There are many tools at the disposal of a craft Dungeon Master, and a
classic one is clever use of buildup. Over the course of a campaign,
there are many things we can build up with locations and people
probably being the most common. Who doesn't want to build up their
big bad a bit? However, like all things, there are some difficulties
that come with the collaborative nature of role-playing games. For
that reason, I hope to share some of my experiences. Hopefully it
helps someone out there or starts some interesting conversations.
Extent vs. Impact
One of the big conflicts with buildup is how much we build up and the
overall impact we get. Doing too much buildup in the wrong kind of
way can actually hurt us. At the same time, if we build things up in
an exciting way we can still fall into a trap. If we build up a
character or location up for the entirety of a campaign and due to
luck, creativity or a combination of both the players make short work
of it, we created a disappointment. There are some creative and not
so creative ways out of this (liches and revenants in particular will
be back) but in general it's an issue. There is always the risk of
disappointment, it's just the more time and care we spend on buildup
the more we highlight one particular thing and increase the risks. If
we pull it off, however, we gain. There is also the generally safe
method of buildup that leaves things in mystery. Someone sent an
assassin and we won. But who? And why? This kind of buildup is less
direct and tends to focus on outcomes. It's different than hearing
whispers of an incredibly powerful legendary wizard who seems to have
returned. Even if they find the source of the assassin and take it
out, they still had a combat encounter. If it was a tense one, all
the better for the buildup. However, it's important to make sure
something comes with this kind of buildup. You'll want to address the
source of the assassin at some point unless the players decide to
willingly avoid it for some reason.
Unanswered Questions
Events and actions had implications and side effects. These make for
great buildup to later parts of a campaign. I mentioned this earlier,
but the assassin example is one such case. The way it tends to work
is that the players will accumulate questions as they go through
their campaign. As they get further along, they'll slowly get
answered and lead to more questions before everything, or almost
everything, is revealed. Also, as mentioned earlier, there needs to
be a reveal. Building up to nothing rarely goes over well. It could
even be unexpected, disappointing but hilarious. However, that is
still a buildup to a punchline.
Telling and Talking
Hearing things about events that are happening, and certain people
can go a ways to building up characters and scenarios. Knowing ahead
of time who they just got on the bad side of makes things far more
interesting and tense that suddenly making enemies with nameless guy
number 505. It's a classic method. “Wait, thee nameless guy 505?”
The trick, however, is in doing it in a non-boring way. Players tend
not to like their campaign going on pause in order to let the
innkeeper go on a long story time that says everything that needs to
be said. Instead, it tends to need to be spread out over multiple
people and events. At least 3 works fairly well for me. Some
repetition can help as well, but it shouldn't be as detailed as the
first or it can get grating. I find 3 tends to be the magic number in
those cases as well.
Actions Speak
Personally, I find that actions and events speak far louder than my
characters. It's one thing to hear a story about how powerful a magic
weapon is from an innkeeper. It's another to have your players walk
across grass turned to stone, hear it crunch as they walk on it, in
order to find the magic weapon sitting in the middle of a platform
unguarded. It's right there, fit for the taking. It's just that
no-one has been stupid enough to move it until now. Everyone in the
surrounding area seems to be terrified of it. You can be sure that
your players will be expecting something from their new magic weapon.
Talking is a way to build things up and yes, technically talking is
an action but I find it much better and easier to think of actions in
general when I'm thinking about buildup. It's less restrictive that
way. It also gives you tools to build up to different things
differently. Why should the nearly unknown cult that controls the
city be built up in the same way as the puppet leader they put as the
head of the city?
Foreshadowing and Uncertainty
There is another factor that makes such things difficult in tabletop
games. We can't see the future as Dungeon Masters. However, buildup
kind of suggests that we know where things are going. Trying to
salvage buildup after thing didn't go according to plan is extremely
hard to do and is basically an art. It's because we need to balance
not making the buildup worthless at the same time as allowing freedom
of choice. In these cases, I also find actions are extremely
important. Actions can be interpreted. They don't necessarily have
one set meaning. This tends to give more room to be creative than
when things were directly told to the player characters. That said,
thinking of talking as actions still allows some wiggle room. The
people that players talk to could be unreliable or have their own
reasons to knowingly lie. This adds an element of interpretation to
the buildup and can still make it seem like it was always this way. I
would recommend having a light touch for this. It can really make a
confrontation more memorable but remembering it, executing it well,
and having it be adaptable is tricky.
What To Build Up?
Particularly cool, unique, or important locations tend to be built
up. The big villain also needs to have some kind of buildup. You
don't want them to come out of nowhere and be meaningless. However,
not everything needs to be build up. Having it targeted makes it more
effective. Put another way, if everything is being built up nothing
is.
Don't Sweat It Since It Comes Naturally
A large part of buildup comes naturally. Players will tend to have
multiple run ins with the big bad. These run ins act as buildup. They
create a history, build players expectations due to exposure to the
character and if done enjoyably, lead to an interesting positive
association. They may still hate them and dread seeing them, but also
cautiously look forward to future confrontations. Likewise, a super
hard to get to location will be hard to get. It may require guide to
find, special supplies and a special path. All of this acts as
buildup for the location. Trying to shove buildup where it doesn't
belong can be one of the worst things you can do as far as buildup is
concerned.
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