Tag Archives: dungeons and dragons

Look What Came in the Mail

Ok, to be fair, I got this a couple days ago. I figured it might be nice reading material on my current business trip.

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I started working my way through the 120 page PDF that Wizards released a month or two ago… and free is always a nice price to pay for a new edition. But Amazon had the starter set at a ridiculously low price, so I figured $12 isn’t too rich an investment to check out 5th Ed.

This really does strike me as a “starter” – something I’d use to introduce new players to D&D or to share with some of my RPG-phobic Christian friends to show them “This isn’t really a pact with Satan, I promise.”

The premade character sheets give the player an idea of what this character is about, with a personal goal that fits with the adventure and a description of how the individual’s alignment looks in action. Since it’s a starter set, the character progression is mapped out on the back of the sheet with what perks and abilities each gains at each level. No 4th Ed scrounging through all the Player’s Handbooks for the just-right complement of powers and abilities.

The party presented is made up of some traditional fantasy faire along with the four core D&D classes: the elf wizard, the halfling rogue, two human fighters (one a noble, one a commoner), and a dwarf cleric.

Needless to say, I have some fun reading on my hands. Might be just what the DM ordered for my wife and kidlets when I get back home…

Just Say "Yes"

It’s time for Tabletop Tuesday!

Roll for Imagination
Roll for initiative to see if you can keep up with your players’ insane ideas.

“What do you want to do?”

“I want to leapfrog over the rogue and flip through the air to land next to the goblin and smash his face with my hammer.”

“…”

“I want to grab hold of this powerful conduit of magical energy while casting a spell at the incoming ranks of undead, in the hopes that maybe it will, like, amp up my powers… or something?”

“…….”

What do you do when your players come up with unique plans and crazy ideas?

Just say “Yes!”

Tabletop Role-Playing is all about collaborative storytelling. It’s all about the characters, the heroes of the story. “Actions speak louder than words,” so when the players come up with unexpected methods to deal with conflict and trouble, that’s an important part of defining those characters for the story you’re all telling.

Sometimes this takes a little bit of stretching, a little imagination to figure out “How do we make this work?” It can be challenging to come up with a solution on the spot, but that gives the DM more practice being flexible.

Someone wants to jump on an enemy and bite at them, Mike Tyson style? Say yes.

Someone suggests setting the whole outpost on fire in order to gain a short-term advantage? Go for it.

Someone decides to activate a mysterious magic device in an attempt to stop a powerful foe? Why not!

Discrepancy
Page 183 of the Player’s Manual clearly defines Diplomacy, but you say in your post that you allowed your group to use it in a fight… so… can you clear up the obvious discrepancy?

Psst, to all the rules lawyers, you and I both know this is completely unacceptable. Stick with me for a bit. If nothing else, they just handed you a golden ticket as the DM.

Perhaps, “Oops, now the whole building is burning down, and you must race to rescue the innocent captives / recover the precious artifacts before it collapses on your heads.”

Or several sessions later, “Remember when you activated that device in order to destroy that elite monster? Yeah, you also set off a beacon that attracted the attention of an incomprehensible alien race that is now making their way to your realm. Better get ready!”

Or, “Hey, that sounds cool. Sure, you gnaw the guy’s face.” And everyone in that region now knows what this hero is willing to do in order to win.

I recall a story from a game designer recounting a session with his son. At the end of the fight, his son says, “My character goes to the statue near the altar and discovers a hidden treasure. He tries to open it, but it has a trap.” The kid starts alternate-DMing for a moment. And the game designer father had the good sense in the moment to just go with it.

The party ends up with a little extra gold, the kid’s character gets poisoned and needs to heal more than he did before, and everyone moves on with the rest of the session. But that moment told the child, “This is your game too. This is your world. Let’s explore it together.”

Just say “yes.” Your games will be better for it.

Okay… rules lawyers, it’s time for a very important caveat.

Are there limits to this suggestion? …Yes. (See what I did there?)

“Is there a way that I can use diplomacy to leap across the chasm and then maybe do an endurance check in order to disarm the trap?”

No. No, there’s absolutely not a way.

Every DM has probably had a player who gets one exceptional skill, and then tries to use it every round. “Can I use my Dungeoneering to fight the goblin? Can I use my Dungeoneering to forage for food in the sky temple? Can I use my Dungeoneering to understand complex magic and recall a historic religious ritual that will help us spot the hidden treasure? I do have a really high Dungeoneering score…”

But your players never want to hear “No.”  So what do you do?

You want your default inclination to be “Yes” so long as it makes sense.

Take advantage of that collaborative aspect of the tabletop game. Make them explain how exactly their favorite go-to skill is going to help in this particular situation. You give them the impression you’re willing to go along as long as they can come up with a convincing answer. You show them you’re willing to bend a bit for the sake of story without completely breaking the game or common sense. You put the ball back in their court and ask how it’s supposed to go from there.

Your average tabletop player is probably going to be reasonable and admit that their idea is beyond the scope of reason. If not, then once again go collaborative. Have a majority vote from your players or invite suggestions on how to make it work. And of course, as the DM you have the ultimate power to conclude that there’s no reasonable way to agree to the crazy plan. So, sometimes say, “No.”

But only if absolutely necessary.

Cooperative Storytelling

Cooperative Storytelling

This isn’t the first time I’ve posted about tabletop role-playing, but it’s the first Tabletop Tuesday post. I hope to funnel all the related topics into this weekly category: reviews of various products, ideas for how to add to your game on the cheap, thoughts about how to run a group, or accounts of silly thing my players have done in game.

Now with 100% less capes!
Write your own story, with friends

Yet for many, the idea of tabletop role-playing is quite a mystery. Some of us have probably heard a lot about the evils of games like Dungeons and Dragons, and perhaps we’ve seen groups of young (or not so young) people dressing up and playing live action games in local parks. Even my wife was worried before her first time playing a tabletop RPG.

“I don’t have to wear a cape, do I?”

The extent of role-playing is defined by the group. No one has to quote Harry Potter terms or wave a stick around yelling “You shall not pass!” If the players are open to that, more power to them. But that’s not what the games are about.

Tabletop games are all about a group of people telling a story together.

It’s not much different from the lure of major sports. We watch men and women perform challenging but ultimately useless feats of athletic skill, and we get drawn into all the rivalries and back-story of our favorite teams and superstars. No one really cares if a guy can put a ball into a hoop suspended up in the air, or if someone can hit a little white ball with a stick.

No, we get into the stories.

Will so-and-so ever lead his team to victory? Maybe this is his year to shine. Can that player overcome his public indiscretions, or will his performance on the field suffer? Will Team A triumph over Team B this year, since Team B crushed them in the finals last season?

We even go so far as to imagine “what if” with sports. What if this great player from this team and that great player from that team were actually on the same team? What if I took these five players I really like, and put them on the same team? How would they compare against other people’s choices? And thus we have Fantasy sports, so-called D&D for Jocks.

We are drawn to the characters, the conflicts, the victories and the failures. That’s ultimately what tabletop RPGs are about. You’re not merely reading a book or watching a movie, waiting for the next twist, wondering when the mystery will be explained or the hidden villain revealed. You’re not trying to comprehend and relate to whatever main character you’ve been given.

You’re helping write the plotline for a character of your choosing.

Beyond that, tabletop gaming is a social activity with friends gathering (usually) in the same place. It’s a creative activity, allowing players the chance to think outside their daily norm and even act a part. It’s a strategic activity, with rules and tactics that players can use to their advantage, like a chess game with dice. When it works out, tabletop gaming can be a great diversion, just like any hobby.

And, no, you don’t have to wear a cape.