D&D General DM Authority

This is from James Ward post awhile back.

The week of this story we were using our low-level characters. I had a half-elf thief/magic-user that I was very proud of. Ren 'o the Blade had high stat scores. He had risen to 5/6 in experience levels. He had an impressive magical dagger, a fully charged wand of fireballs and a half-charged wand of paralyzing. Other players brought their dwarves and humans. We were a solid group that had played together before. This time was strange in that Gary insisted that a powerful NPC dwarf come along on the adventure. He had never brought along an NPC before. We didn't have a problem with that when we found out the dwarf had a large magic carpet, a +3 shield, and a dwarven throwing hammer. We started into the Drow area through part that we had cleared before.
We discovered a highly magical area with some type of dais. The Drow and Drider guards were quickly dealt with. Gary described the portal in wonderful detail. None of us were going to make any mistake in dealing with this thing. We started testing it using the same tests that we used for the demon mouth in TOMB OF HORRORS. We tied a rock to a rope and threw it in the hole. We could easily pull the rope back. We stuck a staff with a bit of raw meat on the end in the hole and again easily pulled it back. A small cage with a living plant and a mouse went in and came out healthy and fine. We had a wizard with a teleport spell. He memorized our area and we tied a rope to his middle and he walked through the portal. We easily pulled him back and he described a cool metal chamber with a metal door in the distance. We were filled with wonder and just had to check it out ourselves. Here is where we made the bonehead mistake.
We all jumped into the portal; came out on the other side; and began exploring.
Gary got up from his DM chair and asked me if I had my Metamorphosis Alpha starship Warden material. I said I did and he urged me to go and get it. I thought this was a strange request, but I went and got it. When I came back Gary was sitting in my chair with a character sheet in his hand. He told me to sit in his DM chair. I felt very uncomfortable sitting in Gary's chair. For years that chair represented the all-powerful DM. At first I was very unsure of DMing this group.
Gary explained to all of us that we had just been transported to the starship Warden. The portal we went threw had winked out behind us (bonehead moment for us). The group was now on the deadly Warden. My beloved fantasy character Ren 'o the Blade was in deadly danger and I was the one explaining the danger.
For many game weeks, the group explored the Warden. Gary and I talked about the effects of magic and mutational powers. We decided magic did full unsaved damage so my half-elf's fireball wand did 36 points of fire damage. Conversely, mutant control attacks always worked on the fantasy characters.
I was unhinged in the following weeks as I threw military robots, red androids, and really nasty mutant plants at the group. Rolling to see which character the Warden menaces attacked was unusually hard for me, especially when they attacked my half-elf. More discussions occurred on clerics getting their spells back. I selfishly wanted it so my character could be healed of damage.
It is now 43 years later. That brave band of fantasy characters lives in a forest on level seven of the Warden. I'm hoping Steve Chenault of Troll Lords lets me write a stretch goal C&C adventure where they go to save Ren the Prince of an Elvin Nation. Only time will tell, wish him luck.

It covers surprises that can happen in a game.
 

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Yeah, but not really.

I enjoy writing plot twists, but I tend to stick to a few important rules:

The twist must have been properly set up and make sense.

The twist must lead to interesting/exciting gameplay.

The twist can't radically alter the established personality and allegiance of characters.

The twist must occur naturally and can't be forced upon the players. I will not have npc's act in a contrived way to facilitate my twist.

I will not rob my players of their agency to make the twist happen.

The twist does not HAVE to happen. If the players steer the plot differently, the twist is abandoned.
 

Yeah, but not really.

I enjoy writing plot twists, but I tend to stick to a few important rules:

The twist must have been properly set up and make sense.

The twist must lead to interesting/exciting gameplay.

The twist can't radically alter the established personality and allegiance of characters.

The twist must occur naturally and can't be forced upon the players. I will not have npc's act in a contrived way to facilitate my twist.

I will not rob my players of their agency to make the twist happen.

The twist does not HAVE to happen. If the players steer the plot differently, the twist is abandoned.

Maybe you should share some of your advice with Hollywood script writers. :unsure:
 



This is from James Ward post awhile back.

The week of this story we were using our low-level characters. I had a half-elf thief/magic-user that I was very proud of. Ren 'o the Blade had high stat scores. He had risen to 5/6 in experience levels. He had an impressive magical dagger, a fully charged wand of fireballs and a half-charged wand of paralyzing. Other players brought their dwarves and humans. We were a solid group that had played together before. This time was strange in that Gary insisted that a powerful NPC dwarf come along on the adventure. He had never brought along an NPC before. We didn't have a problem with that when we found out the dwarf had a large magic carpet, a +3 shield, and a dwarven throwing hammer. We started into the Drow area through part that we had cleared before.
We discovered a highly magical area with some type of dais. The Drow and Drider guards were quickly dealt with. Gary described the portal in wonderful detail. None of us were going to make any mistake in dealing with this thing. We started testing it using the same tests that we used for the demon mouth in TOMB OF HORRORS. We tied a rock to a rope and threw it in the hole. We could easily pull the rope back. We stuck a staff with a bit of raw meat on the end in the hole and again easily pulled it back. A small cage with a living plant and a mouse went in and came out healthy and fine. We had a wizard with a teleport spell. He memorized our area and we tied a rope to his middle and he walked through the portal. We easily pulled him back and he described a cool metal chamber with a metal door in the distance. We were filled with wonder and just had to check it out ourselves. Here is where we made the bonehead mistake.
We all jumped into the portal; came out on the other side; and began exploring.
Gary got up from his DM chair and asked me if I had my Metamorphosis Alpha starship Warden material. I said I did and he urged me to go and get it. I thought this was a strange request, but I went and got it. When I came back Gary was sitting in my chair with a character sheet in his hand. He told me to sit in his DM chair. I felt very uncomfortable sitting in Gary's chair. For years that chair represented the all-powerful DM. At first I was very unsure of DMing this group.
Gary explained to all of us that we had just been transported to the starship Warden. The portal we went threw had winked out behind us (bonehead moment for us). The group was now on the deadly Warden. My beloved fantasy character Ren 'o the Blade was in deadly danger and I was the one explaining the danger.
For many game weeks, the group explored the Warden. Gary and I talked about the effects of magic and mutational powers. We decided magic did full unsaved damage so my half-elf's fireball wand did 36 points of fire damage. Conversely, mutant control attacks always worked on the fantasy characters.
I was unhinged in the following weeks as I threw military robots, red androids, and really nasty mutant plants at the group. Rolling to see which character the Warden menaces attacked was unusually hard for me, especially when they attacked my half-elf. More discussions occurred on clerics getting their spells back. I selfishly wanted it so my character could be healed of damage.
It is now 43 years later. That brave band of fantasy characters lives in a forest on level seven of the Warden. I'm hoping Steve Chenault of Troll Lords lets me write a stretch goal C&C adventure where they go to save Ren the Prince of an Elvin Nation. Only time will tell, wish him luck.

It covers surprises that can happen in a game.
Yep. It’s why I wouldn’t take such a hard stance against that technique. It’s one that should see limited use for obvious reasons but if there’s a close group of friends you have that trust you then the occasional change up will be okay.
 


It was a different sort of time. Having characters transported to other genres magically for a time, was not that unexpected. I seem to recall Gygax actually recommends it somewhere to keep games fresh.
 

Wow. Here I thought I was kidding about taking a standard D&D party and throwing them into space fantasy as a plot twist. :oops:

All I can say is that as much as we owe Gygax thanks for being part of getting D&D rolling, I'm glad he was never my DM.
I would have LOVED to play with him. I've heard that as a DM, he was much more generous than the books make out.
 

Sidenote: It is a lot of work to edit out so many of your replies to other posters when you put them all in one post. Especially when I'm on my phone. Could you separate your responses into individual posts?

Yeah, it is becoming clear that my posting style isn't working. Sorry for the extra work

That is exactly what he did.

Okay, yeah that is totally inappropriate.

I wouldn't judge the guy for doing all the work, then coming to talk to you, but just making the call on his own at the table? Not going to fly, that is rude.


They didn't quit his campaign until a few months ago. This debacles happened way before they quit his campaign. Although, an argument could be made that there was already some dissatisfaction about his campaign hanging in the air. If this motivated my players to be upset with him, I do not know for certain.

But I don't feel that was the reason my players were upset. They were upset, as I understand it, because they were playing my campaign, and he took it upon himself to write characters for me, without my permission. And not just a few characters, but a lot.

I think maybe the issue in our communication came from the idea of writing the characters.

The act of writing them wouldn't bother me. Going ahead and declaring they are already in the game world, during the game, with no warning okay from you to start using them? When he is already a DM for a different game, and he does this sort of thing over there a lot? Those are bad signs and I'd be upset too.


Again, just writing the characters and coming to you before or after the game? I'd have no problem with those actions. Doing what he did? No. That is disrespectful to you.
 

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