Over the DM's Shoulder

Monday, March 31, 2025

Of Gods and Dragons: Session Fourteen

Last time, the group gathered at the top of the Kallett Mountains to search for the title of the sound dragon. They investigated an inscribed stone but came up with little results. Then a detective named Regg appeared and questioned the group about their presence in the area, which eventually resulted in Regg threatening Aurora and stating that she'd been hired by Pelor's Mercy to bring Aurora back, accusing her of murdering the two men sent to find her. Combat raged, and the group killed Regg, her twin trained mountain lions, and a tamed bulette. While Brokk built a funeral pyre for Regg, Lethanin figured out the inscription and became the sound dragon, breathing fire onto the pyre. 

This time, the group addressed priorities and decided that reconvening with the dragons was their next best move. Aurora contacted Aurix and requested he bring the dragons back together, and everyone met in Aurix's halls to discuss the matters at hand. One by one, the dragons appeared, each one trading updates since they'd last seen the group. Lethanin explained that he'd become the sound dragon and what the elemental dragons were. Aurora told of the battle with Regg and the bounty that had been placed on her head. Brokk explained the meeting with Boccob and the strange nature of the universe. Wing asked what to make of the recovered dragon titles, and there was no consensus. Niela voiced discomfort with how willing to make big decisions for all of reality the trio seemed, which Brokk was amenable to. Each dragon shared their new understanding: Aurix was excited at the prospect of more dragons and content at Regg's death; Wing marveled at the nature of the universe and Boccob; Hriskin shared that she was intensely interested in fighting the other chromatic dragons; Rupert counseled for support for new dragons should that approach be taken; Jarvia said that it was good Regg and the Daltoners had been foiled from taking Aurora; Niela was grateful for agency again but feared what might happen without cautious planning for what came next. 

Out of game, this was a really difficult scene to play as the DM. At first, one by one, I needed to have in-character, plot-relevant input from each dragon before hearing the news, and then I needed to give a voice to all six dragons during a complicated philosophical discussion. That means that in real time, I needed to process the thoughts, feelings, and morals of six major NPCs at once. Many DMs will encounter this issue--it's complicated and challenging no matter your level. That said, I am really happy with how it played out. Each dragon felt in-character and substantial (a common solution to this problem is for the NPCs to be brief in their speech). And I think that the reason for that ultimate comes down to pre-campaign brainstorming. Between literal years of thinking about these dragons, concerted effort to establish their personalities, and getting to play each one in weighty scenes, I had a lot of preparation for this situation. With each dragon having plenty to say, I was jumping between characters quickly and often, and as frantic as it was, my players tell me that the scene went very well. 

Brokk then raised a new point of conversation: killing Thomas. He mentioned that he had interest in the red dragon mantle, and he apologized preemptively to the dragons who had issues with Thomas--the dragons noted they would rather have Brokk than Thomas. Aurora agreed that Thomas needed to be dealt with; she also said she wanted to form a pact among the dragons to never tell anyone of the unclaimed dragon mantles, adding that she wanted to become a dragon but otherwise prevent new dragons from emerging. This complicated pact caused some confusion amongst the group. A simpler vote was raised: who supported killing Thomas? The vote was unanimous. Aurora offered another convoluted proposal, suggesting forming a dragon-run organization to maintain good forces in the world and foster new and growing dragons. There were many objections to her proposal. Some objected to the broadness of the proposal, and some (notably Niela and Jarvia) were very resistant to the idea of working together with the other dragons. Jarvia even went so far as to point out that working to maintain good with a group of solitary people would approach the impediments to free will that they'd fought to correct. Aurora countered by suggesting a looser council to simply hear out issues that face the world, and while most dragons were mildly supportive or neutral, Niela and Jarvia were outright dismissive of the plan, arguing that secrecy and solitude was vital to them. Aurora explained that she only wanted avenues for communication, and the conversation more or less ended there. 

This scene was oddly one of the more pivotal moments in the campaign. Aurora was, in this moment, a lot for forceful and focused than she normally was, and her collection of proposals paired with the suggestion she become a dragon but no one else could left the others (especially Brokk) uncomfortable or even suspicious of Aurora. After the game was over, Brokk and Aurora's players both approached me to talk about this fairly transparent grab for power. Aurora's player was giddy that she'd finally gotten to reveal one of her chosen flaws: power hungry. And I must admit, this was the perfect time for that detail to come out. Brokk's player was split between an in-game wariness and an out-of-game respect for Aurora's player's handling of the situation. (Lethanin's player generally doesn't communicate much about the game outside of the game, but I'm confident they would have a similar response.) I know that the gravity and nuance of this doesn't exactly sound very dramatic or monumental--part of that is the loss of subtle things after the moment--but I assure you, given the context, it was quite massive. Aurora, the character who everyone calls "kid," who's been spoken about as the heart of the group, who has always seemed a soft and gentle character, called for the organized killing of a dragon, her ascension to dragonhood, and a blanket ban on future dragons--that's the character moment that had us all so abuzz. It really changed the tenor of the rest of the session. 

At this point, the dragons split up to discuss things in smaller groups. Brokk asked Niela a few questions about life as a chromatic dragon--she said that with agency, a chromatic dragon and a metallic dragon are only really different in terms of who gave them the mantle. Lethanin asked Rupert a series of questions about life as a new dragon, and Rupert explained a few things like how to transform into dragon form and other basics. Aurora, interested in entering the Fae realm to find the Fae dragon mantle, asked Jarvia about transportation to other planes; she shared that it was possible and would help if she could. The matter of Thomas again became the focal point, and the group began to plan. Niela said that Thomas suspected the metallic dragons were moving against him, and the element of surprise may be difficult to obtain. Lethanin asked whether they needed to worry about Horton, the blue dragon, from coming to Thomas's aid--Hriskin chuckled and argued that two dragons versus six dragons and three cosmic heroes was no match at all. Aurora suggested revoking Thomas's dragonhood to make the fight less risky, but Aurix said such a thing was fundamentally nearly impossible, and when Aurora suggested transferring it to Brokk, Aurix said that bestowing dragonhood with a living dragon is like trying to light a candle that's already lit--it couldn't be done. 

The group's plans began to become more abstract and elaborate. Aurora, undeterred by Aurix's concerns about Thomas's dragonhood, used a spell to divine the location of the red dragon mantle stone, and she saw a metamorphic obelisk with draconic inscriptions hidden amongst a large and elaborate altar to Moradin, and she could tell from the surroundings that the altar was in Thomas's house. Niela offered to track Thomas the following day, and Brokk countered that Niela could (if willing) serve as bait to lure Thomas into an ambush. But Brokk immediately overrode himself, saying that if Niela told Thomas about Regg's death, he would almost certainly emerge to investigate. This last plan got support from the dragons at large, including Niela, and everyone agreed to rest and prepare before reconvening in the morning. Lethanin privately pondered the situation and played music idly, trying not to think too hard about things. A message from Lethanin's mother arrived in his head, asking about Lethanin's recent step into the realm of the religion (a story Lethanin had given her to placate her, joking about their interactions with the gods before meeting with Boccob. Lethanin's response was brief and cryptic, continuing to evade direct communication with her. Before resting to regain her magical energy, Aurora used the last of her power to create a contigency spell on a simple rock: when the stone would come within ten feet of Thomas, it would block his ability to magically travel, keeping him from escaping the ambush. Brokk spoke casually with the dragons, performed a battle meditation and pondered what good really is (the distinction between good and right was crucial in this), and headed to bed--he was stopped by Jarvia, who asked Brokk to keep an eye on Aurora, as Aurora's hunger for power had struck Jarvia was unsettling. Brokk agreed and sharpened his battleaxe until dawn. 

In the morning, the dragons reconvened. Niela set off to bring Thomas into the trap, and the collection of heroes and dragons teleported via a portal created by Aurix to the top of the mountains where they had slain Regg. Niela and Thomas were already there, standing over the funeral pyre. Aurora threw the rock at Thomas, binding him to mundane travel. Thomas smiled. He said that he had armed soldiers positioned outside Drumchapel, Torga, the Edmund Fitzgerald, and Vestry to dissuade them--he even added that he knew Lethanin would not care about his parents and threatened to destroy the Song itself. A tense moment passed, and Aurora suddenly cast a deadly spell that hit Thomas considerably hard, though it seemed he was powerful enough to not be entirely threatened by the blow. Before anyone else could act, Thomas cast a spell that sent multiple messages at once, ordering the waiting soldiers to "Get them." 

We stopped here. This battle--ten powerful combatants with lots of health--may take a whole session or more to play out, and we had about half an hour of game time before we had to wrap up. The various dragon conversations did take over two hours, and we just didn't have enough time to address the Thomas battle. This is good in that it gives me time to prepare for Thomas and the other dragons' combat abilities. Thomas alone has 20 levels of Fighter, 20 levels of Cleric, and 10 levels of Barbarian, and I've never played a Fighter or Barbarian. I've also never played a cleric past level 8 or so, so that will also be new. And that doesn't even mention the other maxed out classes of the other six dragons. I'm gonna need to do some studying to be able to handle the seven dragons in the mix. 

Another notable thing here is that Thomas obviously doesn't pose much of a threat. Like Hriskin said, a lone dragon or two versus nine legendary enemies is not terribly scary from the nine's perspective. The group did not come all this way to bargain with Thomas, so they are committed to combat. But the interesting thing (that I absolutely didn't see coming) was that the table talk about what to do centered on assigning some dragons to fight Thomas and others to travel to the threatened locations and fight the mercenaries. So come next session, assigning which characters to go where will be a challenging thing to delegate and communicate in the context of the combat. The players have planned well, and unless they decide to let Thomas go, he's pretty well done for. The real stakes are what happens in terms of battle organization and the threatened towns. (By the by, I've had Thomas's mercenary plan set up since session one, and springing it was incredibly fun as the DM. My players' faces fell hard when Thomas announced the mercenaries, and that's a big deal when they have Thomas in such a corner.)

Next time, we will see the combat and traveling unfold, and the consequences will shape the world of Evanoch as much as repairing the rift did. It will be monumental and decisive whatever happens. This is, in a sense, the climax of the campaign. I had figured speaking to Boccob would be the climax, but the way things have shaped up, it's probably going to be this upcoming session. I'm excited, and I know my players are too. It's impossible to know what will happen next time, but it's going to be big no matter what. 

That's all for now. Until next time!



Friday, March 14, 2025

Of Gods and Dragons: Session Thirteen

Last session, the group achieved one of their main goals: they met with Boccob (who turned out to be the son of the original Boccob), a figure who explained that without the original Boccob, the world was directionless, and that he could not repair the rift himself. Learning that the original Boccob controlled the universe via music, Lethanin stepped in to play the Song and repair the barrier. Aurora helped to clarify the Song and then recorded a version of it on a crystal so that any future adventurers wouldn't struggle as much with the process. The rift repaired, they returned to Aurix's headquarters, where ABC revealed to Aurora that she was the child of rich Daltoners, asking Aurora to destroy Pelor's Mercy, a brutal work camp--Lethanin and Brokk agreed to help. The group questioned whether dragons should exist at all. Aurix and Niela agreed to spy on Thomas (Aurix from afar and Niela up close). As the session closed out, the group teleported away to the peaks of the Kallett Mountains to seek the sound dragon title which they learned about from Boccob. 

This time, the group began to explore a small plateau atop the highest peak of the Kallett Mountains, trying to find whatever they had learned was here. Aurora cast a spell that guided the group to an outcropping of stones pillars--one granite, one slate, one obsidian, one shale, and several others. On the obsidian pillar was an inscription in draconic; after a failed spell, Aurora managed to translate the inscription:

The being of supreme sound is eternal

As eternal as all beings of the supreme

The being transcends life and death

A mantle for this world and beyond

The being is the mantle

The mantle is a name

Speak the mantle, speak the name, and eternal is present

O dragon of sound, your mortal name, be one and the same.


Suspecting that they needed to know the sound dragon's titular name, Aurora messaged Aurix to ask the term "sound" in draconic, and Aurix replied that it was Xythanir. Lethanin spoke this name, and the runes that read "O dragon of sound" glowed with an eerie light. Lethanin then spoke his own name, and the runes that read "your mortal name" glowed with the same light. Brokk, Lethanin, and Aurora all sensed deep within themselves that magical energy seemed to want to leave them. Aurora asked Lethanin if he really wanted to become a dragon, and Lethanin said that he didn't really know what he wanted. This caused Brokk to slow all the way down, saying that they weren't making huge effort to protect free will only to force Lethanin into something he didn't want. Before they could debate further, Lethanin heard a twig snap in the clearing beyond the rocks; Brokk looked in that direction and spotted a well-outfitted orcish woman with twin mountain lions at her side.


Brokk made conversation with the woman. At first, she identified herself as Regg, a detective who patrols the Kallett Mountains, and she asked what interest the group had in the inscription on the stones. Brokk feigned ignorance, claiming that they were actually just out for a hike. Regg continued on in a friendly manner, making small talk and insisting that the inscription was just a poem, admitting she could read draconic. Eventually, Regg stopped playing nice and accused Aurora of murder aboard the Edmund Fitzgerald, Aurora's old ship. Regg said she planned to bring Aurora back to Pelor's Mercy, where she had been hired to find Aurora. Aurora immediately cast a spell that disintegrated both of the mountain lions, which enraged Regg; she transformed into a massive white dragon, and combat began.


Out of game, I didn't really plan for Regg to show up this session. The group was struggling with the inscription, and I thought a little interruption would be a good way to help them reset when they returned to the inscription, so I thought someone showing up would be a fun moment. The question of who showed up was determined by the context; who was powerful enough to climb the mountain quickly? A dragon. Whose territory was it? Regg's. Why would she be there? She's a detective who serves the Pelor's Mercy area, so she's seeking Aurora. This was an entirely improvised choice with big consequences, and I made it quickly but not lightly. Any DM has to accept that throwing an NPC into a scene with the player characters might end with the death of that NPC, so I proceeded with that in mind.


Regg began combat by breathing a cone of both fire and ice which the group was able to minimize the damage of. Lethanin played a song that allowed him to teleport to a space behind Regg and with cover. Brokk cast the spell Fly and shot up and towards Regg, attacking her fiercely with a battleaxe. Aurora cast a spell that forced Regg back into her orcish form and drained her of some of her health, and Brokk slashed at her as she fell from the sky. Regg struggled to her feet and whistled, taking a defensive stance. Lethanin played a song that deafened and disoriented Regg. Brokk allowed himself to fall from the air, using the momentum to strike Regg four brutal times with his battleaxe. Aurora drained more of Regg's health and projected an illusion of metallic dragons (she intended Hriskin, but her spell depicted Jarvia). The earth shook, and Regg mockingly told Brokk to watch his step, taking a step back for another defensive stance. Lethanin played the bagpipes, landing on a frequency that shattered both of Regg's femurs, forcing her to the ground again. Brokk took advantage of the situation and slashed at Regg four more times. Aurora continued the illusion and the draining of health, and Regg muttered that she now saw both Hriskin and Jarvia, unnerving her. From the rumbling ground, a bulette which seemed to have been trained by Regg sprung from the ground, scooping up Regg and attacking Brokk, though Brokk managed to avoid damage with a counterstrike. Lethanin played another song which vibrated at a frequency that shattered half the bulette's armor, and both Brokk and Regg took damage from the explosive debris. Brokk made himself appear ghastly to Regg, unnerving her and slashing the bulette for heavy damage. Aurora cast a spell that halted just above Regg, who asked to work things out, and Aurora forced the spell further, finishing Regg off. In vengeful fury, the bulette charged Aurora, but Brokk was able to kill the bulette with a burst of Eldritch Blast before the creature reached Aurora. 


Out of game, I want to acknowledge that I didn't really anticipate how handily the party would kill Regg and her creatures. You may note in the combat description above that Regg chooses to take no aggressive action at a few points. I reasoned that she would be overly confident and not necessarily take the party as a threat until it was too late. I also didn't want a party wipe on my hands, and so I erred on the side of Regg being a little slow to go for the throat. I want to point out that this was also just from lack of knowing what to anticipate, and for several reasons. 

1. I've never run combat with three 16th-level characters and a 35th-level character. That's a very high-powered combat, and it takes practice to know how to pace a boss fight at every level to do it right. Now I have that experience, so I know to push harder. 

2. One 16th-level character is a big threat in combat, and three are far more considerable. I hadn't seen this group fight since they levelled up (which was only at the beginning of this session), so I didn't realize how much of a threat they all posed together. And last session, they were only level 13 (I thought 3 levels for rewriting the universe was fair), so I didn't have a good projection of what they'd be like now. But I know now, and I can calibrate. 

3. I've never battle-tested a dragon in my world before. I didn't have enough of an understanding of what Regg was capable of to make the most use of her. How does a massively powerful Ranger-Druid fight? Well, I've never gotten to play a Ranger or a Druid before, let alone high-level ones, so I needed to refer to Regg's abilities more. But I know that now, and now I can study the other dragons' abilities more closely before they encounter another. 


So was this a mistake? I'd say no. All throughout this campaign, the party has been underestimated. The dragons and gods have regarded them as important due to the prophecy, but not necessarily powerful enough to think about much. But 3 level-16s together have the combined threat as a level 48 character, and 48 vs. 35 is a pretty big mismatch. The players always had the advantage. So let's address it narratively. Regg is the first dragon to face off against the party, and like others, she underestimated the group. Their greater power (especially after the collective nine levels they gained at the session's start) overwhelmed Regg, and what are the outcomes? The white dragon is dead. That means the chromatic dragons are weaker. It also won't go unnoticed. Regg was close friends with the green dragon, who's going to notice that their best friend is missing (or even magically know that she's dead). So the party killed the white dragon, the dragons will soon know about this, and now the millennia-long cold war is over. I would argue that that's a really compelling outcome, and I'm happy with it. 


In the final stretch of our session, Brokk began to wordlessly chop down trees from the little thickets on the plateau. Aurora stood over Regg, saying that she'd only return to Pelor's Mercy on her own terms. Lethanin suddenly caught a refrain of the Song coming from the obsidian stone. He experimented with words and phrases, playing the Song on his violin, and when he said, "Xythanir, Lethanin, be one and the same," a multi-colored force shot from the stone into Lethanin. He could innately sense that he had gained the powers of the sound dragon. Brokk finished chopping down trees and built a small funeral pyre for Regg with a purpose and deliberation that came from many funerals, shedding a few tears for the loss of life. Aurora refused to say anything over Regg, and Lethanin breathed a mixture of sonic energy and fire onto the pyre, giving Regg her final rites. Brokk comforted Aurora, letting her know that she did the right thing. 


And that's where we ended. I had come into this session assuming we'd have several large moments come up and accomplish some important goals that stretched toward the long term. I was wrong. We were on the plateau the whole time, and everything was either focused on the sound dragon title or Regg. I think that my expectation for a lot of big moments may come true next session, but I was certainly wrong for this session. Of course, knowing that they can slay a dragon with little issue may change how the group plans their next steps. They seem disinterested in using power over anyone, but with Lethanin a dragon now, that could be different. It's impossible to know until next time


That's all for now. Until next time!


Sunday, March 9, 2025

My D&D-Inspired Fantasy Novels Are Available Now

Readers! Over the last several years, I’ve written a series of novels. At various times, parts of those novels have appeared here on this site. That’s because these books in some sense belong here–they are writing about D&D in that the main character of these books is my most recent D&D character, Asp. I’ve posted elsewhere on this site about the process of discovering and writing about this character, and after writing over 600k words in the series, I’m finally ready to try self-publishing. So if you’re intrigued by how Asp came to be, check out that little guide to her creation and the writing process. If you want to check out the novels and read the series, you can check out this page for the whole series


Beyond that, I think that what really remains to be said is in the pages of Asp’s novels. She’s a crafty, clever, kind at times, smooth overthinker who loves getting in over her head, or at least, constantly does. I hope you enjoy spending some time with her as I have.

 


 

 

One More Chance Saga (the entire series): https://tinyurl.com/onemorechancesaga
Book 1. Nobody Knows Me: https://tinyurl.com/nobodyknowsmebook
Book 2. Two Different Things Can Just Be Different: https://tinyurl.com/twodifferentthingsbook
Book 3. You Changed Too: https://tinyurl.com/youchangedtoobook
Book 4: I Wanna Do It Right: https://tinyurl.com/iwannadoitrightbook
 


Friday, March 7, 2025

Why Alignment is Flawed and Several Ways to Fix It

I remember when I first sat down to try D&D for the first time, there was so much to take in. It all seemed interesting, and I struggled to keep it all in my head at the same time. The classes called to me, the feats beckoned to me, the table of weapons sang its siren song--but one thing struck a different tone for me. Classes and feats and tables are about combat and other abilities. But the two things that broke through the overwhelmingness of it all: the section on gods (I still remember all these years later that the pages for the gods in 3.5 could be found on pages 106-108 in the Players Handbook, so often did I reference it) and the section on alignment. The gods thing made immediate sense to me. Here was the first real taste in in-game fiction I saw, and it showed me this glimmer of hope that I wouldn't just be hack-and-slashing monsters, but also in a rich fantasy world. But the alignment fascination vexed me. What was so interesting about a 3x3 grid? 

But it did stick with me. As I got more experienced with the game, I started seeing my characters and others' player characters and NPCs alike as a question of alignment. "Why did that NPC do that?" "What's going on with my party mate?" "What would my character do in this delicate situation?" These questions could be addressed with alignment. "That NPC is Lawful Good and wouldn't tolerate that behavior." "Their character is Chaotic Evil and can be unpredictable." "My character is pretty Neutral, so I guess this action is in character." It seemed to have answers, and more importantly, interesting answers, and more important than any of that--alignment added philosophy to the game. I had been cheered on by seeing the gods section because it meant fiction. But philosophy would mean engaging on a whole deeper level. And so I became, admittedly, a little obsessed. With friends, I would attribute alignments to literary characters and tv show characters and even occasionally bizarre people. I would make challenges as a DM that would stress my players' characters' alignments. I reveled in discovering the expanded 5x5 alignment chart because it was even more complex and interesting. Right?

To a degree in certain situations, yes, it absolutely does. I remember reading the graphic novel Watchmen by Alan Moore and Dave Gibbons in grad school, and my friends and I assigned alignments to each main character; it required us to really think about the complex and sticky moralities of deliberately obtuse characters which we'd needed to learn inside and out. It was a good little exercise. And for beginner D&D players and especially younger D&D players, alignment is complex enough to yield some fun observations and help players roleplay. But for experienced adult players, alignment usually starts to get a little off the more you look at it. Allow me to use an example via one of my characters to show how alignment sometimes falls more flat than it does add interest and nuance. (And yes, I did write about how to understand D&D alignment in the past; I've reconsidered alignment's role in the game after some reading and conversations about the topic.)

My most recent player experience was with a character who turned out to be my favorite I've ever played: Asp, a clever con artist with a complicated past and little tying her down to any one place.  By the time the campaign ended, that character had changed paths and became a healing-focused cleric just dying to help people. So I reasoned that she began with one alignment and changed alignments as we went. To start, I reasoned that she was Neutral, otherwise called True Neutral. My idea was that when it came to Good and Evil, she neither particularly enjoyed helping people nor did she go out of her way to hurt people--this is the alignment definition of Good and Evil. And with Law and Chaos, she was a fairly organized planner, but she also thrilled and succeeded by improvising when necessary; she was neither particularly Lawful or Chaotic. But I arrived at True Neutral by elimination. Was she really a neutral observer? Not really--she took action in others' affairs constantly. Did she take no stance on things? Not usually since her cons required firm positioning on matters. Did she advocate or fight for some middle path? Absolutely not--she was unconcerned with any agenda aside from a comfortable survival. So was she True Neutral? Not in any meaningful way. 

And when Asp changed paths? She became a committed and daring healer who constantly helped others with problems besides sickness or injury. So she was Good, and that was pretty inarguable. Every action she took was intended to help people or to maintain good things for people. That's out-and-out focus on helping people, the alignment definition of Good. But the Law and Chaos axis was even more complicated now. Lawful indicates that a character lives by rules and order. My character lived by the code that helping others was always the best thing to do. That is a pretty Lawful behavior. She also had come to exist within the world of legal action rather than evading legal detection, and the comfort she found in living freely and without fear put her towards Lawful. Chaos, on the other hand, means that a character makes decisions not by a code, but what would be individually best in that particular situation. And as it turned out, she did always choose to help people, but that was the only rule she lived by. She still lied to and manipulated people she perceived to be evil. She made her choices about each individual situation based on the context, not a rule. She was still the improvising, unpredictable woman she'd always been. Those traits are all pretty Chaotic. So does that make her Neutral Good? But doesn't that obscure the fact that she lives by this heavy and important code and also thrives on disorder while really thinking through every situation? To me, she's not Lawful enough to be only Lawful, Chaotic enough to only Chaotic, or Neutral in any way that matters. 

[You might be saying, "But what about that 5x5 alignment chart? Maybe she'd Social Good or something." To which I say, if the characterization of this character shows her being very Lawful and very Chaotic but not Neutral, the 5x5 chart doesn't fix that. It's an averaging of moral positions, and that's not how we understand people.]

So if alignment is flawed, so what? Why should that matter? It's just a silly nine-option grid; we can't really believe that it describes human philosophy well. I've met plenty of people who really do see alignment as solid and unshakeable, and I say that as someone who myself fixated on alignment for a long time. And it's honestly a loss. Asp is a character I got to play after immersing myself in roleplaying tabletop games for more than half my life. I've gained a confidence that I can know my characters well enough to ignore the alignment chart instead of asking "What would a Chaotic Good character do here?" But if I'd still been a beginning player? Asp would have been a struggle to play. I'd have been trying to apply an alignment label to her that didn't fit, and that would lead me to make choices that weren't really her. And given how radically important Asp has become in my life, the thought of her being any less than she is would break my heart. I really do believe that players making roleplaying choices based on alignment are shortchanging themselves in this way. The alignment chart just isn't complex enough to give real philsophies to characters. 

So what do we do? I'll be the first to acknowledge that alignment isn't useless. When a character is just a rough outline, still a sketch in your head, and you don't entirely know what motivates them or where they draw certain lines, alignment can be like the bumpers they put up at bowling alleys. Feel your character designing and brainstorming going into the gutter? What does alignment say about it? It's especially helpful for first-time roleplayers, but anybody can benefit from thinking about their character with a little conceptual help. So I'm not saying to throw out alignment because it doesn't need to be there--not at all. Most players really benefit from some guidelines about how the imaginary scenarios in the game relate to the real world, and something like alignment can achieve that. So here are four possible ways to get around alignment's narrowness and put some philosophical frameworks in the game. [Note: These are arranged from simplest to most difficult to manage, but all should be within reach of a veteran TTRPG player, and several should be accessible to a beginner.]

1. Look to the Class/Species/Beliefs You've Already Decided On 

I recommend this as the most basic option because it tends to require the least high-power thinking possible, and I also note that this option is fairly meta--it requires you to use what you know about D&D clichés and then either embrace or subvert them. What I mean is this: you've already chosen some element of your character--maybe a class or a species or whatever appealed to you--so ask yourself what that detail might say about your character. If your character is a Barbarian, for instance, you imagine what a Barbarian would be like in the gameworld. A common cliché about Barbarians is that they're hulking, stupid, aggressive, and uncultured. So perhaps your Barbarian will be like that. They are violent, and they really don't know much about polite society. What does that tell us? It tells us that your Barbarian might be loud and brutish, perhaps intimidating on purpose, may have little idea of table manners. And those things tell us what matters to the Barbarian--they think physical strength is a virtue, they think power over others gives them the right to treat others however they like, they find polite society pointlessly convoluted and prefer to spend time in nature--things like this. You could end up with a stereotypical character, but they'll still be fun to play, and you'll have arrived at their philosophy without trying to shove them in a box they don't fit in. 

There are other ways to approach the cliché, though. You could go the opposite route with your Barbarian and break all the stereotypes. Now your Barbarian is well-read and plays the violin. Although they're talented in combat, they hate fighting and don't want to start a fight. They've read the great philosophers and believe in the unity of all people brought together by one common cause. They've trained their combat prowess so that they can defend the common people and try to spread culture so others can become enlightened. Or you could take a middle road, and your Barbarian becomes a meeting of opposites. Now they love to intimidate and threaten people, using their physical strength to get what they want, but they're also incredibly well-respected in high society as a connoisseur of arts and writing. Their values are different now--they're really all about themselves, using their prowess on the battlefield and in intellectual arts to gain renown and power. So now the Barbarian is actually more selfish than ever (arguably), but they also buck the cliché with Barbarians. 

The process isn't entirely over at this point. We have some broad conceptual information about what matters to them. The downside of this approach is that it won't yield as complex a philosophy as some of the more complicated approaches, but this is also something that just about any player can do without practice or experience. You'll still be missing a direct statement about your character's philosophy. My best recommendation would be to then move onto the next option in the list, Five Values, using this step as brainstorming. But if you're new, developing a character quickly, or just trying something new out, this is a good place to start. 

Briefly--I know it probably sounds like I'm positioning this method as nonideal, but it really just suits a purpose well. I recently got invited to play a one-shot over text message and told to roll a character. I said to myself, "I've never played a Druid, and I want to try." And so I went with a bunch of really straightforward stuff for Druids--my character, Daylight, is good with plants and animals, has keen senses, and regards herself as a protector of nature. This is direct information from the class info paired with the common cliché. But I wanted her to be really deranged--I thought it would be a fun twist. So I took the Haunted One background and made the rest of her personality and philosophy reflect her trauma, her paranoia, and her intentional hiding from society in nature. So while Daylight does play into the common Druid thing of loving and protecting nature, she also has this deep darkness in her that I don't really imagine with Druids. She's afraid. She's unable to control her social interactions after years of hiding away from everyone. She doesn't really trust anybody. In the one-shot so far, she's come off as capable but unpredictable and just kinda off. I got to that point for a quick improvised character using this method, and it took about ten minutes. It's not a bad method if you can use it right, and as I said, new players, quick characters, and experimenting with character creation are all excellent places to work from character design to philosophy.

2. Five Values

This is a relatively simple way to guide your character building and some roleplaying in early sessions with a character. Once you have a general concept (be that name, goal, fighting style, backstory, or whatever appeals to you), ask yourself what your character feels about the following five values. 

a) Do you trust yourself to accomplish something more alone or with a team?

b) Once you have decided on a course of action, how do you react when it is blocked? 

c) Would you go out of your way to help someone for nothing in return?

d) Do you regard tradition as something important or restrictive?

e) How much would you be willing to sacrifice to achieve your goals?

These five questions don't cover every philosophical stance that might come up, but take a close look at these questions. A gauges a character's individuality, and that's something that comes up in TTRPGs constantly--knowing if your character will go out of their way to work with others, or to avoid it, will matter, and it will also impact how much your character trusts others. B shows whether the character is principled, determined, or even obsessed with their own convictions; it also captures a little but of the Law-Chaos axis's concept of how much someone sticks to one idea versus being versatile. C does admittedly handle what alignment does with Good-Evil, but without the baggage--calling a character Evil or Good is very black-and-white and doesn't tell us much meaningfully about the character, but seeing if a character is considerate, selfless, or noble is a better position to brainstorm and roleplay from. D gets at one of the more interesting elements of Law-Chaos, tradition versus rebellion, which is a very important thing to have in a game that routinely has longstanding traditions; this iteration of it also allows players to see past the often confusing Law-Chaos association with laws of the land to this more important and interesting note about your character. And finally, E asks just how committed to their big goals your character is. We often create characters with these overarching, massive quest-sized goals like "restore the honor of my family" or similar things, but with Asp, I really went in with just the intention to make enough money to be comfortable and get some social power out of it if I could. For her, sacrificing for her goals would never serve her because her goal was comfort. I would know this about her while brainstorming if I used the Five Values, but alignment never would have revealed that to me with its focus on narrow philosophical issues. 

It's important to note that these questions should take time to answer. Not only that, your answers may change as you keep brainstorming and playing. This is a simple method of cracking your character's philosophy, but it is not necessarily a quick one. Really give yourself time, and I promise that you'll have a better sense of your character's mind and philosophy than if you tried to pigeonhole your character idea into the alignment chart. So while it's a little abstract, that's actually a strength--philosophy is abstract.

3. Hypothetical Situations 

This is an extension of Five Values in that we're going to take the idea of that type of question and make it more specific. Then, after we've considered a handful of hypotheticals, we'll be in a position to better understand our character. It's important to note that the biggest difference between Five Values and Hypothetical Situations is how you, the player, have already started to imagine them. Five Values is good for people with very little idea of who their character is, so the vagueness of those questions lets them answer in a way that immediately gives you the character's philosophy directly; your answer to those questions is the defining point of the philosophy. With Hypothetical Situations, you'll need some idea of the character's personality in at least a broad way, but you'll need to work to derive explicit values from them. I know that makes it sound like two disadvantages, but some people tend to work this way. I personally often have ideas for characters' personalities before I settle on a class or anything mechanical, so this method works well for me, and it may work well for you too. 

In terms of the hypothetical questions themselves, my foremost recommendation is to use character questionnaires. Here are three that I really like along with some notes about each, bearing in mind your enjoyment of the list is the most important thing.

  • 365 Character Questions for Writers and Roleplayers by Heather Grove - This is the questionnaire I recommend the most for this exercise. It's true that it has a great amount of questions, but I must say that the kinds of insights you'll have with it are exactly what this method is about. The questions are organized as a calendar, one question per day, and the whole year of questions does a great job of both shedding light on the humble details (Does your character typically remember her dreams?) and the very sweeping details (What are your character's beliefs about death and the afterlife?). Notably though, many are hypotheticals that are excellent for both philosophy and more general personality (Your character wakes up to find a poisonous spider on his pillow next to his head. What does he do?).
  • The Mother of All Character Questionnaires by Roleplaying Tips -  This massive list is not entirely focused on hypothetical situations, but many of the questions outright ask about your character's beliefs, morality, and preferences in life. That is not to say that there are no hypotheticals; most of the second half of this long list are questions which directly ask for opinions, positions, and tastes on various topics, which does the same as a hypothetical. It's worth noting that this questionnaire includes very big questions (Did you ever become disillusioned with a former hero?) and very small questions (Do you cook your own dinner?), and you'll note that both of these questions give some pretty interesting details on your character, how they live their life, and what matters to them.
  • 100 Warm Up Questions by DND Speak - The questions here are less hypothetical situations and more detailed questions about your character, but they achieve the same goal. Many of these, though, are questions about your character's past and tastes, and these are essentially hypothetical situations posed in your character's past (What would you character have done in terms of their greatest mistake?) or hypotheticals that are very specific about feelings on things (What makes your character feel safe?) which could be answered in a variety of ways, all of which show some of your character's philosophy.

So once you've answered these questions, you'll already have a pretty good idea of your character's values. But those other details, too--the small notes about what their everyday life is like, the childhood memories, and the reactions in hypotheticals--they'll have formed the foundation for a real personality and philosophy.  And from there, you'll be able to start making explicit statements about philosophy: since my character would do this in this situation and that in that situation, I can tell that they believe this and that. It's a more labor-intensive process, but it's intuitive for some of us, and the results are certainly more comprehensive than the alignment chart.

4. Magic: the Gathering Colors 

This is actually the main idea that got me started on this article. I was reading on tumblr about Magic: the Gathering's take on alignment in a long thread with many contributors, and you can and should check out the source for a more comprehensive amount of detail than I can or am going to give. This is an idea that's new to me, but its obvious strengths make it something I really want to use and spread around. First, though, the basics. What's going on with M:tG alignment, and how is it different from D&D alignment? 

Well, the chart layout is quite different. D&D alignment uses three rows of three, meaning there's an up-down axis and a left-right axis. With the M:tG layout, though, there are five axes instead since it's set up like a big star. Here's what it looks like drawn out (credit to the original thread), where the five colors all have axis relationships with two of the other colors:


There's a lot to take in about this alignment chart. One thing that will be immediately obvious is that it's far more complicated. That's a big strength! Morality and values are complicated things, so having a system that honors that is important. You might need a moment longer to recognize that there is no good vs. evil axis at all. In fact, the only vestige of the D&D alignment chart that remains in this one is the order vs. chaos axis between White and Red. In other words, even just at a base level, we've eliminated the overly simplistic measure of "good and evil," maintained the order vs. chaos axis for a number of reasons (including that these ideas are core to these colors in the game), and introduced four more axes to measure your character on. That is, to me, a huge improvement already. 

Now, the thread goes into considerable details on how one might apply all this, especially via examples of how each color treats certain hypotheticals (see, they're very useful!). What I'd like to focus on instead is really breaking down this alignment chart and getting into how to really think of it for characterization use. We've got a pretty good understanding of order vs chaos--especially if you read my earlier primer on D&D alignment, which focuses on law vs. chaos--so let's just follow that around the circle and really get into it. 

If we follow White down towards Black, we see the group vs. individual axis. This is an important idea in terms of who a character is and how they act--so important, in fact, that my first question in the Five Values section is about that topic. How should we understand this beyond basic introvert/extrovert stereotypes? This is larger than a personal preference. In the world of M:tG, White is the color of empire and spreading the order of the other axis to expand groups. This is a cultural fact, so many White-aligned characters will have been raised with group-held power, and they are less likely to even think of working alone. Conversely, Black is the color of individual people and creatures, who for various reasons avoid trusting others (if others are also individualistic, they may not be trustworthy in a group; the other Black axis is exploitation, and avoiding exploitation means avoiding people; you can pursue your own goals more easily by yourself than when forced to cooperate with unlike-minded people). So this is again a culture fact. Truly, all these axes are culturally ingrained. So a through-and-through White character will be more comfortable in ordered and grouped situations because that's what their society values, and Black-aligned characters will likely feel more comfortable working alone if only because that's what they're used to. Note: groups can do morally "bad" things like spread fascism, and individuals can do morally "good" things when they align with the characters' desires. There really is no measurement of good or evil, nor are any axes better in one direction than the other. 

Let's keep going. Black leads up to Green on the exploitation vs. preservation axis. Just to get right to it: yes, "exploitation" is not meant as a necessarily bad thing; more on that in a second. So Black values exploitation, meaning being willing to take something from a place or being rather than leave it as it is. Green wants to preserve things as they are, for better or worse--maybe it's the balance of nature or an isolationist tendency, but Green is strongly opposed to taking from someone or something. Characters aligned with Black live in a society that tends to take the most direct route possible, even if that mean putting others at a disadvantage; Green (which can grow anything it needs by itself) wants to preserve things as they are so that growth remains constant. (Don't judge the Black-aligned characters too hard--they live in harsh and dangerous swamps with no plenty to rely on.) And to again address "good vs. evil": leaving a sick and dying person or patch of land to die could be seen as heartless, but that's Green's preference, and interfering in a volatile situation that others find too unstable could mean a Black-aligned hero could be the only one helping someone (even if only for their own gain). 

Green then leads over to Blue along the nature vs. nurture axis. Green's nature perspective argues that we are the way we are because it's in our nature to be that way, and what nature creates is in its best form. Blue instead believes that we are what we make ourselves into, and we are responsible for perfecting what nature created. [I'd like to note that in our real world today, we don't often explicitly discuss this issue, so it may seem like a small matter to make an axis of. However, nature vs. nurture is at the heart of a lot of big issues: why people's genders and sexualities are what they are, how people succeed in their careers or not, and many scientific questions too numerous to address all deal directly with this matter.] So while Green might look at its most marvelous figures and places as wonderful innately, Blue would say that its most important figures became that way through effort. Really think about how different societies would be if they chose the opposite ends of this spectrum as one of their most defining features. Green says you do what you're suited to do, and Blue says you earn your way into what you do; Green says honor what nature made, and Blue says change the world to fit your dreams; Green does not allow others to harm what exists now, and Blue cannot allow things to stay the same. It's easy to see how neither of these is more "moral" than the other--they just disagree on how the world works and how like should be lived. 

As we follow the last axis to Red, we see reason vs. emotion. To me, this is a fairly loaded axis, by which I mean that people tend to see one of these as fundamentally better than the other, and usually, they prefer reason because it seems like the "right" answer. So I want to make a brief aside about why emotion is important too. We chase happiness. We avoid sadness. Bad feelings make us self-destructive, and good feelings validate the work we did to find them. Emotions rule our lives as much as reason can and should, so don't count Red out on this quite yet. Anyway, back to Blue and Red. In M:tG, Blue is focused on knowledge in many ways, even when it's forbidden knowledge; Red chases emotions, whether that means finding a positive feeling or being driven by irrationality. On that note, one can be emotional and knowledge-focused at the same time; they're less opposites in the way order and chaos are and more opposite sides of the same coin. So Blue is raising people in a culture of "know, don't feel," and Red is opting for "follow your feelings." Like nature vs. nurture, this one is clearly amoral. 

Those are the axes; what about each color? White is order and groups, the power of unity and empire. Black is described as individualistic and exploitative, truly the home for lone opportunists. Green is preservation and nature, the isolationist who wants only to keep doing the same thing. Blue values nurture and reason, making it the force of understanding and shaping the world. And Red is emotion and chaos, often volatile and always following an inner compass. This is, you'll note, far more complex than measuring with the 3x3 alignment chart. 

You might be thinking, "Yeah, that's neat, but how do you actually make a description of your character? Aren't the five colors you described less than the nine options in the D&D alignment chart?" I haven't mentioned one crucial detail: you can pick more than one color, blending the values. I'll explain this a bit more and then give an example. So we're trying to make a color-based alignment for a character. We ask ourselves how strong our character's feelings and values are along each axis. Some spectrums will be somewhere in the middle, but some are likely to have extreme answers from your character. Let's say we have a character who revels in the idea of shaping oneself who also wants to shape the world with those who agree with them. That would make this character a candidate for a White-Blue perspective, valuing the order of imposing one's will on an imperfect world through sheer determination and know-how. This might also help to reveal that this character will have strong disagreements with Green- or especially Red-aligned people. And if you're only just building this character (like this guide is intended for), you now have plenty of deeper values to delve into when it comes to Blue and White lore from the M:tG world if you so choose. Even if you don't, a White-Blue perspective would put your character down for positions on four out of the five axes. You could even choose up to three colors if that fits your character, giving them a position on all five of the axes. That is inarguably more complex, interesting, and useful than a "Lawful Neutral" alignment, which could be argued to be the closest D&D's alignment system can get. 

The promised example with another appearance from my character Asp. She began as a con artist and became a healer, and in D&D's alignment system, she was Neutral and then Chaotic Good. (Neither feels right still.) So let's give her a color alignment instead. In terms of groups versus individuality, she's pretty strongly aligned with individuality. In all of my time writing about her and playing with her, she's always most comfortable working alone, whether because she couldn't trust others before or because she doesn't want others taking dangerous risks afterward. In terms of exploitation vs. preservation, she did have a strong position towards exploitation before when conning people, and as a healer, she is constantly intervening with the natural order to preserve life--she leans strongly toward exploitation. With nature vs. nurture, it's absolutely clear to me that she's about nurture 100% of the way. She taught herself to con, and she changed who she was later on--that's absolutely a nurture preference. With reason and emotion, she again has a strong leaning--she's a feeler. As a con, she had to live on tiny social cues and best guess rather than reasoning things out, and as a healer, she needs to connect to her interior emotional space to connect to her goddess, so strong leaning to emotion. And finally, order vs. chaos. As a con, she had rules to protect herself but thrived on improvisation and experimentation; as a healer, lives by a code by worships a chaotic goddess and still is that quick thinker she was before. But in either case, she'd want others to be able to live however they please--so a bit of a learning toward chaos. Let's review and give Asp an alignment: 

Individuality, exploitation, nurture, emotion, and chaos. If we glance at the alignment chart, it turns out that Asp is a very Black-Red character with a touch of Blue. Now I want to really drill this point home: Asp ends up a passionate, selfless, and pretty legendary healer. She's a heroine to basically everyone who knows her, and one of the novels I wrote about her includes a journey around the world fixing the wrongs she made as a con artist. That is an unambiguously heroic and moral person . . . who also happens to be Black-Red, which an incomplete understanding of would make her sound like a villain. But it measures her values on a more complex scale! She's ambitious and cunning and emotional and wild--that's reflected by Black-Red. None of that is covered by "Chaotic Good." And in case you missed it in that last paragraph, Asp's color alignment didn't change at all between her being a con artist and a healer. This system actually got her personality across with these axes of values, and I find that incredibly impressive. So again, for more detail on the M:tG lore and hypotheticals, check out the thread that inspired me, but for now, I'm sold on this method, and I hope you give it a try.

Honorable Mention: Write About Your Character

This option is kind of so out there for a lot of people that I didn't include this as a main method for characterization, but it's worth mentioning after how beneficial it's been for me. It's more or less an extrapolation of the hypothetical question scenario, except you are making the hypotheticals, and you're taking the time to go into narrative detail rather than give a direct answer. Obviously, this is a big investment of time and effort. But let me refer back to Asp one more time; I wrote a few short stories about her which turned into a novel which turned into four novels, and I can promise I know her mind and values inside and out in a way that "Chaotic Good" would never approach. For more details on this, you can check out how using writing helped develop this character.

Tuesday, February 25, 2025

Of Gods and Dragons: Session Twelve

Last time, the players curated an eventful session for themselves, and I decided to sit back and let them take the reins a bit more. The result was some big progress for the group, as they each sat down to pray to a god to seek help reaching Boccob. Aurora prayed to Wee Jas and discovered that Wee Jas would help to a point in order to get her powers back but would not fight, and Lethanin got similar results with Obad-Hai; Brokk received full support for Gruumsh. Yondalla pitched a more complex solution to the problem, but the party rejected it on the grounds that it would violate free will. Then they leapt into action, called on the gods, and were sent to Boccob's realm, where they beheld a massive geometric tower and a daunting, huge furry reptilian creature they knew to be Boccob. 

So before we start with this session, let's address a few things that contribute to the stakes of this session. Firstly, they're starting by talking to Boccob. This necessarily means that the prophecy will be fulfilled somehow by the conversation's end, and that's a massive thing. The original end goal of the campaign was the speak to Boccob, and they've done that now. I think that shifts the tone in this session moving forward in that it means we're looking to narrow the story now rather than expand it (at least in most cases). And that starts here--I made a point of only adding things that really needed to be added and am otherwise focused on moving forward toward an ending. Second, when given the option to speak to more gods and explore that world, the players chose to just go to Boccob. That's something that is complicated for me since I wrote a lot of foundational material that may now be useless, but it's what the players chose, and I want to honor that. So moving forward, it's looking to the end, and really looking to let the players decide the scope. 

So, this session, Boccob began by trying to explain a problem. Boccob said that once many years ago, a woman of his species had lived a remarkable life and taken up magic as a retirement hobby, creating an entire little world. This world grew and changed over many years, the creation of physical realms, gods, people, and dragons a regular thing. Then this woman grew old, and she--Boccob--asked her son to care for the world for her. So he had become Boccob and watched over the world for far longer than his mother had overseen it. He wished to give their world away and be free to watching it but being helpless to change it. At this, the party asked what he meant, and he explained that Boccob's key for manipulating the world was to play the violin, and he could not. Quickly, the group hatched a plan that Lethanin would play his violin to magically manipulate the world and repair the barrier between the gods and the mundane world. 

Aurora cast a spell to recreate part of the Song, the grand musical experience that Lethanin has always sensed and which they suspected to be the original Boccob's song. Lethanin played along with the song, trying to tap into the exact melody that would work, and he eventually found it. He became ecstatic in the performance of the Song and managed to close the rift. Boccob asked about fixing other things while given the chance, and the party was unwilling to use their position of power to make unnecessary choices for people. Brokk asked Boccob about future concerns such as where the world would go, and Boccob could say only that he was working on a solution. Wild with the Song, Lethanin took a piggy back ride on Brokk. Aurora created a crystal which could play the Song in case another hero needed to play it in the future. Boccob confirmed that they were in fact successful and teleported them to Aurix's halls. 

With some time to come down from the dramatic moments at Boccob's, the group took time to try to rest. Aurora spoke to Pumpkin, her cat, about the disrepaired state of the world forlornly for a time while Brokk and Lethanin simply came down after dealing with a supreme deity and encountering a life's mission. Suddenly, the faerie who gave Aurora her powers (ABC), appeared to Aurora and asked her to destroy Pelor's Mercy, providing a vision that Aurora was the child of the head of the town, who regards Aurora as his son. At this point, Niela sent a message with important information. She said that there were not ten dragon titles as currently inhabited, but actually thirty--ten metallic, ten chromatic, and ten elemental--and the majority had been killed long ago. This meant that the group could appoint a large amount of dragons as they saw fit, but this led to a conversation in which the group questioned whether dragons should exist at all given the imbalance of power their existence creates. Brokk and Aurora voiced disappointment in the difficulty of finding a solution, but Lethanin said it was unavoidable: "I think this world just always needs saving." After resolving Niela's issues--agreeing to mostly leave it on the back burner but taking interest in the Sound dragon for Lethanin's sake--Brokk and Lethanin agreed they would help Aurora with Pelor's Mercy. 

In terms of more immediately strategy, the group hatched a plan in which Niela would contact Thomas looking for details on his planning. She would surveil him from up close while Aurix performed reconnaissance from afar. Together, they'd get a sense of Thomas's intentions and preparations, then turn on him when the time came. So while Niela and Aurix prepared to work on Thomas, the group decided to investigate the tome which would allow them to find access to the Sound dragon, which Aurora had determined was at the peak of the Kallett Mountains. And that's where we ended.

So, DMs, what really comes next? I said in an earlier session notes that narrowing towards an ending changes a lot in terms of pacing and content, so what does that look like in practice? Well, for starters, we need to remember what we have left. The party wants to deal with Thomas. That's not a small goal. They're interested in the Sound dragon now, which won't be as complicated as Thomas, but it will be more than minor. Aurora's Pelor's Mercy thing is now totally revealed, and that's gonna be at least a session or two. Brokk and Lethanin need some sweet send-off stuff. Beyond that, not much really comes to mind, save for one important thing: 

Consequences. 

The players just changed the shape of the universe. There will be consequences. I am not saying bad consequences per se. I'm just saying consequences. The fabric of time and space shifted, and there will be little ripple effects of that. Maybe it's just a fun side effect. Maybe it's the kind of thing that needs to be treated. I dunno. We'll figure that out as we continue. But it's something to consider. So Thomas, other dragons, Pelor's Mercy, epilogue stuff, and consequences. On the whole, a not inconsiderable list of things to get to. 

So we take them as the players get to them primarily, and if they drop something for a while, we pick those threads back up. Next time, they'll do the Sound dragon thing and check in with Aurix and Niela, I would bet, and maybe get distracted with something else for a bit. Just a guess. So we explore that, and all the while, I'm looking for opportunities to drop the other stuff in. We limit how much new stuff there is when the players aren't seeking it. It's just a simple way to start pushing towards an ending. 

I want to address Boccob's story a bit. Going into this session, I had a lot of options. Boccob could have been as I always imagined them: aloof, overly rational, quiet, emotionless. They could have been like a strange parent figure from a distance. They could have been a scientist in a lab experimenting on the people of the gameworld. But I didn't really like any of those. Boccob as an aloof figure felt one-note; everything would just be rationality. The parent figure would be nice but wouldn't explain why they're more or less abandoned the world. The scientist thing is funny and fits well, but the tone is wrong--the world isn't a dark joke, it's something tragic and real yet magical. So I came up with the talented musician who builds the world and passes on, leaving it to someone who can't do the same. It's sad and raw and very human without being silly, and I liked that. 

The players weren't interested in the narrative choice of it all. They didn't like it. The idea that after everything, Boccob was just some random guy who hadn't really made them, that everything was broken and Boccob couldn't fix it and didn't seem terribly interested in that--it was disheartening. Of course, I did this on purpose. Over the rest of the campaign, I wanted to push a new theme: creating one's own meaning and purpose. So by the end, hopefully we'll see the players responding to an emptiness in the universe by adding their own meaning to it. Repetition is our friend here, so you'll be seeing instances of me directly talking about making meaning as the campaign wraps up. 

One final note as we reflect on this session: one thing I am worried about is sticking the landing with the ending. Aurora's player gave me some specifics on character arc, but we're through those now, and I need to figure out how to move her from that point to a real point of progression. Lethanin needs some anchoring and some more emotional stuff, so we'll see his mom return and work on getting him situated in the world. Brokk will be the hardest. Brokk's player conceived of him as a very bleak person, and he's lightened a lot, but he still has a lot of weight he carries. I want to see absolution for him, and that's a delicate thing to give. So while the campaign has gone phenomenally so far, I also don't want to take success for granted as we begin the more delicate work of the ending. 

Next time, they players begin the third part of the adventure (part one being dragons and part two being gods), where they decide how to shape the world or not--their mission is done, but they have more to do. So next time, we'll see how they decide to forge fate, and I'll be here to tell you all about it. 

That's all for now. Until next time!


Thursday, January 23, 2025

Of Gods and Dragons: Session Eleven

Last time, the party was variously thrown out of or stormed out of Hriskin's house after she proved less than amendable to their demands that she move on after losing her husband hundreds of years before. She mentioned a blue-suited man who'd appeared as she became especially depressed, leading Lethanin to believe she may have been cursed. Niela helped explain how to break the dragon's seal on the spell. They met with Cori, who came clean about being Corellon Larethian, suggesting that the group also look to Obad-Hai, Wee Jas, and Gruumsh for support; Brokk was shocked to learn that Corellon Larethian and Gruumsh seemed to be in a relationship. The group, Brokk especially, was overwhelmed and tried to be relaxed but productive, so Aurora obtained ingredients to cook Hriskin's favorite meal for her and create a personalized locket for her. The locket turned out to be rather ornate, with a magical image of Hriskin and her husband together and an inscription that celebrated past joy while still looking forward. The next morning, the group headed back to Hriskin's house, made her potato pancakes, and she finally agreed to let them try to remove a curse from her. Lethanin played a song to inspire Aurora to cast a spell to remove what they suspected to be a curse from Horton, the blue dragon, and Brokk cast remove curse on Hriskin. She immediately relaxed and began to act differently, now eager to help the party. She beat Brokk in a quick wrestling match, and the group carried on.

This time, I honestly don't have a lot for you, reader. Not in the way of notes. But I have a lot of commentary on this one, and I think that you learn more from some sessions, and that definitely happened here. 

I went into this session with the intention to be quiet. I felt that the narrative had captured enough bulk and momentum to have some real impact, and I hadn't allowed for a lot of room to breathe. So I wanted a low-pressure session. What the players did with it was at points decidedly not low-pressure, but I live to give them what they want. Let's talk broad strokes: the players had a long conversation about how to proceed which was not unanimous about dealing with Thomas. Specifically, they were disagreeing about what to do about him and when. This conversation took about an hour out of game. The session began with a serious tactical discussion of goals and methods almost immediately. This was a long time coming. Up to this point, the group has loosely defined goals and proposed solutions in a very informal way. There's been a kind of "we'll figure the rest out later" vibe to it all. Well, now they have six dragons behind them and Boccob to look towards, so there isn't really a later to it anymore. Suddenly, Aurora is unsure of when would be best to attack Thomas, and Brokk is growing frustrated at Aurora's uncertainty, and Lethanin is looking at them like they're both dopes for needing more of a plan, and the seams are pulling. Literally, I had given them to this point, "you're here, okay you're moving, now you're at Brokk's place," and the party was pulling itself apart. Thrilling but terrifying. 

A little party tension is good. You want to ride the line. Too much and it's toxic--not outright opposition, but something of interest. It's hard and arguably bad to engineer that kind of thing; players should be in charge of what they think and feel. But if you see tension, you can highlight it or foster it, or just let it fester. In this case, I felt festering was the right way to go. Especially since the next thing they meant to do was pray to gods looking for assistance, after which I had something planned. So divided, the party prayed. Lethanin spoke to Obad-Hai, who was slow and aloof but warm and who eventually agreed that they would help the party but would not outright attack another god. Similarly, Wee Jas told Aurora she was eager to help given that her powers are tapped by the rift and means to regain her power but held too many alliances to be able to attack anyone. But Gruumsh, who had a calm and fatherly demeanor appeared to Brokk and heard Brokk's various frustrations about the state of orckind. Gruumsh agreed that things were bad but focused on Brokk's wellbeing, talking a lot about self-forgiveness and the urgency of it. He agreed to serve the group's purpose "to the blood." 

The party returns from their prayers. I gave them a lot, but nothing unearned--they specifically sought out gods who would help them with someone eager to help and in the know. They should get a big benefit from that. They're all a little suspicious. Lethanin wants to know why Obad-Hai would pledge themself to help. Aurora is suspicious about trusting Wee Jas given her selfish motivations. Brokk is losing his mind over meeting Gruumsh and finding the god to be affable, wise, comfortable, and kind. I again leave them cueless. They are gathered in Brokk's house, they are fresh off a disagreement (and an urgent one at that), they're all feeling suspicious about things--let's leave them be. This atmosphere could lead to some interesting places. And they do start to argue again. It's the same fight with a new twist, just the same as it has been since the early game. It doesn't bother me--it delights me. I set out to call nuance into the picture, and here are like-minded people drawing themselves into positions against each other over details. It's success. And success in tabletop games is meant to be built upon, not simply enjoyed. So I threw something at them at a particularly sour moment in the conversation. 

Yondalla appeared at the their door. She did not play games. She announced herself as Yondalla and said she wanted a civil conversation. The party allowed her in. Yondalla admitted that her plan was complex. The leaking divine magic empowers those driven by good to be more sensitive to that motivation. Likewise with bad. But in the short time since the rift opened (only twelve days ago), dozens of settlements have had revolutions arcing towards representative government and the world had become safer via vigilante and militia patrols. Yondalla proposed preserving the tear for a year so that people become acclimated to goodness and its benefits, then return free will by repairing the rift in the future. Brokk was open to discussing this idea, and did so at good length. Aurora was skeptical, arguing that what Yondalla proposed was a long-shot. Lethanin was nearly outraged, asking what the limits are in terms of controlling someone's thoughts. Yondalla could see the conversation was not going in her favor, wished the group well, and dismissed herself. 

So the recipe so far has been let a good simmer develop with character arguments, confound the players with gods they can't understand, let them argue more, divide them on a more complicated issue, and then leave them. It was perfect. I knew that Brokk would never full stand by Yondalla's plan but that he would be intrigued by it, so as Aurora and Lethanin argued with Brokk about Yondalla's plan, I could see Brokk slowly turning. It was very well roleplayed and very satisfying to be a part of of. Ultimately, Brokk came around and everyone drew one final agreement: anything except repairing the veil is too big a risk to take with every life in the balance. Anything shy of repairing the veil cannot be a consideration. 

And again, the order of operations came up, and for one of the last times. The group quickly agreed that it was time to move forward. They summoned the dragons on their side, and as much as Niela's presence was uncomfortable for most everyone, especially her, the group explained the plan: send them to the gods' realm, and go from there to Boccob. This struck me utterly by surprise. I guess I had known in the back of my mind that they had the potential to approach Boccob, but it hadn't seemed entirely real. Suddenly, I was looking at meeting Boccob before the end of the session. I pulled myself together and began to describe the gods realm as the dragons teleported them there. They were in a quiet watering hole and prayed to the gods they'd prayed to earlier and Corellon Larethian. Accompanied by the four gods, who helped to open a great door to Boccob's realm, the party passed into the grand temple of Boccob. After a long march, they arrived before a massive, hairy creature with a reptilian face who they knew to be Boccob. 

I needed to leave my players be this session. There were conversations that couldn't keep coming up anymore and they needed space to deal with. I've controlled the pace of meeting the new dragons, and I needed to truly know that the players wanted to maintain this quick pace by leaving them to pace themselves. And speaking of pacing, as soon as they felt it was possible, they went headlong into Boccob's realm. They did not poke around in the gods' realm. I had loads of stuff conceived of for the gods' realm, and it all of it never gets used, I'll call it a victory because they got what they wanted in an interesting way. They called the shots this session, and they used all of it to move on. To move past the conversations that keep coming back, to move on from the slog of organizing supernatural beings, to move on from the last part of the adventure and their personal goals. It was really beautiful. 

Of course, I can't just sit back and watch them do things every session. I do need the world and the NPCs to be more active sometimes. But when pressure is high and especially at the ends of arcs, it's good to have a cool down session. Of course, with this session in particular, they did not so much cool down as hurtle forward, but they're doing it for closure, and I think that expresses a deep emotional release they're pursuing. But I really advise if you can to give as much of a session as the party needs just kind of recovering, talking, and regaining the energy to try again. 

Don't let me give the impression I'm doing some cold calculus about what story moments can best be impacted with which strategy. I'm going by feel. Stories are my thing, and I know how to shape one. But you can do a rough calculus if you don't feel it in your bones. I'd say three high-stress sessions should be followed by one cool down session, and perhaps every four or five mid-stress sessions and five low-stress sessions as a very rough estimate. If you're roleplaying, you don't just want to experience your character at their most stressed possible constantly. You want a range of emotions, and that means more than just freaking out. If the characters need to decompress, it can be a good idea to let them.

Of course, this also raises questions about endgame. I'd originally conceived as reaching Boccob and counseling a choice would be the end. But that lacked real closure, and the players have largely created storylines that demand playing after Boccob. So the endgame is actually the midgame now--whatever happens with Boccob is the middle of the game, and the sprawling adventures that the party has now are the endgame. I have big ideas, but I want to keep those under wraps until they're realized--even putting something in writing can make me feel too attached to a particular version of things. 

So next time, the players will speak with Boccob. I'm still working out Boccob's side of things, but given that Aurora's first dialogue with them was about their aesthetic similarity to dragons, it's bound to have a colorful start. Next session may be the most important session of the campaign, and then again it might not. It's a thrilling situation. 

That's all for now. Until next time!