Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you surprise your players?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7418677" data-attributes="member: 97077"><p>In general, I don't set out to surprise the players. Sometimes it will happen because of this occurrence or that, but I find that wanting a particular outcome too much can result in treading upon the players' choices. So the best I can do is set up situations that are interesting and challenging and if the players find themselves surprised by those events, then great! Otherwise, no big deal.</p><p></p><p>With ambushes, the first thing I will do is some level of telegraphing. The PCs might hear about banditry in the forest or monsters known to stalk the shadows of the forsaken ruins or whatever. While that may seem strange when preparing to present an ambush, it is a form of foreshadowing which creates the context necessary for the players to make decisions to change their fate. Without it, an ambush simply becomes a "gotcha," not unlike the odd trap that the PCs had no chance to avoid except perhaps for a die roll or two instead of solid decision-making. And in any case, players may not do anything in particular to prepare themselves for these eventualities, but if they run afoul of those bandits or stalking monsters and take a beating, they can at least look back and know that they were warned and that their decisions had a hand in the outcome, good or bad.</p><p></p><p>As far as presenting the actual scene, it can vary based on the NPCs or monsters doing the ambushing. But ultimately it just follows the standard Combat Step by Step rules: The DM determines surprise with the monsters' Dexterity (Stealth) checks against the PCs' passive Perception checks (those who are Keeping Watch, that is) to determine surprise. Any PC who is not Keeping Watch because they've turned their attention to some other task is automatically surprised. The DM then establishes positions, describes the environment, and everyone rolls initiative.</p><p></p><p>PCs who aren't surprised and also beat the monsters in initiative are aware of where the monsters are, even if they can't see them. The players describe what they want to do and the DM narrates the results of the adventurers' actions. The PCs who are surprised don't get to act in the first round, except perhaps for reactions after their turn has passed.</p><p></p><p>That's about it. There's really nothing special to it in my view.</p></blockquote><p></p>
[QUOTE="iserith, post: 7418677, member: 97077"] In general, I don't set out to surprise the players. Sometimes it will happen because of this occurrence or that, but I find that wanting a particular outcome too much can result in treading upon the players' choices. So the best I can do is set up situations that are interesting and challenging and if the players find themselves surprised by those events, then great! Otherwise, no big deal. With ambushes, the first thing I will do is some level of telegraphing. The PCs might hear about banditry in the forest or monsters known to stalk the shadows of the forsaken ruins or whatever. While that may seem strange when preparing to present an ambush, it is a form of foreshadowing which creates the context necessary for the players to make decisions to change their fate. Without it, an ambush simply becomes a "gotcha," not unlike the odd trap that the PCs had no chance to avoid except perhaps for a die roll or two instead of solid decision-making. And in any case, players may not do anything in particular to prepare themselves for these eventualities, but if they run afoul of those bandits or stalking monsters and take a beating, they can at least look back and know that they were warned and that their decisions had a hand in the outcome, good or bad. As far as presenting the actual scene, it can vary based on the NPCs or monsters doing the ambushing. But ultimately it just follows the standard Combat Step by Step rules: The DM determines surprise with the monsters' Dexterity (Stealth) checks against the PCs' passive Perception checks (those who are Keeping Watch, that is) to determine surprise. Any PC who is not Keeping Watch because they've turned their attention to some other task is automatically surprised. The DM then establishes positions, describes the environment, and everyone rolls initiative. PCs who aren't surprised and also beat the monsters in initiative are aware of where the monsters are, even if they can't see them. The players describe what they want to do and the DM narrates the results of the adventurers' actions. The PCs who are surprised don't get to act in the first round, except perhaps for reactions after their turn has passed. That's about it. There's really nothing special to it in my view. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you surprise your players?
Top