TTRPGs & D&D

Work has been feral the past 48 hours so I basically had nothing prepped for the weekly D&D game I DM. Somehow we had a three-hour interactive philosophical rumination on time travel, alternate timelines, if the undead can harbor broken hearts, and living time out of order. (At the end I asked if they would've preferred to just fight some monsters and one player just shook his head and said "you were spitting BARS." So I guess it was fun for all.)
 
Work has been feral the past 48 hours so I basically had nothing prepped for the weekly D&D game I DM. Somehow we had a three-hour interactive philosophical rumination on time travel, alternate timelines, if the undead can harbor broken hearts, and living time out of order. (At the end I asked if they would've preferred to just fight some monsters and one player just shook his head and said "you were spitting BARS." So I guess it was fun for all.)
1) How does a session get there?
2) What does the moment-to-moment "gameplay" look like?
 
1) How does a session get there?
2) What does the moment-to-moment "gameplay" look like?
It's so improvisational it's hard to explain, but:
1) This is episode 27. They've been exploring this place, the Endless Imperium, a city the Undead have built to govern themselves in a civilized, if horrifying, society. Early on they were hired by a lich to collect "things," and they've come to trust and be interested in her. Their last fetch quest netted some points they are curious about - embedding a phylactery in a living creature instead of an object, to start. They go to her with questions. And I think this is where it's so interactive - I riff on their CURIOSITY. I don't lore dump on them - they can play this as superficially as they want it, but they just keep digging deeper.
1a) One of the characters is a chronomancer, and one is an echo knight, so we've played around a LOT with what happens when you interfere with a moment in time (chronal shift/personal echoes). Are those broken branches of the timeline? Moments that didn't happen? Moments that COULD have happened? And I've kind of had in my back pocket: I think this is not the chronomancer's first time in the Imperium. I think maybe her FUTURE self has already been here.
1b) They have another contact who is a wildly powerful chronomancer. Every time they go to his studio, they see potential versions of themselves in mirrors. So we've got a running theme of how there is more than one path anyone can take at any time. So I weave him into both the player's story, and the lich's story, because they love these NPCs and they're important to them.
1c) The conversation could've been ten minutes - "hey here's your thing, what's our next thing?" But I just invited them to ask questions and they couldn't stop pulling on the thread. They wanted to know more about WHY they were sent out to get these things, what that meant, where they stood in the politics of the Imperium, and because of their rolls, they kept successfully getting more information, which lead to a deeply philosophical conversation. And they were playing off each other - one question would inspire another would inspire a conspiracy theory (WHICH WAS TRUE) and so on.

2a) A bit of light roleplay to get there - a weird incident in the street that gives another character a moment to learn about themselves. Then they arrive and the NPC answers their base questions. Gameplay is a TON of rolls based on what works in that moment - arcana checks to grasp the magic theory the NPC is spinning, history checks to recognize backstory, insight checks to see if she's being truthful or bullshitting them, persuasion checks to dive deeper into what she knows. The fighter of all people rolled two crits on a persuasion with disadvantage and that told me the NPC opened up to them - you honor the dice roll. He asked the right question in the right way to get her to want to tell them more.
2b) I let them tell me what they want to roll. What do you want to know? What skill do you use? Does anyone help you? Is there anything you do to sway the conversation (upping or lowering the DC)? I'm reacting to them, too, both with their rolls and with their responses.
2c) Twice, someone just posited a theory that was true enough I wanted it to be right, so I said: sometimes a character just intuitively knows what is true. No dice roll needed. You found the answer.

I ended with just saying "I GUESS this is D&D?" because we were as much collaborating with emotional storytelling beats as we were rolling dice. We run a LOT of combat but I'd say we have a session like this once every eight or ten sessions where it's just alchemy. It's a balance of their curiosity and me having a loose story that I can tweak and tailor on the fly based on what they want to learn. These are the sessions where the group chat goes NUTS for three hours afterward as they talk about what they learned and what to do with it.
 
That's aspirational and inspirational for me as a DM. I think I have to be more willing to throw my gameplan out the window sometimes. "Okay, we're not going to get to the combat I planned, which throws every session hereafter off-balance," isn't an improvisational attitude. "We're rolling here, I'll figure out the rest later" is.
One of the characters is a chronomancer, and one is an echo knight, so we've played around a LOT with what happens when you interfere with a moment in time (chronal shift/personal echoes). Are those broken branches of the timeline? Moments that didn't happen? Moments that COULD have happened? And I've kind of had in my back pocket: I think this is not the chronomancer's first time in the Imperium. I think maybe her FUTURE self has already been here.
As an aside, I heard a great piece of D&D advice tonight: play characters that excite you. It's probably moron, D&D 101 shit, but I've never built a character like that. The AT D&D game is the closest I've come. I like her personality, and through your worldbuilding, I'm excited about her backstory and abilities. If not for the fae intersecting with the real world, I don't know that I could say that.

My first character—which I partially blame our DM for—was an edgelord idea. She was a tiefling monk with an incredibly fucked up backstory. She was so distrusting and traumatized that, to play her correctly, I never spoke. That sucks shit! I built her character arc first, then threw on the tiefling and monk parts because I thought they were neat. It's an ass-backward way to create a character. You can have some ideas as to where the character arc might go, but you shouldn't be writing it in advance like a novel. (I blame the DM because what was supposed to be a two-month campaign turned into an 18-month endeavor. I would've come up with something more interesting if I knew I'd be playing her for more than a year.) What your players are doing there is what I hope to do in the future—and with my current characters.
 
As an aside, I heard a great piece of D&D advice tonight: play characters that excite you. It's probably moron, D&D 101 shit, but I've never built a character like that. The AT D&D game is the closest I've come. I like her personality, and through your worldbuilding, I'm excited about her backstory and abilities. If not for the fae intersecting with the real world, I don't know that I could say that.
Yeah, I'm excited to journey with her.

I had to learn that lesson, too. So often I'd be filling a role, archetype, trope in service of the rest of the cast, or swayed by mechanical choices.

The best advice I ever heard for RP was to do Improv Yes, And... but also Yes, But from the DM end. Like you say, it's not fun to prescript things and so many people are beholden to these fanfics they've written out when you're actually in a sandbox.
 
I played a 4 hour session at DragonCon a couple of weeks back that was basically Sinister Secret of Saltmarsh rewritten to 5E with the Scooby gang. I wound up playing Fred, which would not have been my choice, but once I got my feet under me I think it went pretty well. Our Scrappy won player of the game from the DM. We were successful in solving the mystery!
 
I think I have to be more willing to throw my gameplan out the window sometimes.
That's truly it entirely. I usually build a PLACE rather than a story for a campaign, and I'll have a bunch of themes I would like to explore but I don't feel married to. My best, longest-running games have gone completely off the rails in terms of what I think they'd do so I really only plan enough to cover two sessions out, and rarely will the second session I plan be the same. (My prep work is usually: ask the players what they want to do next time, dream up some places or NPCs to talk to, and pull monsters for ONE fight that is thematically relevant, and then let the story happen based on what THEY do vs what I want.)

Ironically, the nights I'm least prepared are the ones they enjoy the most. My house was torn apart by electricians yesterday, I had NO notes for this session, but I know the NPCs they talked to intuitively so I can just BE them. The highlight of the night was having the chronomancer try to COMFORT a LICH (!!!) and I just said "now you sound just like her." Meaning the rival lich they'd been talking about, who might, in fact, be the future / past version of the PC's character. Didn't plan that. Just happened. (And the cleric, who is playing a fucked up PUPPET, literally popped up on screen and stared me dead in the eyes over Zoom because he'd figured it out first and didn't want to spoilt it for anyone.)
play characters that excite you.
Oh, this is it right here. I think I'm lucky as fuck because the groups I run know if we are willing, I'll run a two year campaign for them, so they build characters they are excited to play. Fascinatingly this time around, the chronomancer ALWAYS builds a rich character because I think she's exploring things about herself with each new character (looking back over four campaigns, we can always see what part of herself she wanted to know better through play). But at the same time the echo knight, this is his second game/campaign ever and is still getting used to it, so I'm able to help him. I'd suggested his echos are parts of himself who don't survive that moment, like if that one blocked blade wasn't blocked or that one save had failed or whatever, and now he and I team up to create little vignettes for his echo. (His last one he brilliantly used to swap places with while INSIDE a purple worm, so it's canon that in another timeline, he was swallowed and died in there). It makes for amazing moments in game.

And if a character isn't working out, I'm always like--they can walk away and you can bring someone else in. We don't have to kill 'em off. I just want you to be pumped to be at the table every week.

I played a 4 hour session at DragonCon a couple of weeks back that was basically Sinister Secret of Saltmarsh rewritten to 5E with the Scooby gang. I wound up playing Fred, which would not have been my choice, but once I got my feet under me I think it went pretty well. Our Scrappy won player of the game from the DM. We were successful in solving the mystery!
Side note, the Ghosts of Saltmarsh sourcebook Wizards put out years back for 5e is the best thing they did in that edition. I ran it front to back when I was learning to run 5e and I will always jump up on a table and praise it. Just a hell of a book for a DM who wants a loose framework to work with. (WOTC blew it when they let Kate Welch leave. That woman's fingerprints are all over the Saltmarsh book and they never designed one like it again.)
 
As an aside, I heard a great piece of D&D advice tonight: play characters that excite you. It's probably moron, D&D 101 shit, but I've never built a character like that. The AT D&D game is the closest I've come. I like her personality, and through your worldbuilding, I'm excited about her backstory and abilities. If not for the fae intersecting with the real world, I don't know that I could say that.

100% so important. If you're not interested in your own character, no one else will be either because your character probably isn't interesting. And you'll get bored and lose interest in the entire game.

Also, in addition to that, I always found 'build characters for a shared world-building and gaming experience' to be Gaming 101 that a lot of people overlook. To kind of use your example; an edgelord silent brooding type might be fun for a video game or the book you're writing. But that character usually (not always) sucks to play alongside because they become basically an NPC Follower. Or they're, as the kids say, just cringe to listen to when they do speak up.

Not only should you be excited to play your character, but minimally you want to try to make a character other people will enjoy playing alongside. And I think sometimes that's harder than it sounds. Especially when people (and I'm not excluding myself from this) sometimes get main character syndrome and want to have THE cool backstory rather than A cool backstory.

Using AT as an example, I specifically looked at the types of characters you guys were playing and said 'I think I need to make someone that's very outspoken and brash' - because it took the onus off any of your characters to fit into a 'party mouthpiece' role that probably wouldn't have fit as well. Hopefully that turns out to be something that's fun for me to play but also fun for you guys to play off of and fills a role that was needed.
 
Yeah, I worked Nyssara to foil everyone in a hopefully fun way. I think she's cool, but she's only as cool as everyone else's coolness.

Warlocks have magic, but it's just innate instant power, so In Character she still marvels at the Wizard and his (hopefully) arcane mastery. Trust in the Druid (despite those rolls last time...) as the authority of this harsh new landscape, plus she's from College. Lean on the Fighter because he's got that BD Energy.

Last session I was trying to hot potato what I could to everyone to keep it interesting for all and share the RP opportunity around.
 
It also helps to build a connection to at least one other party member so you have a reason to be together. The group last night has a married halfling couple looking for their daughter in the Imperium (did I mention that the husband's character almost died, they're married IRL, have waited YEARS to play a married couple, and his monk almost died last week? He turned to his wife on camera and said "wouldn't it be cool to RP a widow?" And she yells WHAT? NO!). A pair of wizard best friends on a quest to be FUCKING IRRESPONSIBLE with power. A disgraced dhampir noble and a puppet who they did not know until two weeks ago was actually housing the soul of his best friend who betrayed him. (And that came out of me asking every player "who is someone you wronged" and the puppet player says "probably Ramon's character, do with that what you will." So I did.)

The whole group doesn't need to be a big family, but pairs or trios can go a long way toward making sure everyone is invested. The group now knows the puppet was a real boy at one point and want to get him out of there, but the puppet doesn't think he deserves it. The body is a punishment for betraying his friend.
 
And if a character isn't working out, I'm always like--they can walk away and you can bring someone else in. We don't have to kill 'em off. I just want you to be pumped to be at the table every week.
My last DM didn't let me do this because our characters were Very Special Boys. We were all resurrected by the god of death. I don't begrudge him for it, but being locked into a character you don't like is torture.

I need to bring my one-shot character creation energy to my long-term characters going forward. I worry that I'll wind up stealing the show, but that really isn't in my personality. When I play a goofy character, I'm not looking to hog every moment. It's more of a Kramer-like cameo than Homer Simpson, the center of the universe.

I recently played a Carl from Aqua Teen Hunger Force-inspired Harengon cleric in a one-shot. I was doing the voice and everything. Of course I hammed it up 110% because it was a three-hour experience, but there's no reason I can't play a toned-down version in a long-running game.
But that character usually (not always) sucks to play alongside because they become basically an NPC Follower.
Oh, I sucked to play with. People thought I wasn't engaged because we weren't playing on camera at that time and I never said anything. I realized it within the first two sessions and completely abandoned that gameplan by session four or five. Then I was playing a rudderless character who didn't match my backstory or intent going in. That may have been worse.

Lessons learned.
 
FUCKING IRRESPONSIBLE with power
So like.. players.



I need to bring my one-shot character creation energy to my long-term characters going forward.
Ten thousand percent. It's actually been a while since I played, but there was a time when I played a lot, and it was almost always very obvious when someone just wasn't into their character for whatever reason. For anyone that's aware at the table and engaged with the game, it sucks to see someone clearly struggling to also be engaged solely because they don't like their own character.

And it sucks more because, as Doc pointed out, you don't have to. You can just stop playing that character and a good DM can figure it out. Maybe they get kidnapped and the rest of the campaign is about rescuing your old character. Or they just leave for any number of reasons. Or they die. Or they get critically injured and the DM has a new home-base NPC for the team to rely on. Etc etc.

Even in your Raised From The Dead game, I would have just told the DM that I'm not having a good time and we can either mix it up or you can play without me. Life is too short. I play games for fun, not because I need another chore in my life.
 
My last DM didn't let me do this because our characters were Very Special Boys. We were all resurrected by the god of death. I don't begrudge him for it, but being locked into a character you don't like is torture.
I don't know the specifics of the campaign but the way I handle that usually is:

What don't you like. How can we fix it. Do we need something new or would we like an adjustment?

Worst case someone else would have been resurrected by the god of death, and join up Green Ranger style. The more interesting play I might have been just to have a party member who was not one of the very special boys and how does that show up for everybody.

One of the best DMs I ever had was always emphasizing how it's a Pretend Fun Time Game. If you're not having fun, there is no shortage of dials.
 
I don't know the specifics of the campaign but the way I handle that usually is:

What don't you like. How can we fix it. Do we need something new or would we like an adjustment?

Worst case someone else would have been resurrected by the god of death, and join up Green Ranger style. The more interesting play I might have been just to have a party member who was not one of the very special boys and how does that show up for everybody.

One of the best DMs I ever had was always emphasizing how it's a Pretend Fun Time Game. If you're not having fun, there is no shortage of dials.
Right? And I mean.. dude... even worst case scenario there is just change the entire character and pretend they were that character all along. Who actually cares? If you popped into the chat after session 5 and said 'guys, I'm actually a halfling tinkerer because I hate playing my current character, can we act like I've always played this character so it doesn't mess anything up?' The answer is a resounding 'yes.' Yes we can. Because we're a bunch of grown ass adults playing make-believe and it doesn't actually matter.

Some people get way too up their own ass about this stuff and forget the 'fun' part.
 
Yeah, the opposite of the player thinking they're the star of the show is when the DM writes their HBO Emmy award-winning TV series and then gets mad that you're not playing with them correctly.

I had a couple sessions once a with a friends group and the DM really just wanted us to see how awesome his NPC was which was his PC from another campaign. And while that's annoying in itself, it was extra funny because none of us had played that other campaign so there were constant moments for the NPC would show up and save us or be the plot device, and maybe if you played that campaign you were like oh, this is a reference.

But most of us had not, so everyone else was like "I don't understand what's happening."

And then he'd get mad that you weren't thinking his dude was super awesome cool.

And then it turned out the whole reason everyone had magic was because this dude infused himself into them.

Buddy, Wattpad is free.
 
Back
Top