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  • Creating Suspense

    Advice/Tools, Dungeon Masters, Play

    Creating suspense in a game session is a matter of creating risk for the players.  There are several kinds of risk that are valuable to different players.  The most common is danger to the characters, but other kinds of risk can also be important.  Loss of riches.  Potential gain can also create suspense.

    Once you have decided on a type of risk, then the level of risk needs to be set correctly.  An overwhelming risk – such as a Red Dragon at level one is overwhelming and feels more like insanity than suspense.  If the risk is too low again it doesn’t feel like risk.  Typically the risk should feel slightly beyond the capabilities of the party.  Something that will cause a stretch for them, but which will be worth it in the end.

    Presenting the risk in a meaningful way is also very important.  The presentation must be geared to the players as well as the characters.  Different players value different aspects of the game.  Some appreciate the excitement of combat – others like mysteries and role playing.  Present the risk in a way that appeals to the various players in the group.

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    What Makes a Memorable Dungeons and Dragons Story

    Dungeon Masters

    Telling the story in a role-playing setting is tricky business.  When you pick up a book, you understand that the author is in complete control.  You will go where she takes you and have no control over any of the action or characters.

     

    The DM/Player relationship is not the same as an Author/Reader relationship.  Some of the same principles apply, and some are completely different.

     

    The elements of a good story include (but are not limited to):

    • An interesting plot
    • Memorable, multi-dimensional characters
    • Interactions between those characters

     We’ll get to plot in a minute.

     

    By definition Dungeons and Dragons and pretty much any other role-playing game will have characters.  If the people you play with are as much fun as the people I play with then those characters will be memorable.

     

    But the players are only a handful of characters in a rich world that can have dozens even millions of characters.  As a DM you have to make those characters memorable.  This means giving them personality and depth.  Does that innkeeper just automatically bring what is ordered or does he do it with a snarl?  Is he racist against elves?  Is he in love with dragonborn?  Does that shopkeeper always talk that way or are those allergies?  Why does she keep a vase of violets on the counter?

     

    Once the characters are interesting, they have to interact with the players.  This interaction can be physical, verbal, emotional, etc.  Don’t be afraid to spend time dialoguing with the players in-persona.  Don’t be afraid to avoid a combat altogether so that the cowardly goblins can back out of a combat.  If everyone the bad guys all jump to the attack and the good guys all act as money-changers the game can grow stale quickly.

     

    The players will remember the story element of that goblin who talked his way out of a fight long after they kill his buddies.

     

    Finally, a word on plot.  Plot is far less important in a role-playing setting than in a novel or short story.  If you have interesting characters and interesting interactions, the thinnest of plot lines will engage your group for hours.  In fact, some of the least memorable and least interesting sessions happen when the DM tries to bury the players in the plot rather than letting them grow into the story.

     

    Have a great game!

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