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WotC articles on GMing

pemerton

Legend
There have been some recent WotC artilces which give ideas on adventure design and encounter resolution. I haven't noticed any thread discussing them yet, so thought that I'd start one.

Save My Game - Dirty Tricks
Stephen Radney-MacFarland talks about three tricks: fudging; "railroading"; and changing the backstory mid-game.

I'm not a big fan of the advice to fudge in the interests of play. My preference is either for free narration, if no one at the table objects, or else to use the action resolution mechanics if there are different desires at the table as to how things should unfold. (This is my understanding of "say yes, or roll the dice".)

I think the discussion of "railroading" is a bit confused - as I read it, it is really encouraging GMs to be a bit more deliberate in their scene-framing:

Railroading is bad only if you do not allow your players to use their abilities and powers to help modify the situation. . . If it sets up an interesting encounter, they will often thank you for it. It allows them to move quickly into the true decision points, and that is where the fun happens.

Really, railroading at its best is the conceit that not every little action in the game needs to be played out with mechanical precision—that it is okay for the DM to take a group of vague or broad statements from the players and then tell them what happens in broad
strokes.​

Personally I think this is good advice - the GM frames the situation, and then opens it up to action resolution (which includes the players' use of their abilities and powers to "modify" the situation). Taken to its natural limit - free narration proceeding by consensus until we come to a "true decision point", at which time the dice start rolling - it should mean that there is no need for fudging.

The discussion of "changing the facts" - that is, writing or rewriting the backstory on the fly to keep the story moving and to keep the pressure on the players, and the stakes as gripping as they can be - I also like.

Design & Development - Siege of Gardmore Abbey
Steve Townshend talks about his design of this adventure. I gather it is going to be run at a US convention (PAX?), and so I won't actually get to see the module. But he has some interesting things to say about adventure design:

In many ways the characters are what this adventure's all about. In an RPG campaign, you're typically playing a character of your own creation that you invest in over the course of several sessions. But that's not the case with a convention game, where you've got about four hours from the beginning to the end of your story. The trick is to give each player a unique vessel through the adventure: a character whose conflicts are tied to the adventure's environment, who has something personal to gain or everything to lose in the drama that's about to unfold. . .

To this end I did my best to hardwire roleplaying opportunities into the game by giving each pregenerated character a want or goal to accomplish within the adventure.​
I think this is good advice for adventure design for a campaign as well as a one-shot with pregens. Perhaps the stakes can't be quite this high in every session of a long-running campaign, but still in every session I try to integrate the PCs' goals and conflicts into the adventure environment (be that the physical, the social, or the "mythological"/magical environment).

It would be good to see WotC think more about this in future module design, and also to provide more tools to help GM's with preparing and resolving these sorts of situations.

The article provides some modest hope in this direction:

I think it's hard to design a story-driven module for publication. Most of the time they rely on characters and events that the adventurers should ultimately affect. The story-driven module either has to cover dozens of different outcomes or find the means to give at least the illusion of choice to the adventurers. . .

Nevertheless, combat encounters don't make a story, and I needed to find a way to make the adventure meaningful. Therefore, I put a significant roleplaying bias on the beginning of the adventure, and placed additional roleplaying checkpoints throughout it. . . The adventurers are always striving to accomplish complex tasks throughout the adventure, and they usually complete those with skill checks. . . I've brought my own notion of skill challenges into this adventure: Instead of going around and around the table with the most skilled adventurer making checks, each adventurer in the party commits to an action. A scene forms around that action, and the adventurers performing that action interact with one another and with characters. At some point during each scene, a skill check is rolled, its success or failure influenced by the scene happening around it. The outcome affects the adventure. Later on, other scenes work similarly. . . To be fair, I think that's somewhat how skill challenges were meant to be executed from the start.​

Hopefully, this sort of thinking about skill challenges, and scenario design more generally, can be built on to give us adventures that are story-driven but don't require the "dozens of outcomes" or the mere "illusion of choice", by instead setting up opportunities for genuine choice in the sort of structure Steve talks about, and then having the "dozens of outcomes" be emergent consequences of the players engaging with the situation as presented and mechanically structured in the module.

Mordenkainen's Magnificent Emporium - Artefacts Preview
The Jacinth of Inestimable Beauty has this property:
You gain a +2 bonus to any skill check associated with ruling, governing, or leading a realm.​

This is good stuff, in my view. Rather than new subsystems for rulership, or treating it as something to be handled simply via free narration, it recognises that (at least in 4e, and presumably 3E as well) skills are the relevant mechanic for handling the challenges of rulership.

Now we just need to see this sort of idea generalised to other relevant elements of the game - especially paragon paths. Afterall, shouldn't a Knight Commander be better at rulership than a Demonskin Adept - and, conversely, shouldn't the latter be better at interactions with wild cultists?

All in all, I think these articles show WotC designers are thinking sensibly about important issues concerning adventure and encounter design and resolution, and what mechanical and other techniques they can offer to RPGers (and especially to GMs).
 

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I agree with pretty much nothing in the Dirty Tricks article, from assumption of PC success ("in all RPGs"!) to his definition of railroading. But then I don't think I've ever seen anything to indicate that Stephen Radney-MacFarland is actually a particularly good DM. I guess his players are happy, unlike that other WoTC writer who spent years on articles advising DMs how to create a campaign, only to eventually reveal that his own campaign had folded after 3 apathetic sessions!

Edit: His advice on changing 'facts' is ok, though his choice of words is very poor (as with his discussion of 'railroading', using a definition that is unlike any I've ever seen). I agree with him that it's ok to change the DM's idea of the backstory behind established facts. It's not ok to change stuff that's already been established in-play.
 
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I guess his players are happy, unlike that other WoTC writer who spent years on articles advising DMs how to create a campaign, only to eventually reveal that his own campaign had folded after 3 apathetic sessions!
I didn't know about that - was that James Wyatt (he had a series of articles, although I never read them)?

I agree with him that it's ok to change the DM's idea of the backstory behind established facts. It's not ok to change stuff that's already been established in-play.
Agreed - at least, not unless their's a consensus on a retcon.
 

This is good stuff, in my view. Rather than new subsystems for rulership, or treating it as something to be handled simply via free narration, it recognises that (at least in 4e, and presumably 3E as well) skills are the relevant mechanic for handling the challenges of rulership.
This is a fine enough way to treat "rulership", as far as it goes, I agree. But it won't stop me pining for a 4E version of Birthright - an engaging, multi-layered rulership "sub game" that, almost as a by-blow, generates churches (of the same god) that have political and doctrinal differences that lead to interesting conflicts (in this case, ones that are not readily souble by "killing all the opponents").

The tapestry of nobles (ruling the land, and possibly also holding the law in their hands), high priests (ruling the temples and church congregations), master merchants (ruling guild power structures and trade empires) and High Wizards (controlling the magical power - the "mebhail" (pronounced "meh-vail") - collected by lay lines to power realm-scale magics) it produced was astounding. Possible fodder for almost any agenda of play, there. Such a shame it came when AD&D was really hitting the doldrums.
 

I don't think there is 'one true' way to gm, so if these ideas work for tge writer and his group that is great. But personally the tricks he describes don't appeal to me as a player or GM.

I realize he isn't saying fudge and railroad all tge time, however he is kind of saying do so when it matters and that isn't something I want in a game. Especially the fudging ti achieve a desired result. While he is right no GM can be 100% truly objective, dice rolls are the one part of the game where you can be truly objective. IMO it is better to have the gm's story fizzle or to have the dramatic pacing skip a beat if it means preserving immersion and player freedom. As a GM i have no problem with pcs veering off in a wild direction or characters dying at an inconvenient moment. That is all part of the fun.
 

IIMO it is better to have the gm's story fizzle or to have the dramatic pacing skip a beat if it means preserving immersion and player freedom. As a GM i have no problem with pcs veering off in a wild direction or characters dying at an inconvenient moment. That is all part of the fun.

Also IMO it's absolutely fine - more than fine - for bad dice rolls to occasionally ruin the uber-BBEG's moment of glory. Secretly changing those so he can be more cool is terrible DMing in my book. No NPC is entitled to a moment of glory; if the PCs meet Sauron and Sauron rolls 3 1s in a row, that is absolutely fine by me. Never cheat to help your darlings.
 

Also IMO it's absolutely fine - more than fine - for bad dice rolls to occasionally ruin the uber-BBEG's moment of glory. Secretly changing those so he can be more cool is terrible DMing in my book. No NPC is entitled to a moment of glory; if the PCs meet Sauron and Sauron rolls 3 1s in a row, that is absolutely fine by me. Never cheat to help your darlings.

I agree 100%. I would much rather the GM let us beat the big villain in the first round if we roll well or he rolls poorly than have the GM protect him. As a GM I think its great if the PCs overcome the probabilities and cut down the bad guy quickly.
 


I agree 100%. I would much rather the GM let us beat the big villain in the first round if we roll well or he rolls poorly than have the GM protect him. As a GM I think its great if the PCs overcome the probabilities and cut down the bad guy quickly.

Yeah. Freak occurances like that are the stuff memories are made of. The DM can always get another bad guy.
 

:mild rant: I think the module designers at WOTC really just don't get it, Regardless of edition.

They need to go back and look at classics like B4, X1, T1, I1, etc. Make up a damn good location/s, and weave the POTENTIAL for many different stories in that location. Instead there seems to be this unwritten rule that a story must be presented from beginning to end in a fair to enormous amount of detail and the players merely connect the dots going from place to place, all the while having the DM work overtime to make it SEEM like it's * not* a game of connect the dots. Frankly, the adventure paths from any company fall into this category.

Doesn't make any frakkin sense to my grognardy ways.:rant:

/mild rant
 

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