Stop Looking At Your Character Sheet

Player characters are wonderful things. They have an array of abilities, talents, and special powers that can deal with almost any situation. But not every situation needs the application of your favorite ability.
Player characters are wonderful things. They have an array of abilities, talents, and special powers that can deal with almost any situation. But not every situation needs the application of your favorite ability.

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Sheet courtesy of Lubien Giagulliel

Problem-solving can take many forms, and not everything is about what special abilities you have. With so many abilities, it is easy for players to fail to see the wood for the trees. So the Gamemaster should remind them sometimes that their characters can still walk, talk, and look at stuff without needing to make a dice roll or use a superpower.

The Dungeon Dining Room Dilemma​

What reminded me of this was a moment in my Dragonlance game. The player group were in a mystic dungeon being tested by the gods. They came across a dining room, the only exit for which seemed to be a plate section of floor that needed to drop down to reveal an opening on a lower level. The room itself was well decorated, with a hearth and a dining table full of food.

The way out of the room was actually very simple. Anyone eating the food would become magically heavy, and if enough of the characters ate something they could all stand on the plate and gently drop down to the exit. The effect would fade in about an hour. Did my players try that? Take a guess.

Now, to be fair, just as you learn “never split the party,” it’s a pretty good rule to “never eat or drink anything you find in a dungeon.” But there are plenty of times that isn’t true, and in module X2 Castle Amber the food gives you psychic powers! What became painful for me was that the players didn’t even consider the food to be an option and began staring at their character sheets to see what special power or ability would unlock this mystery.

Sure, the food might have been a trick, but while the player characters were happy to face monsters, dragons, and even an evil goddess, one of them taking a few experimental bites was considered way too dangerous. This was despite me reminding them that no decent dungeon would rely on one character having exactly the right spell or ability to allow them to pass. Yet still, they stared at their character sheets.

So, after what seemed like days, with them trying all manner of spells, abilities, gymnastics, and cheerleader-worthy attempts at piling people up, they finally found an answer. They used a high-level monster summoning spell to call the heaviest monster they could find, in this case a “Celestial Bison.” This poor intelligent beast was glad to be called to the prime material plane. He was ready to lend all his holy strength and power in the service of the good gods and do battle serving the greatest heroes of Ansalon…

Instead they just said, “Can you just stand over there, mate? Cheers.” Bound by the ancient pacts of service in the cause of justice and right, the bison agreed, and together with the combined weight of the PCs (and a GM at pretty much the end of his tether), it was enough to sink the platform. But the bison wasn’t happy about it (although, to be fair, it was funny).

Look Around You!​

So, what I’d like to remind players is that not every problem needs the sometimes rather blunt tool of superpowered abilities and magic. If you take a look around, and maybe experiment, the answer is usually in front of you. No Gamemaster worthy of the name sets up a room that you can’t get out of. In a sense, every dungeon is a series of escape rooms, so the clues are always there

Now, on the flip side, this means the Gamemaster does need to remember that the players are not in the room with their characters. They can’t see anything that the Gamemaster doesn’t describe. But even if you mention the dining table stocked with food, you might not have done it right.

Everything should be described with the same importance it appears to have in the room. You might not want to give things away too much by emphasizing the dining table. But if it is a huge table the length of the room, the characters will automatically notice it as important (or they should…).

As such, it is on the Gamemaster to spend some time emphasizing how large and noteworthy it is. It’s also fine to offer the odd clue for the same reason. While sometimes the players might be thick, they might also have made assumptions due to the description they had from the Gamemaster.

The Importance of Communication​

Remember that it is also incumbent on the players to ask the Gamemaster about their environment, not make assumptions when they have misheard or aren’t sure. So if the Gamemaster says there are windows in the room, ask how big or high up they are before you start talking about jumping out of them.

So, while communication is vital, and any situation needs to be clear for all parties, not everything is solved with a special ability. There is an old adage, “when you have a hammer, everything looks like a nail,” and player characters are carrying a lot of hammers. So if you are having problems, stop looking at your character sheet and wonder what you might do in such a room if you had no abilities whatsoever; that might be the answer.
 

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Andrew Peregrine

Andrew Peregrine

This is interesting and I am not sure how I feel about it.
Yeah, I definitely don't like it, personally.

I've seen DMs do that - like, one of my players who sometimes DMs has done that more than once in a campaign, as attempt to shut down discussion of something. I.e. say OOC that they can trust the NPC organisation or that this object is not, in fact, evil magic. In fact he's done it a fair number of times - he doesn't have my natural enjoyment of watching the players bicker I guess!

But to me it points to a bigger problem. You're "telling not showing" in the absolutely very worst way possible, and completely breaking any kind of verisimilitude or immersion. Now, not every campaign has that verisimilitude. Not every player group cares about immersion. So it's not always an issue.

I think for minor things, which weren't intended to be major points of contention, but the players are obsessing over because players are like that, it can be fair enough - you're not really doing any damage there, you're just moving things along. I myself had to do it once with a minor and irrelevant NPC shopkeeper the players had become psychotically obsessed with in the middle of a D&D campaign. Like, "Guys, I swear to god, this NPC does not have bodies buried in his basement, he is not, in fact, any kind of serial killer or evil wizard or dark cultist, and I do not understand why you think he is beyond the fact that he has a name that you think is 'creepy' and has a goatee". (This was after they broke in, searched his basement, searched his rooms, trailed him extensively, found nothing, and basically decided he was "too clean" (secret police-ass thinking guys!). Also I didn't give him the goatee, that campaign just said he had one. I have never used a non-evil NPC with a goatee since in a fantasy game, because it's apparently it's deeply triggering to some players. I blame Star Trek!)

But I've seen it done at the near-apex/climax of a campaign, like seems to the case here, and that just absolutely took the wind out of the sails of the campaign. Because it essentially made a pivotal decision pure metagame rather than about what the characters actually believed, and also made that decision very easy. And it didn't have to be that way. The organisation (megacorp in soviet's example) could have been slowly built up as actually trustworthy and reliable, at least in a specific, relevant way. The PCs could have been given some kind of in-setting guarantee of their good intentions.
 
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I started with AD&D 1e...
A lot of claims about the old school playstyles are wrong about the late 70's on...
starting with Frank Chadwick's 1975 En Garde! (Sold off around 1980, and currently owned by Margam-Evans.) Tho' EG! is often considered to be a non-RPG... it's part of Traveller's lineage. En Guarde!, Traveller, Starships and Spacemen, RuneQuest, the answer often is on the sheet. Even if it's just a roll against an attribute.

Well, that was the point; that was often a houserule (even if not called that) by the late OD&D period because there was nothing else to work with unless you wanted to use arbitrary mechanics completely disconnected from the character (the usual random D6 rolls).
 


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