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Two criminals planning a heist, surrounded by maps and miniatures.

DISCUSSING
In the Shadow of the Spire – Session 38A: The Arathian Job

Once Agnarr’s tail-lopping duties were completed, they loaded the various ratmen corpses – along with the Iron Mage’s crate – into the cart Elestra had procured and started the long haul up the Dock ramp.

As they went, they mulled the question of how they could protect the Iron Mage’s crate. It was too large and too dangerous for them to haul around with them, and it certainly wasn’t the sort of thing they could just leave lying about their room.

They rejected a plan to place illusions on the ratbrute corpses to make them appear like duplicates of the real crate before dumping them in the Midden Heaps or scattering them around town. They felt it was a ruse too easily penetrated… and once the illusions lapsed the corpses might lead to some unwanted questions on their own account.

“Besides,” Tor pointed out. “I promised to dispose of them properly.”

What the players decided to call the Arathian Job (it’s like The Italian Job, but we’re in Arathia!) isn’t the classic image of what a heist looks like, but it has the same attitude: Planning, prep work, execution.

And as you look at the Arathian Job as a heist, you might find it remarkable that it just… works. The players simply put together their plan and executed it.

If you look back at Session 8, when the PCs were hired to sneak a scrying cube into Linech Cran’s office, you’ll see a similar dynamic:

Once there, Tee went down the narrow alley between the Yebures’ and the house next door. From there she climbed quietly onto the Yebures’ roof. She had some difficulty climbing the next section of wall up to Linech’s window – falling and cracking her head once – but she eventually secured a grappling hook in the chimney on Linech’s roof, climbed the rope, and then rappelled over to Linech’s window.

The lock on Linech’s window yielded to her thieves’ tools easily enough and she slipped inside, falling to the floor next to the life-size gold statue they had noticed the last time they were in the office.

In looking for a place to hide the scrying cube, Tee’s eyes were naturally drawn to the bookshelves along the room’s north wall. Clearing some of the books away she reached back to place the scrying cube behind them… only to find a crumpled up sheet of paper lying there. She pulled this out, glanced at it, and then stuffed it into her bag. Placing the scrying cube and then carefully replacing the books she had moved, she went back to the window, shut it behind her, and climbed down.

Tee gave the signal that the others, scattered around the lower burrow, could disperse. It had all gone as smoothly as anyone could hope.

They’d done their legwork, come up with a plan that worked, made their skill checks, and walked away clean.

It can be tempting, as a GM, to think that if we don’t make things hard for the PCs or complicated in some way that the game will be “boring.” That might be true if every challenge is trivial and the PCs simply streamroll their way through the campaign, but the reality is that coming up with a strategic plan, executing it, and having it work is immensely satisfying.

Hannibal from A-Team.

So when the players earn a victory, let them bask in it.

These successes also create great contrast for when things DO fall part. You can see a very clear example of this in the case of the Linech Cran job because in Session 9 the PCs had to come back and break into his office all over again, this time to steal the gold statue he had on display there. This time there were new complications (someone else was trying to break into the office at the same time), and the PCs ended up flubbing one of their skill checks and dropping the statue, creating a loud noise that raised the alarm and created even more complications. The PCs were still ultimately successful, but it was a much more stressful heist.

The great thing about this contrast is — if you’re playing fair — then the players truly feel like they earned their victories (because they did), which makes them even sweeter. And the players also own their struggles and even failures: There’s no reason the second Linech Cran job couldn’t have gone smoothly. (The first job proves it, after all.) The complications they need to overcome (like dropping the statue) feel legitimate, partly because they are and partly because they’ve seen the proof of that. That legitimacy keeps the players immersed in the scenario, and also makes their ultimate success (assuming they achieve it) all the more satisfying because they earned it.

By contrast, when the players become convinced that they can never truly succeed because the GM will always find some way to thwart their best laid plans (whether in the name of “making things interesting” or otherwise), it steals the luster of the campaign. It’s the reason some players don’t enjoy making plans; after all, what’s the point when every plan is doomed to failure whether it’s good or bad? And other players will respond by spending even more time making plans in a Sisyphean and ultimately doomed effort to make them perfect. (And this, too, becomes a reason why players don’t enjoy making plans.)

The same thing is even more, in my experience, if the players becomes convinced that they can never fail because the GM will always twist things to make sure they succeed. Again: Why bother making plans if making the plan has no meaningful impact on the outcome?

And what happens as a result is that the tactical and strategic elements of the game become deeply weakened: Figuring out what you need to do and then doing it is in fun in games, it’s fun in life, and it should be fun in an RPG.

When that thrill gets pulled out of your roleplaying game, it’s a sad loss.

Campaign Journal: Session 38BRunning the Campaign: Adding a New Player (Part 2)
In the Shadow of the Spire: Index

International Newspapers - Tony Baggett

DISCUSSING
In the Shadow of the Spire – Session 37E: On the Iron Mage’s Business

Tee and Ranthir both rose early the next morning and went shopping for potions. (Without Dominic’s divine aid, they needed more healing resources.) By the time they returned to the Ghostly Minstrel, the others were awake and they breakfasted together.

The Freeport’s Sword was due to arrive that day, but – as Tee had learned – it was unlikely to arrive until the afternoon. They decided to spend the morning attending to minor chores and the like.

Elestra decided to spend the morning gathering information from around town. But as soon as she walked out the door and bought a newssheet, she turned right around and went back inside.

“Shilukar has escaped.”

There’s a question I’ve been asked a few times about the newssheets that appear throughout the In the Shadow of the Spire campaign journal: Are these props that you’ve prepped? Are the players actually reading through these articles at the table?

Short answer: No.

I’m not averse to ginning up full newspaper articles as props for the players. I created quite a few of them as part of my Eternal Lies remix, for example, even going so far as to purchase actual newsprint paper that could they could be printed on.

Bonus Tip: You can easily find period-appropriate newspaper ads online. To go the extra mile, print the ads on the back of the sheet. Now, when you cut out the article, it will look like an actual clipping.

Bonus Bonus Tip: Take half of your newsprint and store it on a shelf in direct sunlight. Take the other half and make sure it’s hidden away in a dark closet. Newsprint yellows surprisingly quickly, and you’ll shortly have a supply of paper for both aged clippings from the morgue and new ones from today’s paper.

In fact, I’d originally planned to do something similar for this campaign, likely involving full daily broadsheets that I could hand out. There are a couple reasons, though, why this never panned out.

First, I wasn’t happy with the results I was getting. I’m not a fan of producing something that looks like a modern newspaper for a D&D-esque fantasy city like Ptolus; it feels anachronistic and cheap. Even historical analogues don’t quite feel “right” to me, and the aesthetics still weren’t great. There was some room for correction here: In my head canon, the newssheets of Ptolus are produced by enchanted quills, not a Gutenbergian printing press. Unfortunately, I just lacked either the artistic skill or vision to produce something that felt “right” to me.

In short, I just wasn’t getting much value-add from this.

Second, it was obviously very time-consuming: Both the trial-and-error of the graphical design and the work that would have gone into writing up all of the articles in detail.

In the Shadow of the Spire is a big campaign: There’s a lot of adventures. There are lots of factions and NPCs in motion at any given time. There are backdrops and subplots and chaos lorebooks. There’s just a lot of stuff, and I am kept more than busy enough juggling all of it!

The principles of smart prep decree that you should only spend your prep time on stuff that you can’t improvise at the game table, and fully written newssheets would definitely qualify. But smart prep also means prioritizing: Your time is not infinite. Your resources are not infinite. There’s a limit to how much you can achieve, and so you want to prioritize prepping, first, the essential, and then whatever’s most important and/or most rewarding.

For this specific campaign, the limited value of the newssheets bumped them down and then off the priority list.

So I launched the campaign without newssheet props, instead satisfying myself with a short section in my campaign status document:

NEWSSHEETS

  • Has a story about another high-profile robbery in the Nobles’ District, which is being attributed to Shilukar. The master thief and mage is said to have broken into Dallaster Manor and assaulted the Dallaster’s daughtetr and heiress, Tillian.
  • More reports of ratmen openly prowling the streets of the Warrens after dark. The City Watch still refuses to patrol the streets, although they say that they have increased their patrols along Old Sea Road to keep the problem contained

(This section has since grown to become considerably larger.)

Initially, I believed that I would later find the time to start prepping these newssheets, but I never did.

I also discovered in play that either the pace of the campaign or the inclinations of the players led to a pace where the “news of the day” was actually being split up and parceled out in smaller chunks throughout he day: The PCs were checking the newssheets (or their equivalent) not just once a day, but in the morning, around noon, in the afternoon, and in the evening (or some combination thereof).

So even if I’d started out writing up full newssheets, I might have ended up dropping the idea because it lacked flexibility: The props would be cool, but for this campaign they would be a less useful tool. I need to be able to flexibly figure out how to dole out the headlines to the players depending on when and where they’re trying to snag them, how events have evolved as a result of the PCs’ recent actions, and even the form in which the PCs are trying to find the information.

(And, as noted, some of those forms in actual play aren’t even newssheets.)

Campaign Journal: Session 38ARunning the Campaign: Heists That Just Work
In the Shadow of the Spire: Index

Heroine Fallen in Battle - Andrey Kiselev

DISCUSSING
In the Shadow of the Spire – Session 37D: Affairs of the Evening

“He’s going to come looking for us,” Agnarr said.

“Not if he can’t get out of the prison,” Elestra said.

“If they couldn’t keep him in his cell, how likely is it they’ll keep him in the prison?” Tee asked.

“If he hasn’t gotten out already,” Tor said.

When Sera Nara arrived at the beginning of Session 37, collected Dominic, and disappeared into the night with him, this was because, sadly, Dominic’s player was leaving the campaign.

Dominic was gone.

I’ll have more to say about Dominic’s departure (and the ensuing consequences) in future installments of Running the Campaign, but for the moment I want to discuss the most immediate consequences: The party had lost its most powerful and dedicated healer.

One of the most basic foundations of tactics and strategy in D&D (and many other RPGs) boils down to a simple mathematical question: How much damage can you take vs. how much damage can you deal out? There are obviously A LOT of variables here that complicate things substantially, but on the “how much damage can you take” side of the equation the big X-factors are:

  • What are your maximum hit point totals?
  • How many hit points of healing can you do each day?

An important secondary consideration with healing is how fast you can add hit points to the active pool. (A periapt that can heal up to 1,000 hp per day at a rate of 1 hp per round is an incredible “deep reservoir,” but probably won’t help you keep standing in the middle of a fight where your opponents are dealing out 30 points of damage per hit.)

The departure of Dominic hits the group across the board:

  • Their maximum hit point total has been reduced by his hit point count.
  • Their maximum healing potential per day is drastically reduced.
  • Without their specialized healer, their rate of healing per round is also drastically reduced.
  • There are now fewer PC targets in combat, meaning damage will become more concentrated.

This is a really risky moment for most groups. In my experience, far riskier than they may realize.

The trick is that most groups – even groups with a lot of experience and skill – don’t really think deeply about this sort of stuff. They aren’t, for example, doing explicit analysis of their hit points vs. healing vs. damage output. Instead, over the course of the campaign, they’ve developed a sort of evolving gut instinct for what they can handle and how fights are going to play out.

It can be really easy to know that you’ve lost a PC and understand that it’s going to have an impact, but then drastically underestimate the actual impact it’s going to have. The loss of a PC – particularly a primary healer liker Dominic – isn’t a linear loss of capability. It’s more like an exponential one.

That means the group’s gut instinct is going to be LYING to them. Not only will they be prone to biting off more than they can chew, but when a fight goes south on them it’s going to go really bad and spiral out of control much faster than they anticipate.

Fortunately, in this case, the players were at least partially aware of the danger. Throughout Session 37, you can see it affecting their decision-making: They’re more conservative in the dangers they’re willing to face, and they’re more cautious in engaging with those dangers.

Complicating this even further, however, is that YOUR gut instinct, as the GM, is also going to be skewed. So it can be quite possible for you to push them into the abyss without meaning to. When you lose a player (and corresponding PC), therefore, you’ll want to spend a few sessions being hyper-alert to this until your gut has a chance to readjust.

Tip: One way you could help adjust for this a bit is to level up the other PCs in the group ASAP after losing a player. The extra power up will partially compensate for their diminished capacity.

You can, of course, experience this same danger even if a player is only missing for a session or two, rather than permanently departing.

So check your gut.

Campaign Journal: Session 37ERunning the Campaign: Newssheets
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 37C: Iltumar’s Folly

When everyone gathered back at the Ghostly Minstrel, they met Agnarr’s news regarding Iltumar with exasperation and impatience. They felt universally that they were facing “another Phon”, who would thank them little for trying to extricate them from a situation of their own creation.

“I’m less worried about Iltumar than about the woman who went looking for him,” Agnarr said.

“That’s true,” said Elestra (who had actually met Lavis). “I empathize with her.”

“And she shouldn’t suffer just because Iltumar is an idiot,” Tee said.

It’s not unusual – primed by published adventures, computer games, and simply practicality – for campaigns to be studded with patrons: NPCs who ask the PCs to do thing for them, usually in return for money, a favor, or some other form of remuneration. You need to hook the PCs into an adventure, and the easiest thing in the world is for an NPC to simply walk up to them and say, “I need you to go to X and do Y.” In this case, “I need you to investigate a warehouse and try to rescue Iltuamr (and Lavis).”

In fact, many campaigns are entirely structured around patronage, with either one NPC or a rotating cast of patrons cycling through to deliver episodic assignments.

Patrons can also take many forms: Shadowrun has its Mr. Johnsons. Paranoia has The Computer. You could even imagine a campaign where the PCs are Delphic Oracles, receiving their missions through divine visions.

There are ways this can go wrong, of course. One of the worst case versions is the mail carrier scenario hook, where the PCs are reduced to being mundane messengers doing boring, menial tasks. Many GMs have also experienced the potentially disastrous consequences of having a patron betray the PCs, causing a loss of trust which can permanently break patronage as a scenario hook in not only that campaign, but any other campaigns the GM might run.

(There are ways to pull off these double crosses, but that’s a topic for another time.)

But even when their patrons are playing fair and the task list is appropriately juiced with important stakes and duties that clearly only the PCs are capable of achieving, you can still reach a point where the players get fed up with a patron: Why is this guy nagging us? Why can’t he clean up his own messes? Why do we always have to do what he says?

In some cases, the solution is to up the pay. In others, it may be time to cycle in some new patrons and freshen up the premise. Or perhaps have their patron “level up” their participation, revealing some new level of the conspiracy, increasing their resources, giving them an opportunity to buy into the organization, or unlocking a new tier of targets.

This is particularly essential, of course, in an episodic campaign where you’re counting on that NPC to deliver the scenario hook each week. In a more varied campaign, the players’ interest in something getting burnt out is less of a problem: They’ll pursue a different lead. Or, in a sandbox, decide for themselves what they want to do next. When they turn down a job or duck the patron’s calls, you can just follow through on the consequences (e.g. Phon dies in a house fire) and then follow the PCs’ lead.

In the specific case of Iltumar, “the hero-worshipper who’s been following you around gets ‘kidnapped’ by cultists and needs to be rescued” was basically the endgame I’d been laying the groundwork for since introducing Iltumar at the beginning of the campaign.

If you’ve been following these campaign write-ups for a while, you’ll probably also be unsurprised to discover that I’m not actually invested in whether or not the PCs help Iltumar: If they do, things go one way. If they don’t, then Iltumar-as-chaositech-altered-cultist would be a fascinating subplot to see play out.

(As you’ll see by the end of this session, the PCs figured out an option I had never even considered.)

Not caring whether the PCs do what a patron asks them to do, of course, makes everything easier. And if your players can break the ingrained expectation of “you’re supposed to do what the NPC tells you to do” (dilemma hooks are useful for this), you can get really liberated. Now patrons aren’t a method for the GM to take control of the campaign’s agenda; they’re just another vector for information, and the players remain in charge of their destiny.

Campaign Journal: Session 37DRunning the Campaign: Losing a PC
In the Shadow of the Spire: Index

DISCUSSING
In the Shadow of the Spire – Session 37B: An Uneasy City

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

At the end of Session 36, the PCs realized that what they thought was Alchestrin’s Tomb was actually a false tomb that had been constructed from scavenged sarsen stones that bore Alchestrin’s sigil.

This left them stymied. (Which was surprising to me: I once again thought it would be obvious that the stones must have been scavenged from somewhere nearby – particularly since they had been told Alchestrin’s Tomb was in this area – and therefore all they needed to do was look around the area a little more to locate the actual tomb. But they didn’t think to do that.)

They did, as you can see here, have the idea of asking the Keepers of the Veil – an order of knights who guard the borders of the Necropolis – to see if they would have a record of the tomb.

That makes logical sense, but in this case I knew from my notes that the Keepers didn’t have those records. (I did make a Knowledge check to see if one of the knights they spoke with would just coincidentally know the location of Alchestrin’s Tomb due to their experience with the Necropolis, but they failed the check.)

So at this point we have a fairly straightforward execution of the Spectrum of GM Fiat: I could just say, “No, the Keepers don’t have those records.” But you generally want to avoid simply saying “No” if at at all possible, which means that this is a perfect opportunity for a No, but…

In fact, it’s the perfect opportunity for a diegetic No, but… I know the Keepers don’t have those records, but that such records can be found in the Administration Building. I could just tell the players that (e.g., “Elestra, you’d know that such records would typically be kept in the Administration Building”), but in this case there’s no reason that the Keepers can’t know that. (It actually makes perfect sense: Although they don’t keep these records, it’s easy to imagine why those keeping watch over the undead and other dangers of the Necropolis would need to access them and, therefore, know where to find them.) So I can simply put the No, but… into the mouths of the Keeeprs and make it a natural part of the game world and the flow of play.

Ranthir spent the morning hours at the Administration Building, seeking records of Alchestrin’s Tomb.

Unfortunately, most of that time was wasted as Ranthir was shuffled fruitlessly from one ministry to another. He eventually found his way to the Ministry of Public Works and a relatively friendly older woman who showed him to what she thought “might be the proper room”. It was stacked high with moldering stacks of yellowing, unorganized parchment. In some ways, it was Ranthir’s perfect heaven… but it still left him stymied in his search for the Tomb.

Shortly thereafter, Tee caught up with him, assessed the situation, and made a quick circuit. Leaving a few greased palms in her wake, Tee was able to secure him assistance in sorting through the papers. This sped his task somewhat, but despite the help he was no closer to finding the Tomb by the time he had to leave.

When Ranthir actually goes to the Administration Building later in the session and tries to look up the records, however, I swapped off the Spectrum of GM Fiat and turned things over to the good ol’ fictional cleromancy of the mechanics…

… and Ranthir promptly failed his skill check.

(Tee showed up later and tried to help, but after some more bad rolling, it was still a failure.)

So here we go from No, but… to No.

Of course, some might ask why I had Ranthir roll for this vital information in the first place! If you roll for getting clues like this, then you risk the roll being a failure and the PCs not getting the clue! And, in fact, this horrible disaster is exactly what has happened!

I certainly could have stayed on the Spectrum of GM Fiat and ruled that Ranthir, having gotten to the right place, would automatically find the information he was looking for. But in this case, it’s not what my notes said, so that outcome really would have been a fudge. (Don’t fudge!) More importantly, though, I don’t actually care that Ranthir missed this check. It’s not my problem. It’s the players’ problem!

Because I know that:

  • the PCs don’t actually NEED to get into Alchestrin’s Tomb in order to continue making progress in the Banewarrens (so it’s not a load-bearing aspect of the scenario);
  • there’s other ways for them to find Alchestrin’s Tomb (remember the Three Clue Rule); and
  • there’s lots of other leads the PCs can pursue (so the campaign isn’t going to stall here).

And so this is yet another situation where I can just be okay with failure being meaningful and seeing where it will take the campaign.

Campaign Journal: Session 37CRunning the Campaign: Patron Exhaustion
In the Shadow of the Spire: Index

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