7 Ways to Use Good Drama In Your Game

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Drama between the players of your gaming group can be a negative experience. But drama in your game can be a good thing. This week we’re going to talk about 7 ways to embrace “good” drama to enrich your games.

Before we can talk about “good” drama, we need to talk about what counts as “bad” drama. In general, bad drama is any decision in-or-out of character that negatively affects the enjoyment of the rest of the table.

Everyone’s goal is to have fun and enjoy the game you are playing. As a member of the game, you need to make sure that your actions aren’t depriving anyone else of having fun. Justifying your actions as “something that your character would do” doesn’t matter. Your character isn’t a real person. It only does what you decide it does, and if your decision would harm someone’s fun, then it is your responsibility to NOT do that.

What? I'm Chaotic Neutral

What? I'm Chaotic Neutral

Now, let’s talk about ways to create “good” drama.

1.       Set Expectations

The most important thing you can do is talk about your expectations, playstyle, and comfort levels before beginning the game. This is at the player level, and should be done before you talk about characters.

Once everyone is on the same page, you can talk about your characters. Build characters that have connections or each other, or establish elements of their backstory that can be woven into confrontations.

2.       What Problems Do You Want?

Currently my favorite RPG

Currently my favorite RPG

The conflict that a character faces can shape who they are. Are you a person that stays optimistic even in the face of despair? It’s easy to say that, but the character’s actions prove it to be true or false. Sometimes there is an intentional disconnect between what a CHARACTER wants, and what a PLAYER wants.

Masks does a great job of building this into their classes (playbooks). Each playbook has a type of drama or conflict that you will deal with. The Nova, for example, is very powerful but has poor control of their powers, causing collateral damage. The CHARACTER wants to avoid excessive damage, but the PLAYER has indicated they want to deal with these problems by picking the playbook. Occasionally having them cause collateral damage and deal with its repercussions is something that the PLAYER wants to deal with, even if the CHARACTER doesn’t.

3.       Interact with Players

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The GM is in charge of all the NPCs that you might interact with, but great sources of drama come from two (or more!) players interacting with each other.

In order to add more to the story, you can create drama between two PCs. Maybe you have conflicting ideals. Maybe someone has unreciprocated feelings for another character. Find something that both players are ok with doing, and make drama!

The great thing about player driven drama is that it is often at the forefront of the story. Unlike an NPC, which fades from sight when not involved, the players are always there.

This is really useful for games that are played for an audience like actual play podcasts or livestreams. The audience sees this conflict, and knows that it is always there. A conflict with an NPC is put on hiatus until that NPC comes back into the picture.

4.       Act Unreasonably

"You know what? I punch him."

"You know what? I punch him."

It’s hard to do sometimes, but your character doesn’t always have to act rationally. Sometimes they’re afraid. Sometimes they’re too angry to think. Have them act in a way that creates drama with another character.

Are you the healer, and you’re angry at another character? Tell the player how you are intentionally prioritizing healing someone else first, or are healing them less than you normally would. The important thing here is that you told the PLAYER what you were doing, and thus what the drama is. If you kept it to yourself, it might have been missed, or maybe the PLAYER thought you were lashing out. And back to our original point, if not healing them would kill their character, then maybe don’t do that. Remember, the point is for everyone to have fun. If having their character die would hurt them, then it is in your power to not use that idea.

On the flip side, maybe your character is acting overly sensitive. Maybe they THINK the healer is healing them less than they should. The character can harbor the resentment, and eventually confront the healer in a dramatic fashion.

5.       Support the Narrative

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Your drama doesn’t need to always be in the front. When other players have drama, act to support one of their sides. Allow yourself to be a supporting character in their story arc. Don’t make it about yourself, and take actions that either heighten the drama or allow it to continue.

6.       Make an Ultimatum

It all boils down to those romance options

It all boils down to those romance options

“It’s either me or him! Make your choice!”

The ultimatum is a great way of bringing drama to a head. Sometimes unreasonable, an ultimatum forces a decision to be made, or lines to be drawn.

An ultimatum can change the direction of the narrative. Perhaps a character decides to strike out on their own, or change their core beliefs. Embrace the new direction, and try to support it.

7.       Apologize and Forgive

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If you want the characters to all continue working together, someone will probably need to apologize. Don’t wait for the other party to, because they might be waiting for the same thing. Have the character apologize, and renew their intention to work together with everyone.

On the flip side, don’t hold a grudge for too long. If another character apologizes for something, this is your chance to accept the apology and wrap up the dramatic arc. You can always look for a new source of drama later!

 

Player driven drama, when done right, can bring a game and its characters to life. Follow these tips, and remember to be open about your intentions to your fellow gamers. Everyone deserves to have a fun gaming experience.

4 Ways To Handle Passive Perception

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There has been some talk about the role of Passive Perception in D&D 5e recently. As with all things D&D, there are lots of opinions and preferences based on personal style and interpretation. In addition to chiming in with my thoughts, I wanted to collect some of the different ways I’ve seen Passive Perception handled, and talk about the effects of using these methods.

Before we start, let’s talk about what Passive Perception is.

Sorry, the DC to spot the trap was 82.

Sorry, the DC to spot the trap was 82.

Passive checks in D&D 5e are a special type of ability check that doesn’t require a roll. It can represent the average result of taking your time on a task (taking 10/20 from earlier editions), or when the GM wants to determine success/failure without having someone roll dice.

Passive Perception is specifically mentioned in regards to hiding, which is an action you can take. It determines if you notice a creature attempting to hide.

Aside from the general rules for passive checks and the specific Passive Perception rules with hiding, there’s not a lot of guidance on how to use it, which can be both a good and bad thing. Passive Perception can speed up certain elements of play, but can also make knowing what information to share with a player difficult.

Here are 4 ways to use Passive Perception, and how they affect your game.

 

1.       Stealth Only

13th Age's Prince of Shadows

13th Age's Prince of Shadows

Passive Perception only happens specifically with noticing hidden creatures, it has no effect or use on hidden objects. In order to find a trap, you need to make active checks and rolls. If you don’t actively look for a trap, you won’t find it.

The benefits of this method are tied to the benefits of Passive Perception in general. You don’t need to make extra dice rolls for stealth, and you don’t have to unintentionally put a player on edge by asking them to make a Perception check out of the blue.

This can initially make detecting traps harder, as a player has to be on guard and actively look for something. However, this can slow down the game if the players become worried about the presence of traps. If they need to take action to look for traps, you might run into a situation where they declare they’re looking for traps in every room and encounter.

2.       Clues

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Clue based Passive Perception turns finding traps and hidden objects into a bit of a skill challenge. Your Passive Perception will tell you a simple fact, or give a simple clue to the true nature of whatever is nearby. For example, a long hallway is filled with flame traps. Your passive perception might tell you that there are scorch marks on the floor. From that point on, you are now active, and are trying to solve it with active rolls and role playing.

This method can get rid of the ‘surprise’ factor of traps, as many Passive Perception scores are high enough to notice something. However, disabling or overcoming traps feels better to players than being surprised by one.

A good way to handle clues from Passive Perception is to roll them into the description of a room or hallway. Mention the long hallway’s stonework, the moss growing on it, and the scorch marks all at the same time. This can help conceal the fact that they were specifically given a clue due to their Passive Perception, and relies on natural response and problem-solving to proceed.

3.       Sherlock Sense

It's elementary...

It's elementary...

This is the most powerful way to handle Passive Perception for a player. Your Passive Perception gives you the most amount of information possible, usually specifying where the trap trigger/pressure plate is. In essence, you are telling your players WHAT the problem is and WHERE the solution is.

With Sherlock sense, most traps are handled quickly and easily. It might still require an ability check to disable or bypass the trap, but the process is streamlined.

Traps are rarely a threat with this mode, unless the DC to spot it is higher than a player’s Passive Perception. Players do not have to worry about searching for traps as much, and might see them as a minor hindrance. This can speed up the exploration phase of the game, giving more time to other elements.

4.       Minimum Roll

How did I NOT see the zombie T-Rex?

How did I NOT see the zombie T-Rex?

This isn’t part of the Rules As Written (RAW), but I’ve seen some discussion about using Passive Perception as a minimum for your Perception. If you would roll lower than your Passive Perception, you use it instead.

Keep in mind, this isn’t how Passive Perception was meant to be used. It also steps on the toes of a high level rogue ability, Reliable Talent.

I wouldn’t recommend using this option. I’ve seen it come up when trying to explain how you can achieve a worse result than if you weren’t actively trying.

It’s important to remember that D&D and its mechanics aren’t trying to mirror or mimic reality. Your Passive Perception isn’t the worst that you can do at the task. It’s a useful mechanic for abstracting and getting rid of extra dice rolls at the table.

You're having fun wrong!

You're having fun wrong!

There are certainly many other ways that you can handle Passive Perception. Remember, rule 0 is having fun, and whatever your table likes best is the right answer. Even if it’s #4.

 

Do you have another method for handling Passive Perception that doesn’t fall into one of these categories? Let me know!