pixiethedm - Dungeon Writing
Dungeon Writing

Stories, Paper, and Dice: A Blog for Inspiration, Fantasy, and Writing. Please refer to me as 'it' - I am a blog, not a human being.

97 posts

Just An Update; The Record With Tangois 11 Natural 1s In A Single Session, With 3 Of Them Happening In

Just an update; the record with Tango is 11 natural 1′s in a single session, with 3 of them happening in a row.

Just so People Know ...

I do have a special d20 that I exclusively use for bosses in D&D. It is a transparent and orange one with white lettering and I call him Tango and I love him.

He may or may not have single-handedly killed at least three of my major villains through critical failures, however.

I have a suspicion that he might not love me back.

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More Posts from Pixiethedm

7 years ago

Good shout out. For what Dungeon World lacks in crunchy gameplay, it more than makes up for with a complex understanding of player psychology and human mechanics. 

Worth reading up on if you want to learn some ways to improve, and adapt for, your tabletop game. The system is very rules-lite and supremely comprehensible as it focuses on the people playing rather than the game as a concept.

Monday Night Dungeon Mastering - The Surrender Fallacy

Writers can find themselves itching with an idea. This singular concept of story and narrative sits sluggishly on their minds and teases them with a feather between the shoulder blades. The writer sees their idea as a defining moment of ultimate action that must be realised to be itched. It is where the story comes to climax and the reader is struck in their seat with the awe of it. It is so pure and divinely emotional that it rattles the nerves to even contemplate it, but, if only the writer could wrangle their story into getting there.

This obsession over one moment trivialises the story as it ducks and weaves through itself. The world and characters begin bending and straining to the point of collapse to somehow allow this one moment to take centre stage. It’s the ego talking. We believe our own hype, and consequences be damned. Resultantly, the narrative suffers to propagate this flawed ideal.

This issue is prevalent enough within an environment where the writer controls all input. In a novel or script the writer has sole authority over characters and their agency. The world buckles and bends to their command and reshapes as they see fit. Now, imagine a narrative setting where you,as the writer, don’t control the characters …

… not even close.

Spoilers: you don’t have to. The answer is being a Dungeon Master. Big surprise.

As a Dungeon Master (and trust me, I sympathise) you will have these grandiose concepts for story and player character narrative. You want the game to be exciting. You want your players to have fun. But … 

but.

You kinda, maybe, also might want to show off a little. Just once or twice. Y'know, put your best foot forward and give yourself something to be proud of once the session ends. You can’t let them have all the fun. Maybe its your world, or an NPC or villain you are particularly proud of. So you write that in, and you build the scene in your head. You will beautifully narrate the importance of the heroes’ quest, terrify them with the danger of your irredeemable - yet morally complex - villain, and show the best of the world you have poured countless hours over in your study. You have perfected every encounter, named every tavern and drink, statted every character down to the skill points and pettiest of equipment, and you are ready to blow your player’s minds.

BUT THEY WON’T

SIT

STILL.

The illusionist rogue kicks away from his seat and hurries to harass your chieftain-warlord of grotesque, inhuman rage. The barbarian flips her table and rushes your undercover, double-agent assassin with a maul without an inkling of provocation. The wizard casts a counter-spell on your sorcerer as he tries to dramatically teleport away, leaving him stuck in a sad, little cloud of expended, magical smog. The bard just WON’T STOP SEDUCING THINGS. 

So you snap.

You take your player characters, sit them down, tie them up, and force them to listen. For once. You become one of those nightmarish preschool teacher who duct tapes his students to their chairs.

You set your players up for defeat, stacking the odds against them to such an insane degree that they simply have no other choice but to surrender, or maybe you don’t even give them the chance to surrender and kidnap them as they sleep. Every action is batted down, every interruption silenced. You take a breath, and begin to tell your story in peace to your captives.

Do not do this. Please. It is unhealthy and can damage trust.

If you want a passive and silent audience, write a book. This just has the players feeling as if the DM has reached across the table and stolen their character sheet so she can play by themselves.

It manifests in many ways. Overbearing cut-scenes, NPC plot-armour, save-or-die mechanics, vetoed player actions, forced mulligans or redo’s. (Note how these are different from narrative or gameplay effects, like simply being taken prisoner, or getting knocked unconscious / paralysed in combat . The Surrender Fallacy is when the DM refuses player agency and does what he wants without allowing their input)

These are your players - your friends: people who have put aside their time and work to come to your game to play and have fun, not sit by and watch.

For one, they will hate it. They may behave like they accept it at the time, but their resentment will be immediate and sorely bitter. This is not a dynamic you want between your players and your game. If they have no control over their characters or their actions, then they will stop playing and do something else: play with their phones, talk about other things aside from the game. They will not be enjoying their time, no matter how happy you are, and eventually may just choose to not turn up.

To avoid this deathly circumstance you must do one, painful thing: you have to let go of your pride.

Your story will not be perfect - especially with players at the helm of it; it will be disastrous, chaotic, and downright sinister or even unheroic at times. But it will be their story. They will be in control of themselves. They will be acting. they will be playing, and they will be having fun in your world.

Learn to react to their shenanigans rather than demand something of them. Be happy with taking it slow, and do not get antsy when they are not chasing the plot about at breakneck pace. Don’t abandon narrative altogether; continue to keep things tense and the consequences real, but understand that a memorable story is always based off of character choice, rather than having none -  understanding that taking one road of a branching path makes their character unique with the knowledge that noone else would have done that same thing.

Respect your players and their agency, and they shall respect you, and your game.

And, most importantly,

Enjoy

Pixie x


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7 years ago

Last week I went to a new city for a competition over the weekend. On the second day, a homeless man approached my friends and I to try and sell us this large, mustard-yellow Buddha statue and some packets of flower seeds. We refused the offer, but I can’t help feeling like we were some level 1 adventurers and just stupidly ignored the DMs side quest and sick magic items.

6 years ago

Sunday Respite - Cavernous, Ravenous Taverns of World-Wide Renown

‘Light the hearth, straighten the benches, and tap the kegs; we have a night to remember on the horizon, just threatening to be forgotten! We fist-hearted patrons of these merry houses should hold a pride at our chests for every cask and tankard emptied under this roof, and every other alike it.

So, adventurers, nomads, way-walkers and wanderers alike - to all the lost and found that my carrying voice can meet - know that tonight our doors are open wide; our tables soaped; our bards well-paid. We welcome all that can hear the call for celebration and come to meet our kin with strong, dark drinks and rancorous cheers.

May the darkness beyond the walls know of our noise - the songs of our familial might! For, until the sun rises, and even perhaps beyond that, we shall sing so loud that the sky may break and all the stars may descend to join in our harvest and feast.’

Here are three taverns from across the land, no shared soil between a single pair. They are worlds apart, yet share a common faith - maybe even a certain spirit, or two.

South Coast Bathhouse

Low set amongst the heights of the marble and granite metropolis around and above lies a single-storied structure. Its face is lined with dozens upon dozens of pillars holding up the flattened roof, and rows of squared windows of inch-thick, lead-lined glass that warp and wave perceptions, each shining with candlelight. From beneath the front doorway crack and every opening left upon its latch pours a sweet smelling tide of milk-white steam. It collects in pools against the walls, waterfalling down the approaching steps like cream from an ill-poured flask. Swaying above the door is a painted sign denoting a squat, smiling lady with rosy cheeks in a brass tub, one foot raised in laughter. Inside, where would otherwise sit tables and stools, are dozens of stonewalled baths with coasters floating atop the brothing waters, enchanted to never spill their hold. The smell of floral incense fills the heavy air. Patrons and guests walk about with towels around their waists and chests, smelling of roses and lavender. Trays of small liquor bottles rattle in their hands as they tread the slate floor and bristled carpets with bare feet toward their cheering friends.

All-the-Eyes-of-the-River

This tavern is open air; a wooden, crescent bar build upon the shallow stones of the city’s river basin. Revelers enjoy the cool waters running across their feet and the late-night swallow song as birds hunt and lash at the mayflies darting across the calm, placid surface. Spiced and honeyed drinks are heated in brass cauldrons above a cobblebrick furnace in the centre of the tables and benches. They are served in tall, crystal glasses of angular patterns by a pair of shaven-headed brothers dressed in the loose, light garments of afar priests and travelling holy men, yet they whistle and sing like the local sailors. Play fights are common in the waters. Boisterous challengers often wrestle about in the wet grasses of the river bank until one backs down and surrenders into buying the next round of golden, peppered ales for the gathered crowd.

The Maze

A peculiar, local legend - The Maze lies dead centre of the town, only a few steps downhill from the market square. It is built into a heap of exposed stone, and its front facing entrance is decorated with ever smoldering torch sconces and piles of false skeletons like the dungeons of folklore. Costumed guests in garish colours and hidden beneath hand-crafted masks swarm the doorway, holding painted glasses and luminescent necklace charms, printed with The Maze logo. A muscular titan of a minotaur holds the velvet rope shut to all but paying customers. The foyer is a wide, stone floor with a well-stocked bar opposite the entrance, manned by a jet-black Minotaur, twice as large as the doorwoman. To the left and right are dozens of narrow passages which sink away into the dark, all busy with dancing, happy people, pressed close against eachother. Every passage is flashing with dancing blooms of overhead light show displays, the walls echo with wild, heart-aching music and melodies. It is not uncommon for guests to get lost in the worming corridors and secret rooms that make The Maze such a tantalising conclusion to a midnight sprawl across town. Thankfully, the hosts know this place like the back of their bar cloths, and find all of the passed out patrons safely tucked away into warm, quiet corners for a restful sleep before they lock the place for the morning. Some regulars even have grown to learn some of the bar’s layout and can find their favourite hidey holes through memory alone. The hosts have even adorned these little cubbies with pillows and blankets for them if they like them.

Enjoy

Pixie x


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7 years ago

I’ve started to only script the introduction and ultimate conclusion of my stories. Getting a narrative to neatly get from point A to point B is far, far easier than wrangling it through several dozen check-points on the way. 

Even then, the conclusion and introduction are entirely up to change if I feel that the need arises. The process is much more therapeutic than stressing over achieving those perfect moments.

Monday Night Dungeon Mastering - The Surrender Fallacy

Writers can find themselves itching with an idea. This singular concept of story and narrative sits sluggishly on their minds and teases them with a feather between the shoulder blades. The writer sees their idea as a defining moment of ultimate action that must be realised to be itched. It is where the story comes to climax and the reader is struck in their seat with the awe of it. It is so pure and divinely emotional that it rattles the nerves to even contemplate it, but, if only the writer could wrangle their story into getting there.

This obsession over one moment trivialises the story as it ducks and weaves through itself. The world and characters begin bending and straining to the point of collapse to somehow allow this one moment to take centre stage. It’s the ego talking. We believe our own hype, and consequences be damned. Resultantly, the narrative suffers to propagate this flawed ideal.

This issue is prevalent enough within an environment where the writer controls all input. In a novel or script the writer has sole authority over characters and their agency. The world buckles and bends to their command and reshapes as they see fit. Now, imagine a narrative setting where you,as the writer, don’t control the characters …

… not even close.

Spoilers: you don’t have to. The answer is being a Dungeon Master. Big surprise.

As a Dungeon Master (and trust me, I sympathise) you will have these grandiose concepts for story and player character narrative. You want the game to be exciting. You want your players to have fun. But … 

but.

You kinda, maybe, also might want to show off a little. Just once or twice. Y'know, put your best foot forward and give yourself something to be proud of once the session ends. You can’t let them have all the fun. Maybe its your world, or an NPC or villain you are particularly proud of. So you write that in, and you build the scene in your head. You will beautifully narrate the importance of the heroes’ quest, terrify them with the danger of your irredeemable - yet morally complex - villain, and show the best of the world you have poured countless hours over in your study. You have perfected every encounter, named every tavern and drink, statted every character down to the skill points and pettiest of equipment, and you are ready to blow your player’s minds.

BUT THEY WON’T

SIT

STILL.

The illusionist rogue kicks away from his seat and hurries to harass your chieftain-warlord of grotesque, inhuman rage. The barbarian flips her table and rushes your undercover, double-agent assassin with a maul without an inkling of provocation. The wizard casts a counter-spell on your sorcerer as he tries to dramatically teleport away, leaving him stuck in a sad, little cloud of expended, magical smog. The bard just WON’T STOP SEDUCING THINGS. 

So you snap.

You take your player characters, sit them down, tie them up, and force them to listen. For once. You become one of those nightmarish preschool teacher who duct tapes his students to their chairs.

You set your players up for defeat, stacking the odds against them to such an insane degree that they simply have no other choice but to surrender, or maybe you don’t even give them the chance to surrender and kidnap them as they sleep. Every action is batted down, every interruption silenced. You take a breath, and begin to tell your story in peace to your captives.

Do not do this. Please. It is unhealthy and can damage trust.

If you want a passive and silent audience, write a book. This just has the players feeling as if the DM has reached across the table and stolen their character sheet so she can play by themselves.

It manifests in many ways. Overbearing cut-scenes, NPC plot-armour, save-or-die mechanics, vetoed player actions, forced mulligans or redo’s. (Note how these are different from narrative or gameplay effects, like simply being taken prisoner, or getting knocked unconscious / paralysed in combat . The Surrender Fallacy is when the DM refuses player agency and does what he wants without allowing their input)

These are your players - your friends: people who have put aside their time and work to come to your game to play and have fun, not sit by and watch.

For one, they will hate it. They may behave like they accept it at the time, but their resentment will be immediate and sorely bitter. This is not a dynamic you want between your players and your game. If they have no control over their characters or their actions, then they will stop playing and do something else: play with their phones, talk about other things aside from the game. They will not be enjoying their time, no matter how happy you are, and eventually may just choose to not turn up.

To avoid this deathly circumstance you must do one, painful thing: you have to let go of your pride.

Your story will not be perfect - especially with players at the helm of it; it will be disastrous, chaotic, and downright sinister or even unheroic at times. But it will be their story. They will be in control of themselves. They will be acting. they will be playing, and they will be having fun in your world.

Learn to react to their shenanigans rather than demand something of them. Be happy with taking it slow, and do not get antsy when they are not chasing the plot about at breakneck pace. Don’t abandon narrative altogether; continue to keep things tense and the consequences real, but understand that a memorable story is always based off of character choice, rather than having none -  understanding that taking one road of a branching path makes their character unique with the knowledge that noone else would have done that same thing.

Respect your players and their agency, and they shall respect you, and your game.

And, most importantly,

Enjoy

Pixie x


Tags :
7 years ago

Also ...

eBook will be released later today on ISSUU.com

Do you like fantasy, and big, magical birds? Then it might just interest you enough to check out my eBook; Crow Eater.


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