Showing posts with label DMing Tips. Show all posts
Showing posts with label DMing Tips. Show all posts

Monday, February 19, 2024

Corkboards & Curiosities: a New Angle on DMing

Here's a new YouTube channel that's absolutely worth your time.  There's some clever ideas in this video I will absolutely be implementing in my campaigns soon (especially the "what are you thinking" one).



Sunday, February 11, 2024

Fun Dice Tricks with Map Crow

Map Crow is a YouTube vlog that’s hit-and-miss with me; when it’s hot, it’s pretty hot, but when it’s not, it’s pretty meh.  FOR ME, I’ll hasten to point out; there’s a lot of stuff being discussed out there this old troll has seen many different times over the years, nuggets of wisdom rediscovered by new generations.  Reminds me that sometimes the topic I think has been done to death is, in truth, a brand new revelation for somebody, especially with so many new folks entering the hobby.

 

Anyway, Map Crow’s latest is on fun random encounter tables, and he does some really neat stuff using 2d6.  The sum of 2d6 gives you what the encounter is, while the red d6 tells you what the disposition of the encounter, while the blue d6 gives you their distance from the party.  Check it out; he does some fun things with the interaction between the bell-curve and the flat curves, making a the extremely rare roll of snake-eyes really, really ouch.

 

His division of his map is similar to what I did when talking about Hex Mapping, but combining the table, the disposition, and the distance all in one roll is very clever.  I’ll still probably default to my own What-Are-the-Monsters-Up-To table (I’m too much in love with how you can roll differently for intelligent and bestial encounters on the same table), but game must recognize game!


Monday, January 29, 2024

Parley?

I’ve been too busy to keep up with the RPG blog-o-sphere lately (more on that later), so I missed this excellent article at Goblin Punch on negotiations between PCs and monsters/NPCs.  It makes a nice compliment to these two articles I’ve written on the subject:


Honey Cakes For Cerberus


More Honey Cakes for Cerberus


I’ve also got this handy-dandy random table for monster motivations that’s definitely in the top ten for things I’ve posted on this blog that I use most often. 


Monday, March 13, 2023

You Should be Watching Emergent GM

 This guy packs more in a two-minute video than most others manage in 20+ minutes.

Thursday, November 03, 2022

Playing with Adventure Frameworks

The bulk of my adventures fall into this formula:


Step 1: research.  The PCs are introduced to a problem but the cause is unknown.  They must find out what's causing it before they can solve it.


Step 2: complication.  Usually this is due to the baddies not being thrilled that the PCs are meddling, but sometimes it's just weather, local politics, etc.


Step 3: mini-quest.  The PCs know how to learn what they need to solve the problem (identity of cause or how to neutralize the cause).  A short, mini-quest is necessary to acquire what's needed.  This is usually a small dungeon (dozen rooms max), a heist, or a kidnapping.


Step 4: climax.  With the knowledge of who the villain is or the item needed to neutralize the problem, the PCs act directly to solve the issue.  This usually involves infiltrating a larger complex (24-36 rooms with multiple levels/zones).


This sort of set-up leans heavily and from the start into my favorite parts of RPGs: NPC interactions and exploration.  It makes understanding the fantasy world we're playing in important and useful.  It allows me to fine-tune how much combat is involved on the fly.  


It's also incredibly easy to reskin.  It doesn't care how the PCs are motivated; if they want to do good or earn coin, it's very easy to get them involved, and if they have other motivations, I can drop those into this framework as well.  


You can daisy-chain these pretty easily; the climax to to Problem 1 might due double-duty as the "mini-quest" for Problem 2.  Or a single mini-quest might relate to multiple problems.  



It's easy to modify.  You can change things up by having multiple mini-quests, varying the source of the complication, or creating multiple entry points.


It works great for pro-active players who have a goal they want to accomplish, as you can scatter these in their way.


Finally, and most importantly, it's great when the players zig where you expected them to zag.  You can draw out the research aspect or create a quick mini-dungeon on the fly, buying you time to craft a suitable climax for the next session.  

Illustrations crafted with Stable Diffusion and GIMP.

Sunday, October 17, 2021

Why Travel to the Grand City of Epic Grandness?

 


A black magic black market where you can get things you can't get anywhere else.

 

The Running of the Gorgons.

 

Win Fame and Fortune in the Arena of Death!

 

A massive library run by an androsphinx.

 

There's a mystery cult in the city that worships a mysterious god who grants bizarre powers.

 

The PCs learn the city is secretly run by:

  • a clan of wererats.
  • a cabal of warlocks.
  • a dragon.
  • an incubus who's seduced the Autocratix.
  • the Beggars' Guild.

 

The PCs learn that the city's premier sage is actually an arcanaloth in disguise.

 

The city is a port for skyships.

 

The city has gates to the City of Brass on the Plane of Fire and the City of Pearl on the Plane of Water.

 

The city is a teleport hub, with circles going to all the other major cities in the world (and possibly beyond). 

 

One or more of the PCs' mentors/family members lives there.

 

The PCs must travel to the city to receive an award (title of nobility, deed to a parcel of land, etc.) they've earned.

 

The city is built around magical springs that flow with enchanted waters.

 

The city is considered a neutral zone where creatures of all alignments and from across the multiverse can meet and engage in (relative) safety.

 

Neighborhoods of the city randomly shift into the Feywild, the Shadowfell, or the Ethereal Plane. 

 

The city is holding a tournament and the greatest warriors of the world will be competing.

 

The city doesn't know it, but it's hosting a death-match tournament between warlocks serving demons. 

 

The city is having a festival of misrule, when crimes are now legal and sobriety is punishable by being transformed into a goblin.

 

The city is having a masquerade festival, where everyone disguises their identity with masks and illusions and indulges their most secret desires cloaked by anonymity. 

 

Sunday, September 19, 2021

Trollsmyth's Quick and Dirty Setting Info for Players Checklist

 


0 - Really rough overview in one sentence (plus picture if possible) to give players the general idea.


1 - Name and basic form of government.


2 - breakdown of population by race.


3 - clothing and overview of culture (whenever possible, use pictures for this).


4 - a random life-path tables that players can roll on for what sort of situation they grew up in, possibly followed by early adulthood.


5 - gods worshipped there (just a name and basic description; if they want to know more because they want to play a cleric, have that somewhere else.)


6 - how magic is learned (school, apprenticeships, hedge-witches, etc.).


7 - list of towns and cities the PCs could be from, with a single sentence description (though might be best to wrap this into #4 above.)


8 - description of how names are constructed, plus a list of names to pick from.


You have, at most, 100 words for each section (not counting tables and name lists) and 50 words is much better ("brevity is the soul of wit" and all that), so you want to use random tables and pictures wherever possible.  

Sunday, July 11, 2021

Using the Real World to Create Post-apocalyptic Maps

 


1. Pick a city with a cool downtown, museum district, or shopping mall.


2. Print out a Google Map of the area.  You don't need (or want) the whole town, just the place with the coolest buildings.


3. Decide who the local power factions are and how they've split up the buildings.  Who is where, what do they have, and what do they want?  Double-plus good if some of those wants are mutually exclusive and are causing a low level of conflict.  (See Bartertown from Mad Max: Beyond Thunderdome for inspiration.)


4. With colored pencils, draw in fortifications.  Maybe the whole area is inside a wall, or maybe the different factions hate each other so much that they have individual fortifications for each area.


5. Go to the web pages for the cool buildings and see if they have maps of the interiors.  (This is almost a certainty for museums and shopping malls, though you'll have to go to city records or just make it up for behind-the-scenes areas.)  Outline how these buildings have been repurposed by the current residents.


6. Draw out a shanty town and farms to supply your post-apocalyptic city-state around the fortified areas.  


7. Mark down important resources the players will want to take advantage of in town: shops, skilled artisans, inns and taverns, etc.


8. Go back to Google maps and find some other cool areas that you can turn into encounter sites/dungeons.  Find out what treasures and dangers are there.  Write up a list of rumors that folks in your city might know about these places, and who might pay your PCs to go there and do things.


9. Profit!



Monday, August 10, 2020

D&D Nibble: Trailing Ghouls

The great Erol Otus' ghoul.
This is a little thing I’ve been toying with for a while, at least since my old Doom & Tea Parties campaign.  I’m writing it up now because someone on Facebook running 5e was looking for a mechanic to disrupt the PCs taking short and long rests.  That’s never been a big deal for me.  I enjoy this for the horror movie aspect of it.  Either way…

Ghouls are, of course, attracted to dead bodies.  The more dead bodies laying about, the more ghouls you get.

PCs generally leave a LOT of dead bodies in their wake.

The ghoul pack grows the more bodies the PCs leave behind.  Keep track of their kills and add ghouls as follows:

Every 4 Small corpses = 0-1 ghouls.

Every 2 Medium corpses = 0-1 ghouls.

Every Large corpse = 1-2 ghouls.

Every Huge corpse = 1d4 ghouls.

Every Gargantuan corpse = the pack abandons the PCs and just camps out inside the corpse.

 

For every 12 ghouls, add a ghast to the pack.


Whenever the PCs camp for an hour or more, they’ll notice the ghouls at the very edge of their vision, lurking and snuffling about.  Describe the furtive scuffling of their feet, the scrape of claws on stone.  As the pack grows, be sure to let the players know that there are more of them out there.  They grow louder as the pack grows as well.  If the pack comes to outnumber the PCs by at least 3 to 1, they dare to come closer.  They’ll howl at each other, get into fights with one another. 

But they won’t fight the PCs.  Not yet.  They’ll scatter as the PCs approach.  They flee if the PCs attack. 

Until the PCs take an 8 hour or longer rest.

The first time the PCs take a long rest AND the pack outnumbers them by at least 3 to 1, they hungry ghouls will attack about halfway through their rest.  The ghouls will flee when a third of their number have been slain.  And go back to shadowing the PCs. 

The PCs can prevent the pack from growing by disposing of the corpses.  Burying the dead only slows the growth of the pack, cutting additions to the pack in half (rounded down).  Poisoning the corpses does nothing; ghouls are immune to pretty much every poison known. 

Fully destroying the corpses with fire or acid is the only sure way to prevent the pack from growing.  Acid is quicker but both methods are time-consuming, especially if the PCs are trying to use cantrips alone to do the deed.   

Tuesday, April 02, 2019

What the Arkenstone Can Do For You

The PCs are finally geared up (or angry enough) to take on the dragon! It's gonna be a big event in your campaign (because: DRAGON!!!) and you want the treasure hoard to be worthy of it. How do you make it something truly special without making it stupidly huge? How can you make quality compensate for the fact that you're not actually giving your players literal hillocks and ravines of coinage?



 Here are some suggestions for things that have served me well over the years:

History


The dragon hoard par excellence is probably still Smaug’s, and it’s heaped with the story of the dwarvish kingdoms and their alliances and rivalries with their neighbors. Describing the treasure is one of the few times you have the undivided attention of everyone at the table, so it’s a great time to sprinkle (not dump) some exposition on your players. Coins bearing the face and name of the second Warlock-emperor of the Melechan dynasty (worth ten times their mere weight value to collectors), arrows crafted by elven fletchers to slay the Arch-lich Kazshet, or the gilded toe-bone of the poet-scholar St. Gweniach will draw a lot more attention to the history of your setting than any dry dissertation by long-bearded scholars or sleepy ents. Focus on bits of history that are or will be important to your campaign’s current events, and especially the active interests of your players and their PCs.


Danger


Smaug’s hoard contains the Arkenstone, a wondrous gemstone that bears more than a passing resemblance to the doom-fraught Sillmarils. Perhaps the Temple of the Risen Sun doesn’t think a reliquary of St. Gweniach belongs in the hands of murderhobos. Perhaps Kazshet’s agents infiltrated the circle of elven fletchers to add a curse to the enchanted arrows. Perhaps, as with the Arkenstone, there are cultural or personal or political ramifications to the ownership of some of that treasure. One of the things that makes The Hobbit stand out from generic fantasy fare is that there are exciting and fascinating consequences to the slaying of Smaug. So it can be with the dragons in your campaign.


Something Personal


This is a great time to make callbacks to the backgrounds of the PCs or events that happened earlier in the campaign. The paladin’s great-grandfather’s sword doesn’t need to be in the hoard, but there might be a sword that’s marked with the rune of a company of knights he once rode with, or the champion’s prize from a tourney the great-grandfather competed in. There might be a treatise on abjuration magic written by the wizard who was a mentor to the wizard PC’s teacher. There might be some piece of jewelry or other objet d’art that a villain vanquished by the PCs early in their careers sent as tribute or bribe to the dragon. Callbacks like this are a great way to make the players feel like their characters fit into the setting.

Monday, January 21, 2019

How I Include Magic Items in My Campaigns

This grew out of a Quora question on how "generous" DMs should be about handing out magic items. The answer, of course, depends on the sort of campaign you want. But I strongly err on the side of caution (or "tight-fisted stinginess" according to some of my players).

While I’m notorious for not giving away magical items, but the truth is, I give out lots of magic items. It’s just that most are one-use get-out-of-jail-maybe-not-so free things. Like a shield fashioned of rowan wood that can nullify a single spell of third level or lower, but shatters when it does so. That works well for me, but not for thee. So keeping in mind the needs of your own campaign and what brings the fun for you and yours, here are some suggestions about how to give out magic items:

What do you want the PCs to be able to do?

You might love werewolves and want to get lycanthropes into the campaign as quickly as possible. Or maybe you’ve got some great ideas for undersea adventures and don’t want the PCs too hampered with not being able to breath down there. Or maybe you think dragons are the bee’s knees but don’t want the PCs to flee in terror due to their fearsome aura. Maybe you want a jet-setting campaign that has the PCs chasing clues from one end of the world to another (cue the red-like map from Raiders of the Lost Ark). Or you want them to encounter lots of unique and alien cultures but don’t want their interactions bogged down by language barriers.

Magic items that remove hurdles that impede everyone getting to the fun are the first things you should think about giving out. Just make sure you’re not squashing someone’s character concept (a lie-detector when one of the players wants to play an Inquisitive), or short-circuiting what is the fun for you (like removing logistics as a concern when you really want a big, long-distance hex crawl).

Like unto this are…

What can’t the PCs do that might be important?

5e assumes the average group to be four players and a DM. Even with the game spreading around abilities like healing, that can mean that something gets left out. If the PCs are woefully lacking in stealth, or tanking, or healing, or intelligence-gathering, give them some magic to fill that gap.

Once you’ve got these bases covered, you may want to…

Take it slow.

It’s easier to give additional magical goodies than it is to take them away. So be stingy at first. If you’re not sure if you should give them a particular ability, make the item have limited uses (like a wand or potion).

Also, keep in mind that 5e is built around bounded accuracy. You can blow that up if you give away lots of things that improve AC. Avoid giving away magic items that raise ACs at all, and try to keep ACs below 24 if at all possible.

But if you’re going to do all that, you’ll probably also want to…

Make it cool!

If you give out fewer items, that means you can spend more time on the items you do give out. Give them names and histories. Who else used this item in the past, and what did they do with it? Are there those who particularly hate the item due to how it was used in the past, or who might feel it rightfully belongs to them? Will people recognize the item and admire the PCs for having it?
Does this item have cosmetic effects (cool lights or veiled in a bloody mist) that make it stand out? Are there side effects to calling upon its most potent powers? Does the item need special care or recharging?

Taking the time for even cosmetic changes can make the magic in your campaign unique. This is one of those areas where a little extra work will go a long way, especially as players realize that their treasured magic weapon isn't from a generic list in the DMG, but something special, made just for their campaign. You also have the players' undivided attention when you talk about treasure, so here's your best opportunity to include exposition you want remembered.

Wednesday, August 15, 2018

The Stars are Right!

Had a character-building session for the new campaign last night. After we worked out who the characters were going to be, I dropped just over a thousand words on them of house rules (though much of that was a Table of Death & Dismemberment; more on that later). As the setting has an ancient-word vibe, I wanted to include some sort of astrological connection to things. At first, that was largely going to be supplied by the hidden enemies of civilization lurking in the perfumed, flower-laden jungles of Kiru and the various uncharted islands of Zob. But then Jeff Rients posted this bit of awesomeness and I had to do my own.

Alas, my dice have gone through multiple purges, and I don’t have so many ugly ones left. But by mixing some of my few older dice with some acquisitions from GenCons recent and past, I was able to find seven dice that would fit the bill nicely. I’m also far lazier than Jeff; I was not about to come up with a massive list of correspondences like he did. Instead, I limited myself to pairs plus groups of three or larger where what matters is the die with the most sides. This makes the list far more manageable, in my opinion.

Like Jeff, I only put good things on the table, and for the same reason; enlisting the players to keep track of this sort of thing makes it a lot easier to enjoy. At the start of most sessions (or in the middle of a session if at least a week passes), I’ll roll a d6, a d8, 2d10, a d12, and a d20. If any of those dice come up with matching numbers, those stars are said to be in conjunction. Consult the chart to find out what benefit is available while the conjunction lasts. To use the benefit, everyone in the group must agree.

The benefits of most conjunctions involving just two stars can only be used once per conjunction. The benefits of more than two stars in conjunction are dictated by the largest star (highest number of sides) in the conjunction and remain in effect for at least one day.


Thursday, June 14, 2018

Elite: Not So Dangerous

The Thargoids are here! For definitions of “here” that are limited to certain locations in the game Elite: Dangerous, anyway. And ObisidanAnt, premier journalist of the game, asks, “Does anybody care?”

The short answer is that some do, but most don’t, and I’m pretty sure this is on purpose. One of the sacred cows of these sorts of games is, “Don’t impact the fun of the players.” For the most part, this gets translated into, “Whenever you add some new content to a game, make sure people can ignore it if they want to.”

This makes sense. After all, if you’ve got tens of thousands of players having fun, you don’t want some new, untried, and experimental content harshing their buzz. But it also traps the game in its current state. Nothing momentous can happen because truly momentous things can’t be ignored.

ObsidianAnt observes that, while everyone thinks the Thargoids wrecking space stations and leaving them on fire is cool, not everyone is gung-ho about hauling the massive list of materials needed to repair them. And why should they be? Let’s be honest: a burning station is far cooler to fly past than another perfectly normal and functioning station. Sure, you can’t really get all the normal services at a wrecked station, and they can even be hazardous to dock in, but that’s not a huge deal when there are almost certainly other stations and even planetary bases elsewhere in the system to dock at. And these invariably have not been affected by the Thargoid attack. Because if the Thargoids could disrupt an entire system, then players would have a harder time ignoring them.

This should bring to mind Jeff Rients’ Broodmother Skyfortress. That game is all about blowing things up: favorite taverns, political alignments, even the very mechanics of the game the players have come to rely on. When the Broodmother shows up, you can’t ignore her and her brood. It’s do-or-die time and no matter what you do, your campaign will never be the same.

And it is AWESOME!

Granted, it’s far safer to take these sorts of risks around your table. Your players are probably not paying you to play and you’re not relying on them to keep the lights on. And if some change really does the dead-fish belly-flop at your table, you can always retcon it out of existence. Frontier Developments don’t have that kind of flexibility or security. But if Elite: Dangerous has a problem it is this: nothing really matters. You can wrack up your various scores (ships in your stable, credits in your account, prestige titles, etc.) but there’s little you can do with that stuff that’s meaningful to the game as a whole. For good or ill, it’s difficult to have any sort of visible impact on the world of the game. Which means your fun is unlikely to be interrupted, but it also means once the fun is over, there’s really nothing left to hold your interest.

For something like the Thargoids to matter, they have to have some impact. And for them to truly have an impact, something needs to be at risk. And risk is far easier to pull off around your kitchen table than it is on a triple-A computer game.

Tuesday, June 12, 2018

Whither Weather?

Over on the GeePlus, Steven Menteer asks: How do you make weather meaningful both in terms of story and game mechanics?

He’s asking this in the 5e group, but I’m going to answer mostly generically here. Story-wise:


  1. Weather Reflects the Story: dark, heavy clouds hang oppressively over the lands of the tyrannical evil baron. Mischievous autumn winds catch up the motley leaves in a wild and playful dance through the streets of the halfling village. For miles around the dragon’s lair, the land is barren, the wells dry, the creeks choked with dust, and even the warmth of the sun is sucked away by a persistent haze, until only a dull, bloody glow permeates the veil of dust.
  2. Weather as Antagonist: this can be implied, as in the stories of Jack London, or some degree of literal, as in Caradhras in The Fellowship of the Ring or the darkness in Veins of the Earth. Nature is trying to defeat you somehow and the weather is one of its tools to do so. Passes will be snowed in, damp wood refuses to light or only allows weak, smoky fires, deep fog hides the movements of enemy troops, ice breaks underfoot, rocks or even entire trees fall on you, snow and mud reveals your tracks and slows your pace, pollen clogs your nostrils and stings your eyes, gales howl or winds refuse to blow and becalm your ship… The possibilities are endless here.
  3. Weather as a Weapon: like above only possibly more limited. Lots of “epic” critters have Regional Effects they can invoke along these lines, such as the kraken’s control weather ability and the chilly fog or swirling blizzards that surround a white dragon’s lair. Druids and other spell-slingers can also mold the weather with their spells aggressively.
  4. Weather that Marks the Passage of Time: spring rains, muggy summer nights, crisp autumn evenings and icy winter mornings help set the scene and let your players know that they’re exploring a living, breathing world. And you don’t need to stick with the standard weather patterns either. You can have exaggerated weather patterns (“Winter is coming.”) or more extreme weather patterns (dry vs. rainy season of the Serengeti, tornado season in the Great Plains, the monsoons of India and Arizona, etc.) and the cultural events that surround them.

As for rules, 5e makes this pretty easy. Even if you don’t use the exhaustion rules on page 291 of the PHB, it’s easy to include the effects of weather as advantage or disadvantage on a roll. Heavy rain or howling winds or smothering fog impede your perception checks. Rain or snow can obscure footprints. Strong winds can push arrows and javelins off target or diminish their effective range. Being forced to sleep in the open while bands of cold rain sweep over the moors could prevent the PCs from enjoying the benefits of a long rest. If you’re feeling really nasty, persistent rain could soak the PCs belongings, ruining maps or mildewing spell scrolls (a survival check could dictate how well the PCs protected their belongings from the insidious damp).

That all said, I probably wouldn’t invoke rules on weather unless it served your game. This sort of thing is a no-brainer in survival-focused Old School play, but if you’re all about the super-heroic epic conflict, I’d probably not even bother with the weather except as set-dressing unless it was actively being involved in things by some power interested in what the PCs were doing or attempting to thwart. Weather-as-nuisance is a thing that happens in real life and totally fits when the PCs are trying to scrape a living from a harsh and uncaring world. Weather-as-nuisance is just annoying when the PCs are all about thwarting the Arch-lich’s plans to replace the High Queen with a transformed red dragon right in the middle of her coronation ceremony.

Art by Pierre Auguste Cot.


Tuesday, May 15, 2018

Down-time Ding!

I recently dropped GP-for-EXP in one of my 5e games. It works great until about level 5. At that point, on a 1-for-1 basis, it starts getting silly. 6th level requires 14,000 EXP. I was saying PCs get 1 EXP for each gold piece they spent, and they could spend it on anything they wished. Unfortunately, 14,000 gp is insane. That’s individual, not total, so if four players pooled that kind of cash (56,000 gp) they could buy two warships, five longships, 50 spyglasses, 140 warhorses, 280 elephants, 1,000 camels, or 746 hand crossbows. Which would be great if the PCs were trying to start the world’s biggest circus or bankroll a small war. But keep in mind that this is only going from 5th to 6th level. Each character going from 9th to 10th level would need to spend 64,000 EXP, so its more than each of the things listed above before they’d pool their money.

Now, it’s entirely possible to organize a game to work with these sorts of numbers. According to the DMG, 5th through 10th level play is described as “Heroes of the Realm” tier play, so you could totally have the PCs involved in political shenanigans that would warrant those sorts of expenses: outfitting mercenary forces to supplement their liege lord’s border defenses against a rampaging orc horde, for instance, or an expeditionary force to a distant and exotic locale. From 11th to 16th level (“Masters of the Realm”) the PCs could be funding their own colonies on the edge of the wilderness old-school style and paying the upkeep on their own personal armies. And that’s a fun way to play, and fit our expectations of the game back in ‘80s. So yes, I think 1 EXP earned for each gold piece spent can work. But it does require the campaign to scale up sharply as the PCs level up.

Unfortunately, the campaign in question was a far more intimate thing, dealing with the politicking of neighborhoods and guilds. Granted, this was in a massive city, and reading about the history of the Roman Republic (Amazon Associates link) has given me some ideas on how the gold could have been spent to further that sort of play. In fact, studying this more closely I’m now kinda jonesing to run a game with that sort of structure. But that’s not how things were set up for this particular campaign, or how we’ve been playing the game. So it’s gone off the rails and I now reward levels on a completely subjective basis.

So yeah: new ideas for a new campaign. What’s new, right? 😉 But alternatively, I’ve also been tinkering with an alternative leveling-up system that would keep things on the small and intimate side. This system would allow the PCs to level up whenever they wanted (and could afford) to take the time. It would work like this:

Whenever the players wanted to level up their PCs, the PCs would have to spend at least one week preparing for and then actively studying/praying/communing with totems/etc. They would need to spend their normal costs-of-living amounts (bottom of page 157 in the PHB) plus 20 gp per level they wished to attain (so 100 gp to go from 4th to 5th level) per week. At the end of that week the player would roll a d20. If they rolled 20 or higher, the character leveled up.
If this isn’t the first time they’d spent a week trying to gain this level, they get to add +1 to the roll. For each two contiguous weeks they spend, they add another +1 (so spending four weeks in a row to gain a level gets you +2 on the roll). They might also get additional bonuses for having a mentor who is at least the level they wish to attain, special materials or the like.

Players can attempt to level-up their characters anytime they have the cash and time to do so. However, they must be in a relatively safe and civilized place, somewhere where they are not actively adventuring or traveling. Small, short events don't interrupt this training (getting mugged, attending a ball, rescuing kittens from trees), but being forced to travel more than six miles in a single day or spend most of a day in life-or-death situations (that isn't the training) will ruin it. Also, each week must be seven contiguous days of studying; it can't be broken up. Once the have leveled up, they can’t do so again for at least twelve weeks.

This sort of scheme absolutely demands down-time. If you run the sort of campaign where it’s a cliffhanger every week and players hop from crises-to-crises, this ain’t the leveling-up system for you. However, if you love slice-of-life sort of play, where you can actually delve into what else is happening during that down time (politics at the cleric’s temple, rivalries with warlock’s patron’s other warlocks, etc.) you can have a lot of fun with this sort of thing. If you want to slow things down and enjoy the scenery more, this is probably a good fit for your campaign.

The big caveat here, however, is with the random rolling it’s entirely possible you’ll end up with characters spread across levels, with high-rollers two or three or more levels advanced from the unlucky. You can absolutely weight things for those who’ve rolled poorly by offering them resources to help out. It might also make sense to extend the length of time that has to pass between a successful leveling-up and the next attempt in order to slow down the lucky. Or you can dictate that a character automatically succeeds if another PC is at least two levels higher than them.

Friday, March 02, 2018

Diversity in the Dungeon

Guess what’s back? Quantum ogres! Only the folks talking about them may not know that term. And hey, straight up, I understand the appeal. Well, ok, I understand the heartbreak of pouring your soul into a thing only to have the PCs bypass it.

What I don’t understand is the notion that railroads save the DM time. Sure, you only have to prep stuff that will actually show up in the game, instead of all the different possibilities. But look at all the work that has to go in to that prep:


  • You have to accurately guess what the players are going to want to do at game time, often days or weeks in advance.
  • You have to make sure it’s balanced to the abilities of the PCs and the players (and, again, often days or weeks in advance).
  • And it needs to be entertaining because if it falls flat, you’ve got no Plan B.


Conversely, if you give players actual choices, you take a lot of the stress out of DMing. For instance, let’s suppose the PCs need to cross a massive chasm deep in the Underdark. Their options might include:


  1. A bridge guarded by duergar raiders.
  2. The magically labyrinthine alleys and shops of the Goblin Market.
  3. A trolls’ tea-party on a flying carpet.


Right there we’ve got all three pillars of 5e D&D. If the PCs want to fight, they can attack the duergar. If they’re more in the mood for exploration, the Goblin Market’s got them covered. And, finally, tea-parties with trolls are available if the players are in more of a social mood.

Instead of trying to guess what the players are going to want to do on a particular day, I give them options. Instead of trying to balance the encounters, I let the players decide how much risk they’re willing to take on. And if the option they pick turns out to not be as fun as expected, they can always go back and try one of the other paths.

Most importantly, instead of being the players’ dancing monkey, we’re all involved in creating a good time together. The DM is not the sole point of failure at which the whole thing falls apart or succeeds. Everybody at the table is invited to lift some of that weight and be responsible for their own good time.

Tuesday, January 23, 2018

Creepiest Spells in 5e D&D

I’ve grinched before about the lack of magic in 5e’s magic system. The spells themselves blow hot-and-cold. Too many simply do damage with only the thinnest veneer of flavor or, a favorite trick of 5e’s, do damage and have a secondary mechanical effect; Guiding Bolt, for instance, which does damage and gives the next attack on the target advantage.

But then you’ve got gems like Hunger of Hadar or Crown of Madness which are full of creepy atmosphere. In Hunger’s case it’s largely cosmetic (at the end of the day it’s largely just plopping dangerous terrain that is impossible to see through, another favorite trick of 5e’s).

While none of these rise to the level of Raggian twistedness, there are still times when a little extra creepiness fits the tone of an encounter or an adventure. Collected here are the spells I consider the creepiest from 5e.

Do note that this is a very personal list. It’s based on my own preferences and on how I normally see D&D run. For instance, flame spells ought to be horrifying. Even the lowly Flaming Hands spell is, in effect, getting hit in the face with a flamethrower. But burns in D&D land don’t work like burns in the real world, to the point that meeting someone who’s actually badly scarred from getting 3rd degree burns just yanks you out of story; burns don’t cause permanent scarring in D&D, certainly not if they’re healed via magic. No matter how many times the red dragon breathes on you, an eight-hour nap is all it takes to shake off the worst effects.

Likewise, just doing necrotic damage isn’t enough to warrant a spot on this list. Nor is acid or poison damage, as horrifying as that ought to be. Repeatedly going to those wells has reduced all of that to mere lost hit points, easily regained.

I’m also ignoring charm spells for the most part. Sure, those are creepy if you really think about it, but most players don’t when they’re at the table. They’re difficult to adjudicate and their potential for creating drama at the table (rather than in the world) is high, so they deserve their own discussion.

Still, that does leave us with a number of spells creepy enough to fit an already disturbing atmosphere you may be trying to maintain and deepen. Let’s take a look:

CANTRIPS

You’re going to be seeing numerous mentions of Xanathar’s Guide to Everything because that book punches above its weight when it comes to atmospheric spells. Among them is the cantrip Infestation. Yeah, mechanically, it’s just some poison damage and a forced move (that doesn’t provoke opportunity attacks), but if you’ve already talked up all the creepy-crawlies in the dungeon, this one is sure to get a reaction from bug-phobic players.

1st LEVEL

Armor of Agathys and Hellish Rebuke both have a nice write-up and both fall into the school of stop-hitting-yourself spells. I’ll admit, the write-ups for these spells are ok but not terribly creepy; they’re mostly on this list for their power to make players stop and re-evaluate their tactics which, I think, magnifies their otherwise meh-level creepiness.

Crown of Madness goes beyond most charm spells. It’s not just mucking about with someone’s impressions, but full on, “You are my puppet! Now kill your friends!” The FX are just icing on the cake. If the barbarian fails his save on this one, sure, he won’t be raging, but the rest of the party will radically shift their priorities until this is no longer an issue.

2nd LEVEL

Not much here. Melf’s Acid Arrow ought to be spooky, but it’s just more damage of the acid type rather than, “ARRRRGH! It’s burning through my face!”

3rd LEVEL

Hunger of Hadar combines blindness (even for those pesky races with darkvision), difficult terrain, and nasty damage with some excellent FX. Even more effective if you add some panic by telling players they have no idea where the edge of the Hunger is, and they blindly stumble about trying to escape.

4th LEVEL

Blight is mostly here for its ability to kill plants. It’s a straight up “Look how toxic I am!” thing that makes the practical application also the cool FX.

5th LEVEL

Cloudkill is on the list because it invokes the horrors of mustard gas and the first World War. It’s the spell to use if you want your bad guys to prove just how vile they are by turning it on entire villages or mobs of protesters or the like.

Contact Other Plane
is a classic, and probably the only spell in D&D that reminds players that magic is something mysterious and dangerous. Really wish the game had more like it.

Danse Macabre and Negative Energy Flood are both from Xanathar’s and both here because they create undead. Negative Energy Flood is slightly creepier in my book because it animates PCs killed by the spell, pre-empting attempts to bring them back from the dead.

6th LEVEL

Create Undead does exactly what it says on the tin. That’s always great if you play it up right.

I love how Flesh to Stone in 5e is a slow, creeping process. Sure, it means you’re more likely to save out of the effect, but it’s also got this great, gradual body-horror thing going on that it didn’t have before.

Soul Cage
is from Xanathar’s and is another lovely baddie spell, allowing you to not just steal a soul (and possibly pre-empt resurrection) but then torture that soul in multiple useful ways. All your darkest baddies should have a soul in their pocket for use with this spell. Preferably the soul is connected in some way to the PCs.


7th LEVEL

Finger of Death is here because it turns those it slays into undead. That’s always a fun, creepy trick to pull on your PCs. Power Word Pain is all about the FX; be sure to cast it on the character of the hammiest player in your group, who will delight in acting out just how their character reacts to its tortures.


8th LEVEL


Like Hunger of Hadar, Maddening Darkness blinds even those elves and half-orcs and the like who have darkvision. Alas, it doesn’t actually cause madness, and for that it nearly got dropped from this list.

Abi-Dalzim’s Horrid Wilting, from Xanathar’s, is Blight turned up to 11. The FX on this one is to kill every non-creature plant in a 30’ cube, and that’s on top of whatever other damage you do to creatures. Again, the message is that whoever casts it is toxic as hell and doesn’t give a damn about collateral damage.


9th LEVEL

Xanathar’s Psychic Scream literally makes people’s heads explode. What’s not to love?

Weird probably works best for smaller, more intimate games, where you spend a lot of time in the heads of the PCs. You can have a lot of fun forcing the PCs to confront their deepest fears with this one.

So that’s my list of creepiest spells in D&D. It’s pulled almost exclusively from the warlock and wizard list, so I may have missed some gems from the druid and cleric lists. Let me know which I missed, please.

Painting by Pieter Claesz. Not sure who took the gas mask photo.

Monday, January 08, 2018

Murphy Bal is Dead. Again.

So last week on the G+, I said: Maximum drama happens when there's more at stake than hit points and life-or-death. Especially in a game where bog-standard 5th level clerics have the ability to return the dead to life.

Zak replied: First sentence: asserted but not proved.

Second: If that cleric is always available and able to resurrect someone, you're playing a very different game than me,


Fair enough. I’m not going to get into too much detail on that second part here. Suffice it to say, my experiences with 5e have been either the party suffers a few momentary casualties quickly resurrected by the cleric, or the cleric goes down and then everybody else follows, leading to a TPK.

Granted, this might say more about the way I run D&D than anything else. A similar pattern emerged in my 2nd edition college game. Basically, a few characters would die, but the rest would do what was necessary to resurrect them (amass the treasure and necessary body-parts depending on what level of bring-back-the-dead spell they could cast), or we’d get a TPK (happened thrice that I can recall, and one of those was due to the party splitting up and wandering off into the dungeon in twos or ones).

Where a 5e cleric of 5th level can bring you back from the dead if they get to you within a minute, 2e clerics need to be 9th level (though the body can be one-day dead for every level of the cleric, so over a week at least). But the campaign was purposefully high-magic, with lots of high-level clerics and wizards running about. If you could scrape up enough cash, you could purchase resurrections from a temple in any reasonably sized town. You had to be on good terms with the priests and the deities involved, but that generally wasn’t a problem for our heroes.

Which was good, because death happened a lot. Most often to the elven trouble-shooter thief, Murphy Bal, who couldn’t resist big, shiny buttons. The poor dear got mauled when she tried to listen at a door that was a mimic, ambushed by a purple dragon, and disintegrated when mucking about in a lich’s lab.

And yet, this remains one of the best campaigns I’ve ever run because the players cared about the world their heroes lived in.

Ok, first, off, yes, the threat of death can be thrilling (though in this case, I think the threat of being mauled in various ways was as great as the threat of death). And we all know that a countdown raises tensions even if we’ve got no idea what’s being counted down, or what happens when we reach zero.

But there’s more to drama than just tension. Conflict, hope, empathy, emotional investment, and giving a damn about the consequences are what really matter here. These are the things that make that countdown of hit points really matter. Sure, it bites losing a character, but it’s even worse when you realize that character never got the chance to tell the elf sorceress he was crushing on how he felt about her, or when the character’s death means the destruction of an in-game institution, a location the players and PCs built their imaginary lives around.

Now I’m going to take this a step further: the best drama happens when you’re not rolling dice, when there’s nothing between the player and their character, when the numbers and the bonuses fade away and there’s just immersion. When the story grips you like your favorite tug-at-the-heart-strings anime, when getting the medicine to your beloved’s sick granny, or two PCs are vying for the same love interest, or the fate of kingdoms hangs on the paladin’s devotion to honesty, or the only way the wizard is going to get her hands on that spell she’s wanted for so long is at the cost of a friend’s soul.

That’s where the best drama comes from. But don’t take my word for it; here’s Jeff Rients in Broodmother Skyfortress:
…for our purposes here you will really need five or six good campaign features ripe for demolition. Do yourself a favor and pick the places that make you ache when you contemplate their destruction. That genuine pain will carry through at the table and help you communicate the pathos of the loss of the Last Faerie Circle or the Blue Boar Inn or whatever. Ideally, your players will grok that this place wasn’t built specifically to be knocked down; rather, Grim Fate has come to rest upon something even you, the Referee, thought might stand for the rest of time.

That’s the best drama, and no dice-rolling or character-sheet tallying required. Granted, you probably can’t pull this off on day one. You need to lull your players into caring, seduce them into an emotional investment, the same way your favorite novels lure you in with empathetic characters who are then tortured for 200+ pages for your sadomasochistic amusement.

Luckily for you DM’s, the players have already done the heavy lifting by creating characters they like and care about. All you have to do is tug on those hooks they’ve given you and raise the s

Sunday, November 26, 2017

Getting the Most From Backstories: for the DM

This is more of those advanced DM challenges that are almost certainly not for beginners. The challenge itself is pretty simple to explain: make the PC’s background more important than the PC’s class.

If you’re playing 5e RAW, your players are picking a background. They get the proficiency pips for the skills that come with that background and then, all too likely, are completely forgetting about it. Don’t let them!

There’s a ton of cool stuff you can do with the PCs backgrounds. Some practically hand you adventure hooks, like the sage’s “letter from a dead colleague posing a question you have not yet been able to answer.” Others imply connections, both good and bad, like the noble, acolyte, criminal, and guild artisan who are members of larger communities. The urchin might be an orphan, but they probably know everybody in the seedy part of town, and the sailor and soldier were part teams whose members are probably still out there somewhere.

Adventure hooks, especially at the opening of the campaign, are wonderfully nice to have, but we’re looking for deeper engagement. Time to put on your Mephistopheles hat. Get the players to start thinking about their backgrounds by making it clear that backgrounds are a good way to solve problems. You might need to prod a bit at the beginning; mention to a player that they might be able to get reliable information by asking this person they know. Need to find the Thieves’ Guild? The urchin knows a fence who used to work for them and probably still does. Need to find out more about the ruin they’re planning to loot? The sage knows a local specialist on the historic period when the ruin was built. Need a guide through the swamp? The locals might open up to a folk hero and divulge which smugglers and poachers are trustworthy.

Keep a list of the PCs’ background handy and consult it often. Whenever a player asks, “Do I know anyone in this town/tavern/jail/etc.?” check the backgrounds first and look for an excuse to say, “Yes!”

The goal is to get the players to bring up their backgrounds whenever they’re faced with a conundrum. If you allow the players to go to that well often and profitably, with solutions, good hints, and timely warnings, they’ll start to rely on it. The goal here is to have one player say to another, “Hey, surely your guild merchant knows somebody who…”

And then you can start to rope them more tightly with conflicts. The local entertainers support the Queen’s faction over the Cardinal’s. The sailors want a more aggressive foreign policy that will sweep the pirates from the Inner Isles. The local community of the learned is riven with internal politics and back-stabbing. Let the PCs get involved and make a difference, especially as success leads to greater prestige.

But if you really want to hook them, give them a big, juicy mystery. The secret leader of the warlock-bandits is really an old chum from the university; the urchin’s childhood buddies from the street are being murdered; a ship the sailor crewed sails in with all hands missing and a hold full of barrels of salt water; the soldier’s old unit is disgraced and cashiered for an offense they couldn’t possibly have committed. Of course tie that in with the larger plots of your campaign. Weave the backgrounds of the PCs into the ongoing conflicts of the setting and the larger mysteries they’ve expressed an interest in.

Old School DMs, you’re not off the hook here, though I suspect most of you already do this to some extent. You just wait later to get started. Building relationships, callbacks to earlier adventures, enemies made and allies won, start to dominate the campaign. It’s a natural progression when the first three or four levels is the PCs’ backstory. Since they build it together, it’s less about this character or that character and more about all of them together. Whether that’s a bug or a feature depends on you and your group.

Art by Rembrandt.

Wednesday, September 27, 2017

Pen and Sword in Accord

There's a lot here I agree with. Especially:

As much as I try and present a story for the players to help flesh out though, I keep in mind that this is a game. In all but the most extreme circumstances, I let the dice "fall as they may", and try not to twist the rules simply to accommodate my story idea.

As it turns out, I think letting the dice fall where they may makes for a stronger story experience. One of the challenges for writers of fantastical fiction is making the world and characters feel real enough for the readers to invest in (aka verisimilitude). When writers talk about creating and preserving verisimilitude, they actually use phrases like: "Your world must be consistent; don't break its internal rules!"

When you fudge a die roll or pretend, "Well, ok, that will work this time," you're damaging your verisimilitude. You're weakening your story. (Likewise, when you whip out your story points to change the rules temporarily, you're weakening verisimilitude unless those story points have actual existence within the world of your story. This is why I can't enjoy most story games; they actually have mechanics in them that damage the story!)

But when you apply the rules of your game consistently, you strengthen the verisimilitude and you make the story more enjoyable. When players know how their magic works, or how likely they are to defeat a troll, or how the city guard will react when they discover a pick-pocket, they can invest emotionally in their characters and the world they inhabit.

In short, if you want your RPG sessions to have the effect of a story (rather than just mimic the structure of a story), you need clear, understandable, and consistent rules. (It’s not all you need, but without them you’re not even going to get started). This is also why it’s important that the rules you choose actually promote the sort of story you want to tell. If you’re fighting your rules, you’ll constantly see your story drift away from the look-and-feel you were aiming for.