All too often we like to talk about what GMs or players
do wrong. On reddit, on facebook, on tumblr, it’s just easier to complain than
it is to praise. I’m lucky that I have a great group of players so I never feel
the need to run out and talk about how they make me pull my hair out. On the
flipside my players don’t run out and yell about how I’m out to get them.
We had a particularly good session this past weekend. My
players left the game all laughing and thanking me for the good game, but even
with the overall enjoyment of the session, there were some moments that were a
little less than satisfying.
From here I’m going to be talking about a few encounters
in Shattered Star, two of which are optional and one that’s part of the
adventure. In case you’ve read this far and haven’t gotten the hint: There will
be Shattered Star SPOILERS after this paragraph.
Let’s talk a little bit about my players. My players have
captured or negotiated with a good 70% to 80% of the “bad guys” in this
campaign. They have captured and incarcerated, redeemed, or made deals with
most of the sentient creatures they have come across. They do not kill for the
sake of killing and have been compensated with a number of story rewards for
these deeds.
In the previous game the players were hunting for a group
of Korvosan spies called the “house guests. Through some diplomatic
interaction with various background NPCs and connections the players made in
earlier sessions, they managed to track down the spies’ hideout. They
stealthily raided the first floor
and captured all but one of the agents who escaped.
At the beginning of this session they used their abilities and sense magic, revealing great evil and two minds upstairs. The spies’ Korvosan background combined with a crudely painted pentagram in the downstairs foyer left little doubt that the evil upstairs was likely devilish in nature, and the group was determined to find and dispatch its source.
At the beginning of this session they used their abilities and sense magic, revealing great evil and two minds upstairs. The spies’ Korvosan background combined with a crudely painted pentagram in the downstairs foyer left little doubt that the evil upstairs was likely devilish in nature, and the group was determined to find and dispatch its source.
To start with, the dwarf scouted up top without opening
any doors. He saw nothing in the halls and one open room. The rest of the party
then went upstairs and tried to move in silence. The halfling scored a 5 on his
stealth check and the paladin – a dex based, finesse half-elf – rolled a 1 for
a total of five. This was a joy for me as it gave me ample opportunity for the
bad guys to prepare.
The first part of the encounter really caught the players
off guard, leaving them all impressed and somewhat bemused that they had fallen
for my ruse. The bad guy was an evil cleric with the trickery and evil domains,
and she used her power to both create a copy of herself (copycat which works
like mirror image) and disguise herself as well-liked NPC that the players had
dealings with in the first book. When they broke into the room all they saw was
this cleric standing over their friend.
We should take a moment here to appreciate Finesse
Paladins with low strength scores who, due to role playing reasons, felt
compelled to try (and fail) to kick open doors nevertheless. The extra round of
preparation combined with the forewarning of which direction the PCs are coming
from sure can help the bad guys get extra ready. If it makes the group laugh,
all the better!
The paladin moved into the room on his turn and
immediately took the bait, making a beeline for the Mirror Image. As he
struck the Mirror Image it immediately vanished, as they are want to do, leaving the players both confused and distracted. Unfortunately for them, the
Bone Demon that had earlier been summoned by the evil cleric was waiting for just
such a distraction. It teleported into the hall behind the PCs, turning their
confusion into panic (fear aura for the win)!
Compelled to aid his helpless friend, the cleric immediately moved into the room and untied her. He then joined the others as they all turned their attention to the devil, and now that the evil cleric was unobserved behind them, she used her channel energy to really give the players the what for. This was the moment when my PC kicked themselves for not figuring out the mirror image, but congratulated me on a well thought out trap. The friendly NPC was later found tied up in the house, and my players now know that I added to the encounter because I thought it made the module/adventure more personal.
Compelled to aid his helpless friend, the cleric immediately moved into the room and untied her. He then joined the others as they all turned their attention to the devil, and now that the evil cleric was unobserved behind them, she used her channel energy to really give the players the what for. This was the moment when my PC kicked themselves for not figuring out the mirror image, but congratulated me on a well thought out trap. The friendly NPC was later found tied up in the house, and my players now know that I added to the encounter because I thought it made the module/adventure more personal.
That was the good part, but the encounter also had
something that made some players feel ineffectual and left out; the bone
devil’s fear aura. I was only using the monsters given in the prebuilt
adventure and I assumed that they would be well balanced for my party. Fear
effects are great for PC to pare down a battlefield but when used on PC they
can sometimes be a problem. One thing players hate is not being a part of the
action. If they’ve been debuffed, or outflanked that’s one thing. However, when
a player can’t do anything for a good number of rounds they sometimes feel like
they don’t even need to be there. Now, this shouldn’t stop you from using
fear effects, but after inadvertently having them in two games in a row, well,
I recommend using them sparingly.
Another thing I want to touch on is GM to player trust.
Groups that have played together for an extended period have more than likely
built up a mutual well of trust and respect. This is a group that I run on
roll20., and, as it happens, I didn’t know any of them to start with. I had to
build up a level of trust with the party in various ways, including rolling
most rolls out in the open, freely discussing any major rule changes I wanted
to make, and asking for input between game sessions to make sure that the
players are having fun.
Now, the only way I pull off the illusion trick is if the
players don’t know they have failed their will saves. To be clear, I don’t pull
punches with my players. I’m not out to get them; they succeed on their own
merit, not because I fudge for them and I certainly don’t fudge against them.
There is an investment of over a year’s worth of trust in my fairness and
openness. So I rolled their will saves for the illusion privately and they all
failed, especially the dwarf who will read this and now know he rolled a one.
In the end the players triumphed, capturing the cleric
due to a merciful enchant on the paladins bonded weapon and a critical hit with
an Admonishing Ray from the cleric of Sarenrae. It was a hard won fight
nonetheless, and you could hear the pure joy of having such a challenge, and
success was all the sweeter because they did it on their own nonlethal terms.
Of course the bone devil was not as lucky as the cleric and returned to its
plane of existence with extreme prejudice.
This encounter started off the session giving the players
a sense of accomplishment. It should be noted that the last two sessions were
all RP with only one combat encounter at the end of each session. They’ll hit
their stride with the dungeon crawling in the book later, but my players enjoy
the RP sessions as much as the combat ones, so working in some extra RP now is
a matter of balance.
After a bunch of RP in the middle of the game we got the
actual adventure underway and it was up the river from Magnimar to Kaer Maga
via hafling paddle boat. Along the way the players had their next encounter; a
group of boggards and their giant dragonfly companion. Now this encounter was a
lot of fun as well despite the fact that it was nowhere near as challenging as
the beginning encounter. Sometimes heroes need to be heroes and that means
rolling through a CR 4, four CR 2s and a CR 1.
The boggard encounter was not just nice because it was a
chance for the heroes to flex their muscles but it also tied into one of the
characters background. Although the players didn’t know the encounter would be
there, I saw an opportunity to work in a piece of a player's back story and
took it..
All I needed to do was add a little flavor to an otherwise fairly vanilla encounter, in this case by saying these boggards were members of a tribe that the witch player had dealt with in the recent past while negotiating a cessation of hostilities between a boggard tribe and a grippli tribe. I can’t say too much more without spoiling future RP sessions, but suffice it to say that this little extra touch helped to make an otherwise plain encounter much more “real”.
All I needed to do was add a little flavor to an otherwise fairly vanilla encounter, in this case by saying these boggards were members of a tribe that the witch player had dealt with in the recent past while negotiating a cessation of hostilities between a boggard tribe and a grippli tribe. I can’t say too much more without spoiling future RP sessions, but suffice it to say that this little extra touch helped to make an otherwise plain encounter much more “real”.
There was one combat highlight though. The giant
dragonfly did a flyby grapple on the halfling and managed to scoop him up and
ascend seventy feet above the river. It’s an ability I didn’t even realize the
dragonfly had because, to be honest, I didn’t read the monster entry till we
started the encounter. Surprisingly, the creative halfling player broke the
grapple and used Ride to quick mount the dragonfly! When they players
incapacitated the entire group of boggards it flew back to its master and the
halfling dismounted as if he knew what he was doing the whole time. Except he
didn’t actually have Handle Animal, so all he could do while mounted was hold
on for dear life and pray he didn't fall off.
And with that encounter, not only did I leave the players
on a high note of success, they all got their chance to show off. An important
part of GMing is giving each player a chance to show their stuff. Another
important part is learning from each sessions. My biggest lesson of course, the
previously discussed fear effects.
So that is what one of my sessions looks like. Some
things work, some things don’t, but as long as the players walk away from the
table anticipating the next game, then I’m doing my job. But, enough about me,
what about your sessions? What’s made your players want to come back for more?
What’s left them feeling out in the cold? And how have you changed up what you
do when you recognized a problem?
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