Investigations

The detective dichotomy

We have been enjoying the Blade Runner RPG immensely in the last few weeks. The blade runners are into the second day of their investigation of the murder of Sandor, another member of the LAPD Rep Detect Unit who happened to be a Nexus 9 replicant. So far, it has gone pretty well for them. They have had some incredible luck with dice rolls that even revealed certain clues I was surprised about. Due to uncovering these, I think they are coming up with the basis of a solid theory for what happened.

Here’s the thing: this is an official case file, produced by Free League. I would imagine most people playing Blade Runner have run this scenario; it comes in the starter set. And the details of the scenario, the NPCs, the locations, even the events, to a certain extent, are set. There is a lot of freedom for the PCs to pursue leads when and how they want but the perpetrator/s, their reasons and motivations and the major players in the case are the same for every table.

Now don’t get me wrong, we are really enjoying this format. The setting and the themes and the ways the scenario intersects with them are very well done. But it is hard not to feel like it’s on rails, right? The answers will always be the same although each group might do something different with them.

Of course, maybe that’s true of any prewritten scenario, no matter the genre. There is always a lich at the end of Tomb of Horrors. Strahd is the big bad in Ravenloft. That kind of thing goes without saying. So, what is it about the mystery that makes this seem less free-form? I guess it’s that finding the answers is the whole point. In Ravenloft, the point for the players is probably the fun of exploring Barovia and the castle. They are enjoying the scares and the combat and all of that.

But in the end maybe it doesn’t matter. Of course, my players don’t know the ins and outs of the clues or the perps or the mystery until they find them. So it’s still mysterious to them.

Building with Brindlewood

Of course, there are other ways to do mystery games. The one that comes to mind is Brindlewood Bay by Jason Cordova, of course, and the games that have been Carved from Brindlewood, like Public Access and others. In these games, there are plenty of pre-written and published mysteries but, significantly, they don’t have solutions.

In an inventive and fascinating twist of game design, Brindlewood Bay’s solutions emerge during play. There are elements of investigation, role playing, narrative building and straight up dice rolling that result in your characters either coming up with the right answer or the wrong answer. Or, you have the familiar PBTA option of a correct answer but with some complication on a middling roll of the dice.

I have not yet had the chance to play one of these games but I would love to. I want to see if it is more satisfying than the sort of game where your solution is written in stone.

Have you played any mystery games that made you excited to play them again? Send me some recommendations!

Forged in the Dungeon, Part 2

Engage!

This is an update on how my last session of Spelljammer went. More specifically how it went when implementing some mechanics I nicked, unapologetically from Blades in the Dark. If you don’t know what I’m updating you about, oh valued and discerning reader, go take a look at this post right here.

It was touch-and-go last night, to be honest. We only had about 2 hours to play and we were on course for the session to fully be a shopping episode. But, in the last 45 minutes or so, we managed to get into the new technique of using information gathering rolls and an engagement roll before interacting with the dungeon.

I think it worked pretty well, once we got into it. I briefly explained the concept and everyone was on board with it. So we went ahead and they started making up the ways they would use their specialties to help boost their chances with the engagement roll. One character described a trip to the pub to try and identify some locals who might know the way to this secret hideout they were looking for, one followed a potential gang member to the entrance, one questioned some dock workers they were helping out, one went to ask her sister for help and one staked out the most likely spots along the docks. They all used different skills and only one of them failed the information gathering roll. I set the Information gathering DC pretty low for this first time, a mere DC 10. I gave them +2 to the engagement roll for each success so they ended up with a +8 for a total of 18 on the engagement roll.

Now, I had prepared three maps on Roll20 and a bunch of potential encounters, both combat and social, traps and dangerous environments. I did not regret dumping two of those locations in favour of jumping straight to the dungeon entrance. Did the old dump and jump, as it were.

I narrated their discovery of and arrival at the building that hid the staircase to the hideout. I explained how the intelligence they had gotten in their information gathering phase had allowed them to figure out the best time to enter. I described the way they were warned to avoid dangers and possible traps on the stairs and then, satisfyingly, they got to the front door. And that’s where the action started.

Straight Dunjin’

I asked for some feedback on the technique at the end of the session and it was broadly positive. There was a definite consensus that, if we had simply role-played each of the scenes I described above with multiple rolls in each scene for stealth, deception, persuasion, etc, it would have taken hours and they would not have gotten anywhere near the entrance to the dungeon last night.

One player, Thomas, told me today that, because there tends to be a lot of “admin” in this campaign (ship stuff, money stuff, shopping stuff etc.) that it was refreshing to get to the action without a lot of rigmarole. I agreed that it felt good to use the precious time we have together (only 2 hours every fortnight) in as fun a way as possible. Last night, that involved sending them to an underground lair where they discovered a guy with the top of his head sawn off and a bunch of identical hobgoblins with gossamer threads attached to their necks. You know, good old fashioned fun!

We also talked about how they were able to retain a sense of having achieved this “easier” path to the entrance of Ozamata’s hideout. Since we went around the “table” and every character had input to how they wanted to help gather information and got to narrate and role-play within those short scenes, it felt earned more than given.

On the more measured side, I did get some feedback from Trevor that, although it worked well in that particular situation, it might be more difficult to apply in others. I have to agree with that assessment too. It is easy to apply this method when the PCs are aware of the exact job they have to do, when they have time to seek out information about it and to prepare in lots of different ways. It is not going to work so well when an encounter is meant to take them by surprise. Maybe that’s ok though. It’s not Blades in the Dark that we’re playing and it never will be. D&D isn’t supposed to feel like that. But that doesn’t mean that we can’t try to make it feel less like a grind and more narratively satisfying whenever possible.

I’m very well aware that, for most gamers who are used to the story-game play style, all I’m describing is maybe some half-arsed version of their regular RPG experience. Maybe it’s not even that. But I will say that, for me, it is fixing a distinct issue in a campaign that I very much want to continue playing but definitely want to speed up bit. I mean they have been playing the last day and a half on the Rock of Bral since last November… so, I want to move things along without making my players feel like I’m rushing them or demanding they do something they don’t want to. Hopefully, this technique will help to accomplish that.

Has anyone else tried something like this with any degree of success in D&D?

Forged in the Dungeon

Engage

I mentioned in my post about my ongoing Spelljammer D&D 5E campaign that I get frustrated by the vast swathes of time demanded by the system, particularly for combat. It’s so involved and requires the application of so many sub-systems, the knowledge of so many specific abilities such as spells and feats that even a small scale fight can take up the guts of an average session. Player patience is tested during the parts they are not involved in and when it does come to their turn it can be difficult for them to know the current state of play because they have, quite understandably, tuned out. So then you have to rehash the last few turns before they take their go.

Some have suggested ways around this, such as removing the roll to hit or limiting the time a player can take on their turn. I understand the impetus to use these workarounds. But one option feels too much like it’s removing a core element of the gameplay and the other is going to end up with some players rushing and resentful and others just giving up on doing anything cool and instead just hitting the thing with their sword every time.
So, what’s the answer? Sorry, good reader, I don’t claim to have one. But here’s what I am going to try:

Blades in the Dark has a mechanic that allows the crew to make a single roll before they get into the action. This is known as the engagement roll and the level of success you achieve with this roll essentially determines how far into a score the action starts. So, in a D&D context, if you roll poorly, you might have to begin the dungeon before you even find the entrance: you’re wandering the wilderness, risking random encounters and suffering exhaustion in the freezing cold while you search, relentlessly for the right damn tree stump that the tunnel is hidden under. But if you roll well? Well, then you come prepared; you knew the weather was going to turn nasty so you dressed for it, you knew it was going to be a long way so you hired some dog sleds, you bought a map from a local trapper and you read a book about the dungeon that told you how to bypass the traps in the entrance hall. In the second case, you start your delve right in the meat of the dungeon, ready to face the fun puzzles and fights and escape with all the coin you can eat as a reward.
Each option sounds like it could be fun to play, to be honest, but option 2 gets the PCs closer to the goal with the least amount of danger, thereby saving time and, moving them towards that tasty dungeon meat I was talking about earlier.

Information is power

Now, another element of this mechanic is that, in Blades in the Dark, to add or remove dice to or from your engagement roll pool, you would take into account many in-world mechanical elements that simply do not apply to my D&D space-galleon game. But there is another mechanic from Blades that I think could work instead. Players could each make a “gather information” roll before the engagement roll. They could use any skill they like for this; arcana, history, religion, stealth, anything that makes sense in the fiction. And they could also use their spells and abilities to improve their chances with their chosen rolls. Success on these rolls could improve their chances of scoring high in the engagement roll.

Normally, in Blades in the Dark, successful information gathering attempts will inform the type of plan the crew comes up with, thereby potentially adding extra dice to the engagement roll pool. In D&D, I am considering my options, advantage or bonuses. Advantage is my preferred way of rewarding players for clever or ingenuous play, but if I offer a +1 or +2 bonus to the engagement roll for each successful gather information roll it means they can stack. I mean, I suppose I could just chuck out the PHB altogether and allow them to have multiple d20s for the engagement roll but, as I mentioned previously, I am not trying to mess with the core rules of the game, just add a little spice to them.

Hot dam

Now, this method could work really well in an instance like I described above where they plan to visit a dungeon and a lot of information and luck could help them to get there quickly and painlessly. But, if all I have planned is a big encounter that doesn’t really involve a lot of build-up or mystery or travel to get to it, I am not sure it helps at all. The problem with D&D combat is still present.

One method I have considered is increasing the damage output of an encounter while decreasing the enemies’ hit points. This would keep the essential rules of the system in play and the sense of danger and high stakes, without the fantastic outlay of time.

So, I am not finished with this idea by any means. If I get a chance, I am going to test out the engagement roll and gather information roll tomorrow night when we return to the Rock of Bral. But I suspect I will need to tweak it and workshop it before it works as well as I want it to.

Does anyone else do this sort of thing? Does anyone have any good ideas for speeding up D&D combat? Should I really try?