Sunday, 23 November 2014

Dungeon Master: Using External Games

Previously, I mentioned a list of different methods that can be employed to help immerse players (I will focus primarily on D&D 5th edition, though the same logic applies to any system). One of the examples was the use of small games to help set the mood. For example, in the event of getting information from a gambler, the players may try to talk to the gambler while gambling. The process of playing the game can be simulated by ability checks with the D20 can or we can drop the D20 and instead opt to play a modified version of the game. I also sometimes use this to give the players some time to talk about plans while in the inn and keep people who don't care entertained (as they might win gold). As with most things, the validity of this tactic depends on your group, but I will outline one such way I have used before.

Basic Ship, Captain, and Crew Rules

To begin, I think it is best to start by a specific example of a game. I often end up using Ship, Captain, and Crew for such interactions. In general, when picking a game, I find it best if it is simple enough that the focus can be kept on role-playing but complex enough that they can feel drawn into the situation. It is also important that a character may have proficiency with a game set, and to account for such a situation in the game itself (typically players don't like not getting a bonus they invested). The basic rules I use are as follows:
  • The goal is to get a 6 (ship), a 5 (captain), a 4 (crew) and the highest number with the remaining dice
  • Your score is the total of the two remaining dice (for 6-5-4-1-1, my score is 2). If you do not have a 6, 5 and 4, you have no score
  • The person with the highest current score is called the point (though I sometimes use leader)
  • When rolling, the number 6 must be achieved before a 5 can be taken (e.g if I roll and get 5-4-4-3-2, I have nothing since I don't have a 6 and have to re-roll all the dice). A 5 must be rolled before a 4 can be taken (if on my first roll I got 6-4-4-4-4, I roll the 4 dice that isn't 6. If I get 4-4-4-4, I can't take the 4 since I need a 5 first)
  • There is a maximum of 3 rolls, though you can choose to take fewer (If I roll a 6-5-4-6-6, why would I roll again?)
  • If there is a tie for the leading roll, the player who just rolled becomes the current point/leader
  • Once everyone playing has their turn, leader wins
  • If fewer than three rolls are taken to become the point/leader, everyone else who hasn't had their turn is restricted to the number used (so if you roll a 6-5-4-1-1 on your first roll, you may choose to keep it in hopes that no-one else will get a 6-5-4 in one roll)
However, once the basic rules are out of the way there is still the problem that every person has the same chance to win (despite my Cleric of Chance having proficiency with dice). In order to fix this issue, I add the following rule to the basic game:
  • A player with proficiency in with dice can choose to have an extra roll (this even applies if fewer than three rolls were used by the leader. If one roll was used, I have two)

Handling Proficiency

In general, since Ship, Captain, and Crew follows different rules than D&D, the bonus that is given to the player needs to be significant enough that they feel the proficiency was a good choice, while still not making it impossible for those without it. It is also important to note that my above system means that as a character levels, they don't get better at Ship, Captain, and Crew, despite the proficiency (and in D&D 5th edition, proficiency scales with level). I haven't really considered this as a problem (especially since ability bonuses are strange to apply anyway), but I have also occasionally used the following rule instead.
  • A player with proficiency in with dice can choose to re-roll a total number of dice equal to their proficiency bonus – 1 in a turn
The above role does allow scaling and still provides a benefit in the first place (though significantly less powerful compared to the previous rule). However, at higher levels this rule provides more benefit.

When to Use Ability Checks

Regardless of which of the two ways proficiency is handled (or a method of your own devising), the proficiency and ability scores can still be applied outside of the game to influence the NPC player. For example, if it was a card game, maybe I could bluff my opponent to folding or throw a few games to make them warm up to me (and use my proficiency to make it look like I lost fairly). When playing the above game, maybe I can use my proficiency to tempt the gambler to playing with my group for high stakes (and in a party of 4 people, the chances of a party member winning are much greater). The above rules govern playing the game itself, and the normal role-playing system can be used to handle the external factors like influencing the opponent.

Other Considerations

The separation between the game and the game system itself also means that if I roll my Ship, Captain, and Crew dice, it is easy to see I am playing the game, where if I roll my D20 I am trying to influence or detect something (as a result, there is no confusion). However, the time needed to explain the game will be greater than simply using ability checks. In order to avoid this some creativity can be used, such as having the players watch the gambler play a round while the DM also explains the rules (that the dice proficient character obviously knows) or to give out the rules as homework.

Conclusion

If there is anything wrong with the outline of the game or something I missed, please comment. When done properly and for the right group, these kinds of games can be a lot of fun.

Example Rounds

First Roll: 6-4-3-2-1
Second Roll: 5-4-5-3 (Have kept 6 from first roll, giving me a score of 8)
(Stop to force everyone else to beat me in two rolls)



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