Hello everyone, and welcome back to Wrong Every Time. Today I come to you one dungeon mastering session older and hopefully wiser, having tackled my campaign’s second session, and the first including our entire four member party. The dynamic was significantly more chaotic with four players, mainly because that fourth player is the embodiment of chaos itself, but I think I did pretty okay. Bounties were pursued, festivals were attended, and the whole gang found themselves embroiled in some kind of folk horror forest ritual situation. With me being me, I’m sure it’s no surprise that my first setpiece is drawing heavily from The Wicker Man and its spooky compatriots.
Our second session also provided plenty of trial-by-fire lessons for me, ranging from the diverse nature of player investment to the setting of expectations regarding player agency. Successful DMing requires paying close attention to player desires, and often coming to understand what they want better than they themselves do. In our last campaign, our DM attempted to ameliorate Captain Chaos with more mechanical tools, which only slowed down gameplay – in our campaign, I’ve instead been giving him greater range of creative self-expression, which has resulted in player satisfaction with no added complexity. On the other hand, my initial use of a heist quest to debut the game has set some perhaps untenable expectations regarding players’ ability to pre-scope any combat encounter, which may result in some inescapable friction down the line.
It’s all an impossibly complex network of mechanical, creative, and personal concerns, all of which only makes me more impressed by Mercer and crew’s ability to navigate this conceptual labyrinth. Last episode saw Percy assuming his destined mantle of Savior of Whitestone, only to immediately about-face back into his Dark Avenger persona. Such deliberately anti-party-unity behavior makes for great drama, but difficult campaign writing, making me further suspect that Mercer and Percy’s player essentially co-wrote this whole arc. The dungeon master’s guide suggests DMs create separate results for success, partial success, and failure in any event, but with all respect to the dungeon master’s guide, that’s fucking stupid and not at all the way stories work. Complex narratives require some degree of player predictability, so I’ll be keeping a close eye on how Mercer fixes the scales as we continue our journey. Let’s get back to Vox Machina!
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