When a Big Scene Becomes Small, Part I

Sometimes when you are GMing, scenes end quicker than you expect. The PCs enter the scene, and immediately trigger the exit. In most cases this isn’t a problem. You find out what scene they want to do next and make it happen. Ripping through an adventure at warp speed can be fun.

Drama Masks 2Sometimes it is a problem.

Sometimes a big action scene turns into a yawn.

Maybe the PCs got lucky. Or the players were just that good. Which is wonderful most of the time, but this was the boss you been foreshadowing for four sessions. And the players don’t look pumped, they look sad because they were expecting an exciting challenge, and found a marshmallow.

Extending Combat

A major fight that ends in one round feels anti-climatic. Some players won’t mind, but many will.

There’s a few tricks to keep an important fight going. The trick is to not negate the players’ victory, just keep the fun going a while longer.

Reinforcements You already have the stats for your opponents, and as they are mowed down, have more of the same show up. To preserve the player’s victory, use less of them, and/or have them show up at some disadvantage.

  • The PCs hear the reinforcements coming, allowing them time (1 round!) to prepare.
  • The reinforcements have to climb up a ladder to get to the PCs.
  • The reinforcements are second stringers, and have less hit points.
  • The reinforcements are quick to flee if the PCs are obviously winning. This lets you keep the fight going, but not turn it into a slog.

Throne Room from The Sun Below: City on the Edge adventure for Numenera

Fake Boss! The boss you planned for just went down, and then you have the *real* boss you just made up step in to continue the fight. To give the PCs their victory, the first boss drops an important item, something that has “made to fight the next-boss” written all over it. The anti-undead sword-cane of doom, the reveal-invisible dust of St. Silverius, the armor shattering bolt of victory…

Or the victory can be tactical. They have the “real-boss” at a disadvantage, and you give them a bonus to show them that. For example, you could give them advantage in 5E, increment the escalation die in 13th Age, or lower the difficulty for the PCs by 1 in Numenera.

Great, but what is this new boss? Who can make up a boss on the fly? Not me; even in a rules light game like Numenera, a boss should offer unique challenges.

Your choices are to find one quickly or make one quickly.

Find one from an adventure, bestiary, or other game supplement. That could work, but might take a while. What’s the next boss you planned on using? Bring them on now? Or a weaker version of the next boss, just add a few weaknesses? This could be good foreshadowing. It helps if the two bosses are thematically related to each other. Cultists to the same dark god, dragons working for the same queen, and so on.

toys1Jack in the Box This is easy and can be a lot of fun for the players. They bring down the demon, and they look at each other. “That was easy.” Too easy.

Make one or more creatures get back up after they fall dead. If they are not undead, have them rise as undead. Drop their offensive and defensive powers a notch, give them typical undead features, and resume the battle.

If they are undead, you could make it obvious that a “dark ray came from the unholy altar and when it touched the creature, it jumped up, ready to continue the battle.” Now the PCs know they will have to stop the altar from doing that or this could go on and on. Since you just made this up, let whatever crazy idea they come up with work.

cc00_ne_fantasy_mutateddragonwithinsectparts_7-25x5-5_q_cnbI built a Jack in the Box into my 13th Age adventure The Tower in the Mist: Too Easy? Consider Fulvos coming back as a zombie mutant dragon the round after he goes down, with half hit points and -1 on all attacks, defenses, and damage.

13th Age is a high hit points game, so I cut the zombie Fulvos’ hit points in half. He’s up and undead, just long enough to scare the players and make the encounter fun. And who doesn’t like a zombie mutant dragon?

Extending a Chase

Say a big exciting chase is over because your PCs caught the vampire with the horse/Mercedes/hover-bike in the first block, and you wanted it to drag the party to a major plot point that has to be outside town?

mercedes-benz-c63-mercedes-benz-c-class-mercedes-benzYou can make the chase continue, but you need to do so in a way you don’t negate their victory.

If it’s not the vampire itself that’s the goal, you could have the creature throw the magic item/deed/holo-chip to a confederate who carries it away. The party still has a high value prisoner, who may have other valuables, and they can follow the confederate.

If the vampire is the goal, you could have it escape at great cost. The PCs might be annoyed they haven’t caught it yet, but they’ve wounded it terribly, and made it drop something valuable. It’s keeping its distance, but the PCs know they are winning.


Next time: When Social Scenes End Too Quickly

Inspired Inspiration in 5E

inspirationInspiration is one of my favorite parts of Fifth Edition Dungeons and Dragons. It works great as written, but I’m going to steal an idea from Lex Starwalker and show how to use inspiration for group storytelling.

Normally, you can spend inspiration to gain advantage to an attack, saving throw, or ability check. That still works.

However, you can also spend inspiration to make up something in the game world. It might be a detail that works with your background or skills. It could be a clue, a secret passage, or a one use item like a level-appropriate potion or a scroll.

For example, Qua the cleric is down on spells, but has inspiration. “I’m spending my inspiration to search that pile of skulls and find a potion of greater healing.”

Or Kay the paladin is desperate to find the Lady Vonya. “I spend my inspiration and look at the track and find a clue.” At this point, as the GM, you improvise a clue, “It’s a scrap of parchment. In Lady Vonya’s hand it reads ‘we leave the Black Tower, our captors driving us west. Ahead lie the glass caverns. If any shall find this, send help.'”

Or Troik the bard just want another spotlight moment. “I’m spending my inspiration to have the farmers in from their fields for a local holiday. The village is full of people in good cheer. If only a very handsome someone just happened by to provide it. I tune up my lute.”

Obviously, it’s up to the GM to stop player abuse. Advantage is a great boon, but not a wish (or even a fireball). Spending inspiration might push over an apple cart during a chase scene, but will not push a combatant off a cliff.

Ask yourself:

  • Is it overpowered, like the effects of a powerful spell? Or something small, along the lines of a cantrip?
  • Does it break the story? If you are just starting a three session murder mystery, inspiration can’t give away the culprit. It could point to information “Barkeep Barlo hears all sorts of things…”
  • Does it take the fun out of the adventure? Some players try to play it safe all the time. And you want thrills, so don’t let the players nurf the exciting bits.
  • Does it open up a new fun avenue for adventure? Don’t be afraid to improvise and go with player ideas that make the game fun. Sure, you had your own fun encounter directly ahead of them, but if they say they found a secret passage, improvise something fun in the passage. If they never see your planned encounter, you can reuse it in a future adventure.

Emperor RolandThe cool thing about this for players is that it gives them a chance to improvise outside of their character powers. They get to do a little shared world-building.

And for the GM, it’s another way for your players to surprise you, forcing you to improvise and keep the fun going. I don’t know about you, but I like to be surprised by my players.

Have you tried something like this? How does it work for you?


Don’t forget to visit our 5E Kickstarter: The Gods Have Spoken.

Intriguing Play

My home group recently finished a campaign. I asked for comments, and everyone agreed, I liked the previous campaign, but this was better.

Well, that’s great, it must be I just keep getting awesomer. Or not.

People had many reasons, but a big thing for all the players is they felt more connected to the world. Like what they did mattered. Specifically, they connected to the world through intrigue.

Gods and Icons, 13th Age, Dread Unicorn Games

At the end of the Numenera campaign (which people liked), I asked what they wanted more of next campaign. “Intrigue,” they said. (And more visual props, but that’s another post.)

Intrigue. How do I do that? It really helped that the 13th Age RPG has leaders of factions ready to intrigue against each other, the icons. I use the icons from Gods and Icons, but you can intrigue among any group of icons.

The Game of Icons

One thing we know is that in 13th Age, when one age ends and the next begins, some icons survive into the next, and some get replaced. That struggle for iconic survival turned out be the axis around which we spun the campaign. To keep everyone guessing I made morally ambiguous versions of some heroic and villainous icons. More gray–less black and white.

While I took advantage of a 13th Age feature, I’m sure most 13th Age campaigns don’t focus on intrigue. You don’t need a system with icons to do this. In pretty much every rpg setting you can find organizations or factions. Find out which ones would be fun for your players to defend or attack, and set them off against each other.

You can bring in agents of one faction who bad-mouth other factions, and drop hints such as, “as the age ends, all bets are off.” I used 13th Age icon agents for this.

demogorgon-white-book-600wI stole some conspiracy ideas from Night’s Black Agents, even coming up with a conspiracy pyramid (they call it the “conspyramid”) of a drow house controlled by Demogorgon who wanted to replace the current icon of hell. (Those of you who subscribe to the Dread Unicorn Games newsletter already have our version of Demogorgon, 13th Age style.)

demogorgon-rocking-out-600wLower level nodes in the pyramid don’t know much, but (mostly) follow orders from above. The top of the pyramid was Demogorgon, trying to replace the current icon of hell. The PCs engage the bottom levels first, and climb up the pyramid. The final showdown with the big D was in the abyss, as traditional.

Intrigue games have a lot of NPCs, and I’m too lazy to make up tons of NPCs that never get used.

I stole a trick from some GUMSHOE improv campaigns (The Armitage Files and the Dracula Dossier). I came up with a bunch of NPCs, but did not decide if they were allies, enemies, or interested neutrals until the players met them. Instead of making 10 allies, 10 antagonists, and 10 neutrals, I made up names, descriptions, and quirks for 10 NPCs, and made 1 – 3 bullet points for each about how they would be played if they were self-interested, a house loyalist unaware of the demons pulling the strings, or knowingly working for Demogorgon.

demogorgon-down-600wFor example:

Jandril: Female Drow Knight

  • White scar on left side of face over dark blue skin
  • Wears a red cape
Self-Interested
  • One day I’ll be captain. Can I use the PCs to further my goal?
  • Some sort of deadly political infighting going on among the other knights. Best to keep out of it.
House Loyalist
  • All these demons and devils should make our house invincible. Time to move on the other houses!
Working for Demogorgon
  • Honor guard for the demonic dragons when they hatch.

When the players were investigating the drow house, trying to stop Demogorgon’s plan, they met Jandril. On the spot, I chose Self Interested and she became a possible ally and source of information for the PCs.

I’m not the only 13th Age GM thinking this way. Check out the Heavy Metal GM’s take on this.

PS

Our current campaign is the Dracula Dossier. Great fun for an intrigue loving group.