Over the DM's Shoulder

Wednesday, June 29, 2022

How to Create an Interesting Villain

Most every story has some kind of villain, even if it's something abstract, but it's especially true that tabletop games have villains. Part of the nature of the gameplay dictates that a story is more accessible and rewarding if there's a villain to confront and triumph over. Creating an interesting villain can take work, but the rewards are many: your players will be interested in the character, ready to interact with them, and engaged with the story around the villain, to name just a few benefits. For some people, all they need is inspiration--check out this list of villain ideas for that--but some folks have the idea and need help putting it into practice. Read on for a full guide to creating an interesting villain from the ground up.


The first step is in choosing an idea. I've taken one from the list linked to above--the urban terrorist. But if we don't have an idea already, here are a few things to keep in mind about your villain: 

  • Why do they do what makes them the villain? Do they stand to gain something from it, exact revenge on someone, fulfill some personal goal, etc.? One thing that applies here and elsewhere is the idea of having a reasonable villain. This is not a requirement; you can certainly have a totally deranged villain if you want to. But in my experience, players are far more intrigued by an enemy who makes some kind of sense to them. In the urban terrorist example, the villain looks at society and sees something wrong--that's their main motivation. But most all of us see something wrong with society, so we identify with the villain's perception, but not their methods. This creates a complex situation as the players must carefully define moral and existential issues to communicate with the villain (as opposed to "stop sacrificing babies," which is not complex). 
  • How far do you want the villain to be able to take their plans? This will define almost every action you take when the villain is present in the game. If you would let your players overwhelm the villain in session two is that's how it worked out, then know that going in. Then you can plan for a villain whose time in the spotlight is limited and should be maximized. Inversely, you might be planning for the villain to constantly elude the party until a truly dramatic final battle can take place. In that case, you need to design a villain who is reasonably capable of constantly outfoxing the players, which creates its own problems (how do you keep players feeling empowered as they constantly fail to the villain no matter what? do you make the villain insanely powerful to explain their escapes? if so, how do will the players ever be able to overcome them?). By anticipating these problems, we can build solutions right in to our villain. Since most people will fall somewhere between these two extremes--no scripting and total scripting--use a combination of both approaches that feels right. 
  • How can you escalate the villain's plans? As a story progresses, you want the stakes to become more dramatic. Again, the length of your campaign matters because it determines the pacing of your villain's actions. But generally, you want a regular reminder that the villain is at work even when the players are up to other things. In Listen Check, a D&D podcast, I had the villain of the campaign begin to create terrible nightmares in the minds of the players when they didn't pursue his morally objectionable quest--the nightmares came whenever the players slept, so it happened with notable regularity. You can do something like this: the urban terrorist always strikes at midnight for secret villain reasons, which then creates drama around the time; players and NPCs alike will be wary around that time. Or you could reserve actions from the villain for when you need to add drama to the players' lives. Answering these questions tells us about our villain, and we should be sure that the idea we had to start can work with our needs for the campaign. 
Beyond these considerations, you're essentially building a character like normal. I've written about this from the player perspective before, and I think that process can be helpful for making a villain. After all, the main NPC that the GM usually builds a campaign around is the villain, so it's worth taking time to really invest in the villain as a character. Knowing how the villain would act not just as a part of the plot but also as a person is huge. A villain with complexity is practically the holy grail of tabletops, and it's fairly attainable if you really think about them as a person outside of the story. 

One thing I personally enjoy in writing villains is to give them contradictory ideals. By this I mean that my villains are often very idealistic people who have been led astray by something in their lives. The players will be able to see over time that your villain's talk about morals and ideals is genuine, and part of the identity of the villain becomes complicated by this puzzle--why is the villain like this? This wrinkle can be a fun detail or a defining feature, depending on how you play it. I've run games with an angry god with a tragic past (a detail) and an anarchist princess who toppled her own kingdom (a defining feature). It's up to you how much this idea is a part of your villain. 

When you introduce this villain to the story for the first time, you are establishing the tone of the campaign. Is your villain menacing and mysterious? Condescending and chaotic? Silent and surly? You're also establishing how your players are going to feel next time they see the villain, so be careful to handle things right. I personally never prepare any language in advance with the occasional exception of riddles, and I recommend improvising most of your game if you're comfortable with. But if anything in a game is ripe for writing ahead of time, it's a villain's part. You want the villain to come off exactly as you intend, so at least for the first introduction, give yourself room to prepare. 

You also need to go into the campaign knowing that the villain, despite all your work on them, is not the star of the show. We want them detailed so that when it's their turn, we're ready. But if a villain is constantly around and the players can't do anything to them, it's just disempowering for the players. Be ready to introduce your villain and get them out of the scene as soon as their purpose is served. Be comfortable with playing the villain in brief scenes and then allowing the players to do the heavy lifting of creating a story in reaction to the villain. 

And I recommend that when you introduce your villain, you hold back on showing how powerful the villain is at first. Let's return to the urban terrorist example. The first time I have my players meet this villain, the urban terrorist is going to seem like a completely ordinary person. They'll be able to escape the scene capably, but they won't be superpowered. Then, I would gradually reveal more and more abilities in the villain until finally, they are revealed to have placed bombs all over the city, due to detonate at midnight. This massive race against the clock would be the climax of the campaign. Seeing a villain become more and more powerful is more dramatic than having a villain who can cast "Wish" from the first moment. 

Tuesday, June 28, 2022

List of More Campaign Ideas

One of the most exciting and yet difficult parts of hatching a campaign is the idea. A good idea can keep your motivated and focused, and a bad idea can stall your campaign before it even starts. So what makes a good campaign idea? The most important factor is that you care about it. I've proposed a list of campaign ideas before, but what it none of them tickles your fancy? Worry not; here's 25 more campaign ideas to get you started. 

  1. Explorers discover a previously unknown civilization deep in uncharted territory. While people flock to the new region for its resources and new wonders, the players are called on to council with the discovered civilization. A noble representative of the land contracts the players to determine who the people are, what their intentions are, and what the noble should do about them. 
  2. Visitors from another dimension arrive one day to inform the players that an incursion is on its way. They are here to warn the party that invaders are coming to dominate the plane of existence, and only if the players can follow the messengers back to their dimension and prevent the attack. (The other dimension could be another plane of existence, outer space, or just a doppelganger version of the reality you play in.)
  3. An evil god has possessed the leader of a powerful city, and the possessed ruler is using their influence and power to strike against the good-aligned gods' temples and followers. A good god reaches out to the party for help, promising heavenly rewards if the party will defend the innocent people and work to free the leader of possession. 
  4. Natural disasters devastate the settlements throughout part of the land, and the common people there have become obsessed with survival in the harsh new world. This involves some people turning on each other, and the remaining leaders in these areas are asking the players for help protecting innocents and fighting to restore the stability of the area. The party may be able to rebuild society. 
  5. In a great war, the king has died valiantly in battle. His eldest son, only 10 years old, is to be sent to the capital and endowed as the new king. The party is tasked with transporting the boy to the capital despite all the late king's enemies knowing the kingdom is vulnerable. The party would also be tasked with preparing the boy for adulthood with training. 
  6. The party is onboard a ship which wrecks, and they survive, ending up on a small island. They must explore the island and its strange wildlife, build themselves a place to live, and create a plan for getting off the island. But as they plan, they find that something or someone on the island wants to keep them there. 
  7. A scientist has begun experimenting on people, trying to genetically improve them. His early attempts have gone horrifically wrong; as he has obtained more unwilling specimens, people have begun to notice the disappearances. Investigation of the reports leads to finding a dead experimented-upon person, and the scientist proves both elusive and persistent in his goal. 
  8. A daring adventurer has assembled their ragtag crew, the players, for a daring adventure: going to the center of the earth and returning with its energy captured. In order to make the journey, the party will need to obtain a ship, defeat any lurking beasts underground (or in the Underdark), and return safely. 
  9. A worker from a large construction company goes to the public to say that the company has been using slave labor for years, and the worker is killed days later. The party is asked by an industrialist who owns a competing construction company to investigate and expose the company for what it is. The private army employed by the company will complicate things for the party. 
  10. A god explains to one of their most devout followers that a change has come, and now all gods' powers are proportional to the number of people who worship them. As news of this spreads, new groups and cults arise to take advantage of the change. A god approaches the players and asks them for help to reverse the change. 
  11. A new settlement is set up on the edge of the frontier. In the middle of the night in the settlement, massive creatures move around outside of town. The leader of the townsfolk hires the party to investigate what these strange beings are and convince them to leave the townsfolk alone. But the strange beings have a request of their own . . . 
  12. A family reports that their house is being haunted. The players are called upon to deal with it. This includes investigating the haunting, fighting undead, and blessing the area. But when they do, a similar haunting is reported the next town over. As the party deals with these hauntings, they are heading towards a major city. Will the players be able to figure out what's going on before the ghosts get where they're going? 
  13. The players are all prisoners in a terribly harsh prison camp. The leader of the camp is cruel and tortures the prisoners who he has an excuse to. A fellow prisoner has a plan to escape the camp, but it will take cunning to create makeshift tools, charm or bribe guards, and make a run for it. But even then, the players will have to brave rough terrain and return to civilization. 
  14. A wise old woman in an ancient clan is killed by a spirit, and the wise woman's family needs help setting her death right in the spiritual realm. The players are called upon to investigate the murder, seek vengeance against the spirit, and travel through the spiritual realm to find the wise woman and set things right. 
  15. The poet laureate of a distant country has been sent to your players' country, and they are to act as the escort and protection for the poet. They will have to help the poet navigate the new social world of the land they are visiting, protect the poet from assassination attempts, and indulge the poet's many whimsical requests "for inspiration." 
  16. During an especially tense political season, one candidate calls another "a worshipper of evil gods," sparking a flurry of similar accusations thrown at practically every candidate. The candidates seek a third party to investigate the candidates and determine who is engaged in evil worship and who is lying in their accusations. 
  17. A cryptozoologist is seeking to create an encyclopedia of supernatural monsters ranging from the confirmed magical beast to the legendary beasts of fable. The players will act as guides, protectors, and escorts for the cryptozoologist, occasionally having to do battle with yetis, beholders, and dragons. 
  18. A bustling city which is being overrun with crime is facing a new problem: a rise of vigilantism. Overzealous mobs have begun targeting social outsiders in addition to the criminals they set out to address. The players are brought in by the local government to get the mobs under control and train a new guard force; they are also needed to face incursions from a nearby bandit camp. 
  19. One morning, one out of every four people in a small town disappears from the earth. The players are among those left behind, and a group of survivors asks the players to help them determine what happened and why. Investigating the disappearances may reveal the workings of a sinister enemy, a celestial event, a dimensional monster, or simply a bizarre mystery. 
  20. A wartorn region's citizens are in need of aid, and the players are responsible for delivering it. They will have to travel into the region, defend themselves from raids and attacks, and defend the innocent people. They may even be able to help rescue civilians or broker peace with the warring factions. 
  21. Drought conditions destroy much of the farms in an area, and farmers can tell that the soil damage is more permanent than will support them. A mass of farmers hire the party to help them move together as one large caravan. The party will have to help them navigate, protect them from enemies, sustain the caravan's needs, and help them establish themselves in greener pastures. 
  22. A gang (the party) plans a job involving conning a disgraced lord out of their jewel collection. They must plan the heist by investigating the lord and his staff, finding a buyer for the collection, and actually pulling the heist. But the party must be wary, for the different members of the lord's staff may be helpful or malicious. 
  23. A leader has come to prey on their peoples' best interests, and a group of revolutionaries want to bring about change. They hire the party to sabotage the leader's interests and government; the party will need to perform reconnaissance, fight the guards and soldiers from the leader, and help to support the new regime's leader. But how will the new leader be?
  24. The immigration of a group of people into a new area has caused an outbreak of vicious disease. The party seems to be immune to it, so the locals hire them to tend to the sick. But when the players investigate, they find that a strange storm struck them while they traveled, and some of them believe they became sick during the storm. The players must investigate this strange illness. 
  25. An elder has mastered the art of meditation and can now control matter with their mind. They are fearful of their death meaning the loss of this advance, so they try to teach it to the players. But when the players learn the meditation and begin to practice it, they are transported to a foreign dimension with fearful enemies. 
There you have it--25 more ideas for campaigns. Hopefully, you've got something churning for your next campaign. 


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Sunday, June 26, 2022

How to Use Dreams and Hallucinations in Your Story

Years ago, when I was DMing for Listen Check, a D&D campaign live broadcast on the radio and podcasted, I needed a way for my developing arch villain of the story, Gruumsh, to needle the players into helping him with a quest. I don't remember how the idea came to me, but I decided it would be interesting to have him communicate with them and torture them through their dreams. 

It was a very dramatic effect. The campaign's players told me that the dream sequences were some of the most affecting parts of the game, and in large part, I believe, because the idea of our minds not being fully our own is very compelling to humans. Most all of us dream, at least a few times, so we're familiar with the ways that dreams usually work. But if you're like me--I have have about 5 dreams in my 32 years of life, and they are a bit more consistent logically than what others describe, so I don't really know what the average dream life is like--it bears mentioning a few of the things that characterize dreams and hallucinations (which I do have some considerable experience with, unfortunately). 

So why should you take this example up and follow it? If you're a storytelling campaign, you probably know that interesting and strange experiences are usually the most exciting for players. Being dropped into a virtual dreamworld where someone is actually consciously guiding the experience is exactly that kind of experience. And you can really move the plot along in fun ways. In the example I mentioned above, Gruumsh gave the characters terrible nightmares on every day that they did not put forth effort to serve him. This created a new dynamic in the storyline where the players felt compelled to plan their days carefully and could roleplay the dread of realizing there was no time left to pursue the quest. And this opened doors for me to deliver news in interesting ways. On one occasion, a character unknowingly advanced the quest, and when they didn't receive a nightmare, they spent a while scrutinizing their actions in the day, trying to figure it out--an organic puzzle! My point here is, it can really spice the game up. 

So how do we create an experience like this? A surreal out-of-mind experience like a dream or a hallucination is mostly defined by its strange logic. I have learned three main things in this regard about common dreams:
  1. Oftentimes, you know that something is true even though it is not obvious at all, for instance seeing a dog and knowing that it's your Aunt Brenda somehow. This is a good detail to include: "You see your party mate, but you know it's actually the evil lich." You can also use this to set up a surprise; the dreamer/hallucinator might "know" something like this throughout a dream only to be shocked when the opposite is true later on. 
  2. The narrative direction of dreams changes rapidly, and the transitions between ideas do not explain the change. To replicate this in a game dream, you can say something like, "The green knight gives you the package. You turn. Now you're on a boat in a desert. It smells like toasted almonds." This sensory overload helps set the dream up. 
  3. There is an emotional undercurrent to a dream or hallucination. In my experience, it can feel like the experience was tailored specifically to have an effect on me. Without trying to force our players to feel negative emotions, we can gently offer them the suggestion of a feeling to roleplay by either describing a general tone, or even just saying explicitly, "After the clouds go away, you feel very sad and lonely." 
This is our basic toolbox; the rest will be the same storytelling and improvising that GMing always is. We're basically aiming to set up a dreamlike environment, and then we add in drama related to the narrative. I think that an example of a dream or hallucination can help to illustration what this looks like. 

The game Don't Rest Your Head is set in a nightmare realm. But in order to get your character into the Mad City, as it is called, your GM is going to have to get you from the world we know into a city of dreams and waking dreamers. When I was introduced to this game as a player, my GM (who had played D&D in a group I ran around the same time) asked me what I was likely to be doing. I had designed a very aggressive computer hacker and gamer, so I said he'd be stealing electronics at the mall. And so my GM improvised a story about my getting caught at the mall and fleeing to a bus stop where I got picked up just in time--all very dramatic and lovely--and then the bus changed. My character was surrounded by monsters from nightmares. It was frightening and affecting, and then my character woke up in the Mad City. It was a fun introduction, and he used a hallucination or waking dream to deliver it. 

On thing that is worth acknowledging from the DM perspective before breaking this example down is that you will taking more narrative control with a dream than you ordinarily would for regular storytelling. You have to describe things in better detail to make the dreamworld seem colorful. You have to take some control away from the player to replicate how we are not acting consciously in our dreams (most of us, anyway). You have to tell the player how they feel in the dream, whereas you would ordinarily never want to do that. In the above example, my GM spoke uninterrupted for a lot longer than he normally likes to because that's what the situation called for. 

Other things of note about the paragraph include that it unfolded following the three points I set out above. The first sign on the bus that something was wrong was that my GM said something like, "You feel like everyone is watching you, but when you look at them, nobody is, but you still feel like they are." This is a good "You just know something is off" moment. Then there was rapid change: the people on the bus transformed, we were suddenly surrounded by different scenery, I think I remember the sensation of falling. And then there was an emotional moment: my character was left alone in the streets, knowing he was in danger he could do nothing to defend against. 

One final takeaway is that it's good to have a goal in mind when you're using dreams and hallucinations. They are fun to use, but it can feel a little like aimless goofing around if there's no idea being communicated by the dream. In my example, my GM was performing the important task of introducing my character to the gameworld. And even in a game that was set in a city of nightmares, my GM never again took away narrative focus to deliver another dream sequence. When I used dreams and hallucinations in Listen Check, I did so only when the story called for it, and even that was partially dictated by the players themselves. The other times I have used a dream or hallucination in a game have been spare--I have only used perhaps one dream sequence in an entire campaign when there wasn't some narrative reason that the information was being conveyed that way. 

It's worth noting as well that the more you know about your players' characters' backstories, the better. The most affecting dreams that happened in Listen Check involved characters' families and friends, which are only created when the player develops a backstory. So pay attention to those details more than you normally would (which should be a lot--paying attention to what your players put into the game always makes you a better GM). 


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Saturday, June 25, 2022

How to Balance Plot with Exploration

The majority of the content on this site is for people who approach tabletop games from the perspective of storytelling. What stories can the GM concoct for their players? What stories will the players tell about their characters? The drive to find out what shapes these stories take is what pushes many of us on, always craving that next session of narrative discovery. But there's an issue here: what we often call "plot" in a tabletop game is story from the GM, and what the players and their characters do is thought of in separate terms. (I've addressed this idea about the role of the GM versus the player and more in detail before.) I call what the players add to the narrative "exploration," at least for the sake of this conversation. So how do we balance between plot and exploration? 

To some extent, balancing this equation will involve considering social dynamics. Who are the dominant voices as humans outside of the game? When you play, are there people who tend to jump in to speak more often? How confident is the GM about controlling the game? How do people respond to the GM's control of the game? It can feel complicated, but you can figure most of this out by just paying attention to who spends the most time talking. If it's the GM, that's pretty common, and we'll address that more later. If it's the party leader, that's also pretty common. But if you've got someone who is demanding game time, you're going to need to deal with that issue. The important thing is that you feel that you as GM are the one who is primarily deciding the breakdown of time in your game. 

Now comes the important question that decides how you balance things. That question is, what experience do you want your players to have? My favorite way to answer this question is to directly ask my players, "What experience do you want to have?" I describe different variations of style: 

  • Open world sandbox
  • Story-driven major quest
  • A series of connected quests
  • A main story with some exploration
  • A series of quests with some exploration
  • Open world with a main story
These options represent six fairly different positions on the spectrum of how much the players drive the story. Readers of my campaigns will likely agree that the Eastweald campaign was basically a sandbox with a series of connected quests; similarly, the mystery campaign was a main story with some exploration. These were two campaigns with the same players, and they had elected to have a more closed story the second time around. You could do your best to guess what your players want from previous experience, but who's to say that their tastes haven't changed, or they want to try something new? Just ask them, and go from there. 

Let's define what the playstyles on the opposite ends of the spectrum look like, and then we'll address how to blend them together if that's what your players want. 

Plot - The GM's Focus

The advantage of relying on a GM's work in a game is that the GM is the one controlling the world, therefore allowing them maximum potential to tell their story as they have prepared or improvised it. If you want your best shot at a story that is cohesive and dramatic, you want a focus on plot. 

So how do we balance our desire for a focused story with exploration? After all, if the players are always following the GM's plot and never doing anything of their own volition, they have been railroaded, and that means they're not going to feel empowered. So how do we do it? 

I say that you should strive for a 50% share of the game's time at most. Remember that you're one person at the table, and your 50% could mean that your five players are only getting 10% each. Use your time to establish the world and the narrative as you need to for your story, and take your time. If we're here for your story, give us the best story you can. But also make sure that the players are interacting with that world. Give them time to poke around, to do a little table talk, to have unnecessary conversations with your NPCs. And then, when you feel the pacing is beginning to slacken, pick things back up with the next part of your plot. Think about it as allowing your story to breathe. 

When I say you should be aiming for no more than 50%, I'm not telling you to measure your speaking time and restrict or add accordingly. I simply mean that when it comes to running the game, you shouldn't be a louder voice than the whole party combined. (Note: In combat scenarios, this does not hold true. Most GMs are going to be talking for more than half of any combat.) 

But let's not forget the strengths that led us to the GM's focus in the first place: an emphasis on plot. Consider the fact that most player character reaction in game is in response to plot events or other players. As a GM, your ability to affect the experience of your players is in plot, so remember that one of the greatest tools you have available to you is the ability to tell a story. 

Exploration - The Players' Focus

The advantage of relying on the players to guide things is that the players are given more agency in the story, and agency is often what people are chasing when they play tabletop games--they want to feel like they're in charge of their own fate within the game. This allows the game to be more organic, allowing story to develop out of player actions rather than something predetermined that might undermine the players. If you want your best shot at a game that maximizes player agency, you want a focus on exploration. 

How can we balance our exploration with a measure of plot? We don't want things to be rudderless, and a basic framework of plot gives the players something to improvise based on. So what's the middle ground? 

I say that as GM, you should be trying to get just a little more than all of your players, who are hopefully spending roughly equal time as the center of attention. You can improve your chances as good equal dynamics with careful party building. Once you're already playing, you want to give the players a setup for a scene and then get out of the way except to play NPCs. You will need to employ some improvisation skills here of course, but you are essentially providing them a suggestion for a dramatic situation--"You're at a tavern" or "This person wants something from you" or "You're traveling," for instance--and then you let them play the scene. I like to drop in and add a new element to consider--someone joins them or the plot advances a bit or even just a detail about the scene such as "as you keep walking, you notice that no one is going your way, and many are walking the other way"--every few minutes, especially if they lose momentum. But when I'm GMing for a player-focused game, I try to speak only when I must. 

One big exception to this rule is with NPC conversations. Sometimes, players just get a kick out of a particular character you've made, and they just want to hang out with that character. If that's the case, and you can tell the whole party is really enjoying this character, ham it up. Let them have it. My National Treasure-inspired campaign party met a silly orc named York who made pies, but for unexplained reasons (I suggested it was rigorous quality control of ingredients), it took him one month to make one pie. However, his pies were the tastiest pies they had ever encountered. (I often drop in very silly characters when the game is casual like that one was, especially to make up for stressful encounters.) They loved York. They stopped their efforts toward the main quest and set out to make a chain of pie restaurants called "FlavorTowne." We spent months of sessions setting up businesses and getting pie ingredients. None of this would have been possible if I'd restricted myself with York--the players wanted him, so I gave him to them. So think of this as being something you must do; if the players are talking to an NPC, take your time to express yourself correctly. 

I never regret learning Photoshop. 

And don't forget that what makes this approach so appealing is that it's tailored to the characters, so try to model your additions to the story directly to them. You can add to the game's feeling of agency by giving characters challenges that are personalized to them

Final Thoughts

The whole point of playing tabletop games for the narrative, scripted by the GM or improvised by the players, is the ability to intuitively make meaningful decisions. Whether you want to be wrapped up in a story that you're a part of or share in creating am emergent story, you're coming to the game to be involved in the experience of it. What does this have to do with balancing plot and exploration?

Mainly this: losing track of why people are playing is never good. So we must structure our games around that thing that pulls people in. We must grab onto agency and stitch it into our role as GM. In practical terms, I mean deciding what to say and how to say it based on how it will be received by the player. 

When your players need more information, give it to them. 
When your players ask you a question, answer it. 
When you need to change the direction or pace of the story, do so. 
Aside from that, kick back. You and your players might be surprised by how much fun they have going off without lots of direction. 

And above all, trust your gut. If you're playing, and your instincts say you need to tell the players more about something or add something to a scene, trust that. If you feel like the players need to just direct themselves for a minute, especially if their characters are under stress, trust that. No one knows your game better than you, and you should always trust that you can make this decision well so long as you keep your players in mind. 

Thursday, June 23, 2022

A Guide to Stereotypes in My Homebrew Setting

One of the best things you can do when you write for a tabletop game is establish your gameworld. It was something that I lovingly and painstakingly did when I first started using homebrew materials in a serious way--which was even slightly before I started running serious games. That's the thing: to run the game you want, you need the world that matches. That's why I spend so much time here on the site addressing worldbuilding. 

I openly acknowledge that much of my worldbuilding is cultural. That's partially because I am very interested in cultural affairs in real life. But it's also because in any campaign that includes serious storytelling or open space for roleplaying is going to address culture quite often. I think that portrayals of culture make the world seem distinct from ours, and they can be exciting to learn about for players. So with that in mind, I want to build a guide to stereotypes. By this, I mean that I want to explain what people generally assume about various groups within the gameworld. As in our world, stereotypes are not necessarily true, though, so don't take a stereotype that a particular race is dishonest as an actual statement from the GM that it's true. In fact, my belief in real life is that most stereotypes are false and that most people are pretty similar in the ways that matter most. So these stereotypes are simply beliefs that are held about fictional people by fictional people. 

The following is a guide to stereotypes by D&D race, class, and religion. 

Wednesday, June 22, 2022

How to Deal with Player Character Deaths

It's a possibility that looms over every game: what if the players die? No matter what kind of game you're playing, there's a chance that the players will die. But how do you get there? And then what happens? Those questions can decide how a player feels about their entire experience as that character, so we need good answers for them. 

In short, I say don't let characters die unless it's deserved. That can mean different things, and I'll get into them in a moment. But for now, I want to repeat this: if someone has carefully made a character and made reasonable decisions, they shouldn't die. If you're playing a brutal variant of the game where character deaths are common, that's one thing; but for a full campaign, player characters should survive until they shouldn't. 

Let's dig into the details. The conditions under which we let a character die are all related to the idea of being deserved. One element of that is in making reasonable choices. If a character does something truly stupid, and it puts their life in danger, that is an acceptable death. Let's consider an example. A character is warned repeatedly to not enter the cage with the displacer beast in it. They enter the cage unarmed and with low health "to pet it." The displacer beast is of course going to attack the character. If that character is brought to death conditions—negative 10 hit points in D&D—then I wouldn't do much in the way of intervening. That player was deliberately reckless with their character, and so we let the conditions kill them. Note here that I'm not talking about "punishing" the character for being stupid by creating dangerous conditions. I'm not fudging all of the displacer beast's damage rolls for the higher. I'm only allowing existing dangerous conditions to do what they do. 

But that's a rare instance when players actually care about their characters. More often, you encounter a scenario where something unfortunate happened to the characters. Perhaps they were taken off-guard, or they just got bad dice rolls; what matters now is that the character is dying. Now we have to ask a difficult question: does the campaign improve (including the experience of the player with the dying character) if the character dies? This might mean, "Is this death dramatic and narratively satisfying?" or something more like "Does this wrap up loose ends and allow the player a new route?" It's context-specific, and you'll need to use your best judgment to decide whether a character death actually works. Remember that we are trying to avoid having players feel like they're not in control of their characters. We're trying to avoid taking a character away from a player before they're ready for it. There's always a way to save them (more on that below). But if the conditions are right, a player character death can be very meaningful. 

By way of example, the Eastweald campaign ended with Carric turning to join the evil Vecna against his former party members; when Gerald and Ell defeated Carric, it was a satisfying dramatic moment. The conditions for this character death were perfect. Firstly, it was good timing. This was our last session in the campaign, and the players knew it. This moment had big finale energy, and it made Carric's player willing to make a move like switching teams. There was to be no missing out in future sessions. Keep this in mind—deaths in finale sessions are more open game than earlier in campaigns. 

Secondly, Carric's death was earned. He had chosen to turn against his allies in a fight to the death. Speaking logically, either he would die, or they would. Since he pitted himself against the rest of the party, there was no avoiding dying. So when Ell and Gerald began to win the battle, I felt no need to intervene with DM assistance. I would like to say more broadly that it's a bad idea to mess with the outcomes of player versus player conflicts, though. For fairness sake, and for the sake of making everyone feel empowered, allow those fights to unfold by the numbers. 

And thirdly, this was a dramatic death. I had no idea going into that last session that Carric would turn to Vecna. Carric's player had given me indication that Carric was being corrupted, but I had no idea how that would unfold. I have to tell you, reader: the look on the other players' faces were incredible. I'm sure mine was too. Carric was part Paladin, after all! We reacted in a big way because it was a big action. And with a turn like that, there were only two things that could happen: Vecna and Carric win, leaving them to negotiate in the wreckage, or Ell and Gerald win like they did. The dice favored Ell and Gerald, and seeing Carric perish as a resolution to his turn was very satisfying—it may even have been the only satisfying way to end the campaign at that point. 

So now let's address the tools of hastening or preventing deaths, now that you know what you want to do. The first route, and the easiest to use, is fudging rolls. I've handled this topic in detail before; here’s the quick and easy guide. First off, in battles where you suspect that there’s a real chance of a player character getting close to dying, start rolling privately. Unless you have a policy of showing every roll for fairness’ sake, hide your rolls in combat. I would argue that hiding your rolls constantly is best. This is especially a good idea if your players will notice when you are and aren’t hiding your rolls.

Write down the Armor Class or similar information for all of the player characters. Saying, “What’s your Armor Class? Oh, it’s that minus one. They miss,” is not satisfying. Conversely, don’t let them get a bead on enemy armor classes if you can. I give identical enemies slightly different armor classes to keep them on their toes. And give them more information than they need when it comes to rolls. It distracts from whether or not the number is real. I’m talking about information about the attacks by way of description—specifically where attacks hit or how they miss. There’s a big difference between the above example of an unsatisfying description in combat and the following: “Wow, they rolled a sixteen; just missed you, Horace. Their axe head swipes through the air, but you lean out of the way, and you can feel it touch the whiskers on your chin.” A player who hears this is probably not thinking about what the DM actually rolled.

My favorite tool for fudging is a simple question to ask players with low health. If a character with low health gets hit, you should already have decided that they either are fair game for a death or you’re deliberately getting them close to death for a dramatic fight (but without killing them). If you want that player to stay on the verge of death, roll the damage against that player (hidden, of course) and then look at the dice. Then, ask them, “How many hitpoints do you have left?” Leave them with between one and three hitpoints. It’s very dramatic, and it works pretty much every time. You can of course strengthen this gambit by knowing how many hitpoint they had and skipping the question, but it’s difficult to always know that information. You can occasionally gather that information (and keep it recorded along with the Armor Classes) by asking for hitpoint checks every few rounds—this is a pretty innocuous question that won’t seem like a fudging tool to most players.

But then, maybe you’ve gone the other direction: you’ve decided to kill a character. As mentioned above, this isn’t a problem necessarily if it’s the end of the campaign. But if your campaign is ongoing, you've got a characterless player on your hands. There are two main solutions to the problem, and solving it means inspecting your gaming situation closely. You might want to seek a way to resurrect the dead character, or you may decide to go the route of creating a new character. 

Let's talk about resurrection. When I was first learning to play D&D as a teenager, I played an elven monk named Algar. Algar suffered a bit in combat; his 3.5 build meant his elven frame was less hardy (low constitution score), and being a monk means being in the thick of battles. He survived for a long time due to careful battle tactics, but then he went up against a vampire in a room by himself. Algar rolled very poorly, missing every strike in two consecutive Flurries of Blows. The vampire slashed him up viciously. At that point, a party member entered the room, summoned a massive fire ball, and walked out. The vampire was badly wounded; Algar was dead. 

I was pretty crushed. Algar was my first character. My DM could see that I didn't want anything except to have him back. When the party finished the dungeon, he set them on a path to a high cleric who could resurrect Algar. And though the party complained about the time and money wasted, they resurrected Algar, and he went on to live out a peaceful life tending to a monastery garden deep in the forest. It was more satisfying than Algar dying—he had been a bit reckless in fighting the vampire alone, but that had come from being abandoned by his allies. My DM saw that Algar didn't really deserve death, so he push the party (which included his daughter) to resurrect him. 

You can go the same route my DM did: have them seek out a powerful spellcaster who can bring back the character. Maybe they're at a beautiful temple; maybe they live alone in the middle of nowhere, surrounded by animals; maybe they run a healing and resurrection shop in a major city. The choice is up to you, and you should pick whatever best suits your world and your story. There's also the matter of payment. You might decide on a large sum of cash; you might have them pursue a magical item; you might make them complete a quest in payment. Again, it's about what suits your world and your story. 

Once you've decided on who's doing the resurrection and for what, it's time to decide the conditions of the resurrection. The official spells in various versions of D&D specify different types of resurrection. Let's look at the 5e versions up close. 

  • Revivify: This spell only works on creatures that have died in the last minute, but it's lower level than other resurrection spells. Storywise, we can use this as the idea that resurrection costs more the longer it's been since death. 
  • Raise Dead: This spell only works on creatures dead for less than ten days, but it takes a full hour to cast. Storywise, we can use the idea that a more powerful spell extends its usefulness, but also expands how long the process takes. This might not be an issue sometimes, but it couldn't be used in the middle of a battle. There is also an extended sickness which lowers skills, which we can interpret as the body struggling to return to its former self. 
  • Reincarnate: This spell also allows for creatures dead up to ten days, and it also takes an hour. One significant side effect is that the character is randomly reassigned a race, which changes the game no matter your approach to it. 
  • Resurrection: This spell extends the time limit to one hundred years, and it also takes an hour. As with Raise Dead, there is a significant penalty over time to rolls following the reincarnation. This spell also specifies that body parts can be regrown and diseases and poisons can be cured, adding the story detail that higher level magic actually makes the body healthier too. 
  • True Resurrection: This spell again extends the time limit, this time to two hundred years, and it still takes one hour. The spell can do everything that Resurrection does, but without the penalties after being resurrected. It also lifts curses and doesn't require a physical body. Storywise, this shows us that the most powerful healing transcends physical nature. 
  • Wish: Because Wish can duplicate any other spell, you could use it to cast any of these spells. 
But beyond these rules, let's talk about resurrecting a character. The moment the character returns, you're going to have to answer some things. What did the dying character feel? Did they experience an afterlife? Do you grant them an audience with their god? (I have any character who dies roll a d100 and have them speak with a random god before reaching any kind of afterlife; a roll with a "meaningful" number means an audience with their god--meaning however likely you think their god would want to speak to the character.) And as DM, you're going to want to stand back narratively. Let the players talk about their reactions to the character's death. There's going to be a lot going on, so let the players work it out. 

And then there's the final option: rolling a new character. If a player is truly finished with a character and they need to begin again, work with them privately to make the new one. Try to grant them privacy from the rest of the party to develop their new character. And let them guide their introduction to the group as much as possible. 

There are things to consider when rolling this new character—how will they relate to the party? What reason does the party have to take on this new character? How will the new party balance affect the story/combat/social dynamics? When you answer these questions, you're going to be affecting the path of the campaign, so be especially mindful. But also don't dismay—sometimes the changes that follow a new character can be for the better. 

By way of example, back when I was playing Algar, I created a second character, Morana, a frightening orc with a scythe who had carved the symbol of the god of death into her body. She slayed monsters and intimidated foes for one glorious session, and then the rest of the party abandoned her in an ambush. My DM—the same DM I mentioned above—couldn't get me out of it. Morana was tragically slain before she even began. 

But the campaign, my first evil campaign, carried on. I needed a new character. I devised a mischievous gnome spellcaster named Loki, and he entered the evil campaign with some fanfare. And Loki became the mastermind of the campaign. We captured castles, we slayed heroes, we even avoided death at the hands of an inevitable. The party had not wanted a big clunky slasher; they wanted a devious murderer with designs on owning the world. I didn't realize that when I first got invited into the evil campaign. But after seeing Morana fail like she did, I knew I needed something else. Loki was that something else. 

My DM had the wisdom to see that I had created the wrong character for the group. He also had the faith to let me try again. And I think it's fair to say that everyone at the table benefitted from having Loki around rather than Morana. I'm glad, in a way, that my DM let Morana die, because Loki is still a figure lurking in my homebrew setting—little gnomish kids in my world tell boogeyman stories about Loki the mage, who comes to steal your breath in your sleep or trick you into a terrible bargain. My DM is as much responsible for that legacy as I am, in some ways. So don't be afraid of rebuilding a party. If you're in doubt, follow this guide to getting a good party together so you can address any changes you might need to make. 

So there you have it. Now you can control and write around character deaths. Just don't forget that these decisions are more weighty than others, so when death starts to loom its head, just slow down and take your time. Your players want your best judgment, not your fastest judgment. 


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Tips on Pacing Your Adventures

One of the hardest parts of making a story satisfying is the pacing. Pacing is how you interact with time: do you make a moment stretch out to dwell on a specific idea, or do you speed things up to move the story along? It’s a delicate thing. You’re trying, in a way, to find a speed at which all your players simultaneously have the most fun possible. It’s an art, being able to find that sweet spot, but the payoff is always incredible.

But learning this art is difficult. The road to mastering it will require practice, and lots of it. That means GMing lots of sessions, and ideally, with lots of people and with different goals for playing (serious roleplay versus tactical battle simulator versus tool for improve comedy). Practicing in these varying conditions will help you to see the ways that the game itself helps you to control the pacing of your story. Ultimately, this is not a fact that you can know, but a skill you must learn, so get yourself that practice. But of course, there’s more to it than practice. To start, let’s talk about some key ideas and tools to help focus your practice.

Let’s start by setting a goal. We want good pacing. But what does that look like? How would we define good pacing? I think our best metric for measuring that is with player enjoyment. We want to pace the game in a way that our players enjoy. What do your players enjoy? You know best as their GM. I’ve talked before about how to help players find their fun, and you want to use those tools to figure out what they generally enjoy. More generally than your players in particular, there are certain things that most people respond to that we can use.

One thing that people tend to enjoy in tabletop games is a balance between intense moments and down moments. This looks in practice like a period for the party to regroup, heal, and potentially rest between combats, or a quiet moment over a meal following a dramatic discovery. If things get too intense for too long, it can burn your players out, so always be ready to allow a moment of respite to keep people feeling balanced. If you notice that your players’ stress in dramatic moments is not the fun stress of being involved in a narrative but instead stress from being overwhelmed by the emotional experience of the game, it’s time to slow way down so that everyone’s okay. Remember, it’s supposed to be fun for everyone.

Another mark of good pacing is that it can change the flow of a scene. You are the GM, and there is really nothing to stop you from interrupting any moment or instantly resolving most any issue. If you have players who are in desperate need of being shaken up a bit—maybe they’re considering doing something you don’t want them to do, or they’re bored and need something to do—you can insert an NPC with something to say that changes the moment. Perhaps it’s a guard who turns up as they’re about to do something illegal, or a minor questgiver as they’re winding up for time wasting. Now you’re added something to the scene to influence its pacing.

You can also go the opposite direction and resolve an issue. Let’s say you’ve got players who are really failing to see an easy solution to a problem, or maybe they’re arguing out of game about what to do (and I don’t mean “discussing”—I mean arguing). You can resolve the problem that’s facing the party through your narrative means as GM. The players who can’t see the obvious solution get a whisper from a deity, or one of my favorite tools, the “common sense check,” where I have my players roll a Wisdom check, and as long as they roll above a 5, their character figures it out without their player. Or in the case of the arguing players, we can bring a halt to the real life argument by solving the dispute; if they’re arguing over whether to opt for stealth or an all-out assault, have them be overheard, taking the choice away. (In this situation, you’d also want to delicately broker some peace between your players. Again, remember that it’s supposed to be fun for everyone.)

So when do you need to change the pacing? This depends on your playstyle. If you’re running serious roleplaying, you’re going to be pacing the game based on a combination of player experience and story demands, meaning you weigh the needs of the story’s pacing with the emotional experiences of the players themselves. If you’re doing hardcore combat, you’ll be varying your fights and making sure that there’s time to decompress between fights, which means you want a range of enemy types and amounts with plenty of time to sit around the campfire and heal up. And if you’re running a game for casual adventure and laughs, pacing is all about player experience and balance of in- and out-of-game talk, meaning that you make sure everyone is having fun and there’s neither too much out-of-character goofing around nor too much forced focus on the game. Let’s look more at how to handle situations in each category.

Roleplaying

The players are here to really become their characters and see how they bump up against the world. They want to become part of a story and help define it. To meet them there, we need to take into consideration their goals and their moment-to-moment experience.

Their goal is to be a vital part of a story, so we want a story that really includes them. You might build your campaignaround their ideas, or you may try to build a campaign that makes room for them. So when the adventure is happening, we want everyone to feel as included as possible. That means minimal time focusing on individual characters and maximum time with everyone in the scene (thereby making them capable of acting in the story). So when you have players who are separated, give the scene its due—be sure to make them feel included in the story—but try to get through the main points relatively quickly so that everyone can be in the scene together again. By the same token, allow the players as much time as it reasonable when they’re all together to capitalize on their ability to influence the story.

Another extension of this desire to be a part of the story is that the story is very much the emphasis of the experience. That means that when the story-rich scenes are happening, you can really dig in with the details and let the scenes breathe. In practice, this means waiting longer to reveal plot elements and discoveries and more time while the players build up the tension of these scenes. Conversely, if it seems like non-story-related time is being spent without much zeal, you can speed along these scenes to get back to what stimulates the players.

Speaking of which, the players’ experiences are also a vital part of the pacing equation. The thrill of roleplaying is often in disappearing into the character, and that means that the experience of the character impacts the player on a different level. As a result, the balance between moments of tension and moments of decompression becomes vitally important.  I recall that during sessions in my roleplay-focused campaign Listen Check, which was broadcast live on the radio, my players were prone to getting exhausted. We were responsible for a three-hour broadcast in prime time on a weeknight, and I was trying to meet radio standards of what made good pacing. But that was hard on my players at times, and I have always maintained a more calm pace in campaigns since.

So when you are GMing, pay attention to your players as well as their characters. Ask yourself how they’re acting. If everyone is having fun, proceed with the pacing you think is appropriate. But if people seem underwhelmed or overwhelmed, you need to respond by changing the pacing. Introduce new dramas to the lives of characters who aren’t up to much. Give a moment’s rest to the characters who are getting rained on. This is an especially good time to remind you that not everything needs tobe ruled by dice—you can make a decision based on what your players need.

Combat

The best thing about playing a combat campaign for many players is the satisfaction at making strong tactical decisions. The feeling of besting a foe is the feeling we chase, and the satisfaction of getting stronger only leads to the anticipation of using new abilities. How can we use pacing to manage those goals? We need to stay consistent to ensure the game stays rewarding, and we need to give rewarding experiences their due.

In combat in my story-heavy campaigns, I fudge a lot of dice rolls. The point is story, after all, and sometimes a good story calls for something different than chance declares. The goal there is to enhance drama. But if you’re going to fudge rolls in a combat campaign, you’d better have good reason, otherwise you make success less meaningful (beating a foe when you know the rolls were fudged is like doing nothing at all). And as a result, you’re going to have some combats that are much shorter than anticipated, and some that are much longer than anticipated. Randomness will do that. So you’ve got to make a choice: do you create a combat that’s exciting as possible, or as fair as possible?

Making this choice should depend on your players. It’s them who you’re trying to give fun, and again: that’s the point. So if you’re going for flashy combat, keep your dice rolls close to the chest, and decide what to do based on the feeling of the table. If people are starting to lose the thrill of combat, maybe your NPC enemies start rolling poorly. Or introduce an ally to join the player characters—that will shake things up and give them something to talk about. But if you’re opting for honest combat, you will need to accept that pacing is going to suffer. Some fights will drag on, and some will wrap up too soon. You can combat this to some extent by having the enemies use different tactics to different levels of success, but mostly, I would just directly tell my players that I’m opting for a very strict “no fudge” policy and that it’s going to have effects on the campaign’s pacing.

There’s also the matter of feeling rewarded. If a player character discovers some new magical weapon after a hard-fought dungeon, you don’t want to simply say, “It’s a +1 Longsword of Fireball.” That doesn’t pay the moment its full respect. The players have fought hard to get here, and they want to feel the coolness of the rewards. Instead, carefully describe the longsword—“You see a longsword pointed up, with a silvery blade and a black hilt. Engravings of flames lie in the metal of the blade. When you touch its hilt, your hand grows warmer, and the blade seems to hum in the darkness.” I would then introduce a very weak enemy, perhaps the blade’s final guardian, and allow the player character to use the new sword to terrible effect. This slows down the moment of finding the treasure considerably, but it’s also far more rewarding to the player, and that’s what they’re seeking. Accepting that scenes that empower your players will slow down the game is vital if we’re going to give them what they want.

Feeling rewarded also has to do with getting stronger. Let’s say that a character has just leveled up. They’ve earned a new ability—let’s say just for an example that it’s a bard who has just unlocked “Magical Secrets,” an ability that allows them to learn spells from any class. This opens a pretty insane number of doors to the player, and they would be right to be really psyched about it. There are hundreds of spells they suddenly have access to. You might be tempted to have combat start almost immediately so that the bard can experiment. But they might not be looking for a combat scenario for testing. They may want to try their hand at the dozens of spells which could change the situation of the party in huge ways—let’s not forget “Wish” is out there—and we should allow them to experiment a bit at their own pace. Of course, the important thing here is that the player is able to feel as though they have a meaningful stake in their character’s growth, so dedicating a beat to the demonstration of that growth only makes sense.

Antics

Sometimes, tabletop games are a vehicle for friends to hang out and be silly without much else in the way of goals. But this approach still needs pacing to work, and perhaps moreso than any other approach. Consider this: the roleplayer or tactician is dedicatedly seeking an experience and will be patient if they can get it. But a casual player has little investment, so serving their needs through pacing is a vital part of the GM’s job.

One of the most important things in a casual, silly game is in making sure everyone’s having fun. This is different from the character-centric experience I discussed above in the roleplaying section; now we’re discussing the player themselves as detached from their character. The likelihood of a casual player being closely emotionally linked to their player is lower; what we really want is the moment-to-moment feeling of the player. To track this, we want to pay attention to body language, facial expression, and how the player’s behavior compares to their baseline normal behavior. If anything seems off with someone, nudge the game a bit: give their character more to do if they seem bored, or give them a breather if the player seems overwhelmed. If a player or players aren’t having fun, change the pace up. I’ve dropped silly side quests into flagging storylines before, and it can really help get some momentum going again.

Of course, everyone won’t be having an incredible time all the time. It’s impossible to achieve, no matter how we may strive for it. And that’s okay. Getting most of the people most of the time is great. One of the things I’ve learned as I bounce back and forth between playstyles (for most of the last year, I’ve been playing in a serious roleplaying campaign, GMing for a casual campaign, and GMing for a combat campaign) is that you need to match your players where they are most of the time. I’ve hurt casual games by trying to push too hard. If you’re going to GM a casual game, you need to be a casual GM. Let go of focus on stories if people are having a good time.

Which is my next point, actually—very often in casual games, you need to loosen up the reins. I’d say that in my experience, casual games require a light but constant touch; let the players guide most things, but always be right there to pick them back up when they falter. In practical terms, that means that you’ll be letting the players do a lot of out-of-game talk. In a casual campaign I currently GM, we meet in Google’s online meeting client, which allows the participants to share a “jamboard,” a shared version of what basically amounts to MS Paint. Over the course of playing, we all keep the jamboard open, adding in images that refer to shenanigans in the game. The additions to the jamboard often cause people to start laughing in the middle of narration, and a distraction of several minutes tends to follow as we continue to joke around. It took me several sessions to accept that this was what my players wanted—they really were there to goof around, even if it means ignoring the game. Embracing that had helped me GM for them, and now our game sessions are more raucous than ever.

There is, of course, a limitation to this idea. If you get a group of people together with the intention of playing a tabletop game, and then you spend 10 minutes gaming and nearly three hours goofing around, someone is going to end up pretty bummed out that they didn’t really get to play. There have been sessions I’ve GMed where I’ve really just let the players do whatever they wanted, and I never stepped in to mess with the pacing because everyone was having fun at the time, and then at the end of the session, a few people were frustrated that we’d spent so much time goofing around and hadn’t really played. So you as GM will need to consider the situation; have you achieved much as a party this session? If not, perhaps it’s time to get everyone focused for a while. If they have, maybe let them enjoy their shenanigans. It just depends on what the table wants, and there’s no rule that says you can’t just ask your players, “You want to get back to it or take a break? We seem to be having a pretty good time just talking.” There doesn’t need to be judgment in the asking—we’re just trying to maximize everyone’s fun.

So there you have it. With these ideas in mind, you should be able to manage the pacing of your game. When in doubt, build suspense, and then release it. Let your players guide what happens if you can. And if you’re really at a loss, trust your gut. You’ve probably seen enough movies and shows, played enough games, and read enough stories to know how a story tends to work: it rises and falls, rises and falls, like the chest of a person as they breath. Just listen to your players, and you’ll be fine.

That’s all for now. Coming soon: how todeal with player character deaths, stereotypes in my homebrew setting, and howto balance plot and exploration. Until next time, happy gaming!


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Monday, June 20, 2022

Food in My Homebrew Setting

The matter of food in storytelling can be as much a deal as you decide to make it. I've played in campaigns where we never really acknowledged the need to eat and drink, and I've also run campaigns where players chose to spend plenty of time deliberating over menu options and describing drinks of their own volition. And since it's always better to have information to fall back on if your creativity needs to be working on something other than devising interesting menus for your players, I've created this guide to the food in my homebrew setting. 

Part of what allows me to create a diverse set of dishes is that I've developed nature in my setting as well. Because I have a record of what plants and animals live in various places, I can draw on the necessary information to make my world consistent. I recommend doing at least a cursory consideration of wildlife if you plan to go beyond stereotypically medieval dishes like turkey legs, mutton chops, and boiled potatoes. Let's remember that D&D fantasy comes from Tolkien's world, and I think most people would agree that the Brits are not known for interesting food, so we can always improve on the profile of it in the game. 

One other tool that I'll be using to build a menu is by using variations on the generic tavern menu I created for this resource for taverns. This menu uses the traditional British foods available in the medieval period for the general feel of a fantasy tavern, but I would probably only use this menu if the tavern were in a city with a very diverse racial population or in a major travel or trade city, as in both cases catering to a more general audience is advantageous. But if a city had a more specific population, I would want a lot of the taverns to cater more to the locals. With that in mind, I've designed my guide to food by major city. 

Mishara: With its watery climate and wildlife based on the Sundarbans region of India, few crops can easily be planted, thanks to a system of tides of currents, the area remains more freshwater than saltwater despite being an island system. 

  • Cheap Food
    • Grass salad with tree nuts
    • Steamed rice with mushrooms
    • Grilled fish with buckwheat cakes
  • Good Food
    • Spicy Chital venison jerky with mashed potatoes
    • Roasted watersnake with corn chowder
    • Turtle soup with wheat bread 
  • Great Food
    • Grilled macaque with soybean masala
    • Roasted alligator with baked sweet potato
    • Tiger steak with grilled leeks

Grob Island: With its abundant lakes and rocky soil, this area was inspired by the Tonlé Sap lake in Cambodia. The orcs who live here make a modest living out of the native flora and fauna, hunting only for what they need. Orcish meals tend to be somewhat spare. 

  • Cheap Food
    • Roasted carp with algae cakes
    • Moss salad with crunchy frogs
    • Spit-roasted snakehead fish with corn on the cob
  • Good Food
    • Broiled otter with pine nuts
    • Roasted pelican with reed salad
    • Grilled catfish with corn salad
  • Great Food
    • Broiled caiman with mango-pine leaf salad
    • Roasted ibis with wild rice
    • Leopard steak with cornbread

Underhar: This dwarven city lies on the southern plains of the continent, jutting out from the base of the Kallett Mountains. Its natural plants and animals are based on those of the Serengeti, and dwarves were the first to develop the technology of deep-frying foods. 

  • Cheap Food
    • Fried burrowing owl with graincakes
    • Crispy burrowing snake with fried okra
    • Pangolin jerky with black-eyed peas
  • Good Food
    • Grilled hyena with raisin berry salad
    • Gazelle flank with mustard greens
    • Crocodile fritters with lima beans
  • Great Food
    • Elephant steak with roasted squash
    • Rhinoceros ribs with spinach
    • Lion loin with fresh turnips

Curagon: This halfling city lies at the heart of the Heronal Forest, one of the dense, rainforest-like regions of thick forest. The halflings abide by rules preventing them from permanently altering the environment, and many halflings are vegetarian for this and other cultural reasons. 

  • Cheap Food
    • Yucca fries with pan-fried plaintains
    • Baked eggplant with suri (grilled grubs)
    • Roasted parrot with passionfruit 
  • Good Food
    • Chayote salad with spiced cashews
    • Chonta salad with steamed manioc 
    • Tapir flank with grilled onion
  • Great Food
    • Avocados with herb-stuffed peppers
    • Leafy salad with roasted Heronal nuts (Brazil nuts, but not from Brazil; Brazil doesn't exist)
    • Jaguar steak with baked yams

Vestry: The gnomish capital lies in the heart of Evanoch's northern forests, which are modeled after the climate and wildlife of Northern Hemisphere woodland creatures. The gnomes have avoided overhunting by establishing preserves where the natural population can be untouched; as a result of this and a cultural belief that a healthy gnome needs a lot of protein, their diet is richer in animal protein than most. 

  • Cheap Food
    • Grilled rabbit with baked potatoes
    • Roasted quail with sautéed mushrooms
    • Skunk shank with radishes
  • Good Food
    • Roasted beaver tail with salted venison
    • Baked horned owl with fried adder
    • Baked badger with pickled beets
  • Great Food
    • Cougar tenderloin with wolf ribs
    • Bear rump with deer round
    • Cougar flank with roasted fox

New Dalton: The Daltoner people have long lived on scarce little, and when they arrived on the shores of Evanoch a few hundred years ago, they were overcome with the rich wildlife of the plains. Crops and game were everywhere--for a brief time, Daltoner cuisine included a great plenty, but since they used up the resources in their region, their diet has returned to a more stark status. 

  • Cheap Food
    • Spiced oatmeal with cornbread
    • Baked porcupine with bean salad
    • Roasted dingo with rye bread
  • Good Food
    • Baked beets with sunflower seeds
    • Roasted boar with broccoli
    • Smoked pronghorn with peas
  • Great Food
    • Spiced barleycakes with roasted carrots
    • Smoked red wolf with roasted corn
    • Roasted bison with wheat bread

Talon Gorge: A city only fairly recently founded by a human claiming nobility, Talon Gorge is in the heart of the northern forests, giving it a selection of plants and animals which are similar to Vestry's. The main racial blocs of the city are human, elven, and gnomish, but there are substantial concentrations of all groups represented here. As a result, Talon Gorge cuisine is something of a mishmash of all the continent's foods. It's also a city with cuisine defined by foods available after the spread of agriculture. 

  • Cheap Food
    • Roasted wild boar and fresh greens 
    • Baked salmon and rice
    • Grass salad with tree nuts
  • Good Food
    • Pulled pork and garlic mashed potatoes
    • Dried elk and dark bread
    • Grilled trout and roast broccoli
  • Great Food
    • Bear rump with deer round
    • Roasted alligator with baked sweet potato
    • Grilled tuna and roasted beets

Torga: A port city on the southern edge of the continent in an expanse of southern plains, Torga has access to many of the same plants and animals as Underhar. But Torga is a somewhat diverse trade city, with notable populations of Daltoners, dwarves, and orcs. Because Torga is a port city, and only the orcs of the dominant races are used to living in a watery location, orcish cuisine has become the most notable inspiration for Torgan cooking. 

  • Cheap Food
    • Roasted carp with corn on the cob
    • Crispy burrowing owl with fried okra
    • Sunflower seeds and pine nuts with black-eyed peas
  • Good Food
    • Grilled catfish with raisin berry salad
    • Baked beets with rye bread
    • Hyena dumplings with mustard greens
  • Great Food
    • Broiled alligator with roasted squash
    • Roasted rhinoceros with turnips
    • Smoked gazelle with cornbread

Ringsdale: Ringsdale is an industrial city on the edge of the Kallet Mountains, on the line between the Liggen Forest to the north and the Haenok Plains to the south. It is as diverse racially as Talon Gorge or Torga, but its more dominant groups tend to be orcs, halflings, gnomes, and dwarves. The resulting cuisine pulls heavily on these groups and the styles they bring to the table. 

  • Cheap Food
    • Grilled rabbit with baked potatoes
    • Crispy burrowing snake with fried okra
    • Baked eggplant with suri (grilled grubs)
  • Good Food
    • Gazelle flank with corn salad
    • Crocodile fritters with spiced cashews
    • Baked badger with pickled beets
  • Great Food
    • Lion loin with wild rice
    • Bear rump with herb-stuffed peppers
    • Elephant steak with roasted fox

Finiel: A city at the edge of Playbor Lake not far from where the Lathien Islands near the continent, Finiel is primarily elven, half-elven, and Faninite (the human line that helped create the half-elves). The wooded region that the Faninites come from is similar in terms of nature to the area surrounding Finiel, which is quite different from the area surrounding the Lathien Islands. As a result, elven customs have blended with Faninite customs, which are really only on display in Finiel. 

  • Cheap Food
    • Roasted rabbit with mushrooms
    • Grilled fish with buckwheat cakes
    • Braised quail with radishes
  • Good Food
    • Baked badger with mashed potatoes
    • Rotisserie venison with corn chowder
    • Roasted cougar with wheat bread
  • Great Food
    • Rotisserie bear with baked sweet potato
    • Wolf rump with grilled leeks
    • Braised venison with creamed spinach