Help, I Need Somebody!

I’m fascinated by how all the different role-playing systems handle common tasks in different ways.

For example: the “help” action.

D&D: if you help someone, they roll with advantage. Instead of rolling the usual 1d20 plus bonuses in order to meet or beat a difficulty class (DC) or armor class (AC) number, they roll 2d20 and take the higher of the two (twice the chance of success!). The only thing you spend is time: this will use up your action in your turn, if in combat.

Dragonbane: Like D&D, help only costs your action, and they roll with advantage, which Dragonbane calls getting a boon. The difference here is that you have to roll at or below your skill level to succeed — a roll under system, not a roll over system.

Cypher System: if you don’t have an inability in it (i.e. are bad at it), you can ease the task for someone else’s d20 roll by one step — two if you’re trained or specialized in it. Each step translates to 3 points in the target number (TN), so easing the task by two steps changes it from difficulty 6 (target number 18) to difficulty 4 (target number 12). As with D&D, help only costs your action.

It’s also possible for you to perform a complementary action instead that eases someone’s else’s roll.

Avatar Legends: you can mark 1 fatigue and make the Basic move help a companion. This only improves their roll by 1 point, and so it’s only useful if they missed the roll with a 6 — where a +1 turns it into a 7, a weak hit — or got a weak hit on a 9 — where a +1 turns it into a 10, a strong hit.

Unlike other systems, it is done after the roll.

The One Ring: first, some background: TOR has aspects of roll over games and dice pool games. For a skill check, you roll a Feat die (a d12 with some special values) and a variable number of Success dice (a d6), and add them up. If you roll a 6 on any of the d6s, that is extra successes.

Now, on to the help details: you support someone by spending a Hope point (a somewhat limited resource), which gives them an extra d6. Also, you must have a rank in the skill you want to employ to help them, similar to Cypher System, where you can’t have an inability in the skill.

Star Trek Adventures: again, I’ll start with some background: Star Trek Adventures is based on the 2d20 system, which, like The One Ring, is another kind of dice pool hybrid. It uses d20s instead of d6s; for each d20 result, it uses roll under rules to see if that roll is a success — but after that, you only care about the number of successes, like a more traditional dice pool game.

Your helping someone is called teamwork, and multiple helpers are possible, if discouraged. You roll a single d20, and if it succeeds, you can add that success to the successes of the person you’re helping — but their roll only succeeds if they get at least one of their own successes.

Vaesen: in our first standard dice pool game, you generally roll your Ability + Skill number of d6s, and each 6 rolled is a success. You and up to 2 other characters can help someone with their roll, and each person helping adds a d6, up to 3d6. No cost for helping is mentioned in the rules at all.

Candela Obscura: also a d6 dice pool game, but you generally roll fewer dice than Vaesen, and there’s the concept of a mixed success on a 4–5 result. You help someone by spending 1 drive point (a limited resource) to add a d6 to their roll. You can only spend 1 drive point, and doing so opens you up to shared consequences if the roll goes poorly — since the GM never rolls, bad things only happen as a result of your rolls.

If multiple people want to help, it becomes a group roll, though it’s still only one person rolling and the others contributing. The dice pool also maxes out at 6 dice. (The subject can also spend their own drive points.)

Blades in the Dark: has the same dice rolling mechanic as Candela Obscura (which is based on it). To help, you take 1 stress, and only one person can help.

If someone is already helping, you can perform a setup action instead to help indirectly, similar to Cypher System’s complementary action.

Star Wars: again, I’ll provide some background first: Star Wars is a dice pool game, but the d6/d8/d12 dice have their own special positive and negative symbols on them rather than numbers, which you add up to determine the outcome. Assisting someone else is a maneuver, rather than your main action. Your assistance adds a bonus die (a d6 with positive symbols) to that person’s dice pool. Multiple people can provide assistance.

Whew! These are just the games I’m personally familiar with. I’m sure there are a lot of other variations out there.

It’s especially interesting how much or how little you can help. Sometimes, it’s doubling the chance of success. Sometimes, it’s just nudging things the tiniest bit.

And in the best examples, the way you help is inextricably linked to the unique features of that game, whether it’s a roll over/roll under game, a dice pool game, or a hybrid.

One last thing to note: in most systems, it is explicitly stated that the GM must approve the assistance attempt, and the player must explain what steps they’re taking in-game to provide the help. You can’t just say “I’m helping” — you have to say how.

Mission: Possible

These days, I’m leaning towards TTRPG systems where there’s a mission goal, stated up front, for every adventure.

D&D: The Road Goes Ever On

In D&D, the adventuring party often spends forever wandering around, trying to figure out what the goal even is. Especially in one-shots, this time spent can mean the adventure never finishes, because scheduling a second session with the same people turns out to be…impossible.

And, even in campaigns, it can lead to a lot of player frustration, when you just don’t know what to do. I’ve experienced both the player side of this and the Dungeon Master side of this, and neither is a particularly fun.

Sometimes, players even begin to fall into the mindset of “Let’s read the DM’s mind” and won’t do anything until they’re sure they’ve got it right. Or they’ll go round and round arguing about their course of action forever.

Mothership: Money, Money, Money

Outside of D&D, there are sci fi games where you’re just trying to make enough money to get by: what I like to call the “budget Alien” games. Mothership is the one I’ve been playing, but there’s also Orbital Blues, Death in Space, and many others.

The trouble is, players act differently when they just want money. In one of my games, the characters met an extraterrestrial no one had ever seen before. It should’ve been a big deal! But instead of exploring that, they just wanted to sneak past it to so they could loot its ship.

If you actually want your players to get involved in your story, they need different motivations.

What does it look like when you get the mission stated up front?

Star Trek: You Have Your Orders

Well, maybe you’re in a military organization, and the mission is literally a set of orders. The fits games like Stargate RPG, Star Trek Adventures, and Delta Green, all games that I’ve had a lot of fun running recently. (Though hierarchical organizations can cause their own problems, if players start thinking they can countermand what other players want to do. Lookin’ at you, Star Trek!)

Some of these games, in their published adventures, have an initial scene where the orders are given out. But for one-shots, I find that unnecessary. Post the orders somewhere, and you can start in medias res, already in the town/on the planet/etc.

Having orders doesn’t take all the surprise out of it, not at all! It’s always fun when something comes up that the orders don’t cover. When the team in the field has to make a difficult choice. When a walk in the park becomes a life-or-death struggle.

Vaesen: The Structure of Fairytales

In Vaesen, my current favorite of these types of games, you don’t have orders, per se, but your organization receives requests for help, and a team is sent out to provide it.

The objective always involves a Vaesen, or supernatural entity, in a world where such creatures can’t simply be shot and killed. Instead, their secret must be uncovered. The Vaesen are all different, as is their secret. So there’s variety, but there’s also structure. There’s always something new to learn.

And it’s not just playing the game that’s better. I also find writing such adventures is more fun, because there’s less ambiguity about what’s involved. You don’t have to invent a random hook and hope the players go for it. You don’t have to reinvent the wheel each time.

But that doesn’t mean there’s no creativity! While the Vaesen rulebook has lots of examples of the creatures, I’m also having fun inventing new Vaesen myself. I’ve taken from my own knowledge (yeti), from, yes, a Pirates of the Caribbean movie (Davy Jones), and even from Russian folklore (Finist the Falcon).

Less Frustration, More Fun

In my experience, players usually like knowing the goal, and only having to worry about exactly how to achieve it. The more I make that ambiguous, I’ve found, the more frustrated my players get. The clearer the mission is, the more fun they have. And that’s what it’s all about!

Death and the Vaesen

1. What’s Fun, What’s Not

Nobody likes it when their character dies in a role-playing game. It’s just not fun, and RPGs should be fun.

But the suspense of being in a situation where your character might die…well, there’s nothing else like it. That’s intoxicating.

How do you square that circle?

Most GMs, especially in D&D, lean heavily on the mechanics that make it virtually impossible to die. Even after you’ve gone to zero hit points, there’s still death saving throws, right? And, in addition to that, your enemies don’t hit you after you’re down. And, in addition to that, your friends are usually available to heal you.

And, and, and.

Those same GMs give you plenty of warning if you’re going into deadly situations, so you can know to prepare more, to be more cautious, while still allowing for a more carefree, chaotic attitude in most cases.

This works, for the most part, but it still feels like an unfortunate dynamic to me. Because it still leaves GMs scrambling when the dice do say that a character has to die.

The alternative is — well, the GM hastily concocts some sort of deus ex machina that prevents the death.

That saves you from the unexpected demise of a character, but it takes the tension away, too. You know, the thing I said was so exhilarating? You can’t both have the delicious suspense of death around every corner and the safety of knowing your character will survive.

For me, it’s a fundamental contradiction of D&D and its ilk.

2. The Horror, the Horror!

In horror RPGs, like Free League’s Alien (yes, from the Ridley Scott movie and its sequels) and Vaesen (dark fairytale 19th-century Scandinavia), death is far more overt and commonplace.

The Alien RPG’s mechanics are specifically designed to replicate the movies, where, once the action starts, tensions run ever higher, and violent ends pile up.

Marrying the RPG format (where you’re supposed to have the agency) with an Alien movie (where there’s tons of inevitable deaths) is not, for me, a great combination. The two sides aren’t complementary: they’re at war.

I want to feel like I have at least some say in whether I live or die, and how. And I didn’t feel like I had that when I played the Alien RPG.

OK…but if that’s true, then why do I think Vaesen, published by the same company, with many of the same rules and even worse player character fragility, works so much better?

Vaesen adventures don’t feel like movies to me. They feel like short stories.

In short stories, there may be a violent confrontation, where people die, but there’s generally only one of them. And every character gets to have their moment in the sun. They’re not just sacrifices on the way to the Final Girl.

You’re more careful under these circumstances, where real death is always right around the corner, but there’s also heightened terror and wonder as well. Personally, I like this setup more than the implied-but-often-not-really danger of D&D games.

And what’s true in D&D is true here as well: if your GM intervenes to save you, the tension goes out the window. So I prefer GMs who will follow through on a dangerous situation. Which isn’t all of them!

3. The Story’s the Thing

The trick is to make the character’s sacrifice matter. And here’s where it evolves from just die rolls and numbers to how both the GM and the player handle the story, the narrative elements.

I’m not a fan of games where it’s all narrative elements, where it’s just players improvising with no rules or rolls — I want the rules and rolls! But, on top of that, you have to weave a tale, something that ties together the randomness of the dice and the structure of the system. You have to make it mean something.

In D&D, the story is more like a novel — and beyond that, a long-running novel series, like Terry Pratchett’s Discworld. The characters always come back for more adventures.

But as I said above, I think of Vaesen at a short story. You craft a beginning for your character, and — partially as the dice dictate — you also craft an end. There’s danger, but you have a choice how to go, how to tell your own saga. Unlike in real life, you get to narrate your own death, to your own satisfaction.

And that’s how I square that circle.

Gated by the Clock

I like a lot about the Stargate RPG — based on a beloved show, a gorgeously illustrated rulebook — but there’s also a lot I don’t like.

Topping the list is their insistence that a single “mission” should only take 3 hours. It’s extremely difficult to deliver a new, wondrous, suspenseful roleplaying experience to your group in that time.

In Stargate—and other mission-based RPGs like Star Trek—you receive your goals up front, which helps. But keeping the action dense and well-flowing still takes a ton of effort.

Each homebrew “mission” I write for my Stargate campaign is like a TV script. I even divide it up into three acts: the Introduction to the problem, the Investigation of the problem, and finally the Twist a.k.a. the Reveal.

There’s usually something the PCs need to figure out, something they need to know, to truly understand the mystery or deal with the antagonist successfully. So there should be clues, but it should still be a bit confusing, right up until it all falls into place (or possibly starts the climactic battle).

Managing the pace of reveals is…really hard. You want to feed them clues, but not railroad them. You want the answers to feel like they come from their actions, but you also don’t want them to be frittering away the minutes on false leads. You can’t reveal everything all at once, but you also can’t require too many torturous steps (any one of which they might get wrong) to get to the prize.

I think I’m getting better at writing it, and running it.

In our most recent adventure, one group of locals, the putative allies of the team, wanted to keep a Naquadah mine open and running, while another group had seized it and wanted it shut down, but wouldn’t say why.

Immediately after coming through the gate, the party was thrown into a banquet involving the leaders of the two groups, and had to both (a) navigate the two sides’ accusations, and (b) ascertain as much as they could about what was going on. That was Act I, and afterwards the players said they enjoyed the give and take of it, the gradual pace of revelations.

The party impressed the second local group enough that they were invited on a tour of the mine they had captured. I planned Act II to be an inspection of at least some of the mine, while Act III would be figuring out the second group’s perspective and dealing with it.

But it turns out, the team had gotten far enough with their discussions with the second group that they were able to figure out the why at the very beginning of the mine outing. (The mine, in addition to Naquadah, also had mercury in it — a twist!)

So the remainder of the mission was just exploring the rest of the mine to find the mercury leak. The challenge was making the final hour still feel like a climax, even though most of the work had already been done.

I sprinkled in some action by having a build-up of carbon dioxide, which caused hallucinations in one character of a Goa’uld firing at them. Extremely simple on paper, though it did cause some excitement. But it was also nice to not have real fighting, since the Stargate RPG is based on D&D 5e, where combat can be cumbersome and time-consuming.

I’m going to get a lot more practice, because we’re only about halfway through the “season”. And while this is a campaign, the techniques I’m employing here are exceptionally well-suited to the one-shots I’m also running these days, in a wide variety of systems. Third-party modules tend to have too many scenes to really be played in a single session, but for the adventures I write myself, I can avoid that mistake.

It’s gonna be fun!

Object Permanence in Roll20

About a year ago, I described how you, as GM (Game Master), could improve to your players’ token settings — but how these improvements couldn’t be made “sticky”, i.e. wouldn’t persist if your players dragged their token onto a new Roll20 page.

Turns out, they can be made permanent — if you take a particular extra step.

  1. First, follow all the steps from this post.
  2. Then, select the token on the current Roll20 map page, and go back to the Edit window.
  3. Now, in the Default Token (Optional) box, the Use Selected Token button should be enabled. Click that. This should make that selected token the default token, including all the settings changes you’ve just made to it.

Now, every time the player drags out that character’s token, it should be configured the way you want.

There’s no step four!

In My Bag of Holding: Helpful D&D Links

I talked previously about using Roll20 to play D&D during the pandemic, but there’s a plenty of other D&D resources I’ve also found handy.

In addition to Roll20, the other star of the show is D&D Beyond.

The good news: first, their online character sheets and character generation options are tremendous.

Second, they’ve got all the content from the Player’s Handbook, the Dungeon Master’s Guide, and everything else from Wizards of the Coast, like Tasha’s Cauldron of Everything, all usable in your character sheets, and all searchable without needing to fumble through multiple books to find what you need in the middle of a session.

The bad news: it’s commercial content, so anything beyond the basics isn’t available for free. This can be especially unfortunate if you’ve already bought the physical books, and now have to buy them again, at basically the same price, for online convenience.

But there’s more good news: if somebody else you know has already bought the content on D&D Beyond, they can share it with you. It’s especially good news if they’ve bought one of the bundles, which can include…well, everything. (And that’s pricey.)

Just, don’t get confused by D&D Beyond subscriptions. They don’t include the WotC content.

If you want to use the stats of your D&D Beyond character sheets in Roll20 during a session, such as your attack/damage/ability rolls, you can install the browser plug-in Beyond20. I use it, as do lots of other players I know.

(A quick aside: if you want to roll your D&D dice on your Mac or iPhone/iPad with a little more graphical flair, I recommend Dice by PCalc by James Thompson. No character sheet integration, but gorgeous graphics and some amazing About box Easter eggs.)

If you want to import your D&D Beyond character sheets, with all their details, directly in Roll20 instead of retyping or regenerating everything, you can use the BeyondImporter from Kyle B’s version of the Roll20APIScripts. You need a Roll20 Pro account to use scripts, and it’s a little fiddly (and subject to breakage over time), but it’s worked so far for me.

And, once you have your character sheet in Roll20, if you want to give your character’s avatar a nifty and colorful frame, you can use the free website Token Stamp to do so.

While the WotC game modules have maps for their stories, I often found myself wanting additional maps for the side adventures I create as a DM. So, I went looking for artists online who were providing these so-called “battle maps”.

The best I found was Party of Two, whose maps are gorgeous:

Preview Tumblr: https://partyoftwo.tumblr.com
Patreon: https://www.patreon.com/partyoftwo

I’ve been a happy Patreon subscriber of theirs for almost a year now, and have used their maps for:

  • A magic shop fronting a hidden dungeon
  • Rooms at an inn where the party was attacked by assassins
  • An extended cave system with a giant crab, sea hags, and a hydra
  • A lighthouse guarded by undead minotaurs

Their maps are lushly colored and intricate, and thus relatively specific, so it’s hard to slot them into encounters whose details I’d already written. I’ve solved this in two ways:

The easy way: rewrite the encounter, or start with the map and make up new details to match it.

The hard way: take pieces of Party of Two maps and edit them together with my own meager photoshopping skills. For this, I use, not Photoshop, but Acorn, by Gus Mueller. The cave system mentioned above is an example of this, as well as other, more ambitious projects, which will remain [REDACTED] for now.

And lastly, when I invent homebrew monsters for my encounters, I find myself wanting to display their stats in the layout the Monster Manual does: that familiar golden-yellow box.

While nothing I’ve found matches it exactly, Statbock5e comes the closest, while being customizable enough for my needs.

Here’s a quick-reference list of everything I’ve talked about:

Seeing It All in Roll20

I’ve been playing a lot of Dungeons & Dragons lately. You might have suspected if you saw my current Twitter account icon.

Since the Pandemic started, my campaigns have all taken place over the Internet. The way most people play D&D over the Internet is through a site called Roll20, which gives you easy access to your character information, maps, and a bunch of other things.

Roll20 is a very powerful website, free to use, and…a little fiddly. If you’re a GM (Game Master) for a game on Roll20, and you’ve already gone through the in-editor tutorials and tried things out for yourself, there’s a couple of steps I’ve found that you can follow to make the experience better for your players.

1. Visible Character Sheets
I’ve found it helpful for each player to be able to see, not just their own character sheet, but the character sheets of all the other players in the game.

When, as a GM, you first create a character sheet for a player, you need to set both who can see that sheet, and who that sheet is controlled and editable by.

These are modified by clicking the character name to open the sheet, then clicking the edit Edit button, and finally going to the In Player’s Journals and Can Be Edited & Controlled By sections, respectively.

Most GMs start out by setting both fields only to the individual player who owns the character.

But if, instead, you set In Player’s Journals to the special All Players option, that character will be visible to all existing players, including the controlling player, and any new players you add, without any further work from you. That’s what I would recommend.

Screenshot of the edit view for a character sheet. The "In Player's Journals" section has been set to a single token called "All Players", and the "Can Be Edited & Controlled By" section below it has been set to a single token called "Player 1".

2. Visible Token Labels
Now that you’ve made the character sheets, you or the controlling player can drag those character tokens on to the current map page. (Be sure to start the drag in the character’s name, not the icon.)

By default, this doesn’t show the name of the character, either to you or to the players.

You can change this, first, by clicking the token on the map to select it, then clicking the gear icon.

Under the Basic tab, in the Name section, there is a checkbox labeled Show nameplate? If you check that, the character’s name will be visible to both you and the controlling player.

Screenshot of the edit view for a map token, with the "Basic" tab selected. The "Name" section has a checkbox called "Show nameplate?" that has been checked.

If you want the label to be visible to everyone, which I would recommend, go to the Advanced tab and, in the Name section, check the See checkbox.

Screenshot of the edit view for a map token, with the "Advanced" tab selected. The "Name" section has a checkbox called "See" that has been checked.

Note the players can’t set these values for themselves. You need to do it as the GM, for every dragged-out token, individually.

Unfortunately, these changes aren’t “sticky”. Editor’s note: you can make these changes permanent, see my newer post for details. If someone drags out a second token for a character, say, on a new map page, these changes have to be made all over again. That’s annoying!

Instead, select the tokens that you’ve already edited and that you want to appear on another page, and copy them. Go to the second page, and then paste the tokens there. This way, you’ll have the tokens available on the second page, with all your changes.

I hope this is helpful!