Tabletop Highlight: What to do When You TPK

It finally happened. Because of some mistakes, poor decisions, or just a run of bad luck, you’ve encountered your first TPK. Don’t worry! A Total Party Kill isn’t the end of the world! You have options! But first, as you should do any time you have a serious, potentially irreversible character death or one that felt like a particularly stinky pile of bullshit, take some time away from the table to breath. Thankfully, only characters have died. The players can still play, the DM can still run, and the game can go on. However, it will likely be different. That’s okay, though. Every time anything major happens, the game changes. This will be just one more of those changes.

The first option is generally the easiest. Instead of being killed, the party has been captured and now must escape the clutches of some dreaded foe. Finally, the rogue can put that escape artist skill to use! The paranoid ranger who has a chime of opening hidden on his person is finally vindicated! The barbarian… well, they just hulk out like usual, but it’s still fun! They’re short on gear, don’t have many hit points, and are on a time limit! They need to escape quickly or quietly. If they’re spotted, they need to move fast. If they get stuck, they might need to make some tough choices about who lives and who dies. If they can remain hidden, they might need to find the hole in the guard rotation so they can escape undetected. Maybe they need to talk their way out and suddenly the paladin’s high charisma is good for more than never failing a save. Or maybe the wizard finally gets a chance to show just how capable he can be in a pinch, even without an hour to prepare his spells. No matter what choice you make, it’s sure to make a memorable adventure.

The next easiest option is to have a conversation with your players. There are three options most players take, sometimes individually but usually as a group. First, they might elect to create all new characters who are going to pick up from where their previous characters left off. Sometimes they’re intentionally recovering the remains, sent on a mission to find the now-dead characters by whoever sent the characters in the first place. Sometimes they’re doing their own thing and stumble over the remains of the dead characters and choose to pick up from where they left off. If they don’t do that, another option might be to just create new characters in the same world, doing their own thing, in a space far from where their characters died. Maybe they’ll eventually have to defeat the villain their previous characters fell to at some point, but maybe not. This is a new adventure and that doesn’t mean they need to even inhabit the same world, much less inhabit the same area of said world. The third option is to decide to stop playing. Some players might decide they want to move on to something else, now that the journey their character was on came to a conclusion. That’s totally fine, as long as they’re not departing angrily. If they are, or if all of your players are choosing to abandon ship now that their characters are dead, it might not be a bad idea to look back and assess if you were running a game they wanted to keep playing.

Another option, which would require a lot of work to keep the players from feeling like you just saved them for expediency, would be to have them wake up in a stronghold of an ally. Maybe they were brought back to life or maybe they were rescued, but it must have been for an important reason, whatever the method. Maybe this ally wants to use them for something and figured having a group of adventurers in their debt due to being returned from death would be sufficient motivation to get them to do whatever this ally wants. Maybe it isn’t an ally but a previously neutral NPC who wants the characters to work for them. Perhaps there’s even some kind of curse or geas placed on the characters that forces them to work for this NPC and now they need to not only pursue their given goals but figure out how to escape from the NPC controlling them. This would be a lot of fun because it’d require a lot of clever thinking on the part of the players, though I can understand that it wouldn’t work for every group.

There’s always an undead campaign. It’d work really well if they died fighting a necromancer or failed to disrupt some horrid ritual that would give the souls of everyone mortal on the material plane to some evil god. Maybe something didn’t go entirely wrong and some aspect of who the characters was before their transformation lingers. With the right kind of build-up, you could create an adventure where they either embrace their new undead forms or find a way to undo their transformations. Maybe they find the last divine caster in the area who was saved from the ritual because they were praying within a consecrated area and they can be returned to life. Or maybe they figure out how to save their souls and then take on the new undead overlords before (or maybe after) using a miracle spell to return the world to the way it was before the ritual went off.

There’s always retconjuration, the magic of changing how things happened, but that almost always feels cheap unless they died because they all rolled a bunch of fails in a row while their enemies rolled nothing but natural twenties. I’d recommend against it if you have literally any other option. You could also effectively un-do their death by stripping them of their gear and saying they managed to just barely survive, but they were looted and left for the vultures. Whoever beat them did to them what they’ve likely done to countless other humanoids and monstrous races. That would be a fun spin on things and I’d love to see how a group of players recovers from being stripped of everything that wasn’t hidden. I love creating moments for improvisation and outside-the-box thinking, so I’d really enjoy seeing what my players did in that case. I might do it as a one-off, sometime, just to see.

All of your options pretty much fit into three categories. Figure out how to get the current characters back into play (capture, not-quite-dead, or undead), create new characters (who may or may not encounter the corpses of their former selves), or just stop playing. If you have any ideas of other options, besides what I’ve listed here, I’d love to hear about them! I’m really curious about what other people do in TPK scenarios when they come up.

Tabletop Highlight: Slogging Through Open War

I’ve always been interested in the idea of a D&D campaign focused around participation in a war. A lot of “classic” D&D campaigns usually include participating in a war, but that’s often tangentially. In version 3.5, the recommended method for including players in a war setting campaign is to give them specialized missions. Stuff like being a strike team sent to seize an important asset, protecting important figures, or capturing important enemy figures. There’s a feat that can be applied to building an army, called “Leadership,” but it is one of the feats that can be most easily abused by an unscrupulous player and all it really does is provide a character with a small army of a few hundred people.

What I’m looking for is to make the players participate in the actual war itself. Giant, sprawling battlefields filled with magic and mighty heroes like something out of an anime. Great battles with terrible consequences for all the poor souls who survived the battle. Rules of conquest, for conquerors and the conquered. The important moments and decisions that are the only things that separate success from failure. Diplomacy to end wars and failure diplomacy to start them. I want something enormous in scale that dice alone don’t really support all that well.

I’ve tried making my own rules. Role-playing through plan making sessions, mixing in a few strike missions to give them something immediate and impactful to do before sending them off to roll a bunch of dice to emulate a day’s worth of combat. Trying to send them into large encounters to have them act as a rallying force to either break through enemy lines or patch up their own lines. Showing how much difference a bard can make by letting them affect as many allies as can hear them over the din of battle and then watching as the relatively minor boost literally turns the tide. Watching the bloody hell that is a wizard or sorcerer unleashed on a battlefield of basic soldiers. The problem has always been that it inevitably breaks down into some rather boring math. There’s no real tension or suspense since the end is pretty much decided from the outset.

For instance, the tank in my current campaign has over 100 HP (the “average” human warrior has 8) and his armor class (how hard it is to hurt him in combat) is 27. Most average human warriors who appear on the battlefield are going to have a spear and a +2 bonus to hitting things and will do 2-9 damage per hit. Which means that, when they roll their die to attack, they will never get a high enough number to hit. If you’re using “natural 20’s” as “critical hits,” then that hit automatically beats whatever AC it’s up against. Statistically, my current campaign’s tank will get hit once out of ever twenty attackers. On the flip side, the same character has a +20 to hit, can hit more than once, and does a minimum of 8 damage per hit. He’ll hit the average warrior every time and kill them every time. If we assume the tank never gets healed, gets hit once every twenty attacks, and is in a position where he can only get attacked once per round of combat (which lasts six seconds), then he’ll get hit once every two minutes for an average of 5 damage, which he’ll be able to do for about an hour before he needs to stop or dies. If he has any kind of protection from damage, which he’d be sensible enough to get in this scenario, he can easily get it down to an average of 2 damage a hit, which means he could keep going about two and a half hours without a break before being overwhelmed. With the healing he can do on his own, he could get himself another hour, at least. With a little pre-planning and the right allocation of magic, he could double all of that, for six hours of fighting and killing. During all this time, he’s killed almost 2,200 enemy soldiers.

The numbers sound nice, but that’s just a talk through of what happened. I could tell him that he did those things, but they wouldn’t really mean much to him because there was no real risk to him and he did nothing terribly exciting. He just slaughtered a bunch of mooks. The same is true of archers. They can stand behind the tank and, with the right boosts, kill a target for every arrow they get to fire. Right now, if the tank’s ally did that, he’d kill almost 5,000 people and that’s without taking a single hit point of damage. After he did that, he could take the tank’s place and then fight for about four hours, bringing his total up to just over 6,000. Throw in a wizard of the right kind and he could probably double that number, over the same ten-hour period. Only the rogue wouldn’t have that level of combat efficacy, but you could easy send him to go kill officers because not even luck will save them from his sneaking abilities. He could easily kill one or more officers or important figures every five minutes. In ten hours, that’s 120 officers or leaders. That’s most of the army’s command.

Throw it all together and you’ve got a pretty typical D&D party taking out an entire army on their own. But it’s boring as hell and there’s no real tension. It’s just numbers on paper. I want more than that. I want to give them a reason to be excited about victories, rather than have them be a foregone conclusion. I want them to feel real fear as they figure out if their character will live or die. Unfortunately, as you can see here, having to chop your way through a bunch of mooks even when you’re already beat up isn’t a big deal. The only tension comes later when you have to fight the guys giving the orders.

Matthew Colville is producing a book for the fifth edition of D&D that’s supposed to include rules for warfare. He apparently uses them in his own games and, after seeing the internet’s response to some of his home rules, he’s now going to share them with us. Having not actually watched any of Colville’s games, I don’t know much about his rules. I’d really like it if they had solutions for the problems I’m facing because I sure as hell don’t. All I’ve got is math and one-off missions that miss the true scope of a war.

In the mean time, I’m going to just stick to large, unwieldy encounters segregated by rooms in towers or castles in lieu of effective warfare rules. It makes it a lot easier when it’s just a bunch of waves for the players to beat down.

 

Tabletop Highlight: Up For Interpretation

One of the things I’ve struggled with for my entire time as a DM is how to interpret what my players say. In this case, I mean everything from trying to parse vague statements so I can correctly describe my players actions to stuff like determining whether or not the player said the character did something versus having them assess the likelihood of success if they go ahead with that idea. Meaning has gotten fairly easy to ascertain at this point and I’ve learned how to ask them for clarification without giving them information they shouldn’t have, but I’m realizing more and more that the different between thinking out loud and making their character recklessly charge into a situation is mostly on me.

Before my current campaign, this wasn’t something that came up a lot. Since I preferred to run comedic campaigns, I just did whatever the group would find funniest so long as it was actually something they meant to say. Usually, players are pretty good at making it clear when something is a joke their character would never actually do and when it’s something they actually want to happen. Even if it is, most players in my shits-and-giggles campaigns understand that they might need to roll up a new character at any point in time and don’t get too emotionally attached to them. Even if it winds up costing them their character, they’re usually fine with it as long as it’s funny and I’m good at coming up with comedic but nonlethal consequences, so it usually doesn’t come to that.

In my current campaign, (which I’ve taken to calling “Broken Worlds” because the planes of my universe have been shattered by the war between the Good deities and the Evil deities so that only a handful are left in a precarious balance that could send all of existence spiral out of existence at the drop of a pinhead full of dancing angels), the stakes are a little bit higher and my players have more restrictive concepts for their characters. Laughter is always appreciated and silly situations make for excellent sessions, but they’re not going to break character in order to make a joke or exploit some comedic potential. They want to stay true to how their character would act and are more interested in the drama and risk of their current situation than a chance to make a joke. Here, my interpretation of their intent, when it comes to them discussing actions or plotting the course of action their character carries out, matters a lot. It is the difference between spending two in-game (and real-world) hours trying to burn down a wooden door and them spending a minute trying to unlock it.

If you started watching Matthew Colville’s videos on Running the Game, he says that he’s fine giving his players (and their characters) information that they either should know as a result of living in the world or that they’d be able to easily ascertain (that they wouldn’t need to use a skill check to know). I agree entirely, but I draw the line at redirecting their course of action when they’re making assumptions. For instance, anyone who looked at the aforementioned wooden door would have seen that it had a latch and a lock without needing to make a skill check. It is clear as day that the door is locked. To determine the type of lock and whether or not the door has any kind of magical or physical protection, they would need to make a skill check. If they decide that, upon hearing it is a wooden door, that they’re just going to build a bonfire in an attempt to burn it down, I won’t stop them. If I describe something they’re inspecting and they miss it because they aren’t paying attention, then I’m not going to stop them from doing something dumb. That’s an important learning experience for them.

Similarly, how they frame things is important. If they say they go do something, their character has gone and made an attempt at doing whatever it is they said. If they say they’re going to do something, I’ll cut them a little slack. For instance, if the rogue says he turns invisible, dives into the murky water, and positions himself at the last-known location of the octopus they’re preparing to kill, then his character has vanished and then jumped into the water. If he says that he’s going to do that, then I’ll let his fellow players stop him or tell him something the character would know that the player does not which might influence his decision.

I’m not an ass about it. I’ve made it clear to my players that their intent matters and they need to be more circumspect about how much time they spend dithering about or making plans. I even let it slide for the first five levels and gave them a little speech before I started. I was incredibly clear that I was expecting a little more from them and what exactly I was expecting. There’s no way they could spend two hours of real-world time discussing how to attack the next room without some time passing in the game. And if they take two in-game hours to burn down a wooden door they could have unlocked, then there’s a really good chance the people behind the door are going to be prepared for them. I could have just told them the door had a lock, but none of them checked the door for a lock and no one was listening when I told them it was a simple, locked wooden door with iron banding. As much as I love my players, I’m not going to take them time to re-describe something when they weren’t listening the first time unless they actually ask me to do so.

There’s no hard and fast rule about this sort of thing. If you’ve got more experienced players, they probably expect to be taken at their word. They’ll frame things as questions, ask for more details as needed, and try to make quick decisions–be warned: not all experienced players learn this skill. They’re generally good at making their intent crystal clear. If you have newer players, they’ll probably hesitate more and might not be good at policing their expressed intent versus their actual intent. Some players take longer than others and some new players just get it right off the bat. Some games don’t really care as much about punishing people for not being cautious and some don’t really require that much focus on people’s intent because the situations in the game don’t really leave much room for interpretation. There aren’t many ways you could misinterpret fighting a bunch of orcs.

As always, the big thing is to reflect on how it might fit into whatever game you’re running or how you play your character. There’s a lot of room in D&D for being a bit of a word-lawyer. My favorite point to make to DMs as a player is that you don’t need to make a bluff (the skill that lets you lie) check if you’re not actually lying. Most of my characters develop a certain amount of skill for skirting the true as it suits them and my favorite villains to play are the clever ones who get captured. Wordplay is one of my favorite games and not everyone spends their free time practicing how to artfully arrange words so I don’t really expect my players to take things to that level. I just give them a slap on the wrist when they do something dumb. I’ll never give them an impossible situation as a result of their poor decisions, but I will make things much more difficult for them.

After all, what’s the point of playing a game like D&D if doing something dumb doesn’t run the risk of getting you killed? There’d be no tension if they knew they’d be able to take back any wrong decision they make or that there were no consequences for taking too long. If you constantly leave the dungeon to replenish your spells and rest, then the dungeon is going to prepare for your return. They’ll be ready and waiting for you, this time, and heaven–or what’s left of it–help you if you leave again.

Tabletop Highlight: The Appeal of the Classics and Why Fifth Edition is Perfect for That.

Some days, all I really want to do is throw aside all of my current Dungeons and Dragons campaigns in favor of returning to what I always call the “simple roots” of the game. My main campaign is a complex game with political intrigue, long-term mysteries, a fully customized world, a huge history full of references for my players to explore, a whole range of villains the players can kill or continuously encounter, and is an absolute delight to run despite being completely exhausting. I put a lot of work into keeping the campaign running smoothly and making sure my players are enjoying themselves, so I often fantasize about running something a little simpler. Something smaller-scale, really.

I have a tendency to let my imagination run away from me so even something I’ve described as a “shiggles” (shits-and-giggles) campaign winds up with a complex political landscape and more customizations than I can easily manage without a lot of reference work. My main campaign was supposed to be a simple campaign, focused around a small area and with tons of adventure for the players to find without pulling in politics and “Grand Adventure Across the World!” so I could enjoy running without constantly exhausting myself. That plan lasted maybe half a dozen sessions before I thought of a great story I could tell my friends. I don’t regret it and I enjoy running my campaign, but I’m starting to crave something a little simpler again.

Starting to play the fifth edition of D&D has magnified the craving. The system is set up much more simply. For example, the numbers are easier to manage across the board in fifth edition versus any prior edition. My main campaign, using the 3.5 edition set of rules, has a rogue with an Armor Class (how difficult it is to hit someone with an attack) of 19 and a scout/ranger with an AC of 31-35 depending on how much he’s moved during his turn. Depending how much effort each character puts into their AC, this gap could shrink to nothing or grow to be even larger. As a result, it is difficult to give my players enemies that are a threat to the higher-AC characters without being over-powering to the lower-AC characters. The same goes for attack bonuses (the bonus a character gets when attacking that contributes to their attempt to overcome their opponent’s AC) since the Paladin can get a bonus of 20 or higher while most other characters of the same level are working with something in the 10-14 range. This also complicates things for the same reason the AC disparity complicates things.

In fifth edition, the bonuses don’t get much higher than 15 and ACs rarely hit 30 for anyone. There’s very little ability for a focused, driven player to get their character’s attack bonus or AC to a level that would make it almost impossible for an enemy to fight them. In fifth edition, it is super easy to fudge numbers as I need to since the players will have a smaller range for me to consider. In 3.5, it can be difficult to fudge numbers because they fudge for everyone and all stats were NOT created equal. This means I need to spend more time on the front end making sure the encounters are balanced so that the low-AC rogue who turns invisible before literally every attack (which means he can only attack every other turn at most) has the ability to not only survive the fight but contribute to the damage at a level that at least comes close to the amount the scout/ranger and Paladin can dish out in their frequently optimal situations.

In 5th edition, all I’d really need to do is make sure I’ve got a general idea of the location and purpose of whatever the players decide to explore. I can make up numbers on the spot, fill in encounters as dictated by the players’ ability to handle them, and even make an easy encounter a bit more difficult by just making everything a bit tougher. I’d be able to focus on maps and letting my players explore than needing to quietly direct them behind the scenes so they wind up someone I’ve got prepared for them. Hell, I could build the entire thing early on and just give them a continuous string of “the mayor’s daughter was kidnapped” and “there’s some gnolls out in a cave who’re raiding merchant caravans” quests until they got tired of playing or have literally bought the entire country they lived in with all of their fabulous adventurer wealth. The whole story would be about creating their legacy and achieving fame and fortune rather than some problem in the world that only they can fix.

In my mind, that’s classic Dungeons and Dragons. I’m willing to bet D&D has always been a pretty even mixture of the simpler style stories of just wandering around a world full of danger and treasure and of being sent on a quest to defeat a series of sequentially stronger Big Bad Evil Guys. I just have a tendency to run campaigns that are mostly the latter and hear about wonderful, fun campaigns other people played in that are the former. I want to run one of the simpler style campaigns, or maybe even a pre-made campaign. It would be interesting to be able to focus on the stuff specific to being a Dungeon Master instead of a story creator when running a game. I bet I’d learn a lot about what makes for good tabletop storytelling.

This Book Stole my Attention for an Entire Day

After I finished reading Priest by Matthew Colville, I immediately picked up the sequel, Thief. It takes place immediately after the first book, though the focus has shifted a little bit. Instead of sticking almost solely to the protagonist, the view shifts between him and a few of the other important characters. Haden is certainly an interesting character to follow–that’s kind of the requirement to be a protagonist–but it was also incredibly informative to see him through the eyes of the people around him. Beyond that, the second book was an incredible step forward in depicting the scenes and the fight descriptions were exponentially better. I had to put it down shortly after picking it up in order to play D&D, but I picked it up immediately afterward and accidentally stayed up way too late in order to read more of it.

The plot picks up immediately where the first book left off, throwing in enough background information that a new reader would be able to figure out what is going on but not so much that it gets onerous for an established reader to get through. The twists from the last book are still twists, as Colville often reveals the plot information by exposing other characters to either what happened in the first book or some offshoot of it coming back to bite someone else. There are still enough new twists and plot hooks to keep you pulled in and even more of the wonderful world-building that lets you feel the size of the history without spending more time than necessary talking about it. We’re still not sure what happened to split up the group of adventurers that Haden belonged to, but we do discovered more of what happened as a result of the split. We meet some more of his old friends and discover a little more about the life that Haden lived before he retired. We also get to see more of the incredible weapons, artifacts, and allies he has gained over the course of his career and they are just as incredibly powerful and crazy as you’d expect from a high-leveled D&D campaign. Demigods, wealth beyond the dreams of most mortals, and a casual arrogance when it comes to the importance of stuff. Who cares if your building burned down when you’ve got the money to build a new one or for a wizard to just make it not have burned down in the first place?

I honestly really enjoyed seeing the sort of crazy stuff that is so common to D&D enter into a more typical fantasy novel. The wealth thing I’ve already mentioned, but the incredible fights are also a part of it. Haden gets into it with assassins, a member of his old party who he never liked, a giant elf-creature that is basically a minor deity, and a bunch of weird “undead” creatures that aren’t really undead. He overcomes all of his opponents with the exclusion of the other adventurer. He almost dies half the time, but that’s how a lot of the fights in D&D go: you almost die, but that’s only because you focused on ending the fight as quickly as possible. You could have taken a little more time to avoid injury or fix a problem, but you knew that you’d be able to overcome anything but death itself as long as you were still alive at the end of the battle. He gets poisoned by the assassins he fights, but he doesn’t waste time healing the wounds or purifying his blood, he just kills every assassin in maybe half a minute and then finally fixes himself. Even the description of the fight feels short and brutal, reflecting the way the fight would have seemed to anyone participating in it. The big fight with his ex party member is equally brutal, each participant a hair from death at any given time, only surviving by relying on their instinct, guts, and luck. It was incredible to read.

I enjoyed the expanded cast since it brought a lot of interesting character development to the books and highlighted the way we tend to make assumptions about the people we encounter in our lives. I enjoyed one of the relationships, between Haden and a friend he made a dozen years prior to the novel, and how it develops in this book as Haden realizes he maybe didn’t know as much about his friend as he thought he did, but that doesn’t mean his friend isn’t the man he’d come to appreciate and respect. None of the characters ever feel one-dimensional and, while the villain does go on a bit of a stereotypical “I’m all-powerful and can do whatever I want without consequence!” bender, his megalomania is somewhat excused by the way he’s actually cleverly set up his organization and laid his plans. If it wasn’t for Haden and a few things that can be chalked up to back luck for the villain, he’d have been entirely right. No one would have been able to stop him, even if he walked up to the king and confessed his crimes.

There were more spelling and grammar errors in this one, but the only thing that actually threw me off was a couple of places where the wrong name or pronouns were used as it made it seem like the wrong people were saying things or showing up randomly in scenes they couldn’t have been in. That’s a small price to pay for two really solid, incredibly fun books. Since Colville has plans to make some changes and do some editing, I think they both (but especially Thief) have the potential to be incredibly fun reads.

I hate that I have to wait a while longer (probably at least a couple of years, though I wouldn’t be surprised if it was more than that) for the next book and the updates Colville plans to make, but I really think Priest and Thief are both really solid already. I suggest picking them up if you’re looking for a fun fantasy book and don’t mind starting a series that doesn’t really have a release schedule of any kind.

Not a Young Priest or an Old Priest, but a Middle-Aged Priest

I’m on a bit of a “Matthew Colville” tear this week, so I figured I might as well review the first book in his Ratcatchers series, Priest. As Colville often says in his videos, the best way to support him is to buy his books. Since I’ve gotten so much enjoyment and refreshing information from his videos, I figured I might as well buy his books as a way to contribute to his well-being, despite the fact that I know his recent Kickstarter has helped him build a company that will probably have more to do with his income than his book series will for the next several years. I also figured he’d be a good writer since he does an excellent job with his videos and seems to be a DM people loved to play D&D with.

Priest is a surprisingly complex and nuanced book that stands out from most of the (honestly, pretty awful) D&D-fantasy books I’ve read. To be fair to the genre, I haven’t read most of what people say are the good ones since I get most of mine from used book stores and people seem disinclined to sell the reportedly good ones. I enjoyed it, and I’d say it was a really fun fantasy novel that broke away from a lot of the typical fantasy tropes by relying on the sort of stuff that comes up in a D&D world that is a bigger deal in a typical fantasy novel world.

For instance, the gods are real and have intermediaries who do their bidding, like the titular character, a Priest named Heden who used to be an adventurer. Heden, an ex-ratcatcher–to use the term most people use to talk about adventurers and all the chaos they bring to locals–is a shut-in priest who hates leaving his closed-down inn but is tasked to go investigate The Forest by his immediate superior, the local bishop. Heden not only has to face the dangers of a forest that generally kills everyone who goes into it and brave the mysterious Green Order, an order of knights who protect the locals from the dangers of the forest, but also his own anxieties and PTSD from his past as an adventurer.

There are a lot of mysteries about Heden’s past and Colville does an excellent job of giving the reader just enough information to slowly create a picture without tipping his hand. He lets us know that the past is important because it informs who Heden is and why he’s been chosen to investigate the death of a knight from the Green Order, but he also lets us know that it isn’t a central point of the story. Heden’s PTSD and some of the horrors from his past impact the present, but the important part is him facing them, not exactly what happened years ago. In addition to the glimpses through Heden’s quickly avoided memories, you meet some of the members of his old adventuring group and get a sense that Heden was the reason they’re all retired. Clearly they had all become very powerful by the time they retired, judging from the casual power of the magic items Heden has available to him, but still they all toil away at their own solo endeavors and don’t seem to speak to each other very much.

This cleverly side-steps the problem that arises when you have a large group of very powerful people united towards a single purpose. With all of them together, there would be very little that could stand in their way. Alone, Heden misses important clues in his investigation, can be brought down by sheer numbers, and has a hard time processing what is happening because he’s alone all the time. With the full group, the story would have been over in the first quarter of the book and there would probably be no sequels. Alone, you get to see that Heden still has a lot of growing to do and there is opportunity for mishap when he has to tackle every major task on his own.

The plot was a little frustrating, but that was mostly a personal thing. Heden is supposed to investigate and then redeem or condemn the Green Order, but he struggles with the task because of his own prejudices against knights and because literally everyone seems to put all of the responsibility on him and then do their best to make his job harder. Eventually, you see everyone was acting appropriately, but felt like “there needs to be a problem so everyone is going to be stubborn and difficult” while I was reading it. In hindsight, it was a clever thing to do because it aligned the reader with Heden’s feelings on the matter, but I really dislike stories that have problems because there needs to be a problem, so I almost put it down.

I would definitely recommend this book. It was a lot of fun to read, the characters are all intricate and super interesting, and it deals with something most people don’t consider: what happens to the mental health of adventurers after they retire. Not many stories seem willing to consider they might wind up like a lot of modern combat veterans. I like that Matthew Colville clearly did his research and does an excellent job of bringing PTSD and panic attacks to life in the novel in a way that isn’t so rough that it could easily trigger someone with related issues. I suggest picking up a copy of Priest and giving it a read.

Tabletop Highlight: Running the Game

During my current break from running any Dungeons and Dragons, I’ve started following a YouTuber/Author/Game Master named Matthew Colville. I’ve followed him on twitter for a while, because I love what he has to say, but one of my good friends encouraged me to start watching his videos on YouTube. She’d started following him because she’s working on plans for running her first D&D campaign and he has an amazing video series called “Running The Game” focused around encouraging new DMs to run a game. As a moderately experienced DM, I can definitely say that these videos are amazing and everyone who will one day run/currently runs/or once ran a D&D session should watch them.

When I was first starting out as a DM, I only had half a dozen D&D sessions under my belt as a player. I had an amazing DM as my role model, but I still knew almost nothing about running the game. Since I was a quick study, I read the books, found some online resources for rule adjudication, and took it to heart when the everywhere I read told me that I was the final arbitrator of rules. Things only ever happened because I allowed them to happen that way. Unfortunately, none of these resources prepared me for the way story-telling changes because writing or speaking a story and running a campaign with a story. I was unprepared for the way my players would insert themselves into the narrative I was trying to create, I didn’t have a firm grasp of how I should be running sessions from an administrative point of view, and I was woefully unprepared to manage the social dynamics that sprang up as a result of the campaign. I learned by making wrong choices and it almost scared me away from running games entirely.

Nowadays, I’m a much better DM. I’ve learned a lot of tough lessons and while I still am not great at keeping all of the gears and wheels hidden from my players, I can do it well when it is important to. Still, those two years of campaign and the year of avoiding new games kind of hurt and I wish I’d had a resource that taught me not just the rules but all of the stuff you don’t think of until the shit has hit the fan and you’re wondering what you did wrong. Matthew Colville is such a resource.

His first few videos establish what he’s planning to do with the series. He also sets up the basics by creating a first dungeon and the handful of encounters and sessions that would encompass getting the party together and running through the dungeon. He covers the basics of the rules and how to manage a group of people, along with everything you’d need to know in order to start your own campaign. All of the videos after that are focused around particular topics like the use of maps, how to modify monsters, how to create your own adventure, managing player dynamics, and pretty much anything you might want to know as a DM.

He is a bit of a fast-talker in his videos, but not so fast that he is difficult to understand. His videos go from eight minutes to over forty, so he has a lot of ground to cover and slowing down would almost double the length of most of his videos. He uses a lot of specialized terminology, but he does an amazing job of explaining it as he goes along. His editing skills are top-notch and he keeps the flow of information going constantly, except when he’s working in a few jokes or anecdotes to give examples of what he just said or to show that even thirty-plus years of experience doesn’t mean you won’t still make mistakes. He likes to emphasize that he isn’t a perfect DM and that even he forgets to make use of the advice he’s giving in these videos. All he wants to accomplish is to encourage people to play D&D and to share some of the knowledge he has gained and traditions he has been a part of since he started playing in the eighties.

These videos are incredible. Even though I’ve learned most of the lessons he’s shared so far (I’m still working my way through the videos), it is an incredible aid to have them formally delivered in a way that makes me think about recent applications or how I can do better in the future. Even though I’d be hard-pressed to pick out even on thing specifically that I’m going to do better as a result of these videos, I’m really excited to get back to playing regularly with my group so they can see just how much I’ve improved. So much of it was just a sort of settling-in of what I already knew so it feels more natural. It’ll take a lot less effort to run well, once I start again, and less effort to prepare since the videos have a ton of great tips for stream-lining the process.

If you want to run D&D or know someone who does, I suggest checking out his videos! They’re so accessible that you don’t even need to have played D&D before to understand them! Like Matthew Colville, I just want to be a river to my people. Go, learn to run, and then share it with your friends!

Tabletop Highlight: The Narrative Imperative

I like to tell stories with my D&D games. Doing so can be tricky at the best of times because you’re merely the person setting the stage when you run a game, unless you’re willing to deny your players a significant amount of autonomy. If you let them have their freedom, the players are the ones who plot the story and direct it. You are all the actors, the camera man, the producer, the SFX artist, the prop master, and the scenic designer. And more! The hats you might be required to wear when dealing with a particularly willful group of playing is beyond my ability to describe, remember, or predict. There are simply too many things a good GM does when running a game to keep track of it all.

The thing is, though, you can have a lot more control over the story than most people think if you’re good at setting plot hooks. Plot hooks are for snagging players, not landing a story in their lap. You are hooking their attention and directing their actions toward a particular end that you’ve likely spent a fair amount of time devising. Most people stop that as soon as the quest has been given and the players have declared their choice. If they bought in, why spend more time on it? If they didn’t buy in, maybe you can recycle it later or find another way to pitch it once they’ve done something else. But hooks can be used quite frequently to help lead your players where you want them to go or to keep them focused on what you want them to be doing.

In my story-centric campaigns, frequent use of hooks can make the players feel like they’re at the center of the universe. Too much of that feeling can be bad because they don’t feel like there’s any risk, but enough can make them feel like the heroes their characters are. Carefully managing the frequency and type of the hooks allows me to keep my manipulation under the radar when I want it to be. It also lets me do things a bit more obviously if I know there’s something my players want that is in line with my goals. I can make them buy in a little more heavily for a portion of the overall story and they get to influence the events of the story in a way that makes their characters feel important.

My favorite way to do this is to give them an entertaining cast of characters that is invested in a particular outcome. If they care about these characters, then they’ll listen when they talk and be more willing to pick a path that helps them out. For instance, if you wind up protecting the bad-ass woman punching a hole in a stone wall because the god who saved your life told you to go do something that led you here and then it turns out that you discover the ancient, hidden tomb of a forgotten mummy lord while guarding her during a trip across a desert wasteland, the players might be pretty inclined to involve her in the tomb exploration (at least verbally, since she’s a busy woman) which means it becomes super easy to lead them in the direction of the other tombs the badass woman’s associates find since it turns out that their discovery actually explains why the blight the badass woman is investigating is happening in the first place. Now they’re all invested in doing what was essentially the NPCs job and they feel like they cracked the case wide open because they made one lucky skill check. Throw in a few hints as they go along at how this ties into the larger story and now all they want to do is figure out what is going on and fix what their main villain broke.

This isn’t to say, of course, that I don’t give my players the opportunity to go off and do whatever they like. If they want to ignore what is going on in front of them and do something else, they’re perfectly capable of doing so. I might not always drop some neat adventure into their lap (and definitely won’t if I sense that they’re being petulant or trying to derail the game on purpose), but I let them do as they wish. I just always make sure they know that time is passing and what they’re leaving behind might not be here when they get back. The passage of time and windows of opportunity aren’t exactly manipulation, but they do help keep players focused on their core quests.

The other main way I continuously hook my players is by giving them hints of what is to come and how powerful they could be if they follow down their current path (the one I want them to). Hints at alliances, potential gear, the experiences, and the in-world fame or glory for accomplishing mighty feats. The path laid out is not the only for growth and ever greater power, it’s just the easy way. Haring off in your own direction and doing whatever the heck you want can lead to growth and power, but it can also lead to dead-ends and unfortunate circumstances. I’ll never direct my players down a plot line they can’t handle, but the world is full of many dangerous things and they might run afoul something horrible if they stray too far from the places they know. If the party does something dumb, I will totally let them die. If they almost die or barely make it out of something awful because they did something incredibly dumb, they generally learn that there’s danger out there and wandering around willy-nilly means they might encounter it.

Thankfully, all of my players are very invested in the current story and they all want to find out what happens next, so it doesn’t take a lot of work to keep them invested or focused. For the most part. The “focused” bit can be tricky at times.

Tabletop Highlight: Setting the Mood for Your Tabletop RPG

An important part of every tabletop RPG session is creating the right mood and atmosphere. No matter the style of game, no matter what game, the atmosphere can make or break it. There are many ways of setting the mood, using everything from music, pictures, spoken word, play location, to tactile objects to represent characters (minis) or even three-dimensional environments for the miniatures.

The easiest way to set the mood and create atmosphere is to use miniatures for the players and enemies and to use what most people call “terrain.” Miniatures can be anything from little Lego people with customize outfits and items to carefully molded pewter statues with carefully molded armor and weaponry, all of which is painstakingly painted to match the player’s idea of the character. A lot of the time, the most common type of miniatures is any object that is small enough or a “close enough” plastic miniature of the kind that is readily available at any gaming shop. Terrain follows similar rules. It can be painstakingly created and highly detailed or super simple. The most common form, used for almost every grid-based RPG I’ve ever played, is a wet-erase or dry-erase mat marked out with a grid of squares, one inch long on each side. Both of things, terrain and miniatures, can create a great deal of atmosphere very easily. Even the least immersive players can get absorbed into the game with the right terrain and miniatures. The downside is that doing this stuff that well takes a huge amount of time or money. Stand-ins and a playmat is the most cost-effective way of doing it, but it doesn’t do much more than let the players see the shape of the world and where their character stands in relation to their allies and enemies.

If you had players who are willing to make more of an investment in each session, music can work amazingly. Music can directly appeal to people’s emotions, so you can help make your players feel the tension of harsh negotiations or the relief of finally reaching their destination by carefully selecting your playlist. Video game music makes an excellent background to battles and there are numerous YouTube videos full of nothing but the sounds of a city to make your players feel like they’re really in a bustling metropolis. Other sound effects, if you’re feeling really ambitious, can add an entire additional layer. The sound of horses, the blast of fireballs, the din of battle, even the moans of the dying or damned. It takes a lot of work to have everything up and in a form you can use without breaking the moment you’re trying to enhance, but it is still a lot easier than creating exact miniatures and terrain for your sessions.

Another great way to help set the right atmosphere for your players is to use pictures. There are a lot of resources available online, so you can find a picture of almost anything if you aren’t feeling up to creating custom images. Pictures of dark dungeons, great manors, the various enemies they’ll fight, and even weapons they find. If you’ve got artists amongst your players, you can encourage them to create pictures of their own characters (and maybe their allies as well) that they can keep up-to-date instead of a miniature. While not terribly immersive unless you’ve got a picture for everything that the players can always look at (which is a lot easier to do for online sessions or if you’ve got a big TV near where you play), it can really help the players fix the world in their minds more completely. Plus, you never know what good can come from encouraging the creation and usage of art. In one of my first big campaigns, a player was constantly drawing during each session and his humorous pictures and the renderings of some of the scenes he wanted to preserve added a lot of fun to the games for the other players.

My preferred method requires a great deal of participation from the players. Since I don’t always have the time to prepare pictures and playlists, I rely mostly on spoken words and descriptions in addition to simple miniatures and a playmat. Spoken words and descriptions take a lot more work and skill from the DM during the session, which can steal their focus from other things like tracking enemies, improvising numbers for their game, or even accidentally reveal something that was supposed to be a secret. To counter this, when I describe the atmosphere and give details on where the players are located, I also change my level of detail based on their level of observation and awareness. I also vary the level of detail at somewhat random, beyond the basics, so my players never know if I’m describing something more because its important or because I’ve picked this situation as my “slightly more description” moment. It requires very firm mental images on my part, which means I have to be pretty prepared for each session, but not in as detail-oriented a manner as I would need for music, pictures, or terrain. It can also be used to mess with my players by consistently giving greater-than-average detail on something insignificant.

There are definitely more ways to help set the mood for your session, but the above are the ones most commonly used. Not many people are willing or able to relocate their entire game and related materials to a remote location like a cave or the food court of a mall, so I’ve only ever heard of it happening once. To a friend of a friend of a friend. The furthest I’ve ever gone is to move the game into the basement or outside, but that’s mostly for non-game reasons like wanting to dampen our noise or wanting to enjoy the sunshine and cool breeze on a gorgeous day. While the amount of detail you want to put in will likely change from group to group and campaign to campaign, you’ll eventually find your comfort zone and generally stick to that level. Whatever you do, though, just make sure you don’t get lazy.

Tabletop Highlight: The Importance Of Fudging Things

The most important skill I ever learned as a Dungeon Master was how to Fudge It™. I cannot overstate the value of this skill. It has saved numerous sessions, countless player lives, and kept friendships alive that might otherwise have been destroyed by the capricious nature of small plastic random number generators. Yes, I am being somewhat over-dramatic. No, it is not nearly as over-dramatic as you probably thing. I’m a bit of an oddity when it comes to RNG using dice since I tend more towards extremes than is statistically likely (based on a log book of rolls I kept for two years of daily rolls for science purposes combined with weekly rolls for D&D purposes using a variety of dice and rolling surfaces).

Given that each roll of the standard RNG polyhedral (a d20) is always a one-in-twenty chance of any given number without any relation to the rolls previous, this is hardly conclusive evidence. Nevertheless, I soon discovered that I either needed to make every roll to even the odds, or I needed to learn to fudge the numbers as they came so my players wouldn’t accidentally get killed as a result of some nameless mook rolling three natural twenties (a phrase describing when a twenty-sided die ends its roll with the twenty facing up) in a row. In most D&D campaigns, repeated natural twenties means some kind of incredible success for the character that rolled it. In combat situations, it usually means automatic death for the target of the attack.

Fudging It™ has more applications than simply correcting errant probability. If my players throw me a curve ball during a session and I need to correct on the fly, you can safely bet I’ll be making it up as I go along. A lot of my favorite parts of the campaigns I’m running are a result of my decision to abandon the rules and just wing it as I go. I literally built an entire campaign around the idea of deviating from the rules everywhere I can without undermining player ability and just making the funniest things I can think of happen in any given situation. At the Orchestra and surrounded by the upper class? Well, get ready for a bunch of Phantom of the Opera style vampires to attack and the only tuba player left in existence (BLORNTH THE TUBA PLAYER was the only tuba player to survive the tragic battle of the bands) to use his magically enchanted tuba to batter vampires to death before eventually spewing a gout of fire out of the end to rival that of any dragon.

I remember the first campaign I ran and how hard it was on the players to deal with my weird probability. I wasn’t very good at fudging things back then, so the healer accidentally died, the archer fell off a cliff (and then teleported over the bard in an attempt to save himself only to nearly kill the bard instead) to his death, and the bard accidentally killed a zombie so hard he killed himself as well. I learned a lot running that campaign and have improved as a storyteller so that I can Fudge It™ at a moment’s notice.

Now, in order to properly Fudge It™, there’s a process involved. The exact steps vary from person to person and situation to situation, but it usually involves some kind of disbelieving chuckle on the DM’s part at the sheer absurdity of the moment followed by some silent bargaining with the dice gods. After that, solutions are proposed and discarded in rapid succession until the DM settles on an acceptable outcome that either allows the players to continue without knowing something was amiss or allows them their choice of fates. Not all DMs choose to Fudge It™ and that is their right. Sometimes, in a harsher setting, it even makes sense to be as brutal as possible, though it might be better to Fudge It™ and make things slightly more brutal.

That’s the important thing to know, I suppose. Fudging It™ isn’t just for fixing problems. It also works great as a way to create problems or bump up the difficulty of an encounter if the players aren’t having any trouble with it. It is incredibly versatile and I recommend picking up the skill.