Long time no post. Hit a bit of a slump. Tryin’ to get back on things. Here, have a warm-up Pokéfusion.

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@gralloch-the-sleepy
Long time no post. Hit a bit of a slump. Tryin’ to get back on things. Here, have a warm-up Pokéfusion.
some notes i’ve been taking on DMing, culled from various sources
Plot & Campaign:
Don’t think of yourself as being “against” the players. They aren’t playing “against” you. They are playing against the world and situations you pose to them, but you should be on their side.
Similarly, don’t think of the campaign as “your” story that you are telling to the players. It is a story that you are telling together. They affect the outcome of it as much (or more) than you do. If the players find a way to ruin your carefully crafted plot, let it go. You have to accept not getting your own way all the time the same way that the players do.
That said, have contingency plans in case the PCs kill or ignore your plot hook, find a way to bypass your carefully created puzzle, or successfully charm your final boss into not attacking them.
Use up your most fantastic ideas - don’t hoard them for later. You never know how long a campaign will last, and you might never get to those cool scenes and setpieces you were saving.
Utilize recurring NPCs. It’s less work for you and gives the players someone familiar to look forward to seeing (or resent intensely.)
Give the players a nemesis - someone or something working against their efforts, even if that is not a “villain” per se.
Have descriptions ready for locations and NPCs, but don’t over-describe. Give them enough details to build a sense of atmosphere without requiring them to draw the scene.
Have a set of possible random events ready to go, and periodically roll to see if any of them happen, to keep your players (and you!) on your toes.
Rules & Rolls:
Like in improv theatre, go for the “yes and” (or “yes but”) response to a player’s idea rather than a “no.” If the rules don’t specifically ban a player from doing something, let them do it. If it’s especially game-breaking and stupid, this is a great time to say “yes, but” and come up with a fun consequence.
Don’t stop everything to look up a rule. If you can’t find or figure out the answer within a minute, tell the players how you’ll do it this time based on your best guess and look it up for the future. Alternatively, if you aren’t sure what the rule would be for what a player proposes, just let them roll a d20 and add a relevant modifier to it versus your best estimate of difficulty level.
Don’t assume that a failed check means “nothing happens.” Failures can be as eventful, interesting, and story-driving as successes.
Calculating small currency amounts, weight encumbrances, and rations is incredibly boring for everyone. Decide ahead of time whether you want to just ditch those elements (within reason - if you are being kind to the players by not making them weigh out every item in their inventory, they should be kind to you by not claiming they are carrying a whole refrigerator.)
Rewards:
Pay attention to what motivates your players most (treasure, money, challenging fights, puzzles, stories) and use that to guide your campaign ideas. Let them tell you what carrot will lead them through the plot.
Make a note of what your players mention wanting out of the game experience (a certain kind of adventure or scene, an item) and find an opportunity to reward them with it.
Come up with a set of treasure/advanced weapons/other loot-ish rewards specific to each player. Whenever they are dungeoncrawling or getting rewards, roll to see which items they receive at that time.
Players:
Provide opportunities every session, if possible, for each character to use their skillset and playstyle, so that they don’t feel like the sidekick in someone else’s adventure.
Encourage the players to make themselves a “battle sheet” in addition to their standard character sheet that lists all their skills and spells (in their own words) and how it works, so that they understand their own potential and remember to use them! You are there to help them out if they aren’t sure of a mechanic, but encourage them to take ownership of their own character’s abilities.
Cliffhangers aren’t actually great ways to end a session (in case the campaign stalls out there, or a player drops out), but you can end with a new situation arising or a hard question to ponder, giving the players something to think about and look forward to returning to for the next session.
Pay attention to the players’ welfare and condition as much (or more) than to their characters. If they are stressed, unhappy, or angry about something in the adventure (or something another player is doing), you should be ready to moderate that as much as you would moderate an in-game rule.
Unfucking Social Rolls
Okay, before I get into this huge megapost about social rolls let me explain what I think about rolling for social actions:
I think rolls for social skills are good. A player might not fit a GM’s assumption of a “convincing” or “charismatic” person, but their character might be just that. Not letting the player who’s spent their character resources on getting that sweet proficiency bonus and expertise on Persuasion and a huge Charisma bonus is just bad form.
Having said that, there’s a false dichotomy that usually pops up when the idea of rolling for social actions is brought up. That social rolls are simply used to fast forward through role-playing. That is not what I’m proposing.
Having run and played lots of PbtA game I’ve tried to bring the principle “to do it, do it” over. You first describe what your character is doing, then you roll the dice. You don’t say “I roll to Persuade,” because that does not describe what you’re doing. In doing that you’re skipping an important step.
There’s no need to get overtly verbose here either: some players enjoy speaking with the voice of their character, assuming an actor stance; others prefer to describe their character’s actions in broad strokes from the third person, in a directorial stance. Either way is perfectly fine to me. “I say, ‘What ho watchman, wouldst thou grant us passage?” is equally valid as “I request the guard for passage.” Now, in my mind neither of those would warrant a social roll yet. You’ve just described your intent. The GM might say that the guard grants you passage, no need to roll. Or the GM might describe the guard telling you that his orders are not to let anyone in, at which point the negotiation starts.
So, now that it’s clear what you want and it’s time to make your case, how do we go about making a social roll?
Simple: you describe what you do or say to convince the person. The GM sets the difficulty, the player rolls, and then we see what happens.
This is usually when things get messed up. The player might have rolled poorly and now you’ve just put a roadblock on the way of the players: like a locked door, only requiring a Charisma check to get through instead of using Dexterity to pick the lock or Strength to break down the door.
In some cases a failure at a social roll might have very clear and immediate consequences arising from the nature of the attempt being made: a failed Intimidation check might result in the guard calling backup, turning the social scene into a fight scene. But most of the time it doesn’t really make sense to just escalate things because of a failed social roll.
The words “No, but” are your friend here. “No, I won’t grant you passage, but there’s something you might do for me to make me look the other way.” Failure might mean paying a bribe, doing a favor, or having some other cost. Failure shouldn’t mean a roadblock: it should represent a new branch in the action.
Now let’s talk about setting the DC and other such stuff.
If the players know the person in question wants something or has a particular vice or desire, that might be worth Advantage if the player weaves that into their roll. If the player doesn’t know any such thing, an Insight roll can be used to get a read on a person. If the person is a drunkard, making a distraction by offering them a drink might work, represented by Deception with Advantage. If the person has a noble streak, arguing that letting you through in spite of their orders would be in service of the greater good might allow for Persuasion with Advantage. If the person has some person or thing they really like, using that as leverage might allow for Intimidation with Advantage.
If you haven’t thought of an NPC personality trait in advance, here’s the perfect opportunity to put all those random personality trait charts you have to good use. Heck, you might even want to roll on an appropriate Background chart almost as if you were rolling for a PC’s Traits, Ideals, Bonds, and Flaws randomly.
So, how do we set the DC? Well, the baseline DC should be 15. In a system adapted from Strike!, the DC will move up or down based on two things: the person’s attitude towards you, and whether the thing you’re asking from them is in their interests.
NPC attitude might sound familiar, because it’s a holdover from previous editions that makes sense even in the context of 5e: Hostile, Unfriendly, Indifferent, Friendly, and Helpful. The baseline DC of 15 assumes an Indifferent person, and every step towards Helpful decreases the DC by one step (all the way down to Very Easy for Helpful NPCs) and every step towards Hostile increases the DC by one step (up to Very Hard for Hostile NPCs). Whether the thing is in their interests or not is a simple thing: either the thing you’re requesting is in their interests (decrease DC by one step), it’s against their interests (increase DC by one step), or it’s not really something they’re actively for or against (DC stays the same).
So you might get the DC all the way up to 30 if you’re asking a Hostile NPC to do something against their interests, which is fine: the player should still be able to roll, albeit with a high chance of failure unless they’ve really pumped all their resources into that thing, in which case they deserve their success.
But what happens when you ask someone Helpful to do something in their interests? Well, then we hit the Secret DC That Nobody Wants You to Know About. DC 0.
DC 0 is rarely used because it’s one of those “You really shouldn’t even be rolling for this” things. For an example, walking around would be a DC 0 check. You don’t ask for players to roll for walking around, because even by the rules of Passive checks they really can’t fail no matter how low their Dexterity is. It’s not an explicit rule in the game, but it’s one that I’ve taken as an implicit thing.
In most cases a DC 0 check is an automatic success: most characters won’t have enough penalties where they might even fail such a roll. But in the rare case that a Charisma 3 character tries to negotiate, even though all the odds are stacked towards them, there’s still a chance for failure. Why? Because just like we want to reward the player who spent all their resources on being the best at negotiaton, the character who has dumped their Charisma has to feel the effects of their low Charisma should they run into a situation where they have to negotiate.
If you’d like to plug in one more thing from Strike! that I like, you could take into account Reputations. A single character in the group or the whole group might have a Reputation. A Reputation is either specific to a certain faction or location, but they might become broader in play.
Reputations shift specific NPC attitudes by one step. The three reputations are:
Famous: Treat Indifferent people who your Reputation applies to as Friendly.
Feared: Treat Unfriendly people who your Reputation applies to as Neutral.
Admired: Treat Friendly people who your Reputation applies to as Helpful.
For an example:
Black Leaf the Rogue has spent a few adventures in a city. She’s already got her future advancement planned and wants to become a Mastermind, specifically a criminal mastermind with a globe-spanning criminal empire. To this end she’s already looking to make some contacts and find out about the local Thieves’ Guild.
Black Leaf spends some downtime looking for a beggar she knows has ties to the Thieves’ Guild and is about to ask them for the basic scoop on the Guild. The beggar is Indifferent towards Black Leaf, but since Black Leaf has already gained quite a reputation within the city’s criminal underbelly for a few heists she’s pulled she counts as Famous, so the beggar is treated as Friendly. However, giving information to strangers about the Guild is against the beggar’s interests, so the DC is still a 15.
Black Leaf doesn’t like those odds (with her +2 proficiency bonus and +2 Charisma it’d be an even 50/50 split) so she decides to try an Insight check to get a read on the beggar. Successful, she gets a read that the beggar’s Ideal (determined randomly on the spot by the DM) is “Redemption: There’s a spark of good in every one.” Black Leaf spins a yarn about how she used to be a bad person who stole only for her own gain and she now wishes to put her skills to good use stealing from the rich and giving to the poor, and she thinks the Guild might be the way to do it. She thus gets to make a DC 15 Deception roll with Advantage.
Note: Edited some things; while writing the example I apparently decided in the middle of it to change the name of Black Leaf the Rogue to Sheila the Thief because my pop culture references are a strange mess.
I wish I could remember what Dragon Magazine it was, but there’s an article out there somewhere about Charisma. Including the art of persuasion and negotiation. It could be worth a look for anyone interested in adding a bit of omph to social encounters, and (if I remember right) goes into the whole “No, but” and comprimises thing for failed roles.
Do you remember what era of Dragon it was? I’d really like to look for this article. Reblogging also in case one of my followers knows what’s up.
It would have been either AD&D 1 or 2. I’ve got a little horde of Dragon pdfs that I’m gonna end up going through, cause it’s in my brain now
If you can find it, let me know! I love discovering stuff like this through reading old issues of Dragon.
I think I may have found it! Dragon #243, page 40, He’s Got Personality; or How Can You Hate a Guy with an 18 Charisma?
That’s it! I know 5e doesn’t really do numerical modifiers like 2e, but itd be super easy to turn those around as modifiers to the dc. And even without all that, the rest of the article is still a good read for various ways of using your Charisma in social situations.
And on a slightly related note, when I was looking for the article, I came across one in Dragon 233 called Going to Court. It might be worth a read for anyone into games with a lot of politics, social interactions, and rubbing elbows with the lords and ladies. Again, even if you don’t use the mechanics, the advice is still sound and it lists a ton of scenarios for people to play around with.
Thanks, will check that out too!
2nd place prize of my Holiday Raffle for @fromshetohe .
Sombra Virus Skin [System Error]
First bigger fan art piece I’ve ever done, hope I did the character justice. :)
Thank you for all participants and all the winners for your co-operation. <3
Stay tuned.. I might do another round of raffle when summer comes..
Check out my deviantART for more pieces!
Cosmic human colony station, B S
For those of you who enjoyed today’s stream and wish to do what I did, here’s the challenge I made for myself.
I made this massive compilation of several 30 day and color pallette challenges that I ran across to make 2 lists of 100. Yeesh. You may recognize a couple of areas even! (like the Witch 30 day challenge or the 30 day burrito challenge)
Take 2 10 sided dice and roll them twice (one dice for the ten’s place and one for the one’s place). Roll them twice. The first number will be the theme/ thing to draw, the second one the palette you need try stick to. Then draw the result. Happy arting!
Jillian Harpe, OC of @youthanasic, 1st place winner of my Holiday raffle. Slow work, but worth it! :) Thank you for participation!
We heard them, out there in the trees, lurking, waiting, for one of us to slip up.
An unexpected meeting while invading the paladin order hall.
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