Dungeon Master Basics: How to Trick Your Players
- Date: 2010-07-16 - Word Count: 707
Share This!
We all have particular qualities we want our perfect DM to possess: illimitable imagination, the desire to slave away at creating the perfect world, the ability to play a thousand different NPC's convincingly, a vested interest in out having fun, and more. Yet one quality few mention is the ability to deceive us, trick us, manipulate us. This is a more advanced talent, yet one that can take a game from great to excellent. What do I mean by that? Read on to find out!
Let's start with a basic example. Jim the DM is leading his players through the ruins of a watchtower. It's rumored to be haunted, and Jim's been doing an excellent job of creating a spooky atmosphere. He's been describing how impenetrable the inky shadows are, the strange creaks and groans of the ancient structure, the spider webs that the players run into and more. He knows that the ghouls are located in the lowest basement, but rather than just have the players wander down there, he decides to up the ante by having each of them roll a D20, and shaking his head grimly if any of them roll high. Why is he having them roll the die? No reason. There's nothing to check for, but the players don't know that. The ones who rolled high will now be even more paranoid, looking everywhere for danger, sure that something is about to happen, even if nothing is.
That's an example of using your players expectations against them. As the DM, you have all the cards. The players will do their best to predict what you're up to, striving to guess where the plot is going, which NPC's they can trust, how much danger they're in and how well they're doing. A good and tricky DM will key into these expectations and learn to use them against the players. Recognizing what the players expect, fear or trust is a good way to heighten the tension, drama and conflict of your game.
Some more concrete examples. Say you have a complex plot, and the evidence the players have thus far uncovered lends itself to multiple interpretations. They sit around brainstorming for awhile, and finally hit upon an ingenious explanation of the facts that you hadn't thought of. Really proud of their explanation, they set off on the rest of the adventure. You are suddenly faced with two choices: allow them to run nose first into the reality of the situation, or reward them for being so creative and change the 'reality' of your plot to accommodate their new ideas. Why would you change the plot on the fly like that? The players will suddenly feel really smart for having 'figured out' such a complex plot, not knowing that they were simply being rewarded for being creative. In effect, you're tricking them into thinking they uncovered the plot through intuition and smarts, and the result will be your players being really pleased with themselves.
Another way to use player expectations against them is to detect which NPC's they find exciting, boring, whatever, and play up those aspects so that the players are either surprised or their original feeling is deepened. Say they absolutely love to hate the dock master who makes their lives hell. Instead of leaving him a minor character, play him up, give him greater importance in your game so that the players can continue to enjoy hating him. Or say they find the local Baron to be a boring and minor NPC that they only use for his men. Have him turn on them, go from being a nice guy they find uninteresting to a sudden and unexpected thorn in their side.
Now, of great importance is to not overdo this technique. They players will enjoy a world if they find it to be consistent and real, and not utterly reactive to their every desire or whim. So don't have every NPC or moment be manipulated in said fashion; rather, simply pay attention to the player's expectations, and find interesting ways to either surprise them with twists, or reward them for creative thinking. They players will find the world you've created much more engrossing and intriguing as a result, as they find themselves personally connecting with it.
Let's start with a basic example. Jim the DM is leading his players through the ruins of a watchtower. It's rumored to be haunted, and Jim's been doing an excellent job of creating a spooky atmosphere. He's been describing how impenetrable the inky shadows are, the strange creaks and groans of the ancient structure, the spider webs that the players run into and more. He knows that the ghouls are located in the lowest basement, but rather than just have the players wander down there, he decides to up the ante by having each of them roll a D20, and shaking his head grimly if any of them roll high. Why is he having them roll the die? No reason. There's nothing to check for, but the players don't know that. The ones who rolled high will now be even more paranoid, looking everywhere for danger, sure that something is about to happen, even if nothing is.
That's an example of using your players expectations against them. As the DM, you have all the cards. The players will do their best to predict what you're up to, striving to guess where the plot is going, which NPC's they can trust, how much danger they're in and how well they're doing. A good and tricky DM will key into these expectations and learn to use them against the players. Recognizing what the players expect, fear or trust is a good way to heighten the tension, drama and conflict of your game.
Some more concrete examples. Say you have a complex plot, and the evidence the players have thus far uncovered lends itself to multiple interpretations. They sit around brainstorming for awhile, and finally hit upon an ingenious explanation of the facts that you hadn't thought of. Really proud of their explanation, they set off on the rest of the adventure. You are suddenly faced with two choices: allow them to run nose first into the reality of the situation, or reward them for being so creative and change the 'reality' of your plot to accommodate their new ideas. Why would you change the plot on the fly like that? The players will suddenly feel really smart for having 'figured out' such a complex plot, not knowing that they were simply being rewarded for being creative. In effect, you're tricking them into thinking they uncovered the plot through intuition and smarts, and the result will be your players being really pleased with themselves.
Another way to use player expectations against them is to detect which NPC's they find exciting, boring, whatever, and play up those aspects so that the players are either surprised or their original feeling is deepened. Say they absolutely love to hate the dock master who makes their lives hell. Instead of leaving him a minor character, play him up, give him greater importance in your game so that the players can continue to enjoy hating him. Or say they find the local Baron to be a boring and minor NPC that they only use for his men. Have him turn on them, go from being a nice guy they find uninteresting to a sudden and unexpected thorn in their side.
Now, of great importance is to not overdo this technique. They players will enjoy a world if they find it to be consistent and real, and not utterly reactive to their every desire or whim. So don't have every NPC or moment be manipulated in said fashion; rather, simply pay attention to the player's expectations, and find interesting ways to either surprise them with twists, or reward them for creative thinking. They players will find the world you've created much more engrossing and intriguing as a result, as they find themselves personally connecting with it.
Check out more DMing tips at DMing Basics. Or get ripped like your heroes and try an Insanity Workout, burning that fat in two months through intense cardio. Or get more intense with the new Turbo Fire workout!n
n Your Article Search Directory : Find in Articles
Recent articles in this category:
- Kids Halloween Party Ideas
Hard to believe Halloween is just around the corner already. This is a very popular holiday especial - Inexpensive Party Favor Ideas For Party Guests
The cost of a gift is not the most important, but rather the thought behind it. There are different - The Major Benefits of Watching Funny Videos
Funny videos have gained a wide audience all over the world. This is due to the impact it has made i - Handy Things to Know About Concert Tickets
There are a lot of people that spend time and money going to concerts. This makes knowing the facts - Travel Magazine And How To Pick Up A Good Copy
Many people enjoy reading magazines. They are a quick read and can be picked up in many locations. M - Planning the Infamous Holiday Office Party
Ok, so you're in charge of planning the infamous holiday office party. If you've ever seen the TV sh - How to Choose Songs That Are Suited to Your Voice - So You Always Sound Fantastic!
Hello singers! In this article, you'll learn how to choose songs that compliment your voice… so you - Host a Professional Halloween Quiz This Halloween
If you are having a bunch of friends around for Halloween, why not give them a Halloween Quiz? If yo - Discovering How Popular Horror Movies Can Enhance Halloween Fun
Throwing a Halloween party? Why not make it a night with themes from popular horror movies? For, wit - The Art Of The French Revolution
The art of pre-revolutionary France was decidedly frivolous in its subject matter and deliciously de
Most viewed articles in this category:
- The Complete Defenition of the 3D
3D computer graphics as seen on FaceYourArt.comA 3D rendering with raytracing and ambient occlusion - Unlimited Movie Downloads Tips - Pick the Best, Dump the Rest
Unlimited movie downloads have made it much easier for busy folks like us to watch our favorite movi - Get Your Alliance Character To 60 In A Week
You may have looked around on the internet for WoW power leveling guides and come up empty-handed or - Why Do We Gamble?
Why do People Gamble? Gambling is a past-time activity enjoyed by many people. Some play at hom - Video Poker (jacks or Better) Tips
Video poker made its entry in the 1970s. It has proven to be a popular form of gaming. Video poker o - Top 7 Video Games For Children Ages 5 - 8
Many parents worry about the video games available to children today with all the violence. However - Why I Love Strategy Games
A strategy game is one in which the skills of the play and his decision making combine to influence - Prison Break's Wentworth Miller: I'm not Gay
In an attempt to put a stop to the lingering gossip and to clarify his name once and for all, Wenthw - Guys, Valentine's Day will be Heaven or Hell for you...
Guys, I know it's not fashionable to get ahead of yourself for holidays. I don't buy Christmas gift - Comparing 6 String And 12 String Guitars
6-string or 12-string Acoustic guitar, which should you get? Both have pros and cons, and both are e