The Alexandrian

IN THE SHADOW OF THE SPIRE

Session 16D: Zavere’s Need

Rastor ran his claw gently down the length of the blade, as if caressing a lover. “The markings here upon the blade are not merely gold, but taurum – the true gold, mined from the Mountains of the East. And there is a thin core of it in the heart of the hilt. The enchantment worked upon this blade sings from the taurum, and its name is nainsyr.”

Ptolus - RastorThe subject of whether or not PCs should be allowed to buy magic items is a contentious one. It is felt by many that magic items are That Which Must Be Quested For. They believe that “magic item marts” and the like rob magic items of their majesty, and they consider it absurd that Excalibur might be bartered at some corner store.

Maybe so.

But I’ll note that the buying and selling of magic items has been part of D&D since before it was D&D: The stories of actual play from Arneson’s Blackmoor all suggest a robust magic market, and a number of major powers controlled laboratories and workshops that would crank out magical items for sale (and use!) on a weekly basis.

And as I mentioned in The Local Magic Market, positing a setting where wandering mercenaries go delving into dungeons in order to pull out vast hordes of wealth which frequently include magical treasures, having those wandering mercenaries sell those treasures for gold coins, and then concluding that there’s no way to buy magic items seems unreasonable.

(Although, as I noted at the time, a campaign in which the PCs truly are the only sellers of magic items would be an interesting one, albeit wholly different from a typical D&D campaign.)

In practice, I’ve also found that being able to buy a magic item doesn’t inherently detract from its mystique. Oddly many of the people lamenting the ability to buy magic items are also those who promote minimal backgrounds at character creation because the only thing that matters is what actually happens at the table. In quite a similar fashion, the place where you picked up your +2 sword is only the tiniest fraction of the tales you’ll forge with it. (If it is, in fact, destined to become a memorable and unforgettable treasure.)

At the word, blue lightning sprang from the hilt and ran along the length of the blade – crackling with a vicious smell of ozone. Under her breath Tee murmured, “Let there be lightning.”

You can see an example of this beginning in this week’s campaign journal: The sword Nainsyr goes on to become one of the most recognizable touchstones in the campaign, and its deeds are many and renowned. Perhaps even more remarkable, this specific incident – the shopkeeper pulling out the sword and saying its command word – seems to live quite vividly in the memories of the players who were there. (Most likely because the sword becomes so important.)

Obviously this all happened because I’d put a ton of loving preparation into this sword and was just waiting for an opportunity to give it to the PCs, right?

Well… not really.

Here’s how it went down in play:

  • The PCs said, “Tor, you need to get a better sword.” Tor said, “You’re right.”
  • They walked across Delver’s Square to Rastor’s weapon shop and said, “Do you have any magic swords?”
  • They wanted something better than a basic +1 sword. (If I recall correctly, they’d already looted several of those.)
  • I rolled a random magic sword, improvised some cool details about its appearance, and checked my modest lexicon of Elvish words for a command word.
  • I delivered these details in character as Rastor.

I then reached for my dice to roll up the next random sword because I had been planning to give the PCs two or three different options to choose from, but never got that far because Tor had already fallen in love with the sword.

This particular incident was one of the anecdotes from actual play I offered in Putting the “Magic” in Magic Items, which I recommend checking out if you’re interested in a discussion about making the magic items in your campaign special… whether you’re buying them from a litorian named Rastor or not.

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 16D: ZAVERE’S NEED

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

RIDDLES AND REST

Another day of delving had left them exhausted, bloody, and battered. But, thanks to Dominic’s faith and the power of the gods, not dead.

They were, however, in desperate need of rest. So they headed back to the surface, looking forward eagerly to the clean sheets and warm beds of the Ghostly Minstrel.

When they arrived, most of them staggered straight up to bed. But Tellith called Tee over to the front desk – she had received a letter. Cracking open the seal of purple wax, Tee saw that it came from Lord Zavere: He had heard from Mand Scheben and was concerned. He would like to meet with all of them in the morning, if it would be possible.

As she finished reading, Tee looked up into the common room and spotted Iltumar Shon nursing a drink. She was clearly the worse for wear, but she had been hoping to run into the young blacksmith’s apprentice for a couple of days now.

With a smile she came up behind him: “It’s an anchor.”

Iltumar jumped in his seat and twisted around to look at her. “Mistress Tee?! Wha–?”

“The answer to your riddle. It’s an anchor.” Tee caught Zade’s eye from across the room and signaled for a drink. Then she pulled out a chair and sat down.

Iltumar’s face split into a wide grin. “It is an anchor!”

“Now I’ve got one for you:

Of all my siblings, which I have many,
I am the number, wise old twenty,
I always wear my long thin hat,
And stand on one leg; I’ve never sat.
I’m last of the last, and last of the first,
I’m last of the best, and last of the worst.
Who am I?

Read more »

The Dreaming Arts: Dream Pacts

October 31st, 2018

Tirol - Franz Marc

Go to the Dreaming Arts

The Lords of the Dreaming are powerful and fey. Those skilled enough in the Dreaming Arts can turn their own souls into conduits through which the Spirit Lords can be made manifest in the natural world. But following such a path requires supreme self-control, for the Lords of the Dreaming are capable of re-shaping your very soul.

SERVANT OF THE DREAMING LORDS

Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Per cleric.

Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Dreaming Arts, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive

Weapon and Armor Proficiencies: A Servant of the Dreaming Lords gains proficiency with all simple weapons and light armor, but not with shields.

LevelBase Attack BonusFort SaveRef SaveWill saveSpecialMaximum Spirit Circle
1st+0+2+0+2Dream Pact (1 pact)1st
2nd+1+3+0+3Lesser Pact (1 ability)1st
3rd+2+3+1+32nd
4th+3+4+1+4Pact Ability2nd
5th+3+4+1+4Lesser Pact (2 abilities)3rd
6th+4+5+2+5Pact Ability3rd
7th+5+5+2+54th
8th+6/+1+6+2+6Dream Pact (2 pacts)4th
9th+6/+1+6+3+6Pact Ability4th
10th+7/+2+7+3+7Lesser Pact (3 abilities)5th
11th+8/+3+7+3+7Pact Ability5th
12th+9/+4+8+4+86th
13th+9/+4+8+4+8Pact Ability6th
14th+10/+5+9+4+9Dream Pact (3 pacts)6th
15th+11/+6/+1+9+5+97th
16th+12/+7/+2+10+5+10Lesser Pact (4 abilities)7th
17th+12/+7/+2+10+5+108th
18th+13/+8/+3+11+6+11Pact Ability8th
19th+14/+9/+4+11+6+11Pact Ability8th
20th+15/+10/+5+12+6+12Dream Pact (4 pacts), Lesser Pact (5 abilities)8th

Dream Pacts (Su): Your affinity for the Dreaming allows you to contact a Spirit Lord and form a mystical pact with them, shaping yourself into a conduit through which the Spirit Lord can become manifest within the natural world. At 1st level you can make a pact with one Spirit Lord at a time. At higher levels, you can form and maintain pacts with multiple Spirit Lords simultaneously (as shown on the class abilities table), although you must complete the pact ritual for each Spirit Lord separately.

To contact a Spirit Lord you must enter a dreaming trance by making a successful Dreaming Arts check (DC 10 + the lord’s spirit circle). You remain within the trance for at least 1 minute, during which time you are effectively unconscious. You can exit a trance at any time as a free action, but if you do so the contact automatically fails.

During the dreaming trance, if you succeed on your Dreaming Arts check, you travel through the Dreaming until you reach the Spirit Lord you are contacting. (This journey may either by physical, metaphorical, or even psychological – such is the nature of the Dreaming.)

Now that you are in contact with the Spirit Lord, you may make a pact check (1d20 + your class level + your Charisma modifier). This process normally takes 1 minute of time in the natural world, although you can choose to attempt a rushed pact check as a full-round action at a -10 penalty. The DC for this check is listed in the description of each Spirit Lord (see below).

If you choose not to attempt the pact check, the conduit between the Dreaming and the natural world is not formed and you automatically awaken from your dreaming trance. If you attempt the pact check, however, you gain the powers granted by the Spirit Lord for 24 hours, whether you succeed on the check or not. You have no ability to cancel the conduit which you have formed. (However, the conduit can be suppressed in the presence of an antimagic field or similar effect.)

If you succeed on the pact check, you have formed a good pact: The Spirit Lord has no influence over your actions or personality.

If you fail the pact check, you are deemed to have made a poor pact: The Spirit Lord’s presence influences your personality and it can even force you to perform or refrain form certain actions. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you suffer a cumulative -1 penalty on attack rolls, saving throws, and checks until the Spirit Lord leaves you.

As long as a Spirit Lord is manifesting itself through you, you display a specific physical sign of its presence (as described in its entry). This sign is real, not an illusory or shapechanging effect. You can hide a sign through mundane means, magical means, or through the use of the suppress sign ability (see below).

The Difficulty Class for any saving throw made against a supernatural power granted by a Spirit Lord is 10 + ½ your class level + your Charisma modifier.

Lesser Pacts (Su): There are also many lesser spirits which are born of the Dreaming. These spirits, known as rivera, flit between the Dreaming and the natural world. Some believe that these spirits – inhabiting the rocks and trees and houses and cobblestones – are, at a fundamental level, what binds the Dreaming and the natural world together.

Whatever the truth may be, your connection to the Spirit Lords grants you some dominion over the rivera. Beginning at 2nd level, as long as you have formed a pact with at least one Spirit Lord, you can choose one ability from the following list as a manifestation of your control over the spirit world:

  • +5 hit points
  • energy resistance 5 (acid, cold, electricity, fire, or sonic)
  • +1 insight bonus on saving throws
  • damage reduction 1/–
  • +1 insight bonus to Armor Class
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on initiative checks
  • +2 insight bonus to skill checks (choose one skill)

As you gain higher levels, you can form multiple lesser pacts. You can choose each ability more than once. The effects stack.

Pact Ability: At 4th, 6th, 9th, 11th, 13th, 18th, and 19th level you can select a pact ability from the list below. You can also select the Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats as pact abilities.

Break Conduit: Once per day you can attempt to break the conduit of a single Spirit Lord to which you are bound. To do so, you must once again enter a dreaming trance and repeat the entire ritual of contact. If you succeed on the new pact check, the conduit has been broken and the Spirit Lord is forced to leave you before it normally would. Regardless of the success or failure of the attempt, you take a -10 penalty on your next pact check with any Spirit Lord and also apply the same penalty on the next pact check you make with the Spirit Lord you broke faith with. This pact ability can be selected more than once, allowing you to make the attempt one additional time each day each time you select it.

Empowered Conduit: Your effective class level is 2 higher than normal for the purpose of determining the maximum circle of Spirit Lords you can contact and form pacts with. (This does not increase your effective class level for any other reason.)

Favored Lord: You have formed a deep and intimate connection with one of the Spirit Lords you have made a pact with. Your effective class level increases by 1 when you use the powers granted by your favored lord. (You can select this pact ability more than once. Each time you select it, it applies to a different Spirit Lord.)

Favored Lord, Greater: The DC of each supernatural ability granted by your favored lord increases by 1. (You can select this pact ability once for each favored lord you possess.)

Favored Lord, Power of the: You can activate the abilities granted by your favored lord once every 4 rounds instead of once every 5 rounds. (You can select this pact ability once for each favored lord you possess.)

Rapid Contact: Your greater affinity for the Dreaming allows you to contact Spirit Lords very quickly. Once per day, you can contact a Spirit Lord as a full-round action (instead of the normal 1 minute).

Skilled Pact Making: You gain +4 bonus on pact checks.

Suppress Sign (Ex): At 2nd level and higher, you can choose to reveal or suppress the physical sign of a Spirit Lord bound to you by a good pact as a swift action. This ability cannot be used to suppress the physical sign of a Spirit Lord with whom you have formed a poor pact.

DREAM PACT FEATS

These feats allow characters to form limited pacts with Lords of the Dreaming without fully committing to the Servant of the Dreaming Lords class.

DREAMING PACT

You are able to contact Spirit Lords and form pacts with them.

Prerequisites: Dreaming Arts 1 rank

Benefits: You can form pacts with Spirit Lords as if you were a 1st-level Servant of the Dreaming Lords. Thus, only Spirit Lords of the 1st Circle are available to you, and you can only bind one Spirit Lord at a time. Furthermore, unlike a true Servant of the Dreaming Lords, you gain only one of the powers granted by the Spirit Lord (determine randomly).

Special: You can select pact abilities as feats.

 

DREAMING PACT, IMPROVED

You are able to contact and form pacts with more powerful Spirit Lords.

Prerequisites: Dreaming Arts 5 ranks, Dreaming Pact

Benefits: When you form a pact with a Spirit Lord using the Dreaming Pact feat, you do so as if you were a 5th-level Servant of the Dreaming Lords. Thus, you have access to Spirit Lords of the 3rd Circle or lower. However, you can still only bind one Spirit Lord at a time and gain only one power from it.

 

DREAMING PACT, SKILLED

When you contact and form a pact with a Spirit Lord, you are able to form a more perfect conduit for their manifestation.

Prerequisites: Dreaming Arts 2 ranks, Dreaming Pact

Benefit: When you form a pact with a Spirit Lord using the Dreaming Pact, you gain two of the powers granted by the Spirit Lord instead of one. (The powers are still determined randomly.)

NEW FEATS

These are non-core feats which some of the Spirit Lords grant to those who form pacts with them.

SUPERNATURAL ENHANCEMENT FEATS: Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats.

  • These feats operate like the metamagic feats of the same name, but affect the user’s supernatural abilities instead of spells.
  • Each feat can be used once per day to modify any supernatural ability possessed by the user.
  • Each feat can be taken multiple times, with each additional instance of the feat allowing an additional use per day.

 

DANCE OF DEATH

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +8

Benefit: As a full attack action you move up to your speed and make a single melee attack against each creature you pass by (in other words, any creature you can reach with a melee attack at any point during your movement). This movement provokes attacks of opportunity normally. During the dance of death you cannot take any bonus or extra attacks granted by other feats or abilities, and you cannot attack a single creature more than once.

Special: A fighter may select Dance of Death as one of his fighter bonus feats.

 

SUPERIOR LOW-LIGHT VISION

Your eyes are even more sensitive than normal, granting your improved vision.

Prerequisites: Low-light vision

Benefit: Your eyes have become so sensitive to light that you can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This replaces your normal low-light vision.

Special: You can take this feat more than once. The effects stack, increasing your low-light vision by the same margin each time. (Thus, if you took this feat twice, you would be able to see six times further than a normal human.)

 

TWIN SHOT

Prerequisites: Precise Shot, Rapid Reload

Benefit: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply the result against both targets.

Special: A fighter may select Twin Shot as one of his fighter bonus feats.

 

Go to Dream Pacts – Part 2: Spirit Lords

Revelation List - Eternal Lies: Severn Valley (Blank)

SPOILER WARNING!

If you click the image above, you will see the entire scenario structure for the Severn Valley scenario I designed for the Alexandrian Remix of the Eternal Lies campaign. If you do not wish to be spoiled on this scenario, DO NOT CLICK THE IMAGE. Its specific content is not essential for understanding the rest of this essay, and this essay contains no other spoilers for the Severn Valley scenario or the Eternal Lies campaign.

But I did want to show an example of an actual scenario structure that’s been used in actual play, and not just some deliberately over-the-top example.

What this image is specifically showing is a visual representation of the node structure of the Severn Valley scenario. If you’ve read Node-Based Scenario Design, you may recall that the essay features a number of explanatory diagrams that look like this:

This has, for better or worse, created the misapprehension that I design scenarios using this visual motif. This is, almost without exception, not the case. (I do occasionally, during the outline stage for certain scenarios, sketch out a high-level organization to clarify the location of funnels.) And the primary reason I don’t bother with visual node diagramming is, in fact, overloaded diagrams like the one at the top of this post: That’s the structure of what I would consider a medium-complexity scenario, and the visual diagram for it is just noise… I can’t really process any meaningful data out of it and I’m the one who wrote it.

So how do I organize these scenarios?

Text-based revelation lists.

I discuss revelation lists in the Three Clue Rule: For each conclusion that you want the PCs to make, list the clues you’re including in the scenario for it. This functions as a checklist which allows you to track their progress and (importantly!) a diagnostic tool during actual play to make sure they’re on track.

In my scenarios, they look like this:

SCENE 1: ELVEN CORPSES

– The Duke’s Map (Scenario Hook)
– Encountering Mutilated Corpses (Adventure 3:The Old Forest)
– Reports of Mutilated Corpses (Adventure 2 – Scene 4)

SCENE 2: THE BLACK TREE

– Tracking Drow Scouts (Proactive 1: Drow Scouts / Scene 1)
– Map to the Black Tree (Scene 3: The Drow Camp)
– Elven Retaliation Scrolls (Proactive 2: Elven Retaliation Squad)

SCENE 3: THE DROW CAMP

– Tracking Drow Scouts (Proactive 1: Drow Scouts)
– Elven Retaliation Scrolls (Proactive 2: Elven Retaliation Squad)
– Map of the Old Forest (Scene 4: Drow Citadel)
– Questioning Prisoners (Scene 2: The Black Tree)

SCENE 4: DROW CITADEL

– Questioning Prisoners (Scene 2: The Black Tree)
– Subverting the Crystal Ball (Scene 3: The Drow Camp)
– Following the Slave Train (Scene 3: The Drow Camp)

CLUE LIST vs. REVELATION LIST

There’s basically two ways to organize lists like this: You can list all the clues a node contains or you can list all the clues that point to the node. For the sake of clearer discussion, I’m going to refer to the latter as a revelation list (like the sample above) and to the former as a clue list.

I’ll often use a clue list when outlining or developing a scenario. After coming up with the “big concept” for a scenario, my design process generally consists of writing down cool ideas for various nodes. Then I’ll think about what kind of information a node might naturally contain to point at the other nodes. For example, I might jot down:

SCENE 2: THE BLACK TREE

– Questioning Prisoners (to the Drow Citadel)
– Questioning Prisoners (to the Drow Camp)
– Drow Scouts might show up here (track to Scene 1 or Scene 3)

Once I’ve done that for all the nodes, I’ll do a quick audit for each node to make sure I’ve included three clues. If I haven’t, I’ll get proactive figuring out how I can creatively include more clues. As I actually write up the full version of each node, however, I’ll assemble the revelation list: Each clue I include in the full write-up gets listed in the revelation list under the node it’s pointing to (with a cross-reference back to where it’s found).

This allows me to double-check my design process to make sure I’ve got all the clues I need. But it’s also important because, when it comes time to actually run the scenario, it’s the revelation list that’s essential. (I’ll have long since thrown out the clue list.)

(1) I generally don’t care if the PCs have missed the clues in their current location, but I do care intensely about whether or not they’ve missed all the clues that would enable them to find a particular node. That’s what I need to track during actual game play, and it’s also the information that’s more difficult to glean on-the-fly without a properly organized list because…

(2) The information about which clues exist in a given node is already encoded in the text. The clues are listed in the description of the node, right? Because that’s where they are.

In terms of grokking how a particular scenario “works”, though, the revelation list can feel confusing if you’re not familiar with it. For some people, it’s simply more intuitive to look at the list of clues a node contains and then follow where they lead. (This is, after all, how the PCs will conceptually work their way through the scenario.) This is one reason why, when developing the design standard for Infinity scenarios of this type, I included the requirement for both a Revelation List and an Operational Summary (which would explain the sort of “guiding principle” of how the scenario was supposed to function in play).

You don’t necessarily need the Operational Summary, though. You can get the same basic effect from a revelation list: You just need to work backwards.

Look at a node and ask, “How would the PCs get there?” In other words, follow one of the clues on the revelation list back to its source node. Then repeat the process there.

For example, how would the PCs get to the Drow Citadel in the scenario above? Well, let’s pick a random clue: Following the Slave Train from Scene 3: The Drow Camp. So we look at Scene 3 and pick a random node there: Tracking Drow Scouts from their proactive scene. Since that’s a proactive scene, it’s essentially a scenario origin point. It’s the trail head, so to speak, and from the trail we’ve followed we can see that “tracking bad guys through the Old Forest” is one approach to the scenario.

Do it again: You can also get to the Drow Citadel by questioning prisoners from Scene 2: The Black Tree. You can get to the Black Tree by talking to (or stealing intelligence from) the Elven retaliation squads operating in the area. So here we have a path that follows a trail of demihuman misery.

Do this two or three times (or more for more complex scenarios) and you’ll get a pretty good feel for the contours of the scenario structure.

IN THE SHADOW OF THE SPIRE

Session 16C: Black Centurions

Serenity - I'm a Leaf on the Wind

And then it sublimated away into the black cloud of acid. Agnarr stumbled back. He tried to whirl to face the last remaining centurion. But the pain was too much. His legs failed him. He fell heavily to the floor and, as he lost consciousness, there was only one thought in his mind:

He had failed.

Twice during the course of Session 16 – and in relatively quick succession – the PCs ended up in very bad positions during a fight. Positions which, if things had gone a little differently, could have very easily ended up with all of them dead.

As a GM there’s going to come a moment when you’re looking at the evolving situation on the table and you’re looking at the stat blocks of the adversaries behind your screen and you’re going to think to yourself, “Oh shit. They might all die here.” Often the players themselves will realize their peril. The tension is going to ratchet up. The stakes riding on every action and every die roll are going to skyrocket. Everyone’s focus is going to tunnel in on survival. On how the day can be won.

And you, as the GM, are going to have to make a choice: Do you take the TPK gamble? Or do you pull back from the moment – fudge your dice rolls, pull your punches, nerf your damage rolls and health totals?

And speaking from years of experience, here’s what I have to say: Take the gamble.

Take the gamble every single time.

Because, in my experience, at least nineteen times out of twenty, the risk you’re seeing on the horizon won’t come to pass: The players will figure out a way to either save the day or escape their certain doom. Often you (and they) will be delighted to discover it’s something you never could have predicted! (We saw that back in Session 13 with the Tale of Itarek, right?)

And even when that twentieth time crops up and the party goes down, you’ll often discover that a total combat loss is not the same thing as a total party kill. That survival is possible without any nerfing or fudging or pulling of punches. (And we saw that in Session 7, right?)

Because the other option is to look at that incredible intensity; that focused passion; that pure adrenaline that’s pumping at the table… and choose to deflate it. To stare down the barrel of the impending TPK and lose your nerve.

Top Gun - It's Not Good. It Doesn't Look Good.

And I get it. It’s tough being under that kind of pressure. Round after round grinding away at you. You want to blink. You want to look away. You want a release.

But here’s the deal: These are the moments that make a campaign. The investment that happens in these kinds of moments – when the players are completely engage; when everyone is emotionally involved in what this very next dice roll could bring – is what makes a campaign come alive, and that investment will transition into every other aspect of the campaign. So buckle up and bring it home.

And to be clear, eminent TPKs aren’t the only way to achieve these heightened moments. But when you cheat in these moments – when you drain the tension instead of bringing it to a glorious crescendo of relief – it will have the exact opposite effect: It will poison the well. It will taint every other moment of the campaign.

“But I’ll just lie to the players and they’ll never know!”

Tell yourself whatever you need to, but what I’m telling you right now is that this is a gamble that’s even bigger than the TPK gamble. And it’s not a gamble that I’m willing to take: The payoff is nothing and the loss can be everything. Because once you lose the trust of the table – once your players no longer believe that what’s happening is really happening – it’s almost impossible to regain, and you will lose these rare and precious moments of magic forever.

But… they’ll never know… right?

Oh, it’s quite likely they’ll never say anything. But they’ll know. Anyone who’s spent a decent amount of time on the player’s side of the screen has experienced this truism. You might fool them once. You might fool them twice. But the odds get longer every time and eventually you’re going to lose your gamble. And unlike the TPK gamble, it’s one you only get to lose once.

A FEW PROVISOS, A COUPLE OF QUID PRO QUOS

Sometimes, of course, you take the TPK gamble and… the TPK happens. I’m not trying to pretend otherwise. I’ve had campaigns end that way, and it’s a real punch to the gut. But some of the best stories from my tables are the TPKs. There can be both a grace and a greatness in failure.

With that being said, games where death is irreversible have a much lower threshold of tolerance for this. You can lose five out of six D&D characters and the party will be back up and running 15 minutes later. Heck, you can actually have a TPK in Eclipse Phase and have the whole group back in play 5 minutes later. Take out a Trail of Cthulhu character, on the other hand, and that’s all she wrote.

So, that’s the first proviso: Know where your system’s danger zone is. The risk of irreversible consequences in D&D is different from Eclipse Phase is different from Trail of Cthulhu.

(It should be noted that this is why I prefer systems with a nice meaty barrier between “out of combat” and “totally dead”.)

Here’s the second proviso: If you’ve legitimately screwed up as the GM – you mucked up the rules; you used the wrong stat block; whatever – that’s a whole different kettle of fish. My recommendation here is to just come clean.

“Look, folks, I made a major mistake here and the consequences are looking irreversible. We need to fix it before it gets that far.”

You’re still going to lose that moment; the tension will artificially deflate and that’s going to be an anti-climactic disappointment. But (a) you won’t be taking big gambles at a rigged table and (b) you will keep the trust of the table. And that’s priceless. That trust is what everything else is built on.


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