The Alexandrian

Phandalin Region Map

Phandalin and the surrounding region of the Sword Coast have featured in three D&D adventures:

Each of these adventures have featured a slightly different versions of a region map drawn by Mike Schley. At the moment, I’m specifically interested in the various versions of the map designed to be given to the players as a handout. The best of these is probably the poster map found in the D&D Essentials Kits (to accompany Dragons of Icespire Peak), but all of them are fatally flawed as player maps because they spoil the adventures — not only showing locations that the PCs don’t know about yet (“Boy, I wonder if Icespire Peak — the only mountain labeled on this map — will be significant at some point…”), but frequently showing hidden sites that the PCs are supposed to go on adventures in order to locate.

NPC: But where could Cragmaw Castle be?! Nobody knows!!!!

Players: It’s right there.

NPC: If only someone could find it!

Players: It’s right there.

NPC: It’s a mystery wrapped in an enigma, baked into a souffle!

So I wanted a version of the map I could actually give to the players. I also, for purely personal reasons, wanted a version of the map without the hex grid.

Fortunately, you can purchase a digital map pack from Mike Schley that includes multiple versions of the map, including one with no grid and no labels.

The only catch, though, is that I don’t want NO labels… I want some labels: The roads. The major cities. And so forth. And I suspect I’m not the only one.

So what I’ve done is to create label layers that will let you control exactly which labels you want on your version of the map:

  • Roads & Cities
  • Regions
  • Mountains
  • Thundertree & Helm’s Hold
  • All Layers

To use these labels:

  1. Download the files below.
  2. Buy the map pack from Mike Schley (also linked below).
  3. Load the no-label map from the map pack into any graphic program that allows you to easily add and edit layers. Then add the PNG layers you want.

The layer files should line up perfectly with the map and with each other.

Alternatively, I’ve included a PSD file that you can use with Photoshop. (You’ll still need to add the no-label map from Schley as the background layer.)

Download the Layer Pack

Download the PSD File

Buy Mike Schley’s Map Pack

ALTERNATIVE MAPS
Phandalin Hexmap
Reveilled’s Phandalin Player Map

Red Goblin King - warmtail

On page 245 of the 5th Edition Dungeon Master’s Guide, there’s a Conversation Reactions table. The basic concept is that, when the PCs propose a given course of action to an NPC (or group of NPCs):

  1. The DM assigns an attitude to the NPC (based on their relationship or initial reaction).
  2. The PC makes some form of social ability check.
  3. The DM consults the appropriate table for the NPC’s attitude to determine their reaction to the PCs’ proposal.

The problem is that the tables are quite limited and prone to producing nonsensical results. (For example, Friendly characters will basically always drop everything they’re doing to help you out with minor tasks. On the other hand, it’s surprisingly easy to get hostile creatures who are “opposed to the adventurers and their goals” to nevertheless help the PCs out.)

This, of course, has led to a lot of DMs just abandoning the whole thing. But the core concept here isn’t a bad structure for making a ruling to resolve a social interaction. It’s just the implementation that cripples it.

REACTIONS & RELATIONSHIPS

The first thing the DM should do is determine the NPC’s attitude to the PCs. This is a spectrum, describing either the NPC’s immediate reaction to the PC or their long-term relationship with them:

  • Intimate. Someone the PCs have a deep, meaningful friendship or romantic relationship with.
  • Friendly. Someone who will generally be kind and welcoming. They might be casual friends of the PCs, or just someone who’s friendly with strangers. They are likely to help the PCs if they can.
  • Indifferent. The NPC has no meaningful opinion about the PCs.
  • Threatening. The NPC is actively opposed to the PCs or their goals. They won’t necessarily attack the PCs, but there’s a risk that they will.
  • Hostile. Unless convinced otherwise, a hostile NPC will actively oppose the PCs’ goals. This still doesn’t necessarily mean that combat will break out, but if the NPCs have a violent disposition it’s very likely it will unless there’s an inhibiting factor.
  • Nemesis. Someone the NPCs have a history of antagonistic interactions with.

What reaction or relationship an NPC has to the PCs is a creative decision made by the DM, based on their understanding of the game world. It might depend on what they know about the NPC and their goals. It might depend on the NPC’s past interactions with the PCs (or to the PCs’ faction).

On the other hand, if the PCs are meeting these NPCs for the first time and you’re looking for inspiration, you might use a random reaction check:

2d6Reaction
2-4Hostile
5-7Threatening
8-10Indifferent
11-12Friendly

Note that some attitudes might be persistent: The bartender at the Golden Apple is always happy to see the PC. Nicholas has been their friend since childhood.

Other attitudes, however, may be situational: The NPC is only Hostile to the PCs in the context of this specific check. For example, the watchman would usually be Indifferent to the PCs, but they are currently trying to get into the vault that he’s guarding so he’s Threatening or Hostile.

Some NPCs might even be both, and you’ll need to figure out which attitude is most significant to the current scene! For an example of this, consider the relationship between Rick and Louis in Casablanca: They are generally Friendly with each other, but when the Nazi Strasser puts official pressure on Louis, he can become temporarily Hostile to Rick (by, for example, shutting down his casino). As this demonstrates, such conflicts in an NPC’s relationship with the PCs can be a great source of drama and adventure.

(Note that Intimate and Nemesis are only used to describe persistent relationships. They describe long-term trends in the interactions between characters which will bias them towards similar interactions in the future.)

OUTCOMES

When the PCs ask an NPC to do something specific, we’ll call this a proposal. This might be a formal proposal (e.g., the PCs gain an audience with a king to ask him for assistance with the goblin infestation of the Feybane Woods), but it’s just as likely to be something more informal and casual (e.g., “Have you heard anything about Robin?”; that’s asking for information, and if we’re uncertain whether or not the NPC would answer the question, we could resolve it as a proposal).

When we resolve a proposal, there’s a spectrum of possible outcomes:

  • Attack or Hinder. The NPC not only won’t do what the PC asks, they will seek to actively stop them from achieving their goal. (This might be getting the immediate goal of the proposal, but it might also be whatever underlying goal was the reason for the proposal – e.g., the king doesn’t just refuse to provide help, he recruits the goblins or locks the PCs up so they can’t return to the Feybane.) In a dungeon scenario, raid scenario, or similar situation, it likely means rolling initiative and trying to murder each other.
  • Hinder, if there’s little risk. The NPC will take action to hinder the PCs, but only if there is little risk to them doing so. (This means combat is very unlikely, since potentially lethal consequences are generally the opposite of “little risk.” Although, a necromancer who thinks he can shout, “Destroy them my skeletal minions!” and then leave unmolested while the interlopers are dealt with may feel there’s little risk to themselves.)
  • No Help. The NPC will not agree to the PCs’ proposal, but they won’t work to hinder it, either.
  • Help, if there’s no risk or cost. The NPC will agree to the NPC’s proposal as long as there is no cost or risk to themselves.
  • Help, if there’s a minor risk or cost. The NPC will agree to the PC’s proposal as long as it wouldn’t pose more than a small inconvenience – i.e., if it requires no more than a minor cost or cost on their part.
  • Help, if there’s a major risk or cost. The NPC will agree to the PC’s proposal even if there’s a major risk or cost to themselves.

The judgment of what constitutes a major or minor risk/cost should be made from the NPC’s point of view: Asking a king to make a 100 gp donation to help the local orphanage is, at worst, a minor cost to the monarch, but making the same request to a pauper would be a major ask.

MAKING THE CHECK

To resolve the social interaction, the PC making the proposal can attempt an appropriate ability check, most likely some form of Charisma check. The outcome will depend on the proposal, the NPC’s relationship, and, of course, the check result.

For an Indifferent NPC, use this results table:

DCIndifferent NPC
DC 0Attack/Hinder
DC 5Hinder, if there's little risk
DC 10No help
DC 15Help, if there's no risk/cost
DC 20Help, if there's a minor risk/cost
DC 25Help, if there's a major risk/cost

For NPCs who aren’t Indifferent, adjust the DCs on this table by one step per shift in the relationship. There are two different ways to think about this, and you can use whichever works best for you.

First, you can adjust the skill check by the NPC’s attitude:

Reaction/RelationshipCheck Modifier
Intimate+10
Friendly+5
Indifferent+0
Threatening-5
Hostile-10
Nemesis-15

Alternatively, you can use a master DC table for all reactions/relationships:

DCIntimateFriendlyIndifferent
DC 0No helpHinder, little riskAttack/Hinder
DC 5Help, little riskNo helpHinder, little risk
DC 10Help, minor riskHelp, little riskNo help
DC 15Help, major riskHelp, minor riskHelp, little risk
DC 20Help, major riskHelp, major riskHelp, minor risk
DC 25Help, major riskHelp, major riskHelp, major risk
DC 30Help, major riskHelp, major riskHelp, major risk
DCThreateningHostileNemesis
DC 0Attack/HinderAttack/HinderAttack/Hinder
DC 5Attack/HinderAttack/HinderAttack/Hinder
DC 10Hinder, little riskAttack/HinderAttack/Hinder
DC 15No helpHinder, little riskAttack/Hinder
DC 20Help, little riskNo helpHinder, little risk
DC 25Help, minor riskHelp, little riskNo help
DC 30Help, major riskHelp, minor riskHelp, little risk

(Note that this results table is calibrated so that it’s Easy to get a friend to help you if there’s no risk to them. It’s also Very Hard to get a Hostile enemy to help you at all, and Nearly Impossible to get them to help you if there’s any kind of risk or cost.)

GROUP CHECK

Instead of resolving a persuasion attempt as a single check, you (or the players) might choose to resolve it as a group check. This has the advantage of getting all the PCs involved in the roleplaying, and you can also space out the individual checks, roleplaying between them and allowing each check to reflect the back-and-forth of the negotiation.

Particularly when making group checks, you can also be more flexible in which skill checks each PC might make as part of the check. For example, a PC might make a Wisdom (Insight) check and whisper in their chief negotiator’s ear. Or make an Intelligence (History) check to provide a historical precedence for the king’s aid to the Feybane.

RETRIES

The PCs have tried to convince an NPC to do something for them and they’ve just failed the check, but now they want to continue the negotiations and retry the check.

What do we do?

What you don’t want to do is just allow the PCs to continue retrying the skill check until they’re happy with the result. So here are a few options.

Let It Ride. Assume the check was made under the principles of let it ride: The check determined the result. It doesn’t matter how much the PCs keep talking, they can’t change the outcome. In fact, more than that, the players should be encouraged to finish roleplaying the scene with their check result in mind.

Transition to Group Check. Alternatively, if the initial attempt was a single check, you can transition the failure to a group check. If proposed after the initial check, however, the group is trying to climb its way out of the hole dug by the initially failed check: Have them make their checks with disadvantage. (And, of course, they already have the initial failure.)

Alter the Deal. If the PCs rolled a result of Help, but the risk was too great for the NPC to actually help them — for example, they rolled “Help, if there’s no risk/cost,” but the NPC would be putting their life in great jeopardy — then the PCs might have an opportunity to still get what they want if they can alter the deal to change the risk vs. reward (see below). (“Okay, you won’t got into the dungeon for 50 gp… what about 200 gp and an equal share of the treasure?”)

Limited Shift: If the check was Attack or Hinder, you might give the PCs a single chance to shift the result. I would recommend, however, that the best possible result in this situation would be No Help, and you might also require them to offer some sort of additional incentive to even attempt the check. (“Here! Take the rubyweed! We’ll leave peacefully!”)

Offer an Alternative: You could also proactively have the NPC offer a compromise along the lines of an Altered Deal or Limited Shift. (“I won’t do it for 50gp, but I will do it for 200gp plus an equal share of the treasure.”) You may or may not let the PCs counter-offer (which would still need to be better than their original offer) with a successful check.

Risk the Relationship: When appropriate, you might allow the PC to push hard on a Friendly or Intimate NPC and retry the check. In doing so, however, they’re risking the relationship: If they fail the check on the retry (or if the request requires a large sacrifice), they permanently damage their relationship, and it drops by one step.

RUNNING THE SCENE

The mechanical resolution at the center of this scene structure is fairly simple. As the DM, however, you have a number of levers that you control in framing and running the scene beyond that mechanical resolution.

First, you determine the NPC’s relationship. Think about your vision for this character, the PCs’ history with them (if any), their current goals, and so forth.

Second, what does “hinder” or “help” mean to this NPC? A king, for example, is unlikely to personally ride out and help the PCs slay giant rats, but he might assign some of the King’s Guard to assist.

Third, explain the outcome. For example, why did the friendly character help last time even though the risk was great, but won’t help this time? Well, perhaps he’s nervous now because of what happened last time. Or he’s busy. The context provided by this explanation may end up being the real meat of the scene. It might even have repercussions far beyond this scene.

Fourth, you decide if a check is allowed in the first place. Just like any other check, if you judge that success is either guaranteed (“hey, could you hand me that box?”) or impossible (“please abdicate your throne and make me the queen”), there’s no need to make a check. (Similarly, you decide if retries are allowed, as described above.)

Alternatively, you can extend the table to handle even larger risks or costs. Some caution is recommended, though, as a thoughtless application of this principle can lead to nonsensical results (e.g., a king abdicating his throne for a charismatic bard).

In fact, if the PCs are asking for something with a truly astronomical cost, it may be more effective to make them pay for it by figuring out what the PCs could do for the NPC in exchange for their largesse (i.e., what adventure will they be asked to do).

THE PLAYER’S LEVERS

Like the DM, the players also have levers they can use to influence the negotiation instead of relying strictly on a bare mechanical resolution.

First, they can minimize the risk in their proposal. They might do this in a direct way by altering the proposal in order to reduce the risk or cost. Alternatively, they might take action to only make the target believe that the risk or cost is minimal, which you might resolve with a Charisma (Deception) check. (A failed deception might scuttle the negotiation entirely, or it might just inflict disadvantage on the negotiation check in addition to the target assessing the proposal in accord with its actual risk.)

Second, they can provide a reward or perform a favor to change the perceived balance between risk and reward for the NPC. (This is also something that the PCs could theoretically deceive the target about, convincing them that a reward exists when it doesn’t or that it’s more valuable than it is.)

The PCs might also try to change their relationship with the NPC. Generally speaking, this should not be something that the PCs can achieve with a single ability check. Relationships are developed over the long-term, evolving over the course of multiple scenes (and likely multiple sessions). Are the PCs consistently helping the NPC or people/things the NPC cares about? Then their relationship will likely improve. Are they taking advantage of the NPC, putting them in danger, or damaging the things and people they care about? Then their relationship is going to deteriorate or collapse. This is really a roleplaying decision for the DM to make. (One thing I would recommend, though, is that it’s probably easier to knock an NPC out of Indifferent than anything else.)

The one exception to this is changing first impressions. Whatever that initial relationship may be, the fact that it’s only existed for a few moments and is likely based on very little information will probably make it more susceptible to a rapid shift. A particularly effective technique here is to invoke a common ally, faction, or cause. Letters of recommendation can serve this function in formal negotiations. (This, too, could be a matter of deception. For example, if the PCs can convince the orcs they just met that they, too, work for the Golem Master, then we’re all on the same team and even a Hostile reaction could flip to Friendly.)

ROLEPLAYING THE SCENE

Something that we’ve emphasized throughout this article is that this is a scene structure which resolves a roleplayed negotiation. It does not, importantly, replace the roleplaying. The scene should be roleplayed to set up the check and then the outcome of the check should be roleplayed, too.

For a deeper look, and more tips and tricks for handling this during actual play, you might want to check out Rulings in Practice: Social Skills.

Wandering DMs: Adapting Content for D&D

I’ll be appearing on the Wandering DMs livestream today at 12pm CT to discuss Adapting Content for D&D and So You Want To Be a Game Master. If you don’t see this until later, that’s okay! The podcast is archived on Youtube and you can watch any time!

Dan & Paul host Justin Alexandrian, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?

Watch Now!

You can find links to my previous appearance on Wandering DMs at the Alexandrian Auxiliary.

D&D Starter Set: Dragons of Stormwreck Isle (Wizards of the Coast)

I’ve previously reviewed the D&D Starter Set (2014) and the D&D Essentials Kit (2019). Now we turn our eyes to the third major introductory boxed set for D&D 5th Edition: Dragons of Stormwreck Isle.

In 2022, the original D&D Starter Set was discontinued and replaced with D&D Starter Set: Dragons of Stormwreck Isle. I suspect that, as I discussed in my review of the Essentials Kit, the primary motivation for this change remained the desire to create a new product that could be marketed to big box stores which had stopped carrying the original Starter Set: As we’ll see, very little is altered or upgraded here, and the only substantive change — replacing the Lost Mine of Phandelver adventure with the new adventure Dragons of Stormwreck Isle — could hardly be motivated by a lack of faith in the original adventure material, since plans were simultaneously made to repurpose the adventure as the opening act of the Phandelver and Below: The Shattered Obelisk campaign book.

So Wizards of the Coast’s intention seems to have been a direct swap from one Starter Set to another with as little change as possible. The first question is: Was this a good idea?

Well… probably not. The Essentials Kit had already featured a bunch of substantive improvements in the 5th Edition introductory boxed sets, all of which Stormwreck Isle rolls back:

  • The dice set is incomplete.
  • The booklets lack cardstock covers.
  • Character creation is once again missing.

So rather than continuing to refine and improve the introductory box format, Dragons of Stormwreck Isle is, prima facie, a big step backwards in a way that feels like a completely unforced error.

Unfortunately, things don’t improve once you start reading the booklets.

RULEBOOK v. RULEBOOK

In terms of basic mechanics, the Starter Set Rulebook in Dragons of Stormwreck Isle is largely identical to the one found in the original Starter Set.

A closer comparison, however, reveals that a bunch of material has been removed. Some of this is just weird, like missing gold piece costs for armor (but not for weapons). But there’s also some pretty deep cuts, like the section on adventuring gear being gutted to a tiny fraction of the equipment originally covered.

More immediately obvious is that only a fraction of the spell list from the original Starter Set has been included. Similarly, over in the adventure booklet, the bestiary has also been reduced to a fraction of its original size (and the selection is far more limited in its breadth).

I heaped praise on the original Starter Set for not being designed as a disposable product: It felt like a complete game, and (with the exception of character creation being missing) could easily support a DM who wanted to run multiple Tier 1 campaigns.

The net effect of all these degradations to the rulebook, unfortunately, means that this is NOT true of Dragons of Stormwreck Isle. This is a boxed set you use once and then throw away. It’s an advertisement for a fully functional game, and you pay for the “privilege” of being told that you should have bought a different product.

So the question of whether or not Dragons of Stormwreck Isle is, in fact, a product that you should buy – whether for yourself or someone else interested in playing D&D for the first time — is going to almost entirely come down to how good the included adventure is.

DRAGONS OF STORMWRECK ISLE

Dragons of Stormwreck Isle (D&D Animated Series Characters) - Wizards of the Coast

SPOILERS FOR THE ADVENTURE!

Something else missing from Dragons of Stormwreck Isle are the sidekick rules from the Essentials Kit, which were super useful because they allowed first time DMs to start running the game even if they could only find one or two people interested in joining them.

Stormwreck Isle tries to plaster over this lack by simply suggesting that players could play multiple pregen characters. This isn’t necessarily a bad idea, but it does lead to some truly terrible advice:

A player with two characters should treat one of them as their main character and the other as a sidekick, there to help out but probably not engaging in a lot of dialogue.

If you kinda squint and try to give them the benefit of the doubt, you can see the potentially good intention of making sure that a new player doesn’t feel overwhelmed trying to roleplay multiple characters. But what they actually told the player to do is dissociate from the game world and treat characters as if they were game piece tokens.

Which is… not great.

In fact, there’s a lot of “not great” when it comes to how Dragons of Stormwreck Isle instructs both players and GMs in how to play the game. One of the things that made Lost Mine of Phandelver a great introductory adventure was that it was an excellent exemplar of what D&D adventures should look like and how they should be run. Sadly, this is not the case with Stormwreck Isle.

Instead you get bad boxed text that, for example, repeatedly takes control of the PCs away from the players and turns them into puppets.

The DM is instructed to have the world level up with the PCs. (Oof.)

There’s a section of the adventure where the PCs have the opportunity to tame a trained owlbear that’s lost its owners and gone slightly feral. This is really cool! … but then the adventure says, “Oh, no! The PCs aren’t allowed to have cool things!” and goes to great lengths to erect contrived barriers to prevent the PCs from actually using their trained owlbear.

These are all terrible lessons to be teaching new DMs by both instruction and example.

Is this intentional?

Mostly not, I suspect. The adventure is simply sloppy, careless, and amateurish in its execution, and therefore sets a sloppy, careless, and bad example for the DM.

The basic structure of Dragons of Stormwreck Isle breaks down like this:

  • The pregen PCs have personal goals that bring them to Stormwreck Isle, with all of them arriving on the same boat.
  • They gain the patronage of Runara, a bronze dragon (appearing in human form) who runs the local monastery.
  • They’re given the option of going on one of two different adventures.
  • After going on the first adventure, they go on the second.
  • With both adventures complete, Runara reveals herself and sends the PCs to the Clifftop Observatory, where her former apprentice (also a dragon) has turned to evil and is doing an evil ritual that the PCs need to stop.

This lacks the ambition of Lost Mine of Phandelver and feels fairly anemic by comparison, but is mostly inoffensive.

Notably, however, the reason Runara doesn’t send the PCs immediately to Clifftop Observatory (despite potentially apocalyptic stakes) is because they aren’t experienced enough and will likely die. Which is true.

… and yet one of the pregens has the personal goal of explicitly checking out the Clifftop Observatory. Which is trivial to locate and which they can just walk to at any time. The personal goal is a path straight to death.

This is just bad design. It’s setting a new DM up to fail.

The other major problem I have with Dragons of Stormwreck Isle is that everything is plagued by a severe lack of basic internal logic.

To take just one example, the island has been plagued for forty years by the zombies of dead sailors who have drowned when their ships have wrecked on the reefs north of the island.

It turns out the source of the problem is a cursed locket onboard the wreck of the Compass Rose. The zombie problem can be solved if the PCs take the locket to a gravesite on the island where the lover of the young girl who cursed the locket is buried. The PCs will know to do this because they’ll find the captain’s log of the Compass Rose in the wreck, the final entry of which describes the creation of the cursed locket, the zombies rising from the dead, and then concludes with:

I am securing her talisman with this book in my chest, in the hope that someone who comes after us may end this nightmare by bringing Altheia’s talisman to her husband.

So, first off: Why not just take the locket yourself? “Lemme just write this log entry, carefully lock it up, and hope somebody stops by!”

But more importantly, Runara sends them on this quest knowing the Compass Rose is the source of the zombie problem: If the PCs ask questions about the zombies, she tells them the ship is the source of the problem and sends them to check it out.

Remember: Runara is a bronze dragon. Which means she could have easily dealt with the zombies on the Compass Rose and solved the problem literally decades ago.

Instead she’s just sat around and watched people die for no reason.

THE VERDICT

Although it superficially looks similar to the original Starter Set at first glance, Dragons of Stormwreck Isle is a deeply crippled product. The bottom line is that, for as long as it remains available, the Essentials Kit is a massively superior introductory boxed set and it’s definitely the one you should buy.

This mostly leaves the question of whether or not you should buy Dragons of Stormwreck Isle in addition to the Essentials Kit, the core rulebooks, or whatever other method you choose as your introduction to D&D 5th Edition. And that question, in my opinion, is going to depend almost entirely on the quality and utility of the adventure.

As a starter set adventure, of course, Dragons of Stormwreck Isle naturally invites direct comparison to Lost Mine of Phandelver. And, as I wrote in my review of the original D&D Starter Set, I think Lost Mine of Phandelver is the best introductory adventure D&D has ever had. So, first, a regression to the mean is perhaps inevitable. And, second, it’s pretty easy, in a direct comparison between the two, for us to be unduly harsh on Stormwreck Isle’s inadequacies.

Standing entirely on its own merits, therefore, how good is Dragons of Stormwreck Isle?

And I think the best answer I can give to that question is:

Mediocre.

The functional, but not daring, set pieces of the adventure are strung together with fraying filament, but the filament is never so rotten that it actually breaks. Its flaws, although myriad, never completely ruin the experience. This will never be a great adventure. It will rarely be a terrible one.

Overall, however, this leaves the D&D Starter Set: Dragons of Stormwreck Isle in rather rough shape: A crippleware rulebook wedded to a mediocre adventure, packaged with a barely adequate set of dice.

Perhaps the best case scenario we can hope for at this point is that, with the release of 2024 D&D (whatever we end up calling it), Wizards gets the opportunity for a do-over and will produce a new Starter Set that capitalizes on its previous successes instead of diminishing them.

Grade: C-

Rulebook Designer: Jeremy Crawford
Lead Adventure Designer: James Wyatt
Additional Adventure Design: Sydney Adams, Makenzie De Armas, Dan Dillon

Publisher: Wizards of the Coast
Cost: $19.95
Page Count: 80

D&D Starter Set: Dragons of Stormwreck Isle (Wizards of the Coast)

Buy Now!

Ballerina Entering the Stage - Anna Jurkovska

Go to Campaign Status Documents

Generally speaking, my campaign status document is not the place for full NPC write-ups to live. Whether you’re using something like the Universal NPC Roleplaying template or even the briefest of write-ups, these NPCs will consume your campaign status document and choke the life out of it.

So NPC write-ups go somewhere else: Maybe that’s in a specific set of scenario notes or faction notes. Maybe you just have one big folder where all the free-roaming NPCs or notable NPCs from defunct scenarios get filed in alphabetical order.

But what I will keep in my campaign status document, when it’s appropriate for the campaign, is a list — or, in some cases, multiple lists — of the major NPCs in the campaign.

This is not, of course, a list of every single NPC they’ve ever met. That would just be a bunch of noise drowning out the signal. What you’re looking for is a quick reference of all the important, recurring characters. You’re looking for characters who:

  • Show up in more than one scenario (or outside of scenarios entirely), because otherwise they would just be attached to that single scenario.
  • Show up in more than one location, because otherwise they would just be in the notes for that location.
  • Have some personal connection to the PCs or are otherwise important to them.

(Of course, some NPCs who start out as part of a single scenario or single location will end up clicking with the players or otherwise find their role in the campaign expanding beyond the original plan of action.)

You might title this section of your campaign status document the Cast of Characters.

To understand the function of this cast list, the key thing is Neel Krishnaswami’s Law of the Conservation of NPCs: Whenever a scenario or circumstance demands a new NPC, check to see if there’s an existing NPC who could fill the role. Each reappearance of an NPC will deepen that character and also inherently develop the PCs’ relationship with the character. This creates a lovely feedback loop, because the NPC being richer means that whatever purpose you’re turning the NPC to (exposition, scenario hook, dilemma, dramatic bang, etc.) will also become richer and more meaningful to the players.

For example, if the PCs go looking for information, instead of having some random dude tell them about it, consider having it be someone the PCs know.

The cast list, therefore, can ultimately be thought of as a menu: Whether you’re prepping a scenario or improvising in the middle of one, the campaign’s cast of characters makes it easy for you to quickly find the character you need to fit the hole you’re looking to fill.

You can also flip this around, looking through your cast of characters, identifying old favorites who haven’t put in an appearance lately, and figuring out how you can bring them back onstage. This can often be a great way to find inspiration for scenario hooks or entirely new scenarios.

TAVERN TIME

In some campaigns your Cast of Characters, or sections of your Cast of Characters, may become more specialized in their function. One example of this is the Tavern Time scenario structure, in which you develop a cast of recurring characters who give continuity and life to your PCs’ favorite tavern (or other home base).

You can see a detailed example of the Tavern Time system in action in A Night in Trollskull Manor. The full scenario notes are kept separate from the campaign status document, but I do find it useful to include the random table of tavern patrons, like this one for the Ghostly Minstrel tavern in my In the Shadow of the Spire campaign:

1
Sheva Callister
2
Parnell Alster
3
Daersidian Ringsire & Brusselt Airmol
4
Jevicca Nor
5
Rastor
6
Steron Vsool
7
Urlenius
8
Mand Scheben
9
Cardalian
10
Serai Lorenci (Runewarden)
11
Shurrin Delano (Runewarden)
12
Sister Mara (Runewarden)
13
Canabulum (Runewarden)
14
Aliya Al-Mari (Runewarden)
15
Zophas Adhar (Runewarden)
16
Talia Hunter
17
Tarin Ursalatao (Minstrel)
18
Nuella Farreach
19
Iltumar
20
The Ghostly Minstrel

Each of these characters then appear in their own write-ups, either as part of the write-up for the Ghostly Minstrel, as part of other scenario notes, or in my larger Ptolus NPC file. I personally just know where to find these write-ups, but you could easily include a direct reference in your list.

SYSTEMIC CONNECTIONS

In Technoir, during character creation, each player selects three Connections from the setting guide. These are, of course, relevant not only for roleplaying, but also because they’re tied into specific procedures of play. As the GM, I find it quite useful to have a quick reference for which PCs have a direct relationship with which Connections in the campaign, so during the first session I’ll make a Technoir - Jeremy Kellerpoint of jotting these down, and then I’ll transfer them to my campaign status document for long-term reference (along with any other notes about debts owed and the like).

Trail of Cthulhu similarly features Sources of Stability: NPCs created by the players during character creation who are the most important people in their characters’ lives. These characters are vital, serving as touchstones of humanity that allow PCs to recover the Sanity and Stability lost during their harrowing adventures. Although, as a result, the Sources of Stability are rarely made an active part of the action, I make sure to include them in my campaign status document so that they can be referred to and incorporated “offscreen” at appropriate moments. (I’ll also maintain a correspondence tracker featuring these characters.)

Another example along these same lines are the Friends & Rivals players create for their PC in Blades in the Dark. These lack the more formal procedural and systemic incorporation found in Technoir and Trail of Cthulhu, but also serve as a good reminder that this is something you can easily incorporate into the character creation of any RPG, not just those that include it in the rulebook.

However you go about it, finding a way to seed a supporting cast list at the very beginning of the campaign is just good praxis.

MAINTAINING YOUR SUPPORTING CAST

You’ll introduce some characters to your campaign with the intention of making them recurring characters.

As I mentioned earlier, though, you’ll also want to keep your eyes open: During the course of play, some NPCs are just going to “click” with the players. (And with you.) It’s going to be fun roleplaying scenes with them. Maybe your players will talk about the NPC in later sessions or even mention them during conversations outside of the game. (If your players start deliberately seeking the NPC out, that’s a dead give-away.) These are all characters that you’re going to want to get onto your supporting cast list ASAP.

On the flip-side, it’s also a good idea to periodically review your supporting cast list and remove any NPCs who are no longer relevant to the campaign. (If you’re not certain, maybe you could drop them into a Probationary section of the list and then purge them if they still haven’t shown up after three or five sessions or whatever seems appropriate.)

In some cases, this removal will be quite definitive: Maybe the NPC died. Maybe the PCs slipped into another dimension and left the NPC behind.

In other cases, the pruning is much more subjective: Do you still care about this NPC? Do the players still care? Are there any loose threads still attached to the NPC (in which case you might want to tie those off and then remove them)? Are they — in position, role, theme, or otherwise — still relevant to what’s happening in the campaign?

There’s also need to be too afraid of making a mistake here: Pruning an NPC from the list doesn’t mean they’re gone forever (although it might). You never know when they might come back onstage, find the spotlight, and earn their place on the list once more!

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