Tag Archives: tempo

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?”

3 Reasons to Never Split the Party and How to Ignore Them

Everyone who plays roleplaying 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. In a dungeon stocked with encounters suited for a full party, splitting the party jeopardizes everyone.

In today’s game, player characters do more than assault dungeons. Sometimes the elf and wizard must persuade the 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.

Never split the party started as a 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.

Typically though, groups split to tackle roleplaying, stealth, and investigation challenges that seem unlikely to lead to fights.

If half of a split party lands in a fight, DMs can adjust the difficulty of the foes, but leaving the opposition unchanged may play better. Players who split up despite perilous situations know they’re taking an extra risk and they feel a greater sense of peril, especially when their own decisions lead to danger. 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. In a way, adjusting threats steals the players’ agency by nullifying the consequences of their actions. (See How to Scare D&D Players—Even When They Play Mighty Heroes.)

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

By staying together, players avoid forcing the GM to juggle two separate narratives. But splitting attention between two groups can play well as long as each of the smaller groups faces their own challenges. The trick comes from devising situations that keep each part of the group thinking.

When a subgroup needs time to plan or plot their next move, cut from their scene to a scene featuring players ready for action. With a full group, planning means waiting for a decision while you as the DM worries that the idle time creates a slow place. With a split group, the game hurtles ahead and the subgroup facing a choice can plan without feeling rushed. The session feels brisk and pacing feels effortless!

Usually, game time between the subgroups can pass at different rates as long as the players in real time feel engaged. D&D scenarios seldom rely on precise timekeeping anyway.

The troublesome situations come when one party member wanders while the rest wait. A short scouting mission can give some players a break to grab a snack, but when reconnaissance takes too long, restless players start wondering why they showed up. For advice on handling scouting, see 4 Tips For When One Player Scouts the Dungeon.

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. But unexpectedly, splitting the party can make players feel more active. In a smaller subgroup, each individual gains a greater role. And as the DM cuts between subgroups, the inactive players can stay busy planning their next move.

Even when the entire party faces a roleplaying scene, typically only one or two players participate. The rest watch. Sometimes the player with the most charismatic character serves as the face with the highest bonus. Often the player with the most forceful personality does all the talking.

But when a party splits, soft-spoken players gain time in the spotlight. Player characters gain unique chances to reveal their character’s personality and talents. So the wizard finally gets to cast Sending and the thief gets to sneak without some armored clod making a racket.

Instead of avoiding challenges suited to split parties, look for situations where dividing the party gives everyone a chance to show their talents and to roleplay.

Typically, time pressure leads groups to split up. If the characters only need to gain the support of the head of the merchant council, then 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 help. Forcing a party to divide and conquer invites everyone to contribute.

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

Cut from one group to the next every few minutes. Some DMs even set a timer for about 4 minutes. If you tend to lose track of time, then a countdown helps.

The best moment to switch subgroups comes when the active group faces a choice. While players debate their next move, cut to the other half of the table. This sort of switch keeps half the players busy planning while the rest act. Such decision points typically come after the group makes a discovery or when their situation changes. These situations make players wonder what happens next, and that curiosity keeps them engaged while they wait to regain the spotlight.

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

A split party invites some techniques that help one keep everyone busy.

If two subgroups land in a fight, run both battles on the same initiative count. This keeps everyone busy while using a familiar game mechanic to cut between scenes. The technique works so well that, as a DM, I feel tempted to start a second fight whenever half of a split party buys trouble. Time to roll a random encounter behind the screen.

Delegate the non-player characters and even monsters to the idle players. For groups who particularly enjoy roleplaying and collaborative storytelling, write down a few quick notes about NPCs on a card. When the NPC enters a scene, give control of the character to a player.

Depending on your players’ dispositions, you might also 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.

Separate the players into their own rooms. Even when you split a party, players tend to remain at the same table. This lets inactive players watch the story and lets the DM 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.

Occasionaly 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 separate players, frequent switches become more important, so the groups should be as near as the kitchen and the dining room. Make the separation temporary. Your players came to play together.

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

Getting Players Moving, Especially When No One Wants to Drive

If you game master enough roleplaying games, you will eventually land a session that keeps stalling because no one wants to drive—no one wants to speak for the group. For instance, if the party has to pick a restaurant, then everyone spends 10 minutes saying “I don’t care. What do you want?” We’ve all been there, just probably not while in a dungeon. Most often, such tentative groups form when strangers meet for a game, often at conventions. But any group can lag, and the techniques for nudging a party ahead can prove useful beyond a convention hall.

To be clear, not every lull in a game needs an intervention. If the group enjoys slowing to roleplay, let it flow. If a group starts planning for the challenge ahead, then sit back and relish it. These situations show a group immersed in the game world. Score a win for the dungeon master.

Sometimes folks in a group of strangers feel presumptuous speaking for the whole group. When everyone keeps hesitating to call shots for the group, many DMs smooth the way by asking for individual decisions. “Making a choice for your character seems less daunting than making one for the group. Low stakes choices can break the ice,” writes Louis Bamberger. “Recently I ran a group that was pretty quiet. Their characters were at a town carnival, so I asked them what game they would play and what food or drink they would order. After each person explained their choices, a snowball of enthusiasm grew with each person’s answer.” By the end of the session, a group of players new to roleplaying games felt eager for another go.

Die rolls, even inconsequential ones, make another good ice breaker. Teos “Alphastream” Abadia gives an example. “In a marketplace, have an arcane character make a bogus check to point out a vendor’s wares could be spell components, just to get them to talk. Data tends to help us make decisions, so skill checks, even granting minor information, tend to help move us to action.”

When I serve as DM for tentative group, I tend to make two adjustments.

First, I pose more choose-your-adventure-style choices.

This helps narrow a limitless range of options to a menu of sensible actions. At worst the table can vote. Often I nominate one player as caller-for-the-moment to make a decision. DM Tom Christy sometimes selects the most charismatic character—the natural leader. You can also nominate a leader based on circumstantial qualifications. Underground, let the dwarf choose the way. At a masquerade, the bard would lead.

Second, I may increase the amount of information I give before I ask the players what they want to do. This decreases the number of minor, often inconsequential, choices slowing the group.

With a typical group, when the players meet a character with clues to share, or when the players enter a new location, I withhold some easy discoveries. This gives players more to learn as they talk and investigate. This rewards action and leads to a more interactive game. So if the room has a mosaic, I’ll assume someone will take a closer look. If a wizard’s apprentice reveals that the archmage sought reagents, I’ll assume the party will ask for details. For most groups, this technique leads to a better game.

But if a tentative group needs to know that the archmage intends to make a golem, then the apprentice may become chatty. And I’ll just tell a hesitant group that the mosaic shows a priestess burying a scepter under a mountain with three peaks.

I don’t welcome such adjustments. They can feel like I’m dragging a particularly halting group to the finish, but no one wants a game that lags.

Phil Vecchione notes that groups become indecisive when they lack enough information to make a choice. He suggests bridging that information gap. Start by recapping what the players already know. Players feel confused more often than they ever admit—and more than we DMs care to admit. Share any useful information that the characters may know based on their in-game expertise. The characters live in the game world; the players just visit.

As an ultimate remedy, Phil suggests upping the urgency by adding new developments in the game world. So if the party continues to dither at the door, have something open it from the other side.

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.