Correcting Mistakes During Play
Sometimes, regardless of our best intentions, things just go wrong. We can handle our encounters in a meaningful way, but somehow, for whatever reason, we still fail. Today we are going to talk about the most common mistakes . . . well, perhaps mistakes is the wrong word, because this indicates that we have failed in some way, which we haven’t! So instead of calling them mistakes, we’ll stick with the word Problem.
THE ENCOUNTER IS TOO DIFFICULT
Now sometimes this isn’t our fault. If the players suddenly decide to attack something that they know they can’t handle, chances are they are expecting you to bail them out. If that’s the case, and it was the players decision to force a fight against unbeatable odds, then just go with it. Characters die! That is what makes the game so much fun, however if somebody didn’t show up that day, or if maybe, just maybe, you over estimated the parties abilities then we can fix things during play.
Sometimes we have to cheat. Perhaps secretly lowering monster hit points, or letting the players do more damage then what they really should be entitled too, however there are things that we can do without cheating.
I usually have an NPC who is of a level or two higher then the players, he is kind of a mentor to the party, or they already know him in some way. Maybe he is a ranger or a priest but it is somebody who suddenly appears to even the score, maybe even spooking the bad guys into retreating, but most of the time by just adding an additional character to help stick stuff helps greatly.
Another method that I have used is to allow my villains to become over-competent. They ignore severe strategic threats, and fall for a trick which turns the tides of the battle in the players favor.
Both of these methods are preferred over screwing with dice rolls, after all, if we are going to ignore the gods of the dice then what is the point of rolling them in the first place? Be creative! Maybe a band of monkeys starts pitching coconuts at the badguys, sick of all of their crap and finally rebelling. Maybe gnomes who are in hiding suddenly appear in mass numbers, standing on the side of the players but do nothing, causing the villain to rethink his actions. We can do other things and use these opportunities to advance the story in some direction which maybe we never saw it going before!
TOO MUCH TREASURE
A good Dungeon Master hides stuff all over the place, of course we aren’t expecting the players to find all of it! We also have some in random encounters, and there are times when this stuff really adds up and we discover that we’ve given out way to much!
We could always say, “Opps, my bad. I’ve got to take some of your treasure.” But that always seems to go over like a turd in a punch bowl, so we’ve got to think of more colorful ways of doing it.
Robbery is always a possibility, the goal here isn’t to kill the PC’s, it is to take the money and run. Some species of monster are better at this then others, of course we can quickly increase a rivals reputation, or introduce him by having him waiting outside of the dungeon for the PCs to come out so that he can take large items. Of course we need to make sure that the rival has the backup required to take the treasure without much resistance from the players, it should be as hopeless as possible.
Another solution is having them uncover a counterfeiting ring, as it turns out, these coins are just made of iron and painted to look like gold, but the paint chips off. That will relieve them of much of their coin right there! At least all of the crap that they found in the dungeon.
We can also use logic. How did the monsters get this stuff? Chances are that it is all stolen, and once the rightful owners find out that the treasure has been recovered they, particularly elves, believe that it is rightfully theirs. An entire elven brigade is awfully hard to reason with!
Kings and Lords can also demand a cut, walking around with too much treasure is dangerous. Thankfully, for advanced games, we enforce encumbrance rules which not only limits how much a character can haul out of that place, but apply the proper restrictions for being too weighed down.
THE ENCOUNTER WAS TOO EASY
Coming up with encounters is one of the hardest jobs that we have. There is no rules or magic formulas that tell us what goes were, we just have to learn what works best. Easy random encounters are no big deal, by their own nature they are more often then not, something which is more of an inconvenience then a real threat. The problem arises, however, when our planned encounters are too easy. Player characters can deal with a lot more then we really give them credit for! We send a kracken to destroy their ship because we don’t want them to have it anymore, and the buggers kill our kracken! We put a hill giant in front of the door because we don’t think that they are strong enough to explore beyond it anymore, and they beat up the poor thing and take his loot. Players are unpredictable and a great annoyance, that would make the game much more entertaining for us if they didn’t play in the first place.
Sometimes we just have to let the encounter go, but other times (particularly for big scenes) we can quickly modify it. Badguys should always have a back up plan! So should the DM. It is a wise DM who has little tricks up his sleeves, things which he can throw at the players at a moments notice. The easiest solution is rolling up a random encounter while they are wasting the encounter monsters. The random encounter shows up and drastically changes the overall battle!
We also have the setting itself which we can use. Perhaps changing the playing field, making it more dangerous to everyone. Changing the monsters tactics, or allowing reinforcements to arrive with different weapons, maybe some grenade like weapons? It is much harder to scale a combat up, it really is. I make it sound easy but it isn’t, all of this stuff needs proper planning and if we didn’t write it in there then we’ve got to look it up at the table. Try to design encounters as hard as possible, we can always scale them down. Who is to say that reinforcements have to arrive, they won’t if they aren’t required! It is better that an encounter relies on more then one element.
We also have to know the actual goal of the monsters. Would the monsters find more profit from capturing the party alive and holding them for ransom? If they eat people, do they like them fresh or rotten? What do the badguys get from killing the characters? This might not always be their goal!
If an encounter doesn’t work one way, see if you can figure out an alternative method. Just when the party thinks they’ve got the monsters beat, they realize that it was all just a trap and they find themselves caged with a totally new group goal, ESCAPE! An instant puzzle. It is cool to play dirty, the players will get nothing out of the game if there not challenged and if there are never any unexpected twists in the story. They’ll think that you are an evil genius and you’ll know that you just saved your butt because now you have more time to rethink everything.
Friday, May 15, 2009
|
Labels:
combat,
encounters,
monsters,
NPC's,
Treasure
|
- campaign ideas
- NPC's
- combat
- Miscellany
- encounters
- rants
- Ripper's Gaming Sessions
- monsters
- money and equipment
- Reviews
- pc classes
- magic
- Proficiencies
- Treasure
- Time and Movement
- Sunday Supplemental
- experience
- campaign add-ins
- Alignment
- races
- Mechanic Series
- vision and light
- Ability Scores
- wizard spells
- Supplemental
- priest spells
My Blog List
-
My Shoe is Safe - Yesterday's quiz was a toughie. In it, to recap, commenters were encouraged to guess at what the following pieces of art, generated by Substack's own AI ...2 days ago
-
Fifth-Edition D&D’s Original Lead Designer Calls Out the Game’s “Secret Error” That Remains Today - In fifth edition Dungeons & Dragons, characters and monsters calculate the difficulty class (DC) number needed to save against their spells and powers usin...4 days ago
-
-
La nuova vita di Dungeons&Dragons versione Mentzer! - Ben ritrovati, di recente mi è capitato di leggere su Facebook un commento che mi ha lasciato attonito. In corrispondenza a un post che pubblicizzava un...1 week ago
-
Who Made Blackmoor? A History of Setting Development - In a sense Blackmoor "grew like Topsy", that is to say wild and on its own. Perhaps the first iteration of anything we might call Blackmoor is the well-d...2 weeks ago
-
Banquet For Fools With Game Developers Hannah And Joseph Williams – Episode 281 – 11/26/2024 - Shane Plays Geek Talk Episode #281 – 11/26/2024 Game developers Hannah and Joseph Williams join to chat about their new “Dark Crystal”-like CRPG Banquet ...3 weeks ago
-
All the holidays, all the prices ... (and some news!) - *The short of it is: all my games are on the cheap from now on until January. It is the season, after all. And while I'm here, I might as well talk a bit...4 weeks ago
-
Grimdark vs. Eucatastrophe - Noisms has some interesting ideas in this post about his desire for some depth to his grimdark, and turns to Gene Wolfe and Tolkien for relief. Now, it ...6 months ago
-
Attronarch's Athenaeum - Over at the forum El Borak mentioned Attronarch in his thread Hirelings, loyalty, and morale which you should take a look at. Attronarch has a website Att...9 months ago
-
Last move - to self-hosting! - As my vote regarding Substack in the “marketplace of ideas”, I’m moving to self-hosting. I’m now at (and hopefully staying for a long time at) Blog: ht...11 months ago
-
It's been a decade, now... - This is a tough time of year for me. So, with your indulgence, here's this link to a post I did a decade ago... EDIT: I have no idea why it didn't take. S...2 years ago
-
This Blog is now on Indefinite Hiatus - Greetings, I haven’t been able to post except sporadically for a while. I just found out I will need to find a new place to live within the next few months...3 years ago
-
RIP Christopher Tolkien - LONDON (AP) – Christopher Tolkien, who played a major role protecting the legacy of his father’s The Lord of the Rings series, has died. He was 95. The Tol...4 years ago
-
Sacrifice in the Perilous Realms - Characters sacrifice consumable goods to gods and demons. Characters specify a particular recipient of sacrifice. Characters must find a suitable altar ...4 years ago
-
The Sprawl Session Recaps - For those interested in Actual Play for my campaign of The Sprawl, a Powered by the Apocalypse cyberpunk RPG by Hamish Cameron, I've made a landing page fo...5 years ago
-
Lake Geneva Original RPG Campaign: New EN World Column: #1 - Lake Geneva Original RPG Campaign: New EN World Column: #1: I am now an author for EN World with a monthly column. Six lead columns have been submitted to...5 years ago
-
Blackmoor Week 2019 (9/24/19) - Blackmoor Week and Dave Arneson Game Day running from September 24th through October 1st. This year 2019 is the 45th anniversary of Dungeons & Dragons and ...5 years ago
-
Dave Arneson Blackmoor Week and Game Day 2019 - Blackmoor Week begins today Sept 24, 2019. What are you doing this week to celebrate Dave Arneson's Birthday and his foundational game setting Blackmoor ak...5 years ago
-
Blackmoor Week Day I 2019 - *Blackmoor Week* kicks off today and concludes on October 1st with *Dave Arneson Game Day*. [image: Dave Arneson’s Blackmoor - B-Ware - Sphärenmeisters Spi...5 years ago
-
Basic Land Cannons: Classic and OSR - Basic Land Cannons Threw together some basic cannon rules for a bit of fun carnage. First up: I'm keeping it simple. Cannons are complicated; there are many...5 years ago
-
Character Concepts: Planescape pt 3 - Part 1 Part 2 Continuing my series on oddball Planescape Faction Personalities... Harmonium Sidby the Stick (LG/halfling/fighter) - Sidby's a good enough b...5 years ago
-
Ravensburg Reboot: Streamlined City Map - I mentioned in my last post how I was tweaking and reworking parts of my Ravensburg setting. Today I streamlined the city map. The old map had lots of redu...5 years ago
-
And Now the News Draft Download on Patreon - It's self-styled Throwback Thursday and *having just released the 34-page draft booklet of Hill Cantons news to my Patreon backers* I am going to indulge m...5 years ago
-
Save Versus All Wands Contest: What is the Value of the Coin Hoard? - Treasure Type H Announcing the third annual (well, not quite) Save Versus All Wands contest! You can read about and see the results of the first two - *...6 years ago
-
NIGHTMARES AND SUBURBS: CHARACTER SOCIAL CLASS TABLE - * CHARACTER SOCIAL CLASS * *BACKGROUND TABLE* *I am a big fan of the “Social Origin Roll” for all my player characters in all my g...6 years ago
-
RPGs, Avatar vs Chess Piece Playing - I've gone from DMing AD&D 1E games for friends to my kids to paying clients as a team building tool. I've seen the approaches of playing a character as an...7 years ago
Statcounter
Contact me at Ripx187@gmail.com
Search This Blog
Blog Archive
-
►
2018
(5)
- ► October 2018 (1)
- ► September 2018 (1)
- ► April 2018 (1)
- ► February 2018 (1)
- ► January 2018 (1)
-
►
2017
(39)
- ► November 2017 (1)
- ► September 2017 (3)
- ► August 2017 (2)
- ► April 2017 (6)
- ► March 2017 (5)
- ► February 2017 (5)
- ► January 2017 (4)
-
►
2016
(58)
- ► December 2016 (4)
- ► November 2016 (6)
- ► October 2016 (5)
- ► September 2016 (4)
- ► August 2016 (4)
- ► April 2016 (4)
- ► March 2016 (4)
- ► February 2016 (4)
- ► January 2016 (7)
-
►
2015
(24)
- ► December 2015 (6)
- ► November 2015 (7)
- ► October 2015 (7)
- ► September 2015 (4)
-
►
2010
(14)
- ► March 2010 (5)
- ► February 2010 (5)
- ► January 2010 (4)
-
▼
2009
(123)
- ► December 2009 (3)
- ► November 2009 (4)
- ► October 2009 (6)
- ► September 2009 (4)
- ► August 2009 (13)
-
▼
May 2009
(18)
- Silverwood Forest
- REPOST: Villian Creation
- Guide To Scrolls
- Guide to Potions
- Memorial Day 2009
- Handling Invisibility Fairly
- Good vs. Good
- RPG Blog Carnival: The Future of Gaming
- Hiring Hirelings
- Correcting Mistakes During Play
- Meaningful Keys & Triggers
- Creating Encounters with Meaning
- Sunday Supplimental: Zombie Lord
- Fighting From Horseback
- Constructing Magical Items
- Non-Lethal Attacks vs. Armed Foe?
- Sunday Supplemental: Weakness
- CALLED SHOTS!
- ► April 2009 (15)
- ► March 2009 (14)
- ► February 2009 (5)
- ► January 2009 (10)
-
►
2008
(73)
- ► December 2008 (3)
- ► November 2008 (4)
- ► October 2008 (5)
- ► September 2008 (4)
- ► August 2008 (4)
- ► April 2008 (18)
- ► March 2008 (5)
3 comments:
The players have it easy: their characters can always run away! GM's, however, have to stand and face the heat. ;)
I just want to disagree with the assertion that having an NPC a couple of levels higher show up and rescue that players is preferable to ... anything.
There are few approaches to correcting an overpowered encounter I find less acceptable than having someone just happen to show up and rescue them, at least more than once anyway.
Imho, nothing makes the players victory feel cheapened more than having someone come bail them out whenever they get into trouble.
At least if you fudge the dice or change some stats behind the screen the players will come away with some sense of accomplishment (especially if they are unaware of the fix).
Carl
Hey there Carl, thanks for reading!
I keep NPCs as backup, but I rarely use them. An extra attack is fine, and I make sure that it is the players that direct traffic. Of course that isn't the only thing that one can do, I suppose that the most appropriate thing that could happen is that the party loses.
If the fight was about getting an object, or taking a specific piece of land, then the enemy wins. Perhaps they could be captured? Of course they could also be left for dead, and THEN the NPC comes along.
PCs don't always win the game. Why celebrate a victory if you always win? As a DM, I have to judge if the players played badly, or if they were completely outclassed by me . . . if I was to blame, then this is when I need to correct the problem, but otherwise I'll just let it go.
Post a Comment