Running a Political Scenario in D&D
November 5, 2008 1:33 pmPlayers are notoriously stupid.
Any Dungeon Master trying to run a plot of political intrigue will tell you this. Player’s just don’t get it. They forget names, locations, make assumptions, miss subtle clues and so on, for frustration all round.
But really, it’s not because the players are always fools or disinterested, often it’s because the DM is writing their political intrigue like a novel and it’s far to complex to fully comprehend or appreciate in the space of one game.
DMs, relax. The rason your players don’t understand is that they didn’t spend hours making the campaign, creating subtle hints and nuances. Here are some tips for you to make everyone’s life a little easier, and the game smoother.
- Only make hints subtle if there’s going to be a great big obvious one later. You can reward players for picking things up early, but be prepared for them to miss it entirely.
- Write down names for them, and hand them the list. This encourages players to keep their own notes which, if you spent any length of time on this campaign, they’ll need to.
- Give them a clear starting point. It’s a big city, there are lots of people, and your players most likely wont have a clue where to start. It helps if somebody rattles off a list of suspects, where to find themand what they usually do.
- Use their non-combat skills to make your life easier or faster. Do they Gather Information or spend two hours or real time talking to everyone in the tavern? Take advantage of these skills when they really need a clue.
Good luck. Pe patient.
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Categories: Designing Adventures
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