There are a wide range of techniques a Dungeon Master can employ in a tabletop RPG like D&D. Other than the usual elements of a
session, props and other enhancements can be added to sessions to try
to make it more immersive for players. I will talk about ways I've seen these kinds of enhancements used with an emphasis on the technique of giving small notes to players during the course of a game.
When going beyond drawings of areas or
copies of documents, it can be difficult to balance the time spent on
enhancements with the other elements of the game. As such, I want to
start by saying that knowing your group's tastes is incredibly
important. They may actually prefer to spend more time reading
documents and receiving notes as it allows them to have more control
and react independently. Sometimes putting in the extra effort can
really help the imagination run wild, especially for newer players.
It is also important to try to minimize downtime as much as possible,
meaning preparation should be made before hand to make the
enhancements as seamless as possible.
The most common types of handouts from
my experience are:
- Drawings of an area (often included in pre-made adventures, especially older ones)
- Documents (for example, a letter from the Arch Mage)
- Isolated information
In general, drawings of an area and
documents are straight forward to use though they can be supplemented
by grid maps (if you use them). Sometime though, there will be
information that only a subset of party members will know. The
typical way to handle this is to just say it to the people who need
to know the information in front of everyone and to make the other
players pretend they didn't hear it. You could of course also just
grab the members aside and tell them separately, but from my
experience this usually takes too long. Instead, a quick note given
to the affected party members typically works smoother for me. Used
sparingly it gives the players a chance to role-play knowing obscure
lore, for example (doing it too often can make the game grind to a
halt. Also, if the players would prefer you to tell the group I
generally found it better not to force it). It also helps if the
information the players are given gives them a choice of how to act
(even the possibility of backstabbing, perhaps) instead of just
forcing them to repeat it back to the party and the information given
has significance (notice something important in a room while
sneaking, but can't speak or will alert people in the room), even if
it is wrong.
Troubleshooting the Technique
When using these kinds of notes,
eventually it becomes a signal of something bad. As a result I've
seen the Dungeon Master that liked this technique add a rule that a
player cannot show their note to anyone not approved by Dungeon
Master. The Dungeon Master also started to have a bunch of random
notes (stomach rumbles, etc.) to make it less obvious. The places
chosen for the notes as well were usually planned out in advance and
important to the adventure (party member secretly charmed) but the
notes themselves were written before hand to prevent the awkward
pause of writing a note (though I'm pretty sure some were written
during the pause of a player thinking).
There a bunch more techniques I didn't
cover, but I'll list a few just for the sake of it.
- Small items
- Actual small games with special perks for those with proficiency
- Mood music (for example, folk music when in an inn)
- Sound effects for an area
- Prerecorded and processed lines for big villains (takes a lot of work, but when done well can really set the scene, even if it is only one line and your imagination applies the voice for the rest of the Dungeon Master's lines)
I'll probably talk about some of the
other techniques later. If I missed something about the use of small
notes or I didn't mention a favourite technique, feel free to
comment.
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