The Alexandrian

Posts tagged ‘running the campaign’

IN THE SHADOW OF THE SPIRE

Session 10B: Retreat to the Surface

Ranthir began marking their path back to the entrance with chalk marks. He also took out pen, ink, and parchment and began drawing an ornate, beautiful, and highly detailed map of their explorations.

Any character, regardless of medium, can be interpreted as a collection of specific traits: They’re brave. Tall. Conflicted. In love. Impatient. Educated. Handsome. Et cetera.

It’s also not particularly revelatory that, in a roleplaying game, the traits of a character will often by mechanically defined: It’s not just that a character is “smart”, that intelligence is given a number and the effects of that intelligence will manifest through the mechanics of the game.

(Of course not all of the traits of an RPG character will be mechanically defined. And even those that are will often – or should often – manifest themselves in non-mechanical ways: Being “smart”, for example, should have impacts on many actions that are not resolved through mechanics.)

It’s perhaps most typical for a character’s mechanical traits to be designed: The player wants Ranthir to be smart, so they assign a high score to Ranthir’s intelligence. They want Ranthir to be trained in the arcane arts, so they assign skill points to his Spellcraft skill.

By contrast, what I often find interesting are the traits which unexpectedly emerge from the mechanics.

For example, Ranthir’s player thought it would be appropriate for the character to be skilled in calligraphy, so he put some points into Craft (calligraphy). When Ranthir began mapping a dungeon during play and the player decided to make a Craft (calligraphy) check to see how attractive the resulting map was, what was unanticipated was the high die roll would cause the other characters to remark on the map. And, more importantly, that high check resulted in Ranthir’s beautiful maps (and his peculiar obsession with the accuracy of those maps) becoming a recurring theme of the campaign and a memorable trait of the character.

Dominic, meanwhile, was wandering the city and trying to get his bearings. (But, for some reason, he kept finding himself back at Delver’s Square…)

Of course, success is not the only way such traits can emerge. Dominic’s poor sense of direction, for example, was not something that was specifically designed. In terms of mechanical definition, in fact,Ptolus - City Street the character wasn’t particularly stupid or anything. But a pattern of poor rolls on very specific types of checks (across multiple skills, actually) caused this element of the character to emerge, at which point the player (and the rest of the group) took it and ran with it.

This would notably lead, at one point, to a skill check where Dominic succeeded and knew which way they needed to go… except none of the other characters believed him, because of his notoriously poor sense of direction.

Obviously any trait can be improvised into existence as one explores their character through play. But I think these emergent traits – aspects of the character which would not exist without the mechanical impulse – are a particularly fascinating part of what happens at the table during a roleplaying game. They’re a great example of the sense of discovery which is one of the primary attractions of the medium for me. They’re also exemplary of the fact that the division that some see between the mechanical component of an RPG and the creative component of an RPG doesn’t really exist: When used correctly, mechanics are an improv seed. They’re the equivalent of an audience member yelling out a random word and pushing you in directions you could never have anticipated or prepared for.

IN THE SHADOW OF THE SPIRE

Session 10A: The Labyrinths of Ghul

Tee and Elestra both recognized the statues as depicting the legendary figure of Ghul the Skull-King…

Towards the beginning of the campaign journal for Session 10, there are a couple large blocks of text – one for Ghul the Skull-King and another for shadowveined rock — which were originally written up as handouts for the players: If/when their characters succeeded on the requisite Knowledge checks, I’d be able to hand them these one page summaries.

The alternative to this, obviously, would be for the GM to simply read or summarize this information out loud. So why go to the extra effort to write up a handout?

First, you’ll note that there’s a lot of information being conveyed in these handouts. I’ve tried to keep the presentation of that information efficient, but that’s just resulted in the information being quite dense. Presenting this amount of information in written form (particularly if accompanied by visual references or enhancements) can aid comprehension.

Second, it highlights the information as being of particular importance, helping to make sure that the players pay attention to it. Of course, this only works if you don’t overuse the technique. (These two handouts weren’t explicitly designed to be delivered in such rapid succession, but the group had failed their earlier Knowledge checks to recognize Ghul’s Labyrinth by ways of its unique architectural features, and it was only the more explicit examination of the statues of Ghul himself which provoked their memory.)

Third, such handouts can serve as rewards. This is particularly effective with certain groups (the ones who light up and start clapping their hands with glee when the GM dips his hand into the Big Box of Handouts), but even with players are less inherently excited by this sort of thing

For example, the original version of the Shadowveined Rock handout included a number of mechanics, as you can see in this PDF version of the same:

I didn’t include these mechanical details in the campaign journal, eschewing them for a purely narrative approach, but the original handout included all kinds of information that would allow the PCs to leverage their discovery of the shadowveined rock to maximum effect (including unique items that they could either commission or have Ranthir create, for example).

Fourth, on a similar note, such handouts serve as reference material, allowing the players to easily review what they know about a particular topic (without having to freshly quiz the GM about it). This is particularly important because these handouts — like any exposition dump — should only exist for a purpose. The GM shouldn’t just start waxing rhapsodic about obscure details of their campaign world in the middle of the session without any rhyme or reason.

In the case of the shadowveined rock handout, the primary purpose was to serve as a rules reference when the players needed it later. (I do this a lot, actually: Packaging up snippets of non-core mechanical material into handouts and effectively drip-feeding the content into the campaign. In the case of shadowveined rock, it was something I had created. But this is also a really effective technique for incorporating material from supplements.)

In the case of the Ghulwar handout, the knowledge of Ghul provided context that helped them to navigate the dungeon they were standing in. So being able to refer back to these key facts regarding his life and exploits was continually useful for them (particularly as their expeditions extended between sessions and, later, years of out-of-game time).

IN THE SHADOW OF THE SPIRE

Session 9C: Jade

Session 9 was a momentous and very busy session. There’s a lot of stuff I should really comment on, but I’m running out of space to do so, so we’re going to tackle a number of micro-topics here.

TALES FROM THE TABLE

You may recognize the story of “Athvor Krassek”. It’s been told on the Alexandrian before, in Tales from the Table: Unexpected Successes.

Legends & Labyrinths - Justin AlexanderThis is also the session from which the introductory transcript of Legends & Labyrinths is drawn. If you compare the campaign journal to that transcript, you’ll notice that the transcript has been altered from the original version of events in a number of ways to tighten the sequence of events and create clarity.

I also made alterations in order to highlight specific mechanics, since I was using the transcript in combination with the sidebar reference system to create a seamless tutorial of how narrative, mechanic, and table conversation weaves together to form a typical RPG session. (I tried to do something similar with the Infinity RPG, but it didn’t quite work out for a variety of reasons. Which is a pity, because I think the approach is really effective at introducing new players to RPGs through the medium of text.)

THE UNEXPECTED HAMMERSONG

Ranthir, however, had been struck by a thought: Since the Hammersong Vaults was essentially the only bank in town, it seemed there was a good chance that they might have stored something here between the time they came to Ptolus and the morning they woke up with amnesia.

Holy crap.

This is literally the type of thing that I live for as a GM, but it nevertheless flabbergasted me completely. Let’s review the three key factors that led to this moment:

First, I used using Monte Cook’s Ptolus, which, as a city supplement, is insanely detailed. Its incredible depth and richness means that when the players say “I want to go to a bathhouse” or “I want to find a bank”, instead of improvising something off the cuff you can instead crack open the 650 page tome and say, “Okay, here are the bathhouses in town.”

In this case, when they went to find a bank for storing their newfound wealth, there was really only one option: The dwarven-run Hammersong Vaults.

Ptolus - Monte Cook (Malhavoc Press)Second, when designing the back story of what had happened during their amnesia I had followed the exact same thought process. Where would they go? Not the exclusive banks servicing the Merchant Houses. They’d have rented space in the Hammersong Vaults.

Third, one of the players needed to have the inspired insight to realize that their amnesiac selves might have done the exact same thing they just did.

And, in fact, they had. Which is just so unspeakably cool.

And when people ask, “Why would you want a 650 page tome detailing a city in such lavish detail?” this story is basically the answer to that question. It creates these moments of immense immersion by granting the game world a sense of concrete reality; turning it into an incredibly detailed sandbox for the players (and GM) to manipulate and experience.

So how was this “supposed” to play out? Well, as I’ve mentioned before, the investigation of their lost memories was a multi-stage process that was triggered over time by a number of different revelations that would each lead to meta-investigations. One of these triggered revelations was supposed to lead them to where they had hidden their key to the Hammersong Vaults, which they could have traced back to the vaults and used to access the vault they had rented.

Ironically, when this triggered event came along much later, they never figured it out and, thus, never found the key. Which means that if Ranthir hadn’t made this intuitive leap, they probably never would have found their old vault.

As it was, I was able to use their lack of a key to temporarily delay their access to the vault. (Although there were other options: They could have broken in, for example.) I did this primarily for reasons of balance, but it ended up paying off in the long run: The anticipation of waiting for the day when they would be able to access the vaults massively ramped up the sense of accomplishment because they were constantly being reminded of it, and, commensurately, cranked up the satisfaction of the reward they eventually received.

It was, after all, well earned.

METHUL = HELMUT

Tee had often speculated that Helmut might, in fact, be the mysterious Methul Watcher: “Methul” was an anagram of “Helmut”, and Helmut was an astronomer – a Watcher of the skies.

Here we see one of the unexpected perils of using pre-published material.

In this case, I had heavily modified the original scenario (which is found in the Ptolus corebook) and added additional layers of conspiracy and intrigue around the identity of “Methul Watcher”… all of which became completely irrelevant because, as Tee noted, “Methul” is an anagram of “Helmut”.

Tee’s logic here is, in fact, so unassailable that I have to believe that this was deliberately done by Monte Cook. Unfortunately, Cook neglected to mention this in the published adventure and I, unlike Tee, didn’t notice it.

So here, too, I was caught completely flat-footed by the cunning insights of my players.

I could use more “problems” like this.

IN THE SHADOW OF THE SPIRE

Session 9B: In the House of Helmut

The key is found. The lost shall be found. The night of dissolution comes when the barbarians arrive.

In this session, the PCs found two different sets of prophecies, both prepared by Helmut Itlestein.

Prophecy is, of course, a mainstay of fantasy fiction (and in mythology before them). They’re great storytelling devices because they can (a) inherently imbue events with a sense of importance and (b) serve as puzzles which foreshadow future events, thus building anticipation for them and a satisfying sense of payoff when they occur (particularly if there’s some unexpected twist to how they’re fulfilled).

NostradamusThe things about these prophecies, though, is that they generally exist either because the author knows what they’re planning to write or, in the case of mythological history, because they’ve been retroactively created to fit events which have already happened. (Really easy to pick winners and losers a couple centuries after the fact.)

The non-linear and unpredictable nature of RPGs obviously makes it more difficult to use prophecies effectively. You could railroad the outcome, of course, but you really shouldn’t, and the act of forcing the outcome onto the players tends to negate the “magic” which makes a prophecy so satisfying in the first place.

I think the core thing to understand is that fiction and mythology should NOT be your primary infelunces when designing RPG prophecies. RPG prophecies should instead model themselves on how successful real world prophets — i.e., bullshit artists — operate. The prophecies of Nostradamus, for example, continue to possess an enormous amount of cult cachet centuries after he wrote them.

On the other hand, a GM does enjoy a lot more control over their campaign world than Nostradamus or Hildegard von Bingen did over the real world, so they don’t need to completely abandon literary principles. I’ve touched on a similar topic in the past when I’ve discussed Foreshadowing in RPGs, and a lot of the same advice applies to prophecies.

FLEXIBLE PROPHECY

The core technique for using prophecies in RPGs is creating flexibility in their outcome: You aren’t sure what direction the campaign is going to go, so you’ll need the prophecy to have a usable pay-off regardless of which direction the campaign goes.

Imperfect Prophecies: Deliver prophecies through questionable translations, multiple translations, or have different versions passed down via different lines of transmission from elder days. Figuring out the “true” version of the prophecy can become a puzzle in itself, or require a quest to find the “original” version of the prophecy (delaying the point at which you, as the GM, need to nail down the prophecy’s specific meaning).

Multiple Intrepretations: The Delphic Oracle was famous for these. “If you make war upon the Persians, you will destroy a great empire.” (Hyuck, hyuck, turns out it was yours! … but it could just as easily been theirs.) To quote Shakespeare, “There’s a double meaning in that.”

Conflicting Prophecies: Instead of having just one prophecy, invoke multiple prophecies. The question isn’t necessarily which one is “right”; it’s which one can you make right. This invokes another useful maxim: Simply seeing a prophecy fulfilled isn’t inherently interesting. It’s what people do with the prophecy that creates interest: Do you try to fight it? Work within it? Hide it? Destroy it? Deny it? Embrace it?

False/Broken Prophecy: Even without a conflicting set of prophecies, it can be okay for a prophecy to just… not be true. Straight up false prophecies can work if they’re set up right, but it can be more effective if you can frame it as, “The prophecy has been broken!” (Which can be the result of either the actions of the PCs or the actions of the bad guys.) This can either heighten the reward of success, or be used as an “oh shit” moment where the PCs realize the comfortable safety net of their prophecy has been stripped away.

In the world there will be made a king who will have little peace and a short life. At this time the ship of the Novarch will be lost, governed to its greatest detriment.

Evocative Imagery: Another angle of approach is to use prophecies which are, for lack of a better word, vague to the point where they could mean anything… or nothing at all. This is a pretty common tack for “prophets” in the real world. St. Hildegard, for example, once predicted, “Before the Comet comes, many nations, the good excepted, will be scoured by want and famine. The great nation in the ocean that is inhabited by people of different tribes and descent by an earthquake, storm, and tidal waves will be devastated.” Or, in other words, a coastal nation with a lot of different immigrants or native clans (i.e., every coastal nation in the history of forever) will have a bad year… or maybe several years, since no specific time frame is defined.

Prophecies That Have Already Happened: These can be particularly effective if the PCs don’t know that they’ve already happened. It can be very useful to couple these to useful divinatory facts. For example:

S shall find the golden statue while it still breathes. But the Idol of Ravvan brings doom. His lair lies beneath a vacant lot of brandywine.

When the prophecy was made (within the context of the game world), these things had not happened. As we’ll see in upcoming campaign journals, when the PCs read it, they already had (but the PCs didn’t know it): Shilukar (S) had already found the golden statue (Lord Abbercombe), already had his lair under a vacant lot in Brandywine Street, and he already possessed the Idol of Ravvan. (Although there’s a double meaning there, since “brings doom” doesn’t specify the doom nor who it will befall.)

Prophecies Beyond the PCs’ Control: Natural disasters are a good example here. Can’t really stop an earthquake, right? But this can also apply to events which are simply outside the PCs’ immediate sphere of influence or interest. Such prophecies can be a nice way of establishing the bonafides of a prophetic document: By presenting a list of things that the PCs can receive news of coming true over time, you’re investing the key prophetic statements that apply to the PCs with extra weight and a sense of inevitability.

A Multitude of Prophecies: On that note, providing a multitude of prophecies (of varying character and specificity), as seen with Helmut Itlestein’s papers, can be a very effective technique in and of itself. When you’re presented with a target-rich environment, the lucky picks will get remembered and the misses get tossed in the dustbin.

IN THE SHADOW OF THE SPIRE

Session 9A: Gold

Tee must have made some sort of noise, because the woman suddenly whipped around, “Who’s there?”

When, where, and why should you roll to resolve NPC actions?

This is one of those areas where most people seem to assume that the way they do it is the way everyone does it and that there’s really no other conceivable way that you could or should do it, which tends to result in a lot of gnashing of teeth and bloody tears when these preconceptions suddenly collide with a different gaming style/preference/methodology.

One thing that is universally true: You can’t always roll for the NPCs.

“Oh yes you can!”

No, seriously. You can’t.

About 75,000 people live in Ptolus. (And that doesn’t even count the monsters.) At any given time, the absolute maximum number of those people I’m actively tracking is maybe 75. Even if you were a hundred times better than me (and, thus, actively – and absurdly! – actively tracking 7,500 people simultaneously), you’re still only engaged with 1% of the population. At any given moment, therefore, there are vast swaths of the campaign world for which you are assuming activities and outcomes based on various degrees of common sense and creative instinct.

And here’s something that most GMs hold to be true: You roll for the NPCs at least some of the time.

“Whaddya mean most?! You have to at least roll for attacks, right?!”

You don’t, though. Some GMs fudge those outcomes. Others use aggressively player-faced mechanics in systems where the actions of NPCs are only mechanically resolved if they’re directly engaged with and opposed by a PC.

The vast majority of GMs are going to be somewhere between these two radically opposed poles, however. At the beginning of this session’s campaign log, you can get a decent glimpse at how I generally handle things (with some variation depending on both circumstance and the system I’m using).

Ptolus - Linech's Burrow

First, using dramatist principles, I decided that having Linech’s mistress (Biesta) searching Linech’s office for shivvel during the PCs’ attempted infiltration would make for a good scene.

Second, using simulationist principles I set up an initial condition that looked like this:

  • Guards (2) – in area 4
  • Guards (2) – in area 8
  • Guards (4) – at gate
  • Linech – in area 7
  • Oukina – in area 7
  • Ruror – outside area 7
  • Biesta – approaching Linech’s office, she arrives in 3d6+5 rounds (looking for shivvel; shivvel in area 3 is gone; she isn’t wearing her armor)

(This is a pretty basic example of an adversary roster.)

SETTING UP INITIAL CONDITIONS

In creating these initial conditions, the first thing you’ll note is that I haven’t tried to simulate the entire nightly schedule for Linech’s burrow. For example, I haven’t said, “Biesta will sneak into his office and steal shivvel between 12:00 and 12:15 AM.”

Why not? Primarily because, at least in this particular scenario, that’s a lot of wasted prep. The PCs are unlikely to see more than one specific slice of the burrow’s schedule. Secondarily, because missing the dramatic interest of Biesta’s presence in the office because the PCs didn’t happen to show up in a specific 15 minute window isn’t a desirable outcome for me (and is also wasted prep).

Those who prize simulationism above all other concerns may balk at this. But I refer you back to our previously established truism: You can’t always roll for the NPCs. And, in a similar vein, you can’t perfectly simulate the daily schedule of all 75,000 inhabitants of Ptolus. At some point you are making an arbitrary decision about the initial conditions of any locale that the PCs begin interacting with.

Because you can’t simulate all 75,000 inhabitants of Ptolus, there is always some degree of compromise, and that means that prepping eighteen different sets of initial conditions doesn’t make any sense: No matter how many you prep, the PCs will never encounter more than one set of initial conditions (by definition).

(There are exceptions to this: If a scenario is likely to feature the PCs putting a location under surveillance, then you will, of course, want to set up the typical daily schedule for that location. Maybe mix in a few random events to vary it from day to day without needing to hand prep every day if it’s likely to be a lengthy surveillance.)

AFTER FIRST CONTACT

With all that being said, the second thing to note here is that I’ve inherently built uncertainty into the initial conditions.

One thing to remember is that I actually have no idea how the PCs are going to approach this scenario: They might sneak in. They might fight their way in. They might come up with some completely different solution I couldn’t even imagine.

These initial circumstances are designed to create interesting complications for the PCs, which they’ll either need to avoid or interact with in order to accomplish their goal. How will they avoid them? How will they interact with them? I don’t know, so I’m not going to waste a lot of time thinking about it. Following the precepts of Don’t Prep Plots, these are all tools in my toolbox; and I’ll improvise with them during actual game play.

Which is what you see play out at the beginning of the campaign journal:

  • As the PCs arrived onsite, I rolled 3d6+5 to see how many rounds it would be until Biesta arrived.
  • Because Tee waited behind the chimney “for at least a minute” to make sure she hadn’t been spotted climbing up, it meant that Biesta arrived in the office before Tee did.
  • We roll a Move Silently vs. Listen check to determine whether or not Tee is aware of Biesta. (She is.) But we also roll a Listen check for the nearby guards to see if they hear Biesta. (They don’t.)

Let’s stop there for a second, because this is our primary topic today: I rolled for the guards because I did not know what the outcome of Biesta’s snooping in the office would be. And that was true even if the PCs didn’t interfere at all.

For example, a completely different possibility is that the PCs try to break into the compound from a different direction; while they’re performing their infiltration, however, Biesta gets caught snooping and there’s a whole bunch of new activity flowing to and away from the office that they now need to deal with. Or maybe Biesta sneaking back out of the office creates a timely distraction that allows the PCs to escape. Or maybe Biesta walks in on the PCs while they’re trying to leverage Lord Abbercombe out the window.

The point is that Biesta is a dynamic element which, once set in motion, even I don’t know the consequences of.

Other GMs might want to get a little more specific in planning out Biesta’s predetermined course: They might know, for example, that (barring PC interference) Biesta will reach the office, find the shivvel, and leave without alerting a guard. In other circumstances, I might do the same thing. A lot depends on the specific needs of the particular scenario.

Think of your scenario like a billiards table: You set up the table and you let the players take their shot. Unlike a normal billiards table, though, a bunch of the balls (NPCs, etc.) are in motion when the PCs show up, and will remain in motion (probably cyclically so for the sake of easy prep) until the PCs take their shot.

(Some GMs will take this even further and ignore the interference of the PCs. I’m going to refer those GMs to the Railroading Manifesto.)

  • We roll a Listen vs. Move Silently check to determine whether or not Biesta notices Tee. (I probably also rolled for the guard, but given distance and walls his success was really unlikely.) She does!
  • We now roll a Hide vs. Spot check to determine whether or not Biesta spots Tee when she comes over to the window. She doesn’t, but in coming over to window and saying, “Who’s there?” she’s made enough noise that…
  • We roll a Move Silently vs. Listen check for the guard to once again notice Biesta. And this time, he does!

As a result, we’ve discovered that Tee’s presence — despite being quite subtle — has resulted in Biesta being discovered by the guard. This has long-term implications, because the guard then takes Biesta to Linech: Which means that the guard closest to the office is no longer present, making the additional Move Silently checks for actually extricating the statue substantially easier for the group to succeed at. But also creates a ticking time bomb at the end of which Linech is going to come to his office to find out what Biesta was up to. (In fact, if it hadn’t been for Ranthir’s clever use of feather fall to speed up the extraction, it’s likely that Linech would have gotten back in time to catch them in the act. Careful planning is important in D&D, folks!)

This is, as I said, a rather minor interaction. But I think it offers a rather nice window into my general methodology as a GM, and also highlights the fascinating and rewarding outcomes that can result.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.