Emotional Investment At The Table

During the many hours that I spend thinking about my various Tabletop Roleplaying Games (can’t just say “Dungeons and Dragons games” anymore, since I’m finally running and playing other games), one of the things I think about the most is my players’ emotional investment in our shared stories. I do my best to give them stories and non-player characters to care about, but I can’t exactly force it. They’re only going to care if they find something they feel is worth caring about and then make the effort to care. I tend to focus on the story elements, since I’d prefer that they care about the game as a whole rather than individual NPCs or one-time encounters, but it is usually a lot easier to make them care about an NPC than the game itself.

Most of the time, you can make an NPC sympathetic, interesting, and a little bit quirky without too much of an issue. It is a roll of the dice (pun absolutely intended) as to whether or not the players will care about any given NPC, but the nice thing is that you can always toss one aside if your players are not interested and make a new one. In any given TTRPG, you’re probably going to run through multiple NPCs in any given hour of the game, or session at the very least. NPCs fill the world and the players will wind up picking whichever ones interest them and you can just expand from there. For instance, I had an NPC rogue in one of my games that was around mostly to serve a narrative purpose in the first session, assist with some skill checks if the party chose to go somewhere they would need a trapfinder or the like, and provide a safety release valve in combat scenarios that involved the entire caravan the party was traveling with. Eventually, they also wound up providing a second voice for the caravan itself and a source of supposed romantic tension as one of the players jokingly shipped them with another player’s character.

Eventually, they died. It was a rough fight, also claiming the life of one of the player characters as well, and I thought that would be the end of it. I’d come up with some other stuff to give the character more depth, but I’m not precious with my NPCs. They’re there to serve a purpose and are easy ways for me to introduce threat without it feeling like I just hit one of the heroes with a bus. Instead of a hero, I hit the sidekick. The players eventually insisted on bringing the NPC back to life and, since they were willing to go through the rigmarole involved, I wasn’t going to stop them. Then the NPC died in the next major encounter after that and the party once again tried to bring them back. This time, the ritual failed and the party swore to bring them back, no matter what it took. Now they’re investigating how to bring someone back after a ritual fails and I’ve given them a nice little high-level quest for a massive diamond formed in the heart of a mountain. Good times.

I couldn’t have predicted they’d get this invested in the character. I thought they’d wind up more interested in the revenant they fished out of a river or the caravan leader, who was just some dude, who was entrusted with secret documents to take from one country’s leadership to another’s that were apparently so valuable that the caravan was attacked by assassins. None of which caught their interest for very long. They loved the Revenant for a while, but there was no talk of trying to bring him back, or finding out what happened to him after they learned he was the result of an experiment to see if a necromancer could artificially induce a revenant that would hunt a killer who had not actually killed him and he turned into dust when the necromancer concluded his experiment by slaying the person binding the revenant to unlife. They just moved on from the caravan leader, even though he was a family friend/relative to one of the player characters and clearly up to some shit. I certainly wouldn’t have planned it that way, but you make stuff, let your players pick what they like, and then do your best to run with it.

As far as the story goes, all I can really do is try to make cool stuff. I have no idea if they’re actually super invested in what might happen or just enjoying themselves on a per-session basis, and I’m honestly not sure it super matters right now. As long as we’re all having fun, I’m happy with whatever we’re doing. I’d love to be able to figure out what kind of stories they’re willing to emotionally invest in, since I’d love to overwhelm a player with emotion (not, like, in a mean way, just in a “dang, that’s some good storytelling” kind of way). I think that if I making sure I’m investing in their stories, building things out for them, and checking in with them regularly, I’ll probably get there eventually. None of my games are meeting weekly right now, at least not ones I’m running, so it’s difficult to tell if people are super invested because it’s difficult to retain details across multiple weeks without a session. Everyone asks questions like someone who wasn’t paying attention and that’s just because it’s been so long. Even the most meticulous of notes can only remind us of the details of what happened. They can’t make us feel that way again, nor can they entirely re-immerse us in a story that’s been set aside for multiple weeks.

Like I said, as long as my players are enjoying themselves, I’m happy. I’m going to keep doing what I can to get them emotionally invested because I think that’s a good focus for me to have as a storyteller (specifically to give them things they’re interested in investing in rather than manipulating them into investing), but I’m not going to be upset if it doesn’t happen on my time scale. These things take time and we’ve all got plenty of it (you know, probably).

Space Pictures and Tabletop Roleplaying Games

I love me some space clouds. Thanks to the advances of modern technology, a whole lot of science, and an even greater amount of international cooperation, we now have some pretty fucking cool pictures of space. I can only imagine that more and more pictures from NASA have come out since I wrote this and if I go online for anything over my vacation, it will have been to look at neat pictures of space clouds. I mean, just look at this thing! It’s so freaking fluffy! Which makes since, since it’s a loosely adhered cloud of space dust that is only visible because we’re so far away from it. Like the haze of humidity during a warm summer sunset, we can only perceive it because we’ve got light bouncing off every bit of it towards our eyes.

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The Devil Is In The Details (And The DM)

One of my favorite things to do as a Dungeon Master is to offer my players and their characters everything they want. Nothing like the temptation of having their goals handed to them for a price that’s probably too good to be true to really stir up some drama and inter-player discussion at that table. After all, everyone has different lines they’re willing to cross when it comes to what acheiving their goals is worth. Some characters are willing to sell their souls, some are willing to part with their life, some are only willing to part with things they have. Some are willing to sacrifice their health and comfort while others are only willing to sacrifice the health and comfort of others. And nothing ever makes that more clear than when you give one, and only one, character in the party a classic devil’s bargain for something that might impact the entire party.

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Sustainable Characters and Short D&D Campaigns

Over the last few weeks, I’ve been playing (as a player, not the Dungeon Master) in a Dungeons and Dragons game. It was conceptualized as a sort of “last stand” type adventure, with four characters taken after the moment of their deaths by some powerful, godly figure, to see how long they could last against various challenges. Restored to the peak of their power (20th level) and given only mundane, non-magical gear, they are thrown together with no warning or preparation time and bounced from one scenario and battle to another, with only two instant-use short rests to allow them to recover. It has been a lot of fun to play a powerful character with no need to manage magic items or a vision for the future beyond how to mechanically apply my abilities and limited recovery from one fight to another.

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Dungeons & Dragons Campaigns Can Last For Years Longer Than You Think They Would

As much as I love my big, ambitious Dungeons and Dragons campaigns, I have so many fun ideas that I want to try out that I’m confident I’ll never do them all. Even with a campaign for every day of the week, I’d probably die before I ran out of ideas. It can be a little frustrating to know I’ll never get to even a quarter of them, because so many of them just seem so interesting and fun to explore. As someone who has been running a weekly game at the same time for the better part of a decade (at least over five years, maybe six? Or seven? It is about six and a half years if I’m doing my math right), I can tell you that even a weekly game can take a long time to play out since very few weekly Tabletop Roleplaying Game campaign actually happen every week.

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The New D&D Statblocks Dropped A Day Too Late To Save My Players

A week ago (the day I’m writing this), a much-discussed Dungeons and Dragons sourcebook was released. Monsters of the Multiverse doesn’t add much brand-new content, instead doing the heavy-lifting to update a bunch of older content that has been out-of-line with the design goals of modern D&D 5e. It made a bunch of changes to spellcaster “monsters” (prepared statblocks for various creatures/NPCs that a Dungeon Master might want to reference) in order to make them easier for DMs to reference in combat scenarios. I’m enjoying the changes so far, along with the way they’ve updated many of the various (older) playable races with new tidbits of lore and abilities to better reflect the general states of said races they’ve released in adventures over the last couple years. All-in-all, I think this represents an improvement to the game that is going to make my life easier and help shift away from depictions of these races as monstrous via thinly veiled racism.

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I Love Running Dungeons And Dragons Games

I ran the first session of a new Dungeons and Dragons campaign last week. This was the game I was building while I wrote last month’s posts about how to do interesting worldbuilding for your Tabletop Roleplaying Game, and that resulted in me spending more time than usual reflecting on the place that TTRPGs have in my life. It went well, thanks to the efforts of myself and my players working to get everything ready and the world built for an engaging first session. It was a lot of fun to run for such a roleplaying-centric group! It’s not that my other groups aren’t interested in roleplaying, it’s just that they aren’t always super invested in roleplaying at the same time. Which is fair, you know? Not everyone plays Dungeons and Dragons so they can do a bunch of roleplaying. Many people play because they want to enjoy the mechanics and mix in some roleplaying between chances to roll dice. Some people just want to roll dice and do math. All of these are valid and acceptable reasons to play TTRPGs.

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Creating Myths, Legends, and Informational Pamphlets for my D&D Games

As I’ve been working on a setting for a new Dungeons and Dragons campaign, I’ve been thinking about alternate ways to inform my players and manage various things like lore, legends, myths, and what a person in the world I’m creating would consider the truth of things. There’s a lot of willing-suspension-of-disbelief that happens for most D&D games, so there isn’t a lot most GMs and players need to make it work, but the particular game I’m running is reliant on very specific knowledge and mythology. I can expect my players to ask questions to help fill out what their characters know and I can work to understand what the average person in this world would know so I can avoid making my players roll for the basics, but I can also use my degree in English literature to create mythology and legends for the world in a way that establishes the basics. Plus, then I get to have fun writing stuff and I LOVE writing stuff.

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I Love To Tinker With My D&D Campaign Settings

Lately, I’ve been enjoying making lots of documents for my Dungeons & Dragons games. I know I talk about “understanding can serve you better than knowing” a lot here, but there’s a point where you understand so much you start needing to record it all somewhere so you remember it later. Generally, I like to keep these documents to broad, general strokes without a lot of specifics so I can cleave to my principles as a DM, but it is very helpful to have all the specific, complex systems worked out ahead of time. For instance, in the domain of dread I’ve built for my weekly Sunday D&D, I have a list of the various tiers of effects the players can encounter, the ways various encounters tie into those tiers, how to switch between tiers, and how the world/the people in the world respond to their efforts written down. What I add whenever it comes up are the specific debilities tied to the tiers as my players encounter them. Those I do not have built out ahead of time since I don’t need a name until it’s happening and the name and specific effect should reflect the situation the player character has found themselves in.

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The Secret To My Success As A Game Master

In one of my Dungeons and Dragons campaigns, I recently leveled up my players and gave them access to some a few magic items each since the next adventure hook they chose was to explore an incredibly dangerous area that can cause magic to go haywire. In the time since that session, I’ve been working with some of them to select the items they want and ensure that they understand their new abilities or powers. It is fairly typical for this group, but it’s something I provide to any player who needs it because I have a fairly broad knowledge of the content and I know enough to find anything if I can’t remember it. It’s a useful skill to have as both a DM and player, and I feel like I’ve managed to present myself as a resource to other players and DMs alike without being overbearing.

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