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Posts tagged ‘random gm tips’

Random GM Tip – Cypher Bad Guys

November 24th, 2020

In Numenera cyphers are one-use items scavenged from the ruined technology of an elder age. Often the utility of these items as perceived by the PCs will be only tangentially related to the item’s original function; the ultra-tech equivalent of ripping a laser out of a CD player and using to signal your squad mates. I’ve talked Sleepwalker - Arcana of the Ancients (Monte Cook Games)about cyphers at greater length in Numenera: Identifying Items, but the core concept is that they let the PCs do something cool once and then they’re cycled out for another cypher. Examples of cyphers include stuff like:

  • A metallic nodule that can be attached to an item, allowing one to telekinetically manipulate it with a paired rubber glove.
  • A disk-like device that shoots out paralyzing beams.
  • A set of goggles that can be used to perceive out-of-phase creatures and objects.
  • A metal amulet that surrounds the user in a field of absolute blackness.
  • A cannister dispensing foam that transforms metal into a substance as brittle as glass.

Now that you know what a cypher is, here’s the tip:

To quickly create a memorable bad guy, roll on the random cypher table in Numenera and have the bad guy do that as “their thing.” When the fight’s done, the PCs will be able to scavenge the matching cypher from their corpse.

For example:

  • A synthetic octopodal creature that telekinetically hurls large items at the PCs.
  • A slender ungulate with “antlers” that are metallic discs emitting paralyzing beams.
  • An invisible assassin droid that launches attacks from the out-of-phase interdimensional space where it lurks.

This technique works particularly well in Numenera because, as I discuss in Numenera: Fractal NPCs, creating NPCs in the Cypher System can be literally as easy as saying, “He’s level 3.” But then you can expand that to whatever level of detail you want (hence the “fractal” in “fractal NPCs”), which in this case would be adding the cypher-based ability.

However, you can achieve a similar effect in almost any system by simply grabbing an existing NPC stat block and slapping on the ability. (The only drawback is that scavenging may not be an assumed part of play in your game of choice, so you may lose that depth of experience unless you make a special effort to incorporate it.)

For example, if you wanted to make a tribe of orcs a little special, you might have them worship Glaubrau, Demon of the Nethershade. Take a standard orc stat block and then have them cloaked in absolute blackness. (The PCs can harvest their black blood to make an oily potion that imbues a similar effect.)

I’ve actually found myself using the Numenera cypher lists to achieve this effect across multiple systems, but there are often local equivalents. For example, random potion lists in D&D are somewhat more limited in their range of effect, but can work in a pinch. (If you’re running 5th Edition, however, you might just cut to the chase by grabbing a copy of Arcana of the Ancients, which adapts a whole slew of cool stuff from Numenera for your D&D game, including some random cypher tables.)

Over the past couple decades, a design concept that has become fairly entrenched in D&D culture is that the PCs need to face X encounters of Y difficulty per day. The general idea being that the game is balanced (either intentionally or unintentionally) around their resources being chewed up across multiple encounters: If they face fewer encounters, there’s no challenge because (a) they will still have lots of resources left at the end of the day (thus suffering no risk) and/or (b) they burn up LOTS of resources per encounter (making those encounters too easy).

There is obviously a kernel of truth here, but there are also, frankly speaking, A LOT of problems with this design ideology. But that’s somewhat beyond the scope of this article. What I’m mostly interested in focusing on today is one specific element of game play that becomes a really problematic dilemma when combined with this design ideology:

Wilderness encounters.

See, the basic assumption is that the design of Dungeons & Dragons should be finetuned around X encounters of Y difficulty per day in which the value of X reflects the number of encounters in a typical dungeon. There are some problems with this idea that dungeons should be designed as a one day excursion, but laying that aside, this makes a lot of sense: The dungeon is the assumed primary mode of D&D play; therefore the game should be balanced around dungeon adventures.

But, of course, the density of encounters in a dungeon is inherently much higher than the density of encounters in a vast wilderness. Furthermore, even if you increased the density of wilderness encounters, the result would be to turn every wilderness journey into an interminable slog. If you assume that

X = a dungeon’s worth of encounters = one day’s worth of encounters

then a wilderness journey that took ten days would “logically” have ten times the number of encounters in a typical dungeon.

You don’t want to do that, so you make one wandering monster check per day in the wilderness: The players know that they’ll have at most one “dangerous” encounter per day, so they just nova all of their most powerful abilities and render the encounter pointlessly easy.

So what do you do?

Do you just strip wilderness encounters out of the game entirely? They’re pointless, right? But to delete an entire aspect of game play (and something that routinely crops up in the fantasy fiction that inspires D&D) feels unsatisfactory.

Perhaps you could artificially pack one particular day of wilderness travel with X encounters, turning that one day into a challenging gauntlet for the PCs. But that’s really hard to justify on a regular basis AND it still has a tendency to turn wilderness travel into a slog.

For awhile there was a vogue for trying to solve the problem mechanically, primarily by treating rest in the dungeon differently from rest in the wilderness. In other words, you just sort of mechanically treat one day in the dungeon as being mechanically equivalent to ten days (or whatever) in the wilderness. The massive dissociation of such mechanics, however, could obviously never be resolved.

Long story short, the dynamic which has generally emerged is for wilderness encounters to be REALLY TOUGH: Since the PCs can nova their most powerful abilities when facing them and there is no long-term depletion of party resources (including hit points), it follows that you need to really ramp up the difficulty of the encounter to provide a meaningful challenge.

In other words, dungeons are built on attrition while wilderness encounters are deadly one-offs.

There are several problems with this, however.

First, it creates a really weird dynamic: Instead of being seen as dangerous pits in the earth, dungeons are where you go to take a breather from all the terrible things wandering the world above. That doesn’t seem right, does it?

Second, the risk posed by these deadly one-off wilderness encounters is unsatisfying. In a properly designed dungeon, players can strategically mitigate risk (by scouting, retreating, gathering intel, etc.). This is usually not true of wilderness encounters due to them being placed either randomly (i.e., roll on a table) and/or arbitrarily (“on the way to Cairwoth, the PCs will encounter Y”).

(A robustly designed hexcrawl can mitigate this, but only to some extent.)

Finally, this methodology – like any “one true way” – results in a very flat design: Every wilderness encounter needs to push the PCs to their limits and thus every wilderness encounter ends up feeling the same.

So what’s the solution?

THE FALSE DILEMMA

The unexamined premise in these attrition vs. big deadly encounters vs. skip overland travel debates is often the idea that challenging combat is the only way to create interesting gameplay.

Partly this is the assumption that all random encounters have to be fights (and that’s a big assumption all by itself). But it’s also the assumption that if the players easily dispatch a group of foes that means nothing interesting has happened because the fight wasn’t challenging.

Neither of these assumptions is true.

Let’s back up for a second.

You’ll often hear people say that they don’t like running random encounters because they’re just distractions from the campaign.

Those people are doing random encounters wrong.

The “random” in “random encounter” refers to the fact that they’re procedurally generated. It doesn’t mean that they’re capricious or disconnected from their environment. I talk about this in greater detail in Breathing Life Into the Wandering Monster, but when you roll a random encounter you need to contextualize that content; you need to connect it to the environment.

And because the encounter is connected to the environment, it’s meaningful to the PCs: Creatures can be tracked. They can be questioned. They can be recruited. They can be deceived. The mere existence of the encounter may actually provide crucial information about what’s happening in the region.

Random encounters — particularly in exploration scenarios — are often more important as CLUES than they are as fisticuffs.

They can also be roleplaying opportunities, exposition, dramatic cruxes, and basically any other type of interesting scene you can have in a roleplaying game. As such, when you roll a random encounter, you should frame it the same you would any other scene: Understand the agenda. Create a strong bang. Fill the frame.

Once you recognize the false dilemma here, the problem basically just disappears. If the PCs have camped for the night and a group of orcs approaches and asks if they can share their campfire… do I even care what their challenge rating is?

If I roll up the same encounter and:

  • The PCs subdue and enslave the orcs.
  • The PCs rescue the slaves the orcs were transporting.
  • The PCs discover the orcs were carrying ancient dwarven coins from the Greatfall Armories, raising the question of how they got them.
  • The PCs follow the orcs’ tracks back to the Caverns of Thraka Doom.

Does it matter that the PCs steamrolled the orcs in combat?

I’m not saying that combat encounters should never be challenging. I’m just saying that mechanically challenging combat isn’t the be-all and end-all of what happens at a D&D table. And once you let go of the false need to make every encounter a mechanically challenging combat, I think you will find the result incredibly liberating in what it makes possible in your game.

The PCs kick in a dungeon door.

Description #1:

With the sharp crack of splintering wood, the door smashes open, revealing a room about forty feet across. The high, curved walls are lined with built-in shelves of cherry wood filled with books and warmly lit by a crystal chandelier that hangs from the middle of the domed ceiling. Five goblins are ripping books off the shelves, but their heads whip in your direction.

Description #2:

With the sharp crack of splintering wood, the door smashes open, revealing five goblins who whip their heads in your direction. The room is about forty feet across. The high, curved walls are lined with built-in shelves of cherry wood filled with books and warmly lit by a crystal chandelier that hangs from the middle of the domed ceiling. The goblins have been ripping books off the shelves.

Which description is more effective?

What we’re broadly looking at is whether it’s better to describe the monsters in a room FIRST or LAST.

(Disclaimer: Descriptions are an artistic expression and the given circumstances of any particular moment at the game table are limitless. So there will be a bajillion-and-one hypothetical exceptions to any general principles we might discuss. Think of anything I advocate here in the same way you’d interpret “don’t cross the line when shooting reverse angles” in film or “sentence fragments are bad” when writing fiction. Know the rules so you can break the rules.)

The argument for Monsters First is that it mirrors the crisis perception of the characters: If you opened a door and saw a slavering beast, all of your attention would be immediately focused on the monster. You wouldn’t take your time inspecting the rest of the environment and only THEN look at the monster!

It seems like a logical argument. The problem is that it ignores the actual experience of the characters: If you opened a door and saw a slavering beast, you would immediately want to REACT to that slavering beast. That’s the adrenaline-pumping crisis response (fight or flight!), and it’s why Monster Last is the correct technique. You want the player to be able to immediately react to the monster just like their character would. You don’t want to blunt that reaction by forcing them to wait until you’ve finished the rest of the description.

Note that this isn’t just a matter of associating the experience of character and player. It’s also about effective dramatic presentation: A director of a horror film, for example, wouldn’t follow up on a jump scare with an establishing shot that slowly pans across the scenery before showing the main character’s reaction to the monster!

Okay, but can’t we resolve this dilemma by just not describing the room? The character’s focus would be entirely on the slavering monster. If they’re not focused on the rest of the room, we just won’t describe it to them!

Description #3:

With the sharp crack of splintering wood, the door smashes open, revealing five goblins! Their heads whip in your direction.

Unfortunately, this approach ignores the limited bandwidth by which information about the game world is transmitted to the players (i.e., the GM’s voice).

Although the character may be fixated on the monster, their peripheral vision is immediately processing the environment: Where are the exits? Where can they hide? What are the defensible position? How can they attack? Not only can they take in the totality of their sensorium, they’re also capable of taking action while simultaneously continuing to observe their environment.

The player can’t do that: When they communicate their intended action to the GM, they’re monopolizing the same channel that would be used to give them a description of their character’s environment.

Two outcomes become likely:

First, the player will recognize the problem and ask clarifying questions to obtain the understanding of setting they’re lacking. (“Are there any obstacles that would stop me from charging them? Do I see anything I can dive behind?”)

Second, without understanding the environment, the players will take nonsensical actions. (You didn’t mention the giant chasm that runs across the room between them and the rabid mammoth, so now they’re charging straight into it even though that would be a ridiculous thing for their character to do? Whoops.) This, of course, will force you to stop and correct them, explaining the important context they didn’t know (even though their characters would have).

In either case, you’ve reverted to interjecting an environmental description between the revelation of the monster and the reaction (Monster First). Only it’s actually gotten worse because the presentation is now awkward and frustrating.

WHAT ABOUT A BATTLEMAP?

If you’re using a detailed battle map couldn’t you just reveal it to the players to provide essential environmental information? And then just verbally announce the five goblins in the room?

Sure thing! You could also use other visual references. Pictures are worth a thousand words. In terms of technique, though, this is still Monster Last: You’re use using the visual presentation to handle the room description.

(Or, at least, to make that presentation more efficient: I’ve found that even the best visual aids usually benefit from additional verbal details. The great thing is that you can multitask, usually delivering the additional details at the same time that you’re drawing or revealing the visual reference. The usual single channel of information at the game table briefly becomes multi-channel, which is great!)

WHAT ABOUT INITIATIVE?

Wait a minute. What about initiative?

We’ve been talking about that moment of instantaneous response as if it looked like this:

GM: Five goblins are ripping books off the shelves, but their heads whip in your direction. What do you do?!

Player: I yell, “Fire in the hole!” and throw a fireball in the room.

But doesn’t it actually look like this?

GM: Five goblins are ripping books off the shelves, but their heads whip in your direction. Roll initiative.

(rolling dice)

Player: 14.

Player: 8

Player: 21!

Player: 15.

Player: 16.

GM: (also rolls dice and does math) … okay. Looks like Bob is first. What are you doing, Bob?

This is actually something I addressed in the very first Random GM Tip I posted to the Alexandrian:

Have your players roll their initiatives at the end of combat. Use this initiative for the next combat. (Initiative modifiers essentially never change, so it doesn’t really matter when you roll the check.) When it looks like the PCs are about to encounter something, roll for its initiative and slot it into the order. If they don’t encounter it for some reason, no big deal.

Using this method, by the time combat starts, initiative is already completely resolved. As a result, there’s no delay while you ask for initiative, the dice are rolled, your players tell you their results, and then you sort the results into order. This allows you to start combat off with a bang and keep the ball rolling with that same high intensity. It means that when the players are ambushed, you can maintain that adrenaline rush of surprise instead of immediately undermining it with the mundane task of collecting initiative.

This method also means that initiative results are generally being collected at a time when other bookkeeping chores are being done anyway: After the heat of battle, wounds are being healed; corpses are being looted; equipment lists are being updated; and options are being discussed. Juggling a few extra numbers does not detract from that moment.

And you’ll notice that the reason for moving the resolution of initiative is the same reason for using Monster Last scene description: To capitalize on the moment of reaction to drive the players’ excitement into launching the new scene.

THE REACTION POINT

I’ve been talking about the initiation of combat, but there’s a general principle here:

  1. Identify the reaction point (the point at which your players WANT to react);
  2. Focus your description to that point; and
  3. Clear away any detritus that gets in the way of the players immediately reacting.

The stronger the players’ desire to react, the more important this becomes.

You can also think of the reaction point as being literally the point where you’re asking the players for a response: You want that point to be as interesting as possible because you want to provoke a strong response from the players. Because that’s what will drive the action forward in interesting ways, which will let you easily frame the next reaction point to be as interesting as possible.

Examples outside of combat might include:

  • Even though you just rolled the random wilderness encounter, make sure to set up the terrain first before describing the merchant’s wagon coming over the hill.
  • Noticing that the eyes of the painting in the haunted house are following you should probably be the last thing described in the room.
  • A beautiful, blue-haired man blows you a kiss from across the tavern’s common room.
  • They notice someone following them.
  • The Federales warchief demands the ship’s instant surrender.

Now, here’s the dirty secret that sort of inverts the idea of putting the most interesting thing at the reaction point: If you instead want the players to preferentially react to something in an otherwise undifferentiated list, put it at the reaction point. Psychologically this is due to recency effect. (The other strong position is to mention something first due to primacy effect. But for immediate choices – i.e., a direct response to a described scene – Miller & Campbell, 1959 identifies the last position as the stronger preference.)

For example, if there’s a pit trap under the fancy tabaxi rug in the middle room, drop the description of the rug in the middle of the room’s description and mention the shelves covered in knick-knacks on the far side of the room last: You increase the odds that a curious PC will cross the room (and the rug) to check out the shelves first.

Running a successful horror scenario in a roleplaying game can be a unique challenge, but it’s not the impossibility that some feel it to be.

There is one baseline requirement, though: The players have to be invested in the game world. They have to CARE about something. Their own PCs at a minimum. The whole group is better. Other stuff in the game world is ideal.

And, as a horror GM, you want to be aware of what your players actually care about: If they don’t care about something, then they cannot fear its loss. Target what the players care about, which may not be the same thing as what their characters care about.

The thin line of distinction here can often be found in joking around the table: It’s okay if the players are using jokes to try to distract themselves from the danger. That’s part of horror! It actually shows that they’re invested in the world.

But if the players are using jokes to distance themselves from the game world, that’s a problem: Those jokes de-invest the players’ engagement in the game world. It’s the difference between Buffy cracking wise with Willow and the MST3k crew mocking a movie.

The distinction between these two forms of humor at a gaming table – where roleplaying, meta-game discussion, and meta-commentary often flow around each other seamlessly – can be very subtle, but it’s important.

Long story short: If you’re trying to run a horror game and you’re having problems with disruptive behavior (i.e., players disrupting the table’s investment in the scenario), then it’s useful to step back and have a group discussion about expectations. However, it’s easy for this conversation to misdirect towards things like “no laughing” or “horror is serious business, so everyone put on their frowny faces.” In my experience, this is often ineffective and it can be more useful to drive to the heart of the matter: Why don’t you care?

Fixing that issue may be a much more complicated issue (and beyond the scope of this essay), but the frank discussion is usually a good place to start.

In any case, let’s lay this digression aside and assume that you have a group invested in their characters and the game world.

What next?

THE CORE OF HORROR

Regardless of medium, achieving true horror is a vague and unspecific art. But you’re generally looking for some combination of danger, anxiety, helplessness, and enigma.

These qualities are often associated with the lack of power, and this can lead to the assumption that horror becomes impossible if characters have a certain amount of power: You can’t do horror with superheroes. Or D&D characters. Or colonial marines in a warship armed with nuclear weapons.

In general, however, the objective amount of power you have is only relevant because it influences your RELATIVE power. And even relative power is only meaningful insofar as it affects PERCEIVED power.

If you perceive yourself to be overpowered by something that wants harm you (or, often more effectively, those things and people you care about), then you are in DANGER.

If you see no way to escape or redress the imbalance of power, you are HELPLESS.

If you are concerned that such danger or helplessness could happen, you are ANXIOUS.

Finally, when confronted with an ENIGMA, players will perform an act of closure. With proper circumstance and priming, their closure will create the threat of danger or helplessness, either heightening the sense of anxiety or creating anxiety even in situations where it isn’t necessary.

Understanding Comics - Scott McCloud

Scott Mccloud – Understanding Comics

SHORTCUTS & MULTIPLIERS

There are a number of shortcuts and multipliers you can use to create or enhance horror.

PHOBIAS have various sources, but they are all pre-trained fear responses. They bypass rational threat assessment and immediately trigger a sense of overwhelming danger.

Making the players fear for something other than their PCs (i.e., themselves) allows you to place the endangered thing or person at a distance. This DANGER AT A DISTANCE reduces the perceived ability to do anything about the danger, thus reducing perceived power and enhancing helplessness.

Conversely you can endanger PCs from a distance or in a way they don’t understand. If they can’t figure out how to apply their power to MYSTERIOUS DANGER, they also lose perceived power. (I used this technique in The Complex of Zombies with the bloodsheen ability to create a terrifying mystery.)

You can achieve similar effects via DILEMMAS. If multiple things the PCs care about are simultaneously put in danger (preferably in different locations), being forced to choose which one to help or save can create helplessness. (Or it can force the party to split up, which is also great for horror: It reduces the perceived power of the characters and it lets you put isolated characters at risk, presenting danger at a distance for the rest of the group.)

You can use PRIMING to direct how players perform closure on the enigmas you present. (There are a lot of ways to do this. Horror movies actually do it with their soundtracks: Specific music cues or types of music or the lack of music prime the audience to literally imagine the worst possible outcomes from otherwise innocuous interactions – like opening a door – a thousand times over.)

You can use the UNEXPECTED to create quick enigma, disrupt the perception of relative power, or maximize the effectiveness of a phobia. (Jump scares are a simple example, but so are xenomorphs climbing through the ceiling when you expected them to come through the doors.)

Aliens (dir. James Cameron)

It can also be effective to ESTABLISH RUTHLESSNESS. In order for horror to exist, the threat of loss cannot simply be performative: The audience (i.e., the players) must believe the threat to be real. And the easiest way to make that happen is if the threat is real, which can be demonstrated by actually pulling the trigger (or swinging the axe, as the case may be).

This can be very effective when dealing with the problems created by genre expectations: There are all kinds of genres in which the main characters are placed in jeopardy, but are never in actual danger of being killed. This is particularly true of the pulp genres and TV procedurals that many RPGs are based on.

Modern design ethos, for example, has ingrained the belief in many groups that game play is supposed to be a predictable series of “fair” encounters. The expectation is thus that the PCs will constantly be placed in the perception of “danger,” but will never actually be at risk. You’re obviously never going to feel helpless if you know every encounter has been designed for you to triumph, nor are you going to feel anxious about the possibility of facing the next “dangerous” encounter. Horror, of course, is completely impossible under these conditions, and often the only way to break that long-held belief is to bluntly demonstrate that, no, you and/or the things you care about are NOT safe.

CONCLUDING THOUGHTS

Let’s wrap up with a couple things you should NOT do.

First, don’t tell the players that their characters are scared. While it’s true that we have an empathetic model of mind (i.e., if we see someone smiling we often reflect that emotion and become happy ourselves because we have circuitry in our brains specifically designed to recreate the emotions seen in others) and that horror fiction – particularly film – leverages that to create fear in an audience by showing a character in fear, instructing players what their characters are feeling can often psychologically distance them from those characters and have the opposite effect.

(What you CAN do is vividly describe the emotional reaction of NPCs. Particularly NPCs that you know the players care about. The bandwidth is still limited compared to a film, but the technique can be effective.)

You should also not allow this imprecation to discourage you from using tools like sanity mechanics, assuming you’re using them correctly, of course. (Note that, when used correctly, sanity mechanics create enigma and use priming to frame player closure through foreshadowing without disrupting their emotional engagement with both their character and the moment. This is obviously not a coincidence.)

Second, never railroad the players into danger.

As the Railroading Manifesto tells us, railroading is never a good idea. But it sure can be tempting in a horror scenario! After all, if helplessness is one way of creating horror, what could make the players feel more helpless than forcing them into a preconceived outcome?

The problem is that this helplessness is not diegetic; instead of being focused on the game world (and the things that the players care about in that game world) it’s focused on you. This emotional redirection can disconnect the players from the game world, causing them to lose the investment that is foundational to the horror experience. In other words they stop caring. And often the fear you want them to be feeling is replaced with anger.

Conversely, true autonomy often heightens the horror: It’s only when choices matter that enigmas are fully engaged with (because they know the outcome of those enigmas are not predetermined; in the most simplistic form, if they could solve this puzzle faster then they might be able to save Lisa’s life). Furthermore, when players feel true responsibility for what happens (because it’s the result of the choices they made), the guilt they feel for those outcomes – and, importantly, the fear of experiencing that guilt if things go wrong – will enrich their emotional response to danger and helplessness.

That kind of emotional engagement, of course, will heighten the players’ investment in the game world, expanding the depth and breadth of the horror itself.

Purple Dice

Say that you want to randomly pick one of the PCs:

2 = coin flip, even/odds
3 = d6/2
4 = d4
5 = d10/2 or d6 + reroll 6’s
6 = d6
7 = (sure, I guess) d8 + reroll 8’s
8 = d8
9 = (seriously?) d10 + reroll 10’s
10 = d10
11 = stahp, u hav tu mny playrs

Obviously you can use this sort of technique for any random number you need to generate.

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