Together, We All Grow As Storytellers

I’ve been running Dungeons and Dragons games for over a decade now. Twelve years, this summer. For the last six years, I’ve been running Sunday evening games for a group that has changed many times, with the exception of two players. These two people, friends I’ve known to some degree about as long as I’ve been running Dungeons and Dragons, have been an endless source of amusement and fun for me as a dungeon master. From tragic beginnings, moments of hilarity, grave failures, and a general willingness to go wherever I lead them, I don’t think I could ask for more from any players of mine.

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Withholding Information At The Table

There is a seductive delight in knowning something someone else does not and wishes to. As studies of behavior on the internet have taught us, most people’s motivation for engaging with people on the internet outside of their social circles is to feel superior to other people. Is it any wonder that some people find it difficult to share information that they alone lay claim to? Is it any wonder that some people fall prey to the delight of withholding information someone else wants in order to drive some tension and drama into what might otherwise be a calm, peaceful moment? Even I am not immune to the allure of gently taunting someone with knowledge I have the power to share or withhold.

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My Horror-ble Need For Tabletop Music

Trying to find the right music for a tabletop roleplaying game is a pain in the ass. You have to find something that evokes the right emotions in people other than just yourself without asking your audience since that would risk revealing something. You need to figure out how to incorporate it for the right dramatic tension if it applies to what you’re doing. You need something that either no one will recognize or that will evoke the right feelings even if it is still recognized. Not to mention finding enough music in the first place, equalizing it all so a song never comes on that completely interrupts the tension you’re building, and knowing the songs well enough that you can time things out. Or just finding stuff that can repeat endlessly.

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The Trials and Travails of Playing Dungeons and Dragons

Most of the time, I don’t play D&D. I run it. There’s a pretty big difference. As a DM, running D&D requires an understanding of the style of game you’re playing, a hefty knowledge of the world you’re playing in, a grasp on at least the core concepts of the rules (though an encyclopedic knowledge of them is frequently very helpful), and at least several reference documents because there is no way you’ll know everything you need to know off the top of your head.

It’s a numbers game with lots of narration and storytelling that requires you to set aside your ego so you can provide opportunities for your players to explore the world, tell a story, and try things. Generally, you want to avoid a focus on “winning” as the DM and instead focus on making sure everyone is having a good time. There’s a lot of social management since it is frequently up to the DM to intercede in arguments or interpret rules that don’t necessarily have a clear answer to the question the player is asking, all of which requires a certain amount of social consciousness as the DM. You need to watch your players so you can be ready to support them as they need it and challenge them as they want it. When you DM a lot like I do, it can be easy to think of playing as something that is incredibly easy.

When you get a chance to play though, and really get into it, your perspective shifts. Suddenly, you’re not thinking about managing numbers, turn order, and a thousand tiny details but trying to manage your expectations. Instead of trying to anticipate the players, you’re trying to navigate the minefield that is a combat encounter. Especially at low levels, one wrong choice can make the difference between a simple fight and a fight that uses up all of your resources and abilities. Whenever you’re confronted with a door, there’s no way to know what is behind it and, if you’re the leader of your sorry bunch of misbegotten misbegots, it falls on your to decide if you should open that door or if you should take the safe route and find a place to hunker down until everyone’s hit points are full.

While the effort involved is vastly different, the toll isn’t. As a player, you don’t have to manage a thousand little details, but your character’s life hinges on the success or failure of your actions. As DM, you don’t need to emotionally invest in each decision because there’s no risk of failure for you in a combat encounter. Your job is to help tell a story and provide a challenge. As a player, making the decision to stand at the back of the group is fraught with danger. If, like my character was today, you’re at half hit points and facing a swarm of creatures that aren’t tough but could easily overwhelm you when there’s over ten of them to your single you, that decision isn’t an easy one.

You, the player, don’t want your character to die, but sometimes that’s what happens. Sometimes characters die because of the choices they make. And I say “they” because Chris Amann would not choose for Lyskarhir the Elven fighter to stay behind the group of villagers as they flee the church they’ve hidden inside, but Lyskarhir the Elven fighter certainly would, even if he’s a cantankerous asshole. They didn’t ask to have their town wrecked and their loved ones slaughtered in front of their eyes, and most of them aren’t up to the challenge of standing firm in the face of an oncoming hoard, but you are. So you stand and hope they get away quickly enough for you to get away instead so you don’t need to find out if you’re the kind of person who’d let someone else die instead of facing an attack you’d probably survive.

Chris Amann wouldn’t choose to keep Lyskarhir exposed to danger so that as many of the enemies focus on him instead of the fleeing villagers, but Lyskarhir sure would. He knows he can probably get away and, once the group splits, idly walk up behind them with his longbow out and kill them as they chase the defenseless townsfolk. Chris Amann knows Lyskarhir can do this and Lyskarhir’s battle strategies are only as good as Chris Amann’s strategies, so Chris Amann lets Lyskarhir decide what to do and does his best to fight the duality of his mind so that he (I) can properly roleplay.

As a DM, roleplaying is swapping masks to be whoever the players are talking to. If you’re really good at it like Matt Mercer, you can become entirely new people with every new character. If you’re just alright at it like I am, you can try to change the tone of your voice and at least make them use different words to help the players see the difference between the people they’re talking to. When you’re playing, you’re putting on a mask, a costume, and assuming an entirely new persona. You have to manage the difference between what you know (which, as a regular DM, I know EXACTLY how many hit points each monster we fought had) and what your character knows. Lyskarhir doesn’t know that kobolds have five hit points, but he does know that not a single one has survived being shot by him. Chris Amann knows that Ambush Drakes don’t deal much damage, but all Lyskarhir knows is that there is a pair of wolf-sized dragon-ish lizards running toward him at an alarming pace.

As much as I enjoy storytelling and being a Dungeon Master, I will never be as excited by a gameplay moment as I was when my Elven fighter survived four wild swings, three of which missed thanks to his excellent planning, that left him with one single hit point and the final attack he needed to take down the champion of the enemy forces. Even if the DM let me get away with 1 hp because I’d gotten lucky enough to reduce an enemy that should have wiped the floor with me to the single digits, it won’t change how great it felt to emerge victorious from a fight that went better than it had any right to.

Now, three hours after the fight concluded (which is when I’m writing this), I am still jittery and excited about that moment. I want more. I’m reminded of how much I love playing, of the highs and lows of tabletop gaming that you feel as a player who can only do their best in the given situation. I miss it. I wish I could get more of it. But it also feels pretty great to be reminded of the experiences I can provide to other people when I run games for them. I just hope I get to keep doing both as the world shifts and changes in the face of this pandemic.

Tabletop Highlight: When You get a Little Minmax in Your Roleplaying

As a player of Dungeons and Dragons, I prefer to roleplay. I like the idea of coming up with a novel character concept and sticking to a personality I’ve devised to fit that concept, no matter what. What can make me frustrating for other GMs, though, is my propensity for focusing on excelling at one or two particular things. Given my understanding of the game, I’ve found it relatively easy to maximize my potential for a couple specific things that fit my character concept, such as the 3.5 edition Scout who could move 210 feet as a move action (that’s 120 miles an hour in 3.5 rules) or the fifth edition rogue who couldn’t fail a search, perception, or trap disabling check thanks to high modifiers and the skill that lets you get no lower than a ten on your check for a certain set of skills.

While this falls short of outright min-maxing–the act of using the game’s rules in such a way to sacrificing things of minimal importance in order to maximize your character’s more important abilities, also known as “optimization”–it can still be a little jarring for people to deal with. Sure, I don’t do something crazy like sacrifice my character’s ability to spell their name right or make friends on purpose in order to increase their total skill, but I’ve clearly found some loophole or another I can exploit in order to game a rather ridiculous benefit. Fifth edition Dungeons and Dragons did a good job of cutting down the potential for loopholes, but 3.5 is the best edition for it since there are so many wonderful ways to break the game if you really want to.

For my part, I don’t really mind it when my players do a little bit of minmaxing so long as they can justify their reasons for doing it or how their character got it. The paladin wants to take a special feat that lets him add his Charisma bonus to his damage in exchange for his ability to use Turn Undead? Sure, we’ve already established he’s got a close relationship with his god since he’s one of a select group of Paladins who serve that minor deity directly so it makes sense that the god would direct him toward being able to better slay evil. The rogue wants a sword made of a material I’ve never heard of, that can only be found and forged on one of the deep layers of the lower plains which technically doesn’t exist in my world thanks to the customization of the planes. Sorry, no can do since the very material itself would be counted as evil and the current laws of Heaven and Hell prohibit the export of materials to the mortal plane. If he wanted to make a trip to one of the layers of Hell in order to get that material, then we could talk. But there’s no way some random shopkeeper in the capital city of a federation pretty much run by a lawful good religion is going to stock a material literally made out of compressed evil. The black market might have it, but then how can you trust it is what you want? And it’s likely they’re not just carrying it around, so you’d need to go on a minor quest to get it and then you have to deal with the Paladin who is already one his last straw thanks to the Hellhound you bought on the black market and trained to be your hunting dog.

Hell, my party’s Scout has the highest Armor Class in the party because his main attribute is Dexterity, the rules allow scale mail to be made into light armor if you’re a particular prestige class (some dragon champion thing that I’m forgetting the name of because I tweaked it to fit my world), and he got reincarnated as a Bugbear the last time he died. He got really lucky and a bunch of stuff came together to put his AC through the roof. If he’d down it on purpose, I’d have taken him aside and told him no since no ninth level character should have an AC of thirty-one (or thirty-five if he’s moving), but it was just the culmination of chance and some custom stuff he and I’d put in the game.

In this case, role-playing and minmaxing work out since the whole theme of this game is to make the players feel like they’re ridiculously over-powered. They’re supposed to be able to reshape the world by tenth level because I want them to eventually fight gods or demons and Ancient Dragons. They’ve encountered plenty of powerful NPCs as well, which helps them feel like their extreme power is more in line with the rest of the world. My big rule is we can work out pretty much whatever they want so long as they can justify it in-game. Which means the Paladin is basically an honor guard of a god, the Scout is the chosen champion of an Ancient Dragon, and the Rogue/Assassin has a dagger that can cut through anything and potentially drain souls, in addition to becoming a business magnate between dungeons. To be entirely fair to the rogue, he’s probably stuck the most to role-playing since he’s not sure how he can make his character as powerful as the Paladin and the Scout, but they all do it really well. The Paladin has been on his current course of serving this god since before first level and the Scout has setting himself up to be a slayer of evil dragons since his conception. The Rogue has had the most change in his character’s journey throughout the two and a half years we’ve been playing, so it makes sense that he isn’t as hyper-focused as the other two are.

As long as your intentions are good and you’re not doing it to break the game or mess with the GM, I don’t really have a problem with character optimization or minmaxing. There’s a fine line between breaking the game and minmaxing, but it’s there and I’ve known plenty of people who have managed to walk right up to it without crossing it. The best ones have always been people who were in it for the roleplaying. I wonder if that’s a coincidence or a startling insight. Let me know if you’ve had cases of good roleplaying going hand-in-hand with character optimization or if your experiences have differed! I’ve love to hear your stories!