Fantasies in Fantasy: Narrative Chase

Once in a while, I’ll sit and daydream about events that would happen at the table.  This is useful for two reasons:

1) I rehearse different activities so I can be more fluent at the table
2) I can figure out what I think might be missing from the sessions

One day, I was thinking about an example of a skill challenge that was in the first print of the DMG for 4th edition.  I thought about that example and how it encouraged outside usage of skills that wern’t obvious.  I also wished desperately that I could use this technique in a chase scene that was likely to occur in an upcoming game between the party and a creature they really shouldn’t fight.  Putting out a battle mat and minis is time consuming, eggs them on, and limits creativity.  Instead, I wanted something quick that opened up options to the party.  This is how I saw myself handling it:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DM: You are travelling through the natural caverns after you latest victory, trying to get home to sell your loot and to a comfortable bead.  As you travel, from behind you echos an erie roar, and the magma beast that you saw earlier charges towards you from behind a formation of rocks.

Wizard: Oh crap!  Remember what that thing did in town two sessions ago!  We’re toast!

Barbarian: No way!  The DM wouldn’t make us fight something that we couldn’t kill.  Let him put down the battle mat, and we’ll figure it out.
DM: There is no battle mat for this – we’re going to act this out narratively.
Barbarian: What?  How does that work?  How will we know where to go?  How do we know who’s turn it is?
DM: I will let everyone roll initiative to figure out who goes when.  As for where to go – a simple query of “What do I see” comes to mind.*
*Everyone rolls for initiative, and DM records it.  Barbarian is up first.*
DM: You are in a tunnel maybe 25 feet wide.  The creature is perhaps 100 feet behind you, and is gaining on you.  The tunnel opens up ahead of you into a larger cavern filled with nooks and other passages that more or less lead to the other side.  From somewhere, you hear running water.
Barbarian:  Ok.  So if we arn’t fighting it, I guess I spend two move actions to run out of the tunnel.
DM: Unless you say otherwise, it’s a given that you are at least double-moving every turn towards what you percieve to be the exit.  If you are just flat-out running, make an Athletics check.
Barbarian: All right…  23.
DM: Ok, you remember the advice that you don’t have to be the fastest, just not the slowest, and pull ahead of several members of your party as you dance across the rocky floor.
Wizard: Crap!  Thanks, Barbarian…  What order are we now?
DM: You can order your minis to match your current order, but don’t bother rearranging the order every time a player gets a turn.  Only worry about moving the minis around if someone stays behind or sprints ahead.  All of you will get a turn before the magma beast does, so there isn’t any point in reordering everyone per turn.  Wizard, your turn.
Wizard: Running water, huh.  Can I see where it’s coming from?
DM: No, but you can take a guess with a good Dugeoneering, Nature or Perception check.
Wizard:  All right, which one is higher…  Ok…  34.
DM: Wow!  Ok.  You think there is a waterfall coming from somewhere in the darkness ahead.  You guess that the gorge coming up on your left has a flowing pool of water that directs the falling water elsewhere.  With your check so high, I’ll also give you and the party a +2 bonus to AC and Ref defenses next turn as you navigate through small cuts int he terrain and behind rocks.  Lastly, you noticed a patch of that Fortitude-draining fungus up ahead and a narrow ledge on the other side of the gorge.  
Barbarian: An AC and Ref bonus?
DM: Yup.  It’s the magma beasts turn.  As it runs along, it lobs a ball of magma at you…
*Resolves attack on party*
Barbarian:  That’s not fair, I thought we couldn’t attack?
DM: It’s not wise to fight it, but if you want to use an attack power for something you can.
Wizard: Hey, if we can get him to trample through that fungus, maybe I have a shot of landing a Thunderwave on him, knocking him into the gorge!
Barbarian:  Worth a shot.  But it’s my turn now, and I don’t want to stay on this side if I have to – how far away is the gorge?
DM: For the next 40 feet or so, it’s 20 feet away.
Barbarian:  What is that, 4 squares?  Easy.  I pull out the rope from my back of holding, throw an end to the person behind me, and I jump the gorge.  Everyone with a sucky Athletics skill can use the rope to cross, and the Wizard can try to push it into the pool.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I find this to be fun, exciting, and a change of pace from the normal hack-and-slash of normal combats.  It threatens the PCs without forcing them to ‘play fair’ in what could have been an un-winnable encounter.

What do you think of narrative play?  My group use to do it all the time in 2nd edition, and it is still useful today.

The Instant Backstory Generator

In my Wednesday night kill-everything game, the party bumped into a group of cultists that where aiming to kill the party’s warlock; he had a theme that, as part of some fluff, made a cult that he use to belong to pretty angry at him.

The party killed the cultists, read a note, and wanted to go investigate more about the cultists.  They turned to the warlock for answers.

He was like a deer in the headlights.  He turned to me for guidance.  I told him make it up.

And He Did

Super-summed up, here is what the player came up with:

The cult operates out of Penality Binoxian, a retched town a while away from here.  They can summon many devils into their service, so they won’t be easy to take down.

The player took the initiative and flew with it.  He came up with reasonable answers to questions and counter-points the group mentioned to him.  He didn’t create any obvious weaknesses – after all if there was such a blatent weakness he would have exploited it.

I would have let him get away with more – creating an obvious but well-guarded weakness, or knowledge of a big opperation that was to come – but the fact that the player didn’t abuse his new-found storytelling power makes me happy, and his creativity and willingness to work within the system will be rewarded when the time comes.

The Dungeon Master Experience 2011 Compilation

The WotC column The Dungeon Master Experience (written by Chris Perkins, “DM to the Stars”) has a PDF compilation of all of the articles posted in 2011.  I share this link with you now, and all of the power that comes with it.  http://www.wizards.com/dnd/files/DM_Experience_2011.pdf

Seriously, it’s worth browsing through for even part-time DMs and strict non-DMs.  It’s filled with lots of insight into not just 4th edition but RPGs in general.

Fantasies in Fantasy: Blacksmithing

Once in a while, I’ll sit and daydream about events that would happen at the table.  This is useful for two reasons:

1) I rehearse different activities so I can be more fluent at the table
2) I can figure out what I think might be missing from the sessions

One day, I was thinking about the lack of craft skills in 4th Edition – specifically how I would handle it if a player decided to make it a point of fact/argument/self-righteousness at the table.  This is how I saw myself handling it:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

MrSmith: … besides, the game isn’t set up for role-playing.  Other than getting two attacks a round, my character has no talents.  I can’t even choose to be a blacksmith and make my own weapons.
DM: You want to be a blacksmith?
MrSmith: How do I become a blacksmith, is there a feat or something?
DM:  Nope.  If you want to be a blacksmith, then you are.
MrSmith: Huh…  How does that work?
DM:  For starters, you had to apprentice with someone – who?
MrSmith:  Don’t you learn that kind of stuff from family?
DM:  You can, but it isn’t uncommon to seek out teachers in other towns due to fame or simple availability.  You can tie this into your characters backstory you all ready made, or a feat you chose – like that fighting style feat you took.
MrSmith: Oh, like, I went to some town in the south to become a blacksmith, and that is where I learned about the two-weapon fighting style?
DM: Something like that.
MrSmith:  That’s cool!
DM:  What was your teacher’s name?
MrSmith:  Um… … I’m not good with names.
DM:  We’ll come back to it before we move on.  So you where trained to be a blacksmith.  What did you do after you felt you learned all you could?  
MrSmith:  I’d come back to the town we started the campaign in and open my own smithy!
DM:  Ok.  Why didn’t you stay behind and work for your teacher?
MrSmith:  Well… he had another apprentice that he was going to give the business to.
DM:  Who?
MrSmith:  …  It was his son.
DM:  Ok, makes sense.  So you got your training, didn’t want to work under the family forever so you came back and started your own smithy.
MrSmith:  So I can have my own blacksmith shop?
DM:  Hold on – how long ago did you set up shop?
MrSmith:  I don’t know… how old am I?  *looks at character sheet*  I didn’t fill it in…
DM:  Lets say two years ago.  Is that fine with you?
MrSmith:  Yea, that’ll work.
DM:  During that time you have made some fabulous weapons and have also provided for the townsfolk by making more common things, like horseshoes and tools and what-not.  You’ve made a weapon for the local baron, even – a beautiful sword, top notch.
MrSmith:  All right!  I’m pretty good at this, guys!
DM:  So, why did you leave your shop?
MrSmith:  What?  Leave it?  You mean I can’t keep it?
DM:  Something had to have happened that made you decide that diving into dungeons was the better deal compared to staying comfortably fat in your shop.  So what?
MrSmith:  Hmm… Well, I gave it to my brother – I mean, to hold on to until I return.
DM:  Really?  That’s weak.  How about it burned down in a horrible fire?
MrSmith:  Awww, I don’t want to loose my blacksmith shop!
DM:  Well, something had to have happened to it that you don’t smith all day anymore.
MrSmith:  How about it was stolen?
DM:  Like a giant bag of holding???
MrSmith:  No, no, like reposessed or something.
DM:  You didn’t make enough money off of the business.
MrSmith:  No, like, the king took it from me.
DM:  Oh, it was repossessed by the local lord!
MrSmtih:  Yea.  He took it so he could make his own weapons easier in town.  He’s the shady lord, right?
DM: . o 0 (He is, now) Yes, he is.
MrSmith:  Cool.  Then I want to get it back…

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

It was simple to come up with the ability to let the PC be a smith.  He can make his own weaponry (w/o a discount, unless he buys his own forge again) and customize the look of it to his heart’s content.  We also added more to his back story that gave me at least one new NPC and a new story point to work with.  Plus, the player has more investment in the game – he wants his forge back!

Note how I didn’t just let him take the easy way out (became a smith, can make cool stuff), but rather forced him to come up with reasons for his training, migration, and current life situation.  Also note how I said his skill was considerable enough that he made weaponry for nobility.  If you are going to add background information like this, it needs to be significant.

4th Edition is as devoid of flavor and role-playing as you want it to be.  Using your imagination, it’s easy to talk through giving PCs a trade skill that enriches the story of the campaign.

Preservation is not Optimal

I had an encounter where I re-skinned demon-crazed ibixian (goat-men) out of gnolls.  In particular, I had one skirmisher who could A) make two attacks on a charge and B) get double-damage when bloodied.

While I’m not the most brilliant tactical mind, I try to minimize risk to my monsters by default with the explanation that they woudln’t take needless risks.  I tell my players I taylor the combat style to the monsters, but I have a long way to go – as you will now see.

Back to the ibixian – I’ve used him in two different groups.  In neither group did they ever take attacks of opportunity.  In neither group did they disengage in order to charge again.  In retrospect, this is totally stupid.

In this specific instance, a battle-crazed goat wouldn’t be concerned with his own health, since the demon in their head would want to see more carnage (both the PCs and the goat-mans blood).  Also, effectively dealing double damage on charging (netting a +1 to attack rolls) that goes up to 4x just by being hit (which Opportunity Attacks make happen); the math is pratcially on your side to not play it self!

To boot, the combats would have been faster and more exciting!

So next time you are evaluating your basic tactics for your monsters, debate just how bad it would be to take an OA or violate a mark.  Chances are you can justify the maneuver by pulling off a bigger, more exciting attack for everyone at the table.

PC Backgrounds for the Hack-N-Slasher

Backstory makes every D&D game better.  I run D&D 4e for a group of guys who enjoy rolling big numbers and getting lots of loot.  While they realize that Diablo 3 or World of Warcraft would be better suited to their style of play, they enjoy each other’s company and feel weird drinking alone – so they play hack n’ slash.  This time around, I wanted to have a little more meat on the bones, so I required them to come up with some background elements before their characters where created.

The Journey Begins

We started a new campaign recently with 5th level characters in my homebrew world (Renhic or something like that). We talked about the purpose of the party (mercenary work) and it was time to come up with some background.  While many of them enjoy fantasy literature and good nerdy stories, none of them approach the D&D table with little more than a crappy character name and a desire to kill something.  Making them come up with enemies, rivals, and the lot wasn’t going to fly.  Many of them came to the table and told me what class and race they where going to be without even talking to anyone; the notion of collaborating on a backstory probably wouldn’t go over too well if I overdid it.

My Demands

I required them, as a group, to come up with the following:

  • A Group Name: this is low-level fruit.  Every adventuring party feels more awesome when you name it.  It can be a scary task, and nerds like to make sure they have the perfect name… don’t let your players tall for long on it.  This is a great ice-breaker and gets people talking.
  • A Nemisis: a common enemy is a great way to rally the troops.  Making the group decide on a common enemy (and what that enemy did to make the party so mad) is a fantastic ramp-up for from the group name as it starts to work on collective storytelling.  Also, having a gift-wrapped goal for the DM to use isn’t a bad thing.
  • A War Story: a story of a prior victory or adventure will give each PC a level of trust with each other.  It doesn’t need to be long or involved, but it does need to showcase a significant event that has happened to the party after (or during) the point they decided to adventure together.  This is important for parties that start after 1st level.
  • A Dark Secret: for the ‘finale’, each PC had to come up with their own dark secret.  It didn’t need to be elaborate or even totally defined, but each player had to put something on the table that defined a dark (and preferably open-ended) part of the PC’s life.  This is a good place to end, because it makes the player think of their specific character in a creative light after having participated in some group-thinking.

Keep the Ball Rolling

After everyone put their stamp of approval on the backgrounds, they got to work making characters.  They collaborated a little to make sure the party would be functional, then dived into the Character Builder.  The excitement of their backgrounds still hung in the air and did influence the choices made by the players as they where coming up with their crunch.  No one did anything too crazy, but little things crept into their decisions: certain skills where taken over others, some themes where taken because of a tie-in with the war story or dark secret, etc.  I wholeheartedly encouraged the players to make these choices when they showed interest in it.

And they had a TON of fun…  They are very eager to get to it next session – more eager than they would be to just kill some orcs.  They have direction and purpose, and are just as excited to see what happens to their characters fluff-wise as they are to pick up their next feat.

Next time you sit down with a group of PCs that are more into Roll Playing than Role Playing, bring out your list of demands.  Stick to it.  Once the wheels start turning, the players will love it and craft the perfect background for the game.

Making A New Option

Get out there and get crazy.  The notion of winging it is a scary one – for players and GMs alike it seems.  Everyone is use to rails that easily bring them from one encounter or scene to another.  It’s my opinion that creative thinking and pushing boundaries are staples in creating memorable games.

Ignore the Obvious Solution Behind the Curtain

In a long-running D&D game I DMed, my wife (then my girlfriend) was playing in a group with 4 other friends (conviently named friend 1 thru 4).  They had retrieves a mysterious relic early on and where deliberating on what to do with it.  While friend 2, 3, and 4 where trying to figure out how to keep it on them, friend 1 and my girlfriend looked at each other and said that the party should return the relic to the original owners.

I hadn’t thought of that.

So I did what any naive DM with two nights worth of planning would do: encouraged friend 2, 3, and 4 to continue making their plans while ignoring friend 1 and my girlfriend.  Eventually, friends 2 – 4 came up with a wishy-washy idea that emphatically praised and moved on with the story in the direction I wanted, leaving friend 1 and my girlfriend in dismay.

Oops…

This was a huge mistake, for two reasons.

  1. I’m pretty sure this is 1/3 of the reason why my wife doesn’t play role-playing games with me anymore.
  2. I basically told my players that I won’t reward creativity in any amount.

It’s natural to want to stick to the script.  It’s predictable, has received at least some amount of effort, and is considered flawless by its creator.  Now one mistake isn’t a big deal.  You live, you learn.  But beware, when you deny your players creative choices in any size it becomes a roadblock for life.

What’s a Gamer to Do?

For the PCs:
  • When you have an idea, always present it to the group and/or DM.  Every group is different, and I’m not going to tell you how to play (but I will imply ;) ).  Thus it’s worth trying out every idea on the group you are with, even if another group shot it down.  Some people value solutions that are well within the rules, while others barely read the rulebook and expect you to think on your feed all the time.  Bottom line, until the DM tells you to stop it, no idea is a bad one (and on that note, if the DM tells you to stop it, you should thank him or her for letting you know that this isn’t the group for you).
  • Put away the character sheet and think.  Too often (especially in 4th edition D&D), players will look down at their character sheet, look at their trained skills and attack bonus, and try to solve puzzles with only those tools.  This greatly reduces the effectiveness of the human being behind the character.  You will miss obvious solutions to social situations and puzzles that you might have just ignored because Cha or Int is your dump stat.  Your PC is not just some dude.  Your PC is a hero, and overcoming obstacles that are too hard for them is par for the course.
For DMs:
  • Say yes.  Just do it – if a player asks a question, answer yes.  It can be ‘Yes, and…’ or ‘Yes, but…’ as long as it’s a YES.  This isn’t to say you should let every single thing they thing of work w/o a hitch or break reality to fit just because they ask a question, but it is to say that you should let them try anything they want.
  • Don’t build in too many pre-determined options.  Asking your players whether they go straight, left, or right is hardly a choice on their part.  While planning for the obvious is the smart thing to do, once in a while a person’s life experience will yield to them a different obvious solution that will come out of left field, wrecking your carefully crafted alternate routes.
  • Flesh out NPCs.  When the PCs get crazy and do something completely different from what you want, there are two sources of resistance: environment and NPC.  The environment tends to take care of itself via the game rules (rules for climbing, swimming, flying, dispelling, disarming, etc).  If you flesh out your NPCs, then you know how they will react to the courses of action PCs take.  Three personality traits and a goal are a good start.  From there, record what choices each NPC dedicates themselves to from that point, and you will come up with a decent gauge for what an NPC will do when the PCs do something unexpected.
  • Create an Impromptu Binder.  Go to an office supply store, buy a 3-ring binder (or your favorite variant there of), and some folders, holders, carriers, or whatever you think will work best for you.  Fill this binder with the following things that will help you keep your footing when the PCs go off the rails:
    • A list of random NPC names (a whole page worth)
    • A list of random establishment names (taverns, ruins, villages, etc – a whole page worth)
    • 5 – 25 unique descriptions of swords, armor, jewelry, relics, and the like
    • Maps of regions, towns, and dungeons
    • A cheat-sheet that bookmarks critical auxiliary rules (encumbrance, travel distances and speeds, weather, that sort of thing that crops up in little details)
    • Pre-made adventures or plot lines that don’t directly tie into the current game
  • Take a poop.  I’m serious; if the party suggests a course of action that they are serious about that will also wreck your plans, take a poop (or walk, or go for a beer run, or something that isolates you for 5min).  You do some creative thinking of your own, and can figure out what will happen when the party does those things.
Next session, if you are a PC – do your DM a favor and throw him a curve ball.  If you are a DM – do your best to entertain the players’ ideas.

Unleash the Awesome

DMs can allow the awesome, and shouldn’t be afraid of it.  Too often a DM looks at the rule book and declarer it to be the law.  Instead, the DM should use their intuition and allow the rules to be bend, broken, and ignored for the sake of fun.  It’s dangerous – leaning too much to either side makes your a real jerk – but the rewards are infinite.

Can’t See the Game Through the Rules

I can’t put it into words any better than Monte Cook recently did in a recent Legends and Lore article –  http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20111101; we’ve let ourselves believe that the rules should prevent a bad DM from being a bad DM, and that’s rubish.  Instead, a bad DM needs to grow, and handing them a technical manual wrapped with fantasy pictures doesn’t do enough to foster creativity.

You Don’t Need An App For That

With Mordenkienan’s Magnificant Emporium came not just a ton of awesome magical items (about time), but also a lot more fluff and rules discussion.  In one sidebar towards the back of the book, I read something that sounded obvious to me but was hidden under the strict composure of the overlaying rules system.  To paraphrase, the sidebar mentioned that if a player wanted to jab an iron spike into the knee of an iron golem you could let it do some damage and either slow or immobilize the golem.  There isn’t a power that lets you do this, but it would definitely be in the DMs best interest to encourage creative solutions by making sure such an attempt gets it’s fair shake against doing a more ‘mundane’ attack power.

Are there encounter powers that slow and immobilize when you hit?  Sure.  You could tell the player no on grounds that there are other classes that can do said action as a class-ability and it’s the player’s fault for choosing the class/race/theme they did, but this is where you have to decide when to say…

Ok, That’s Enough

You have to decide for yourself just how far to go before you start to be unfair the other players.  The rules are the common ground everyone agrees on and works within, and you as DM are the steward of the rules.

One particular call I’ve made involved a PC with an attack power that let him teleport prior to making an attack.  The player made a jump check to try to clear part of a 30-foot ravine and failed by 2 squares, putting him easily within striking distance of the target.  Now the rules are clear – the PC falls before he gets any other action.  There are character builds and magic items available that would have saved him from falling, and he didn’t have them.  However, the idea of teleporting after a jump and tearing into his target was an awesome visual – I allowed the PC to make a save to have enough composure to make the attack.  The rules where not on my side, but the players at the table where – and probably wouldn’t have mind if I just blatantly said the PC could make the attack w/o a save at all!

Bottom line, I’ll wager that your game will be a lot cooler and more enjoyable if you as DM say yes to players and let their awesome ideas manifest.

Musing about Roles in 4e

I’m a fan of 4th edition.  I still love 3e, but 4th is a great system to cheat with.  One such thing that I miss about 3e when I’m with 4th is how flexible the class roles are.  As the most recent Rule of Three points out, roles have always been in D&D; wanting to know who was going to be the cleric, the wizard, the thief, and the fighter was the same as asking who was going to be the healer, the controller/striker, the trap-finder and the defender.  But in 3e, you could build just as useful a defender with a sorcerer or wizard as you could a fighter.  In 4th, you can imitate for a round or two, but you really can’t be anything outside your role.

Had the thought: what if you picked your class then picked your role?  You pick fighter, and he comes with the ability to mark whatever he swings at, so he is a natural defender.  BUT, you can choose striker or defender as his real role.  Thus, as defender he may behave much like he does now, but as a striker he gets an additional 1d6 damage against targets he marks (or perhaps +Dex or +Wisdom modifier damage, like the Slayer).  If you choose choose Leader, you can grant healing like a normal leader to those who are standing next to a marked target or yourself.  (Martial controllers are always a can of worms, so I’m skipping that…)  You can do the same thing with all of the classes – let each class have a preferred, but allow them to throw away the base role in favor of a perk similar to those above.

The idea is 1/2 baked, and I’m not saying we should adopt this any time soon – but what do you think of it?  Would you like a system like this?  What would you change or add?