There is a shift in mentality when your group of players finds itself in an adventure outside of the dungeon. The walls of the mythic underworld oppress and funnel energy in a series of fixed directions. Every decision point is binary, every scenario considered for survivability, and an expectation exists of a conclusion to the endeavor; the ruby to be acquired, the big bad boss to be killed, the princess to be freed.
Adventures that take place outside of the dungeon are different. A broader world awaits where the players must have considerations beyond the tactical. Creative juices flow, resulting in a changed dynamic among the party as those normally passive players in the dungeon use this freedom to provide more input and take more action. Priorities and goals are set with broader parameters as the unknown variables multiply dramatically.
DMing these adventures is challenging. It’s easy to see many steps ahead in a dungeon by following the binary decision points. You can still get curve balls but you know, unless you’ve been forced to zero prep the dungeon, the likely results of any given action that the party takes deeper into the depths. Conversely, few decisions are binary outside of the dungeon. Most events will depend heavily on subjective inputs. The efficiency of the session relies on your ability to parse declared actions and provide feedback that the players can use. Hone your skills with reaction checks, encounter tables, and abductive reasoning to keep up with your players.
Playing in these adventures is challenging. It’s easy to see the options available to you in a dungeon; left or right, open or close, fight or run. When offered the breadth of an urban sprawl or vast wilderness, many players simply seize up with analysis paralysis. Avoid this by maintaining your bias for action. Observe your environment, Orient yourself towards desired outcomes, Decide what actions to take, and Act to realize those outcomes.
Calling in these adventures is challenging. It’s easy to guide a group through tactical challenges, apply binary inputs to binary decisions, and maintain an effective tempo in a dungeon. All that goes out the window when you leave the dungeon. You are figuratively herding cats, good luck. Your goal is to pick an objective out of the cloud of ideas that will thunder above the party’s head and try to maintain some kind of focus of action. The alternative is a diffusion of “can I”s and “what if”s that will kill the session flat.
The game doesn’t have to take place in a dungeon and many of the most memorable sessions that I’ve had over the years have been in the wilderness or an urban environment. The key is that you make the most of your session time and MAKE SOMETHING HAPPEN. The DM’s temptation to exposit on setting details that no one cares about and the players’ temptation to scout and recon and acquire intel and ask questions and discuss options must be curbed by action. Play the game, don’t talk about it.
You can read the newsletter this article is posted in here.
No comments:
Post a Comment