Allowing Your Players To Be Innovative And Rolling With It
Note: There will be some spoilers for the Shattered Star Adventure Path in this article.
Illustration by Luis Perez |
With tons of rules, sometimes Pathfinder and other rules-heavy games can be overwhelming to both players and GMs. Some
complain that all the rules can make the game less intuitive to play. I’ve
previously spoken about not overlooking what rules can add to the game, and
I really think the rules can enhance the game. This happens especially when
your players learn to do incredibly creative things with all the fun abilities
available to them. With that in mind, today I want to talk about player
creativity.
First off I want to mention the whole idea of not saying
“no”, but saying “yes, but.” Although a lot of the rules are clearly laid out
applications, sometimes players will use a rule in a manner that the developers
never considered. Many times my players try something that is not clearly
outlined in the game. In my most recent sessions of Shattered Star the players
came across an orb that allowed a creature clairvoyance into a room if they
walked within 10’ of it. The orb seemed to do nothing but
light the room and show the symbol of Groetus, but my players weren’t
satisfied.
One of the players, the Cleric of Sarenrae, actually went out of is way to
touch the orb. There are, as written, no provisions for what happens when you
touch the orb—although it does say it has a connection with high ranking
priests of the god Groetus. Since my player was so reckless, I allowed him to
touch the mind of the creature just briefly. It overwhelmed him and staggered
(a condition in Pathfinder) him. However, it also gave him a glimpse into the
creature’s mind and a title.
So how do I figure out what to do if it isn’t a specific
rule about how this works? The thing is it’s also not against rules. Anyone who
knows me, knows that I’m a by-the-book RAW (rules as written) type of guy; but
not all the rules are written. So, although no rule was broken, new rules were
extrapolated and the players enjoyed it. It opened up a whole new avenue of
great RP with an NPC and they ended up finally thinking of ways to cure his
insanity.
Now even the RAW can work well in the favor of the PCs if
you let them be creative. In the same session the players came upon four
werebears who were mind-controlled by evil entities. My players do their best
not to kill anything they don’t absolutely have to. Since one of the werebears
succeeded in its roll and denied the command, at least for the first round, it
told them to run. They figured these werebears were not the bad guys and tried
to figure out steps to save these souls. But how?
The Cleric had himself a feat that allows him to choose
to give creatures affected by his channel Protection From Evil. Protection From
Evil first gives a +2 resistance bonus to all saves, as well as allowing an
immediate new saving throw against charm effects with a +2 morale bonus to
saves. Oh, but there’s more! The Paladin who considers these creatures as mind-controlled allies grants
all of them within 10’ a +4 morale bonus to saves versus charm. Although this
overrides the +2 from the Cleric with the +4 from the Paladin the total ends up
being +6.
So by thinking quickly the players have rescued these
werebear brothers from their mental enslavement—even if temporarily—and in
doing so learn more about the creatures they must face. And over the course of
four books my players have continuously tried to use the rules in new and
interesting ways. Were the werebears technically allies? That’s a matter of
interpretation, and that where we get back to the saying, “yes, but” thing.
As a GM, whether you are playing a rules-light or a
rules-heavy game, it is your job to allow your players to be creative and
innovative. Their successes and failures, when you let them go big, are the
stories that players tell around other tables and over beers with other gaming
buddies. I for one applaud my players when they come up with something so
incredibly insane that it just might work.
In what ways have you let your players use the powers
creatively? How have you interpreted rules that aren’t fully outlined when your
character try something crazy? What have been some most memorable
success/failures from your players going big?
GMs can be just as innovative as players. If these
articles have helped you think outside the box then please consider becoming a
contributor to my Patreon. Year one of all my Wednesday articles are available
in PDF format to my patrons as a gift. If you’d like to join the further
conversation in the CRB community join us on Facebook, Google+, Tumblr, and
Twitter. My inbox is open for further questions or comments on any of these
platforms so feel free to contact me directly.
The opening illustration was created by a fine artist Luis Perez. You can find him on Twitter, Tumblr, and on Instagram at luisperezart.
The opening illustration was created by a fine artist Luis Perez. You can find him on Twitter, Tumblr, and on Instagram at luisperezart.
In the last game I ran, the players knew they were going to fight an Orc Shaman riding a vicious wyvern. The chemist in my group went back to his lab and essentially invented wyvern-bane. He made all the necessary rolls, and the group had enough time to create 4 arrows coated in wyvern-bane. All they needed was one, as the star archer managed to nail a perfect shot after gaining initiative. This, in turn, took down the Shaman, who was quickly dispatched before she could show her true might.
ReplyDeleteTHERE'S NO SUCH THING AS WYVERNBANE... except now there is. Definitely one of the highlights of the campaign so far.
There's a lot of things that don't exist until the players create it. Good on them.
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