Mearls ([info]mearls) wrote,
@ 2007-06-12 12:36:00
Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Carpe GM!
or, An Ode to Improvisation and Story Fudging

First, there's a new D&D podcast up. I can make lame comments like, "It's podtastic!" or "Podtacular!" but I won't.

Second, Jeff Rients asked me to pass along some design advice as part of Worldwide Adventure Writing Month. It would be extremely crass in the ass for me to scoop Jeff and post part of what I wrote, but I did recently leap on to something relating to it.

Basically, I think I have a ton more fun with RPGs when I think less and do more. My current campaign has lots of complex plots and NPCs. Everyone has a story to follow. I try to design everything up front and watch it all play out.

Last night, since we were short one player, I had everyone roll up 2nd level PCs and, with the help of a goblin tribe I had statted up in my archives, sent the PCs into the Forgotten Realms and down to the depths of Undermountain.

It was a ton of fun. I cribbed some simple maps, came up with at least one interesting schtick for each encounter, and gave the PCs two plot lines to follow (a deadbeat dwarf fighter owes Durnan at the Yawning Portal a ton of money, find him in Undermountain; the PCs have a treasure map pointing to a stash of loot in Undermountain; their mortal enemy has the same map).

Part of it stemmed from my willingness to just make stuff up. For instance, in one hallway I decided that a set of traps would drop steel cages on PCs who entered these alcoves on the side passage. I looked over at my bag of minis, saw a bunch of dire rats, and figured it would be fun if a bunch of them ran around the corner when the trap went off. If the rats got close to a cage, they could squeeze in and feast on the trapped PC.

Second example: the PCs are fighting their way across a bridge over a deep chasm. The PCs are on the bridge while goblins fire crossbow bolts at them from the other side. Two goblin warriors man a barricade on the far side of the bridge. It occurs to me that it'd be interesting and fun to give the PCs a reason to run off the bridge and over to the goblin's side, rather than stand there and trade fire. So, a dragon comes swooping down the chasm. It didn't stop to fight (though it did throw cause fear on Brog the half-orc fighter), but it did make the fight a lot more interesting. In one round, all three PCs sprinted toward the barricade and happily suffered attacks of opportunity from the gobbos to get the heck out of the dragon's way.

There's a lot of backlash against DMs who fudge game rules, and I think there are some good reasons for that. However, for some reason I never realized that "story fudging" is a lot more fun, a lot more interesting, and a lot cooler. The dragon took what could've been a dull slog of a round or three of ranged combat and made it fun. The rats amped up the danger in the trap encounter.

When I design too much, I shy away from such improvisation because I don't want to deal with tracking it all. I think that's the key to why some campaigns leave me cold and others get me really excited.

(As an aside, it was also interesting to see the players take on very simple character roles - the dumb fighter, the feral halfling scout, the lofty cleric - and make them all work in a visceral, easy to grok way. We simply didn't have time for anything more subtle. I think it's easy to overthink PCs, too. All the players worked in broad, obvious strokes, and I think that made the game more fun.)



(Post a new comment)


[info]paulskemp
2007-06-12 07:59 pm UTC (link)
That's back-to-basics gaming/storytelling with an emphasis on fun. Good stuff.

I've found a similar, back-to-basics vibe while running Red Hand of Doom, which is why my group has enjoyed it so much.

(Reply to this)


[info]kadath
2007-06-12 08:05 pm UTC (link)
Congratulations, you've rediscovered beer and pretzels. Don't mean to snark on you, but I find the fact that you got an essay out of it a bit depressing.

(Reply to this) (Thread)


[info]mearls
2007-06-12 08:29 pm UTC (link)
My money back guarantee still stands.

Really, it's just me working through why some of my campaigns peter out, while other games are lots of fun to run.

(Reply to this) (Parent)(Thread)


[info]kadath
2007-06-12 08:32 pm UTC (link)
Hey, I'm giving you a present come July. I demand more than lunch and your company! :P

(Reply to this) (Parent)


[info]jknevitt
2007-06-13 12:47 am UTC (link)
Mike, the more you post, the more I want in on your Monday game. Got room for one more?

(Reply to this) (Parent)(Thread)


[info]jknevitt
2007-06-13 12:48 am UTC (link)
I mean seriously, do you?

(Reply to this) (Parent)


[info]zakarntson
2007-06-12 08:13 pm UTC (link)
I'm a huge fan of story-improvisation versus rule-improvisation. Only, I don't have enough experience to readily improvise for a D&D game. Though I didn't realize it at the time, I had my first real experience with this DMing for a single player, 2nd ed. AD&D: He created a PC and I ran improvised encounters entirely reactive to the PCs actions. It took years before I realized why that was such a magical gaming moment.

I recently ran a short-lived D&D game specifically with the story improv approach in mind. The results were mixed, mostly stemming from rules inexperience. But boy did we have fun! One of my players still brings it up as some of the most fun he's had with D&D. Session 1, Session 2, Session 3, if you're interested.

"Think less, do more." That's an awesome game play motto.

(Reply to this) (Thread)


[info]zakarntson
2007-06-12 08:25 pm UTC (link)
Addendum: I really love the appearance of a dragon to spice things up. Here the players are, 2nd level, fighting goblins, and suddenly a freaking dragon zooms by.

What would you have done if they decided against storming the bridge?

(Reply to this) (Parent)(Thread)


[info]mearls
2007-06-12 08:28 pm UTC (link)
I think it would've thrown a spell at them, then flew off, maybe a hold person or fear. Something that didn't deal damage but instead made things a little more interesting.

(Reply to this) (Parent)


[info]ptevis
2007-06-12 08:33 pm UTC (link)
"Think less, do more." That's an awesome game play motto.

Yes. Yes, it is.

(Reply to this) (Parent)


[info]jdigital
2007-06-13 03:55 am UTC (link)
As a dungeon master, I don't have time to think. I'm too busy trying to remember the rules for concealment and cover, and making rushed decisions as to which of those applies when there's foliage in the way.

(Reply to this) (Parent)(Thread)


(Anonymous)
2007-06-13 12:44 pm UTC (link)
Cover: Something physical between you and the target. Is nothing in the way? No cover. Is something partially in the way? +4 AC. Is something completely in the way? You can't attack them.

Concealment: Something obscuring the target. Is nothing obscuring the target? No concealment. Is something partially obscuring the target? 20% miss chance. Is something completely obscuring the target? 50% miss chance (assuming you know what square the target is in.

That's cover and concealment in 72 words. If you stick to those rules and adjudicate / make-up any other related details, your players shouldn't have any real problems.

It's certainly possible that that's still too many rules for you. If so, DnD really isn't your bag.

(Reply to this) (Parent)(Thread)


[info]pneumatik
2007-06-13 12:45 pm UTC (link)
That was me.

(Reply to this) (Parent)(Thread)


[info]jdigital
2007-06-13 03:10 pm UTC (link)
What if something both conceals, and covers? What if your chance to hit is such that a 20% miss chance is worse than -4 from cover, making it tactically superior to move until your opponent is behind a more solid obstacle?

(Reply to this) (Parent)(Thread)


[info]pneumatik
2007-06-13 06:21 pm UTC (link)
Most things that provide cover also keep you from seeing someone. However, cover is only applied if it blocks line of sight (LoS) but not line of effect (LoE). Cover blocks LoE and doesn't care about LoS. I could rewrite what I wrote above to indicate that, I guess.

If the 20% miss chance is consistently a bigger deal than +4 AC (or, to look at it differently, if +4 AC doesn't reduce the opponents chance of getting hit by 20%), your combats are a little out of wack. Conceptually, the experienced warrior can easily handle only being able to hit half of their opponent without having much more, if any, trouble hitting them. OTOH, if the experienced warrior can't see the enemy clearly, there's always a chance of trying to hit him somewhere he isn't. That's the idea, anyway. Generally, concealment is more effective a defense than cover. *shrug*

(Reply to this) (Parent)(Thread)


[info]jdigital
2007-06-13 08:59 pm UTC (link)
Some calculations of mine (disclaimer: these are often utterly wrong) suggest that cover is always better for the defender than concealment. If you need an 11 to hit someone (50% hit chance), cover will put that up to a 15 (30% hit chance), but concealment's miss chance leaves you at 40% chance to hit (half of 80% of attacks will hit).

Concealment grants the defender the equivalent of +1 to AC if his opponent needs a 16 to hit, +2 to AC if he needs an 11, +3 to AC if he needs a 6, and +just under -4 if he can hit even on a 2.

(Reply to this) (Parent)(Thread)


[info]pneumatik
2007-06-15 12:27 pm UTC (link)
The impression I got from your post was that you were concerned with when the attacker hits on anything higher than, say, a -1 on a die. Cover would mean they hit on a 3 or higher. In this case concealment is better than cover.

I ran the number, and I think you're right. The only time concealment makes someone harder to hit than cover would is when the attacker needs to roll a 0 to hit the defender normally (that is, the attacker is so good that even with cover he only needs to roll a 4 to hit) and when the attacker needs to roll a 19 or higher to hit normally. In both cases cover does not increase the number required on the die by the full 20% that cover normally grants.

(Reply to this) (Parent)


[info]jdigital
2007-06-13 09:18 pm UTC (link)
Interestingly, if you need a natural 20 to hit anyway, cover doesn't decrease your chance to hit, but concealment does.

Now if we count total concealment (50% miss chance, assuming you know where they are), cover is the superior defence unless the attacker can hit the defender on a roll of 12 or more easily.

(Reply to this) (Parent)


(Anonymous)
2007-06-12 11:41 pm UTC (link)
Getting a dragon out to make people run makes you a Bad Man. All the smartest gamers say so.

(Reply to this) (Thread)


[info]eyebeams
2007-06-12 11:41 pm UTC (link)
(That was me.)

(Reply to this) (Parent)


[info]jdigital
2007-06-13 03:14 am UTC (link)
Fudging rules depends entirely on your players' trust that it's going to be more fun this way. The players must be as interested in what you're providing them as they are in their own rules-based character progression, if not more so.

(Reply to this)


[info]merricb
2007-06-13 03:46 am UTC (link)
I learnt the art of improvisation when I ran my Amber Diceless RPG campaign back about 15 years ago. You pretty much had to do it. Of course, when improvisation failed, there were some pretty awful sessions. :)

Making situations interesting is great. The more players have to react to, the better. Six goblins in a 20'x30' room isn't interesting. Six goblins in a cave with many branching and connecting (wide) tunnels is fascinating. It's the difference between "Keep on the Borderlands" and "Fane of the Drow" - while Keep is a superior adventure, I think Fane gives much better encounters. Watching the goblins run away and hurl javelins on the Mithral Mines map, thus separating the party who were chasing after them, and then have Duergar attack from an unexpected entrance... that was really great.

I don't think the Fantastic Locations line really worked - the maps were too specific, and the "adventures" too bare - but I think they did get DMs (and designers) thinking about how to get the game more interesting, rather than just the new type of monster.

So, throw a second group of enemies at the party, or make the terrain do something unexpected (a fissure appears), or a wave of fog (poisonous?) boil out of the earth!

There's a big difference between presenting a challenge to the group and redefining the rules. The PCs are created with a certain contract - the rules of the game. If you redefine those, you're making invalid all of their decisions. Presenting a challenge to them just means they get a chance to use their abilities, although you have to be careful about giving too much of the same sort of challenge - if you can't sneak attack anything (see Age of Worms/Dawn of a New Age), or if magic works against nothing, or you can't get to your opponent (Savage Tide/There is No Honor) then things get boring and frustrating very quickly.

One of my favorite games was due to me using the random dungeon generator in the old AD&D DMG; my players were exploring a nearby ruin, and I hadn't prepared it all in advance. At one point, they came to a "trick". Hmm. I quickly made up this enjeweled throne, which the PCs, one by one, sat on. The first was rewarded by a fall of 10,000 gp worth of gems. Wow! The second changed gender. Hmm. The third... was contacted by the ruler of the dungeon, an imprisoned Knight of Hell. That improvised trick changed the course of the campaign.

I use a lot of pregenerated adventures simply because I run so much D&D (three campaigns at present). One problem I have is that I stick too much to the text of the adventure and don't improvise so much; when I do - as I did for the Necropolis campaign - things get a lot more interesting...

Cheers,
Merric

(Reply to this) (Thread)


[info]zakarntson
2007-06-13 11:52 pm UTC (link)
Sounds like fun! I would love for my D&D-fu to reach the point where I could readily improvise engaging encounters with mad abandon.

(Reply to this) (Parent)(Thread)


[info]merricb
2007-06-14 04:18 am UTC (link)
Improvisation works best when you have a good base to improvise from.

I love having books like the Monster Manuals - you can improvise an encounter without needing to improvise the stats.

The better your grasp of the system and your setting, the easier it gets!

Cheers,
Merric

(Reply to this) (Parent)

Aside
[info]pneumatik
2007-06-13 12:56 pm UTC (link)
Your aside brings up something that I read recently in [info]wickedthought's journal. Basically, don't write up a huge character background. You get one page of regular handwriting / typeface. Once you're playing, let go of the character and don't be afraid of what might happen to them. Don't have a lot of character secrets that never come out - that's just pointless. The point of the character isn't his or her backstory, it's the story that gets told during play. This forces all the interesting stuff in a character's life to happen out in the open, where people can see it and participate in it. In other words, it results in more and better roleplaying.

I think that when players have PCs that are based around one or two simple concepts it becomes easy to do everything Wick is talking about. In fact it may be impossible to do otherwise.

(Reply to this)


[info]jrients
2007-06-14 03:01 pm UTC (link)
Mike,

Thanks again for the tips you wrote up for Worldwide Adventure Writing Month. Martin over at Treasure Tables picked up the article, so hopefully it will make the rounds outside the WoAdWriMo project.

Jeff

(Reply to this)


[info]joe_g_kushner
2007-06-14 10:51 pm UTC (link)
Things like this need to be much much much more clear in the core books. The need for heavily plotted and strick rules on EVERY level of the game can only work if the game is being run by a computer as it leaves very little variance for doing things outside of the normal circle.

Glad to see Mike come around and post what a lot of GMs have been doing since day one. It's good to see 'hand waving' come back into style with such a well known author and hopefully it influences him to influence what comes along in whatever happens to the d20 system.

(Reply to this) (Thread)


[info]mearls
2007-06-14 11:23 pm UTC (link)
I think the issue that drives the hand waving out of D&D mechanics is that 3e is so tightly wound. There's a ton of little numbers, and stuff that looks like it's OK to tinker with can have huge effects on the game.

I think that's one drawback to the game - it seems as easy to mess with as 2e, but isn't. Even worse, it isn't clear what you can't mess with. Save DCs can quickly get out of control. You can double the party's magic item budget and it doesn't shift things too much, but if you halve it you have to be on your toes.

- Mike

(Reply to this) (Parent)(Thread)


[info]joe_g_kushner
2007-06-15 01:29 am UTC (link)
I agreee that there are a lot of little things. It's one of the reasons I'm always so surprised on the errata front when the defense is usually, "well, it's only 1 or 2 points here there and everywhere."

But more importantly is the lack of 'tinkering' rules in the core DMG which works well running on default but quickly breaks down for different types of play such as traditional Sword & Sorcery unless the DM is VERY familiar with the game engine.

(Reply to this) (Parent)


[info]merricb
2007-06-15 03:44 am UTC (link)
I'm not so sure that 2e was easy to mess with... more like it was a mess to begin with so that any changes wouldn't make it much worse. Except that, incredibly, they did.

(Reply to this) (Parent)(Thread)


[info]joe_g_kushner
2007-06-16 04:33 am UTC (link)
Far fewer mechanics to deal with. Far fewer ongoing class abilities that could be customized. Far fewer worries on the monsters side of things as generally you didn't have to worry about game mecahnics and monster building was far different than character building.

(Reply to this) (Parent)


[info]david_chunn
2007-07-04 07:24 pm UTC (link)
That's how I've run games since I was thirteen. Makes it fun for me. I can't use adventures. I'll make use of the maps and maybe an idea or two, but that's it. The folks that play with me the most seem to have an aversion now to heavily planned adventures.

(Reply to this)

dynamic encounters
[info]ephealy
2007-07-19 08:45 pm UTC (link)
I really like the dragon fly-thru. I may have to use that.

Lately, this type of "dynamic" encounter really gets me excited. The last one I saw in print was in 'The Bullywug Gambit' (Dungeon 140). The party is negotiating a catwalk and have to deal with the a burning ship that's headed their way. These things add urgency, and force players to make quick decisions. They make the game fun.

(Reply to this)


Create an Account
Forgot your login?
Login w/ OpenID
English • Español • Deutsch • Русский…