November 26, 2024

Points of Interest

One of the interesting things about worldbuilding in D&D and many of the games it’s inspired is that D&D claimed to be set in a pseudo-medieval European realm — and then mostly ignored the actual demographics of medieval Europe. Though its population was nowhere near what it is today, Europe in the Middle Ages was positively full of people, most of whom lived in tiny settlements scattered between larger towns and occasional cities. However, D&D in its earliest days created a baseline sense of the adventuring world as being mostly frontier, with villages scattered at distances of a day’s walk apart or more.

A map showing an area predominantly in light green, suggesting farmland, with crisscrossing roads (solid brown lines) and tracks (dotted brown lines) connecting dozens of small settlements.

A lot of fantasy GMs who are into this sort of thing got an initial sense of what a real pseudo-medieval milieu might feel like from “Medieval Demographics Made Easy” by S. John Ross, whose mechanics have been implemented all over the internet. That approach to fantasy game demographics talks about villages as being home to the largest segment of any territory’s population, scattered in large numbers and often less than an hour’s walk away from the nearest other villages. Of note, though, “Medieval Demographics Made Easy” shares with the D&D 5e rules the use of “village” to cover a wide range of settlements with populations of 1,000 or less. D&D 3e broke that category down into villages (maximum 900 population), hamlets (maximum 400) and thorps (maximum 80). And for me, hamlets and thorps set only hours apart from each other in settled lands have always been a great baseline for worldbuilding.

Using thorps, hamlets, and villages as touchstones while adventuring heroes are traveling is a great way to help create a sense of the world that those heroes are fighting for. Which is to say, small settlements remind characters that there’s actually a world of people around them, not just empty landscape. Villages, hamlets, and thorps are small enough that they don’t need a lot of development when the characters are just passing through. Random name generators for settlements are easily had, and a baseline sense of what a village, hamlet, or thorp looks like can be improvised fairly easily, inspired by prevailing culture, environment, and the industry derived from that environment (farming, mining, fishing, and so forth).  But on top of that baseline, you can make a village, hamlet, or thorp memorable with a defining unusual characteristic using the following table. This is the table I use in my own campaigns, including a current game focused on a lot of short-distance traveling through densely settled lands as the characters track down lore and secret dungeon sites long lost to history. 

Some of the features on the table are overtly magical. Some are clearly mundane. And some can swing both ways, letting you decide how far to lean into the fantastic in your own campaign.

Unusual Small Settlement Features

d100   Feature

  1. Abundant household animals
  2. A freshwater pool of unknown depth, its bottom never sounded
  3. Locals wear distinctive clothing or jewelry
  4. Old watchtower
  5. Outdoor clock
  6. Well water acts as a healing draught for ill and injured livestock and mounts
  7. Copious flower gardens
  8. Ancient statue randomly bestows magical benefits to those who touch it
  9. Geothermal spring or vent
  10. Ancient shrine sometimes bestows good luck to those who meditate before it
  11. Raised walkways cross over difficult or dangerous terrain
  12. Trained animal messengers
  13. Colorful lanterns
  14. Beautiful fountain
  15. Ramshackle buildings
  16. Brightly painted buildings
  17. Outdoor gallery of statues
  18. Clockwork labor-saving devices
  19. Unusually large cemetery
  20. Well dispenses limited amounts of holy water
  21. Well-groomed parks
  22. Wild green space
  23. Several awakened animal residents
  24. Polluted well
  25. Extensive fishponds
  26. Colorful flags
  27. Tall spire
  28. Burgeoning local theater or music scene
  29. Tall spire
  30. Unusual-colored stone in buildings and field walls
  31. Proliferation of sign languages
  32. Carnivorous domesticated animals (bears, lions, and so forth)
  33. Glowing moss or flowers
  34. Shrine holding ancient bones
  35. Standing stones
  36. Ruins hold a magically floating altar
  37. Locals wear tokens of good luck
  38. Scattered statues are clearly petrified creatures
  39. Abundant birds
  40. Copious pleasant arthropods (butterflies, crickets, and so forth)
  41. Copious unpleasant arthropods (roaches, flies, and so forth)
  42. Freestanding arches
  43. Underground tunnels connecting buildings
  44. Mechanical lifts for ascending tall buildings or steep terrain
  45. Large heated communal pool
  46. Vines or trees bear fruit even in winter
  47. Life-sized statue of a dragon
  48. Local landscape sometimes yields up cut gemstones
  49. Old bell tower 
  50. Superior local beer, wine, or spirits
  51. Rooming house is a secret thieves’ guild safehouse
  52. Elemental fire vent
  53. Stone disks are intermittently functioning teleportation portals
  54. Locals raise and competitively race dire animals
  55. Crystal geodes are common decorations
  56. Local oracle correctly predicts the future exactly half the time
  57. Communal barn has a large extradimensional space within
  58. Unseen creatures pilfer non-valuable items from those passing through
  59. Ancient giant-sized structures repurposed to humanoid size
  60. Protected by retired mercenaries
  61. Noticeably cooler or warmer than surrounding environs
  62. Fully lit up at night by swarms of fireflies
  63. Local wild flying mounts (griffons, hippogriffs, and so forth) will transport characters in exchange for delicacies
  64. Ancient shrine to a forgotten deity
  65. Settlement protected by local lycanthropes
  66. Fey creatures common in area
  67. Wind chimes on most buildings play soothing music
  68. Arched bridge doesn’t cross over any obvious obstacle or barrier
  69. Teleportation portal connects to another nearby settlement
  70. Grand statue magically takes on the visage of one random person in the settlement each midday
  71. Ancient lightning rod retains electrical energy from recent storms, arcs out to zap anyone engaging in violence
  72. Extensive and elaborate topiary
  73. Settlement is built partly underground in repurposed dungeon ruins
  74. Benevolent ghost of settlement founder watches over locals
  75. Large number of gamblers
  76. Proliferation of edible mushrooms 
  77. One or more buildings are built on ancient stone foundations that float above the ground
  78. Roving floating glass orb allows anyone touching it to telepathically communicate with anyone else in the settlement
  79. Crumbling wall sends back unnaturally loud echoes
  80. Healing spa bestows temporary hit points
  81. Cheap alchemical reagents sourced from local bogs
  82. Glass obelisk retains the images of the last people to look into it
  83. Wild animals (bears, lions, eagles, and so forth) protect the settlement and patrol the outskirts
  84. Area of wild magic grants a one-time ability to cast a random cantrip
  85. Large magical sundial also tracks local weather for the next three days
  86. Earthbound or swimming wild animals can magically fly within a hundred paces of the settlement
  87. Built around the bones or skull of an ancient monster
  88. The sound of wind is heard even when the wind isn’t blowing
  89. Ancient shrine randomly summons low-threat creatures who serve nearby characters for 1 hour
  90. Harmless giant arthropods escort travelers into and out of the settlement
  91. Always shrouded in light fog
  92. Exceptional local cuisine or baked goods
  93. Natural scrying pool activates randomly once per month
  94. Huge boulder grants spider climb ability to anyone while climbing it
  95. Ancient pump dispenses limited amounts of lamp oil
  96. Unusually high number of local poets
  97. Visitors who eat local food learn one bit of secret lore
  98. Ruined library contains a magically shifting array of books
  99. Retired master smith repairs one nonmagical weapon, suit of armor, or shield at no cost in exchange for a promise to do good
  100. Awakened tree willingly serves as a children’s adventure playground


September 18, 2024

The Gamemaster Pipeline

One of the universal truths of roleplaying games is that players outnumber gamemasters by a significant margin. And one of the universal problems of RPGs is that players outnumber GMs by a significant margin — because without a GM, there’s no game to play.

An aside — I absolutely know that there are many amazing RPGs that don’t require a GM in the traditional sense of the baseline GM-plus-players setup that D&D invented. (One of those games — En Garde! — is almost as old as D&D!) But for the purposes of this discussion, most of us live in a world where no matter what our game of choice, if we’re players, we need a GM.

Eddie Munson standing behind the AD&D 1e Dungeon Master’s Screen, arms wide in welcome.
Eddie Munson, Gamemaster extraordinaire, from “Stranger Things"

I don’t know how ubiquitous this experience was for gamers of my generation, but back in the day and among the group of friends I played with, everybody was a GM. We all started as players in campaigns run by the two friends who had learned the game as players in other campaigns, but it took no time at all for us to start running our own games — because we all understood pretty instinctively that running games was an incalculable amount of fun.

It was also the case back in the day that it felt relatively easy to get players to try their hand at running even a one-off game or two because being a GM felt like the best way to understand the game. If you loved the game, if you enjoyed the experience of embracing the rules of the game, then why not explore those rules to the absolute maximum?

Regardless of my own experience, though, I get that a lot of players perceive stepping up to be a GM as a daunting task. And to be fair, those players aren’t wrong. It’s definitely more work being a GM building a narrative framework for the game and running a limitless crowd of NPCs and monsters than it is to simply focus on a single backstory and a single character. For me, though, all the things that make playing a single character fun are amplified a thousandfold in the experience of running games. 

So as experienced GMs, how do we express that idea to players? What can we do to show off the fun of running games and building worlds to those still waiting to take the first steps toward sitting on the other side of the screen or the map, then saying, “So what do you…?”

Finding Likely Players

In the games we run as GMs, we can easily set out to give players a small taste of what it’s like to do what we do. But as the first step of this process, we need to figure out which players are most interested in becoming a GM. In the best-case scenario, you’ll have a player who actually expresses that interest. But if not, keep an eye out for players already expressing a natural interest in some of the things a good GM does. 

Do you have a player who loves digging into the rules? Maybe even a player you make use of to remember rules details when you don’t? That’s an amazing candidate to take on the role of GM. How about a player who loves not just building a backstory for their character, but adapting that backstory to better fit the story of the campaign and the backstories of the other characters as the game progresses? That’s potentially someone with the interest in building shared narrative that’s a core strength of a good GM.

Moving Multiple Pieces in Combat

Once you’ve got players with whom you want to share a bit of what it feels like to run a game, think about asking those players to test out an essential GM skill by running multiple creatures in combat. In any scenario where one or more NPCs lends the party a hand in a fight, give the players those NPCs’ stat blocks and ask them to direct those characters tactically and narratively. Or if your party has a spellcaster who’s prone to summoning multiple creatures, getting multiple players to take the responsibility for those creatures out of your hands is a great way to lighten your load as a GM — even as it gives players a chance to develop a knack for thinking in parallel during combat.

Invitation to Improvisation

Outside of combat, a GM’s greatest skill is probably the ability to improvise — and improvisation is a great thing to have players take on from time to time in a campaign. For a lot of GMs, getting players to help with the improv nature of world-building in a game is a kind of Holy Grail. When asking players to engage with the game that way, though, keep in mind that improvisation is always easiest within a framework of possibilities. For GMs, that framework is our sense of all the things we know about the story that the players and characters don’t. But because the players don’t have access to that framework, we need to create one for them by establishing bounds on the kind and degree of improvisation we ask for. 

Here's an easy (and classic) example. The characters are entering a new town or neighborhood, and looking to find a tavern to ask around for information. Normally, you’d come up the name of the tavern, decide what it looks like, and provide details for the NPC the characters need to meet. For you, that’s probably easy, because as a GM, you have enough sense of the scene and the world around it to narrow down specific options from a broad range of possibilities. But if you ask the players to come up with the name of that tavern and the NPC, the broad range of possibilities might feel overwhelming in the moment. So instead, provide a name for the tavern and ask the players what kind of place it sounds like based on that name. Describe an NPC and ask the players what that NPC’s name is based on their appearance — or vice versa.

Likewise, whenever the characters are in a town or city that one of them knows well, ask the player what some of their characters’ favorite places in that settlement are. Anyone playing an RPG has the requisite imagination to easily come up with answers to all these questions and more — but giving the players a specific focus can help keep them from being overwhelmed by not knowing where to start. 

Magical Fun

Custom mechanical design — of encounter areas, environments, traps, hazards, magic, and more — is one of the biggest jobs of a GM. And although many of those things are outside the scope of what players can be reasonably asked to contribute to a game, there’s one bit of mechanical design that many players gravitate toward all on their own — magic items. To get a would-be GM’s creativity flowing, feel free to ask players not just for their wish lists of stock magic items (as many GMs do). Ask them to design a magic item they’d like their character to have, within any general creative boundaries you establish (including item rarity appropriate for the character’s level). For potentially more interesting results, ask each player in your group to design a custom magic item for another player’s character. 

Designing magic is something that it’s surprisingly easy to get players into — even those who profess they don’t have any real interest in digging into the nuts and bolts of the game. And each player who discovers how much fun it is to tinker with the wider world of the game is a potential GM in the making.


July 11, 2024

The Lone and Level Sands

I’ve had desert exploration on my mind recently, both as a result of my current campaign and a recent editing project, which has inspired a collection of random desert encounters. These encounter setups are organized around multiple possible throughlines (a topic I talked about not long ago), and are a follow-up to a selection of nautical encounter setups.

These encounter ideas work for characters traveling through desert, badlands, scrubland, or other remote locales. They can be used as random encounters, as the setup for a series of encounters you build out from these initial ideas, or as an initial-encounter hook for an even larger adventure.

(As an aside, the title of this piece is taken from the Percy Bysshe Shelley poem “Ozymandias,” which ties to the recent editing project mentioned above — the new book from Mike “Sly Flourish” Shea. You can find a teaser here.)

Art from the 4e Dark Sun Campaign Setting

The Empty Village

While crossing uninhabited badlands in pursuit of a villain they’ve promised to capture alive, the characters come across a ruined village abandoned decades before. The site might now mark the territory of a clan of basilisks who petrified the villain, and who the characters must defeat so they can claim the villain’s statue form, then restore it. Alternatively, the site might be subject to a terrible curse that destroyed its original inhabitants and the villain alike — and which has trapped the spirits of some of the lost into scattered gemstones from which they might be returned to life.

Shelter from the Storm

An advancing sandstorm sees the characters forced to quickly seek shelter in a series of caverns accessed through a crumbling stone bluff. But as they explore the cave complex, they realize that they aren’t the only ones seeking shelter there. The other group might be a party of desert raiders who use the caves as a secret hiding place to lie low after attacks on trade caravans, and who are willing to kill to keep its location a secret. Or they might be spectral undead spawned from long-dead travelers who tried to wait out a storm centuries past and were killed when rising dunes sealed them inside — and who the characters can convince to stand down in exchange for finding, then properly interring their remains.

Unusual Oasis

Characters traveling through the desert spot an oasis appearing on no known maps, with humanoid figures seen on the outskirts, beckoning frantically. The inhabitants of the oasis might be a noble’s hunting party who became lost during a storm, and who promise a rich reward if the characters return them to their home city. The oasis might be the headquarters of a gang of brigands, who manage to keep the site a secret by drawing in, robbing, then killing every traveller who passes by. Or the site might be unknown because it marks the lair of an elder water elemental recently spawned from an ancient underground aquifer — and who has taken a local nomadic tribe hostage, forcing them to worship the elemental as a god.

Mirage Arcana

A dry lakebed is well known as a site for mirages, but characters exploring the area discover that some of those mirages are magical illusions concealing a crumbling fortress. The site might be home to a friendly master illusionist who loves their solitude, and who is happy to hire adventurers to run errands for them. Or the fortress might be intentionally concealed by teams of spellcasters working for a powerful warlord, who plans to use the hidden site as a staging ground for attacks against nearby settlements.

Lost Merchant

While traveling a well-established trade route through the desert, the characters catch up to a lone merchant pulling a handcart, who claims to have become separated from a larger caravan that came under bandit attack. The merchant might secretly be a merchant lord, desperate for an escort to the nearest settlement and willing to reward the characters with treasure and adventure hooks. They might be a good rakshasa in disguise, looking for selfless heroes to undertake a dangerous mission. Or the merchant might be possessed by the spirit of an ancient sorcerer entombed nearby as a penance for their evil deeds, and who hopes to convince the characters to break the seal on the sorcerer’s tomb and restore them to power.

Carnival of Shadows

While enjoying a seasonal carnival in a scrubland town, the characters are caught in the middle of a skirmish between members of two rival bandit gangs violating the carnival truce. It might be the case that one of the gangs is attempting to assimilate the other, threatening to plunge the whole settlement into violence unless the characters intervene. It could be that a wandering assassin is set to fulfil a contract on a powerful figure in the town, and set off the gang violence as a distraction. Or the violence might be the result of a fell magical relic recently brought into town by an unknowing treasure hunter, its spreading magic turning folk violent and threatening to turn the carnival into a bloodbath.


June 19, 2024

Getting Away From It All

Like speak with dead and a number of other spells that are foundational to the D&D game, the teleport spell is one that can inspire great consternation in some DMs for its ability to derail a well-thought-out encounter — or even upend a whole campaign. Whenever group teleportation first becomes a thing a party can do, we as GMs need to always keep that in the back of our minds, fretting constantly over when and how the party’s arcanist will play the “Get Out of This Encounter Free” card. 

Except that a lot of GMs (including me, once upon a time) can easily forget that what the teleport spell actually does and what a gang of overly excited players assume the spell does aren’t necessarily the same thing.

Art from the Dungeon Master’s Guide

The Fine Print

It’s easy to assume that teleport allows a group of characters with access to that spell to safely and instantaneously travel wherever they want. But that’s not actually what the spell says. What the stock 5e version of the spell says is: “The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully.”

That “known to you” clause makes teleport a much more interesting spell from a GM’s perspective. Because the actual mechanics of what “known to you” means (as laid out in the table that accompanies the spell) can add a lot to the narrative of using the spell.

Teleport absolutely gives the players an almost foolproof get-out-of-danger-now move (but see below for how that “almost” might play out against savvy foes). In the midst of a knockdown battle, characters who can coordinate regrouping with the wizard’s casting of teleport can flee a fight they can’t win or that they don’t want to finish. But that’s not necessarily a bad thing. A bit of general wisdom that’s useful for all GMs is to ensure that battles have exit points that characters and their foes can take if they want or need to. Not every battle needs to be a fight to the finish, and teleport simply gives the characters and players an additional out if they want it.

Likewise, teleport allows characters to go back to any specific location they’ve been to before, which can make for fast side treks. If it turns out that talking with the sage the party met three levels earlier might help with cracking a puzzle or deciphering coded lore, it’s totally fine to just let that happen. By the time the characters are of a level where a party member is casting teleport, it’s expected that they can get access to all kinds of exceptional resources, so don’t worry about them gaining long-distance access to resources they’ve already used.

For everything else, though? Using teleport can be much trickier than the players and characters initially expect.

Who’s Got the Map?

One thing to keep in mind is that teleport takes its caster and any friends tagging along to a specific location. Not to a city in general, but to a particular street corner in that city. Not to a random spot in a dungeon or a castle, but to a particular room in such a site. Characters who’ve heard of the most magnificent city in your campaign world or the richest hidden vaults but who have never visited those sites have zero chance to teleport there. And that’s where teleportation can make an adventure interesting.

Teleporting to a site the characters don’t know requires tracking down a description of that site. That’s a side quest right there, which you can have as much fun with as you like. The end of such a side quest should unveil the lore describing a location in very specific detail, most commonly in the form of written or illustrated records, or by talking to an NPC who’s been at that location and can describe it. But the characters’ goal of getting to their magical destination doesn’t necessarily end there.

Go Left… I Mean Right

Characters who seek a description of a location with the intent of teleporting there are always working with the very optimistic hope that that description is accurate. But whether that’s the case or not is known only to you. A written account or sketch of a specific site might miss out on a number of key details. A retired warrior who once fought a battle out in front of the Lost Shrine of Unfindability might have only hazy memories of the place now, though they swear their recollection is crystal clear when the characters offer to pay for it. A popular tavern that can be described with perfect accuracy by anyone who’s spent time there might have burned down when the characters decide to drop in from the other side of the continent.

The Off Target result on the table for the teleport spell gives you a degree of carte blanche for deciding where the characters end up. This can provide a perfect excuse to bust out a premade random encounter using a map you’ve previously selected for just this purpose, as the characters arrive in middle-of-nowhere monster territory rather than their intended destination. But the Similar Area result on the teleport spell’s table can be even more fun. Are the characters trying to teleport into the common room of the merchants’ guild to pull off a daring heist? Maybe the ex-guild member who described the site was fired for drinking on the job, and their shoddy description sees the characters end up in the common room of the assassin’s guild two blocks over instead.

Also, don’t forget that the best-known locations the characters might attempt to teleport to in settlements, fortresses, or dungeons are often the busiest and most populated locations. It might be an automatic success for the bard to teleport the party to a public market they know well in a previously visited city. But the bard might need to then turn on the charm to explain why the characters have just appeared in the middle of a panicking merchant’s stall before the local guards are called.

You Shall Not Pass

One thing that’s always easy for a GM to forget is that just as you have to worry about the effects that powerful magic can have in the campaign, your villains also spend a lot of time worrying about that. As such, powerful figures and monsters who are painfully aware of the hassle that a group of characters teleporting into their sanctum would cause will absolutely set up defenses to protect against that if they can. 

Formidable wizards or priests channeling peak divine power might have their towers or temples protected by unique magical effects that negate or interfere with teleportation, both incoming and outgoing. If a local cavern is suffused with natural magic that causes teleportation to automatically go off target, it’s a safe bet that some intelligent apex monster will have decided that’s a premium spot for a lair.

On a less epic level, having a lair or sanctum protected by the glyph of warding spell or similar effects won’t prevent characters from teleporting straight in, but will provide them with a most unpleasant welcome. And even the most low-level illusion magic filling a location with false features can hinder attempts to teleport there after viewing that location with scrying or similar magic.

Final Destination

One important note: Don’t treat any of the ideas here as punitive or retaliatory. Your intent should never be to punish the characters because their relentless pursuit of experience lets them learn to do new cool stuff. But as is often said, the destination should never be the point of any journey. Teleportation in the game can and should give the characters access to a wider world. But you as the GM can still have fun with how they get there.


May 1, 2024

Down by the Seaside

Inspired by some seafaring adventuring in the earlier sessions of my current campaign, and by some writing on a project that cannot yet be named, I was thinking recently about random encounters with a nautical theme. And because I talked not long ago about always setting up encounters with multiple possible directions, sharing some nautical encounter setups seemed like a fine idea.

These encounter setups work for characters on a ship at sea or traveling along the coastline close to the water. They can be used as random encounters, as the setup for a series of encounters you build out from these initial ideas, or as an initial-encounter hook for an even larger adventure.

Art from the Dungeon Master’s Guide

Yo Ho Ho

As the characters approach a small fishing village, they spot a pirate vessel anchored offshore and bloodthirsty buccaneers shouting in the streets. If the characters storm in looking for a fight, the pirates might simply be enjoying some shore leave and paying the locals well for food, drink, and entertainment. Alternatively, the settlement might be the hiding place of a first mate who fled the pirates’ service with a collection of treasure maps, and the buccaneers will tear the town apart unless the first mate and the maps are found — or the characters stop them.

Saved from the Sea

Shattered wreckage spotted on the water turns out to have a near-unconscious humanoid clinging to it — a survivor of a shipwreck. The survivor might be a sailor whose gratitude for being rescued sees them offer to lead the characters to a site of buried treasure. Or the survivor might secretly be a member of a cult, pretending to be adrift and waiting to be rescued, and leading the characters not to treasure but to the cult’s island enclave to be sacrificed.

Merfolk Meeting

The characters spot a strange vessel rising from the water — an open-deck magic submersible crewed by merfolk. The merfolk might be making initial forays toward trading with the folk of coastal towns, giving the characters the opportunity to set up initial contacts or even act as brokers for trade between the settlements of the coast and the undersea. Alternatively, the merfolk might be on a mission of vengeance, looking for a pirate vessel or local warship whose crew slaughtered a pod of dolphins under the merfolk’s protection — and willing to take their revenge against any surface folk.

Strange Waters

One or more rare sea creatures — whales, dragon turtles, and so forth — are seen swimming through shipping lanes, local fishing grounds, or other waters they would never normally travel through. The characters first need to deal with the creatures damaging watercraft or docks, then determine what’s caused this strange migration. It might turn out that the creatures have been driven from their usual waters by some sort of magical disaster that needs investigation. It could be the case that corrupted merfolk druids or sahuagin enchanters have directed the creatures to attack folk of the surface. Or the creatures might be under the magical control of a cult seeking to claim territory along the coast, acting as the vanguard of a much larger aquatic assault.

Sudden Shipwreck

Along a coastline the characters have traveled multiple times, a shipwreck is suddenly visible at low tide where no wreck was seen before, in waters with no dangerous obstructions and with no storms in recent weeks. The wreck might be a vessel that foundered when a cursed but valuable magical relic on board forced the crew to abandon ship. It might have been disgorged by a natural portal recently opened in the seabed, and through which aquatic monsters from another part of the world will be drawn if the portal isn’t closed. Or it might be a rare mega-mimic with a penchant for feeding on underwater treasure hunters.

Mysterious Lighthouse

When traveling in a storm or attacked by seafaring monsters, the characters take refuge in a remote lighthouse that reveals itself to be empty, despite its magical light shining from dusk to dawn. As the characters explore, they might discover the lighthouse staffed by the benevolent ghosts of all its former keepers, who have a quest they need fulfilled. Or they might discover that the magically automated site is now used as a meeting place by a nefarious seafaring cult, whose members arrive to deal with the intruders who tripped their magical alarms.


April 12, 2024

Going in All Directions

Encounter setups that have a single throughline are often the main way that the narrative of a D&D game is advanced. Investigating an unusual phenomena leads to an ambush. A gauntlet of traps and hazards needs to be run. A chance meeting in a tavern brings the characters into contact with a powerful ally. A noble takes umbrage at a perceived slight and becomes the party’s nemesis. In any and all such scenarios, there’s a clear sense that one thing is meant to happen in response to the characters’ entrance, and that’s how the scene should play out.

Setting up encounters that have only a single primary narrative goal usually works just fine in the game (at least within a larger framework where the characters have enough agency to shape which encounters they undertake and how their story advances when those encounters are done). Sometimes, though, the players and the characters can surprise you in ways that can quickly make a single-thread setup go off the rails. An encounter that you expect to be a social challenge suddenly turns into combat when the characters grow overly suspicious of an NPC’s actions. The players ignore what felt like an obvious hook meant to draw them to a specific location and instead wander off in a different direction.

Art by Carmen Sinek from the Dungeon Master’s Guide

As a general rule, combat scenarios make good examples of how having only one way for the characters to push through them can lead to problems. As most GMs have experienced at one time or another, setting up the single win condition of “one side beats the other side into submission” can lead to a disastrous outcome when the players want their characters to flee or attempt to bargain with their foes, but the encounter offers no good way for them to do so. (You can get great advice for building more open-ended combat encounters in lots of places, including the excellent book Forge of Foes that I had a hand in.) But the kind of narrative bottleneck that shows up easily in a straight-line combat encounter can easily derail any type of in-game scenario.

Just Winging It
As a GM, I usually have a great time when the game goes off in unexpected directions, because I’ve been playing long enough that I can quickly work up alternative scenarios to where I was expecting an encounter to go. But if you sometimes have trouble reworking story on the fly or improvising resolutions to unexpected developments in the campaign story, it can be a great exercise to build uncertainty into your encounters right from the start. 

When setting up an encounter, whether that means creating encounters from whole cloth in a homebrew story or making notes on encounters while running a published adventure, think about ways that each encounter might play out along two or more different threads of narrative. That way, whichever of the threads the characters tug at, you know ahead of time how you’re going to handle that. And even if the players decide to ignore all the prepared threads in favor of unspooling an unexpected thread of their own, having thought about the encounter and the surrounding scenario as a range of possibilities rather than a single throughline puts you in a better position to reassemble the narrative on the fly.

One Way or Another
Here are five quick encounter scenarios to give you a sense of what I’m talking about. Each of the following scenarios is set up with two broad approaches that the characters and players might pick up on, just to keep things simple. But you can just as easily come up with three or four possible throughlines — just as you can expect the players to come up with throughlines of their own that you never anticipated.

Thief! Thief?
A pickpocket appears to have stolen a valuable possession from a character (a weapon, a magic item, and so forth), but the character immediately realizes that they still have the seemingly stolen item on their person. If the characters pursue the thief to figure out what’s going on, it turns out that the stolen object was an illusion intended to draw them into a chase and an ambush. If the characters ignore the thief (perhaps because they assume the above scenario is playing out), it turns out that the thief magically swapped the real possession for a shapechanging item carrying a powerful curse that spreads to all the characters one by one — and which can be lifted only by passing on the item in the same way.

Too Quiet
Entering a nondescript tavern, the characters discover the patrons and staff all acting unusual — strangely distracted, speaking in whispers, ignoring their ordered food and drink, and so forth. If the characters are instinctively suspicious of the people in the tavern, it turns out that this is the secret meeting place of a cult planning a humanoid sacrifice for later that night. If the characters initially assume that the patrons and staff are victims of foul play, it turns out that the patron at a corner table is a powerful enchanter testing out an unstable magical relic that lets him control people en masse.

Wild Party
The characters receive an invitation to a gentry’s grand ball, where the duke of the realm is the most prestigious guest. At midnight, the duke is suddenly grabbed by armed intruders who attempt to spirit them away. If the characters do nothing, the duke is kidnapped and the party is accused of being complicit through their inaction. If the characters intervene to protect the duke, the intruders are out-of-uniform guards attacking because they know the duke is actually a doppelganger — who might be the only person who knows the whereabouts of the actual duke, kidnapped hours earlier. 

Our Flag Means One of Two Things
While traveling along a remote section of seacoast, the characters come across a hidden cove occupied by armed sailors who appear to be running a well-established pirate operation. If the characters attempt to treat with the pirates, the group is revealed to be working for a local merchant lord who sends the pirates after the ships of their enemies — and who can’t let the party leave the cove to reveal their secret. If the characters instinctively attack the pirates, they turn out to be a group fighting against a corrupt local leader whose warships have been attacking settlements behind in their tax payments.

Hag Hijinks
The characters come across a remote village whose folk are ravaged by a magical malady, and who blame a hag dwelling in a nearby grove for their plight. If the characters go after the hag directly, the hag is revealed to be trying to help the villagers, and can reveal that the source of the malady is a cursed magic relic brought to the village by a secret cultist. If the characters investigate the situation in the village first, they discover that a local alchemist has incurred the wrath of the hag by kidnapping her toad familiar — which has escaped and must now be found before it can be returned.

March 20, 2024

Ride Easy

Your mileage may vary, but when I first started playing D&D, it was a bit of a thrill when things got to the point wealth-wise when any of my characters could afford a horse. Owning an imaginary horse always felt really cool to me, because horses in fantasy games are fun. Having friends who play fantasy games who are really into horses and can tell you what type of IRL horse your character should ride makes it even more fun, as is those friends’ ability to point out how bad the rules for horses are in most games. But that’s incidental to the current topic.

The addition of mounts to the game cuts down travel time, allows for the easy outrunning of less nimble monsters, lets the characters dramatically storm into town in a cloud of dust, and ties into all other kinds of archetypes from the medieval/Wild West-hero playbook. But horses and other mounts can introduce a particular logistical issue with the story of a campaign — a problem unrelated to the actual rules for running mounts — that’s worth thinking about.

An armored paladin rides a warhorse in full barding.
Art by Darlene from the AD&D Dungeon Master’s Guide

Don’t Hurt the Horse!

Animals becoming endangered in a story is a huge trauma trigger for many people, and for pretty obvious reasons. A lot of us generate intense amounts of emotional attachment to the animals we make part of our lives, and the experience of loving and being loved by a furry friend can be life changing. Many folks easily develop emotional attachments to animals in fiction for the same reason. And because RPGs connect our real lives and our engagement with stories in extraordinarily powerful ways, it’s not a surprise that when characters’ mounts are threatened in the game, it can easily mess with the fun.

Talking about animal welfare in the game is an excellent topic for session 0. During the preamble to a new campaign, players discussing their expectations for play can note how comfortable they are with violence directed toward animals, whether mounts, companion creatures, or animals acting as threats in the game. Some might want the campaign to avoid the topic entirely. Others might be fine with having animals as threats fighting against the player characters, while wanting to avoid threats to the characters’ mounts and companions. Other others might be fine with threats against the characters’ four-legged friends as long as the GM doesn’t arbitrarily target them for no reason.

In the event that the topic doesn’t come up in session 0, all players should understand that they can bring it up during a game session. If a story goes into narrative territory that’s making them uncomfortable, players should say so, whether that’s harm befalling a character’s companion, mount, or pet, or the party being expected to mow through non-evil animal threats with no options for noncombat resolution to the conflict.

Out of Sight, Out of Mind

A problem that comes up more often with mounts than animal companions (most of whom are either kitted out for combat themselves or small enough to hide during a fight) is worrying about what happens to them if they’re left on their own. Especially for characters traveling the uninhabited frontier that’s typical of many fantasy campaigns, it can be especially advantageous for a party to be able to roll up to the dungeon on horseback. But it can be equally easy for the players to then worry about what might happen when the party’s horses are left alone in the monster-haunted wilderness while the characters delve into the nearby ruins.

A house rule I came up with long before I’d even heard of the concept of session 0 is to go all meta and establish ahead of time that the GM isn’t going to mess with the character’s mounts as long as the characters do their level best to keep their mounts out of danger. If the horses are left hidden in the forest while the characters head off on their dungeon long weekend, they’ll fend for themselves and be right as rain when the party makes it back into the light. During a random encounter on the road, if the mounts are quickly hopped off and ordered away from the fight, they’ll steer clear of danger while the characters finish dealing with it. This approach will definitely stretch realism from time to time, but that stretch is more than worth the players not having to worry about a trusty mount ending up as part of a wandering dire wolf buffet.

A Horse of a Different Color

Although horses are the typical mount in most fantasy campaigns, the fun of obtaining a mount for the first time can be made even more enjoyable with an unusual mount. Griffons and hippogriffs are apex-cool flying mounts, carrying an enormous amount of predator gravitas, while giant dragonflies make equally great aerial steeds for Small characters. In a subterranean-focused campaign, giant spiders and cave lizards make excellent mount choices — especially when fitted with saddles that allow a rider to stay on board while their mount clambers upside down along ceilings. Axe beaks and polar bears make formidable mounts in arctic climes. And in a plane-hopping campaign, a phase spider makes a most iconic ride.

Moreover, the best part about obtaining an unusual mount often isn’t the mount themself — it’s the story setting up how your character and that mount got together. Did you earn a creature’s trust after saving their life? Were they a mount trained by someone else and offered to you as a reward for service, or who you rescued from an abusive owner? Being able to afford a mount is a nice milestone for a starting character. But being able to say you truly earned a mount is even better.