Tag Archives: scenes

What Choose-Your-Adventure Books Can Teach Game Masters About Pacing and Decisions

The play loop at the heart of a roleplaying game session focuses on decision making. The game master describes a situation. When the players face a decision they make a choice, and then the rules help determine an outcome and the game master describes that result. The situation changes, leading to a new decision. Repeat until everyone breaks for pizza.

In a role-playing game, scenes focus attention on the times when players fight a battle, talk to a non-player character, or or rush to escape the caverns beneath an erupting volcano. During scenes, players take moment-by-moment control of their characters. In combat, decisions come with each turn and the rules spell out the results. In roleplaying scenes, players speak for their characters and the game plays like a conversation. Scenes simplify the game’s core play loop so much that the game master can focus on running the players’ friends and foes.

Outside of scenes, game masters have a harder time knowing when to stop narrating and when to ask, “What do you want to do?” Every game master knows to pause to give the players chances to make decisions, but the challenge comes from finding the right moments to ask. If you ask players who lack a goal, they may just shrug. If you ask players with a goal who face no obstacles, then they only face a choice between carry on and quit. If you narrate past the moment characters want to act, then players become spectators. If you pause too often, then players feel mired in minutiae. But if you pick the perfect moments, the pacing in your game improves and players feel like they guide the action.

In a How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure, I used the term summary for the game time out of scenes, dividing play into scenes and summary. That article helped game masters start successful scenes by looking for moments when the characters’ goal reaches an obstacle. A summary skips the uneventful parts of passing game time, speeding past the times when players travel a safe road, search a library, or collect a reward from a patron.

Buffalo Castle solo dungeon (1976) for Tunnels & Trolls

Buffalo Castle solo dungeon (1976) for Tunnels & Trolls

However, a lot of gameplay happens outside of scenes, and my categories of scene and summary fail to include most exploration. Scenes aside, the situation-decision loop most resembles choose-your-adventure books. Such books distill a roleplaying game’s core loop to a printed page. A passage describes a situation that readers imagine themselves in. At the end of the description, the text offers a menu of choices. The reader picks one and pages to the numbered passage that describes the outcome and sets the new scene. Solo adventures like the ones for Tunnels & Trolls follow the same format. Roleplaying games beat choose-you-adventure books by featuring a game master ready to allow surprising decisions and to run the supporting cast in scenes, but the pattern matches.

Choose-your-adventure books set a good example because they typically avoid the missteps that GMs make running the situation-decision loop in live games.

Choose-your-adventure books start characters with a goal. Characters need a goal or they have no reason to act. When D&D started, the game’s goal was to gather loot, but as the story and character started driving the game, players opted for higher goals. Nowadays, most players create characters with individual goals, often in collaboration with the group. See A Roleplaying Game Player’s Obligation.

To start an adventure, before you ever ask players for a decision, you typically hook them with a short-term goal for the whole party. The best hooks appeal to characters’ individual goals and often add an enigma to arouse players’ curiosity. When you don’t know the characters, create hooks that appeal to both paladins and rogues, to both do-gooders and treasure hunters. For more on hooks, see Whether You Call Them Rumors, Secrets, Clues, Hooks, or Leads, These Nuggets of Information Power Adventures and Campaigns.

Choose-your-adventure books offer choices that seem to lead toward the characters’ goal. Imagine trying to start an adventure by revealing that long ago a mighty warrior hid a magic sword in a long-forgotten location, and then asking the players what they want to do. The mere rumor would leave players with no clear choice of action, so the game stalls. Every adventure starts with a hook that (1) entices the characters to follow some goal and (2) reveals ways to reach that goal.

Even after you set the hook, future decision points should come when the players see options that might lead to success. Otherwise, players feel stuck. For more about options that lead to a goal, see How the Flawed Hooks in Descent Into Avernus Might Make D&D Players Feel Railroaded.

The Cave of Time (1979) choose your own adventure book

The Cave of Time (1979) choose your own adventure book

Choose-your-adventure books offer multiple options. The author of a choose-your-adventure book would never dare end a passage with one option, because the fun comes from choosing. But game masters never feel obligated to list the players’ options, so a lack of choices is less obvious. Nonetheless, if an adventure only ever gives one choice, players will notice the pattern. While dutifully following the one clear choice, they may feel railroaded.

As a game master, my favorite moments during a session come when I sit idle as the players’ debate the tough choices open to their characters. Each option balances hope with a price. All the options lead to consequences that will spin the game in a different direction. Watching these discussions, I know the game world has come alive. Players only occasionally face decisions so compelling, but a choice of one option becomes no choice at all. Asking for a decision just hides a shameful lack of options.

A D&D game can offer choices between two similar doors, and players will appreciate the option, but the best decisions come with enough information to make each selection different and promising.

Characters in a roleplaying game have freedom to attempt any action. Sometimes that latitude leaves players struggling to sift through options in search of a few promising choices. Too often, players may feel confused by their predicament in the game world. Either way, summarizing the situation and listing the most obvious choices cuts through the fog and brings focus.

If a decision leaves players struggling to choose an action, list the three most promising options, and then remind the group that they can also choose an option of their own. After all, unlike a book, you’re ready for anything.

For more on choices and information, see Dungeons Masters Can Make Fake Choices for Players, But Should You?. Also see How to improve your game by forcing characters into tough choices and The Best DM Tricks for Helping a Party Make Choices.

Choose-your-adventure books describe time passing until the character’s situation changes. Until the players face a decision, you can summarize any amount of game-world time in narration, from seconds to years. Don’t feel like you have to keep pausing to revisit decisions the players already made. Only pause when the situation changes.

If the players have already made the relevant choices, describe passing time until the situation changes, typically until players face obstacles. Pacing falters when DMs ask for a decision even when players just have a choice to keep going toward their goal or to give up. None of this means that players have to dutifully sit through narration that covers a month’s journey. Invite players to interrupt at any time. A good summary leaves players with a sense of passing events and with chances to pause and make decisions.

For example, dungeons tend to start with key choices over marching order, light, and strategy. Does the party plan to explore carefully or rush ahead to stop the midnight ritual? Will they listen at doors or check for traps? Does someone scout? Once these choices set a pattern and the dungeon starts to seem familiar, DMs can summarize the exploration until the situation changes. You can switch your pace between methodical exploration and summary many times during a session. In the areas with nothing new to discover and no threats to face, and no new decisions to make, take the shortcut of summarizing. Then when the players encounter something new, slow to a pace that lets them account for every action.

See Just Because a Dungeon Numbers Every Room Doesn’t Mean Players Have To Explore Room-by-Room.

Choose-your-adventure books end descriptions when readers feel eager to act. As a GM, 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.

See End Your Descriptions With Something That Inspires Players To Act

Resist the temptation to start scenes late. The authors of choose-your-adventure books can succumb to the same weaknesses as game masters, I suspect we share a fault: As we narrate the start of a scene, things happen that make readers or players want to act. We talk about a changing situation, and then we keep talking. While choose-your-adventure readers can only grumble, players can stop the game.

If you run D&D for long enough, you’ll come to a situation where you must rewind game time because your enthusiasm for the villain’s big moment leads you to keep talking well after the players decide to act. Who can blame game masters? We planned for the bad guy’s monologue or culminating ritual and we want to follow it through before the players ruin it. Meanwhile, the players start throwing dice.

Sometimes even adventure boxed text suffers from the same authorial hubris. The author of a long, boxed passage becomes so eager to describe a scene develop that it becomes the tabletop equivalent to a cut scene. For a while, published adventures routinely offered boxed text that spanned columns. Sometimes the boxed text even narrated actions for the players. “As you step into the room…” In practice, no DM ever finished such readings before a player blurted, “I attack!” (In the authors’ defense, at times TSR published adventures written for an audience of readers rather than dungeon masters because no one could possibly play the avalanche of game content the company printed.)

The tempo of decisions sets the pace of the game. Gamers joke that in D&D, seconds of combat take hours to play out, while weeks of travel pass in seconds. Much of a difference in pace stems from how frequently players make decisions. Combat encounters and roleplaying scenes fill time with nonstop choices, but can still feel fast paced. During the game’s slower periods, the game master merely summarizes the passage of time with few choices. Either way, the amount of narration between choices affects pacing. By adding more descriptions, the game’s pace slows. This might give players a break from the intensity of a major battle.

Roleplaying game sessions typically alternate between fast-paced scenes where players face rapid decisions, and slower spans of time where players travel or explore while making fewer choices. This ebb and flow creates a pleasing contrast between intense action scenes, suspenseful periods of exploration and discovery, and easy breaks where characters recover and players plan.

Related: For D&D Travel, Steer Clear Of Rolls Versus Random Punishment

Just Because a Dungeon Numbers Every Room Doesn’t Mean Players Have To Explore Room-by-Room

If I had run Expedition to the Barrier Peaks when it reached me in 1980, the first session might have ended in frustration. Barrier Peaks includes lots of empty rooms. Of the 100 or so rooms on the first level, fewer than 20 contain anything of interest. I would have dutifully let the players poke through 80 rooms of “jumbled furniture and rotting goods,” gaining “only bits of rag or odd pieces of junk.” Two hours into that grind, my players would suddenly remember that their moms wanted them home.

Level 1 of Expedition to the Barrier Peaks

In 1980, we ran every dungeon room at the same speed: The pace where players describe their movement and actions in careful detail because if they fail to look under the bed, they might overlook the coins, and if they never mention checking the door, they die in its trap.

Some dungeon masters then and a few now would say that dutifully running level 1 as a room-by-room crawl builds tension. Besides, Barrier Peaks includes wandering monsters to add excitement. Then as now, the pacing of dungeon exploration depends on players. Some enjoy a more methodical pace while others grow impatient for action. But even players who favor careful play will appreciate skipping the slow parts. After the players poke through three or four rooms full of rubbish, dungeon masters can summarize groups of similar rooms by saying they hold nothing of interest.

Even though modern adventures seldom contain sprawls of empty rooms, they often include locations best summarized. For example, Dragon of Icespire peak includes Butterskull Ranch, a 10 location manor occupied by orcs. Once my players defeated the orcs and nothing threatened them, I summarized their characters’ search of the house instead of forcing a room-by-room waste of play time. When players defeat the main threat in a dungeon and erase most of the peril, they lose patience for careful exploration. You can just summarize the loot and discoveries that remain.

Any site that merits numbered locations can mix areas that deserve different paces of play from square-by-square attention to cutting to the next scene.

As you pace the game at such a site, choose between methodical exploration and a summary based on the novelty, peril, and choices ahead of the players. When players first enter a dungeon, they face all three elements. A new dungeon starts with novelty because players know little about the threats and discoveries ahead. Even with all those empty rooms, the crashed spaceship at Barrier Peaks starts with unprecedented novelty. If a dungeon lacks peril, then its just an archaeological site; summarize the discoveries. Dungeons tend to start with key choices over marching order, light, and strategy. Does the party plan to explore carefully or rush ahead to stop the midnight ritual? Will they listen at doors or check for traps? Does someone scout?

Once these choices set a pattern and the dungeon starts to seem familiar, DMs can summarize the exploration until the situation changes.

Especially when you run a big dungeon like Barrier Peaks, you can switch your pace between methodical exploration and summary many times during a session. In the areas with nothing new to discover and no threats to face, take the shortcut of summarizing. Then when the players encounter something new, slow to a pace that lets them account for every action. “What do you want to do?”

Improve Roleplaying Investigation Scenes With These 23 Reasons an NPC Won’t Cooperate

Roleplaying scenes prove most compelling when players start with a goal and face an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements. When characters lack a goal and a dungeon master launches a role-playing scene anyway, players wind up wondering they are supposed to do. When a scene lacks an obstacle, it bores. (See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure and Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.) So as a DM, when a roleplaying scene lacks a goal and an obstacle, either summarize the scene and move on, or add the goal or obstacle that the scene needs.

Typically, roleplaying encounters combine an objective of gaining information or help, with the obstacle of an uncooperative non-player character.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest. At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome the NPC’s objections.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters. Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons non-player characters refuse to cooperate.

d100 Reason
01-05 Doesn’t want to get involved.
06-08 Doesn’t like your type. I recommend avoiding racism analogs in D&D games, so don’t select even a fantasy race or lineage as a type. Instead, choose a role like bards, adventurers, or meddling kids.
09-13 Doesn’t believe anyone can help.
14-19 Thinks the players will only make things worse and should leave well enough alone.
20-27 Wants something: a bribe, an errand done, or to be convinced that they stand to gain if the players succeed.
28-31 Was paid to keep silent or to stay out.
32-36 Insulted or offended by the players.
37-40 Thinks the players efforts are dangerous because they don’t understand what’s really going on. The NPC might know something the players don’t.
41-43 The players have unwittingly caused the NPC to suffer a loss.
44-46 Feels that helping the players will betray the NPC’s duties or obligations.
47-51 Needs more information to support the players case.
52-54 Knows or suspects that either the NPC or the players are watched.
55-57 Told not to help by someone the the NPC loves or respects.
58-60 Told not to cooperate by an authority.
61-65 Secretly involved with the other side.
66-70 The situation benefits the NPC, for example, by raising the value of the NPC’s trade goods, or by hurting competitors or rivals.
71-74 Fears the players might claim a treasure or reward that the NPC expects to get.
75-77 Is allied with rivals or competitors to the party.
78-82 Has been threatened.
83-87 Someone the NPC loves is threatened.
88-92 Someone the NPC loves is involved with the other side.
93-97 Not involved but might be implicated, perhaps for doing things that once seemed innocent.
98-00 Blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and un-fun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

11 Great Dungeon Master Tips Revealed at Winter Fantasy 2020

The Winter Fantasy convention fits into one hall at the convention center in Fort Wayne, Indiana. Despite the event’s compact size, it delivers as much Dungeons & Dragons as far larger conventions such as Origins or Gen Con. Plus, the con offers plenty of inexpensive hotel rooms. Sure, Fort Wayne suffers an icy February, but you come to game.

For dungeon masters who aim to improve their game, nothing beats running games for strangers. In close second comes playing at other DMs’ tables and learning their best techniques. (See If You Want to Write Games for Everyone, Game with Everyone).

At the 2020 convention, I came to play, and I found myself noting tips gleaned from every session.

1. When you have to deliver background, have players roll for it so it feels like a reward.

We all see adventures that start with bullet lists of background information for some patron to recite. Often, letting everyone roll, say, a history check makes a better way to reveal such backstory. Once everyone rolls, reward the lower results with the common knowledge, and the higher rolls with the lesser-known details. See In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?.

2. Try to award every attempt to gather information with something.

I used to reveal every descriptive detail of a door, altar, or dungeon room right away. This made for long descriptions and held nothing for when players explored. You want to reward players’ investigations with some information, even just bits of color and flavor. I used to fear that holding back would deprive players of some necessary description. Now I trust that players will gather whatever details I hold back.

3. Show the written names of key non-player characters. Pictures are even better.

DMs love when players show enough interest to take notes, writing names and other details. This year I resolved to take such notes as I played. But fantasy character names became a problem. I would write what I thought I heard and always get it wrong. Even for non-note takers, seeing a name written helps scribe it in memory. Teachers write on a board for a reason. As a DM, you probably have an erasable grid surface in your kit. Use it to show names as well as maps.

For the most important characters, try to find a picture that suits them. Showing a picture makes the impression even stronger.

4. In interaction scenes, make sure players know their goal and see at least one potential route to success.

The best thing about combat scenes is that players rarely enter one without some idea of what they aim to accomplish. They have a goal and understand what to do. (Typically, kill the monsters.) Too often, adventurers start interaction scenes without seeing a potential route to success. Players flounder as they try to figure out what to do. That never makes for the most fun. See Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.

5. You can say, “You have learned all you can here,” or “You’ve done all you can here.”

Sometimes players continue searching a place or questioning someone well after accomplishing everything they can. DMs feel hesitant to say, “You have learned all you can here,” because it reveals something the characters would not know. Just say it. If you like, you can imagine that hours more of unproductive conversation happened off screen.

6. When players attempt something, make sure they understand the odds and the stakes.

We all love when players stake their characters’ lives on some reckless, nearly impossible stunt. Whether they succeed or fail, such moments make unforgettable gaming. But before any foolhardy undertaking, make sure the players know the odds and the result of failure. I typically share difficulty classes before players roll. These DC numbers help span the gulf between a character’s vivid sense of the game world and what a player learns from a DM’s description. DCs prevent misunderstandings. As for risks, make sure players know that, say, falling from the Earth mote means plunging into a sea of lava. That works better than rewinding the action for a player who heard “sea” and not “lava.” See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?.

7. For a convention game, encourage players to put their character’s name on a table tent.

Based on anecdotal evidence collected from a few hundred convention games, I’m convinced that players need about 2 hours to learn the names of their partners in adventure. Table tents bring a simple remedy. Veteran convention players know this and bring their own. I suggest bringing note cards and a Sharpie so every player can make a tent.

8. Add, don’t subtract.

When you track damage to a monster, add the damage until it reaches the monster’s hit points. Some DMs subtract until they reach 0, which seems more cumbersome to us non-savants.

9. In roleplaying interactions, go ahead and split the party.

Never split the party applies to combat and exploration, but in roleplaying challenges, splitting up often proves more fun. Rather than the player with the most forceful personality taking most of the time in the spotlight, more players participate. As a bonus, ability checks work better when just a couple of players participate.

To make the most of a split party, cut between the smaller groups’ scenes. Every role-playing game reaches moments when the players make plans while the DM sits idle. Those moments bring my favorite times to switch scenes. 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. See Never Split the Party—Except When It Adds Fun.

10. Every time you ask for a check, you write a check.

Remember paper checks? Once, long ago, folks used to pay money by writing a promise to pay on a special slip of paper. With checks, you needed to back that promise with actual money in the bank. Ability checks sometimes work like paper checks. If you ask for a check, you promise to allow for failure. This year I saw bad rolls test a few DMs who realized a failure had to succeed for the adventure to continue. I watched their damage control as they hunted for a way to drag me to success. If the adventure leaves no room for failure, skip the check.

11. Speak like a storyteller.

When I DM, I tend to rush through my speaking parts. The habit comes from a good motive: I want to spend less time talking so the players do more playing. Seeing more measured DMs proves that sometimes going slower works better. The best DMs adjust their tempo, often slowing to give their words weight. They pause to emphasize, their tone expresses emotion, and it works. Fireside storytellers and preachers show it, and we DMs can learn it. Through practice, I hope to capture some of that knack.

Running Scenes and Summaries that Invite Choices and Reveal Characters

My last post explained how scenes and summaries allow game masters to speed past uneventful time in the game world and focus on the action. This post offers more advice on running scenes and doing summaries.

Running a scene

Before starting a scene, you need two essential ingredients: (1) characters with a goal and (2) an obstacle that stands in their way.

To start a scene, set the scene. Describe the time and place. Make the description vivid. Finish your description with the thing that will spur the players to action. In a classic Dungeons & Dragons game, the call to action comes from the monster in the room. Mention the monster last, because otherwise your players will plan their attack and ignore your description of the bas-relief, the incense, and the patter of dipping liquid.

A monster will launch some scenes into motion, but other triggers could be the duchess asking why the characters intruded on her battle council, birds crowding the rooftops to silently watch the players, or anything that invites players to act. A good call to action hardly needs the usual follow up question: “What do you want to do?” Nonetheless, characters might ignore the call. The party might see the gathering flocks as a threat, or the druid might want to have words, or perhaps they count the birds as an omen and move on.

The rules of most role-playing games dwell on the scenes, leaving little need for more explanation.

How to do a summary

A summary skips the uneventful parts of passing game time. It begins when the scene ends—when players look at the scene’s outcome and decide what to do next. Often, they choose a goal that carries them to their next scene.

During a scene, the players’ choices tend to focus on overcoming an immediate obstacle. But during a summary, the players’ choices tend to drive the adventure. If players pass too many summaries without a choice to make, your game may start feeling like a railroad.

In a summary, damage is healed, resources replenished, and so on. Players can describe as much of the activity as the game master.

“We go to the docks and find the captain of the Salt Mist, and then hire her to sail north to the City of Sails. Does anything happen along the way?”

“No. After 3 days at sea, you dock in Luskan on the Open Shore.”

If the passage of time presents new developments that might change the players’ plans, then mention the events and give players a chance to interrupt the tale and make new choices. Perhaps something happens on route. “On your second day at sea, you spot a thick column of smoke rising from inland, just beyond a hill.”

You might remind the players what makes their new options interesting. “As you talk about investigating, the captain seems too willing to put you ashore, and you suspect she may be eager to leave you behind.”

When a summary takes players someplace new, add enough description to give the flavor of the experience, and a sense of the passing time.

A summary can include colorful moments that inspire players to act in character. For example, if the party spots a live stag with an arrow in its flank, does the druid heal the beast, or does the ranger finish it and host a feast? Such moments usually lack the ingredients of a scene, but they offer hooks that let players reveal their characters.

Accelerating the pace

When a summary covers familiar ground, shorten the narrative. That first journey to the City of Splendors deserves some color. The third can pass in a sentence.

As players approach their ultimate goal and the climax of the adventure, they will lose patience for long summaries. When adventurers first reach Barovia, players may enjoy stately trips from town to town. But when the party stands ready to confront Strahd, cut directly to the gates of Ravenloft.

A cut eliminates all the narrative between scenes. The players might say, “We want to question the longshoreman to see if anyone saw the Salt Mist.”

“Okay, now you’re in the Siren’s Call as the place fills with thirsty roughnecks.”

Cuts rush past the flavor of the game world, and short circuit the players’ chances to make choices. Early in a campaign, avoid cutting between scenes.

Near the end of a long campaign, cuts grow more welcome. When few choices remain and when players feel eager for the story to reach a climax, cuts accelerate the pace.

Letting players take the narrative

In How to Say Yes Without Turning Your D&D Game Into a Joke, I talked about how the GM bears responsibility for the game’s challenge. Often, a GM must control the narrative so players face meaningful obstacles. But in a summary, no obstacles block the characters’ progress. This makes a summary the ideal time to let players tell their characters’ tales. For example, if the players spend 10 days waiting on town, ask each player for their character’s story of the downtime.

At the end of the adventure, when the characters return to the town they saved, let them tell of their hero’s welcome. Who celebrated with the fetching Sheriff? Or maybe keep that to yourself. This is a family table.

During a summary, when players take the narrative, characters gain chances to reveal their personalities. Plus, you get a break while they do the talking. That’s how you win at Dungeons & Dragons.

How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure

This started as a post on pacing until I checked other game masters’ advice on pacing and discovered that nobody discussed the same topic. Some “pacing” advice helps GMs run at a brisk tempo. For that, see my posts on initiative, delegation, and how to end a battle. Some explained story beats, dramatic tension, and the three act structure. I’m not clever enough to finesse such narratives without my players noticing a loss of freedom.

So this post covers scenes and summaries.

Have you seen the image that explains Dungeons & Dragons as the game where a 3-hour walk takes 5 minutes, but a 5-minute battle takes 3 hours? That sentence tells the difference between scene and summary.

Game mastering advice rarely talks about scene and summary because game masters tend to manage the two by feel. Mostly, feel works okay, but often not. Although scenes feature the game’s excitement, dull role-playing sessions start when a GM tries to make a scene from time that should pass in summary. On the other hand, a bad summary makes player feel rushed and railroaded.

Scene

In a role-playing game, scenes focus attention on the times when players fight a battle, talk to an non-player character, or search a chest for secret compartments. In a role-playing game session, scenes show all the action. During scenes, players make every decision for their characters. In combat scenes, game time expands so players can focus on small decisions and use the game rules to determine outcomes.

Summary

A summary skips the uneventful parts of passing game time. Summary speeds past the times when players travel a safe road, search a library, or collect a reward from a patron.

A good summary leaves players with a sense of passing events and with chances to pause and make decisions. During a summary, characters heal damage, tally and replenish resources, weigh their options, and make the choices that lead to the next scene.

When to run a scene

To start, a scene needs two ingredients: characters with a goal and an obstacle that stands in their way.

Goals

The classic D&D scene starts with the goal of treasure and the obstacle of a dragon. Sometimes, monsters attack and the party goal becomes to survive. (In those cases, especially, think about the monsters’ goal. See Create better encounters by considering what your monsters want.) The most interesting encounters often feature a goal different from kill all the monsters.

A goal needs enough stakes to merit a scene. If the party goes to the fletcher for arrows, the chance to save a few silver hardly calls for a negotiation scene.

Typically, role-playing scenes combine a goal of gaining help or information, with the obstacle of an uncooperative non-player character.

When characters lack a goal and a GM launches a role-playing scene anyway, players wind up wondering they are supposed to do. See A priest, a warlock, and a dwarf walk into a bar and…nothing happens.

Obstacles

The obstacle in a role playing scene comes from any NPC reluctant to help anyone who asks. For help creating the obstacles needed for compelling role-playing scenes, see 22 Reasons why a non-player character won’t cooperate.

A true obstacle must bring a chance of failure. If players face a locked wooden door, but they have unlimited time and an axe, the door fails as an obstacle. On the other hand, if the crash of an axe into boards could bring monsters, players face a dilemma and the scene has an obstacle.

Exploration

When players explore, they have a goal—perhaps only find the treasure—but they may face unknown obstacles. The unseen hazards make the players’ choices important and make the exploration work as a scene. If a scene continues for too long with unknown obstacles, players may lose interest. Add a reminder of nearby peril. Perhaps strange sounds echo through the stones, or a chill passes the corridor.

In exploration, when no obstacles lurk nearby, the game master can rely on summary. “You look through all the rooms in the cellar and find a polished, black ring among the rubbish.”

Exposition

Sometimes game masters start a role-playing scene without a goal or obstacle because they want exposition. At the start of an adventure, players tolerate such scenes. The implied goal becomes, learn our goal. Scenarios often add a minor obstacle by introducing a patron who needs the right questions to provide extra help and information. However, such weak scenes typically work better in summary.

I used to make the mistake of trying to conclude adventures with a scene where characters meet their patron to collect payment and tie any loose ends. I learned that as a scene, denouements never hold attention. While players tally their loot, just summarize the medal ceremony.

Exception: Scenes that work as a reward

When a game master announces treasure, players tend to pay careful attention to their reward. Likewise, role-playing scenes that reward players with information can hold attention even when the scene lacks an obstacle. These scenes feature players with questions and a colorful NPC ready with answers. Crucially, these scenes still feature a goal. Players must want the information enough to have fought for it and won. Don’t dump unwanted backstory and call it a scene. See How to reveal backstory in a role-playing game session.

When to do a summary

Whenever an game session lacks the ingredients for a scene, a goal and an obstacle, you can rely on summary. If you feel unsure about switching to a summary, ask the players. “Do you want to do anything special, or should we move forward?”

During a summary, as game time speeds along, players can feel like they lose some control over their character. Among other things, my next post will explain how to do a summary without making players feel like passengers on a railroad.

Next: Running Scenes and Summaries that Invite Choices and Reveal Characters