Showing posts with label DM screen. Show all posts
Showing posts with label DM screen. Show all posts

Monday, February 29, 2016

When Did We Stop Trusting Our Dungeon Masters?

As some of you no doubt know, I was at Capricon on Valentine's Day weekend. I've been on that convention's programming schedule for a few years now, but this was the first year I was on panels about roleplaying games. I was surprised to find them at a sci-fi convention, more surprised by how well-attended they were, and even further surprised by the attitudes of the audiences.

Specifically I noticed a trend which, now that I'm looking at it, I should have seen before. Simply put, the older the edition a gamer started with, the more likely that player is to trust the DM. The newer an edition, the less likely a gamer was to just take the DM's word for it.

You triggered the trap. No I'm not showing you the die. Take 25 damage.

The Issue of Player Trust


I'll give you an example. A little less than a year ago, I wrote a post titled Should You Use A DM Screen? There were two types of responses to that post, with almost nothing in between. The people in the first group said, "of course you should, the screen is there to help you keep the story going." The second group said, "no, any DM who tries to hide his die rolls from you isn't someone you should play with."

So much fear, over such a little thing.
This break down in trust, I think, comes from how the DM's role has altered over time. In older editions, the rules were pretty fast and loose, which meant that the DM was a much more hands-on influence in the game. As games evolved, though, they became more codified. While there are a lot of games out there which are light on the crunch, games like Pathfinder and Dungeons and Dragons chose to spell out the rules for practically everything in specific terms.

That means if a player wants to tumble past an enemy to get on his weak side, he doesn't have to ask the DM to randomly set a difficulty; it's already in the book. If a player wants to climb a wall, intimidate a foe, or craft a specific magic item, those things are all in place already. While the DM still has the power to make things harder, or to do things differently, the mechanics in the book have already been carefully balanced and tested. In many situations, it would be like building your own bike from scratch when there's a perfectly functional BMX already sitting in your garage.

Because players know so much of how the game functions (if they read the manual, at least), there's also this idea that they're on a more even footing with the DM. Sure, the DM can still choose the monsters, the weather, and the terrain, but there's a sense that the rules apply to every character on the board, and that everyone should be held to the same standard. So, when the DM rolls dice behind a screen, there's no guarantee that the DM isn't just making up numbers. When a player puts in the crunch time to build a powerful character by the rules, there's something galling about the idea that the DM can just say "no, it hits you," or, "no, you miss," regardless of your efforts as a player.

The Advantages of The Unknown


On the other hand, the DM screen is a valuable tool for creating tension, and for keeping a story going. Even something as simple as making the rogue's Perception checks behind the screen can keep the party guessing. Even if you never once fudge the dice, either for or against your party, not letting the party see the number on the die takes away their ability to extrapolate what a monster's AC really is, and it cuts off any metagaming when they roll a natural 1 on the die, and are told they don't see any traps.

I check again... for no particular reason.
The same is true of almost any situation. If you're in the middle of combat, and you roll a die behind the screen, your players are focused on how the dragon's claw slammed into the ground bare inches in front of the fighter, glancing off his shield. The implication there is that the fighter's shield bonus to his AC is all that saved him from the beast's claws. Even better, there's no 5 on the D20 for players to see and think "oh god, it nearly hit our tank on a 5... we're so screwed!"

And, while not required, there is the ability for a DM screen to change the way the story is going. If, for instance, random orc #4 rolls a natural 20 against the party wizard, then the DM can just say it was a regular hit. Or, if he's feeling generous, that it was a near hit, but the ax tore through the mage's robe, glancing off his protective barrier of magical force at the last second. That isn't an option you have available when the entire table saw you roll that natural 20, and you're at a "let the dice fall where they may," sort of table.

Can You Get Your Players To Trust You?


All too often a DM's attitude is, "it's my game, so it's my way or the highway," but if there's a trust issue between the players and the DM, that's just going to throw kerosene on the blaze. So, instead, it's important to discuss how you want to do it in your game during your Session 0.

If you're unfamiliar with this idea, Session 0 is basically where you lay out what you want to do as a DM, including the game you're playing, house rules you're putting into play, restrictions you want, and of course, how you intend to roll your dice. For more about this, in case you haven't been doing it at your table, check out The Importance of "Session 0" in Your Tabletop Games.

Some groups will simply never agree.
If you have players who want you to roll your dice out in the open, and as a DM you'd rather keep them to yourself, that's something you should talk out. Ask, for instance, why your players want that. Is it just during combat they want to see the dice? Or is it all the time? And is it just because that's the way they've always played, or because they don't trust you to give them the straight dope on what actually happened?

There's a lot of ways that conversation can go, but it's something you need to have settled before you start your campaign. Additionally, there's nothing that says you can't start one way, and then change it if the table agrees they don't like it.

And if you're the sort of DM who can't get his or her groove on with/without a screen in front of you? Well, then make sure your players know that's part of the deal when you extend the invitation. That way you know, up-front, whether it's going to become an issue.

As always, thanks for stopping in to see what I have to say. If you'd like to help support Improved Initiative, then stop by The Literary Mercenary's Patreon page. Even a pledge of $1 a month can make a big difference. Lastly, if you want to keep up to date on my latest posts, then follow me on Facebook, Tumblr, and Twitter.

Saturday, March 28, 2015

Should You Use A DM Screen?

Typically during crunch week I present a post on a specific rule, or a character build. This week though I'd like to talk more about rules in general, and about one of the popular tools to help keep the difficult balance of rules and storytelling dungeon masters often face. Where do the numbers and formulas stop, and the overall narrative begin?

Behind the DM screen, if you're using one.

The Dungeon Master Screen: What Is It For?


For those of you not familiar with the DM screen it's a fairly simple piece of equipment. It's a tri-fold piece of cardboard that hides the DM's die rolls and monster stats from players, and which has handy charts and cheat sheets on the inside so the DM doesn't have to constantly crack books and look up obscure things like grappling rules or climb check difficulties.

It also has charts with appropriate punishments.
A DM screen is not a necessity. In fact I've played with very few DMs who actually use one. Generally speaking they're seen as a useful tool in some circumstances, but they're often ignored because of space restrictions or because there's just no reason to clutter up the table with one more accessory.

I'd like to posit that whether or not you use a DM screen might actually say something about your style as a storyteller, though.

To Screen, or Not To Screen?


For a lot of storytellers, and even players, the mystery of the screen leads to suspicion. Did the DM really just confirm a critical hit against you, or did he want to lay out the cleric to up the danger in the fight? Did the monster truly roll a natural 1 to attack the wizard, or was that a pity-out so the new guy doesn't lose his character in the first boss battle? With the screen in the way you don't know, and that is kind of the point.

Yes you hit. Roll damage already.
Some dungeon masters want to avoid the potential distrust of the screen, and so they roll their dice out in the open where everyone can see. On the one hand this does mean that when you crit, or fail, everyone gets to see it. It also means that you don't have the power to re-direct the narrative in the event the dice say something you'd rather not have happen. After all, everyone just saw how well you did.

That's part of the problem, in many cases.

You see the DM screen is more than a piece of paper that helps you run games more smoothly, and which lets you fudge the occasional attack. In a very real sense it represents the unknown. Anything could be brewing behind that screen, ready to come out and attack the party. You don't know, and as a result you need to stay on your toes.

A Barrier Against Metagaming


Metagaming is one of the cardinal sins of roleplaying games, but even the most grizzled dice cup veteran sometimes can't resist. Sometimes it isn't even on purpose; you look over and catch a glimpse of a picture of the monster in the campaign guide, or see something you shouldn't in the DM's notes. You spy a total of how much damage the creature has taken, and you get a look at its full hit points. Maybe you didn't want to, but now you're stuck trying to forget that information even while your brain adapts your battle plan to include it.

Can... not... unsee...
In addition to keeping your battle plans hidden though, a screen means that players can't watch the action unfold right in front of them. A screen, when used as a tool, creates tension in a way that makes you pay attention. For example a DM might roll an attack behind the screen, nod, and turn to player A to ask, "what's your AC?" Player A says, "22?" Then rather than giving the amount of the attack the storyteller says, "The skeleton swings its rusty scimitar at you, but the edge squeals off your breastplate. Another few inches and it would have cut your throat."

You see what that does? Players have no idea what's coming at them, and all they have to work with is a description of the fight. That means they react more in character, and the reliance on numbers is pushed into the background. Why? Because the only numbers they know are their own! This style of DMing may also include actions like giving descriptions of monsters and making PCs figure out what they are, forbidding the discussion of wounds in terms of hit point totals (at least without a heal check), and putting an ax on non-relevant discussions during combat. A screen, you see, is like a hole card in a game of Stud. Even though you're pretty sure you're going to win, there's a tenseness about that face-down potential that keeps you riveted. Even if you're pretty sure you're fighting just a random skeleton, you just don't know.

It Isn't For Everyone


The DM screen, when used properly, can be a great tool to keep players invested and paying attention to what's happening. It can be a great method to give you more control over what events do and don't transpire, and it makes sure you keep your side of the screen secret from anyone who shouldn't be seeing what you're doing.

It does take work though.

A lot of storytellers find it easier to dispense with the smoke and mirrors to let the game play out how chance dictates. After all they can always reduce a creature's numbers without the players knowing, or lower a check if it's dramatically appropriate (assuming the DC isn't known to the table at large). The onus in these cases is on the players to deal with whatever comes their way. There's nothing wrong with that.

But you might want to set up your cardboard castle all the same and see how it makes you feel. See if it changes your game, and if it changes for the better or not.


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