___________________________________________________________
Moments such as the one described above happen all the time in the wonderful game of Dungeons and Dragons. That’s the benefit of playing an RPG in which the simulation plays out in your mind; there’s no true limitations on the graphics or outcomes, thus everything is possible. It’s why we love the D&D.
However, that doesn’t mean we as dungeon masters do not question the validity of the above situation actually playing out. When Ian rolled the percentile die, I realized the onus was on me to create a somewhat believable but epic outcome to the roll. That’s hard to do, right? How does puny archer take out an infuriated dragon? I’d be lying if I said the thought of letting the dragon live did not run through my head. Yet, I didn’t let the thought consume me. Who cares if it’s not entirely plausible? Who cares if it makes absolutely zero sense!? Make it sensible. Go with the flow. I hastily decided that the ranger hit the single weak spot in the dragon’s scales, ran through the creature’s heart, and caused the dragon to crash into the keep below. Amidst the cries of the cultists fleeing, the party roared with amazement and laughter.
In this week’s Legendary Lesson, we’ll be talking about accepting the flow of a Dungeons and Dragons game by listening to the players’ dice and running with the players’ ideas.
Let’s roll!
Listen to the Dice, Sometimes
We should listen to the dice and accept whatever fate they bring upon us. Sometimes. When the player rolls, we should ALWAYS respect those rolls. Don’t alter DCs or completely discount their roll, ever. However, I’m of the opinion that DMs can alter their own rolls if they deem it necessary. This act is often called ‘fudging the dice’ and is frowned upon in many circles, but it can be used a variety of beneficial ways. For example, if you sense that the end of the campaign is upon you because of incredible dice rolls on your part (the monsters are ANNIHILATING the PCs), don’t be afraid to have the hot dice go cold.
Over time, I’ve moved far, far away from the advice I just prescribed above, but I will still use it if necessary. If the party were on the edge of death after a two year, fantastic campaign in a combat that was supposed to be inconsequential or simple, then I might fudge the dice. It all depends on the moment, the mood in the room. You need to be able to read it and realize that listening to the dice is not always necessary.
Accept Player Ideas
- “Does the ragged half orc ruffian have a weapon other than a longsword?”
- “Is there a cubby or cliff somewhere in this decrepit cavern?”
- “Are there any inscriptions on the tombs of these long-forgotten paladins?”
- "Yes, but the weapon is kept in a sheathe glittering with gems. It looks strange, small, and curved. Whatever arm he's keeping, it's exotic and foreign to you."
- "No, but the stalactites on the cavern's ceiling form a sort of barrier where something or someone could be hidden. The foul stench wafting around the room could be hidden there...Maybe the green dragon waits above."
- "Yes, and they're written in celestial, a script you've studied for many years. The inscription reads, 'To those who guard the unfaithful against the night below, we are with you, always.' The word 'unfaithful' is partially scratched over, as if someone tried to remove it from the sentence."
In Summary
- Listen to the dice, sometimes. Never change your players' rolls. Change yours if the fate of the campaign/players' fun is at stake.
- Accept player ideas. Use, “Yes, and…” or “Yes, but…” or “No, but…”
Until next time, fare thee well!
Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
Please send inquiries to rjd20writes@gmail.com.
Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.
Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
Please send inquiries to rjd20writes@gmail.com.
No comments:
Post a Comment