October 25, 2023

Go Your Own Way

In my regular Sunday game two weeks ago, thanks to a teleport scroll that could carry too few people, we wound up with the party of four (plus a bunch of NPCs) (including two characters the party was kidnapping) (but in a good way) (well, for one of them) divided up into three groups, each about thirty miles apart. Now, that’s probably an extreme example of splitting the party — but as with a lot of such examples, keeping the game running when characters decide or need to go off on their own isn’t as insurmountable a task as many GMs and players think.

State of Play

“Don’t split the party” is an oft-heard refrain in RPGs, for two fairly solid reasons. First, in any game that focuses on combat, any subgroup of the party will have a tougher time dealing with threats than the party as a whole would. If a GM’s setup involves encounters balanced for a large group, things can quickly go sideways if a bunch of foes are suddenly surrounding a lone scout doing recon, or if an encounter that expects a full range of magic and martial prowess is suddenly being taken on with swords or spells but not both. And second, splitting the party creates logistical challenges in the way the game is run. It requires the GM to effectively run two or more scenarios simultaneously, as separate storylines spin out from the actions of different groups of characters.

The first point can be a challenge for sure. If splitting the party means that the GM of a combat-heavy game needs to rebuild encounters on the fly or run the risk of flattening characters without meaning to, that game can bog down or go off the rails quickly. And even for a GM deftly able to adjust encounters during play, doing so can break the sense of verisimilitude if what should have been a full squad of guards turns into a single sentry with no backup, or if a monster whose threat level the players know has clearly been scaled back to not overwhelm one or two characters.

Outside of combat, though, the challenge of splitting the party can actually be an asset to your game, as long as players and GM approach the process in the right way.

Making a Break

Part of the reason that splitting the party is a constant topic of conversation among players and GMs is that splitting the party often makes narrative sense. Breaking things up and allowing different characters to take on individual tasks can be a great opportunity for character development, especially when certain characters are typically overlooked in certain types of encounters and scenarios. When a party features a charismatic bard with a Persuasion modifier in the double digits, that character likely does most of the talking during negotiation or diplomacy scenarios. A warrior defended by plate armor and a ton of hit points likely always takes point in melee. So it can be fun to give the players of other characters a chance to take on a role outside those characters’ core strengths.

Splitting the party also makes it easy to add additional layers of complexity to a game’s narrative. When all the characters are in the same position to see events unfold and to glean the insights of exposition at the same time, the game typically advances as a single path with forks, with players and characters collectively advancing, making decisions on which new direction to go in, then taking up that direction collectively. But when characters have a chance to do their own thing, the story of the game gets to flow in parallel for a while, with different narrative streams advancing and complicating independently, and the players subsequently determining how to resolve those complications in ways more interesting than simply choosing whether to go left or right.

In almost all cases, popular vote among the characters and players is the definitive way to choose the best option for moving forward as a group. But sometimes it can be fun for a player to mess around with an unpopular option, and giving that character a moment of split-the-party spotlight does that. As well, the kinds of focused moments that splitting the party provides can also give quieter players a chance to step up that they might otherwise have trouble finding within a full-party scene. And under some circumstances, one or two characters working alone can make discoveries or come into possession of unique secrets in ways that heighten the presence of those revelations in the narrative. (But read on for additional thoughts on handling exposition in split-party play.)

Timing is Everything

It’s up the GM to keep a rough sense of how much time is being focused on each individual group when the party is split. In some cases — especially during fast-paced, high-tension encounters — shifting back and forth between short scenes of five or ten minutes can heighten the roleplaying experience. In other cases — especially when separate scenes might take a drastically different amount of time to play out — it works just fine to run a full scene with one group of characters, then run the other group’s scene next.

A conversation between GM and players is the best way to determine what approach feels right for a split-the-party session, and all players should feel free to speak up if one approach or the other is causing the game to flag. This can easily happen when short scenes aren’t providing enough time for players to really dig into what their characters are doing, or when long scenes cause players to lose track of what’s going on in their own side of the story.

All In

When splitting the party, a GM’s first instinct is often to physically divide the characters, setting up in different rooms of a physical play space or in separate video feeds or chat streams online. Indeed, the old adage of “Never split the party!” is often trotted out in response to the complexity of running a game in two locations simultaneously, whether physical or virtual. But there’s another option.

In any split-party scene, let all the players take part — not just the players of the characters in the scene. Players whose characters aren’t present can ask questions of the GM and offer suggestions for the players engaged in the scene, just as they might for a scene in which all the party members appear. In the same way, the players of absent characters will watch the developments in the scene as they happen, even as their characters will learn of those developments only when they regroup with their comrades.

As always, the players whose characters appear in a scene can decide which questions are worth following up on and which suggestions they’d like to explore. Each player is always the sole arbiter of their character’s decisions and actions. But being able to consider the other players’ ideas can make those decisions more interesting.

When a stealthy rogue makes a solo incursion into a noble’s office in the middle of the night, any player can make suggestions as to which features of the office seem worthy of investigation, just as if their characters were there. When the paladin and the cleric meet with the temple high priest to try to convince them of the danger presented by a dragon cult, the players of the other characters can offer up suggestions about how best to make the party’s case, or even offer up pithy one-liners that the characters present might say.

This approach absolutely breaks dramatic realism. But it creates a better play experience by keeping all players engaged in the scene, and by giving the characters in the scene the widest possible range of options and decisions as they navigate the narrative. Under certain circumstances, if it’s important for only the characters in the scene to learn something, you can pass that information on as a note, a text, a private message in chat, and so forth. (And of course, never be afraid to pass a note or private message asking a player to pretend the note said something important, just to keep the other players on their toes.) But that approach should be the exception, not the rule.

Most of the time, letting the players interact regardless of whether their characters are interacting helps maximize the flow of ideas between players and the fun of the game. And letting everyone engage in this way also helps to ensure that the players who aren’t running characters in a scene remain focused on what’s happening in the scene, even as they’re thinking ahead about their own characters’ course of action for when the focus shifts to them. 

An absent-character player who tries to overtly direct the other players’ characters is a problem in this sort of scenario, to be sure. But such players can be a problem in general if they fall into the habit of telling other players what they should do, whether providing unsolicited combat advice, suggesting another character’s course of action, and so forth. As such, talking to such players about where to draw the line on offering advice is the same conversation regardless of whether you’re in a split-party or a full-party scenario.


September 26, 2023

Embracing the Awesome

In pretty much every fantasy RPG, every adventurer fancies themself a cut above the common folk. Whether we’re playing heroes, antiheroes, altruists, egoists, or any of the other possibilities on the adventuring-character checklist, the story of the game revolves around the idea that our characters are exceptional, both in their abilities and the things they do with those abilities. The barbarian is the ultimate battle machine. The rogue is the consummate confidence artist. The wizard is the master of magic that can remake the world.

So why is the GM asking my world-class adventurer to make an Athletics check to climb a rope? And does it serve any real purpose when a low roll on an ability check makes a character fail at a task that has no real consequences other than wasting time or looking kind of foolish? Is that really the best way to play the game?

The Hero Fast Track

D&D and every other fantasy RPG is a game of heightened and accelerated character progression. As people living in the real world, we’re all generally conscious that we’re not the same people now that we were five or ten years ago. We can look at ourselves and see where we’ve grown and where we’ve improved, even though the process of growth and improvement is often so gradual that we don’t see it happening.

Adventurers have an easier time of it. As a character levels up, the boons and benefits that improve their class features, skills, ability scores, combat prowess, magic use, and more are a benchmark of their growing expertise. Everything a character is good at feeds into experience or story milestones. Experience and story milestones feed leveling up. Leveling up feeds getting even better at things.

In real life, we often take our time getting better at things. But adventuring characters make self-improvement into a speedrun. Even in the grittiest, most low-magic, slowest-leveling campaigns, the math of advancement makes player characters exceptional. So don’t be afraid to embrace that idea by moving away from rolling dice when the characters undertake even challenging tasks, whether breaking down a door, gathering intelligence, deciphering lore, finding tracks, clambering up a wall, or any other of the activities of an adventuring life.

Getting Rolling with Not Rolling

Players and GMs have a number of different options for deciding when it’s the right time to allow characters to automatically succeed on ability checks, and how that can feed the narrative.

Skills, Tools, and Backgrounds

Establishing a baseline for automatic success is a good idea. Requiring that a character have proficiency in a skill is an obvious starting point, as is making sure that a task feels like something a skilled character could pull off under generally favorable circumstances. But in addition to skill proficiencies, don’t forget tool proficiencies. Because checks requiring artisan’s tools often come up less often than skill checks, allowing automatic successes on such checks can help make them memorable. Likewise, character backgrounds offer a rich array of possibilities for things a character should be able to pull off automatically with time and focus, from a sailor character skillfully untying a complex knot to a folk hero gathering intelligence in a city under the control of corrupt officials.

Planning Ahead

Automatic successes are a great fit for checks that extend from strategizing on the part of the characters and players. If everyone at the table spends time and effort thinking about the best way to get access to the headquarters of the thieves’ guild, give the rogue an automatic success on the check to open the secret exit in the back alley, or give the fighter an automatic success on breaking through the drain grate that gives the characters access to the guild’s cellars. Whenever the players are actively engaging in planning how to overcome a challenge, one or more automatic successes as they put that plan into action make a great reward.

The (Role)play’s the Thing

Automatic successes also make great rewards for roleplaying, whether social encounters or players fully digging into describing their characters’ actions during investigation, exploration, or even combat. If a bard has a great idea for dropping a chandelier into the middle of a ballroom to distract the duke’s house guards, with the player explaining in detail how they plan to make use of that diversion, don’t risk messing up the fun of that plan with a botched skill check to untie the rope that holds the chandelier aloft. Likewise, when the player of a bard sets up an elaborate scene of striking up a conversation with a local politician in an attempt to learn who’s bankrolling them, grant them an automatic success on their Persuasion check. Rewarding roleplaying in this way is a great way to encourage roleplaying — in contrast to having a great bit of roleplaying followed up by a failed skill check, which is a great way to make players wonder why they bothered with the roleplaying in the first place.

Setting Up Success

As the players and the GM get comfortable with automatic successes for ability checks, they’ll also learn to look for opportunities to allow one character’s success to feed the success of other characters. When the party needs to clamber up a cliff to reach the far side of a chasm, having the rogue make the climb with a breezy bit of narrative is undercut by having the Strength 8 wizard or the paladin weighted down by a hundred pounds of plate armor, weapons, and gear failing skill checks. 

So let the rogue’s easy ascent extend into letting the rest of the party also climb up without difficulty, whether the climb lets the rogue mark out an easy route up marked by numerous handholds, or whether they drop down a knotted rope ladder conveniently hidden at the top of the cliff. Likewise, an automatic Intimidation success when the sorcerer challenges a guildmaster in a tense negotiation can spread to the other characters as well — perhaps not granting automatic successes on Intimidation or Persuasion checks of their own to deal with the guildmaster’s entourage, but with advantage on those checks.

August 24, 2023

Hazardous Behavior

Sometimes I find myself so busy writing game stuff that I find it really hard to find the time to work on the writing-about-playing-the-game stuff. This is a good problem to have, overall. And it also gives me an occasional excuse to share 5e mechanical stuff rather than tips and advice. So to whit:

New Hazards for 5e

I was working on hazards for CORE20 recently, and thought that some of the stuff I was coming up with would make an excellent conversion to 5e for GMs and players tired of the usual encounters with green slime and yellow mold. These new slimes and mosses are all inspired by some of the classic dungeon threats of previous editions (as reworking stuff from previous editions is something I love to do), but have a lot of potential for use in both dungeon campaigns and other adventures.

For GMs, enjoy! For players, run! And have fun either way.

July 19, 2023

Collaborative Storytelling Expanded

Collaborative storytelling is the essence of what makes D&D and every other RPG unique among games and other pastimes. But beyond the baseline sense that campaigns create narrative shaped by the details laid down by the GM and then reshaped by the choices of the players and the actions of the characters, RPGs offer plenty of opportunity for more advanced approaches to shared storytelling. 

One of the coolest of those approaches comes from having players come up with some of the details of the campaign, whether as one-off reveals or as details connected to their character’s backstory. Details and hooks for nonplayer characters, events, locations, and more can all be worked into the campaign by the players this way, creating an optimally dynamic story framework that takes some of the pressure to be continually creative off of the GM. 

However, this process of having the players contribute story can be hard to navigate sometimes. This is particularly true for groups used to the traditional setup wherein the players focus only on directing their characters through a world of events, locations, and creatures that are the province of GM. So for groups who want to engage in richer storytelling, here are a few tips.

Talk It Over

As is true for almost everything in the game, the first step to trying something new is to talk about it. Setting up the idea that players are encouraged to bring their worldbuilding A-game to the table is an excellent topic for your game’s session 0, or for whatever email and messaging about the upcoming campaign precedes your session 0. Whether you’re a GM wanting to make the other players a more active force in the story of the game, or whether you’re a player pitching the GM on the idea of a more collaborative campaign, talk about your goals and expectations. Do your best to get all the players on board with this approach, but be respectful if players who are happiest just focusing on the moment-by-moment story of their own character prefer to let others sketch out the larger world.

Especially if many of the players are new to the game, or if experienced players are taking on a broader role in creating narrative for the first time, talk about how the players’ input in the campaign story should play out at the table. It’s easy to start with the GM calling for the players’ input, focusing on relatively easy campaign details, and encouraging any or all players to work together on those easy details as a means of getting everyone used to the process. “Spending a bit of time in town, it’s pretty easy to learn which tavern offers the best chance to find a somewhat shady broker of information. So what’s that tavern called and what’s it like there? Tell me about it.”

Shared Secrets

As a player looking to pitch in on shared story, your character’s backstory can be a great starting point, letting you shape details in the campaign that feel personal to you. So don’t skimp on sketching out that backstory before and during the campaign. Digging up story nuggets from your backstory helps the GM with that all-important goal of making the campaign feel meaningful to the players by connecting it to their characters. And what better way to do that than by having the players create those connections? An NPC your character knows or has heard of, a location you visited or whose secrets you know, a legend you recall from childhood, a rumor you overheard that offers a hint of what peril the party is about to face — all of it is great grist for the shared story mill.

Timing is Everything

Especially if this style of play is new for a group, think about the best approach and timing to having all the players feed lore into the game. As talked about above, having the GM prompt the other players for information can be good starting point, asking for details when an NPC is met, when the party enters a new village, when a mysterious note is found whose contents the GM hasn’t prepared, and so forth. 

Then at some point, you’ll find that the prompting is no longer necessary. As things start to get more dynamic, the decision of when players should introduce story elements will flow naturally from the way the campaign story unfolds during play. The points at which lore is revealed in the story don’t change with a more collaborative approach. They simply shift their focus away from the GM as the center of all revelations.

The way the game naturally unfolds places most moments of revelation into roleplaying and exploration scenes. But don’t overlook the potential of having players introduce new story elements in combat. This works especially well when experienced players know details about a monster (defenses, weaknesses, tactics, and so forth) that their inexperienced characters don’t. At any point during the fight, a player might suggest that their character recalls having heard some important bit of monster lore that can lend them an edge in the battle. But players shouldn’t try to push this into “cheat code” territory by having their character suddenly remember that the lich lord they’re fighting can be momentarily incapacitated by vigorous tickling.

Trading in Trust

As part of establishing the goal of shared storytelling in session 0, the GM and the other players should talk about the need for trust as they shape narrative together. All good GMs avoid “gotcha” moments involving unbeatable monsters in combat, or traps that have no chance to be detected or avoided while exploring, knowing that such things can violate the other players’ sense of trust. Likewise, all good players know to avoid unwanted character conflict or the tired trope of “But stealing and selling the paladin’s holy avenger is totally what my character would do!” So all players should treat the sharing of story in the same way.

As a player, look to contribute backstory details that potentially enrich the campaign for all the players and characters, not just for you. As a GM, embrace and absorb the lore handed to you by the players. Never reject outright a player’s story detail unless that detail feels seriously at odds with the overall campaign narrative — and even then, talk to the player about your reservations and see if you can come up with a compromise that works. 

“Yes, and dragons!”

One thing that can make some GMs wary of a collaborative approach to game story is the idea that giving players more involvement in sketching out the shape of the campaign will make it more difficult to surprise the players. So as a GM, you want to always look for ways that you can take a story detail provided by the players and give it a subtle twist, turning it into something that holds an element of surprise for both of you.

When discussing theatrical improvisation, people often talk about the importance of saying “Yes, and…”. This is the idea that an improv actor builds on what the other actors are developing around them by acknowledging and embracing those developments, then adding to them. You always want to work with what the other performers give you, rather than rejecting their contribution. For GMs who need to be able to work with the other players’ story building suggestions in real time, this means working to not get flustered if a player’s suggestion seems like it might take things in the wrong direction.

For example, when the party is looking for a wealthy thief willing to buy a hot magical relic currently being searched for by the city guard, having a player offer up that their character just happens to know such a person can seem too easy. If you’re the GM in that scenario, it might appear that the player is trying to just work around the challenges that the game needs in order to be fun. But rather than rejecting the player’s suggestion out of hand, think about what happens if you say, “Cool. But what was the event that put you both on bad terms the last time you met?” Working with a player’s suggestion, then taking it in a new direction, complicates the narrative to make it interesting again. So instead of the initial challenge of finding a buyer for the relic, the party now has a new challenge — convincing a prospective buyer to help someone they might be holding a grudge toward.

May 31, 2023

No-Hassle Summoning

For a spellcaster to summon monsters from the magical aether to the real world is one of the most iconic moves in a fantasy RPG. The essential idea of calling forth creatures from nothingness to do your bidding is always a cool move — especially in combat, where unexpected allies can easily tip the balance of a fight.

But because those unexpected allies each need to take full turns in combat, handling summoned creatures can quickly become one of the most frustrating aspects of a game, for everyone at the table. For the GM, each extra foe added to a fight increases the complexity of running that fight. And for the other players, all the extra actions, tactical decisions, and dice rolling that comes from madditional combatants can turn the fastest-paced fight into a slog of waiting endlessly for one’s turn.

So if summoning creatures has ever been a hassle at your table, the following options might help make the process easier.

Agree That Casters Shouldn’t Use Summoning Spells

This is definitely the nuclear option for dealing with summoning being a problem, but it’s not an entirely unreasonable approach. If you’re a GM (especially a relatively new GM still finding your way), feel free to say to the players: “Summoning spells absolutely wreck me, please don’t cast them.” If you’re a player who’s noticed that summoning spells are causing the GM grief and slowing the game down, you can just have your character cast something else. All RPGs are a continuum of choices, and making choices that make the game fun for everyone is always a good idea.

Share the Responsibility

Rather than automatically assuming that the player of the caster or the GM should handle all the tactics and die rolling for summoned creatures, get other players to help share that load. For a single summoned creature, ask the player with the most straightforward character — or the player with a demonstrated ability to get through their turn quickly even with a more complex character — to make the summoned creature’s die rolls and track their hit points. Especially if the player of the summoning spellcaster has a more complex range of choices to make while casting other spells in subsequent turns, they can focus on giving the summoned creature general directives, then leave the fiddly bits to someone else.

In the event of multiple summoned creatures, it can be great fun to have all the players take on a summoned creature or two like short-term secondary characters or companions. The player of the caster might continue to make tactical choices for summoned creatures in such circumstances, or that could be given over to other players as well, creating the strongest sense of summoned creatures as intelligent, independent combatants.

Simplify Combat

Use whatever tricks you can to make the presence of additional creatures in combat flow as smoothly as possible. Even if your game doesn’t normally use average damage for monsters, do that for summoned creatures. If you know that summoned creatures are badly outclassed in a combat encounter, rather than wasting time on missed attack rolls, let those creatures use the Help action rather than attacking on their own. Or at lower levels, when a single summoned creature can likely hold their own with the party, let the player of the weakest combatant use the Help action to give the summoned creature advantage on attacks, with that player running the summoned creature as above.

Plan Ahead

Sometimes the problem with summoning spells is less about how much they slow down a combat session, and more about how much they grind the session to a halt before combat even starts. Players using spells that summon distinct creatures (as opposed to generic “summoned monster” stat blocks) should think about what sorts of creatures their character is likely to summon, then have those creatures’ stat blocks ready to go — bookmarked in a monster tome, printed out for table use, saved on a tablet, and so forth.

If you’re playing a summoning caster, have two or three options prepared — one creature you like for scouting and recon, one creature built for combat, one creature for mischief and skullduggery. Even if those creatures turn out to not be ideal for a particular scenario, run with them anyway, rather than run the risk of derailing a session by having to quickly through a book of creatures looking for the perfect option.

GMs can likewise have a few easy-to-run creature stat blocks on hand — and are within their rights to ask players to use those stat blocks if they haven’t come prepared.

May 16, 2023

Learning to Live with Speak With Dead

 A lot of GMs actively hate the speak with dead spell for making it impossible to run a cool murder-mystery campaign in D&D. But in my experience, the reason many GMs feel that way is that they’ve let themselves be convinced by forceful players that the text of speak with dead says words to the effect of: 

“You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer any question relating to its death with perfect accuracy, including the name, description, mailing address, and shoe size of their murderer.” 

Except, of course, the spell doesn’t say that. And within the scope of what the spell doesn’t say, there’s lot of room to make sure speak with dead doesn’t mess with your ability to get your detective story on.

First, always remember that a person (dead or alive) can’t name what they can’t see. Magical disguise is a potent hedge against identification by the living or the dead. But so is a simple mask, a hood pulled down in an area of dim light, or a scarf quickly tied beneath the eyes. Creatures intent on evil deeds typically understand the importance of not being seen — and further understand that in a magical milieu, a victim is always a potential observer even after their demise.

Even when the victim is aware of who’s responsible for shuffling them off this mortal coil, remember that speak with dead allows a caster to question a corpse’s animating spirit — not to access the full consciousness of the person who died. Villains will thus understand how easy it is to confuse that spirit with false information. As a victim breathes their last, imagine a killer they don’t know leaning over them and saying clearly, “My name is John Smith! Remember that John Smith did this to you!” In the hands of a canny villain and a deft DM, speak with dead can be a perfect vehicle not just for deflecting suspicion from the real killer, but for framing someone else for a crime they didn’t commit.

Always remember that characters living in a fantasy world filled with magic are aware of that magic, even if they’ve never seen or experienced it themselves. So NPCs and villains being aware of speak with dead and what it does can keep the effect of the spell in mind if they find themselves involved in a lethal altercation. An easy analogy in our own world is taking fingerprints as crime-scene evidence — a practice for which most people have no idea how it actually works, but which we’re all generally aware of. Anyone who’s seen a police procedural has seen criminals and other ne’er-do-wells wiping fingerprints off surfaces before the investigators arrive. And in the same way, a villain in a fantasy campaign is going to understand the risks involved in a dead character telling the story of how they met their end, and will do what’s necessary to work around that.

April 24, 2023

The Fine Art of Forgetting

Here’s a bit of advice for people like me who are really, really good at forgetting things while they’re running an RPG.

Consider the following scenario. The characters are doing X, and you made a note at some point that Y should happen. But then in the rewarding chaos of running a combat encounter, you forget the exact details of how Y works, so you run it wrong. There are lots of different scenarios that this encounter algebra can cover. Y can be the fine details of what an illusion can or can’t do, or misremembering a creature’s resistance to a damage type as immunity, or forgetting that an effect should have ended after just 1 round. It’s a complicated game, and forgetting things is easy.

First off, understand that it’s simple enough to just say to the players, “Sorry, I messed that up. Let’s just assume that Y happened in a different way than what we played out.” Everyone makes mistakes from time to time. Your players understand that. Especially if you’re playing with people you know well, no one’s going to get uptight or hold a grudge over you slipping up. (If they do get uptight or hold a grudge, you might be playing with the wrong people, but that’s another topic.)

Alternatively, though, it’s often possible — and remarkably easy — to roll with your mistakes and figure out ways to cover for them after the fact. 

Here’s an example near and dear to me. Every time I run troglodytes in combat (and I sincerely mean: every single time, for the last 40-odd years), I forget to ask for saving throws for their stench at the start of the fight. Every time. And usually when this happens, one of the players points this out in round 2 or 3, and I just say, “Oh, right. Let’s assume you saved earlier and we’ll start rolling now.”

But you can also embrace that mistake whole-heartedly, by saying words to the effect of: “Yeah, that’s unusual. These troglodytes aren’t exuding their normal stench, and you have no idea why.” 

Then at some point after the combat, you get to figure out why. Depending on the timing, you might have the entire length of the break between your game sessions to think of something.

Maybe these troglodytes are suffering some magical malady that’s weakening their tribe, putting the characters in a position to do them a favor by discovering the source of the malady and ending it. Maybe they’ve all become cultists of the god of hygiene. Who knows? 

Well, you know. Because you can pivot off of that innocuous error to make your the game’s narrative line up with the error any way you like.

Always remember how much of what’s fun in an RPG comes about because of randomness. Players and characters doing things that no one could possibly have predicted. And in the same way, the act of GMs making mistakes — the simple process of forgetting details in the way all GMs do from time to time — can create the same kind of fun by taking the session or the campaign as a whole in a different direction.