When we build our worlds and craft our games, we regularly want to shock and impress our players and their characters with dramatic battles, unforeseen twists, and flamboyant personalities. We yearn to see them reel back in their chairs in dismay as the true villain is revealed, shout out in terror as their orc ally decapitates a prisoner, or let out hearty laughs as the stocky halfling innkeeper tosses yet another rude vagrant to the street. Surprising moments are important in D&D, and they are made possible with patterns, something many of us probably utilize without realizing it—and our games are better for it.
Understanding what patterns we use allows us to change them up to make our games better and more exciting.
First and foremost, patterns help us feel comfortable. After DMing for awhile, we tend to design things in a certain way: dungeons, boss battles, NPCs, etc. The patterns we create allow us to easily improvise at the table, one of the most important skills for DMs.
Let’s dig a bit deeper.
Story Structure
Once we’ve mastered this pattern, we can manipulate it to greaten our games or just experiment.
In the beginning, players expect relatively simple villains and lesser stakes. Shake it up!
Don’t begin in a village with a bandit problem, start in a hamlet terrorized by a portal to the Plane of Fire—and the PCs are the only ones capable enough of somehow closing it or driving off the fire newts and magmin who emerge!
Here are a few more ideas of how to change up a story’s start.
Here are a few more ideas of how to change up a story’s start.
- Reveal the primary antagonist immediately, instead of placing subtle hints at their presence and plans
- Draw from A Song of Ice and Fire and begin each adventure or campaign with a brief story with characters of brief mortality to set the stage
- Begin with a flash forward, then whizz back to the present; somehow the story reaches the flash forward scene, it can make for some interesting play
Orderly Dungeons
Thus, once we’ve established a pattern we’re comfortable with, we need to mix it up, not remain complacent.
Let your dungeons flow together.
They might begin rigid: a room with false floor traps and a goblin archer, a prison with an exhausted but sassy ranger, and a pit filled with grey ooze. What we might see at first is a combat encounter, a social encounter, and an exploration/combat encounter, but we can mold them together to make something new.
What happens if the goblin is absent, feeding her grey ooze “pets?” Perhaps the ranger freed herself earlier in the day, and tries to escape as the party engages the skilled goblin archer! Maybe the goblin forgot to feed her pets and they turned not only on her, but the prisoner too and have spread across the tiny cavern complex, tapping into a magical spring in it, becoming sentient.
We want to build living worlds for our players to explore. We can build them using familiar patterns, lots of times on the fly, and because of our comfort with these patterns, twist them to surprise, impress, and invest our players in the game and world.
What happens if the goblin is absent, feeding her grey ooze “pets?” Perhaps the ranger freed herself earlier in the day, and tries to escape as the party engages the skilled goblin archer! Maybe the goblin forgot to feed her pets and they turned not only on her, but the prisoner too and have spread across the tiny cavern complex, tapping into a magical spring in it, becoming sentient.
We want to build living worlds for our players to explore. We can build them using familiar patterns, lots of times on the fly, and because of our comfort with these patterns, twist them to surprise, impress, and invest our players in the game and world.
Silly Coincidences or Mysterious Plans?
Lessons Learned
- We develop patterns as DMs that help us improvise as we grow wiser at the table.
- Players notice patterns often and that allows us to pick the perfect moment to surprise them!
- Sometimes patterns don’t need to mean anything, they’re just a fun addition to our worlds.
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