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Storm King's Thunder - Map of the Giant Attacks

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In addition to the Three Cities attacks in Phase 2 of Storm King’s Thunder, the pointcrawl in Phase 3 of the campaign is filled with a plethora of giant attacks, raids, and other activity. The map above shows the locations of these encounters, color coded by the giant faction involved.

  • Cloud Giants: Yellow
  • Fire Giants: Red
  • Frost Giants: Blue
  • Hill Giants: Orange
  • Stone Giants: Green

Unlike the other giant factions, the Storm Giants of Maelstrom do not have keyed encounters and, therefore, do not appear on this map. (However, see Part 4C of the remix for suggestions of how such raids and other activity could be added to the campaign.)

The map below uses the locations of the giant encounters to roughly map out spheres of influence for the various giant factions:

Storm King's Thunder - Giant Territory

The areas indicated are, of course, just rough approximations, but they should prove useful when generating random giant encounters and the like. The intersection between the hill giants, fire giants, and cloud giants in the Evermoors and Dessarin Valley also immediately leaps out as potentially significant, suggesting a dynamic and unstable situation which could easily evolve over time in your campaign. (Or, perhaps, be taken advantage of by your PCs.)

A few more quick notes:

Shining White. The storm giants encountered here (SKT, p. 107) are not explicitly associated with Deadstone Cleft. I’ve included the encounter here for completeness, but (a) given how far Shining White is from any another stone giant activity and (b) the fact that there’s no coherent reason for Deadstone Cleft giants to be here, it’s probably safe to assume that these are unrelated stone giants.

You might actually consider swapping these stone giants out with cloud giants from Lyn Armaal (seeking the cache of dragon  magic) or fire giants from Ironslag (who might believe a fragment of the Vonindrod is located here).

Fire Giants. Duke Zalto has sent out a number of farflung expeditions for various purposes, most notably seeking the pieces of the Vonindrod. For the purposes of mapping out their area of influence, I’ve chosen to not include their drow agents in Gauntlgrym, but you could just as easily conclude that the fire giants encountered in Triboar, Stone Bridge, and even those passing through Mornbryn’s Shield on the western side of the Evermoors are similarly small expeditions and not indicative of wider activity.

However, it’s probably more interesting for Duke Zalto to actually be pushing an expansion in this direction. (Particularly because, as noted, it brings him into conflict with Lyn Armaal and Grudd Haug.)

Cloud Giants. There are a large number of cloud giant encounters in Storm King’s Thunder which are NOT associated with Lyn Armaal. This includes the cloud giants who attack Nightstone at the beginning of the campaign (p. 20), as well as Zephyros (p. 32), Count Nimbolo’s cartographers in Waterdeep (p. 113), and the cloud giant youths in Secomber (p. 107). These encounters are not shown on the map.

In fact, unlike the other giant factions, there are no encounters associated with the cloud giants of Lyn Armaal or Sansuri’s schemes. Since Sansuri is not actively preying on the countryside, this might potentially make her a more natural ally for the endgame of the campaign (see Part 5 of the remix)… except for the whole “torturing good dragons” thing.

Remember that Lyn Armaal’s location above the Evermoors, although it’s “default” position (SKT, p. 187), can easily change. It is, after all, a flying fortress.

Go to Storm King’s Remix

Additional versions and high-resolution copies of these maps, as well as a layered Photoshop file you can use to customize your own, are available to Patrons of the Alexandrian.

Medieval Knight Encamped - Smulsky

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The War of the Giants has begun!

Whether that’s a war against the giants, the war the giants are fighting against each other, or some form of draconic crusade will depend on how your campaign goes. But the core concept is that the campaign has escalated beyond dungeons crawls and simple raids: The PCs are no longer a simple fellowship, but are part of an alliance — likely an alliance they have helped forged themselves! — capable of resolving an international conflict.

There are several ways you can handle this, possibly all at the same time.

TRUE WAR

Armies have been gathered and mass combat is the order of the day!

A full-scale military operation is a thrilling option to consider, but vastly exceeds the resources available to us in Storm King’s Thunder. Not only are the giants and other faction threats scaled to tactical combat with a group of five PCs (not armies marching across the Sword Coast), but we also don’t have the mechanical support or scenario structures for running a war campaign in D&D 5th Edition.

If you want to go big, therefore, you’re going to have to start basically from scratch and it’ll take a lot of work to pull it off. I can suggest a couple of options you might want to consider, however.

Option #1: Handle the macro-strategic elements of the war — the size of the armies, their movements, etc. — in a more or less ad hoc fashion. For the individual battles, adapt the fray system from Shadow of the Dragon Queen to put the PCs on the battlefield and in the thick of things.

The major shortcoming of the fray system is that the PCs’ actions don’t truly have an impact on the outcome of the battle. The old D&D 3rd Edition module Red Hand of Doom used a similar system, but also had the PCs’ actions matter more in the grand course of things. You may find it useful to draw some inspiration from that.

Option #2: Implement a full-fledged system for war. MCDM’s Kingdoms & Warfare might be a good place to start, although its primary focus may not make it a perfect fit for what your Storm King’s Thunder campaign needs. Another project with Matt Colville as one of the lead developers you may find useful here is Fields of Blood: The Book of War, another 3rd Edition-era supplement.

ALLIED ASSAULTS

Instead of full-scale war, we can evoke a similar thematic scope of allies gathering to fight titanic struggles while still keeping within a typical D&D-style tactical scale (i.e., individual combatants on a manageable tabletop battlefield). They key escalator here — what will make these fights feel larger-than-life and bigger than a typical D&D combat encounter — is simply the allies themselves: It won’t just be the PCs vs. the bad guys; it will be the PCs + their allies vs. a much larger and/or more  dangerous force of bad guys.

Storm King’s Thunder already includes an example of what these allied assaults might look like: In Chapter 12, a combined strike force of PCs and storm giants head to Iymrith’s lair for a gigantic showdown with the blue wyrm!

Whether these allied assaults are targeting giant strongholds or draconic lairs (or both) in your campaign’s final act, they’ll follow a similar structure:

  1. The PCs will hit up their allies.
  2. Their allies will provide a strike force.
  3. The players will run both their PCs and their other members of their strike force.

Giving each player one additional character to play during the assault is probably ideal, and in practice I’d suggest that two additional characters per player is probably the maximum you’d want them to be juggling simultaneously. Fortunately, this is more than enough for the scale of the confrontation to feel epic in scope.

On the other side of the battlefield, if the PCs line up a bunch of allied support and then siege the giant strongholds, the problem you’ll immediately run into is that these strongholds were balanced on the assumption that the PCs — and only the PCs! — would be attacking them. If the PCs attack with a much larger and more powerful force, they’ll likely just roll over the opposition.

This isn’t necessarily a bad thing for the first allied assault: It will be like a reward for the hard work the PCs have put into bringing that allied force together. But if the end of the campaign turns into a series of trivial mop-up actions, that likely won’t feel very satisfying.

Fortunately, there are a few options you can use here.

Reinforcements: Simply add more giants to the strongholds. Whether they’re mustering for their own military actions or bolstering their defenses in response to the PCs’ assaults, the giant lords are simply calling more giants home to defend their strongholds.

Allies vs. Allies: Along similar lines, if the PCs are forging alliances to take down the giants, it will likely force the giants into new alliances with each other. For example, the fire giants of Ironslag and the cloud giants of Lyn Armaal might join forces in a defensive pact. (This will also reduce the number of stronghold assaults you need to play out, which may be useful if your group is finding “fight yet another giant stronghold monotonous”.)

Alternatively, you can use the concept of enemy alliances to evoke “offscreen” giant factions — e.g., the cloud giants of Lyn Armaal ally with the cloud giant wizard who stole the Nightstone. This allows you to simply increase the number of giants (or their small-folk allies) present, in a fashion similar to reinforcements, while simultaneously raising the stakes and making the scale of the giant crisis seem vast.

Split the Assault. If the players adopt — or can be encouraged to adopt — a battle plan in which the strike teams split up and each assault a stronghold from a different direction, you may not need to rebalance the encounters at all. The encounters will be split across multiple groups, but since each group will have roughly the same strength as the PCs, each encounter will remain a balanced and challenging fight.

These split assault plans may also make it easier for the players to juggle multiple characters, since the strike teams can be arranged in such a way that each player has one character in each team.

In terms of actually running these encounters, I recommend checking out Spectacular Sidekicks for techniques to use while running multiple characters simultaneously. Remember that the Three Cities Proxies will have also given your group some basic training in running these types of encounters.

On your side of the screen, these assaults will run best if you can run them dynamically, having the defenders actively respond and adapt to the actions of the PCs and their allies. Don’t be afraid of letting this collapse towards a dramatic final stand in which the various assault teams join up for one final, epic assault on the final defenders. (See “Dynamic Encounter Design” in So You Want To Be a Game Master, p. 186.)

Tip: On a wider scale, you might also want to consider how, why, and when the PCs enemies — whether giants, dragons, or other factions — might choose to counterattack, forcing the PCs into a defensive scenario for a change of pace.

SPECIAL OPS

Along similar lines, you can evoke a larger battle or military campaign, but rather than focusing the gameplay on that military campaign, you can instead put the focus on the PCs performing essential special ops missions:

  • Disabling supply lines.
  • Assassinating a giant leader.
  • Sneaking into a besieged fortress to lower the gate.
  • Breaking through enemy lines to deliver a vital message or object.

And so forth. Instead of Aragorn leading the Army of the Dead at the Battle of the Pelennor Fields, the PCs are taking the role of Frodo and Sam sneaking into Mordor with the Ring.

The exact nature of these special ops will depend a lot on exactly how your campaign’s endgame is playing out, but I would certainly look for opportunities that leverage the existing resources in Storm King’s Thunder — e.g., the giant stronghold maps and keys. You’ll likely also discover that it’s easiest to frame and hook these special ops missions if the PCs are taking orders from someone else (who can give the a mission brief). That may be less desirable, of course, then having the players feel like they’re in the driver’s seat.

MIXED METHODS

In practice, none of these techniques need to be all-or-nothing. PCs who have conceived, coordinated, and executed an allied assault may report back and get assigned to a special ops, only to receive a promotion and lead the troops during a full-fledged wargame finale.

Or, alternatively, the players might be running a full-scale war, only to conclude — like Aragorn parting ways with King Theoden to recruit the Army of the Dead — that there’s a special op that requires their attention.

Or perhaps while some are holding back the armies of the fire giants, the PCs will need to lead allied assaults on dragon lairs in order to complete a draconic crusade and seal the deal for a new Ordning.

CONCLUSION

The common theme here, of course, is that the true conclusion of Storm King’s Thunder is uncharted territory: Neither I nor you nor your players will truly know the fate of Faerun until that fate is forged at your table.

With the right tools and techniques in your pocket, though, you should be able to confidently follow your players’ lead, actively play the huge cast of characters and factions at your disposal, and discover that thrilling tale together.

ADDENDUMS
Addendum: Kraken Society
Addendum: Faction Reference
Addendum: Three Cities Proxies

Old Prague - Martin Suchanek (modified)

DISCUSSING
In the Shadow of the Spire – Session 37A: Dominic Departs

They had an almost impossible number of possible courses to pursue. First, there were the Banewarrens. They had been hired by Jevicca to seal them and by Rehobath to retrieve the Sword of Crissa.

Agnarr raised the possibility of following up on Demassac Tovarian, assuming that Jevicca hadn’t already done so. They knew he was experimenting with chaositech.

“He might even be the one who supplied the items that let the bone rings into the Banewarrens,” Ranthir said.

Ah! Demassac Tovarian!

He’s one of those roads untraveled that almost always crop up here and there in any campaigns that aren’t purely episodic.

(Spoilers: The PCs never actually pursue the Demassac Tovarian lead. Well, I guess at least not yet. We’re still playing the campaign, so I guess it could happen. But it seems extremely unlikely at this point.)

Tovarian was one of the scenario nodes forming Act I of the campaign. The PCs first encountered a reference to him while investigating the Cran crime family in Session 8, but despite frequently mentioning the lead, they never actually pursued it. I actually primed the pump a bit by having a patron (Jevicca) offer to hire them to check out Tovarian’s operation, but in Session 15 they turned down the job because they were too busy with other stuff.

At that point, I figured the Tovarian scenario was dead, and so I was actually a little surprised when it came up during this Second Meeting of All Things – what the players’ called their mega-planning sessions. That’s also something that’s fairly common in campaigns like this: The players will reach back and pull on the most unexpected threads.

In this case, of course, the tugging still didn’t go anywhere.

There were other clues that would have also pointed to Tovarian, but the PCs either missed those clues (because they got captured by Malkeen Balacazar and never explored the smuggler caves thoroughly) or actually missed the entire adventure those clues were placed in. (I don’t think the Ennin Slavers have even been so much as mentioned; the PCs missed them entirely.)

In fact, there were a BUNCH of Act I scenarios that the PCs skipped past. (And which the players remain unaware of to this day.) Tovarian and the Ennin Slavers collectively had a bunch of clues pointing to things like the Swords of Ptolus, Jirraith, and the Pale Dogs. Because the PCs missed both Tovarian and the Ennin, that whole wing of the campaign kinda just fell away.

And that’s just fine.

I’ve previously mentioned that one of the GM’s biggest friends is a simple question asked at the end of every session: “What are you planning to do next time?”

It’s not foolproof, but it will save you from a lot of wasted prep. In this case, I knew how Tovarian and the Ennin and Jirraith and the Pale Dogs and the Swords of Ptolus all connected to each other because I’d prepped a revelation list. But because the PCs never got anywhere near most of those nodes, I never actually prepped the scenarios. So the only thing I “lost” were a few scribbled concept notes.

(Some of which I would eventually circle back to: The Ennin Slavers had connections to the Vladaams, and so they eventually got hooked in from the opposite direction.)

Of these scenarios, the one I spent the most time on was Demassac Tovarian, because there were a few points where I thought the PCs were going to be heading in that direction.

This work included a map of the alley where the House of Demassac Tovarian was located:

The House of Demassac Tovarian - Map: The Street. Depicting several slum-style buildings haphazardly built around an alley. Individual buildings are keyed A1 through A8.

I also mapped the house itself (A1), but as you can see, I never actually finished keying it:

The House of Demassac Tovarian - Map: Interior An unkeyed map of a five-storey structure. Cartography done in an old school style.

I never got as far as mapping the Undercity located beneath the alley, nor the Tomb of St. Thessina. In the case of the latter, I’m not even sure what my intentions were: The only thing preserved in my notes is the name.

I did have a general vibe in mind for Demassac’s demesne, which was largely inspired by the slightly surreal fantasies of Clark Ashton Smith. He possessed a dream sifter – a piece of powerful chaositech that he used to steal dreams from people. I had several strong images which were the touchstone and inspiration for the adventure, and a handful of these I’d worked up into preliminary room keys, like the Room of Endless Night:

A perpetual gloom shrouds the room. Thick shutters and inky drapes cover the walls and window. The light seems to twist and turn beyond the threshold of the room, casting only a strange phosphorescence that barely illuminates the contents of the room: In one corner of the room stands a heavy basalt statue of a squat, reptilian beast with a grotesque, horned head, stunted bat-like wings, and crooked claws. In another corner there is a sphere of black glass standing on a pedestal of black stone. In the center of the room, a large stone pool or basin is filled with water. Stretched across the top of the pool is a stone slab. The slab has been fitted with manacles.

And the Corridor of Lost Dreams:

This corridor, with a hall at one end of it, is shrouded in a perpetual gloom. Dozens of small glass spheres are suspended on nearly invisible wires here and there from the ceiling. Ghostly sounds of laughter and merrymaking float through the air. Sparks of multicolored light seem to dance through air, leaping sedately from one glass sphere to another.

There’s just enough of Demassac that came into existence that I do sometimes think of him and wonder what might have been, and perhaps some day I will return to this strange alley of madmen, dark technomancy, and strange visions. But for the moment, much like the fleeting dreams Demassac fights so hard to preserve, he has tripped along merrily into a lost realm of imagination.

Campaign Journal: Session 37BRunning the Campaign: No, But…
In the Shadow of the Spire: Index

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

SESSION 37A: DOMINIC DEPARTS

May 9th, 2009
The 19th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ptolus - Map of the Chaos Temples Locations (Monte Cook Games, edited by Justin Alexander)

At the gates of the Necropolis, Tee stopped and spoke with the Keepers of the Veil. She inquired after records of those buried in the Necropolis, hoping that they might indicate the location of Alchestrin’s ancient tomb. The knights didn’t keep records of that sort, but they suggested that one might inquire at the Administration Building in Oldtown.

When they returned to the Ghostly Minstrel, a figure wearing a dark green cloak with the hood raised high about its features detached itself from the corner of the common room and came to them. The figure pulled back the hood slightly, revealing to them the face of Sera Nara. Pulling her hood back down, Nara accompanied them up to Elestra’s room where they could speak privately.

“Why are you here?” Tee asked.

“I bring bad news,” Nara said. “This afternoon Rehobath appointed Prelate Adlam as the Silver Fatar of the Cathedral and moved his own retinue into Orridar Palace.”

“Orridar Palace?” Tor asked.

Tee answered. “It’s located in the Nobles’ Quarter. It was originally built by Shay Orridar during the founding of the city. Its construction ruined the Orridars. With the Orridars bankrupted, the other merchant houses squabbled over possession of the palace. It was viewed as a preeminent position of power in the city and the infighting for control was fierce. It became known as the Palace Trade Wars. Eventually, the merchant houses agreed that none of them would ever occupy the Palace. Various people have tried to make it their home over the centuries, but it’s been abandoned for decades.”

“That’s right,” Nara said. “But now Rehobath has dubbed it the Holy Palace and named it as the seat of his false novarchy. Unfortunately, that’s not the worst of my news. We have been gathering our loyalist knights to Pythoness House, as we discussed. Earlier this afternoon, however, we discovered that one of them was a doppelganger. An agent sent by Rehobath to impersonate the knight.”

“What happened to the knight?” Tor asked.

“We think he’s dead.” Nara grimaced. “We killed the doppelganger, too. But we don’t know if he had a chance to send word back to Rehobath or not. If he did, then it’s likely that Dominic’s plan to denounce Rehobath may be known.”

“What about the rest of us?”

“We think you’re safe. Your involvement was only known to a few of us. But preparations were being made for Dominic’s denunciation. It was common knowledge among the knights who were arriving.”

“So… what does that mean?” Dominic asked.

“It means you’re in danger,” Nara said, taking a step towards him. “We need to take you to a safe place as soon as possible. Secure you.” She turned to the rest of them. “The rest of you may come to Pythoness House if you want, but Tor should stay away.”

“That was already my plan,” Tor said.

“Good.” Nara nodded. “It’s impossible to know now how widely known Kabel’s presence at Pythoness House is now known. Or who might be watching.”

Dominic gathered up a few of his belongings and they made their tearful and heartfelt farewells at this sudden and unexpected parting.

And then Dominic was gone.

THE SECOND MEETING OF ALL THINGS

The rest of them labored long into the night. Tee and Ranthir produced voluminous papers – lore of the Banewarrens, chaos lorebooks, prophecies, alchemical manuals, stolen correpondences, and the like. They sorted, compared, and studied these until their minds were numbed and their sense of purpose overwhelmed.

They had an almost impossible number of possible courses to pursue. First, there were the Banewarrens: They had been hired by Jevicca to seal them and by Rehobath to retrieve the Sword of Crissa.

“Why does he want it, again?” Agnarr asked.

“It’s a religious relic. He’ll use it to solidify his claim to the novarchy,” said Tor.

“Just like he used Dominic,” Tee said with a slightly wistful tone.

“Then we’re not going to do it, right?” Elestra said. Tee nodded.

In some ways, however, it felt as if they had been stymied in the Banewarrens.

The green-skinned creature that had escaped through the sealed door into the deeper portions of the Banewarrens had not returned and, short of mounting a round-the-clock watch, there didn’t seem to be anything else they could do about that. And their only other solid lead pointed them towards Alchestrin’s Tomb, which they were somewhat wary of approaching without Dominic’s divine strength.

Then, of course, there were the myriad activities of the cultists and the strange prophecies of the Night of Dissolution. Tee couldn’t quite shake the feeling that they were somehow responsible for it. (“Or were we supposed to be stopping it?” Elestra asked. “Is that what we were doing?”)

They knew of at least three active cultist sites: The unexplored depths of the Temple of Deep Chaos in Oldtown (which had almost certainly been reinforced since their assault), the Temple of the Ebon Hand, and the Temple of the Rat God.  There was also the matter of the Dwarvenhearth Research and Aknar Ratalla research they had discovered. And where was Wuntad in all of this?

Nor could they afford to ignore the strife within the Order of the Dawn. The entire affair seemed to have swallowed up Dominic, the true Silver Fatar was on his way from Seyrun, Kabel was gathering loyalists at Pythoness House, and there didn’t seem to be anything any of them could do about it.

On top of that, they had the matter of the Iron Mage’s letter (telling them to meet the Freeport’s Sword, a ship due the next day), the opening of their Hammersong Vaults within the week, the missing Idol of Ravvan, and the need to find new housing. (“Everybody knows where we live,” Tee said.)

Ranthir then reminded them of what Ribok had done to the researchers from House Erthuo. He wanted to claim vengeance on the Surgeon in the Shadows. Tee was somewhat skittish of getting involved with someone they knew to have connections with the Balacazars, but she agreed that a debt was owed.

And – above it all – there was always the omnipresent loss of their memories.

But out of the morass of information they also began to draw some conclusions:

Ranthir postulated that the bone-rings identified members of the Brothers of Quaan based on two facts: First, they had found a letter written by Ibulli (who had worn one of the rings) addressed to the Brothers of Quaan. Second, because in the letter she had written, “I think it truly possible that we have gained the key for both subjugating the scum of the natural races.” “And,” Ranthir explained, “We haven’t seen the rings on any human. Lamias, beholders, orcs, spider-things… (Platypuses.) No humans.”

Agnarr raised the possibility of following up on Demassac Tovarian (assuming that Jevicca hadn’t already done so). They knew he was experimenting with chaositech. “He might even be the one who supplied the items that let the bone rings into the Banewarrens,” Ranthir said.

Based on other letters they had found and their interrogation of Uranik, it seemed as if “Illadras” was running the Temple of Deep Chaos. If that was the case, where had she been when they were tearing up the place? How substantial were the parts of that complex they hadn’t explored?

Could the Freedom’s Key from Pythoness House be used to open their bank vault sooner? They also discussed the possibility of using the key to open the sealed door in the Banewarrens or the bluesteel doors in Ghul’s Labyrinth, but were stymied by the fact that those doors lacked keyholes.

And they’d also concocted a rough plan of action.

THE DREAMS OF TEE

While they had worked, Tee’s thoughts had returned to the conversation she had had with the Commissar on the walls of the Dalenguard. She new that he would want to know what Sir Kabel was planning.

So when the others had gone to bed, Tee slipped out of the Ghostly Minstrel and headed to the Dalenguard, intent on meeting with him. Unfortunately, the hour was late. Too late, in fact. The Commissar was abed and his guard would not disturb him for Tee.

Resolving to return in the morning, Tee returned to the Ghostly Minstrel. Settling upon her bed, she turned her thoughts to meditation and cast them into the Dreaming.

She sent her thoughts abroad, using her recent training with Doraedian to reach out for the dreams of Wuntad. She hoped to spy upon them and glean some insight into his plans or thoughts.

She found them – or at least she felt she did. But she found those dreams wrapped in a fog of black fury and blue lightening. They were blocked to her.

Disappointed she returned her thoughts to her own body and awoke.

Running the Campaign: The Adventure Not TakenCampaign Journal: Session 37B
In the Shadow of the Spire: Index

Image of a custom GM screen for Night's Black Agents.

Should the GM hide their rolls behind a GM screen or should they roll openly where the players can see the results?

A lot of people actually think that hiding their dice rolls is the primary or even ONLY reason for a GM to use a screen, and this can even mire discussions about using GM screens in a debate about whether or not the GM should be hiding their rolls. And the debate about whether or not a GM should be hiding their rolls can often be entirely swallowed up in an argument about whether or not a GM should be fudging their rolls. (Which is, according to these debates, the only possible reason a GM would have for hiding their rolls.)

At this point, as you can see, the argument is already several layers deep in largely unexamined premises.

Let’s see if we can unpack things a bit.

First, I discuss a bunch of great reasons for using a GM screen in On the Use of GM Screens, and hiding your dice rolls doesn’t even make the list. In fact, it’s fully possibly to use a GM screen and NOT hide your dice rolls. So let’s lay aside the idea that these are intrinsically linked.

Second, for the purposes of this post, let’s take it as a given that the GM should never fudge their rolls.

Having discarded fudging as a motivation, why would a GM want to hide their rolls? In my experience, there are three factors:

Convenience. As I mentioned, there are a lot of great reasons for using a GM screen. Therefore, although I don’t always us a screen, I do often use a screen. And while it’s possible to use a screen without hiding your dice rolls, it’s frequently inconvenient.

So when I’m using a screen, I mostly roll behind the screen because it’s easier. In most systems, it would be a huge pain in the ass to stand up and roll the dice on the far side of the screen every time I needed t roll.

Secrecy. There’s a wide variety of situations in which a dice roll is generating information which the players’ characters don’t have access to. (Or, at least, not immediately.) Therefore, it often makes sense also hide that information form the players.

Examples of this includes Stealth checks, random encounter checks, saving throws against illusions, and any number of other possibilities.

Dramatic Effect. When properly framed so that everyone at the table knows what number needs to be rolled on the dice — without doing any additional math; just “I need a 17 or better” — there can be an immense amount of suspense placed on the die roll and a hugely effective and emotional moment that happens when the dice are rolled and the result is immediately seen!

When a dramatic moment like this is happening, you certainly don’t want to under cut it by rolling the dice in secret! And you may even want to make a special effort to make sure the dramatic moment can happen (e.g., precalculating the die result needed even in a system where you typically don’t do that)!

D&D generally doesn’t frame rolls like this, but critical hits are an exception — everyone knows immediately what a natural 20 means! — and can give a little taste of what it can be like. On the other hand, Monte Cook’s Cypher System, if you run it properly, is set up so that almost every die roll works like this unless there’s a reason for secrecy (which, of course, provides its own dramatic impetus).

IN CONCLUSION

On that note, we can see how these three factors can be weighed for each roll to determine how we want to handle it.

So, for example, if I’m not using a GM screen, then I generally don’t care and just roll the dice, unless there’s a specific reason why secrecy is significant for a particular roll.

On the other hand, when I am using a screen, then I’ll generally roll behind the screen for convenience, unless the stakes are high enough that dramatic effect makes it worth the bother of standing up and rolling on the far side of the screen.

Other GMs, groups, or even game systems can easily have different opinions on the relative importance of these factors.

For example, maybe you’re playing a game with very few rolls and, therefore, every roll is a big, dramatic moment:

On the other hand, a GM might feel strongly about not giving their players the metagame knowledge that “there’s a reason this roll should be hidden, and therefore I’m hiding it,” and therefore they’d prefer to hide as many of their rolls as possible. (And this might be something that the GM only cares about because this particular group is prone to metagaming that knowledge. Or they may have had one of the players ask them to mask the metagame information because that will help them enjoy the game more.)

The point is that there’s not really a One True Way™ here. But hopefully a clear understanding of these factors will help you think clearly about when and why you’re hiding your dice rolls, and find the right solution for you, your group, and your game!

BONUS PLAYER TIP: GET DRAMATIC!

If you’re a player, you can set up your own dramatic dice rolls!

Remember that the basic concept is that (a) the stakes of the dice roll are clear, (b) everyone at the table knows what number you need to roll on the dice (with no additional modifiers); and (c) the roll is made in the open so that everyone can immediately see the result!

The stakes of the check put pressure on the roll; and the result of the roll being immediately known provides an instantaneous release of that pressure, regardless of whether the result is jubilant or catastrophic!

It is not, of course, unusual for the stakes of a roll to be known before the roll is made. Assuming you have access to all the other numbers involved, all you need to do to create your own dramatic dice roll is precalculate the result, announce it to the table, and then roll!

In some systems, as we’ve discussed, this will basically be done for you automatically. But in others, including D&D, you’ll need to jump through a couple extra hoops. (You might also need to ask the GM to give you an additional piece of information, like the DC of the check in D&D.)

The other thing to note, of course, is that if you try to make every single roll ultra-dramatic, the net effect will often be to make nothing dramatic. Excitement and emphasis can all too easily turn into tedium.

But if you choose your moments well, you can enhance the game for everyone at the table!

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