Thursday, March 25, 2010

Dungeon Mastery Principles


I’m still working on figuring out what my ideal dungeon mastering approach is. To that end I’ve cobbled together some essential principles. These are the things you do when you play that aren’t rules or even exactly techniques.* They’re the things I want to think about when I’m not sure what to say next, or when I want to make what I say next as striking as possible.

I’m not competent or even particularly good at most of these yet, but it’s a target to shoot for.

Channel the dungeon

Use your intuition of the dungeon world to good effect, so that when the PC’s do something, you can come back at them with twisted environments, hair-raising situations, and exciting turns. This is about keeping a heap of dungeon-flavored stuff, smells, situations, and descriptions on hand so you can wield it with authority when needed. Make the game real and interesting.

Aim the game at the characters

Make the game real and interest for the characters. Address the characters by name paint a picture of their situation. Put them in the world.

Aim the game session at the players

Don’t forget that this is about friends having fun together. Don’t neglect the food, environment, music, small talk and horsing around that’s part of a game session.

Put the dungeon in the imagination

Lead with cool imaginary stuff and put rules stuff second. Make it so that you can literally see the current situation in your mind’s eye. Convey that to the players. Then use rules stuff to make sure everyone understands how that situation impacts dice rolls and things like that.

Don’t get precious about “my stuff”

Players will mess up your plots, kill your villains, mock and ignore your PCs, tear up your plot, and meet your well-laid plan with indifference. Let them, but make it fun. On the other hand, if you absolutely need them to go on a particular mission or talk to a particular guy, just tell them. That’s game session stuff, not character stuff.

Name stuff

Give stuff names and make it act like it deserves that name. Make it up. Write it down. If a character asks who built the dungeon, make up some cool ancient civilization. Give the barkeep a name and a personality. Provide an interesting history about the +2 dagger when it’s needed. Also, give the monsters an opportunity to act like people, when that’s needed. Or even better, make the monsters act like totally twisted alien strange deformed things when it will cause the characters maximum consternation.

Draw connections

Whenever appropriate draw connections between all that named stuff. Connect the +2 dagger with the lost civilization, the barkeep with the hireling, and the twisted monster thing with the dewy-eyed priestess at the temple. Draw those connections back to a character. So the forgotten god of the ancient civilization doesn’t just enervate the magic dagger, but it whispers tantalizing secrets to one of the PCs in her dreams.

Think offscreen

Keep the world lively and alive even when it’s off screen – just enough to make the character’s lives interesting. So when the characters come back to a previous area, maybe it has new denizens. I was listening to a podcast yesterday where the party kept abandoning dead hirelings around the place – until one of them came shuffling up to them in full ghoul mode. That’s thinking offscreen. If the characters find the evil temple where the ritual is in full swing, and decide to retreat back out of the dungeon instead of interrupting it, think about what that ritual just did to make their lives more interesting.

Realizing that these are the principles I want has been pretty good for me in terms of evaluating my own dungeon mastering style. A simple list of priorities is really helpful to me. It helps keep me from going off on my own creative tangent instead of concentrating on what will make the game great. This is just a tentative list. There’s probably stuff missing, as well as stuff I left out, that other people really want on their own list.

* I’m taking principles (again) from Vincent Baker’s Apocalypse World, with some repurposing for myself. In that game, the principles are those things you think about when you’re the GM and it’s your turn to speak. They inform what you say. Some of Vincent’s principles are specific to his game, and some are night universal. I’ve stolen from Vincent freely. Sorry, Vincent.

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Tuesday, March 2, 2010

The Eyes and Ears of the Player Characters

I'm trying to work out my own approach to running dungeon adventure RPGs. A big part of this is being the eyes and ears of the player characters. It’s the job of the dungeon master to be the eyes and ears of the players.

This idea is central to what I think of as dungeon mastering. It’s crucial to engaging the players and winning their buy-in to the game. If the players can’t see and hear the dungeon clearly, they can’t live in it or have adventures in it. The players also have a job here, which is to ask questions for the game master to answer. I’m not going to talk about that much now, but it’s important.

A lot of people equate being the eyes and ears with providing description of the dungeon and the things in it with a certain level of gleeful embellishment. This is part of it, but there’s more to ‘eyes and ears’ than a judicious use of adverbs. it’s at least equally important to be crystal clear and fair about how what they’re seeing and hearing intersects with the mechanics of the game you’re playing.

Here an illustration:

The party comes to an icy crevasse that blocks their way ahead. One of the party wants to try skirting the crevasse on foot.

How do you, the game master, indicate to the player the potential risks and rewards of this action? This is part of being the eyes and ears. There are a lot of answers to this question, and almost all of them are appropriate in some combination of system, group, and encounter.

So one answer to this suggested action, phrased in Dungeon Squad terms might be “It’s pretty slippery. You’ll need an explorer roll with a target of 6. If you fail, you run the risk of slipping into the crevasse.”

With this answer you’ve set some parameters. You’ve said what the player will have to roll. You’ve indicated that there’s a risk to failure, and described it in general terms. There’s some leeway here, and it should be set by the habits of the group. Should you also quantify the risk of falling into the crevasse on a failed roll? Do you need to tell the player how much damage that fall would cause? That’s a matter of taste.*

The point of all this is to give the players a very clear idea of where their characters stand in the fiction so they can act like heroes and adventurers and tackle the challenges of the dungeon or even fall victim to them confident that the system and the game master aren’t using underhanded techniques to trip them up.**

Probably some people are shaking their head right now, thinking that there are many times that a game master is compelled to withhold information from the players. That’s part of the being the eyes and ears as well!

Another illustration:

There’s a remhoraz lurking in the crevasse. Am I obligated to sow hints of this into my description of the crevasse somehow? In no way is the dungeon master compelled to warn the players of the threats and risks of the dungeon.

Now another consideration: a player asks if he can see into the crevasse, or asks how deep it is, or just tosses something in, waiting to hear it hit the bottom. This is clearly a way of asking the game master for more information about the crevasse. An appropriate response might be to say “you can’t see very far into it. You don’t know what’s in there”, or even, “there could be a monster in there for all you know.” This clearly indicates that there’s some risk associated with a crevasse you can’t see into, even if that risk is vaguely stated.

Being the eyes and ears is a conversation you have with the players. Like any conversation you’ve got to give and take, listen, and try to respond to the questions you hear fairly and clearly.

* I’m a strong believer in the idea of ‘free and clear’ declaration of actions. This means that before any action is taken, everyone at the table has a chance to talk about it, understand its potential consequences, take it back, suggest something else, and so on until everyone has decided what they’re doing. As far as I know, the term ‘free and clear’ comes from Ron Edwards’ Sorcerer RPG, but it’s something many game groups have done since long before Sorcerer.

** This whole idea is heavily informed by Eero Tuovinen’s discussion of challenge-based adventuring, although I’m adapting it somewhat to a more specifically dungeon-based approach.

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Friday, February 26, 2010

The Dungeon is Fundamentally Different

Tuesday, Zak at Playing D&D with Porn Stars, in a post called Some More Nice Things About Dungeons says this:
This makes adventures based around the classic dungeon (and any interior space you use in a game which resembles a classic dungeon--a stripped-down Death Star, a Tron-like computery world, etc.) fundamentally unlike all other kinds of adventure.

I think Zak's nailing it in this post about what makes the dungeon gaming different from any other kind of gaming. It's a fascinating insight.

Every role-playing game uses some kind of constraints to manage what the player (and the GM) can and can't do. There are realism constraints (your regular-guy character can't lift a bus), setting constraints (can't harm the werewolf with regular weapons), fictional constraints (the local priest won't heal you because you called his god a two-bit faith healer last session), social constraints (the GM doesn't want you to leave town because that derails the adventure), and probably way more I can't think of right now.

The dungeon neatly rolls a bunch of the constraints of the game up into the simple fact that it has walls and corridors that you can't circumvent without a great deal of effort, and probably not even then. Notice that the structure of the dungeon acts, at different times, as a constraint of ever sort I listed above. It boils the adventure down to a small set of options so that those options can be highlighted.

And that's a big part of what's awesome about it.

I'm trying to keep this in mind as I prepare my dungeon mastery posts.

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Thursday, February 25, 2010

Dungeon Mastering

I’m very interested in dungeon mastering right now. When I say “dungeon mastering,” I mean learning to run a game that makes solid use of the dungeon setting and the traditions of the dungeon adventure.

For me, dungeon mastering comes down to three basic things: be the eyes and ears of the characters, channel the dungeon, and make the world real. The players’ job is to ask questions about the dungeon and take the role of their characters. Everything else is pretty much extra.

That’s not the only way to play, and it’s not everything that a game master does, but it represents the essence of an approach to game mastering that I’m trying to understand and perfect. Maybe I’ll add some things to that list.
So, over some posts over the next several days, I’m going to try and flesh out what I mean by this.

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