(no subject)
Jun. 3rd, 2020 09:03 amLast week's D&D session was an interesting experiment, midway between set piece and combat encounter. I wanted to create the flavor of the party stumbling into a battle between parties they weren't affiliated with, at a higher level than they were. I wanted it to be clear that if they engaged in the combat, they would not be able to hold their own and would likely die, but I also wanted their choices to matter, it's not an interesting D&D session if I just narrate a fight to them for an hour or two.
My assumption based on knowing the party was that they would take one look at the fight and try to flee, and so most of my planning for the session was based around that, how to make an interesting and challenging D&D encounter out of running away. In fact, the party's initial plan was to flee, but after a couple rounds and seeing the flow of the battle and thinking about the strategic consequences, they decided to throw in on one side of the fight while trying to remain peripheral to the fight.
This meant that a lot of my planning went for nought, but that's part and parcel of DMing, and fortunately I'd given just enough thought to what would happen if the players did stick around to be able to make the combat work.
My main experimental innovation, which would have been more significant in the running-away plot but still worked interestingly without it, was a set of random tables for battle status that I rolled at the top of each combat round. About half of the rolls on the first table would result in a status change in the main battle, either one side or the other gaining a significant tactical advantage. The remaining half of the table reflected the idea that the battle was supposed to be chaotic and full of interacting fairy magic blowing off random and dangerous magic everywhere. Those results told me to roll on one of two further tables of area effects that would affect everyone within range of the battle, even non-combatants like my players.
In the running-away story, that would have been a major part of the challenge: How do you navigate these tricky paths through the woods as the woods keeps shifting around you in response to magic being thrown off by the battle? Since the players ended up sticking around the battle site, these shifts mostly registered as weird chaotic shit happening in the background, which was still a nice atmospheric effect that made this battle feel different than other battles.
My assumption based on knowing the party was that they would take one look at the fight and try to flee, and so most of my planning for the session was based around that, how to make an interesting and challenging D&D encounter out of running away. In fact, the party's initial plan was to flee, but after a couple rounds and seeing the flow of the battle and thinking about the strategic consequences, they decided to throw in on one side of the fight while trying to remain peripheral to the fight.
This meant that a lot of my planning went for nought, but that's part and parcel of DMing, and fortunately I'd given just enough thought to what would happen if the players did stick around to be able to make the combat work.
My main experimental innovation, which would have been more significant in the running-away plot but still worked interestingly without it, was a set of random tables for battle status that I rolled at the top of each combat round. About half of the rolls on the first table would result in a status change in the main battle, either one side or the other gaining a significant tactical advantage. The remaining half of the table reflected the idea that the battle was supposed to be chaotic and full of interacting fairy magic blowing off random and dangerous magic everywhere. Those results told me to roll on one of two further tables of area effects that would affect everyone within range of the battle, even non-combatants like my players.
In the running-away story, that would have been a major part of the challenge: How do you navigate these tricky paths through the woods as the woods keeps shifting around you in response to magic being thrown off by the battle? Since the players ended up sticking around the battle site, these shifts mostly registered as weird chaotic shit happening in the background, which was still a nice atmospheric effect that made this battle feel different than other battles.