"Maybe I Don't
Want to Fight a Dragon: Making
Unrealistic Decisions”
What I love most about Dungeons & Dragons is the
open-world play aspect. There is nothing
more gratifying than taking pen to paper and creating something out of
nothing. Don’t get me wrong, I
understand we pull from the sum of our experiences… and everything has
near-about been written. But, there is
something cathartic about the process.
I started loooong ago, stretched out on my bedroom floor as
a kid drawing up new adventures, making maps, and dreaming of the tales bards
would sing in smoky taverns after I has shuffled off the Earth (or whatever
world). The results may have been a
little too fantastic at the time, thanks to a child’s overactive imagination,
and needing more polishing than an old pipe organ. But, I prize every memory made of those
days. After the years sharpened, and
possibly dulled in some ways, my story-building, I have learned many important
features and pitfalls when embracing the open-world freedom. One pitfall that troubles me the most is the
need to follow certain paths on an adventure without having at least some
motivation interlacing the characters.
Come to think of it, maybe I don’t want to fight a dragon.
I believe having the liberty to choose any door is one of the
prime features that has led to D&D’s continued success, outside of everyone’s
inner child always wanting to break free from the day-to-day adulting. Being able to create and adventure in worlds
only dreamed of screams for a continuing experience, desiring to find those
impossible boundaries. Inversely, there
sits the one issue I sometimes run into when playing under other DM’s or
grabbing up modules – players not able to deviate from a path. And worse, it requires them to do something
that under very, and I mean very, few circumstances would they consider a favorable
path.
When sitting down to adventure, DMs may have brewed
something up of their own design or run one of the many modules made
available. To simplify, the adventure’s path
can either be ‘open’, with multiple options, or linear, directed by the set
events taking place. In both cases,
limitations still exist. That is an undeniable
truth. DMs cannot have every path
planned and modules require a certain amount of subservience, to openly welcome
whatever is coming.
In either case, there may arise an ‘ugly’ choice that creeps
into the storyline at some point. With
an open-world approach, the game may not hinge on continued progression from
that point, but a linear adventure requires the party to make a ‘poor’ choice,
or it all ends. This is not something I
would endorse or recommend as a plot device.
I suggest to DMs to find other ways to build drama, there are so many.
I am sure for those that have been running since ‘back in
the day’, you have encountered this lovely happenstance. Don’t worry, you newer players can have that
opportunity with one of 5th Edition’s starting modules - Horde of the Dragon Queen. This lovely launching module for 5th
edition gives a great example to illustrate my point. A bit extreme, but fun enough.
What if I were to tell you, using similar words:
“The party crests a rise, the trail breaking free from the
crowded forest behind them. The sun’s
last rays quickly disappear behind the distant horizon. Before you, in a valley below, obscured in plumes
of smoke, lies your destination. You
have arrived while the town is currently being ransacked. At its center, a nearly obscured tower
extends upward with a large creature with wide-spread wings dancing in and out
of sight, wheeling around the dark finger.”
With that image in your character’s head, what could
possibly make a young, ‘green’ adventurer think it is a good idea to run in to
aid the town? Really? One can make the argument that the characters
are heroes. That this is something that they
would typically do. I wouldn’t dispute
the foolhardiness an adventurer should have, but to run into this milieu would
seem suicide. Are characters to live on
the jagged edge? I would pose that this
is not to be taken lightly.
Or, how about a familiar, classic theme:
“The smell of the deep earth stains the stale air in this
long-forgotten tomb… until you approach a closed, wooden door at the end of the
hall. The party has been down here for
two days fighting undead creatures and horrid monstrosities, all behind these
countless doors. This one seems
different. A slight whiff of burning
metal, or what could be old copper, permeates from the ‘welcoming’ change. From the inch-wide gap at the base, the
faintest wisps of yellow light waivers in and out of existence. The scout tests the door, then slowly swings
it open. Before you stands a grand
portal. Gold bands intertwined and
shaped into waves create an archway, pinned to the stone floor, and nearly
touching the vaulted ceiling. A
translucent, milky shimmer swirls in no particular pattern between the arches. Everyone standing in front of the portal
looks at one another, not a clue where it leads.”
Hmmm… Yes, my first
thought is, “Let’s step through…?” Not really.
I don’t think it matters whether you are a 1st
level or 15th level, not knowing what is on the other side makes
this portal appear to be more a dead end
than the next leg of the adventure.
The use of the “before you” in each example subtly implies
that this is your one option. Yes, there
may be other approaches and probing that can be done, but the DM is hoping the
players will blindly accept their fate.
Of course, this is more used to illustrate my point so that as a DM, they
do not introduce that ultimatum to their players.
The challenge now should have been realized, that there
needs to be some forethought on the DM’s part to consider the adventure’s
path. Whether backstory or well-placed
carrots, the majority of the party members should have some reason to dare
folly. It’s widely known by DMs to read
the module and prepare before the game.
This particular suggestion should not be overlooked.
To enrich the game and aid the its progression, the DM
should act as orchestral conductor, weaving the notes into a clear and simple
sound. The DM should take the time to
sit with each player and get an idea of their character, know how they see
their character’s motivations. This will
unburden the DM from worrying about whether a party may flip the story on its
side, thus then forcing a direction they may not want to take. This will lead to troubles at the table. Even if it is just a game, players shouldn’t be
expected to rush in and fight a dragon.
The principle idea is to never let the players believe they
have no choice. They may have
misgivings, but not get the impression they are being railroaded by the
DM. Characters having a vested interest
in doing something questionable offers some indirect support from the DM. Sorta a metagame nod. Also, to dive briefly into running a game,
the DM must adhere to the core tone of the world and story. If a DM gives the players the impression they
can chose to make rash decisions without consequence, the adventure may
struggle when faced with an obvious deadly situation. No, you cannot persuade the lich to stop his
invasion of the kingdom with his undead army by dropping off some donuts.
The creative process pushes writers and DMs to advance a
story, and they sometimes try to push the boundaries as well. Compelling images capture the imagination but
reigning in those moments when requiring a party to blindly charge into danger
needs some attention. A little love and
care for the characters before the game can go a long way.
Besides, maybe I don’t want to fight a dragon.
--- James S. Austin
--- James S. Austin