RBDM - How?

A few things that work well for me:

1) Freedom: I make it clear to the players that their PCs are free to do anything they want (my only restriction being no actual PC vs. PC combat), and that the campaign is not about any pre-planned storyline of mine but about whatever it is that they choose to do and the plots they decide to follow. In my experience, any group of players given carte blanche to do what they want will quickly get themselves in way more trouble than I could have put them in. And since the trouble arises from their own actions, the effect is doubly entertaining for me (and the players, but not the PCs). One of the most important things a RBDM can do, IMO, is to give the players as much rope as they want.

2) Consequences: As Numion mentioned, consequences are really important and useful. Along with my previous point about freedom, I make it clear to the players that all of their choices (both of what to do and what not to) have consequences. This has a lot of advantages, not just for being a RBDM but from the points of view of plots in the game, giving players a sense their PCs are living in a real world, and tying the campaign together. The combination of freedom and consequnces means the PCs are perpetually creating enemies and trouble for themselves without me having to do that.

3) Greed: PCs (and players) are often greedy. And they like things that make them rich and/or powerful. So I like to provide lots of stuff in the game that benefit them, whether they be tangible (magic items, unusual special abilities, land, money) or not (fame, friends and allies). And most of these come with certain downsides to them. The trick is to make them just a little more positive than the inherent negatives, so the PC is likely to want whatever it is and keep it, even if he knows the problems that come with it. Of course, some of the time the negative emerges after the positive and surprises the heck out of the PC, but if it's an absolutely horrible negative, it's an easy choice. If it's a significant inconvenience but still overall a positive, the PC has a tough decision and is often likely to choose to screw himself some of the time. With full knowledge, which is even more amusing.

4) Schrodinger's DM: Sometimes I will put something in the game that I haven't fully decided the source or reason for, and I come up with the reason for it only when I need to. One of the big advantages with the method is that I can adapt what's going on below the surface based on what's going on in the game, what the PCs decide to do, and what would simply be most entertaining for all concerned (which often involves the greatest suffering for the PCs). And not deciding everything beforehand means it's much easier for me when I suddenly have a brainwave two weeks after the session about the most horrible thing that the event could actually mean, since I can now retroactively apply what I thought of and still have the eventual discovery be completely plausible.
 

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jdrakeh said:
Well, a lot of RBDMs are (in my experience) just generally rat bastards in general. I'm not sure that one can actually learn that level of callous disregard for others. I think it is a function of nature, not learned behavior.

Well, Rat Bastard DM's are not those who mess with their players with callous disregard - in the context that it has come to be recognized here, it means DM's who can twist their games around so that players are highly challenged in many different ways, and who are loved for it.

The job of a DM is to create challenges and enemies for the players. When you can get your players to look at you incredulously and say, "you bastard!" in an awestruck tone, then you're a true Rat Bastard DM.

I should know - I'm an official member of the club!
 

Rat Bastardry is definitely a skill. But PCs can do it too. A case in point:

My PCs are having to go to the hall of the Frost Giant Jarl (no, not that one) in order to spy and find out if the giants are planning a great alliance against the Dwarves. They have a safe pass that they took from a Frost Giant they killed and go as ambassadors. They get to the Hall only to find out that the giant they killed was the Jarl's cousin. (OK, I'm a bit of a RBDM). The PCs offer to pay wereguild and are set the IMPOSSIBLE TASK. WHich of course they complete easily. That's all fine and as expected.

The RBPC bit comes in now: they not only bring back the magic wand that had belonged to the Jarl's sister, they bring back her bones for proper burial. The sister the Jarl had loved greatly (as opposed to the cousin he had barely tolerated.) Not that the players knew this behind the scenes info. They were just being nice. So now, thanks to a bit of bloody random kindness and feelings of basic human decency (from PC's mind!!) my entire campaign is in danger of going off the rails. I mean how can the Jarl, in any good conscience, turn on the Dwarves now?

This is how:
By a stroke of luck a new PC is entering the campaign just at this point and I'm going to get him to cause a major diplomatic incident: murdering a Fire Giant ambassador to the court. Well, at least I'm trying to by tying the fire giant in with his character's background.

So RBDM requires you to stay on the ball, always look for an opening and exploit it!!

More seriously: this situation works out great. I can now have the PCs fighting giants they actually like/respect. The whole "noble warriors whose duty calls them to battle other noble warriors." Well that's the plan at this point. RBPCs may interfere.
 

ruleslawyer said:
My #1 RBDM rule is this: Players are the party's worst enemy. The chief element of being an RBDM is mercilessly exploiting the players' weaknesses, whether they be arrogance, greed, selfishness, aggressiveness, carelessness, or so on. So, the overenthusiastic player's character can find himself in a sticky situation of his own making by, say, going off to explore solo; the aggressive player can find out that the merchants' guild he's bullying happens to have hired the greatest mercenary swordsman in the land to drive out this miscreant; and so on. Not the greatest examples, but you get the idea. Pandering to greed is always easy, what with trapped treasure and all, but how about just a treasure that already has a few claimants?
Anything is possible.
This is a toughie for me, in the game I want to be a RB in.

One player is a very cautious, jaded gamer. The "Okay, let's move in as a swat team" type tactical commando. Her attitude at the moment is just "Burn it all down, and sift through the rubble", since they're sort've in a dungeon filled with nasty things and she doesn't want to walk into the enemy's traps. Considering where they are, that wouldn't be out of the question.

Another player is the quintessential kender thief; "Everything I come to I search for traps and loot, and that's really all I care about." It's a matter of finding an appropriate way to drop the kibosh on him. The aforementioned jaded player has been chanting "Cursed Item Cursed Item" in my ear, but the rogue is a little more cautious - he'll take items, but stuffs them in his backpack with gloves to be identified later, rather than put on the ring that radiates magic.

The others are actually along for the ride, and have no overt push.
 
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For the Jaded Gamer: Put the macguffin in the line of fire. So when she "burns it down" she destroys the macguffin. If possible, say in the case of a literal fire, they see the macguffin just too late to stop the fire, but not so latethat they don't have a chance to get in and retrieve it.

For the Kender thief type: Kill em. Sorry, that's just me. Curses shouldn't just effect the people who try to use the item. All the good curses in literature effect the person who claims the thing. eg: The Ring of the Neibulung. There's another well known Ring of Doom too can't think what it's called.

And consequences. ANyone going in like a SWAT team kicking ass first and asking questions later should soon find themselves in hot water for killing the wrong ugy. Even if the wrong guy was the bad guy any Lawful society would require some sort of evidence tot he fact.

ANd thieves: well ya know stealing stuff gets people into hot water in IRL all the time. You can have the cops come after the kender. Or how about the person they stole from? Put a bauble in the loot that the Kender just cant resist (anything the player really likes, be it gems or a particular magic item or just something kitschy.) The have the real owner come after it using a Locate Object spell to find it.

Play to the players' or characters' weaknesses. They're your people so I can't suggest what exactly but read through some of the above posts.
 

Rechan said:
This is a toughie for me, in the game I want to be a RB in.

One player is a very cautious, jaded gamer. The "Okay, let's move in as a swat team" type tactical commando. Her attitude at the moment is just "Burn it all down, and sift through the rubble", since they're sort've in a dungeon filled with nasty things and she doesn't want to walk into the enemy's traps. Considering where they are, that wouldn't be out of the question.

Another player is the quintessential kender thief; "Everything I come to I search for traps and loot, and that's really all I care about." It's a matter of finding an appropriate way to drop the kibosh on him. The aforementioned jaded player has been chanting "Cursed Item Cursed Item" in my ear, but the rogue is a little more cautious - he'll take items, but stuffs them in his backpack with gloves to be identified later, rather than put on the ring that radiates magic.
One example of an RB trick that you can use for someone who stuffs everything magical in his pocket is to have the magical thing be a polymorphed creature. Cheap trick, but effective. If you want to give the players a clue, use a related object (figurine of a monster, piece of monster skin, etc.). Party hits a dispel magic trap or zone at some point (often a useful encounter trap) and suddenly there's an enraged fiendish girallon barbarian tearing its way out of the kender's pack.

Also, IMO, it's hard to be an RBDM when you already have players in SWAT mode. IMO, pulling rat bastard tricks isn't really going to be fun if the players are *already* on edge. You want to get them relaxed or distracted in some way (overconfident, tempted by something, following a "hot trail" down the completely wrong path, etc.) and then spring stuff on them. Although...

My favorite RBDM trick is the red herring. It is very easy to get overenthusiastic or paranoid players to suspect a completely innocent person, institution, or whatever. All they need is an equivocal clue or to overlook a critical link in the chain; a true RBDM ensures that the clues are equivocal and especially that critical links in a chain of inference can be missed by players with erroneous assumptions (this is an especially nasty and fun trick to pull on metagamers). They then run around in circles dealing with the false clue. To be truly RBDM about this, the PC's enemies (or the *real* culprit, if there is one) can then nudge them into taking action against an innocent party or just frame them for it. This is especially fun when diplomacy or great powers of some kind are involved, but it can also be fun in the dungeon.

One possible red herring to use in the dungeon is to show the players an easy path that isn't really there, or a treasure that requires them to take a circuitous and resource-intensive trip in the wrong direction. They could, for example, find a body on the ground, horribly mangled by a trap. The body is pointed toward the PCs, showing that it was coming from the direction to which the PCs are traveling. Body has a journal, in which is a roughly-sketched map. Map and journal show that past this point lies little of value, only a gauntlet of deadly traps, including an impassable stone block that body and friends triggered to safeguard their escape.

If the PCs are smart enough to search past body, they'll find that no one's traveled in that direction in quite a while, certainly not body and his friends. In fact, that *is* the correct direction to go. If PCs follow body's journal outline of an alternate route, they run into some very tough encounters... perhaps straight into the toughest monster's lair. This is because body is a doppelganger, who will follow the PCs and then either scavenge them or take their identities.
 

I'm not a RBDM, so take this as you wish, but...

First things first, have the basics right. I.e. the right mix of combat, role play, magic items, trasure, xp, story advancement, to satisfy you and your players. You should all be having a great time for starters.

Then you can get all ratty on them.

However, do not sacrifice the basics. You can take it up to the limit, but that limit is not to be crossed.

Ratty to me is about getting a bit more mileage out of the npc characters. It can be combat mechanics or social plots, but by 'mileage' I'm meaning to squeeze just a bit more value and create a bit more depth.

Rats love cheese, but a RBDM must avoid it at all costs. This means that the rattiness should be counterbalanced by lucky breaks. A stroke of good fortune allows the players to later accept a downturn in luck. These turns in luck will need to quite irregularly spaced to avoid predictability, and reasonably rare so they're special. I think a RBDM should get whoops of laughter in either case.
 

shilsen said:
A few things that work well for me:

1) Freedom: ...

2) Consequences: ...

3) Greed: ...

4) Schrodinger's DM: ...
Are you a teacher ;)?

Seconded with applause.

Just one short word about the players: Being a RBDM is not fun if your players don't understand the consequences they've caused. Get new players in that case.
 

Darklone said:
Are you a teacher ;)?

Yes. And I was taking a break from grading when I posted that. I guess it shows :D

Seconded with applause.

Thanks.

Just one short word about the players: Being a RBDM is not fun if your players don't understand the consequences they've caused. Get new players in that case.

True. Players (and PCs, though it doesn't always have to be both) must realize how badly they've screwed themselves for the group to have the full RBDM experience.
 

To my mind, one of the important aspects of being a RBDM is to have a world where things are happening and plots unfolding *whether or not the PCs have anything to do with it*. The PCs have free reign to decide what they want to do and where, but who knows whether they will tackle all the right things in the right way?

An excellent example can be found in Sagiro's storyhour (for example). The PCs eventually know of about four bad guy plots, and they foil three of those plots and never really follow up on the fourth one where a bad guy disappeared into some magic mirrors.

...then they wake up and find that history has been changed, and unless they can change it back everything which they knew is gone forever.

...then in the process they find that a nation of dwarves which is cruelly enslaved by ogres in their world is happy, free and prosperous in this timeline - and if they correct the timeline they are going to cause untold suffering to thousands of nice people.

This simple example includes the 'multiple plots' angle, the 'plots continuing without the PCs' angle and the particularly satisfying 'choose the lesser of two evils' moral choice situation.

Cheers
 

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