The Alexandrian

Posts tagged ‘running the campaign’

IN THE SHADOW OF THE SPIRE

Harvesttime – Part 2: Dominic and the Guidance of Vehthyl

When Dominic headed across the bridge into the Temple District, he made gentle inquiries into the worship of Vehthyl and discovered four options: First, the Order of the Silver God. Second, the Temple of the Clockwork God. Third, the Temple of the Ebon Hand. And, finally, an itinerant minotaur priest named Shibata.

What I’m going to talk about here isn’t really a preconceived or formal technique. It’s something that I’ve just kind of instinctively done in the past without even really thinking of it as being a distinct “thing” that I’ve been doing. But as I was re-reading the campaign journal and thinking about what I had done as a GM, it kind of jumped out and bit me. I’m not even sure I would have noticed at all if it wasn’t for the close proximity of what I did with Tor and Dominic here.

So this installment of Running the Campaign is probably going to be a little more rough around the edges as I kind of grope my way towards both understanding and articulating the technique here.

To start with, you have a PC who has an interest.

  • Tor is interested in becoming a knight.
  • Dominic is interested in learning more about Vehthyl.

Dominic’s interest has arisen out of play and is primarily player-driven, and so the response is being created on-the-fly. (Fairly literally in this case, as the bluebooking for this session allowed me to basically roll along with the player’s intentions and develop material in a very reactive way.) Tor’s interest was collaboratively built up in character creation, so I built a good chunk of this material up in parallel with that character creation process and have been waiting to incorporate it into the campaign for several sessions now.

(Although the specific impetus, it should be noted, was still ultimately player-driven even here: Tor’s player had seen the tourney fields on the map of the city and said, “I want to go to there.” I just needed to figure out how I could use the existing material I built in support of this impulse, and vice versa.)

He cantered Blue over to the Board of Ranks, on display just outside of the lists. Each name was noted with heraldry, and he noted that most of the names were accompanied by the three prominent heraldries on display (along with a smattering of others): The cross upon a field of a crimson of the Knights of the Golden Cross; the sword-and-vortex of the Knights of the Pale; and the dawning sun above the martial field of the Order of the Dawn.

The key technique here is that, in response to these PC interests, I haven’t built one thing which would satisfy that interest: There’s not one Church of Vehthyl for Dominic to go ask his questions at. There’s not a single order of knighthood in Ptolus for Tor to pursue.

Instead, I’ve created – or pulled forward – a nest of factions surrounding their area of interest. In the case of this particular session, the factions are actually quite explicitly spelled out (although that doesn’t necessarily need to be the case; there are a lot of different ways to introduce these factions into play), as you can see in the quotes above.

These factions all inherently have overlapping interests and competing agendas regarding those interests because they’re all specifically related to the PCs interests. (Which means that the PC – and presumably their player – will also be inherently vested in those interests.) At this point, I don’t really have a firm idea of how the interactions between these factions are going to play out, but if you’ve got enough people pointing guns at each other (either literally or figuratively) something interesting is probably going to fall out as a result of the PCs bouncing around like ping-pong balls.

WHY DOES THIS WORK?

First, it gives the player a meaningful choice in how their character is going to pursue their interest.

What you want to avoid here, of course, is reverting this back to a meaningless choice where, for example, there are eight different Churches of Vehthyl, but it doesn’t matter which one the player chooses. The factions Dominic has to choose between can, on a certain level, be boiled down to:

  • The Imperial Church
  • A well-established Reformist Church
  • A Reformist cult
  • A lone, unaffiliated religious teacher

Ignoring all of the other details about those factions, this essential choice about where Dominic will turn first in his desperate need for guidance is going to speak volumes about his faith and about who he is as a person.

Tor, by contrast, isn’t really in need during this session. He’s really just checking out the buffet and seeing what’s available, so you can see that the distinctions between the different orders of knighthood are not as sharply drawn here. That’s partly because the player wasn’t motivated to dig deeper: Tor could’ve taken the opportunity of the tourney to meet more of the knights and learn more about their different missions and ideologies. The fact he didn’t at this particular time is actually a meaningful choice in itself. But even if it wasn’t, that’s fine: The meaningful choices are going to come later for Tor and they are going to have a ton of weight.

Second, the inter-relationships between the factions turns the PC into a billiard ball. The player’s initial choice is their first shot, and the effect they’ll have on the table full of balls is impossible to predict. As a result, the outcome of that choice (and their subsequent choices) will be completely surprising to everyone at the table, including the GM. The campaign will be forever different as a result, and it’s quite likely the campaign world will be, too.

As a result, it’s not just a meaningful choice, it’s a momentous choice.

Players can sense that. They know when their choices have completely and irrevocably shaped what the experience of the campaign is. And they love it. They eat it up.

OTHER THOUGHTS

As you’ll see, Tor’s and Dominic’s factions actually end up overlapping and interacting with each other as the campaign continues. This increases the chaotic unpredictability of your campaign once you set these forces in motion; it also helps to draw the PCs closer together.

This overlap is something that you can specifically design into the factions when you set them up, but you’ll also find it arising organically through play: After all, these factions will all end up having a common connection through the PCs. Eventually, that will bring them into orbit with each other… and send them crashing into each other.

What about wasted prep? I’ve been talking about smart prep lately, and here I seem to have deliberately set up wasted prep: Dominic chooses one of the Vehthyl-related factions to seek advice from and then nothing happens with the others.

Well, first, this stuff usually doesn’t require a heavy initial prep load. Most of the time you can probably get away with one or two paragraphs, and then you can develop more in response to the direction the PC chooses to leap. Prep will also overlap. For example, knowing how the orders of knighthood operate in the Five Empires is going to be meaningful to Tor’s character goals regardless of which order of knighthood he chooses to pursue.

More importantly, the prep you don’t immediately use will almost certainly end up getting reincorporated in other ways down the line. These are, after all, significant factions. The whole point is that they’re deeply involved in your campaign world. And they are, after all, related to each other, so no matter which one the PC chooses, the others are likely not too far away.

IN THE SHADOW OF THE SPIRE

Harvesttime – Part 1: Tor at the Tourney Fields

The next day, despite the weariness with which they had collapsed, they all awoke bright and early – looking forward to the festivals of Harvesttime and a day of rest and relaxation before attending the party at Castle Shard that evening.

I’ve previously discussed my personal background when it comes to general PBeM gaming, but dedicated PBeM gaming is not the only way to take advantage of the medium. Running PBeM sessions for some or all of the players between regular face-to-face sessions of a campaign is a technique which I really love in theory. Unfortunately, I rarely do it. And even when I attempt it, it never seems to quite work out right. (You can see that here, actually, with Agnarr and Elestra basically doing nothing because their players just didn’t reply to the e-mails.)

Let’s back up for a second.

BLUEBOOKING

Inter-sessional play-by-email is a form of bluebooking. Back in 1988, Aaron Allston’s Strike Force campaign supplement for Champions was a revolutionary text, describing techniques for running and playing RPGs that transformed the games of those who read it. (It was also, sadly, an incredibly obscure text.) One of the unique techniques he described was Aaron Allston's Strike Force“bluebooking”, named after the semi-disposable exam books.

Bluebooking grew out of what Allston referred to as “paranoia notes”. (When the GM passes a player a scrap of paper or vice versa in order to keep their communication secret from the other players. They’re “paranoia” notes because that’s what they create.) Rather than using scraps of paper, Allston’s group would pass notepads around. And then something interesting happened: The players started passing the notepads to each other, using them to develop privately roleplayed side-scenes. They also started to use the pads for in-character journaling, developing character histories, and the like. The pads were then replaced with the blue books which, to my understanding, allowed specific books to be dedicated to particular characters, interactions, etc.

Eventually, whole game sessions were occasionally given over to blue-booking. In these sessions, the players put their characters through solo activities, or conversations with one another, which pertain to their ongoing stories. One player will write with the GM concerning his investigations; one will be conducting a romance with an NPC; one will be vacationing in Greece; another may actually be conducting a whole solo adventure with the GM.

Allston identified three specific advantages to bluebooking:

  • Privacy (for obvious reasons)
  • Permanence (the exam books provide an organized record of what occurred)
  • Breakdown of Inhibition

The last of these is particularly interesting:

It’s hard to conduct some game activities during active play. For instance, a male GM playing a female NPC who’s having a passionate affair with a male PC may have a tough time uttering the lines of high romance in a roomful of gamers. But while blue-booking the dialogue, the GM can be detached enough to write the NPCs’ lines as he wishes her to say them, can take the time to make sure the dialogue he’s writing isn’t clumsy or inane, and can give the player-character a more satisfying subplot.

I think you can actually broaden this to a more general category of Exploring the Unusual by allowing you to play through moments and topics that you can’t (or won’t) explore at the table. That can be stuff that the group finds uncomfortable (like intense romance for some groups), but it can also just be stuff that people aren’t interested in. It might even be stuff that you’re not interested in exploring outside of your blue book. (For example: What does a typical day in the life of your character look like? That might be really boring to play out moment-by-moment, but really interesting for you to explore interactively.)

To Allston’s list of advantages, I would also personally add two more:

Thoughtful Consideration. Bluebooking allows you to create at a different pace than the immediate demand of live improvisation. It gives you a chance to get your character “right” in a way that doesn’t always happen in the organic, real-time flow of the table. This allows you to explore your character – and their life – in different ways. Not just in terms of your ability to think about what you’re creating, but also the depth with which you are developing your ideas: How does your character think? What are their childhood memories? Who’s important to them in their personal life and why?

In addition to the immediate creative pleasure of this sort of thing, what I find interesting is the ability for this development to feed back into and inform the live improv of the character going forward.

In this session, for example, you might notice that the PCs’ dialogue has suddenly taken on a different feel from previous journal entries. That’s because the players are – consciously or otherwise – exploring how their characters talk in a way that they haven’t before. Some of that Blue Book(like Tee’s awkward, undefined fear and struggle with feeling like an adult amongst her childhood friends) sticks; some of it (like Tor’s relatively heavy accent) doesn’t. And that’s okay. That’s how creativity works; that’s how ideas grow.

(Bluebooking will also inevitably display some of the stilted traits of amateur fiction. That’s okay, too.)

This isn’t just useful for the players, of course. The GM also benefits from being able to give thoughtful consideration to a PC’s actions. This makes bluebooking particularly useful for complex or uncertain situations where the GM isn’t sure how or what to prep; improvising in slow motion lets the GM respond truthfully without compromising quality, depth, or long-term planning.

Opportunistic Play. The ubiquitous availability of e-mail and other forms of digital communication mean that, unlike for most people in 1988 when Allston wrote Strike Force, you don’t have to be in the same room to bluebook with other people. This means that bluebooking also allows you to continue roleplaying – to continue developing and experiencing the campaign – even when you’re not in a session.

That’s what was happening in this “session”, for example: I was working in a temp job with a lot of dead time, so I was able to swap e-mails with people on the boss’ dime. I don’t actually remember why we did it; what prompted us to explore the daylight hours of Harvesttime via e-mail. It certainly wasn’t something we made a habit of. (We’d already had mixed results attempting something similar at the beginning of the campaign, and my one other attempt to do this within the context of the Ptolus campaign to date –what was supposed to be an opportunity to roleplay through Tithenmamiwen’s birthday party – ended up being such a non-starter that we ended up retconning the entire event out of the campaign.)

ADDITIONAL THOUGHTS

For those who aren’t interested in full-blown bluebooking (or who, like me, struggle with making it work or getting their players to buy in), a more limited variant that can be very useful – De Profundis - Michael Oraczparticularly for certain eras of gaming – is in-character correspondence. I often do this with my Cthulhu-related gaming, as the deeper psychological exploration it encourages feeds nicely into Mythos-inspired insanity and it can also be a lovely way of thinking more deeply about historical milieus.

On that note, I recommend checking out Michael Oracz’s De Profundis (which I am excited to have just discovered – having thought it long out of print – is currently available in an expanded second edition from Cubicle 7). It’s a “game” in which each player takes on the role of a particular character experiencing some Mythos-related oddity and then corresponds with the other players, developing that idea over time. It’s not really a game, serving as more of a structured activity, but it’s a rich and insightful text that I’ve found useful as a general resource for correspondence roleplay.

I also remain intrigued by Monte Cook’s upcoming Invisible Sun roleplaying game, which is supposed to be designed to specifically encourage and support bluebooking between sessions.

 IN THE SHADOW OF THE SPIRE

Session 11C: A Weary Twilight

Some sixth sense warned Agnarr of the threat. He began to turn, but it was late: The duskblade’s sword lashed out.

As I mentioned a few weeks back, one of the things I did while prepping this campaign was to do a survey of published modules (most notably a large swatch of Dungeon Magazine) looking for really cool scenarios that I could slot into the campaign.

Another survey I’ll do when prepping a new D&D campaign is a wide swath through my myriad bestiaries. This is something I’ve been doing since I was like eleven or twelve years old, and I find it really effective: There’s nothing like a well-written (and well-illustrated) bestiary to spur the imagination in unexpected directions, and one of the great things about 3rd Edition is that, with third party support, there’s never been a game with such a ridiculous wealth of such resources.

The stage where I’ll do my bestiary survey is generally after I’ve sketched in the broad strokes of the campaign: For example, I might know that a campaign is going to feature a lot of overland travel through a decaying empire; a delve into an abandoned dwarven city; some island-hopping in piratical waters; and then a journey through a portal into hell.

This focuses my attention: I’m not just looking for generically cool monsters; I’m specifically looking for stuff that will be useful (and also cool). The entire point, of course, is still to flesh out material in ways I hadn’t anticipated (which is how I discover that the abandoned dwarven ruins have been taken over by an expedition of dark dwarfs, perhaps), and I’m also hoping to be inspired to include truly unexpected dimensions to the campaign as a result of this material. But every survey ends up being different, even when it’s revisiting the same books, because with every survey I’m looking at the books through a different lens. It can actually be quite exciting to discover new aspects of a book simply by virtue of approaching it from a fresh angle.

This is where Ursaal and the caste of assassins known as the duskblades came from in this scenario: Ursaal is a hobgoblin warcaster from Monster Manual V, and the duskblades are hobgoblin duskblades from the same. I tagged the whole Hobgoblin section of that book as a potentially useful resource because it contained a number of stat blocks for hobgoblins with class levels, so it was easy to reach in and grab them as the need arised.

Wait a minute… hobgoblins? I thought these were goblins!

First, as I’ve mentioned before, I really won’t hesitate to use a stat block for one thing to model something else that it’s appropriate for. If I need to tweak one or two things to make it work, great. But more often than not, even that’s not necessary.

Second, and this is something I may discuss at greater length on some other occasion, I’ve never really gotten a lot of personal utility out of having ninety thousand largely indistinguishable humanoids wandering around. In fact, as a general principle of reincorporation, I find it much preferable to take disparate cultural elements and look at them as being different facets of a single race, rather than splitting every cultural distinction into a separate genetic pool.

In the case of the Western Lands campaign setting where my version of Ptolus is located, this translates to virtually every “bad guy humanoid” getting grouped into either the goblin race or the kobold race. (And why keep that distinction? Primarily because the latter are related to dragons, and that’s an important distinction for deeply ingrained historical reasons.) Even ogres are actually just really big goblins in this world.

The memetic gestalt of D&D being what it is, over time (and many, many campaigns) my “hard line” on this sort of thing has frayed a bit. Halflings, for example, were not originally part of the Western Lands, but they started creeping in when I had a player who cared far more passionately about playing a halfling than I cared about not having halflings in the setting. I had them living in isolated villages on the islands of the Teeth of Light; but once they existed at all it became easy enough to just leave them in situ when using published adventures. (This is particularly true in coastal regions near the Southern Sea, which includes Ptolus. So you’ll see a number of them popping up from time to time throughout these campaign journals.)

Ptolus has also seen ratfolk added to the tally of humanoids, as they are quite pervasive in Cook’s material. They have not yet escaped the confines of In the Shadow of the Spire, so time will tell whether or not they are truly permanent residents of the Western Lands, or merely strange visitors (perhaps the product of Ghul’s laboratories).

IN THE SHADOW OF THE SPIRE

Session 11B: Garden of the Sickstone Elementals

The arrow flew straight and true, striking one of the goblins in the back of the head. The pure force of Tee’s draw smashed the arrow through the creature’s skull, so that the tip of it emerged out of its eye.

If you’ve been reading these campaign journals for awhile, one of the things you might have noticed is that Tee frequently shoots enemies through the eye.

Is this some sort of special feat? Or does the player just like making called shots?

No. It’s nothing mechanical. It’s just how I ended up describing some of her kill shots. This started all the way back in the prelude sessions:

After defeating them (Tee skewering one through the eye and Agnarr cleaving them both in twain)…

But another of the reptilians walked in and started squawking: Tee drove an arrow through his eye, pinioning him to the rock, and Agnarr followed through with a devastating decapitation.

This wasn’t something that I had planned for. It’s one of a hundred different things I said in describing the early combat scenes of the campaign, but this is the one that resonated with us: Bam. Running Gag - RTCNCATee shoots something through the eye and it brings us joy and laughter.

It’s a running gag. They’re small things, but I think they really help to tie a campaign together. They’re a great example of the things which can help elevate a long-form campaign above episodic one-shot play.

Honestly, though, I don’t think you can plan for these. Or, if you can, they still won’t be nearly as effective or satisfying as those developed organically through play.

But you do have to be aware of them. You have to pay attention, spot the moments when these running gags have the opportunity to emerge, and then make the effort to cultivate and reinforce them over time.

You have to read the room.

These gags can be almost anything. The first time I ran Eternal Lies, for example, it was the character who managed – through pure luck and circumstance – to never be present when the supernatural elements manifested during the first half dozen or more sessions of the campaign. Once the player called this out, it became a consistent light-hearted moment whenever the rest of the group would begin rambling about what they had just experienced.

As these examples hopefully demonstrate, running gags don’t need to be huge, overblown, mood-killing things. Nor should they be overly frequent, as they will quickly kill the gag and sap the joy from it. But used with moderation and care, they become shared joy, a sense of community, and a lovely contrapuntal beat.

PLAYING WITH THE GAG

Here’s a couple of other things you can do with running gags, although they require great care and surety in their use.

Breaking the Gag. There may come a point when it’s most effective to end a running gag. In my Eternal Lies campaign, the character eventually did witness the supernatural firsthand. The player, rather cleverly I thought, chose to let the gag persist a little longer, but now the tone of the gag had changed: It was no longer a humorous Sculley-esque tolerance for the lovable crazy people she was associating with; it was a desperate and increasingly willful denial that she was using to cling to her sanity.

Eventually the time came for the gag to end completely. When the horrors which surrounded them had so completely and deniably impinged themselves upon the character that she had no choice but to break and accept what was happening to her.

And this really demonstrates the power of a good running gag: That final break – that final, mad acceptance of the supernatural – was made more powerful by the tradition which had proceeded it.

The trick with breaking a running gag, of course, is that you want to make sure that you’re not doing so cheaply or frivolously: The payoff you’re getting needs to more than outweigh all the future good that the gag could bring. (Or it needs to be so utterly necessary and demanded by circumstance as to be undeniable.)

Sharing the Gag. After they’ve been well established, some running gags that “belong” to a particular character can benefit from another character “guest-starring” in them. For example, once everyone firmly associates shooting people in the eye with Tee, it can reduce a table to tears of laughter when the normally bumbling Dominic suddenly does so almost by accident.

Here care must be used because you can end up watering the gag down. Tee shooting people in the eye has become a strong character trope in the campaign; if everybody starts shooting people in the eye, the gag loses its distinctive character (pun intended).

This is not, of course, to say that running gags can’t belong communally to the whole group. Some do. But others don’t. You need to make sure you understand what makes the gag work (and what makes it rewarding) so that you can cultivate it properly. Otherwise it’s like over-watering a cactus.

IN THE SHADOW OF THE SPIRE

Session 11A: Into the Caverns of the Ooze Lord

At the same moment, two of the greenish, ooze-like creatures dropped from the ceiling of the chamber and landed in front of the passage. They were not as large as the creature they had just defeated, but between the two of them the entire width and much of the height of the tunnel was filled.

In some design circles, there is a tremendous amount of focus and energy expended on making encounters mechanically interesting and/or mechanically novel. While I generally agree that a game Ooze Creature(and thus encounters) should be both mechanically interesting and varied, I also think that there’s currently way too much emphasis being placed on this.

In my experience, you don’t need special snowflake mechanics in order to have memorable encounters. Of course, this doesn’t mean that mechanical interest isn’t important. Those who go to the other extreme and act as if mechanical design, mechanical effects, and mechanical interaction aren’t significant in the design and experience of combat encounters (and other gameplay elements) are blinding themselves and needlessly crippling their toolkit as a GM.

NOVELTY STAT BLOCKS

There are several ways to generate mechanical interest. For the moment, let’s limit our discussion to mechanical novelty in stat blocks – i.e., studding the stat blocks of your adversaries with unique abilities.

This is a particular area where it seems to have become fashionable to expend way too much effort on creating these unique, special snowflake stat blocks in the name of creating “memorable” encounters. There are 4th Edition modules, for example, where seemingly every single encounter features an orc with a different suite of special abilities.

Not only do I think this is unnecessary, I think it can actually backfire: One of the things which creates mechanical interest is mastering a mechanical interface and then learning how to interact with it. Chess doesn’t become more interesting if you only play it once and then throw it away to play a different game; it becomes less interesting because you never learn its tactical and strategic depths. Similarly, when every single orc is a special snowflake with a package of 2-3 unique abilities that aren’t shared by any other orc, you never get the satisfaction of learning about what an orc can do and then applying that knowledge.

A constant, never-ending stream of novelty doesn’t make for a richer experience. It flattens the experience.

This is why video games generally feature a suite of adversaries who each possess a unique set of traits, and over the course of the game you learn how to defeat those adversaries and become better and better at doing so. That mastery is a source of interest and a source of pleasure.

(Of course, conversely, most video games will also feature bosses or other encounters that feature special mechanics or unique abilities. I’m not saying you should never have something a little special; I’m just saying that when everything is “special”, nothing is.)

My general approach to stat blocks is basically the exact opposite of this novelty-driven excess: Not only do I get a lot of mileage out of standard goblin stat blocks, I’ll also frequently grab a goblin stat block and use it to model stuff that isn’t even a goblin.

The other big benefit, of course, is that this is so much easier. So there’s also an aspect of smart prep here: Is all the effort you’re expending to make every single stat block unique really paying off commensurately in actual play? For a multitude of reasons, I don’t think so.

SYMBIOTIC TACTICS

The other two goblins passed into the slime creatures and… stopped there. Their swords lashed out from within the protective coating of the slime, further harrying Agnarr.

Perhaps the primary reason I don’t think so, is that there are so many ways of creating novelty (including mechanical novelty) in encounters without slaving over your stat blocks. One way of achieving this is through the use of symbiotic tactics.

Basically, symbiotic tactics are what happens when you build an encounter with two different creatures and, in their combination, get something unique that neither has in isolation. The current sessions includes an extreme example of that in the form of the ooze-possessed goblins who can fight from inside the green slimes (and are, thus, shielded from harm).

Symbiotic tactics, however, don’t need to always be so extreme in order to be effective in shaking things up. A particularly common form of symbiotic tactics, for example, are mounted opponents: Wolf-riding goblins are a distinctly different encounter than either goblins by themselves or wolves by themselves.

Symbiotic tactics also often appear in other media. For example—

X-men: Days of Future Past - Fastball Special

—the fastball special from X-Men comics.

Unfortunately, to truly enjoy symbiotic tactics it’s not enough to simply design an encounter with multiple creature types. If you design an encounter with ogres and dragons and then the ogres simply fight separately from each other, it’s not necessarily a bad encounter, but it’s not employing symbiotic tactics. In order to have symbiotic tactics the goblins have to walk into the slime creatures.

(So to speak.)

Like many GMing skills, this is something that you can practice. Grab your favorite bestiaries, flip them open to two random pages, and then think about how those two creatures could cooperate to do something neither could do on their own.

Some actual examples I just generated:

  • Dyrads + Ogres. A dryad is typically limited by their tree dependency, but this dryad is worshipped by a cult of ogres who carry their tree in a holy receptacle. The dryad is thus more mobile than usual, and will entrap opponents on the edge of their at will entangle ability so that the ogres can stand safely 10 feet away and use their reach to pound on them.
  • Ankheg + Homunculus. An ankheg’s homunculus will fly above the surface, acting as a spotter for ankheg’s moving undetectably below the surface of the earth. (Yes, this does beg the question of how an ankheg ends up with a homunculus. Probably an interesting story there.)
  • Harpy + Bebilith. The harpy uses their captivating song to keep victims passive while the bebilith snares them in their web.

What you end up may or may not be an encounter which even makes any sense. The point here isn’t necessarily to generate usable ideas. You’re flexing a muscle, and developing your sense of how creatures with disparate abilities can work together in interesting and creative ways.

In the process, you may start finding familiar themes: For example, after the three above I generated a Red Slaad + Ettercap. That can be another “stun ‘em, then web ‘em” combination like the Harpy + Bebilith.

Those types of discoveries are useful because you’ll begin building up a toolkit of such common tactical combinations that you can improvise with during play. But for the purposes of the exercise, try to pushing past the repeats and finding something unique. For example, the ettercaps might use their webs to stick the red salads to the ceiling. When the PCs enter the cavern, the ettercaps slice their webs and the red salads drop down all around them in an unexpected ambush.

Similarly, remember that you’re not necessarily trying to get their mechanical abilities to interact with each other in a purely mechanical way. It’s OK if that gives you an interesting idea, but it’s also limiting. Think outside the mechanical box and look at how these creatures might actually interact with each other. If that takes you back towards the mechanics, great! If it doesn’t, also great!

The final note I’ll make here is that this is not something I typically spend a lot of time (or any time) prepping before play. When you’re first exploring symbiotic tactics, it may be something that you do want or need to include your prep notes. But as you gain experience (as you exercise the muscle), you’ll likely find that you can dynamically figure out how different creatures can interact with and mutually benefit each other on the battlefield during actual play. You’ll be able to just focus on designing general situations (“there are ooze-possessed goblins and slime creatures in this area”) and then discover the rest of it during play. (Which will also have the benefit of allowing your encounters to dynamically respond to the actions of your PCs without losing depth or interest.)

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