Dungeons and Dragons: What’s the Story?

As you might be able to infer from other parts of my blog (or perhaps just remember from a previous post), my favorite part of playing Dungeons and Dragons is the storytelling. DMs developing worlds and spooling out stories in every direction. Players and their characters taking the reins of the DMs stories and telling smaller ones through the way their characters develop. The stories we see at the end of a campaign as we look back and admire all we’ve done since we started. I love them all.

The stories I prefer most are the ones I can tell as a DM. Unfortunately, telling a story as a DM can be a bit of tricky business. If the DM is too forceful in their storytelling, the players can wind up feeling railroaded–which means that they feel like their characters have been placed on a track and they have no options or choices that really make a difference. Sometimes, with certain players, a bit of railroading is necessary if you want them to actually be doing anything. Sometimes, the players don’t mind a little firm direction, if you’ve set it up correctly. If a DM tells the story right, it’s possible the players won’t even notice that it’s happening.

Different DMs come at storytelling from different angles, but most fall into one of a few categories. There’s the adversarial DM, who is trying their best to kill the players’ characters and the players need to use all their wiles and skills to escape the DM’s traps and narrative sticky spots. There’s the supportive DM who just wants to ensure their players are having fun, bending the rules so they don’t get in the way of the players reaching their goals. Finally, there’s the DM who just lets the dice decide, setting up situations that they players can get through with luck and/or skill but could still include lethal consequences if they’re foolish or really unlucky. Personally, I tend to flip-flop between the last two categories.

I like the supportive style for fun-oriented campaigns. It is generally more fun if the players are successful (and death isn’t NEARLY as funny as some kind of persistent negative consequence), and I’m not one to let a mere rule get in the way of a good joke. Plus, one of the keys to good humor is subversion of the expected. If a player opens a chest expecting a monster, trap, or treasure, one of the best things to put inside it is a series of slightly smaller chests. Top the whole thing off with a “goblin punch” aimed at someone’s vulnerables and you’ve got yourself a hilarious setup for humor.

For my more narrative campaigns, I prefer the “let the dice decide” style. The best way to involve the players, to get them to suspend their disbelief and emotionally invest in the campaign, is to make them feel like their actions matter, like their decisions have consequences. You have to balance risk and reward so that they have the opportunity to fail and succeed on a smaller scale on a regular basis, so they never develop a god complex. Then mix in opportunities for them to fail or succeed beyond the scope of the situation and you can really hook them. Reward them when they’re clever and punish them when they’re making poor decisions. The exact nuances of how to do exactly that are a blog post of their own.

Situational railroading has a place in the narrative campaigns. Sometimes, because of the past choices a player has made, the entire party winds up in a situation they can’t escape from. Sometimes you need to move them from one city to another, so you “railroad” them by provide a reason they would NEED to move. On the flip side, that level of guidance can absolutely kill the fun in a more relaxed campaign. The whole point of the relaxed style is to let the humor and feel of the room guide your choices as a DM, so you can keep people laughing and the funny moments rolling out. Dictating anything at that point can sour someone’s fun.

So far, in my narrative campaign, I’d like to think I’ve only engaged in the permissible kind of railroading. The only time I think that it could have been a little too heavy-handed was in order to help my players remake their characters. One wanted to change pretty much everything and another needed a way to be introduced to a prestige class, along with make a few changes to the way his current class worked. So I laid out the path for them, knowing they’d take the bait, and then forced them to keeping walking down it.

In my opinion, the key to building ANY kind of narrative structure in a D&D campaign (and this includes permissible railroading), is to make sure the players never feel like their choices don’t matter or that they don’t have any choices. They should always have the option to just turn around and walk away. They should always be able to make decisions about how their character acts in a situation or how their character plays it all out, even if they don’t have a choice about what that situation is. In short, never take away ALL of their agency. Unless they’re being mind-controlled. That’s a whole different story, though.

I’m writing all of this up as I’m preparing for a D&D session with my narrative campaign. I hope none of them see this and read too deeply into it. Today, I just want to gather my friends around a table and help them tell the story we’ve been working on for almost a year and a half. No railroading, no narrative traps, just a lot of fun with my friends.

What Does “D&D” Mean?

I’ve been playing D&D for going on 7 years now. That’s not a long time by any means, since I only started playing in college, but it has been a pretty significant part of my life ever since then. I had a really good DM the first time I really played (a campaign) and a really bad DM the second time I played. The third time I played, I was the DM.

As any DM will tell you, the first time you run a campaign is always rough. I’ll definitely admit that a lot of the issues weren’t a result of an inability on my part, but more a result of the social dynamics that grew up over the year and a half that I ran my first campaign. Things started well enough, everyone had a good time, and I had a pleasant world for the characters to explore. By the end, I was making dumb stuff up just to fill the next session, my players resented what I had built for them, and some of the players tried to stage an intervention.

While all that was going on in our sessions, the group of players (who had become my only friend group over the past year due to most of my other friends either leaving the college or picking sides in an argument in our fraternity that I refused to get involved in) stopped spending time with me, my best friend tried to get my girlfriend to break up with me and date him instead, and all of my friends (how they all found out, I’ll never know) decided that it would be best to keep all of this from me. I suppose you could see why I might not be super motivated to make their D&D experience an enjoyable one.

After that, I didn’t do much large-scale DMing for almost a year. I ran a few sessions here and there, did a couple one shots, had small-scale campaigns to test worlds I had built, and was unable to find D&D to play anywhere else. After a year and a bit had passed, and I had gotten some closure on what had happened with the players in my last major campaign, I started a new one. I built this elaborate, ridiculous world that broke most of the rules players take for granted and was entirely geared around the idea of just having fun.

After that, I generally tried to keep my campaigns on the sillier side. I’m really good at keeping people laughing, at fostering a relaxed, fun atmosphere, and coming up with the best jokes and situations for the people currently playing in my campaign (there was no set cast since each session was its own full adventure) was fairly simple. I will admit that I stayed away from the more serious and story-oriented campaigns because of how horribly things went the last time I’d done one. I didn’t think I could stand being rejected and hurt like that again.

I really like to make people laugh. I enjoy story-telling more than almost anything. I enjoy creating these worlds for people to explore and helping them to reach their utmost potential. I love being a dungeon master. Even with all that, there was always something missing for me when I ran one of my silly campaigns. I never enjoyed it as much as I knew I could. In early 2016, I realized it was because I was telling stories without nuance, stories without a life of their own that took place in a two-dimensional world. Yes, they could be fun, but I knew there’s so much more that I could be doing.

Early last spring, I started a new campaign with my roommate and three of our closest friends. A small party with a tight focus on what was going on in the world. I painted broad swathes of the world in simple colors and then filled in the narrow sections they occupied with extraordinary detail, giving them the feeling of really living in the world. I provided them with an array of tools and sub-plots that they could pick and choose from, figuring out how to use each tool to fit their situation and finding their way down what seemed the random disparate paths of their plots only to find them all tied together neatly at the end of the first story arc. We brought in a fifth player to fill some of the gaps, another close friend, and I was able to add even more to the world with what he brought to our sessions.

As we approach the one-year mark, I can happily say that we’ve avoided all the problems I ran into with my first major campaign five years ago. The whole group is getting along excellently, they’re all enjoying themselves, and they’re all clamoring for our next session. My social life has only improved since we started playing and I’ve now got an even larger group of people who want me to run for them. I’ve started exploring new ideas of what it means to run a D&D campaign and how players can experience a D&D campaign. I’ve got so many new ideas for how I could accommodate a group of over a dozen potential players that I am super excited to try out. I can’t wait to see what this year brings for me as a DM.

I don’t play D&D as much as I used to and I kind of regret that. I really enjoy being a player and I can never seem to get enough playing that I’m ready for a break, but being a DM is where my heart truly resides. DMing is my favorite way to experience D&D and to truly live out what I believe it means to play Dungeons and Dragons.

To me, D&D is a way to connect with people I would otherwise have a hard time connecting with. D&D is a way to practice my skills as a story-teller and get instant feedback. D&D is a way to create a space in which my friends can relax and enjoy themselves. D&D is fulfilling in a way that the job I’m leaving has never been. D&D helps me scratch the itch I feel, that drives me to write, in a way that recharges my writing energy. I may end each session feeling tired and worn out from putting all my energy into making my campaign fun and engaging, but I’m never more inspired to write or create as I am when I put away my dice and stick my books back on their shelf.

 

I’ve Always Enjoyed a Little Dungeon Play

In news that should be surprising to no one, I am a huge fan of Dungeons and Dragons. I prefer 3.5 since the rule system requires a bit of ingenuity to be pretty broken, but I’ll play Pathfinder if people prefer. I tend toward DMing even though I prefer to play, but that’s mostly because I’ve got so many stories to tell and I’m generally pretty clever at sneaky little plot details or creating a world that’s just fun to experience.

I tend to stick to one of those two things. For instance, in the campaign I’m running for my friends from college, I gave them a climbers kit in their second session that they were then able to use to nail vampires into their coffins two months (nine sessions) later. At the other end of things, I’ve created a world where magic is the dominant force in the world so flying ships are safer than ships on the sea. I mean, physics is completely disregarded so often that it stopped caring and, as such, buoyancy is hardly dependable. All the fish already started flying, so the mortal races took the hint and switched to air ships. Not to mention the king of the largest city (by election, of course) is done in my best “Elizabethan Rich/Noble Mother” impression. Think Mrs. Bennet from the BBC version of Pride and Prejudice and you’re pretty much there.

I like to play because it gives me a place to get a feel for some of the characters I’m writing. Sure, I could sit down and writer some stories about them, but that’s getting to know about them rather than getting to know them. Place them in situations for which they’re entirely unequipped or force them to make difficult decisions they’d never face in their world and you really get to know them beneath the surface.

There’s this old adage common to lots of religions that more or less amounts to the deity of choice not making one’s life more difficult than one could handle. When it comes to writing, that tends to be especially true. What kind of story would it be if they character just quit halfway through or died and everything just fell apart without them? I’m not talking Game of Thrones kinds of deaths either, deaths that serve the purpose of advancing a story or making a point, but deaths that are truly pointless. No one would read it. That’s exactly why I like to place my characters, especially the protagonists or the people who are the sole stars of stories, into D&D campaigns. They’re always in the wrong place and they can just die pointlessly if they make the wrong decisions.

One of the things I enjoy the most, either as a DM or as a player, is the cooperative story-telling you can get with a good DM and a good group of players. If everyone is focused, paying attention, and genuinely participating, you can wind up with a story none of you saw coming. The DM lays the groundwork, they provide the opportunity for stories to happen, and the players take the threads and weave a story with them. There will always be loose ends and there will always be missed opportunities, but a good DM can weave them into the story to create something ultimately fulfilling for all parties.

The best DMs I’ve ever had weren’t the ones who could paint pictures with words, nor where they ones who fulfilled their players’ every fantasy. The best DMs I’ve ever had, and that I try to model my own DMing after, are the ones who helped their players tell the story they wanted while still making it a mystery to them. My very first DM was one like this and he was the reason I kept playing and started DMing. I was very lucky.

My weekly D&D sessions, playing or running, are the highlights of my week. There’s nothing like getting together with a bunch of my friends and doing some interactive story telling.