-minute strategy conference, but your villain cannot unfold a page and say, “As a free action, I would like to read a statement.”

Do as a I say and try to do

I have a confession to make. I aim to enhance all my fights with colorful dialog and descriptions, but sometimes I lose myself in the business of keeping the turns moving and planning my monsters’ next move. If you ever happen to find a seat at my game table, you’ll see how well I’m doing.

When you serve as game master during a combat encounter, what do you say?

Never split the party—except when it adds fun

Everyone who plays role-playing games learns the Dungeons & Dragons adage never split the party.

In the hobby’s early days, when dungeon masters were referees and players chose difficulty by dungeon level, never splitting the party always made good strategy. Parties found safety in numbers.

defending-the-bridgeThe danger of splitting the party

In a dungeon stocked with encounters suited for a full party, splitting the party jeopardizes everyone. But despite the adage, players sometimes find reasons to split the party. New players and kids always seem tempted.

Faced with a divided group, some dungeon masters will scale the challenges for smaller groups. Typically, I don’t. I usually only shrink the challenges for those new players and kids.

Experienced players who split up know they’re taking an extra risk. They feel a sense of jeopardy that the usual game can’t match. They use stealth and cunning in ways they might not with a full group, when they assume they can defeat any monsters set before them. I don’t want to lose that sense of peril, or to block their chance to approach the game differently. In a way, adjusting threats steals the players’ agency by nullifying the consequences of their actions.

Why split the party?

In today’s game, player characters do more than assault dungeons. Sometimes the elf and wizard must persuade the elven emissary, the thief and warlock need to infiltrate a manor house, and the bard and noble paladin need to charm guests at a ball. They could work better separately, but players insist on keeping the party together. So the dwarf insults the emissary, the paladin’s chainmail racket alerts the manor guards, and a motley band of killers sours the ball. Then midnight tolls and evil triumphs.

Game masters often avoid challenges suited to split parties, but I invite them. Sometimes I relish a chance to split a party.

Splitting the party can give soft-spoken players a chance in the spotlight. Player characters gain unique chances to reveal their character’s personality and talents.

Way back in a post on skill challenges, I suggested using time pressure to force each PC to participate. “If the characters only need to gain the support of the head of the merchant council, then typically one player makes all the diplomacy rolls. If the characters must split up to convince every member of the merchant council before their vote, then every player must contribute.” Formal skill challenges are gone, but forcing a party to divide and conquer still invites everyone to contribute.

One limitation of role-playing games is that even when the entire party participates in a role-playing scene, typically only one or two players participate. The rest watch. Sometimes players find themselves overshadowed by players with more forceful personalities. Splitting the party gives more players a solo. Meanwhile, the thief finally gets to sneak. The wizard finally gets to cast Sending.

If done well, splitting the party creates more spotlight time for every player at the table. More on that later.

Why keep everyone together?

Never split the party started as good strategy, but now it feels like part of the game’s social contract. Even when splitting the party seems logical, players keep the group together for three metagame reasons.

1. Players fear encounters designed for a full party.

Players expect combat encounters designed to challenge a group of 4 to 7 characters. If they split up before a fight erupts, then an undermanned party becomes overmatched.

But that happens less often that you think, because you, as a game master, see the situations that invite splitting the party and can plan challenges for smaller groups.

2. Players stay together as a courtesy to the game master.

By staying together, players avoid forcing the GM to juggle two separate narratives.

For the GM, balancing two threads can be fun—in the right situation. For a split to work, either (1) it cannot take more time than the idle players need to grab a snack, or (2) each subgroup needs to meet separate challenges. You can’t leave half of the party inactive for more than 5 minutes.

So the trick of handling a split party comes from devising situations that keep each part of the group busy. If someone goes to scout while the party rests, either the scouting should be finish by the time the idle players grab a drink, or something better stumble into the campsite.

3. Players stay together to keep everyone involved in the action.

A split party inevitably forces some players to wait until the spotlight returns to them. To minimize the problem of downtime, use two techniques.

Cut between scenes

Cut from one group to the next every 2-4 minutes. Some GMs advise setting a timer for about 4 minutes. If you tend to lose track, then a timer helps, but I prefer to use my own sense of time and pacing to switch scenes.

Every role-playing game reaches moments when the players make plans while the GM sits idle. Those moments bring my favorite times to switch scenes. While players debate their next move, I cut to the other half of the table. This sort of switch keeps half the players busy planning while the rest act. Instead of waiting for decisions, I can give more players time in the spotlight. The tempo of the game feels faster.

If I can’t switch scenes on a decision point, I switch on a moment of tension, ideally a cliffhanger.

Delegate the monsters to the idle players

Depending on your players’ dispositions, you might recruit idle players to run monsters in a battle. This works especially well in a simple fight where you expect the PCs to win. If the foes bring complicated abilities or motives, or if their power threatens to slay characters, I would avoid giving up control. When a GM kills a character, it comes in the line of duty, but a player should not take the heat for killing a PC.

If half the party lands in a fight, then the split plays best if the other half finds a battle too. You can run two fights on two maps with the same initiative count.

If you run simultaneous fights and let the players run the monsters, then you can leave the room for a drink. Your greatest GM triumphs often come when you have nothing to do.

Game master Rich Howard goes beyond letting players run foes. He casts idle players as the non-player characters who interact with the rest of the party. I admire the approach, but I feel unready to surrender so much of the game world.

Splitting the room

Even when you split a party, players tend to remain at the same table. This lets inactive players watch the story and lets the GM switch easily from one subgroup to another.

While sharing a table, the spectators learn things that their characters don’t. Most players take it as a point of honor not to use their unearned knowledge. If not, remind them to play in character based on what their character knows.

Separating players to different rooms can add fun though. No player has access to hidden information, so decisions become more interesting. Everyone feels an added sense of peril and concern for their missing comrades.

If you do separate players, you still need to switch groups every 2-4 minutes, so the groups should be as near as the kitchen and the dining room. Make the separation temporary. Your players came to play together.

Back when phones featured dials, I would separate players to sow suspicion about what other party members could be plotting. This fit the early game, when players betrayed each other for loot. Now such mind games only fit Paranoia sessions. Now I insist that my D&D players contrive reasons to cooperate.

Split the party

So split the party. For a GM running a divided party, the second hardest trick comes from finding situations where all the subgroups remain engaged. The hardest trick? Encouraging the players defy protocol and split up when splitting makes sense.

If you want to write games for everyone, game with everyone

In the 80s into the 90s, I would see convention panels or magazine interviews where game professionals said that their game writing left them no time for game playing. Those writers might admit to an occasional session of Call of Cthulhu—that was the role-playing game the pros played once they felt too mature for bashing monsters in dungeons. But writers of the era’s countless setting books rarely seemed to play their own games much anymore.

fameFor many of the game products of the time, play experience mattered less. People bought game books to read. RPG writers could succeed by satisfying game readers more than players. See “How the end of lonely fun leads to today’s trickle of D&D books.”

After D&D’s headquarters moved West from Lake Geneva, more designers played, but with a small cadre of friends and co-workers.

Speaking in an episode of the Misdirected Mark podcast, veteran RPG freelancer Shawn Merwin said, “One of the criticisms I’ve had in the past of [D&D] staff, especially through 3rd and 4th edition, was that they would sit in Renton, Washington and create this game, but they never really got out and saw how the game was played by the different kinds of fans, or the fans that may play a little bit differently than their own home games or their games within their company.”

At the 2016 Dungeons & Dragons Open, D&D designers served as celebrity dungeon masters. The star power added excitement for players, but it also should benefit the designers. Speaking in the podcast, prolific adventure author Teos “Alphastream” Abadia said, “This is a really important thing for Wizards to do. To meet with players and see how players play [the designer’s] game in this kind of environment.”

If you want to write games and adventures for strangers to play, then you benefit from playing with strangers.

In a convention game, you will join players who may play differently. “You’re just randomly dipping into the pond to see who ends up at your table and to see how they play the game that you create. And I think that’s very important,” Teos said. “For me as a fan, I want to see Wizards involved with fans in this kind of way as much as possible.”

How does a private game among RPG professionals and their friends differ from the convention games I frequent? I can think of two likely differences: The players in the designers’ private groups act more predictably and they favor more role playing.

Play style and predictability

Every regular group settles into a play style. Do they play recklessly or cautiously? Heroically or ruthlessly? How do they settle conflict between PCs that pull in opposite directions? Regular groups seek activities they all enjoy. A group’s style makes them predictable. When we play long enough in one style, we tend to forget other ways.

DMs who operate in public eventually see groups that defy even the most common customs of D&D. New players love to split the party.

Organized play adventures tend to come from veteran convention dungeon masters who branched into writing. I think these authors do better at anticipating what random players might do, and do better at accounting for players who veer off the path.

The foibles of full-time designers

In general, full-time professionals do worse at predicting how players will act, and they seem less interested in helping DMs account for unexpected actions.

The pros play their own material. They enjoy a deeper understanding of their scenarios than anyone can gain from the text. This mastery makes improvising changes and additions easy. If their players go off book, a designer has no fear of inventing some detail that wrecks the plot printed in the adventure’s next 5 chapters. So pros underestimate the difficulty other DMs face when ad-libbing changes to a published adventure.

Organized play authors understand the challenges of running an adventure from a text. Their adventures sometimes even include troubleshooting sidebars that help DMs account for actions that threaten to break an adventure.

What do the pros do better? In general, their adventures feature more polish and a greater mastery of the game’s rules, history, and lore. When the designers add new monsters and magic, the additions work without upsetting game balance.

The joy of role playing

Remember the first time you sat down and played? How you had such a blast rolling dice and killing monsters? Remember the time you stayed up all night doing it? Every day, new players discover D&D and find just as much fun in monster slaying. On the other hand, many new players find speaking in funny voices odd and potentially embarrassing.

Meanwhile the pros have faced every monster countless times. Routine combat scenes lack their former excitement. Between those past battles, the pros learned to love playing make-believe in the guise of a fairie-tale creature. They relish a chance to role play. They play with folks who share this passion.

In my post on preparing to run adventures, I grumbled about how the authors of Hoard of the Dragon Queen assume that PCs will spend weeks traveling with cultists and wagons loaded with treasure instead of just attacking the cultists and taking their gold like every D&D player ever.

But obviously not like every D&D player. The authors’ groups saw a chance to travel with the cultists, uncover their secrets, and savor a session full of role playing and intrigue. Authors Steve Winter and Wolfgang Baur read their groups’ tastes and catered to them. I rarely get to play with groups with the same patience for intrigue, so a strategy that seemed inevitable to Steve and Wolfgang struck me as far-fetched.

Every group is different. You can’t play with everyone, but if you want to write for everyone, you benefit from reaching out to game with random strangers.

Create better encounters by considering what your monsters want

Sometimes Dungeons & Dragons worlds seem split in two. In the towns and hamlets, players exercise charm and guile. In dungeons and lairs, every creature attacks on sight and battles continue to the death.

When TSR printed Dungeon magazine, the most common room description must have included a passage like this: “The room has five orcs. They attack immediately!”

I remember when every dungeon denizen attacked because they were monsters in a dungeon. Over time, adventure writers came to assume the they-attack part. Even modern adventures often assume, because what else? Since when do creatures or adventurers in dungeons want to talk?baba lysagas hut

Sometimes, players in role-playing games choose to role play in the oddest situations. I know. They surprise us all.

Sometimes the author of an adventure adds a routine fight, complete with an implied “they attack immediately.” But at the table, the players decide to talk. So I say “yes” instead of “roll initiative.” I scramble to improvise an interesting scene that challenges the players without handing them the keys to the dungeon. And I think unkind shots about an author who failed to account for role playing. Yes, some of the fun of being a dungeon master comes from making stuff up. Nonetheless, am I wrong to think that perhaps the adventure’s author could come up with something better? Am I wrong to ask the author to inspire me?

In your home game, if you assume a monster exists to attack immediately, you can’t annoy me, but you might miss a chance to create a more interesting encounter.

If heroes and monsters decide to stake their lives on a fight over a 10-foot room, both sides need a reason. The players decide for their heroes, but you choose for the monsters.

Spend a moment thinking about what your monsters want. Often they just hate all that live, or they thirst for blood, or they want to fatten children for dinner. That’s okay. If you have a combat-focused game, players seldom look for more.

If inspiration finds you, the monsters motives may surprise you. If goblins stand watch for the tribe, why would they fight to the death? They might run as the players spot them. Now the players face a dilemma. Give chase and risk blundering into a trap, continue carefully and risk a prepared foe, or find another route? What if the monsters try to negotiate to save their skin? Do the players trust them? Perhaps the orcs are only raiding because they want to retrieve a lost totem. Do the characters help the orcs, perhaps stopping the raids? Or do the PCs just destroy one war band of many? You can create an extra dimension by imagining monsters that want something unexpected, perhaps even noble.

When you understand what your monsters want, fewer encounters end with one side dead. Encounters may end—or start—with monsters fleeing or bargaining. If the players all drop, and you know the monsters intentions, you may see a way to fail forward. (I recommend Sly Flourish’s post Failing Forward on a Banshee TPK.) Fewer encounters turn into grinds. More develop into interesting choices.

4 popular beliefs Dungeons & Dragons defied in the 70s

The media keeps telling us how we, the geeks, have won popular culture. Golfers chat about Game of Thrones at the country club. A minister I know boasted that she was a member of her high school Dungeons & Dragons club. The Return of the King won best picture. Fan culture is everywhere. So we forget that in the early days, when D&D burgeoned by word-of-mouth, no one had seen anything like it.

Of course, little in D&D stands as completely new. The book Playing at the World devotes hundreds pages exploring threads of influence. But in the 70s, unless you joined a tiny cult of miniature gamers interested in fantasy, you would have never seen the game coming. Unless you followed a few, obscure genre authors, you would never have seen anything like it. You shared popular assumptions that D&D would explode.

1. Fantasy is for children and a few oddballs.

Forget the The Lord of the Rings, and then name a work of fantasy that was widely known before D&D. Anything you name is a fairytale or fable—something for children. Conan? He’s a comic book character. Every grown up knows comics are for children. Now consider The Lord of the Rings. It enjoyed enough popularity to get cited by Led Zeppelin and some other long hairs, but when Hollywood tried to trade on its popularity, they added musical numbers. Hollywood did not think they could reach a big enough audience of oddballs, so they adapted for children.

In making the 1978 movie Superman, the producers needed adults to see a movie about what they saw as a children’s character. Imagine marketing a Thomas the Tank Engine film to adults. To free grown ups from the embarrassment of buying tickets, they gave a fortune to Important Actor Marlon Brando. For 15 minutes of screen time, Brando received $3.7 million up front, plus 11.75% of the film’s take, right off the top. The film’s marketing rested heavily on the actor’s performance. All so grown ups could gain an excuse to see the movie on date night.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N. A game where trolls lived in dungeons and refused to die. The original Monster Manual revealed beholders, mind flayers, chromatic dragons and countless other dreadful wonders that filled me with excitement.

The public’s unfamiliarity with fantasy contributed to the panic that surrounded D&D in the 80s. God fearing adults saw their teenagers obsessed with spells and children’s fairy tale nonsense, but darker and more violent. They settled on the only logical explanation, demon worship, because the culprit could not possibly be a really fun game.

Meanwhile, I worked to find the books named in The Dragon’s Giants in the Earth column and later in Appendix N. I found none. Admittedly, I suffered the disadvantage of shopping from a mall bookstore. I knew nothing of used book stores or inter-library loan. Nonetheless, few of Gary’s inspirations remained in print. Today, fantasy books of all stripes crowd the shelves. Then, I took years to collect the books that inspired the game.

2. Games are terrible.

In the 70s, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. The winner becomes obvious long before the end, yet they took forever to finish. Games covered prosaic subjects like Life and Payday, or financial wish-fulfillment like Monopoly or, well, Payday. Still, I liked games enough that I even played terrible ones endlessly. (Except, of course, for Monopoly, which I suspect Hasbro makes to convince millions that games are tedious. I cannot fathom their plot’s endgame.) My standards were so low that I liked the 1974 game Prize Property where you launched legal actions against your opponents to stall their building developments. Legal actions. The box claimed fun for ages 9 and up.

People suffered from narrow ideas about what a game could be. Someone wins, someone loses, the game never extends past the board and never continues after you close the box.

Before I saw D&D, I sat with a sheet of graph paper and tried to imagine how the game would play. Working from a 12-year-old’s lunch-room pitch, I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

Dungeons & Dragons Basic SetSo in a mere 48 pages, the Holmes Basic D&D rule book shattered my notion of what a game could be.

Later, when I described the new game, everyone asked the same questions: “How do you win?” and then, “if you can’t win, what’s the point?” Everyone struggled to grasp the notion that you played to have fun without any chance of winning. For more, see “But how do you win?

3. Adults cannot play act a role.

People sometimes say that D&D did not invent the role-playing game. Kids have always role played; we just called it make believe. Saying that D&D just brought make believe to adults misses the true innovations. The revolution came from playing a character with stats that carried to the next session, and from the idea that characters gained experience and improved. In Playing at the World, while describing D&D’s reception, Jon Peterson shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. The combination proved so compelling that just about every computer role-playing game borrows it.

For more, see “The fun and realism of unrealistically awarding experience points for gold.”

Meanwhile, parents feared that playing a role in D&D would lead their children to confuse fantasy with reality. After all, wasn’t anyone old enough for such a complicated game too old for make believe? Kids talked about being a wizard or a thief and responsible citizens worried that kids believed it. The D&D panic stemmed as much from this unfamiliar blurring of reality as from spells and demons.

4. Dungeons are just medieval jails.

Zombies and vampires appear everywhere in popular culture. Both archetypes seem medieval, but the popular conception of zombies only dates back to George Romero’s 1968 movie Night of the Living Dead.

The concept of a dungeon as an underground sprawl with monsters and treasures, is even newer.

In the fantasies that inspired the game, no character explores a dungeon. At best, you can find elements of the dungeon crawl, such as treasure in the mummy’s tomb, orcs in Moria, traps in a Conan yarn, and so on.

Now, the dungeon adventure qualifies as a trope that appears in virtually every computer fantasy game.

Stone Mountain dungeon cross section from 1977 basic set

Stone Mountain dungeon cross section from 1977 basic set

In my world before D&D, games gave the fun of launching legal action against fellow real estate developers. When I opened the basic rules, I could brave the peril and mystery of the dungeon shown in the Stone Mountain cross section. Still today, no image inspires my enthusiasm to play as much. I jumped from property law to Greyhawk.

For more, see “From Blackmoor to Dungeons & Dragons: The invention of the dungeon crawl.”

By the end of the 70s, fandom had yet to dominate popular culture, but Star Wars and Superman and Dungeons & Dragons had established a beachhead. The gains would only continue.

For me, the 48 pages of the 1977 Basic Set did more than introduce the best game in the world, those pages turned some of what I understood upside down.

My first impression of inspiration proved wrong

In an earlier post, I leveled criticism toward the inspiration mechanic based on Mike Mearls’s preview in “Roleplaying in D&D Next.” I listed two gripes:

  • Awarding inspiration seemed to put the dungeon master in an uncomfortable role. Mearls wrote about awarding inspiration for “describing your action in an interesting way, acting out your character’s dialogue, or otherwise helping to bring the game to life by adding some panache to your play.” All this made inspiration seem like an award for showmanship. As a DM, I have enough to do without adopting the role of some sort of competition judge who rates players’ panache.
  • Inspiration seemed like a distracting, metagame intrusion. The preview suggested  inspiration would be awarded frequently, and said it faded quickly (no longer true). This painted inspiration as a common distraction. You could spend inspiration, bank for later, or pass on to another player (still true). This painted inspiration as a gamey resource that represented nothing in the game world. Such dissociated mechanics force attention away from the characters’ world and prevent players from making choices while immersed in character.

When I read the actual rules, I realized that the inspiration mechanic revives action points, a mechanic I have enjoyed. My harsh judgements were wrong. The preview mislead me, and the sun got in my eyes.

Inspiration is exactly like action points, except (1) with a different name, (2) with a different purpose, and (3) without points. Perhaps I should explain.

The action point entered the D&D game in the Eberron Campaign Setting as a bit of genre emulation. According to the campaign guide, “The setting combines traditional medieval D&D fantasy with swashbuckling action and dark adventure.

“To help capture the cinematic nature of the swordplay and spellcasting, we’re added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the seemingly impossible.” (p.9)

Characters in Eberron started with a bank of 5 action point that they could spend to kick d20 rolls with an extra d6. In theory, this meager bonus enables characters to accomplish the impossible. In practice, it adds a resource that forces players out of character.

The fourth-edition designers chose to keep action points, but they no longer needed to emulate Indiana Jones in D&D. In 4E, action points became an incentive aimed at discouraging the 15-minute adventuring day. Presumably, players would look ahead to a fresh action points and decide to press on to their next encounter, rather than resting to regain powers, hit points, and, well, action points. To sweeten the incentive, and to keep “action” in the name, action points now granted an extra action.

While action points failed to quash the 15-minute day, they proved fun for players. The additional action provides a more precious benefit than a mere d6 boost. They remain a gamey resource that you cannot manage while immersed in character. But with a mechanic as innocuous as action points, the drawback seems light enough. You need not step out of character for long.

Many aspects of the fourth edition design brought unintended consequences. For example, the fourth-edition design suffered from the unintended consequence of costing most of its designers and planners their jobs at Wizards of the Coast. (Too soon?)

Fourth-edition action points often turned climactic encounters into one turn of nova attacks followed by slow grinds against crippled enemies. This came because action points allowed characters to double their opening salvos of daily and encounter powers, multiplying the potency of their first turns. By the time a guy like Juiblex, demon lord of slimes and oozes, gets a chance to act, he’s prone, immobilized, dazed, suffering -4 to all attacks, and has his pants around his ankles. (In fourth edition, even oozes are subject to the pants-round-ankles condition.) See “As a player, I enjoy action points, so why do I dislike them as a dungeon master?

So fifth edition scrapped action points.

Meanwhile, the 5E designers worked to improve the role-playing pillar of D&D. They started by inviting players to flesh out characters with a bond and a flaw. “Your bonds are your character’s ties to the world, people, places, or things that are meaningful to your character in some way,” Mearls previewed. “Your flaws are your character’s weaknesses.”

Neither bonds nor flaws count as new to role playing. In games like Champions (1981) and GURPS (1986), you can give your characters flaws and bonds too. Adopting such disadvantages buys points that you can use to strengthen your character in other ways.

The 5E designers may have considered character-creation rewards for bonds and flaws, but once you reap any character-creation benefits, nothing in play encourages you to hold to your liabilities. So instead of adding incentives to character creation, they added an incentive to bring bonds and flaws into play.

In a Ready, Set, Play seminar, Designer Rodney Thompson explained, “Whenever you allow your flaw or your bond to impact your character negatively, maybe by making a decision that isn’t so great for the party but totally is in keeping with your characters flaw, the dungeon master can award you inspiration. And basically this is a reward that the DM can give you to say, hey, you have roleplayed out your character’s flaw even though it may not have been the best and most optimal decision. Here’s your reward in the form of inspiration.”

Although Mike Mearls may award inspiration for panache, I feel more comfortable for Rodney Thompson’s more objective standard. If following your character’s weaknesses drives you into a worse situation, then you gain inspiration. I can spot those situations and feel good about rewarding them.

Accolade by Edmund Blair Leighton

Inspiration shares a lot with action points. Like the Eberron points, players trade inspiration to boost a die roll. Like the 4E points, inspiration bribes players to do things that improve play. Since inspiration neither supports “swashbuckling action” nor grants additional actions, the “action” had to go.

The term “points” goes too. Unlike action points, inspiration doesn’t come in points. Inspiration works more like a status; your character can have the inspired status or not. Once you spend your inspiration, you have to earn it again. The terminology helps show that your character cannot have more than one inspiration to spend.

As a status, inspiration even gains a gloss of game-world association. Mearls wrote, “By demonstrating that the events in the game are critical to your character’s goals and beliefs, you can allow your character to tap into reserves of energy and determination to carry the day.” By acting true to themselves, characters become inspired without a word from the bard. Mearls even explained how a transfer of inspiration could work in the game world. “In this case, your character’s determination serves as an inspiration for the other party members.”

Only one problem remains. When a character’s flaws drive a player to make suboptimal decisions, the player gains inspiration. But D&D works as a game of teamwork. Often the rest of the party suffers for one character’s bad choice. Sometimes, only the rest of the party suffers. See “Why second-edition Dungeons & Dragons dropped thieves and assassins.”

I’ve seen no end to problems created by players who make choices that cause grief for the other players. “Because that’s what my character would do,” they explain. I hate hearing “that’s what my character would do” as a form of apology. No one explains what their character would do when they don’t screw the party. As a game master, I feel no urge to reward grief with an incentive.

The D&D designers thought of this aspect too. Rodney Thompson explains, “Maybe you did something that the other players at the table weren’t super thrilled about, but you can give them that inspiration as a way of saying sorry.”

The next time I reward inspiration for a choice that caused trouble for the party, I will ask the player to pass the inspiration to another player for a key roll.

As a player, how can you gain the most from inspiration? I suggest saving inspiration for critical saving throws against things like the dragon’s breath or the lich’s disintegrate spell. Also, remember that a single advantage from inspiration can cancel any number of disadvantages, so use inspiration when the odds are stacked against you.

The D&D fifth edition Basic Rules Introduction

The toughest part of writing the core rules for a role-playing game comes on page one, when duty and tradition force the author to describe how to play a role-playing game. When you sit at a table and see a RPG played, it makes sense, but try describing the activity to someone who has only seen chess and Monopoly.

Advanced Dungeons & Dragons First Quest The Introduction to Role-Playing Games

Advanced Dungeons & Dragons First Quest – The Introduction to Role-Playing Games

Although most new players enter the RPG hobby through Dungeons & Dragons, the D&D books tended to do the worst job on explaining role playing. In the brown books, Gary Gygax did not even bother. In the first basic game, J. Eric Holmes devotes two paragraphs to convincing you to play and to shop for more TSR products. The original game had to spread gamer to gamer, like the best con crud ever. Since then, the how-to-play section in D&D has gone something like this: “Players, you create a character. Dungeon masters, you create a dungeon. Now read this long glossary.” Other games work a bit harder, typically by making some comparisons to children’s make believe and then replacing the glossary with an explanation of funny dice. Among D&D releases, the second edition First Quest box does the best of explaining the game. Third edition consciously delegated the chore to the starter set, which offered a offered a programmed adventure rather than an explanation.

The Introduction in the D&D’s fifth edition Basic Rules does a far better job of describing how to play a tabletop role-playing game than any other introduction I’ve seen. This is the Mona Lisa, Beethoven’s ninth, and Die Hard of the seldom appreciated-genre of “How to play an RPG.” Instead of dumping a two-thousand word example of play, this introduction explains the game with a couple of concise examples. Instead of “create a character and then tell the DM what you want to do,” the “How to Play” section explains play in three numbered steps. At last, a D&D writer thinks like technical writer to help players.

The introduction explains, “There’s no winning and losing in Dungeons & Dragons.” To gamers who grew up immersed in World of Warcraft and Minecraft, this may seem like an odd point to make. In the late 70s, when I started playing, the the first question folks asked me about D&D was, “How do you win?” Back then, a game had to be a competition. If a game failed to produce a winner and a loser, what was the point? Such questions, more than anything else, reveal the gulf between now and how people thought of games in 1974. Such questions show just how revolutionary D&D was. For more, see “But how do you win?

Now, almost everyone has seen a video game where you play a character and finish rather than win. Virtually every computer game owes a debt to D&D. Almost everyone has seen D&D played on The Big Bang Theory or Community or in E.T. the Extra-Terrestrial. We hardly need an introduction this good. But they could really use it in 1974.

Three more observations:

  • The “Worlds of Adventure” section seems like a nod toward the strategy that elevates D&D from a mere tabletop role-playing game to a multi-platform brand for stories and worlds. You may grumble, but we can credit this effort to sell D&D as a brand for the resources and patience Hasbro has granted to developing the fifth edition.
  • The “Game Dice” section explains how to roll a d100. Fourth edition eliminated percentile dice, but apparently they make a return in fifth.
  • Even pages of the basic rules are labeled V0.1, while odd pages are 1.0. This means that if you want to play the official game, you can only use rules on odd pages.

Actions players always take and choices players never make, part 2

This post continues a list I started in part 1.

Players will not mix and mingle.

Adventure authors come from a secret coterie of role players who enter a tavern or a royal ball and then spend the evening mixing and mingling with the non-player characters with no particular goal or objective in mind and certainly without ever rolling a die. I know this, because I frequently run into adventures that expect the characters to uncover clues and background as they aimlessly mingle.

I feel sure these dungeon masters do more than simply describe certain NPCs in enough detail for metagaming players to realize that they are supposed to meet. Whenever players do something because the metagame makes them think they are supposed to, the game suffers.

In Scourge of the Sword Coast, during the first session, players enter a inn that includes three non-player characters with information leading to adventure. The adventure suggests no way for the dungeon master to engage the players with these non-player characters, presumably because the writer just assumed the players mingle with the occupants of the bar. 

In practice, as a DM, if I want the players to learn what these NPCs know, I must find ways for the NPCs to engage the characters. For example, Vosson Raker might learn of characters’ journey and ask if they saw signs of gnoll raids. Edic Tilveram might ask if they came from Julkoun. Ledoris eyes the characters, wondering if they meet the description of the adventurers who shorted Filarion Filvendorson. No, this isn’t a big job—less of a job than inventing those names, but its not too small a task for the adventure’s author. I paid for the adventure and I want it ready for play.

For more on this subject, see “What Murder In Balur’s gate taught me about engaging players in role playing” and “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.”

Hint: In a place where news travels by word of mouth, the locals will ask visitors for news.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

Players will assume that they can defeat every monster.

Before the days of plotted adventures and balanced encounters, this bias did not exist, but decades of storytelling and careful balance has taught players to expect only encounters they can beat.

Sometimes I write adventures that include monsters more powerful than the player characters. Either the monsters act as obstacles to be avoided, NPCs to be met, dangers to add time pressure, or distractions that can be lured to fight other threats. In short, some monsters can serve interesting roles other than trading attacks for 4 rounds. But setting up these non-combat parts always poses a problem because characters assume they can beat every monster, and should probably fight.

Overcoming the players’ assumption that they will never be outclassed requires careful effort. I make descriptions that weigh heavily on the characters’ knowledge that a particular threat is overwhelming. The characters live in the game world and should have some sense of what menaces they could defeat—certainly more sense than their players do. Sometimes I drop a colossal miniature on the table to emphasize the point. And still, when I want to avoid the risk of a total party kill, I must plan a way for foolish characters to escape the deaths they richly deserve. Too frequently, the party includes a reckless instigator or someone convinced that it has to be an illusion. “That thing can’t be as bad as it looks! Charge!”

Hint: Players justifiably hate being railroaded into an encounter they cannot win. They hate being taken captive. And they hate hate hate when their captors take their stuff. But if you present them with an easily avoided menace, tell them that their characters know in their heart that this battle will overwhelm them, and if they still rush in, then you can take them captive. Just give them a chance to win back their stuff quickly. Not because they deserve it, but because otherwise it will take them too long to update their tear-dampened character sheets.

Players never settle for a partial victory.

Few players join a Dungeons & Dragons game expecting to make compromises or to settle for less than total victory. Who can blame them? One of the joys of D&D is the chance to play the hero: To escape the compromises and lesser evils of the real world and solve every problem with an cunning plan and a quick sword. Still the fun of a game comes from the choices. Some of the best moments of recent battle interactive events comes when the collected room debates a shared, ethical dilemma. Should we free the enslaved elementals, or become their slavers to advance our cause? Should we surrender our city to the advancing forces of darkness, or should we destroy it, denying it to the enemy? While your game table may not decide on the future of the Realms, these sorts of questions enable players to explore their characters and make the game come to life.

In CORE5-3 Lost Refuge, the characters find themselves trapped with some villagers in the heart of a camp teeming with cyclops. They face the choice of whether to make an easy escape, leaving the captives to their fate, or assuming the greater risks of taking the captives along. The adventure assumes players will wrestle with the choice, but I ran this adventure five times and no party gave the safer option a moment of consideration.

As long as a chance of total victory exists, players will always seize the chance. Only when the choices become mutually exclusive will players begin weigh their options.

What Murder In Balur’s gate taught me about engaging players in role playing

As a dungeon master, I’m still learning. When I ran the Murder in Baldur’s Gate launch adventure at Gen Con, I had an ah-ha moment (more of a well-duh moment) and a lesson.

At the convention, Wizards of the Coast showed the Dungeons & Dragons Next rules and teased the Murder in Baldur’s Gate Encounters season with a launch adventure. This adventure does not come to an ending, but rather stops at the beginning. According Wizard’s plan, players finish the launch clamoring to participate in Encounters or ready to purchase Murder in Baldur’s Gate for home play. By my account, players enjoyed the launch.

But I had a problem. The slim Murder in Baldur’s Gate launch adventure barely requires more time to run than a typical Encounters session, just two hours with the fast-playing D&D next rules. But Wizards scheduled the adventure for four-hour slots. Now Gen Con offers plenty of fun diversions, so no players will feel unhappy about finishing an bit early, but could I wrap a four-hour slot in just two hours and leave paying customers feeling satisfied? I wasn’t alone in my concern. At the judge kick-off meeting, all the dungeon masters seemed to be sharing ideas for stretching maximum play out of the adventure.

One Murder in Baldur’s Gate judge built this stunning 3D map for the encounter

One Murder in Baldur’s Gate judge built this stunning 3D map for the encounter

To be fair, the adventure packs information about the sights and personalities of Baldur’s Gate. Obviously, the authors supposed dungeon masters would take players on a leisurely tour of the city, filled with role playing as characters browse the marketplace and chat up prominent non-player characters for the pure joy of it.

As a frequent convention judge, I have never encountered an adventure that runs short. At best, a well-timed Living Forgotten Realms adventure finishes just shy of four-hours, with time for the last scene with a grateful patron, a division of treasure, and paperwork. But lots of LFR adventures tend to run long, with no extra time for tangents, slow play, or, heaven forbid, parties that lack strikers. I have ample experience hurrying play without making players feel hurried. I have zero experience stretching a two-hour adventure to three without making players feel idle.

The first time I ran the launch adventure, I lingered as long as I dared on the flavor of the city, trotting out the whole cast of NPCs, and hoping the players would bite on some of the opportunities for interaction. I hardly got any nibbles, but still I thought I did a pretty good job of drawing things out—until I looked at my watch. Damn. Done in two short hours.

The adventure suffers from the problem I griped about in “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.” While it presented plenty of opportunities for role playing, it fails to give players any objectives that encouraged it. “Innkeeper, have we entered the wrong establishment? I was told there would be adventure here.”

For my second run, I dangled more diversions such as a fortune teller, a chance to profit from a buy-low-sell-high transaction in the marketplace, some suspicious activity, and plenty of villains monologing. The adventure includes pages of background that would be unnoticed by anyone who never player the Baldur’s Gate computer games, so the extra business allowed me to expose some of it. The players seemed to have fun and the adventure seemed to run longer, but again it wrapped in two hours. Adding to my sense of failure, one of my player’s complained about the short adventure. “The ticket promises a four hour adventure!” He carefully shielded his feedback form as he no doubt wrote harsh words about the overly-brief session IN ALL CAPS.

Later I spoke to some friends who had played at a nearby table, and whose DM resorted to halving damage to draw out the adventure. They envied my table’s quicker pace, but I felt no consolation.

That night, a light went on in my thick skull. My problem had less to do with players uninterested in role playing than with the social contract of convention play. When my players opted not to speak with the wine seller, they simply wished to avoid side-tracking or delaying the adventure. Well, duh. “We can’t talk now, an adventure is about to begin!” I could not simply tempt the players with opportunities to role play, I had to accost them. The players must feel free to respond to the fish-monger, realizing that he is part of the adventure. If the players show a lack of interest, fine. At the next stall, an old lady will plead for help finding a cat, and did anyone notice the sharp-eyed guy posing as drunk?

For my next run, I loosed every diversion in my bag of tricks, singling out and accosting players with NPCs and events that might interest them. For example, because one pregen’s sailor background inspired a player to role play a crusty sea salt, the exotic bird vendor (already in the adventure!) invited her to try a parrot on for size. Soon, I had the whole table engaged in the local color of Baldur’s Gate. No one ever seemed impatient for the real action to start. When the adventure wrapped, I checked the time and found that more than three hours had passed. Success!

I still feel that best way to engage players in role playing is still to give objectives that require it. However, I have learned that sometimes players just need to realize that role playing will not side-track or delay the main event. Just give the role-playing opportunities the same weight as the other parts of the adventure.