Hiding your Rolls, Quick Thoughts

This will be another quick one, I’m still with family. These thoughts are brought to you by an excellent post on hexcrawls I read a while ago… one I’ve unfortunately forgotten and thus cannot cite here.

In RPG systems where the storyteller must roll dice, there’s a long tradition of storytellers hiding the results of their rolls. There are plenty of reasons for this (fostering tension, keeping secrets, the fact that sometimes characters don’t know whether they’ve succeeded, etc.), and some of them are useful. But it’s worth noting that not every roll needs to be hidden. This especially applies to combat in D&D.

I’d argue that—whenever possible—not hiding your rolls is the better course. There’s more to this: when you don’t hide rolls, it’s okay to not hide foes’ stats. You needn’t reveal them immediately, but as PCs spend a while fighting an NPC they will slowly get a feel for the NPC’s capabilities, and that is perfectly natural. This also speeds up play, as you needn’t try to reference material while keeping it secret from players.

With this approach, there are still times when hiding your rolls is better for the feel of the story. For example, hiding your rolls works well when the PCs are surprised or don’t know what they face. This experience of information asymmetry matches the experience of the PCs. In fact, when players are used to getting information about their foes, the sudden lack of information might completely change their assessment of a situation (likely for the worse).

Note that when you’re not hiding your rolls, you aren’t able to fudge them for or against the PCs. Some players love this, some hate it… and it’s definitely more dangerous to the PCs, as dice are random and capricious. Simply put, when not hiding rolls it’s harder for you to protect your PCs from your own mistakes in creating challenges without foreshadowing them sufficiently.

When you’re not hiding rolls, I would suggest playing more openly in all ways; talk with players about what the PCs are able to see, what they might guess based on their previous experience, and what capabilities they know their opponents have (thus far). Be generous with that information! Nobody likes to be “gotcha’d,” and there’s no need for you to trick players in that way. Save that cleverness for creating exciting and tricky encounters, puzzles, or what-have-you.

Of course, all these suggestions cultivate a particular flavor of game. You needn’t use them if you don’t like them. But I’ve had good experience with them, and I think my players felt more rewarded by their victories when they knew that I hadn’t coddled them by fudging die rolls in their favor. I hope you find them useful.

Forbidden Spells & Summonings, Quick Thoughts

My family is waiting for me to run a game, so this will be short.

My brainworm of the day was wondering why wizards in D&D 5e have so few summoning spells. That’s morphed into thinking about what kinds of summon spells wizards would have.

Traditionally, at least in my brain, wizards have a long history of calling on powers they cannot control and meddling with things they do not understand. It’s part of why wizards have a bad rap in some places. It’s also part of why the ones that survive end up so powerful. Drinking from the firehose and all that.

In the 5e Player’s Handbook (and the other official 5e spell collections I’ve seen), wizards are able to safely summon elementals and a few spirits (Unseen Servant, etc). And if you think of the official 5e spell collections as the “mostly safe and authorized” spells, these limits make sense.

But there’s a model for unsafe summoning spells, via Contact Other Plane. So what if PC wizards researched their own forbidden spells, to let them summon dangerous entities without any guarantee of control? These summoning spells might take the shape of an encounter table, with one entry being the entity the PC was aiming for while the other entries are unknown to the PC.

If clerics can summon celestials, and druids can summon the fey, perhaps wizards dabble in the unsafe arts of everything else. If they manage to make bargains with the things they summon up, they might become warlocks. If they fail to contain the dangerous things they call on, they might become dead—along with most other people around them.

There’s probably some correlation between the level of the spell and the power of the creatures it could reliably control. A PC wizard might begin their spell research by learning about what to expect, with early missteps possibly leading to greater danger down the road.

Clearly, the more ambitious the wizard, the more dangerous the spell.

I’ll explore this more later. Right now, some eager adventurers are calling for me.

The Tower of Peng the Unprepared

This is a quick glance at a location that came to me this morning, something I might put to use in a story or game in the future. It’s deliberately scant, intended to spark more ideas and let me fill in the details later, without committing it too firmly to any one setting or story. I’ve written it such that I can replace any backstory I establish here without altering the physical location. Maybe you’ll also find it useful or inspiring.

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Taking PCs’ Stuff: better D&D via Apocalypse World

This post is primarily about D&D’s 5th edition (5e), though it is more broadly applicable. If you don’t know anything about roleplaying games, you might want to read this article first.

This post looks to Apocalypse World (AW) for inspiration on when to take away, use up, or activate the downsides of PCs’ stuff in 5e. Some of these ideas are already present (or suggested) in 5e, but I’ve frequently forgotten to use them. My hope is that this thought-jumble will remind me to use them in the future, and that my ponderings can be useful to other people as well.

Some games are better served by *not* using these ideas. They create a specific tone, more consistent with gritty explorers and dungeon delvers rather than high-powered fantasy adventure or flashy social intrigue.

Lastly, I think it’s important to implement these ideas from the outset, or to introduce them gradually and explicitly. Using these ideas changes the way the PCs’ world works, and might not meet the players’ assumptions. It’s rude to pull the rug out from under the players by making changes suddenly and without warning. I’d want my players’ buy-in before incorporating these ideas into my game, whether that means setting the game’s tone at the start or getting the players’ agreement to them mid-campaign.

With that out of the way… when should we take away the player characters’ (PCs’) stuff?

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