Today, let's look at fantasy religion and your game's mood. I've created a rubric for classifying the mood of an RPG, called the Horror-Hunter ladder. The bottom of the ladder are horror games, and the top are superhero and monster hunter games. Consistent, clearly communicated mood is important for expectation management in tabletop RPGs. See that post for more details.
How religion works in a fantasy RPG is strongly informed by the game's mood.
Superhero: In a fantasy RPG in the "superhero" mood, there will be good gods and bad gods, and they are in a constant struggle, suspiciously similar to Christian dualism. The god(s) of good versus the god(s) of evil. The PCs worship and may be aided by the good gods. Their enemies are those who serve or are aided by the gods of evil. Even superhero games can have some nuance. Consider Sauron's insidious corruption of Theoden through Saruman and Grima in The Lord of the Rings. Here we have elves (light, order, goodness, peace) and Sauron (evil, darkness, chaos, corruption, war) in contention - the classic good versus evil fantasy epic. And yet we have two layers of subtlety -- Saruman's secret treason to serve Sauron; and his servant Grima's subtle corruption of Theoden.
In this sort of game, a cleric is a main driver of the story. She carries the word and the power of the Gods of Good in her struggle to defeat the Great Evil. Such a cleric might be too powerful for an adventuring party -- imagine if Galadriel came with the Fellowship. This is also why, when you say you're going to run Star Wars, everyone wants to play a Jedi.
Hunter: There are a mix of gods of good and evil; and some in between in a fantasy game at the monster hunter level. Some gods are mysterious. Others are authoritarian and support tradition and stability. Others have a progressive, revolutionary justice philosophy. Most D&D and Pathfinder games are run in the monster hunter mood. The bad guys are bad by dint of their being monsters, or measurably evil -- Detect Evil is a first level spell! Occasionally, the PCs run afoul of Neutral or Good aligned NPCs or monsters because they find themselves at cross purposes, but these conflicts are obstacles toward resolving a "defeat the monsters" plot, rather than the focus of the story.
In this sort of game, a cleric is a major character. Many plots involve Evil Priests and Dark Gods to be defeated with the Power of Good. Paladins deserve special note, too. They're pretty much the embodiment of the Hunter mode of play.
Heroes: In fantasy at this level, we shirk the pure black-and-white morality of good versus evil gods, but the PCs are still heroes. Gods tend to be aloof and distant, not interfering with the mortal realm. This allows bad guys to prove that they're bad with deeds, rather than just by wearing a skull-and-dagger holy symbol and a black cloak. The Eberron campaign setting shifts D&D down a rung from monster hunter fantasy to a heroic mood, in part by including measurably-Good NPCs who are nonetheless quite villainous; and measurably-Evil NPCs who are actually pretty helpful; but also by moving the gods from meddling chessmasters to distant forces. Even prophecy in Eberron comes from a mysterious force the gods themselves don't fully understand.
In a Heroic game, a cleric is a major character. Every fantasy hero gets their power from somewhere, and her source is the God of Valor or Healing or Freedom, as she sees fit.
Gritty: The gods of a gritty fantasy world are neither good nor evil, but forces of nature. Gritty games tend to live in moral grey areas. Gods embody both the good aspect (health) and bad aspect (sickness) of their domain. You can sacrifice cattle to the hearth god to bring a blight on your enemy's crops. You must beg the storm goddess to protect your ship from storms, but if you do so in the right way, your voyage will be blessed. The gods tend to have internal conflicts, too, and the PCs might get swept up in these conflicts, which tend to cost countless human lives. Old school D&D often ran on a more gritty Robert E. Howard mood; and a lot of the new OSR material highlights this tendency and amplifies it. From Lamentations of the Flame Princess to the Fourthcore movement, there's a new interest in gritty fantasy.
In a gritty game, a cleric is an interesting character. She commands the power of an ancient and ineffable extra-planar being to serve her in battle.
Dark: The gods of a dark fantasy world are generally selfish and human in their personalities. They may bring power and blessings, but only to those who are devoted worshipers who propitiate them with enough sacrifices. Those who cannot sacrifice or refuse to sacrifice suffer curses and plagues. People tend to be more afraid of gods than worshipful of them. Gods are not forces of love and grace, but rather divine extortionists running a protection racket. Priests tend to reflect or compliment their gods' personalities, either groveling in constant maddening fear or bleeding the populace so they can live richly. Truly dark fantasy is actually pretty rare. Even "horror" fantasy tends to have only the trappings of horror. In Ravenloft or Pathfinder's Carrion Crown adventure path, the PCs still fight against evil using the often-literal power of good.
In a dark game, a cleric is an unlikely choice. She discovered ancient tablets in the wasteland and learned the names of six Great Ones. By making sacrifice to the Great Ones, she can call on their aid, but they send her disturbing dreams and she feels compelled to seek the jade tower...
Horror: In a horror RPG, the good gods are gone, and the ancient gods are mostly forgotten, except by isolated tribes worshiping a poorly-understood snake-demon at the top of a crumbling ziggurat, or cults placating a mysterious, cloven-hoofed prophet in hidden chambers beneath the great city. The general population may worship their ancestors' spirits, thus bringing eerie hints of hauntings and an unknown afterlife full of unknown punishments into the cultural zeitgeist. There's some new interest in fantasy horror. A major impediment to fantasy horror in modern D&D (5e) and Pathfinder is the mechanical need for a divine healer. DMs who try to run these games for parties without a "healer" tend to get frustrated by their players' increasing defensive turtling as they have to retreat for days or weeks to heal up after combat. More, most fantasy RPGs don't have mechanics for powerlessness and loss (other than loss of hit points). Luckily, other fantasy RPGs exist, and have systems that support horror better, from Gumshoe to Dungeon World to Torchbearer.
Horror games make contacting Old Gods a dangerous proposition. There is never a specific cleric PC, or if there is, she's like Father Callahan in 'Salem's Lot who serves a church without the classic D&D cleric's magical power; and is surprised and challenged when her faith is called for, even in the smallest way. Or maybe all the PCs can, if they choose, learn ways to contact the minds of the Ancient Ones from bizarre ancient tomes that crack the edges of their sanity but teach them spells, like in the Call of Cthulhu RPG.
Example a Gritty/Dark/Horror Fantasy Pantheon
The pantheon, below, can be used straight for a "gritty" mood fantasy RPG. PC clerics would see Checkal as the goddess of healing, Arufu as the god of light, Marku as the god of funerary rites, Mar Dat as the god of valor, Han Dat as the goddess of law, and Grugri as the goddess of nature. They would see Yull as the adversary. The gods would be revered, but also sacrificed to to attack the people's enemies. An example adventure would be negotiating a peace between two tribes that had nearly wiped each other out by sending plagues and blights to hex each other for years. As a reward, the people of the two tribes will give them land and honors, though if one tribe feels that they got a bad bargain, the PCs could receive a poisoned gift. And it is possible for both tribes to feel like they got the bad end of the deal.
For a "dark" fantasy game, these gods would be propitiated, rather than revered. They would sacrifice to the gods to prevent plagues, blights, droughts, curses, etc. There would be no PC clerics in this sort of game, because the gods would never be that unilaterally helpful. An example adventure would be robbing the Moon Temple in the capital city, on the dark of the moon, where the Checkal priestesses are praying for plagues and death, to steal the great moon opal for pay, for a wealthy wizard to use to gain immortality. The wizard has given the PCs amulets inscribed with the name of Ya'Uul to hide them from Checkal's eye so that she will never know it was them who stole her opal. As part of their pay, they get to keep the amulets, and can become invisible to Checkal's shadow demons (as long as they do not interact with them) by wearing them.
For a "horror" fatnasy game, these gods would be long forgotten, and the GM would keep their nature secret, revealing its true horror in ruins of a civilization that destroyed itself. They would discover ways to contact the Shadow Goddess, the Lord of the Archon Host, the God of Death, the Killing God, the Binding Goddess, the Storm Queen, and the Fire Demon and call on their aid (for a price). They would also witness the horrors done in each of these gods' names. An example adventure would be exploring a lost city destroyed by the Archon Host a thousand years ago. It is infested with Ents and surrounded by fey, but full of treasures. Inside, there are tablets that teach the Han Dat Lesser Rites of Binding - spells that bind people to oaths, even unwillingly; but in return, require the caster to never utter a word that is technically false.
Checkal, the Moon Goddess: Men and women pray to the goddess of fertility, but her priesthood is all women. Checkal's cyclic nature makes her suspicious and subtle during the dark of the moon, and bright and generous in her fullness. During the dark of the moon, it is said she walks the earth in mortal guise and her priestesses can call on her to smite their enemies with disease or infertility. During the fullness, they can call on her to strengthen the herds or cure the sick. Her demons are shadow demons, and some of the undead are willing to serve her, especially on the dark of the moon, because Marku still loves her.
Arufu, the Sun God; the Sky King; Warlord of the Archon Host: The chief god of the pantheon, Arufu is a distant and authoritarian lord. He commands the sky, and brings sun and rain for the crops. He is also god of all the things that come out in the rain and live under the sun. Unlike the other gods, Arufu has three hosts that serve him: His angels appear as gigantic men with the wings and crowns of colorful birds of paradise surrounded by clouds of carnivorous butterflies that feed on the corpses of Arufu's enemies. He casts plagues of insects on those who displease him, and commands a legion of demons called Ents, monstrous plants and insects animated to serve him. And lastly, he commands the Archons, soldiers who come to Earth to eradicate entire tribes and nations who have angered the gods, leaving nothing but ruin behind. The Archons are also the host that will come to Earth and bring about the End of Days.
Marku, God of Death; the First Vampire: Arufu's brother was the first death, slain by Arufu in a fight over Checkal. The first death defined what it meant to be dead: Hidden underground, away from the sky and sun for eternity. The dead live underground. They are buried or burned and seeded into the soil, where they sink down into Marku's realm. This being a fantasy game, the underworld is a place you can go visit without any magic. And the dead can come back from the underworld, too, if Marku has been neglected or funerary rites have been done improperly. Corpses can rise as zombies and skeletons, though they always hide under soil, in basements, or in caves when the sun comes up. Marku is also the First Vampire, for after his death, he could only see his cherished Checkal at night, in her fullness.
Checkal and Arufu had two children, the lesser gods:
Mar Dat, God of War: The son of Checkal and Arufu is Mar, god of war. He is the god of might and power, killing and honor, glory and weapons. Mar Dat blesses conflict and killing. Those who displease Mar will suffer ill fortune in battle, or be set upon by hidden enemies. Those who please Mar will have fortune in battle or have their enemies revealed to them. Mar is close with his mother, Checkal, and together they are the gods of vengeance and strength. He is the God of vengeance of peoples and she is the god of personal vendetta. He is the God of strength of arms, and she is the god of physical might. Mar's demons are burly, masculine monsters with horns, spikes, chains, armor and blades.
Han Dat, Goddess of Law: The daughter of Arufu and Checkal is the mother of lies and queen of truth, for without one, the other cannot be. Han Dat is prideful, and those who speak oaths in her name must abide by them or risk her curse. Sacrifices made in Han's name have subtle results. Those who neglect to sacrifice to Han suffer bad fortune in business and law. Those who please Han have good fortune in business and law. Oaths and contracts are made in the name of Han Dat, and those who break their oaths offend Han, and are cursed. Justice is a mortal concept -- Han cares only for law. The Clerics of Han Dat, it is said, never tell an outright lie; but they always withhold some of the truth, so that you are deceived anyway. Han is the mother of men, and Mar is the father of men. The twin siblings birthed all the civilized humanoid races. Han's devils are subtle, offering bargains and trades. They trick fools into bargains for their souls, to feed Han's magic.
Outsiders:
Grugri, Goddess of Storms: The mother of the uncivilized humanoids, Grugri is an interloper goddess from across the great sea. She is the bringer of storms and stands as powerful as Arufu when weather is concerned. But Arufu hates Grugri for reasons only the mystery cults of Grugri claim to know. The Storm Goddess is always portrayed wearing a hood and cloak, hiding her form, no matter who paints the image: The fey, dark folk, and men all portray her thusly. She is also the Queen of Tooth and Claw and Caster of Faeries, to the men of the Southlands. Grugri's demons are the Sovereign Host of the fey. They are called the Others because, as they are not of Arufu's line, they are true outsiders. Goblins and orcs and ogres and the like are called mongrelmen or darkfolk. Most of them hide from Arufu's light. Still, people sacrifice to Grugri and even join mystery cults to her, because her fury can swamp crops, sink ships, flood towns, and bring tornadoes. Best to send her after your enemies, then. Grugri is so greedy she will accept sacrifices from men to destroy her own dark folk or fey demons. The Fey see Grugri under the name "Walker-in-Twilight, Queen of the Sun and Moon," but of course Arufu and Checkal's priests can't have that. The dark folk worship Grugri under that name, calling her the Mother Goddess, She Who Birthed the World, which is also a heresy to the priests of the tribes of the Southlands.
Yull, the Fire Demon, the Summer Balor: Some say Arufu once had the aspect of heat and fire, and he commanded a demon called Yull, a gigantic fire-shrouded sexless human form cast from molten brass. Yull brought wildfires, lightning, drought, and heat sickness. They say he rebelled, though, and was banished. But the Tribes of the North worship a fire god, and some say that in ancient days, Arufu's priests declared the worship of fire to be evil, to keep the men of these lands from heathen practices. Yull brings visions of prophecy. Sacrifices to Yull always bring prophetic dreams and even omens in the waking world. Yull's imps can be summoned to help interpret these signs, but they demand favors in return for their service, and if they are betrayed, Han Dat becomes angry and Yull sends confusing, mad visions and nightmares; so it is best not to summon them at all. Yull rules on another plane of existence, in a city of brass full of fire demons from the North (or who rebelled against Arufu, depending on who you believe). The men of the North believe that the fire god Ya'Uul is their protector, as fire brings warmth and light. They call the Southern tribes the "children of the air god."
The Colors of Magic - Available Now
March 9, 2015
March 2, 2015
Advanced Initiative Tents
Quick post today!
A long time ago, I told you about the technique of using initiative tents. Go check out that post to see what I'm talking about.
Well today, I'm going to show you ADVANCED initiative tents. Advanced initiative tents have the character name and any emblem drawing on the player-facing side, and on the GM-facing side they have the character name and a place to write initiative... plus all kinds of useful information the GM needs for that player's character during combat!
See, in my experience, the best initiative tents are old business cards. But it struck me that VistaPrint has cards for super cheap if not free.
Behold, the advanced initiative tent... for Pathfinder:
I am not being paid by VistaPrint in any way for this post. They don't even know I exist. You can get a certain number of cards for FREE from them, and after that, simple one-sided cards are cheap.
Make them yourself on the VistaPrint custom design page using the vertical card base and the "Add a Table" option.
You can also add a back that's the exact same but rotated (so the fold is always in the same place) for a little extra fee, doubling how long you can use these cards for.
Then just hand one to each player, ask them to put their name and draw a picture either of their character or an emblem that represents them on the front, fold on the light grey text, write their name on the back, and fill in all the stats on the table.
Then each combat, hand them out, have the players erase their old initiative and write their new initiative on the bottom, and pass them back. See the old initiative tents post to get more info on that process.
How about one for 5e D&D?
Or one for Fate? Now, this one might stay hanging on the GM screen all the time, since the GM wants to see everyone's Aspects all the time, and the PCs' initiative scores don't really change.
Keep in mind I have no talent for design. These were put together in just a few minutes on VistaPrint's card designer. You can probably design ones that look better than mine. You can design them in Photoshop and upload them to VistaPrint, if you're really savvy.
If you do that, please send me a link so I can post it here! Post in comments or find me @RunAGame on twitter.
PS. This is how much I love my readers: My FIRST instinct was to "kickstart" this thing, and then just use VistaPrint to make my backer rewards. With the keywords "indie" "RPG" "Fate" "Fifth Edition" "Pathfinder" and "geek" I couldn't fail to make a ton of money... But I thought better of it.
A long time ago, I told you about the technique of using initiative tents. Go check out that post to see what I'm talking about.
Well today, I'm going to show you ADVANCED initiative tents. Advanced initiative tents have the character name and any emblem drawing on the player-facing side, and on the GM-facing side they have the character name and a place to write initiative... plus all kinds of useful information the GM needs for that player's character during combat!
See, in my experience, the best initiative tents are old business cards. But it struck me that VistaPrint has cards for super cheap if not free.
Behold, the advanced initiative tent... for Pathfinder:
I am not being paid by VistaPrint in any way for this post. They don't even know I exist. You can get a certain number of cards for FREE from them, and after that, simple one-sided cards are cheap.
Make them yourself on the VistaPrint custom design page using the vertical card base and the "Add a Table" option.
You can also add a back that's the exact same but rotated (so the fold is always in the same place) for a little extra fee, doubling how long you can use these cards for.
Then each combat, hand them out, have the players erase their old initiative and write their new initiative on the bottom, and pass them back. See the old initiative tents post to get more info on that process.
How about one for 5e D&D?
Or one for Fate? Now, this one might stay hanging on the GM screen all the time, since the GM wants to see everyone's Aspects all the time, and the PCs' initiative scores don't really change.
Keep in mind I have no talent for design. These were put together in just a few minutes on VistaPrint's card designer. You can probably design ones that look better than mine. You can design them in Photoshop and upload them to VistaPrint, if you're really savvy.
If you do that, please send me a link so I can post it here! Post in comments or find me @RunAGame on twitter.
PS. This is how much I love my readers: My FIRST instinct was to "kickstart" this thing, and then just use VistaPrint to make my backer rewards. With the keywords "indie" "RPG" "Fate" "Fifth Edition" "Pathfinder" and "geek" I couldn't fail to make a ton of money... But I thought better of it.
February 25, 2015
A-Maze-Ing Dungeons
A-Maze-Ing Dungeons: 10 Maze Dungeon Tips!
A maze in a classic fantasy RPG is...
- a type of puzzle;
- where every move has a cost; and
- where things are hidden that the PCs might or might not find.
| Yes, that is a maze. Good luck. |
First, a system disclaimer: I'll be assuming that you're running a D&D, 13th Age, Pathfinder, or OSR-inspired game. Some games about dungeons (e.g. Dungeon World, Donjon) are more improvisational about their maps and generate the exploratory feel in different ways that won't apply [as well] here. Or maybe they will! Post your thoughts below or find me on Twitter @RunAGame
1. Don't Give Them a Map!
The first tip I have for you is simple: Don't give the players a map. Don't build the maze in your cool Dwarven Forge or dungeon tiles. Don't draw it on a battlemat or a map it in roll20. Yes, even if you're running this in roll20, don't map the maze for the PCs. Instead, map out the combat and trap encounter areas alone. Alternately, use a map in roll20, but hide areas the PCs have been once they leave them. The new Fog of War feature will help here.
2. Make Everything Cost Them
If your players are just wandering around a maze, they're eventually going to solve it - with or without a map. What's the fun in just making them wander through a maze until they solve it? Even if there are a few combat encounters or traps, the maze part needs to be interesting, too.
Let me paint you a picture: Let's say you create a massive maze and populate it with 10 treasure rooms guarded by dangerous encounters and traps. Then you put 20 more avoidable encounters in your mega-maze. And then you put the PCs in this dungeon just like that. No time pressure. What's going to happen? They're going to be "completionist" to use a video game term. They're going to explore every nook and cranny, disarm every single trap, fight all 30 monsters, and get all 10 treasures. It's guaranteed to happen. They have no reason to leave the dungeon until they're sure they got all the treasure that's inside. None of their choices matter, because the outcome is always going to be the same: Some number of days hence, they will walk out of that dungeon with every treasure collected and every monster slain.
Yuck! So what do you do?
I've designed a few maze dungeons recently. Here's my answer: You have to make every single action in a maze cost something. Put a time pressure on them or use some other constraint.
Many of the mechanics of D&D evolved to suit "exploring a maze with time pressure" style play. Old school tournament play actually made efficient exploration competitive! Many of the best old school dungeons put the PCs in a maze with a time limit. The resource management systems in every edition of D&D -- even 4th edition and 13th Age, which changed them significantly -- are geared to support time-limited maze-dungeon exploration.
Example: The dungeon is an evil shrine beneath an active volcano, and a river of magma is flowing through the caves. The dungeon is safe for one day. The PCs should easily find the plot on the first day, and have time to hunt for treasure, too. On the second day, the lava fills the dungeon, destroying everything inside and killing all the monsters. The PCs know this and ought to get warning a few minutes before the lava comes in. The dungeon has about 7 or 8 encounters in it, but only three of them protect treasure. The rest are avoidable traps and avoidable combat encounters. Avoiding each danger is a different challenge -- finding a trap, outwitting a riddling monster, ourtunning zombies, avoiding dead ends, solving a puzzle, negotiating with an archon, bribing a hobgoblin, etc. The plot for the dungeon should be based on the lava filling it up: The PCs were sent there to witness the destruction of the evil shrine and report back if they see anything unusual happen when the lava destroyed it. The day of treasure hunting is just icing on the cake.
3. Failure Must Be an Option
Mazes are best for treasure and side-quests. You can put the plot in the dungeon, but it has to be easy to find. If your PCs must solve the maze to further the plot, you have to make the path to the plot impossible to miss, or else create lots of different ways to advance the plot.
If you're going to create a maze, it's best not to hide the plot inside the maze. Don't put the Holy Scroll of Moving The Plot Forward in a hidden room inside a maze. Never do that. Instead, make a clear path to the plot, but hide the treasure inside the maze. There's no better reason to explore a maze than "there's treasure hidden in here."
The choices the PCs make must have an impact. The PCs must be allowed to be geniuses and avoid all the dangers... or squander their resources and screw up. Otherwise, what's the point?
Example: In the minotaur's labyrinth, the PCs find a goblin named Tagz who resents the minotaur's tyranny. The goblin doesn't know much about the labyrinth -- she only knows the way to the minotaur at the center of the maze. In return for showing her the way out, she will guide the PCs to the center of the maze. The PCs need to kill the minotaur before the end of the year, two days hence, then escape the dungeon, which will sink into the earth the night after he is killed. But the PCs also know that hidden elsewhere in the maze is the minotaur's treasure, and one of the three treasure troves holds magic weapons that might make it easier to slay the minotaur. They can bring Tagz along while they search the maze for treasure, or they can go straight to the minotaur and kill him first. Regardless, Tagz guarantees that the PCs can get to the plot, but they can still fail to find the treasure.
4. Time = Encounters
I've written about time pressure before. D&D, 13th Age, and Pathfinder slowly deplete player-character resources throughout an adventuring day. In all editions, the PCs can realistically handle 4-6 "on level" encounters in an adventuring day. Limiting the time the PCs have in the dungeon effectively limits how many encounters they can handle. Then every trap that makes them stop to heal up or cast spells to avoid and every battle they can't evade pushes them toward their limit.
If they're cautious and cunning in the maze, they can explore more before their time runs out. If they're reckless, they won't be able to explore as much. The more they explore, the more treasure they find.
Example: Place low level adventurers in a maze dungeon full of zombies. Lots and lots of zombies. Countless zombies. Zombies are slow, and easily avoided as long as the PCs don't get caught in a dead end and have to double back. And a lot of dead ends are full of zombies themselves. Zombies aren't that challenging, so the PCs will probably defeat them. But each time will cost them a bit. The PCs will have to move fast, which means none of that "search every five feet for traps" baloney. So you can put some traps in, but try to make them interesting -- not just surprise damage. A real simple pit trap will slow the PCs down more than anything, and that means the zombies will catch up! In addition, the PCs will have to send scouts ahead, to avoid getting trapped in a dead end with a horde of zombies behind them. And that means they'll split the party! To make this work, have everyone move in combat rounds. Let the PCs act first, as if they had won initiative, and then have all the zombies go.
I'm going to contradict myself here. One option is to give them a map! But don't give them an accurate one. Make it a rough map copied from a copy of the original that was drawn by the illiterate dwarf who was the only survivor of the sacking of the great mine. Or draw a map and give it to one player, saying her character had been there before (perhaps with her mentor) and that's the best map she can draw from memory. Make the map incomplete -- leave white space, or question marks or uncertainties. "underwater area here -- or was it on the west side?"
(Note that Dungeon World instructs GMs to use the "incomplete map with blank areas" technique as a general philosophy for everything. It's a good technique, whether you give the players the map or not.)
Example: Give the players verbal instructions for how to navigate the maze to find just one thing inside it. "To find the Lost Scroll, enter the maze, turn left, go straight at the four way crossing, pass three doors, take the stairs on the left after the statue, and make your second right in the lower hall." But then hint that there are other treasures hidden within the maze. They can head straight for the Lost Scroll, or else branch off when they see interesting side-passages, and hope to get back on track when they're done.
6. Sliding/Shifting Walls and Rooms
Remember when dwarves got a bonus to detecting sliding/shifting walls and rooms? There's a reason that was a big deal in old school D&D! They really throw you off in a maze. Basically it's maze cheating. It makes a maze four dimensional: That stairway goes up, North, and West; and won't be there in ten minutes. If you're using time pressure, as hinted above, you'll be tracking time somehow. In the example above, the PCs and zombies are acting in combat rounds. Well if there are portcullises that open and close every five rounds, it changes the dungeon layout (note: gelatinous cubes and centipede swarms can go through portcullises and also move slower than PCs). You can make it more confusing by having the walls themselves shift: You can tell that a portcullis closing has changed your route. It's really disorienting when the four way intersection you passed five rounds ago is now a three-way intersection, and the way back seems to be gone.
Example: Build a dungeon out of three rings. Each ring has passages that connect to the passages in the next ring in. Then have the rings turn relative to one another based on a series of levers or magical runes deep inside each ring. The PCs (or just the dwarves among them!) will sense the floor moving, but not see what's going on. The key to solving the maze is to use the levers to find your way to the treasure and then back out without being killed by the monsters and traps within. For time pressure and plot, the reason they came here was to see omens. Each night, they have visionary dreams, but their minds can't handle too many; and they know that they can't handle more than two such dreams.
7. Underground is Three Dimensional
Seems obvious, right? Well consider the "right hand rule." (the maze algorithm; not the high school physics mnemonic) In a typical dungeon map, always following the right hand wall will eventually take a party clear around the dungeon. A disjoint maze with the objective in the middle somewhere solves this, but the best way to confuse your players is to have multiple levels. Have a stairway that goes down to a room with a side passage that leads to another stair up, elsewhere in the dungeon. Make enough of these passages, and the players will lose all bearing.
Example:
![]() |
| Different colors represent different depths. Light gray is 0, dark grey is -20', and green is -40'. Created in Pyromancers Dungeon Painter |
Teleportation circles are another way to add confusion to the maze. They have the added benefit of basically being doors that you can't look through! So feel free to make them a puzzle or trap, as well.
Example: Start the dungeon with a hieroglyph in red, green, and blue paint. Draw it out for the players in marker. It's a simple hero-defeats-bad-guys story. In the story, everything dangerous that the hero defeats is red. Every death trap that hero avoids instead of defeats is green. Everything safe or righteous is blue. Within the dungeon maze, the PCs encounter several teleportation circles colored red, green, or blue. Blue circles safely transport the PCs to other areas of the maze. Red circles transport them to rooms where monsters or traps keep unwelcome guests out (having a password, solving a puzzle, or disarming a trap can get past; else...). Green circles always lead directly to death traps. The PCs shouldn't be foolish enough to enter a death trap after reading a warning, right? Solving the maze should involve entering at least one red circle and several blue ones. Other red circles lead to treasure rooms, but are not necessary to complete the plot portion of the dungeon.
9. List of Example Costs
To help you design your maze, here are some example costs.
- Time pressure. Remember, time = encounters in D&D, 13th Age, and Pathfinder. There are many kinds of time pressure. See the GM Tool at the end of this post for a list of ways to use time pressure in a tabletop RPG.
- Rivals. This is just a variant on time pressure, but it deserves attention in a maze. Put rivals in the dungeon who are going after the same treasure. Because it's a maze, the two parties may never see each other; but every time the PCs take an extended rest, there's a 25% chance the rivals have succeeded at looting one of the maze's treasures.
- Risk a loss. Give the PCs a weak NPC to escort through the maze, so each encounter is a risk that they lose their NPC.
- Living dungeons. The dungeon can react to the PCs'a presence and actions. Don't just re-stock encounters. Running encounters twice is a waste of time. Instead make the dungeon react intelligently. The bad guys will move some of their treasure out of the dungeon and reset their death traps. They will double their patrols so the monsters in the dungeon come in fours instead of twos (+2 CR for lots of encounters). They will send spies.
- Death traps. Yeah, I'm getting really old school here. Some types of games welcome sudden, unexpected death that serves no plot purpose. But don't forget that after a certain level in D&D-type games, the PCs get access to resurrection magic. Resurrection magic makes a death trap just a cost.
- Gear-killers. Once the PCs get the ability to bring back the dead in D&D, taking their magic sword is a fate worse than death. If your dungeon is full of oozes that dissolve leather, rust monsters, green slime, golems that sunder weapons, and other nasty gear-buster encounters, each encounter potentially has a major cost.
You might be tempted to make taking an extended rest a cost by having monsters attack the PCs at night. This is fine if you're also using time pressure. But on their own, nighttime encounters don't make resting a cost. They just make the PCs rest earlier so they have resources left in case of a nighttime attack.
10. Dungeons Without Mazes
Mazes are special. They are a story and game challenge in and of themselves. Done well, where everything the PCs do has a cost, they present danger and a sense of wonder and exploration. The frenzied, difficult exploration tells an amazing adventure story, and it does so without railroading the players -- once they've entered the maze, they can be cautious, bold, search thoroughly, or run out of time.
But not all dungeons should be mazes. Unless solving a maze is complicated by other factors, don't make the players solve it. The maze itself is not really a challenge worth playing through. D
If you're not running a maze where every move has a cost, don't waste the table's time with empty rooms, dead ends, pointless wandering monsters, or encounters that are just filler. You can convey the feel of a maze without actually wasting table time on one.
You can use a 4e skill challenge or series of skill checks in Pathfinder or 5e D&D to solve a maze in the abstract as a quick challenge, if that's the case. Or just use the maze as flavor in a simple montage (just describe their journey through the maze and cut to the next scene where they have a choice).
February 19, 2015
The Social Block
A few weeks ago, a discussion online got me thinking about the value of social system.
I have a love-hate relationship with social system. On one hand, I would rather just handle social scenes with roleplay. On the other hand, social system has some advantages for just about every play style. For the gamist in me, it creates structures of risk and challenge. For the narrativist in me, it helps me (as a GM) have my NPCs react differently than I would personally, and sometimes takes the story in unexpected directions that I would not have considered. For the simulationist in me, it allows my players to portray characters more (or less) socially savvy than their players.
So let’s talk about social system in Pathfinder.
Pathfinder’s social system is a legacy from 3rd edition, which was the first D&D edition to try using skills. 3rd edition tried to adapt a newfangled skill system to the old D&D reaction mechanic. It’s very conscious of the editions that went before, and was a little timid about breaking from them. If you played previous editions of D&D consider the 3rd edition social skills: Bluff was basically an opposed Charisma vs Wisdom check. Diplomacy was basically a port of old school reaction checks. And Intimidate was basically a forced morale check (“modified level check”) with a watered down result. Pathfinder may have cleaned them up a little from 3rd edition, but they’re still a bit disjointed. Luckily, the game balance works out just fine. Each system works well enough on its own.
But you came here for tips to help you Run a Game, right?
Below is a tutorial on writing social encounters for Pathfinder using “rules as written” or RAW. This is important if you’re writing a module for strangers, such as if you’re selling it online or running it at a con. Or if your table just prefers using the rules as much as possible. Note that even though I’m walking you through “RAW,” I like
There is a short section on “winging it” at the end, to generate quick social DCs on the fly. Even if you prefer the simplicity of winging it, you should still read the rest of this post, because there’s a lot more to a social encounter than die rolls.
Writing Social Encounters
A social encounter is any encounter that has a social interaction component.
I find that with a little prep to untangle the clunky system, social encounters can run smoothly. When I say “a little prep,” I mean something you can take a 2 minute break to do during your session, right there at the table, if you have to. It’s mostly stuff you need to do anyway if you’re going to break out Pathfinder’s social system - and I think this is the smoothest way to do it using the core Pathfinder rules.
All you have to do is add a new section to the stat block for the NPC in your encounter called the social block. (See, it’s like “stat block” but for the social system and relevant notes.) This section is more narrative, and might deserve its own page, to help you eliminate the distraction of spell lists and CMB and such.
Nature of the Conflict
First, write down what the conflict in this scene is. What is it that makes the PCs’ agenda and the NPC’s motivations clash? How passionate is the NPC about their agenda?
Consider last week’s post, “With Friends Like These.” If you’re improvising a social encounter on the fly, there’s even a set of random tables in that post to determine what the NPC’s motives are.
Naturally for there to be a conflict, you will be tempted to make some assumptions about what the players will want to achieve. That’s unavoidable, but try not to think in those terms. Instead, focus only on what the NPC is willing to fight for. If the NPC cares strongly about something, either it’s going to be a problem for the PCs, or it’s going to be useful to the PCs. But which of those it winds up being isn’t really up to you.
You can even use the random tables on With Friends Like These to help. The examples below use the attitudes and conflicts from that article.
| A tense negotiation with Barbary slavers |
Sense Motive DCs:
At the end of the Conflict write-up, bullet-point two to four things the NPC cares strongly about. Again, if they don’t care strongly about it, it doesn't need to be mentioned. They won’t fight over it. The reason you want more than one bullet point is that people are complicated and have often conflicting motives.
Note: If the NPC is curmudgeonly and would fight over anything, then what he really cares about -- what you write down -- is “Always has to feel like he’s getting his way.” And that’s probably very useful to the PCs. Those sorts of people are easy to manipulate.
Sense Motive has a counter-intuitive system. The DC to discern an NPC’s plain motives is higher than to catch most NPCs in a lie (except for NPCs highly skilled in Bluff). I don’t know why this is, but I prefer to balance it out by making the benefits of a Hunch check far outweigh the benefits of a Catch a Lie check.
Plain motives are DC 20 (per the Hunch option under the Sense Motive rules). The NPC doesn’t necessarily shout their plain motives from the rooftops, but PCs can attempt to discern plain motives from just a few minutes’ conversation. Success on this check should reveal all of the NPC’s plain motives.
Hidden motives should be listed either as the character’s Bluff skill (if you like opposed checks - I don’t) or 10 + Bluff (I would rather leave all the rolling up to the players, but that’s a personal preference). PCs cannot attempt to discern hidden motives until they force the NPC to talk about the subject. Then they make a Sense Motive check against the NPC’s Bluff. Success only indicates that the NPC is lying here and has a hidden agenda.
Game design philosophy note: Most players have the social intelligence to discern plain NPC motivations on their own; and most GMs have the basic acting skills needed to telegraph NPC motivations without much trouble. But not all! Between younger players, self-conscious GMs, bad actors, folks with lower social IQ, and socially skilled adults after a long day of work or a few beers, the Sense Motive skill comes in handy. Let your players decide when to use it, though. They might enjoy teasing out NPC motivations without resorting to the dice.
Diplomacy DC:
The NPC’s Diplomacy DC is based on their initial attitude toward the PCs, which itself comes from their past relationship, the current situation, and the NPC’s agenda. Write down their reaction level and the associated DC.
Bluff DC:
The NPC’s Bluff DC is technically an opposed roll using Sense Motive. If you’re using the "RAW," just record their Sense Motive modifier. I like to let the players have all the fun, so I give NPCs a Bluff DC equal to 10 + Sense Motive, as if they could “take ten” on Sense Motive.
Also, write down how the NPC will react if they catch the PCs in a lie. A scheming Baron might give them a knowing smile and lower his attitude toward them by one step. A Trumpet Archon might judge them lacking and vanish into the astral plane. A werewolf might become Hostile and attack. A town sheriff might detain them as suspicious characters.
Intimidate DC:
The NPC’s Intimidate DC is 10 + HIt Dice + Wisdom Modifier. I like to make a note if the NPC is immune or resistant to Fear effects, because it changes how I portray them when role playing an intimidation attempt. You can still threaten someone who doesn’t feel fear. It just has to be a realistic threat.
Remember, forcing a character to do what you want with Intimidate only lasts 1d6x10 minutes, so write down what that character is likely to do after that time is up, and they come to their senses.
NPCs who have Intimidate themselves may try to use it back at the PCs. (“Let us in or we’ll ruin your day!” “Yeah, cleaning your blood offa this floor would be a pain in my ass.”) The Pathfinder rules don’t cover this situation, sadly. As a house rule, I would suggest you roll opposed Intimidate checks instead of a straight check against the listed DC. The higher check result wins. If the NPC wins, the PCs can’t attempt to intimidate them again for at least an hour. Ties go to the PCs. If the PCs win, the NPC won’t attempt to intimidate the PCs anymore, and the PCs get the benefits of Influence Opponent's Attitude.
Knowledge Benefits:
Knowledge can come in handy. If there’s a particularly useful fact that a Knowledge skill might reveal, list the skill, fact, and a mechanical perk that comes with using it (see the first example).
Alternately, use Knowledge checks to clue PCs in on the NPC’s possible hidden motives -- see the second example.
(You might be wondering "what about Disguise?" Well in Pathfinder, Disguise only applies to putting on a costume; not playing a part, so it's really not a social skill. I think it's still a useful skill, but it isn't of much use here.)
(You might be wondering "what about Disguise?" Well in Pathfinder, Disguise only applies to putting on a costume; not playing a part, so it's really not a social skill. I think it's still a useful skill, but it isn't of much use here.)
Two Sample Encounters
The Tomb Guardian
CR 3 encounter designed for a level 2 party.
CR 3 encounter designed for a level 2 party.
Near the town of Muddy Fork, at the top of a steep hill, is a small shrine guarding the seal to the wizard king’s tomb. The seal is a magical seal that looks like a stone disc in the ground, and the heroes know that they can open it by casting the Bleed spell while touching it. An aasimar and two tamed wolves guards the seal, however. Mitzi is a young woman from Muddy Fork. Every generation the blood of celestials breeds true in one child, and Mitzi was that child. Traditionally, like the celestials that came before them, these heirs live on the hilltop and keep meddling adventurers and evil necromancers from opening the tomb’s seal. The aasimar will resist any attempts to open the seal, but she knows she can’t fight off most threats. Luckily for her, since the people of Muddy Fork use her as their town healer, Mitzi knows she can call for the town militia and they will come running. The PCs need to get into the tomb, for it contains magical weapons they need to defeat a rising evil. It would be nice if a friendly healer was waiting outside, but they have to convince Mitzi to let them pass.
Mitzi uses the stats of an Aasimar Cleric.
Mitzi has two tame wolves (because what else are you gonna do up on a hill all day?) that she uses to protect herself, in case combat breaks out. She will use Bless to buff them, and then flee if things look bad. Valor is important to Iomede, but failing to get away to summon the town militia if she has a chance is beyond foolish.
Social Block
Nature of the Conflict: Cross-Purposes. Mitzi and generations of aasimar before her have guarded the tomb of the wizard king. Her task: To warn away any adventurers who want to mess with the seal on the tomb. If push comes to shove, Mitzi will fetch the nearby town’s militia to help. They love her, because she and her family before her have served as healers for the village for centuries. Mitzi is cautious. She is pragmatic and listens to reason, but as a result she looks down on rash and reckless courses of action, such as opening the tomb.
Sense Motive: All motives are plain (DC 20)- Keep meddlers out of the tomb
- Keep the people of Muddy Fork safe
- Serve the will of the gods of good
Diplomacy DC: 22 (Unfriendly); PCs can get a bonus (see below)
Bluff DC 11: If she catches a liar, her attitude toward them deteriorates by one step.
Intimidate DC 12: She won’t intimidate back. If chased off, she will go fetch the town militia. Use twelve Foot Soldiers (http://www.d20pfsrd.com/bestiary/npc-s/npc-0/foot-soldier-human-warrior-1)
Knowledge (religion) DC 10: Mitzi wears the sword-and-sun holy symbol of Iomede.
Knowledge (religion) DC 15 (free for clerics and paladins of Iomede): Iomede is the goddess of righteous valor, justice, and honor. Behaving dishonorably toward a cleric of Iomede will have worse results than usual. Despite her caution, appealing to righteous valor (courage) over fear and doubt might be more beneficial here than pure reason (+5 to Diplomacy checks).
The Hobgoblin Spy
CR 1 encounter for a level 1 party
CR 1 encounter for a level 1 party
The PCs have just got their first quest, to find the Life Stone in a half-sunken temple East of town, and are leaving the tavern when they spot a Hobgoblin that was literally eavesdropping on them: Hanging from the eaves to listen in on the conversation. After capturing the Hobgoblin, they learn his name is Krug, it’s up to them to interrogate him and find out why he’s spying on them. Krug doesn’t want to reveal who he’s working for, because he’s sure that if he talks, the best he can hope for is not getting paid. Also, Krug doesn’t want to reveal that his brother, Rud, was with him and got away.
The combat portion of the encounter is simple: When the PCs emerge from the tavern, they see a Hobgoblin hanging from the eaves. Roll initiative (whether the PCs wish to start combat or not). On his round, he drops from the eaves and tries to run away with a panicked “Yikes!”
If the PCs look for other threats on their turn, let them roll Perception, DC 30. Success means the PCs hear another creature sneaking away, 50’ away, around a corner. This DC is high because of the intervening wall and distance, but also for dramatic purposes, to add stakes to the following social scene.
If the PCs look for other threats on their turn, let them roll Perception, DC 30. Success means the PCs hear another creature sneaking away, 50’ away, around a corner. This DC is high because of the intervening wall and distance, but also for dramatic purposes, to add stakes to the following social scene.
Social Block
Nature of the Conflict: Frenemy: Krug is the PCs’ enemy, but he values his life more than the wanted outlaw necromancer Razak who hired him in the ruined tower ten miles North of town, so they can get him to cooperate with a little pressure. Krug is Passionate about trying to get paid by the necromancer and trying to keep his brother, Rud, from being captured. Rud is, right now, running away from town, toward the necromancer’s tower. The PCs can catch him if they give chase within the hour.
Sense Motive: DC 9 to reveal the presence of hidden agendas if characters get Krug talking about related subjects. In this case, Krug’s plain motive is obvious (no check) since the PCs put him in this tight spot in the first place.- Hidden: To keep his brother, Rud, who was also spying on the adventurers, from getting caught
- Hidden: Not to reveal the identity of the necromancer Razak or that Razak is laying low in the tower ten miles North of town.
- Plain (obvious): To survive and get away unhurt. If the PCs genuinely promise to let Krug go, they can claim a +5 bonus to Diplomacy checks with him. Same if they successfully Bluff that they will.
Diplomacy DC 24: (Hostile); the PCs will have to capture Krug to get him to talk, and that will make Krug pretty hostile toward them.
Bluff DC 11:. Krug expects the PCs to treat him poorly, so catching them in a lie has no effect on his attitude.
Intimidate DC 12: Though he’s not very good at it, Krug will try to intimidate the PCs right back (-1 check modifier) with vague threats of other hobgoblins rescuing him or taking vengeance. If the PCs fail to intimidate Krug, he becomes convinced of his own bluster.
Knowledge (local) DC 15: There’s an outlaw necromancer in these parts that might be interested in something like the life stone and anyone who might be able to find it. But nobody knows where to find him.
Knowledge (local) DC 5: Hobgoblins are much more loyal to their clanmates than regular goblins, and they rarely act alone.
What About Winging It?
The alternative to using the social “RAW” is to set arbitrary skill DCs. This isn’t terrible.
When interacting with high CR NPCs or creatures, use the party’s level instead of the CR. For instance, a level 4 party interacting with an indifferent Solar doesn’t need to check against DC 22 (Indiffeent DC 15, plus Cha +7) from the basic system or DC 33 (Moderate, DC 10+CR 23) from the “wing it” guideline! Just use the party level to get DC 14 (Moderate, DC 10, + Level 4).- “Easy” DCs are 5+CR/2;
- “Moderate” DCs are 10+CR; and
- “Hard” DCs are 20+CR.
This “wing it” system can work for just about any skill check in Pathfinder.
Using that real simple guideline for the Hobgoblin encounter would result in Diplomacy DC 21 (hard), Bluff DC 11 (Moderate) and Intimidate DC 5 (Easy), which work pretty well, especially given that the Hobgoblin attempts to Intimidate back with a -1 instead of the PCs using the straight check difficulty.
Using the simple “wing it” guideline for the Aasimar encounter would result in all the social DCs of 13 (all moderate). And that also tracks reasonably well with what the RAW system generates, though it makes Diplomacy significantly easier.
But don’t be too lazy!
Even if you’re winging it, you should still write out (or at least think through) the details of the potential conflict, bullet point the NPC’s motives, think of how they will react to catching the PCs in a lie, and determine what they will do if they are bullied.
Other Resources
This is a very specific topic: A rules briefing and tips for using Pathfinder's social system. For broad, general advice on running a social scene, see The Angry DM's "Help! My Players are Talking to Things!" Here's a great quote about when to get system involved. The article is full of great stuff like this:
Other Resources
This is a very specific topic: A rules briefing and tips for using Pathfinder's social system. For broad, general advice on running a social scene, see The Angry DM's "Help! My Players are Talking to Things!" Here's a great quote about when to get system involved. The article is full of great stuff like this:
You, the DM, enter the role of the NPC and you and the players hit the ball back and forth until the players finally put themselves in a position to score. You need to constantly watch for an attempt to score and that is when you halt the scene to resolve the InterACTION!
Subscribe to:
Comments (Atom)




