Tag: dd

  • RPGs: Introducing Your Villain

    RPGs: Introducing Your Villain

    Villains are integral to any great narrative. Whether they stand atop a battlefield and glare at your players, or they threaten them directly for a slight imposed, or if they are nothing more than a whisper on the lips of their soldiers in their final moments, your villain matters. But they need to do more than strike an imposing figure – if your characters never meet the villain, why would they care about him? Why would the heroes throw themselves into danger to stand between them and their goals? Why would their name ever pass the player’s lips with a hint of trepidation?

    There’s a delicate balance to strike, however. You could have the villain show up, blade (or spellbook) in hand and have him thrash your players in a deadly encounter with the intention being your characters performing a narrow escape – but that’s … risky. Playing through a no-win scenario (or a scenario with an unclear victory objective) often leaves a bad taste in players’ mouths. Once you let them know that the villain has hitpoints, they’ll think they can kill him. And what if the fight goes poorly? How many characters will they lose in the attempt?

    Or, even worse, what if they succeed? What if your villain who you’ve spent weeks preparing, whose plans will be the focus of the next several months of sessions, dies at their hands? What if they become the big damn heroes, the ones they’ve been working to become due to a turn of the dice?

    But your villain must do something. There must be stakes. In most stories, the heroes need to lose before they can win, but there must be a way for the players to accomplish some kind of victory; otherwise, it won’t incite fear against your villain, but frustration against the whoever’s behind the screen.

    So, what do we do? How can we pull off something this delicate?

    Defining the Stakes

    Number one: clearly define a path to success. If they can’t win in a fight, make it clear from the beginning – cause something that makes it clear they need to flee. Give them villagers to rescue and mooks to fight, don’t throw the villain and his lieutenants at the party. Two, don’t force the villain onto your players. Not yet. Have his stats ready but leave the decision to roll initiative to the players this time. The heroes aren’t even on your villain’s radar yet. Three, take something away from the players – now, I don’t mean steal their magic items or their armor; in fact, don’t try to take anything that has to do with playing their character away. Put a mentor or other NPC that the players have come to trust and love in mortal danger.

    As I mentioned in my Beginning the Adventure blog, I like to leave the first few levels of my games very open-ended. I lay seeds all around with various enemies and storylines to pursue, then either pick one the players have become invested in, or one that I’ve wanted to flesh out.

    In the game that went on to inspire Ebonskar, I focused on using hobgoblins. The eponymous general approached the game’s starting town, a fixture of the campaign for six or so weeks of play full of fun and loved characters, and he set the town to the torch. The characters woke in the early hours of the night to the scent of smoke and bright flames licking the buildings all around the home they’d come to know. People were screaming, the heat was oppressive, and hobgoblin soldiers (several types of which they had encountered in the early stages of the game) patrolling the streets with bloodied weapons in hand.

    This scenario met all my earlier criteria. The objective was immediately clear – one, save as many people as they can and escape the town before it’s death throes take them with it. Two, the general never even acknowledged the party until the end of the event, and by then there was a street covered in burning debris between them and him. Three, the town they’d spent most of the campaign with was reduced to ash, and only the NPCs they managed to save survived.

    When morning came and the villagers looked out at the burnt-out husk that had once been their home, the characters had a villain they hated, and they had become heroes to all they had saved. And as they learned what the hobgoblin general was after, they did all they could to stand in his way.

    The Visage of Villainy

    Another thing to consider is your villain’s appearance. Your players will assume a dozen things from that first glance they get of their foe – what kind of capabilities they might have, the way they might fight, perhaps even some guesses at the kind of things they value or idolize.

    From that first look at Ebonskar across the burning field, they saw him bedecked in black plate armor, they saw that nearly featureless ivory mask with its painted lines, and they saw his greatsword, sheathed on his back with no shield in sight. They knew immediately he was an in-your-face swordsman, aggressive and determined to strike his foes down. They’d learned a lot about the usual hobgoblin statblock, which meant the hints were there for how that might be emphasized for a soldier of his station.

    If your villain is a more subdued flavor of evil, present the places that disguised devilishness shines through. In my current campaign, an early-game villain was a zealot that had co-opted a benevolent deity’s doctrine for hateful and destructive motives. She looked disdainfully on the nonhuman members of the party – and the players were ecstatic when they finally had the chance to strike her down before she could accomplish her goals.

    This is your excuse to steal the spotlight for your villain. The players will have their moments, and they will be all the sweeter with a clear picture in their minds of their foremost opposition. Portraying a villain my players came to truly despise allowed them to latch on to pursuing their defeat both in-and-out of character. There is something to be careful of with that level of investment, however …

    Portraying Adversaries Vs. Being Adversarial

    As the game master, your role is to control all the bad guys. Sometimes you get to toss in a good guy too, but you’re almost entirely relegated to the forces opposing your heroes. But that doesn’t mean you’re actively working against the party. It’s a collaborative medium, and there’s a delicate balance between challenging the players and battling them.

    It’s something that can creep up on the table – you won’t always notice when it’s happening. A quick as-you-go rule of thumb is to remember that while you are trying to play the bad guys as faithfully as you can, you are at the heart of it all rooting for the players to succeed.

    Now, I allow the dice their seat at the table unshackled. If I were playing at a physical table with my current game, I’d be rolling in the open. But the players can still hear the excitement in my voice when they throw a wrench into the carefully laid plans of my antagonists. I’m always ready for something crazy to happen that I never expected. I’ve even played into some jokey antagonism when they slay one of the big monsters in a battle or lock it down with a loss-of-control effect to communicate how much I enjoyed their maneuvers to accomplish those ends. My players rise to the challenge time and again, as I set them against harder and harder foes week-to-week.

    I will often acknowledge it outside of game when just hanging out with my players, or even allow myself a little slip to say something to the effect of “we’re not out of the woods yet” when the tide is shifting into their favor in a battle. They know I want to see them overcome the deadly opposition I’ve designed, and knowing I’m in their corner while still allowing the dice to have their say allows the relief of every hard fought victory to be something the whole table shares.

    For my next post, I’ll be throwing together some tips to ensure you can construct a truly incredible encounter when it does finally come time to face those villains down. Until then, thanks as always for reading. Good luck out there, heroes.

  • RPGs: Creating an Adventurer

    RPGs: Creating an Adventurer

    Recently, I found a topic on Reddit that got me thinking about the trend of players making characters without input from either their fellow players or even the Dungeon Master running the adventure. I’ve experienced this in my own time running this game, leaving me stuck between a character that feels disconnected from the world or adventure, or telling a player that the character they spent time making won’t fit.

    It’s a difficult situation with no clear answers*.

    Do you as the DM accept whatever the players put forth, despite how it might chip away at the cohesion of the setting you’ve made? Do you as a player accept that you might need to adjust your character of choice to fit the DM’s world, even if it goes so far as to remove what you hoped to explore?

    I’m hoping to provide some tips that can help you keep your characters off the cutting room floor and on the tabletop, from both sides of the screen.

    Be an Adventurer

    First and foremost, make sure you have a character that actually wants to participate in the adventure. Everyone who’s had any experience with the hobby has heard the stories of the lone wolf rogue who has no interest in being part of the game. There is a time and a place for saying “It’s what my character would do,” and explaining why your character doesn’t want to be part of the team or go on an adventure isn’t it.

    The simple fact of the matter is: it isn’t only up to the DM to give you a reason to go on the adventure. We’ve all agreed to spend our time together playing this game, part of that means you have to decide why and how your character would do something you think they normally wouldn’t. Because if that’s all you give the DM, they might just agree with you, and ask you to try again. That’s what I’d do.

    Another facet of being an adventurer – at lower levels, at the very least – is being someone without resources. Delving into dungeons and fighting aberrations, monstrosities, and undead is an insane thing to decide to do. For most, there’s got to be something to prove, or a lack of alternative options. Don’t try to give your character the means to solve the party’s problems with their connections back home. You shouldn’t have such standing that you can muster an army before you’ve ever seen a battle.

    Also, remember this is a collaborative game. Don’t fall into tropes that would make your character vastly more important than the other player’s creations. The world might come to revolve around the party’s actions, but it shouldn’t ever be focused on one of you alone, always – everyone should get their time in the spotlight. Build out someone who has strengths that makes them valuable, but not someone who will be able to solve any issue by themselves.

    Anchoring Yourself to the World

    As mentioned in the post referenced, there is something to be said for the minigame of building characters in 5th Edition D&D. It’s a fun little pass time to tinker with when you’ve got the game on your brain but you’re between sessions. Maybe you were in the mood when the game got canceled last minute. Whatever the reason, there’s value in the process.

    Unfortunately, the cool characters you design in a vacuum do not always translate well to a table.

    When I was setting up my current game, I warned my players ahead of time that several of the races that had received official releases were not going to be available, but I hadn’t gone through the entire list. I had good reasons for each: some didn’t fit the setting because they would lend themselves too easily to a character that is a punchline more than a hero and while levity is welcome, I didn’t want to pull away from the more grim tone of the world. The race’s origin didn’t fit with the way I’d structured the planes for the setting. Or I just didn’t have them in mind since they didn’t all exist when I built the world, and there wasn’t a good way for me to retroactively add the entire race into my world’s history.

    And, unfortunately, my lack of preparation led to me having to reject one of my player’s first characters. He wanted to play a Loxodon hero, and I rejected him. He settled onto a Goliath instead, and while he’s assured me he loves what his character is now, I still feel a slight twinge of remorse that I didn’t allow him his want.

    I actually had an entire game collapse because of this. It was at our session zero (a pre-game meeting of all the players that I absolutely recommend every table engage with), and my players all wanted to play characters whose lineages I didn’t originally have plans to include in the world (I was hoping to run a game in my setting for the Red Watch books to help me flesh out a lot of the world). It ended well, though – I just ran a different game a couple weeks later in a setting with less restrictions.

    I think the best way to engage with the world is to come to a session zero of your game with no preconceptions – well, maybe you can pick a class. Maybe. Magic might not work the way you assume, after all … And never stop thinking about the life your character might’ve had before they became an adventurer. Talk with your DM and work out where you would have been born, where you were raised and how, what kind of people you might know. Create connections for your character, people that they will want to help and protect – or people they will stop at nothing to find their violent satisfaction against.

    The Clear Answer

    Before, when I said there was no clear answer, that was misleading.

    These issues, like all issues in a tabletop RPG, have an answer, a process, that will always help everyone come to a satisfying conclusion: discussion and compromise. Talk to each other. It seems so reductive to say that every piece of RPG drama can be solved by talking, but I have yet to encounter an issue that isn’t addressed after an earnest conversation. At the very least, it’s worth a shot.

    Thank you for reading. Good luck out there, heroes.

  • D&D: Running Dragons

    D&D: Running Dragons

    When I first started running D&D, I managed to learn how to construct a dungeon with success fairly quickly. My players were quick to engage with these delves and I had no trouble discerning what was working and what wasn’t. But, there in the name lies something I felt was equally essential to the experience: dragons.

    It took me much longer to parse out a successful dragon encounter, given their relative rarity to the near ubiquitous dungeon. My first attempts were beasts that did not display the intelligence present by the stat arrays, going toe-to-toe with the warrior clad in plate armor instead of taking to the skies and raining fire or acid or lightning down upon them. My encounters were in barren, mostly circular caves not shaped in the least by the dragon’s whims or needs.

    I hope to save you some time and failures. Learn from my mistakes. Become the dragon your players will fear to engage.

    Fight and Flight

    Dragons have a natural tactical advantage over most playable character lineages in D&D – their natural ability to fly. There is no greater disservice you can do to your dragons and your players than to have their foe linger thereupon the ground, its wings forgotten. A calculating dragon might only ever choose to land when it believes its claws and teeth can prove the end of its target. Instead allow the dragon to focus on finding a position for its breath attack to cause the most damage, and landing only afterward to tear apart the foe most damaged by the discharge.

    In 5th edition, dragons were given the option of using their wings at the end of a foe’s turn, potentially knocking their assailants prone and taking to the skies once more. I prefer to allow the movement granted by this legendary action to supersede any movement speed reductions, like those from the sentinel feat. This allows the dragon to escape from a tight spot when needed, without entirely stripping the feature of sentinel should the dragon be choosing to shift away from such foes without using this action.

    Stay out of reach of the heaviest hitters, pick your targets to put them on the ground, and don’t linger beyond what’s necessary for the dragon to accomplish its goals. If the dragon is amused by the party, allow them the chance to recover. If its beginning to feel threatened, show the party no mercy.

    Minions

    The true threat any boss encounter in D&D fears is something outside of the scope of dice and decisions: the action economy. The number of creatures on either side of a battle influences the outcome like a finger on the scale. A dragon fighting alone, unless its of a much higher difficulty than the party can handle, has already accepted its death.

    To preserve the difficulty of such an encounter, grant your dragon minions and allies to help keep the fight in its favor – at least until those creatures have been slain. In my setting, dragons are supported by armies of soldiers – kobolds, lizardfolk, and dragonborn. A powerful martial fighter sworn to the dragon’s personal safety could be included in the fight. There are also the abishai, presented as fiendish creations of Tiamat in the hells that are sent to support her servants. Additionally, in my setting, many of the eggs in a dragon’s clutch hatch into offspring that are not full dragons. This is where guard drakes and other reptile-adjacent creatures come from. Your dragon could call to its young in such battles.

    Lairs and Arenas

    One of the most important pieces of any dragon encounter is the arena. Has the dragon flown out from the heart of its domain to a place it believes it can weaken the intruders challenging its claim? Does it lie in wait at the heart of its lair, resting upon a hoard that would make the richest kings blush?

    Each type of dragon is different, and would prefer different lairs to operate in. A black dragon with its amphibious nature would want a locale it can puts its enemies at a disadvantage by submerging itself in the murky depths of the waters. A white dragon would wish for a forbidding mountaintop cavern with icy stretches of floor that put any who would assail it at odds with unsure footing. A green dragon may wish to battle in an enclosed space that slowly fills with the poisonous gas it exhales with its breath attacks.

    A font of inspiration I’ve visited time and again for dragon arenas is the game Dragon Age: Inquisition. Every zone with a dragon battle managed to create a unique locale to encounter the creatures, with an excellent AI that uses the terrain around it to allow for a incredible and dynamic fight. Each of those lairs were immensely helpful when it came to designing my own encounter spaces for D&D.

    Expectations can be at an all-time high when it comes to a battle with a dragon in your D&D game. With these tips, I hope you’ll be able to create encounters that will be the talk of your table for years. Thank you for reading.