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

Monday, August 9, 2021

Onion Plots, An Alternative to Linear Narratives For Game Masters

Every game master knows the pain of players wandering off into the weeds, and away from the plot they had ready. The challenge in this instance is respecting your players' autonomy to go where they want and to explore the world in their own way, while also trying to get them to actually go toward the destination and story you have prepared for them. And no matter how artfully you push, players can feel like they're being railroaded and just driven along the preset path without any choice when you start manipulating things from behind the scenes.

Something that can often help in this instance is to think of your plot not in terms of a line between A and B, but rather as if it were layers of an onion. It doesn't matter where your players start peeling at the onion, because any point of entry can progress them closer to the goal.

Ogres are optional.

Before I get into the details, if you want to make sure you don't miss any of my updates then all you have to do is subscribe to my weekly newsletter! And if you're a regular reader who wants to help me keep the wheels greased and the lights on, consider becoming a Patreon patron today!

What is an Onion Plot, And How Does It Work?


When most of us think of plot in an RPG, we tend to think in terms of straight lines. The party fights goblins in encounter A, this leads them to go up road B to the caverns, and then to go into cave C to slay the leader and rescue the hostages. If they deviate from this path (the party ignores the goblins and keeps moving, they save the town but elect not to go up to the caverns, or to go a different route than the one you prepared, etc.) it can throw you for a loop as a GM.

Instead of thinking of the game in branching paths, like you get in video games and other linear narratives, you need to think of your game in terms of layers instead.

It's just one mask atop another mask.

So, let's take the following campaign premise. The central thrust of this arc is the goblin war chief is raiding surrounding towns. However, the chief is doing this at the behest of a local nobleman in order to justify a clamp down from the duke who wants to expand his military presence. The goblins provide destruction, take hostages, steal things, etc., and this gives the duke the political leverage to recruit, train, and deploy more of his own men across the region. An action that, in other circumstances, would be highly suspicious. Once the duke has an iron fist across the region his plan is to consolidate power, and to draw more allies to him. He then plans to repeat this success with other monstrous allies, growing his forces exponentially until his personal army rivals the king's, allowing him to seize power.

That's the whole onion, and your players are going to start on the outermost rim of it. The actions they take, or don't take, is what determines how they get to the next layer.

Say they defend the town from goblin attack, because they're in the town and it was at least partially self-defense. If they track the goblins back and kill the warchief in the caverns, so much the better, that will end the threat entirely. If they don't do that, word will spread back to the chief about the stiff resistance from one particular village. So now goblin forces will need to be drawn away from other towns and raids, bringing the fight to the party. This will eventually force the party to fight for their lives, as even escaping may be impossible. In either case, the goblin threat will be dealt with, and the party will have thrown a spanner into the duke's plans.

Now you've entered the second layer. The duke wants to expand control over the area, but with his goblin allies defeated he has to now take another tack. Perhaps he approaches the party to try to recruit them to his army. If the party agrees, you now have the ability to send them out to "problem" areas that aren't in the duke's hair, hoping they are killed so his plans can continue. Perhaps the "rebellion" they are putting down informs them of the knights who came, executing dissidents and hanging so-called traitors without authority, thus showing the duke's hand early. Perhaps young men were being press-ganged into the army, and the townsfolk are resisting what is basically the kidnapping of their young men. If the party refuses the duke's offer, then the nobleman can send his own men disguised as bandits to try to assassinate the party and eliminate them that way. Either way, the party faces danger, and in the end will become a much larger thorn in the duke's side.

And so on, and so forth.

Focus on The Goals Instead of The Methods


This is something I've said before, but it bears serious repeating. Focus on what you want the party to do, rather than how you want them to do it. If you create the scenario, just roll with what actions the PCs take, keeping the big picture in mind.

Trust me, it's ALL connected!

The major advantage of thinking of your plot in terms of layers, rather than in terms of lines, is that it stops you from getting overly hung up on how you want the PCs to accomplish their goals. If they want to fight the mercenary band of orc raiders, cool, throw down in a field and call it a day! If they want to wage a campaign of assassination and poisoning, taking the orcs out one by one, that gets the job done, too. Maybe they want to negotiate with the orc leaders and become their new paymasters, giving them a fair wage and benefits to staff the abandoned fortress the party recently acquired. If that's within the sensible nature of the leaders of the band, there's no reason that couldn't work... and if you want to throw in a complication like the mercenaries' mates and children are being held hostage by a cult forcing them to fight, now the party can save the children, defeat the cult that was going to be the next big enemy early, and make a slew of new allies in the process!

If you think of your plot in terms of layers of complication that are fluid, and able to respond and change to fit what your party does, it allows you to give players that freedom and agency, while also maintaining some kind of structure for the story you're trying to run. Because you may not know how the party is going to defeat a given challenge, but whatever they do is going to cause ripples, and that will peel back the layers as they go.

Additional Reading


I didn't have any organic way to work in some links for my other articles and projects, but folks who liked this article should definitely check out the following.

- The Onion of Secrets (A Character Concept With Layers): This unusual character concept piece is the one that indirectly inspired this Monday's post. As such, I figured those who want to make characters who keep a lot of different secrets going might enjoy it... applicable to PCs and NPCs alike!

- Critical Hits: The Curse of Sapphire Lake: With the spooky season upon us, I thought I'd share this module of mine for Dungeons and Dragons 5th Edition. It's been struggling to get over that Copper metal status, so check it out... especially since it offers your players multiple endings depending on the actions they take!

- 100 Encounters in a Fey Forest: A system-neutral list of potential incidents, this is always a good one to keep up your sleeve if you want your players to stay on their toes while they're traveling through fey territory.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 24, 2020

The Dialogue of Challenge (Because It Should Be a Back-And-Forth Between Players and The DM)

Challenge is one of those elements that has to be present for there to be any satisfaction in an RPG. Whether it's a monster who forces you to get creative with your strategy, a mystery you need to wrack your brain to solve, or a complicated heist you need to pull off, there is something your characters need to overcome in order for the story to have a real, meaningful payoff.

And creating that challenge is, mostly, the dungeon master's job.

It's not an easy job, but somebody's got to do it.

What a lot of us forget about challenge, though, is that it's not supposed to be a static thing. Challenge is supposed to change based on who is around your table, what characters they bring, and what actions they try to take. And challenge is supposed to be a two-way street; it's a communication. If all you're doing is talking, but not listening, then you're missing half the conversation.

Before we move on, I had two other updates I figured readers might be interested in. The first, Table Attorneys VS Rules Lawyers: How To Be Fair Without Bogging Down Your Game might be worth reading over if you find yourself in a position as a DM and you want to be fair to your table. The second, Partners and Polycules: Polyamorous Designations Based Off Dungeons and Dragons Dice is just a bit of fun. If you haven't seen it, and you could use a chuckle, go give it a read!

 

Are You And Your Players Communicating With Each Other?

 
I'd like to start this section with a story. It's a story I bet a lot of folks reading this have heard before, and maybe one you've told before. If so, stick with me while I go over it for everyone else.

The DM has put together a challenging scene. The skill checks are tough, the enemies are dangerous, and the party has little time to prepare for what they're facing. As the scene progresses, one player finds their character really isn't geared for the challenge that's going on. They're more of a smarts and social-based character who has nothing to contribute here. So on their turn they make a suggestion to the DM of how they could use their abilities to assist their fellow party members. They believe that by using their knowledge of a creature they should be able to make a distraction that will give their allies an opening. The DM agrees to let them try, and demands several, rigorous skill checks. Skill checks that, if the character failed, could have resulted in injury, or even death. The player manages to make these checks, and their character succeeds by the skin of their teeth.

Then, after accomplishing the very dangerous task, the DM informs the player, "You manage to avoid hurting yourself, but nothing you did makes a difference."

Then why did you bother wasting my time?

There are several instances here of a DM who isn't listening to their players when it comes to challenges. The biggest sins to keep in mind are:

- Setting a Challenge That Doesn't Reflect The Party: Purists will argue that if the DM makes a dungeon crawl plot, or a fight-all-the-monsters game, then it's the players' fault for not putting together a heist-based party, or Seal Team Six. But the DM is the one who approves characters, and you should ensure the character fits your game, or that your game fits the characters.

- Wasting a Player's Time: If a player asks you if taking X action will lead to Y result upon success, and you tell them yes, you've entered into an agreement regarding what will happen if they pull it off. Taking away a success (especially if it was a serious risk) is bad form in the extreme. If the player succeeds, give them a cookie for it. Even if it's a small cookie, it will let them participate, and that's what you want. And if they can't succeed, don't waste their time by making them roll meaninglessly.

- Rigid Solution: The biggest issue, and one that crops up a great deal when discussing challenge, is when a DM will allow only one solution to work. Even if by the book other ways should solve a challenge, or at least contribute to a solution. The monster must be fought, for instance, and cannot be bargained with, cannot be mind controlled, and cannot be stealthed past. No matter what other tools or strategies the party has access to, only the proscribed solution will work... even if it is something the characters are not equipped to do.

The important thing to remember is that the party, and the characters in the party, need to actually fit the game they're in. Not just thematically and lore-wise, but challenge wise. If you're running a game that expects the party to be the A-Team, then you can't take a group of combat-averse scoundrels and get the proper results; that's trying to put a square peg into a round hole. All that's going to do is frustrate both you and your players because you're not talking to each other... you're talking past one another.

Instead, you need to find a solution.

The Fluid Nature of Challenge


There's an old saying that the most perfect battle plan will never survive first contact with the enemy. In much the same way there is no module out there, and no plan you could compose as a dungeon master, that will ever survive first contact with the party.

The dungeon master must wear many masks.

The thing to remember is that you should watch your players, and talk to them. Collect their opinions, and find out what they like, what they don't like, and what is frustrating them. Most importantly, understand what their characters are actually capable of, and shift the game to suit them and what they're trying to do in order to keep things moving forward.

For instance, you might have designed your dungeon to be a slog through traps, guards, and with a huge combat at the end. If your party clearly wants to turn it into a Mission Impossible style scenario, and that's the sort of thing their characters are geared for, then change gears to keep the ball rolling. If you really wanted the party to get into the subtlety and political machinations at the duke's ball, but they aren't exactly the socially-skilled sort, then throw them a bone and liven things up! Maybe a noble gets into an argument, and the fighter volunteers to stand for him in a duel. Perhaps a gang of brigands breaks in expecting a bunch of soft lords and ladies, only to get one-two punched by the monk and the barbarian. By doing what they do best they'll have earned allies and admirers (and perhaps foiled the plans of your villains) without trying to contort themselves to handle a challenge they really were not meant for in the first place. Best of all, you can use the NPCs and general scenario you already had, but tweaked to get more of the table involved!

The thing you should keep firmly in mind is that the party are the main characters of the story you're trying to tell. They should struggle, and they should work, but make sure that you're actually giving them the sort of challenge they're here to achieve. And to do that you need to talk to your players, and watch how they react to things they encounter. Read the room, ask for input, and (when necessary) make alterations to the game so that the square pegs have actual square holes to fit through. They don't need to fit easily, but at the end of the day they do need to be able to squeeze through and participate in the story.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 3, 2020

Closure Is Important For Players To Move On To New Concepts

We've all been at a table with that player. You know the one I'm talking about. The one who always seems to play the exact same character when a new game starts. Not just mechanically (though that's usually part of it) but thematically, as well. They're always the same elven renegade, the same assassin seeking redemption, or the same fighter looking for revenge on the creature that destroyed their home.

The character sheet might have a new name on it, but everything else is always the same.

Thought you'd seen the last of me, eh?

I've seen this happen a lot, and there are all kinds of reasons for it. Sometimes it really is just a failure of creativity, and the player is unable or unwilling to try something different (in which case, I'd recommend a scroll through my Unusual Character Concepts list). However, a far more common reason for this habit in my experience is that a player has a story they want to tell, and they aren't allowed to actually tell that story. Whether it's because the campaign abruptly ends, or a character gets killed, or the DM just stymies certain avenues, the player simply can't finish the story they set out to tell.

This is the same feeling a lot of folks get when they're at dinner with friends, and they're halfway through telling a story, and suddenly they get interrupted or the conversation changes. They weren't done yet, and even if they'd like to join the new conversation, all they can focus on was that they didn't get to finish the story they were trying to tell.

Which means that they're going to try to bring it up again, and again, until they get some damn closure.

You'd Be Surprised How a Finished Story Moves People Along


As I mentioned back in That One Time I Played a Bard Out of Spite (And Had a Ball), I myself was trapped in a stutter loop by constantly flaking DMs who never let me finish my character's arc. I had a whole tale I wanted to tell, but every time a game got cancelled after three levels, or someone's work schedule changed, or the group broke up, I was left feeling like I was just getting to the meat of my story when everyone stopped paying attention.

And that was an intensely frustrating feeling to have.

My imagination is not understanding when it comes to failure.

The thing was, I didn't realize that wasn't a normal part of the gaming process until I actually had a DM who stuck with the group and finished a campaign. The first time I ever got to actually finish something (which if memory serves was Carrion Crown, whose ending was told in That One Time My Paladin One-Shotted The Campaign's Final Big Bad), I had this feeling of intense accomplishment. Not only that, but I didn't play a paladin for years after that game, nor did I play anyone from that character's homeland. I certainly felt no urge to play someone who was hoping to earn good favor with the goddess of death in order to finally be reunited with his wife... because I'd already told that story. I got my satisfying ending, and I moved on to other things.

And I think there are a lot of DMs (and even other players) who don't really appreciate how draining it can be to put down a story you were really invested in, and to make up something else entirely. Because that other tale is still waiting, and we're going to want to finish it sooner or later.

A Solid Ending Makes A World of Difference


The most important thing to remember here was the point I made back in Before You Start Your Campaign, Know Where You're Going, but it sometimes bears repeating. In order for your players to feel they've accomplished something, and that a particular PC's tale has been told, they need to have a complete story. They need an adventure where they went there and back again, and which allows them to get the character out of their system. When the song is sung, and their tale told, it becomes significantly easier to put that character aside and come up with someone else for the next campaign.

All right, next character I'm thinking like a rebel noble who turns to piracy... sound cool?

Another thing to keep in mind, though, is what I said in If DMs Want Personal Investment, Their Games Need Personal Stakes. Because just finishing a game isn't enough; you need players to feel like they finished the story they were telling. And if the party was nothing more than the randomly chosen heroes of the land, with events happening around them rather than actually happening to them, then they might feel less like they told their story and more like their PC had a really weird dream. They need to be given a chance to achieve their goals, and to make the overall story their story in order for the character to feel complete.

Now, as I said, this is not guaranteed to work with all players. Some players will be stuck in the same character because that's all they know, or they may not want to branch out to different mechanics. Sometimes it can feel like it worked well enough last time, so why not do that again? But for a lot of players, the chance to finally finish the story they were telling is all they need to move on to something new.

And hopefully just as interesting!

Last Minute Announcement!


Before I close out this week, I wanted to let folks know I'm thinking about starting a new series here! I'm tentatively calling it Alignment Deep Dives, and the idea is to break down pop culture characters through the lens of the alignment system so they can be used as a touch stone for players who may be looking to get a handle on one of the 9 boxes. I've already covered Judge Dredd (lawful evil), The Punisher (evil), and Robocop (lawful good), but I'm interested in hearing what other characters you'd like to see join the list, and if it's something you'd like to see more of in the future!

Also, if you scroll up to look at the new display, you'll see that there's even a title for the Alignment Deep Dives page!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 13, 2020

Pair Your PCs Up, And You'll Keep Everyone Involved

One of the greatest challenges that a lot of dungeon masters face is actually getting the party to come together as a whole. This can be especially problematic in the case of players making their characters in a vacuum, so they have no idea who or what they're sharing the table with... and if a player has a taciturn fighter, a standoffish ranger, or a mostly silent barbarian it's possible for them to get left out of the action somewhat.

On the one hand, it's important to encourage players to bring concepts and characters who take an active part in the story as it unfolds. But rather than slapping someone's hand for playing the game in a way that makes more work for you, do what your old teacher did when you were back in grade school... partner up your players.

Yes, Sharon, the barbarian is your partner now. Work together to figure out how your stories intertwine.

Tie Characters To The Each Other To Get Them Involved


A post that came across my feed explained this strategy pretty well, so I'll paraphrase what I saw. Every PC should have their own story about who they are, and how they came to be what they are now. I'd go so far as to say that it should play into their Small Legend, which is a slightly fancier term for their reputation, and what people know about them. The second thing you ask them to do, though, is to work with at least one other player at the table, and to write a second backstory for how they got involved with one another.

We were at a party, and an old woman rolled some bones. Rest is history, as they say.
Take Kaylaka, the half-orc barbarian. Her people come from the far south, and everything in the north from the way people talk, to the strange beasts that stalk the roads, is new to her. The character's backstory explains she's on her pilgrimage to seek a spirit guide out in the wilds of the world, and to complete deeds of note before returning home... but why is she here with this particular party right now?

Well, did she take a shine to Correlon the half-elf bard who promised to chronicle her adventures, and who often needs her to drag him out of trouble? Perhaps her life was saved by the sun cleric Mithravas, and now she owes the dark-skinned woman a life debt. She could have even been deep in the woods, far away from any other soul, and met the druid Kalpharas as he changed his skin. Now she fights at his side, a warrior for the balance, adding her fierce fury to a cause she believes in.

Any of those reasons are perfectly fine, and there are hundreds of other possibilities. The point is that by using this second branch of story to tie the character to someone else at the table the risk of Kaylaka feeling alienated or ignored is minimized. She has someone drawing her deeper into the group, and giving her a foot in the door for roleplay. Even if she stays on the fringes of the party, she's still a part of said party because of the relationship with that other character.

Ideally she'll find something to bond with the rest of the party over as time goes on. She slays a demon alongside the paladin, becoming sword siblings, as her culture calls it. She learns to trust the wizard's spells, as they make her stronger, tougher, and more able to fight. She laughs at the rogue's practical jokes, and slowly begins to understand that as she might hunt in the forest, so he can hunt in the stone lands of the cities. But even if Kaylaka doesn't find that common ground with the rest of the party, as long as she has her ally, her fate is still intertwined with what's going on with everyone else.

It's like how Han brought Chewbacca into his nonsense, or how Holmes often embroiled Watson in his cases. The character had a viable skill set, and was a valued addition to the adventure... but it was their connection to a friend that got them out the door.

Just One Strategy of Many


This is in no way a requirement, nor should it be taken as something your game must do. Some players are perfectly capable of flinging their characters into the mix and finding reasons to get involved. Others may be perfectly comfortable with a role on the periphery, slowly getting into the RP and action as things progress. This strategy works best for players who built themselves a strong, silent character, and who have sort of painted themselves into a corner since they forgot this is a group-oriented activity.

Chuck them a line if that's the case. However, try to make sure it happens in your Session 0 if possible, or when a new character is being introduced after the game has started. Because this strategy really works best as a lead-in tactic, rather than after a bunch of story has been established.

As a final note, it is often helpful to have lists of organizations that characters could have met through, or which they still remain a part of. I've written the following supplements which may be of interest to players and DMs alike who are looking for a shared background between two PCs.

- 100 Knightly Orders: From noble guardians of pilgrims, to brutal armored crusaders, anyone who has held a position of note, or served among these orders will forge bonds with companions that may outlast even their membership in the brotherhood of arms. For those who fought for coin, 100 Random Mercenary Companies provides additional options that could be right up your alley.

100 Fantasy Guilds: Whether you were monster hunters, tax collectors, drovers, or "transporters," there's a guild that provides you safety and security. A good place to meet companions you then decided to go out into the wider world alongside.

- 100 Secret Societies: Whether they seek to hold onto power, find ancient items, or even to spy on those who would do their homeland hard, fantasy settings are rife with secret societies. And agents in the field could always use a little backup. For those who want a more religious affiliation, you may also want to take a look at 100 Cults to Encounter!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, May 19, 2020

DMs, Help Your Players Create an Identity For Their Party as a Whole

We've all been there. You're gathered round the table, ready to start off a new campaign. Your character sheet is smooth and unblemished, your dice are fresh, and an entire tale stretches out before you waiting to be written.

Then the DM clears their throat and says, "So, you're all at the tavern..."

Gods above, pour me something strong...
While it's become something of a trope, this kind of introduction is usually a symptom of a game where the party is just expected to come together on a whim in order to participate in the plot. And while good players may bite that lure in order to get on the plot bus, it can result in a lot of serious problems before the game even gets rolling.

This is why I would recommend that all the dungeon masters out there try something new for your next game. Rather than just collecting a bunch of individuals and slapping them into a situation where you hope they form a party, actually work with your players to create a party identity and structure before the game ever gets started.

Who Are You, as a Party?


Generally speaking, players know who their characters are as individuals. Sometimes their characters know each other, or have background ties, but that's not the same as being a party with its own unique identity that character can be a part of.

The black flag approaches. That can only mean one thing...
The easiest example in this scenario is to think of your party as a unit of mercenaries; not 4-6 individual sellswords working together, but as an actual unit who sells their services collectively (or as part of a larger free company, like the ones I mentioned in 100 Random Mercenary Companies).

Some of the things you should ask are:

- What is their collective name? (The Companions, The Black Ravens, etc.)
- What are they known for?
- What are their uniforms like (if any)?
- Who or what are they associated with?
- What are their colors, banner, symbols, etc.?
- What are their traditions? (particular salute or battle cry, tattoos, rite of passage, etc.)
- Do all members boast a particular skill set, weapon, etc.?
- Do you have a creed, a ship's code, or something similar?

Even if the party is just a small group, giving them a name, a shared ideal, and a purpose can make a big difference in how the players think of the party as a whole. Because at that point the idea takes on a life of its own, and it becomes a part of every individual character's story. They now need to know not just who they are, what they do, what their goals are, things like that, but also how they came to be a part of this fellowship, and what it means to them as a member.

For those who are looking for some inspiration for the above categories, you might want to check out some of my other supplements for examples:

- 100 Fantasy Battle Cries (and Their Histories)
- 100 Knightly Orders
- 100 Gangs For Your Urban Campaigns
- 100 Fantasy Guilds

You Can Do This With Practically Anything


Whether your party is a group of bandits or a crew of pirates, a squad of special investigators for the town guard, a gang of thieves who commit daring heists, or something more akin to the Justice League or the Legion of Doom, giving the party a real identity can make a big difference when it comes to cohesion and teamwork.

The important thing to remember is that you can make this as big, or as small, as you and your players want it to be.

Welcome to the Reapers, kid.
If you want your party to be one small part of a nationwide order of knights, or one of a dozen squads of troubleshooters who serve a particular guild, that offers a lot of opportunities. Your players can work on gaining notoriety, increasing their rank, moving up within the organization and rising along the corporate ladder, as it were, in addition to just traveling the countryside, slaying monsters, and looting tombs. They might be member's of an explorers' society, or one of a dozen gangs who all serve the same, shadowy masters, and who are folded deeper into the syndicate as they prove their worth.

On the other hand, you could go small. The party could be a bunch of freelancers out for themselves, banding together against a greater threat. Perhaps they pick up the banner of a mostly defunct order, each of them knighted by the last member of the order who now lies on his deathbed. Perhaps each of them has earned a reputation in their own right (check out Character Reputation in RPGs: The Small Legend for more on this), and so they come together in order to be more than the sum of their parts. Perhaps they take some kind of blood oath, or make a vow before one another and the gods, and this binds them together.

Whether you go big or small, though, let your players know you want this kind of bond in-game, and if it has to take a particular form. Some players might want free rein to create their own miniature council of vigilante heroes, while others might prefer something more generic like, "Please design characters who can fulfill the role of watch detectives," but without specifying what class they should use, or skills they should take, to fill that role. You could do the same thing by asking your players to put together a fantasy band (like one of those found in 100 Fantasy Bands by yours truly), without dictating class and skills one needs to round out this group of entertainers!

In closing, this strategy is not universal. There are going to be some tables who don't like it, or some games it actively won't work with. However, if you've noticed that players have trouble remembering they're part of a team, or if after the initial adventure the PCs all scatter to the winds because there's nothing binding them together, I'd recommend giving this approach a try.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 2, 2019

DMs, Remember That "No" is Not The End of The Conversation... It's The Beginning!

One of the most common pieces of advice I've seen for newer dungeon masters is not to be afraid to tell your players no. Whether it's saying no to a race that doesn't fit your setting, or no to a third-party class you're not familiar with, it's important for you to have confidence in your ability to run the game effectively. Sometimes that means saying no to something your players want.

With that said, though, a lot of DMs make the mistake of assuming that their "No" is where the conversation ends, when it's actually the place it should be getting started.

An excellent question, Cindy. I'm gonna have to say no, though, and here's why...

Explain Why You Said "No"


To be clear, here, we're not talking about scenarios where players are asking about the rules as they're written, or checking the hard limits of a game. Those are simple yes/no questions that have a binary answer. However, when a player asks whether it's okay for them to take a certain feat at this level, play a creature of a certain race, or take levels in a particular class, these are usually options that are perfectly legal by the rules of the game.

Or, put another way, it's you as the dungeon master that stops a player from doing this, rather than the game as it's written.

Pay no attention to the man behind the screen!
When it's you, and not the rules, that's preventing a player from moving in a certain direction, it's your job to have a conversation with the player to explain your reasoning. While we all joke about how the dungeon master is god, it's important to remember that your players are just as much a part of the game as you are. They're equal participants, and if you're going to stop them from contributing to the game in a certain way, they at least deserve some kind of explanation as to why.

If, for no other reason, than to help them figure out what you found objectionable, and why so they don't just keep running into a wall.

For example, say that you had a player who wanted to play a tiefling ninja in your Pathfinder game. By the rules, that race is completely legal, and the class is part of the game's rules, so there should be no problem. But maybe you're running a homebrew game where tieflings aren't really a thing, and it didn't come up until just now because no one else asked for a native outsider. Alternatively, you might not feel that the ninja is a proper fit for your game due to its skill set, and that it won't have the chance to really shine taking on the challenges you have planned in the campaign. Maybe you're not comfortable with classes or races outside of the core book, or you've heard horror stories about that class and it makes you worry. Whatever it is, talk about it with your players.

Remember, the more specific you can be here, the better the results you'll generally get. You want your player to see your position, and to understand your reasoning so you can both find an amenable solution.

Hear Your Player's Point of View


The second part of this conversation is letting your player actually respond to your points. Because just like the characters in the game, you're not making these decisions in a vacuum. The game is a group endeavor, and sometimes it needs to be talked out.

All right, I see what you're saying, but hear me out on this...
In order to keep your player enthused with your game, you need to make sure they know they're being heard... so listen to them. If they make good points, discuss those points and see where it leads you. If they find inconsistencies in your rulings, don't hedge or dodge.

The goal here is not to be right, because as pointed out above, there is no right answer when it's not a specific rules question. The goal is to make sure you and your player can both see each other's point of view, and that you're both on the same page moving forward.

Work Together To Find A Solution


Let's return to the concept of the tiefling ninja, to continue our example. Perhaps the thing you're objecting to is not that tieflings don't exist in your setting, but that they are often marginalized and looked down on in the nation where your game is taking place. Having a tiefling PC is going to create a lot of unnecessary friction, and you're worried it could cause problems not just for the player, but for the rest of the party.

What's that? Roll initiative? Ah, well, if you insist...
That's a fair point, and one worth raising. However, the player counters, what if they took the tiefling variant that allowed them to pass for human, displaying very few traits one associates with a tiefling? In this instance they could still have the race they really want to play, and as long as they take a few basic precautions (not putting their feet in the fire and taking no damage, not using their spell-like abilities where it could cast suspicion on them, etc.) then they should be able to keep their true heritage a secret. This could create a fun cat-and-mouse dynamic, and even add another dimension to the game!

Alternatively, if your concern about the ninja is that you don't want your player to portray them in the way we typically see them in fiction (the age old, "No Eastern classes in my Western fantasy!" argument), then an alternative compromise might be to simply rename the class as the Agent, instead. I talked about this a ways back in Want To Play a Ninja, But Your DM Said No? Try Calling it "The Agent" Instead, but the point is that if the objection is to the class's imagined flavor instead of its actual class abilities, just change the flavor to fit your game. In much the same way a monk can be a half-orc prize fighter who's never once set foot in a monastery, a ninja could just as easily be an agent of the crown who fulfills the role of a fantasy James Bond or Black Widow (incidentally, it was the base class I used for my Pathfinder character conversion for Natasha Romanova).

On the other hand, if your primary objection was that you didn't like the class's main features, then a different compromise might be to allow the player to build a rogue, but to take the rogue talent that allows them to substitute ninja tricks, thereby giving them some of the things they wanted from the ninja class, but working it into a core class that you're more comfortable with instead.

Remember don't get so invested in your "No" that you cling to it even in the face of a workable solution.

However, if there is no way to find a compromise for your player's original proposal, then you need to throw them a life preserver instead of letting them flail around and hope to reach the shore. Ask your players why that wanted that class, that race, etc. What was the benefit they needed for their concept to work?

Because if it was just the aesthetic ("I thought being descended from demons would be cool flavor"), then you could propose alternative choices to give them that same look and/or feel without being a full tiefling, such as feats or traits that give them hints of an infernal bloodline, along with small powers to add to the mystique. If they needed a stat boost, maybe you could suggest a race that offered similar benefits they didn't think of ("Hey, catfolk get a boost to that stat, and you'd be considered weird in a positive way"). If they really wanted to combine monk and rogue, you could point out archetypes from either class that give them that kind of strange, dangerous infiltrator feeling, but which don't use the class you'd rather not have at your table.

Leap tall buildings at a single bound? Okay, I think I know a different way to make that work....
Incidentally, talking about tieflings so much reminded me that I came out with 5 Tips For Playing Better Tieflings and Aasimar a little while back. Figured I'd share that, for any folks who find this example I'm using hits a little too close to home.

You're All in This Together


In order to actually run a game, you need to keep your players interested. Even if your initial premise hooked them, you have a finite amount of goodwill from your table. Generally speaking, every time a player has to move to a secondary or tertiary concept, path, or idea, you're going to lose some of that goodwill. The best way to minimize that loss is by having open, frank conversations, and working with them to make sure they're as enthusiastic as possible when it comes time to roll the dice.

Because once a player has lost their enthusiasm for your game, it takes a whale of an effort to reel them back in... and most of the time, it's just not going to happen.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 11, 2019

DMs, If You Want To Provide A Tougher Challenge, Alter Your Arenas

Earlier today I was on a group talking about my recently re-homed character conversion guide for Hawkeye, when I had a strange exchange with someone. This person said, as a DM, they do everything in their power to take archers out of a fight completely. They hate them, they don't want to deal with them, and nullifying them is a primary goal they have when they're at the head of the table. While I see that as extremely bad form (after all, if you approved the character to play at your table, why are you taking away that player's ability to participate?), I decided to ask why they felt this way.

Apparently, to paraphrase, they felt that archers were too powerful because they can just wipe an encounter before the monsters ever have a chance to get close to the party.

My guess is this DM had never heard of tower shields.


Sarcasm aside, though, this is something that I see DMs run into time and time again. They always complain that this class, or that spell, totally destroys any challenge and lets players walk right through every fight... but when I ask about what kinds of fights they're presenting they miss the obvious solution.

In short, don't have every combat take place in a well-lit meadow with no cover and smooth terrain underfoot. Alter the environment, and you change the fight completely in many cases.

Change The Arena, Change The Game


A majority of combats in a lot of RPGs I've played/ran take place either in open rooms, or outside in open fields. Sometimes there are hallways, or an occasional nighttime ambush, but a lot of DMs just figure that if they throw enough monsters (or big enough monsters) into the arena then challenge will just happen.

Well, they wiped one of them... so I guess I'll throw THREE of them in this time!
While what you're fighting is important, there's no doubt about that, a lot of DMs forget that where you're fighting can make a huge difference in just how much of a challenge it is. I talked about this back in 3 Ways To Spice Up Combat in RPGs, but I feel like it might be helpful to expand the concept into areas that a lot of dungeon masters don't seem to consider.

To get started, let's use an example I just mentioned a little bit ago; the nighttime ambush. The party has bedded down for their rest, taken off their armor (in some cases, at least), and they're as vulnerable as heroes get. Sure, someone is on watch, but if they don't make the proper checks then they're going to be just as surprised as everyone else. In situations like this the darkness becomes a major asset to the ambushers. They can actually sneak up unseen, in many cases, and they can stand beyond the firelight to sling spells and shoot arrows at the party, making the attackers a much bigger threat because the party can't see them in the darkness (unless, of course, everyone in the party actually brought PCs with darkvision, which is not as common as some folks seem to think).

The difference that single environmental penalty makes can be stunning, and if you haven't tried it you should give it a whirl. The amount of actions it takes to create light, or to reveal enemies (the faerie fire spell was basically made for this) adds a whole new aspect to the challenge, and favors some strategies and characters (the half-orc with the crossbow can basically shoot back with impunity, while the human archer can barely pick out a target, for example) over others.

But that's just one example of a potential environmental penalty that players have to deal with. So ask what else you can do to change up the arena, and alter the challenge instead of just putting more, or bigger, monsters into play.

Who Has The High Ground?


The battlefield is about more than just whether or not there's darkness, mist, or smoke concealing enemies, and the fog of war is something that can go both ways. Everything, from whether the crumbling walls throughout this stretch of woods can be used for cover, to whether there are snipers up in the trees where the bruisers can't reach them, alters the challenge of a battle. Difficult or damaging terrain (in case you want to have fires blazing to control people's movements), slick ice, or even temperature that's hot or cold enough to exhaust those who aren't tough enough to take it are options you have at your disposal.

All right... I don't think they've seen us yet. Twenty more yards, and they're ours!
The key thing to remember, as the DM, is that terrain should be neutral a majority of the time, and favoring the monsters only if they're preparing for something. Obviously the orcs defending a stronghold from invasion are going to have walls to duck behind for cover, snipers behind arrow slits, etc., but those kinds of encounters should be stand-outs, not the norm. A fight in the forest should allow the party to duck behind the trees for cover just as easily as the bandits they're fighting, for example, turning it into a game of tactics and movement instead of a head-to-head fight where they line up and quote numbers until someone dies.

You also shouldn't be afraid to toss the party an advantage with the environment every now and again. Because yeah, they're fighting a dragon, but the rubble strewn around the cavern is big enough to give them a cover bonus against its breath weapon, and if they properly utilize the area they can surround it rather than all getting crushed in a narrow hallway. And perhaps the biggest gimme in this scenario, the cavern is too small for the dragon to take to the air and strafe the party with fire, ensuring that the fight is contained to a ground-level battle... assuming that would be more of an even match (as well as more fun) for the style of party your group is running.

Use All The Rules, and Stuff Tends To Get Tougher


I mentioned this back in No That Class Isn't "Broken" (You're Just Throwing The Wrong Challenges At It), but it bears repeating. If you play right into the strengths of your party every, single time, then of course they're going to crush whatever threat is standing in front of them. You put a Pathfinder paladin up against a mummy? He's immune to its disease, you can't make him afraid, and it takes all the damage from his smite and holy weapon... that lawful neutral mercenary, on the other hand, is going to give him a run for his money, because none of his holy powers come into play. You clustered your enemies together in a hallway, and then put them in front of the sorcerer who specialized in lightning bolt? Of course they got fried... but in a place with some cover and mobility, it would have been a lot harder to get that straight line of kills.

And so on, and so forth.

It takes extra damage from piercing weapons, you say? Hoo buddy, this will be over fast.
While you shouldn't be actively nullifying your players' abilities, you should be throwing in occasional challenges for them to deal with. Have them brawl in a theater where there are archers up in the box seats that have to be taken out, for example. Put an enemy at the top of the hill, and force your party to make tactical decisions about movement, cover, and range. When a fight breaks out in the bar, flip some of the tables over to block spells and crossbow bolts while the enemies return fire... at least until the barbarian sunders the table with her battle ax.

Lastly, remember that this is a two-way street. With all of the spells and alchemical items out there, it's possible for players to change up the environment as well as your monsters. Whether it's a tiefling lowering the lighting in the room with his darkness spell-like ability so he can get a miss chance on attacks coming his way, or the fighter hucking a smoke stick into the doorway so he can enter the room without presenting a clear target to the waiting enemies, don't get mad at them for using the rules and tactics available to them. Instead, take notes, because they might do something you didn't think of.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 4, 2019

DMs, When It Comes To World Building, There's No Such Thing As Wasted Effort

How many times have you slaved over a dungeon layout, a unique monster, or a deeply thought out bit of world lore, only to have your party skate right past it without so much as slowing down? If you've been a dungeon master for any length of time, the answer is probably more times than you can readily count. And there are typically two reactions to this scenario. The first is to contrive some reason that the party is forced to stop and admire all of the hard work that you did, typically by throwing the brakes on to make them ask about the lore, fight the monster, or acquire a macguffin. The second is to sigh, close your notebook, and then when the players go home at the end of the night, to drink and think about what could have happened.

It could have been a great dungeon... but they didn't want to explore it. Why do I bother?
However, for those DMs who get caught up in "wasted" effort, I think you need to be reminded of something. You're the one who makes the world go round... you can always bring that thing back around again somewhere else, if you think creatively about it.

A Great Re-Structuring Is Always Possible


The most obvious example of these situations is when the players miss something you spent a lot of time working on, hoping they would find. Maybe it was this massive dungeon complex hidden behind a wall, or a crumbling temple that your party could see off in the distance, but they decided to nope right past because it wasn't part of their current mission.

That's fine. Because if the players never saw it, they won't realize that you just moved it to a different location later up the road.

And we'll just move you... here. This spot's perfect!
I mentioned this way back in Herd Your Players, Don't Railroad Them, but it bears repeating. If you wanted your party to explore an area you put a lot of time and effort into, but they didn't take the bait, just move the area to another spot, and make it more relevant. If your players didn't see the dungeon, meet the NPC, face off with the monster, etc., then as far as they know it doesn't exist. You are the only one who will know that you're recycling an "old" location/person/fight and connecting it to a different spot. Additionally, you'll look super prepared because you have something ready to go, complete with map notes, diagrams, riddles, etc.

Lore Isn't Wasted (Even If No One Bites The Hook)


Sometimes the thing you want your party to interact with is less tangible. Maybe it's the history of a particular knightly order, or the legends swirling around the royal family, or the rumors on the street about girls who are going missing on the second night of every full moon. It might be interesting background, but the key thing to remember is that unless these lore details are actually part of your party's current adventure, that's all they are; part of the scenery.

Just mentioning these things exist means they're doing their job, even if no one pursues them.

Anyone curious about the Dragon Pikers? Anybody? Come on, guys...
Background lore and details like this set the tone for a place. While you might think it's fascinating that each of the gargoyles perched on major public buildings has a name and a history associated with it in the city of Evernight found at the base of the Obsidian Mount, gushing about it won't endear that fact to your players. Instead, just describe what they see, and let them react appropriately. Work references to the gargoyles into the way people speak, making warding signs and invoking the creatures' names the way others might offer prayers to saints. Have certain, specific gargoyles crouched over doors, or left inside like household altars, to drive home how important they are in this town, and show how people touch the statues as a way to gain good luck, or protection, or how they'll pay one of the statues' heads the way we might knock on wood to avoid ill fate.

Some players might wonder what's going on, and either ask to make checks or talk to your NPCs to find out. Others will simply nod, and take it as part of the atmosphere. And even if the religious import, cultural significance, etc. of this worship is never discussed, its very existence is enough to make the place unique... that means it did its job. The goal is not to inundate your players with a guided tour of this fantasy setting's religion, but rather to use that aspect to make the place feel unusual and different. Mission accomplished.

If your players are overcome with curiosity and ask questions, you know the answers. If they don't ask, they still have the haunting visuals you've described, and the feeling of eyes watching them from above. Either way, it's a win for you as the DM. The lore is a bonus, but force-feeding it to your players is going to bore them, rather than engage them. If they don't ask, don't take time away from their actions to tell them.

Looking For Some Inspiration?


Another option I'd suggest for all the DMs out there is to keep some lists handy so you can just grab names, places, and backstories as you need them. This can save you a lot of work, and a lot of staring off into space as you try to spitball an NPC's name, or layout the rumors about a location or a person. If you're looking for some inspiration, might I suggest some of the following by yours truly?

- A Baker's Dozen of Rumors (And The Truth Behind Them): Each of these rumors can be used to add a little flavor to a game, but they also have enough meat behind them that you could build an entire session out of them. Handy to have on-hand if you need a plot, but can't spitball something in a hurry.

- 100 NPCs You Might Meet At The Tavern: Perhaps my bestseller yet (at Electrum status at time of writing) this one has a bit of everything. So whether you need merchants or scholars, gang lords or private muscle, you can find a little of everything in this collection, ready to go!

- A Baker's Dozen of Noble Families: Every family has a story, and noble families tend to have several. Whether you want shining lords or corrupt patriarchies, there's a bit of everything in this particular collection of the high and the mighty.

- 100 Knightly Orders: That crack about unique knights above wasn't just a crack. Elite troops and stand-out orders with their heraldry and histories can capture the imagination, but coming up with them on the fly isn't easy. So, here's a hundred of them ready for their marching orders!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!