Behind the Screen: Suspending the rules for reasons of plot...
Posted by Dante at 1:23 AM
One of the other difficulties with running a campaign with high level player characters is how to control plot related elements when those characters can make saves or take actions that would fundamentally disrupt your encounters.
The Arguments
In our current campaign, there have been a few times when effects occur to our players that they did not get a saving throw for. A specific instance of this was when our party encountered an evil goddess who froze them in their tracks in order to give a chilling speech about how the party fouled up her best laid plans and they would pay dearly.... essentially a slight plot advancement wrapped in some color.
Most of our players didn't seem to mind not getting a saving throw to be frozen in place, however you will find that all groups contain That One Person that wanted an opportunity to try the throw anyway. I feel like those people are perfectly justified in wanting the saving throw, however in this particular case I was able to explain it away due to the fact it was a lesser goddess that they encountered.
That begs the question: how do you handle this when lesser characters or forces are involved that the players should get a saving throw for, but in succeeding could handicap or seriously disrupt your plans for the session on that given night?
A Solution in Pieces
In the vein of full disclosure, I will go ahead and state out loud that I don't have a solution for this problem, and I consider it one of the fundamental difficulties of playing a high or epic level campaign. It seems under the current rule system, you can no longer necessarily revert back to some classic D&D encounters that the players could easily dissuade with their skills. You lose some of the ability to tell a story in a cutscene fashion, or using underpowered, crafty NPCs to add some interest.
I say this because as a DM I really don't like overly suspending the rules in cases where they are warranted. For example, if a nimble thief picks Bat Loaf's pocket and he is dexterous enough to give chase and catch him instead of leading you into the Elite Thieves Guild plotline you had laid out, that kind've rules out being able to do that without submitting yourself to a "shoot off the cuff" night.
When you're dealing in a mode of co-DMing like we are, the difficulty of just ad-libbing like mad on the spot becomes more great since both DMs should have some say in how things progress in a given situation (at least, that is how we've been running it to this point).
I know there are seasoned professionals in our midst that do well in a high or epic level setting, so please give me a temporary +2 to WIS here!
The Arguments
In our current campaign, there have been a few times when effects occur to our players that they did not get a saving throw for. A specific instance of this was when our party encountered an evil goddess who froze them in their tracks in order to give a chilling speech about how the party fouled up her best laid plans and they would pay dearly.... essentially a slight plot advancement wrapped in some color.
Most of our players didn't seem to mind not getting a saving throw to be frozen in place, however you will find that all groups contain That One Person that wanted an opportunity to try the throw anyway. I feel like those people are perfectly justified in wanting the saving throw, however in this particular case I was able to explain it away due to the fact it was a lesser goddess that they encountered.
That begs the question: how do you handle this when lesser characters or forces are involved that the players should get a saving throw for, but in succeeding could handicap or seriously disrupt your plans for the session on that given night?
A Solution in Pieces
In the vein of full disclosure, I will go ahead and state out loud that I don't have a solution for this problem, and I consider it one of the fundamental difficulties of playing a high or epic level campaign. It seems under the current rule system, you can no longer necessarily revert back to some classic D&D encounters that the players could easily dissuade with their skills. You lose some of the ability to tell a story in a cutscene fashion, or using underpowered, crafty NPCs to add some interest.
I say this because as a DM I really don't like overly suspending the rules in cases where they are warranted. For example, if a nimble thief picks Bat Loaf's pocket and he is dexterous enough to give chase and catch him instead of leading you into the Elite Thieves Guild plotline you had laid out, that kind've rules out being able to do that without submitting yourself to a "shoot off the cuff" night.
When you're dealing in a mode of co-DMing like we are, the difficulty of just ad-libbing like mad on the spot becomes more great since both DMs should have some say in how things progress in a given situation (at least, that is how we've been running it to this point).
I know there are seasoned professionals in our midst that do well in a high or epic level setting, so please give me a temporary +2 to WIS here!
Labels: behind the screen, co-DM, Dante, rpgbloggers, you tell us