Say Yes to the Players
How many times have you seen this happen?
Player: "I use [ special ability | magic item | spell ] to do X."
DM: "Well, the way I run it...(proceeds to nerf and delegitimize the thing in question)."
Player: "Uh. Ok."
X = something shockingly creative that undermines the whole premise of the encounter [or] something that the player routinely relies on.
I've seen DMs nerf Find Trap so that the character perceives there is a trap nearby but has no idea what is trapped.
Me: Uh...ok? Why did I memorize this? Better yet, no. Hey guys, there are traps here. Seems too dangerous. Let's leave the dungeon and go...somewhere else? Like, read the spell description, right? "ALL TRAPS...BECOME VISIBLE [to the spell caster]."
Novice DM: "Exactly! That would totally suck!"
Me: "For who?"
Were there not a hundred other treasure locations with equally deadly wards and guards in this adventure?
My responsibility as the DM is to reward good play, not manipulate a situation so that a powerful spell winds up being barely mediocre.
I'm focusing a little more heavily in this blog post on real mechanics vs one-off wild plans. Because I think it's actually easier for a ref to say, sure...what the hell...if you roll a 19 or 20 you succeed in your craaaaaaaayzeee. Because sometimes it feels painless to declare the odds and then react ecstatically alongside the players if those odds are beaten.
Still, some DMs can't even roll with that kind of situation. When the thief starts scrambling up the wall with an arrow of slaying clenched in his teeth and the DM knows what's coming next, the wall is suddenly becomes "very slippery" and the wizard she was going to aim at is actually, well, the cave is very dark you see...and the shadows of the stalagmites hide him. This is a case of False or Inflated difficulty. It's Difficulty Fluff. The DM usually begins musing aloud, warbling out never-previously-vocalized descriptions of why this plan is destined to fail. Few things underscore more explicitly to players that they should tune out than this brand of claw-back DMing.
If you find yourself feeling bothered that something was or is about to be too easy for the players, stop yourself. Challenge yourself. Take your momentary angst and focus its energy into a new branch of narrative: one that describes how effortlessly the players are overcoming the challenge before them. You will win points. Those points are critical. You will spend them all later at the completely justifiable TPK. At that future event, your players will nod that it was horrible...but fair. Because they will have to admit that you always try to be fair.
Now...beyond the situational and the one-off crazy plan, there are spells, items, special abilities and combinations thereof that shred a dungeon. When players get their hands on a Rod of Lordly Might and start forcing open doors with Storm Giant Strength: bypassing your traps and locks and puzzles...well, the temptation is high for the novice DM to start reinforcing all the "important" doors so that, ahem, not even a storm giant could break them!
This is BS, and you know it. It's another kind of Difficulty Fluff. You gave them the Rod. Presumably they earned it. It is right for them to revel and enjoy its fruits. And it is important that you serve them those fruits in a satisfying way, ofttimes revealing what horrors they avoided.
It is unimportant because they are powerless to change what you declare is taking place. You have told them as much. With each no, player investment declines, engagement atrophies and creativity is strangled. The magical treasures you offer up as incentives lose their pull because players have learned that such devices actually hold less real power than advertised.
You want your players to be engaged and creative.
And so you must apply the same expectations to yourself. When your dungeon or boss encounter is destroyed by one or two clever actions, you are the one that must become more creative----not in that moment by thwarting them, but later: during design. Never fudge an encounter to bypass player creativity. You are on the honor system. You need to earn your DM card.
Here's a controversial statement: sometimes I think that low-fantasy play is a way of allowing the lazy DM to thrive. For in these settings the referee can relax into orcs and pit traps and bits of scattered story.
Yes, I know. I just offended you. It happens.
Relax though because I said SOMETIMES. It's not like everyone who runs low fantasy is guilty of being slovenly and indolent. But PERHAPS (in such campaigns) there's less incentive/need to contemplate potentially dungeon-breaking powers and abilities. Powers and abilities are kinda the point of D&D, my friend. It is the juice that fuels the plans of both high-level player characters and DMs.
The wizard can cast Passwall? Hmm. THIS has implications. And because it has implications you must account for it (and for all such magical shenanigans) in ways that magnify the range of challenges in a dungeon...and...AND in ways that allow players to feel smart.
You WANT them to feel smart. To feel like they got one up on you. They don't know that you want them to feel that way of course. THAT is your secret joy when they are reveling that they beat you. Your other secret joy is that because they beat you, they are ready for harder maths.
You can scale the above guidance both up and down on the High<----->Low Fantasy Chart.
If you push the slider up, you say: What about a Wish, Anthony?*
And if you push the slider down, you say: What about Heat Metal, Anthony?
And in either case the DM has to embrace the power granted to the PC and magnify that power for the sake of the adventure while also balancing it through design of diverse/relentless challenge.
Thing is, this adjustment in perspective should be true for most every element of the game. What was once challenging must come to present no challenge at all by virtue of gained experience, new abilities and tactical know-how. Saying yes is essential to the level-up system of acknowledging achievements and tackling ever more daunting obstacles. You cannot open a module and read it as a list of encounters that are "meant" to cause the PCs trouble. Nor should you ever rank the encounters as more or less important sources of drama. The challenges in the module are not "meant" to do anything. Drama derives from dice and player choice and your occasional interpretation or reaction to those things. Drama does not stem from entering the throne room of the Hill Giant Chieftain. Rather, it stems from other variables surrounding that event, of which the DM never has full control. You see, when you have conceived in your mind of the "proper" way the encounter should unfold, you have lost merit for your DM membership card.
You must be prepared for the clever player to end the Hill Giant Chieftain quickly, easily, without losing a single hp, and with very little drama. I've said as much in other blog posts on this site.
What I probably haven't said as explicitly is that when you say yes to the players it forces you too, to become better and more creative. The Potion of Treasure Finding that the players believe you hate? You actually enjoy because you placed it there! You are hoping they drink it! Because you also placed a special cache of loot within range that the potion will ping. This is part of an elaborate deception laid by the lich to lure the fools directly into the worst of the dungeon's devious traps and terrifying guardians.
If the Players are using Detect Evil, cannot the evil cleric be using Detect Good (or Evil) to zero in on the party's location? Why are your monsters just waiting around to be acted upon? When you say yes to the Players, you are learning about devious schemes and your dungeon's denizens should be bolstered by the same sort of scheming.
In summary, be generous with your interpretation of powers the PCs wield and be willing to erase entire encounters for clever players while showering them with treasure. In so doing you are encouraging them to stay engaged and vocal and you are teaching them that your game rewards good play.
Fears of a Monty Haul campaign are grossly exaggerated: persistent ghosts of the 80's. We were thirteen back then. We know better now. And if you are hewing to the rules of AD&D you will find that even the most well outfitted 15th level fighter is remarkably fragile after only a few well-wrought encounters.
Make your dungeons deadly. Make them REQUIRE dungeon-breaking magic and dungeon-breaking tactics in order to conquer. In so doing, saying yes will become more natural, for today those characters play in the sun. But tomorrow brings harsher weather and harder maths.
Peace,
and happy gaming.
*Wish doesn't break a game?
No. It doesn't. What helps me regulate wishes is to think of them as telegrams to a God or Power. A CEO wants a bullet point. Wishes should therefore be worded as a single sentence without semicolon. Wishes do not just come true of their own. SOMEONE grants them. I roll dice. There is a 60% chance that a benevolent Power grants a wish and a 40% chance the wish is granted by something malevolent instead. Short, concise wishes therefore help insulate against granter-malfeasance. Recall also that gods do not like to face off if they can help it. So, if by granting a wish, a god will piss in the face of another god, the mortal is probably going to be told NO...or the Wish will have to be amended / downsized.
Ah-HA! Anthony, you just said NO!
Indeed. This surprises you? Were you not reading the Slack messages between myself and each of my seven players (that I SO subtlety interspersed throughout the text above)? Alas, poor Monte, who pushes the envelope a bit harder than most, rated me at only mostly fair: 60% accommodating. SIXTY! (Here I sniff indignantly) If only I were a vengeful god...