Game Date: 8/21/2021
Location: Roll20Campaign: Daggerford, Session 19
System: D&D 5e
DM: Mike
The Party:
Azul (Cliff) Dragonborn Fighter
Navine/"Spider" (Steve) Elf Rogue
Vanya (Matt) Half-Elf Bard
The Session:
Game Date: 8/21/2021
Location: Roll20Usually, if someone talks about metagaming, they're specifically referring to the act of using out-of-character knowledge to give yourself an in-game advantage. For example, your character has never heard of the exotic monster you now face. But you, the player, has read the Monster Manual, and you know that this monster is weak to cold. Your character uses this out-of-game knowledge, and defeats the monster using ice spells.
Some consider this cheating, some consider it a necessary evil to speed up combat, and some just don't really care. But that's not really the point of this blog. Today I want to talk about some of the less commonly recognized forms of metagaming.
Eleven years ago today, I played a D&D 4e session that took place on a zombie-infested island. I'm not going to link to the session, because I don't want to blatantly call out the problem player by name, but you can find my session recap if you look hard enough.
One of the players, let's call him José, was a bit of a rules lawyer. He had a reputation for being good at combat tactics, which is probably why he liked 4e so much. But he also had a tendency to pick fight over flight, even when all signs were pointing to flight.
In this session, scores of zombies converged on us, herding us towards a church. The plot required us to take refuge in the church. Tactics-wise, our smartest move would be seek refuge in the church. Common sense told us that we would be safest in the church. Really, the DM might as well have shown us giant red arrows floating in the sky, pointing at the church.
José would not be herded. He had total confidence that his character could survive hundreds, if not thousands of zombies. For him, D&D was about combat, so this was heaven for him. The rest of us were a bit less enthused by the endless hordes. Especially the squishy bard and warlock.
Since José wouldn't follow us toward the church, we climbed onto the roof of a house. A few zombies tried to climb after us, but they were incapable of making it that far up. We were safe to pick off zombies from a distance, with little risk.
But José wouldn't have it. He didn't want to climb onto the roof, because he didn't have any decent ranged attacks. But he also didn't like that he was the only one taking damage. So he resorted to psychological warfare - he gave us a guilt trip. "Your hit points are a party resource," he told us. "Now get down here and take your licks with the rest of the party."
Our bard and warlock were not designed for melee. The warlock in particular was a glass cannon. From the roof, he could take out three or four zombies per round. My bard wasn't quite as destructive, but her support abilities were still helpful to the other characters. On the ground, getting pounded from all sides, neither the bard nor the warlock would have lasted three rounds. But José, who considered himself a master tactician, tried to make us feel bad for maintaining our position.
And at the time, we did feel bad about it, and we even started to climb back down. But we somehow managed to convince him that our opponents were infinite, that this was more of a roleplay encounter than combat, and that he wasn't really earning more XP so much as bleeding out his own resources. We fled to the church and barricaded the door behind us, surviving to play another session.
"Your hit points are a party resource" burns me to this day. Not only was José's request tactically unsound, but it reduced our characters to numbers on a sheet. In a way, that sums up everything I didn't like about Fourth Edition. It's like it was designed from the ground up to make people think of their characters as data instead of people.
José's request was also metagaming, to a degree I hadn't previously experienced in a D&D game. Our characters weren't exactly cowards, but it still would have been insanely out-of-character for them to do something so reckless as to dive into a swarm of zombies just to get XP.
Of course, it was also metagaming for me to recognize it was a plot encounter. I knew early on that zombies would keep spawning forever, because the goal was to herd us to the church. But it was also the most logical thing for our characters to do, so that little bit of metagaming wouldn't have hurt the story.
Since then, I've seen a lot of metagaming from both players and DMs, but never anything that dramatic. One thing people forget is that metagaming works both ways. Sometimes players act on knowledge they couldn't have had, sure. But sometimes the players are denied knowledge their characters should have. In both cases, out-of-game knowledge (or lack thereof) influences in-character actions.
One fun part of D&D is solving puzzles. Unfortunately, sometimes the players aren't as smart as the characters. It's always funny when character with intelligence as their dump stat solves the puzzle, simply because that was the player who figured it out. But other times, the party is stumped even though some of the characters have 20 INT.
Of course, a good DM won't let the story grind to a halt over such a thing, and will give the players hints in exchange for INT checks, or have an NPC help them. But it can be frustrating playing a character smarter than you are, when most of the puzzles are designed for the players to solve, rather than the characters.
My point is, it isn't really metagaming for a player to ask for hints to solve a puzzle. The metagaming occurs when the DM requires an 8 INT player to solve a puzzle his 20 INT character should have figured out instantly.
Back when I hosted a NeverWinter Nights server, I had a lot of talks with other module designers. One of my designer friends didn't like the fact that the game showed the names of characters above their heads. From a roleplaying perspective, this allowed you to know another character's name before you had actually been introduced. He was looking for a way to disable that feature for his module.
I strongly disagreed. As I explained to him, NWN only had about ten heads for each race. This did not mean that humans only had ten different faces in Faerûn. The fact is, the characters had access to more data than the players did, because in-character, they could recognize each other's faces. Having our names over our heads was an out-of-character tool that actually helped players stay in-character.
I mean, what if two players happened to use the same head, and wore similar outfits? This actually happened to me on multiple occasions. If it weren't for the names over our heads, the rest of the party wouldn't have known who was who. Does this mean they were twins in-game? Obviously not. From the characters' point of view, they would have had completely different faces.
One NWN server I played on was very strict about roleplaying. I liked the RP-heavy environment it created, but sometimes the moderators went too far and it actually broke the immersion. The moderators often complained that players leveled too fast, they spent too much time farming for XP, and that they treated death like a slap on the wrist.
They often threatened to make death more permanent, so that players would pick their battles more carefully. It sounds good on paper, I guess, but did they consider how often PCs got killed by lag? Or server crashes, or their computers locking up? I'd be pretty pissed if my computer crashed, and when I got back in my character was permanently dead, all in the name of "better roleplaying." There's nothing "in character" about that, just bad moderators.
A more recent example is from my current Daggerford campaign. In an early session, my bard decided to fire a Shatter spell into a room full of centipedes. This turned out to be a bad idea, because another party member was in the room with the centipedes. So why did she fire? That's not like her.
Well, it's because we were using Roll20, and the other party member was occupying the same space as a centipede swarm. Roll20 displayed the centipede token on top of the character token. In character, Vanya definitely would have seen her teammate in there, fighting off the centipedes. The other players warned me it was a bad idea, but they only said that it was a waste of a spell slot. None of them mentioned that there was a party member in there.
When I realized my mistake, I told the DM that I wouldn't have done it if the player's token had been visible. But it was too late. I still think it was a bad call by the DM, but everyone makes bad calls now and then. The fact remains that my character would have made a different decision if we'd been playing in person, with miniatures.
Requiring players stick to decisions influenced by interface problems is a form of metagaming. Maybe not metagaming in the traditional sense, but it's still allowing out-of-game factors to affect the story. The format should never change the plot.
The bottom line is, while a little metagaming can be good for the game, most of the time it's a bad thing. But reverse metagaming - that is, letting out-of-character ignorance slow down the game - can be even worse.
Game Date: 8/7/2021
Location: Roll20Game Date: 6/26/2021
Location: Roll20I know I've said this before, but my favorite splatbook for 4e was "Heroes of the Feywild", and I've always lamented that the book released shortly before I stopped playing 4e. I'm not even slightly tempted to go back to 4e (*shudders*), but I do regret that I never got to play the Pixie race.
So I'm very happy right now, but my superstitious side is a little worried that this means we're close to the end of 5e's lifespan. It just seems like Murphy's Law that they release the book I want most right before I switch systems again. But then, even if they were to announce 6e tomorrow, there's no law that says I can't keep playing 5e.
According to the wizards website:
A wickedly whimsical adventure for the world’s greatest roleplaying game.
The Wild Beyond the Witchlight is D&D's next big adventure storyline that brings the wicked whimsy of the Feywild to fifth edition for the first time. Tune into D&D Live 2021 presented by G4 on July 16 and 17 for details including new characters, monsters, mechanics, and story hooks suitable for players of all ages and experience levels.
From the description, I'm a little confused as to whether it's a full adventure along the lines of "The Curse of Strahd", more of an adventure sourcebook like "Van Richten's Guide to Ravenloft", or about 50/50 like "Waterdeep: Dragon Heist". It sounds like a full adventure, but that could just be adspeak. But it doesn't matter, I'm sold either way.
My wishlist:
1. I hope there's more fey races than were shown in the UA. I played a Hamadryad in 4e, and really enjoyed it. I'd love it if this upcoming book contained playable Dryads, as well as Satyrs, Nymphs, Nixies, Kelpies, Grigs, Sirens, and so on. I mean, the UA's animal races were cute and all, but I want some real fey stuff.
2. I'm sorry, but I hope they limit Fairy flight. Honestly, I don't like playing characters with unlimited flight. It makes grid battles more complicated, and it means that some DMs won't let you play the character. Argue all you want about whether those DMs should get over themselves, but personally I'd rather just pick a race that doesn't spark controversy. I preferred the way 4e handled Pixie flight, where they would fall if they ended their turn higher than one square.
3. New Feywild-themed subclasses. The nature themed classes - Druid, Ranger, and to some extent, Barbarian - could all benefit from a Fey makeover. I could also see a Bard that specializes in fairy tales, or a Monk that communes with the Feywild to achieve inner peace. Or how about a Wizard that works mechanically like the Necromancer, but instead of raising the dead, they summon an ever-growing swarm of fairies?
4. I hope the adventure isn't 90% of the book. There's a lot I want from a book about the Feywild, so I hope it's not just 10 pages of options followed by the adventure. I'd prefer something similar to "Waterdeep: Dragon Heist", which doesn't start the title adventure until almost 60 pages in. That would give us more than enough room for some new races, classes, and general Feywild lore before diving into the campaign.
5. The press release mentioned Story Hooks. I hope that's not just their way of saying "different ways to start the adventure". Van Richten's Guide had a ton of great writing prompts for DMs who want to create their own Ravenloft adventures, and I hope this book does something similar.
Anyway, those are just my thoughts. I'm sure the book is going to be fantastic regardless of how they do it.
I don't usually buy setting books. The Sword Coast Adventurer's Guide was informative, but it didn't do anything for me. Eberron is a decent setting, but I don't need a book about it. I'm sure Wildemount, Ravnica, and Theros are great settings, but I'm not interested in learning about them at the moment.
The truth is, when I DM, I prefer to make up my own worlds. I might set a campaign in the Forgotten Realms for ease of PC backgrounds, but rarely are my players going to be visiting official cities like Waterdeep or Baldur's Gate. I just don't have that much need for other people's lore. I'm not saying my ideas are better than WOTC's, I'm just saying that pre-established cities and kingdoms tend to get in the way of the story I want to tell.
That said, I wouldn't mind a "Campaign Setting Sampler" book, with overviews of the most popular settings. Maybe 10 pages each devoted to Forgotten Realms, Eberron, Ravenloft, Greyhawk, Dragonlance, Dark Sun, Spelljammer, and so on. It might be useful for deciding where to set my next campaign.
Well, "Van Richten's Guide to Ravenloft" may not be that book, but if you're into horror settings, it does a great job of getting you started. Nearly half the book is just descriptions of the various realms of Ravenloft. For the uninitiated, Ravenloft is not a cohesive world like Toril or Oerth. It's more like a collective of pocket dimensions, separated by the magical mists that keep its inhabitants prisoner. Some of these domains are as large as a continent, while others are as small as a single city.
It devotes 4-6 pages each to to 17 of the more well-known domains, with maps, notable locations, and in-depth descriptions of each domain's primary antagonist. Then it gives short summaries to another 22 domains. So if you want to run a horror campaign and need a place to start, or even just enjoy reading about horror settings, this book is a great resource.
So what else is in this book?
The introduction explains the concept of Ravenloft's Domains of Dread, and gives a few tips on running horror games. Next up, we have three new Lineages - The Dhampir, Hexblood, and Reborn. Unlike the standard races, these lineages can be switched to after 1st level, to represent things horrible things that have happened to your character. Maybe you were bitten by a vampire, maybe you were cursed by hags, maybe you died and were brought back "wrong"... or if you are 1st level, maybe you were just brought into this world in an atypical way.
The Hexblood didn't do much for me - I didn't care for the lore or the features. The Dhampir was kind of interesting, with a (somewhat underpowered) vampiric bite and the ability to climb walls. The Reborn has some features that make it hard to kill, which is obviously pretty useful.
Next it has a section on Dark Gifts. These options give a character both advantages and disadvantages. The book suggests having players select one at character creation, but they also work as plot rewards. These are not the same as the "Adventurer's League" Dark Gifts that characters might receive after being resurrected in Curse of Strahd. These are more in-depth, and they don't seem to be as detrimental to the character.
The Dark Gifts don't seem very balanced with each other, and some are very specific to Ravenloft campaigns, so make sure you know what you're doing if you use these. For example, the "Mist Walker" gift is designed for characters who want to travel through the mist between domains. Another one that stood out to me was "Deadly Touch" which gives your unarmed attacks some extra necrotic damage, with no downside. Well, no mechanical downside. Roleplay-wise, it means you'll never get to touch another character's skin without hurting them. But if I were playing a Monk with a vow of celibacy...
Next up we have two new spooky-themed subclasses. For the Bard, we have the College of Spirits, and for the Warlock, we have The Undead patron. I don't see myself using either one, but they do fit the book's flavor quite nicely.
The book also contains two backgrounds: Haunted One (which previously appeared in Curse of Strahd) and Investigator. It also has an expanded version of Curse of Strahd's Gothic Trinkets table.
There's a chapter on the Genres of Horror. It has an in-depth look at the following genres: Body Horror, Cosmic Horror, Dark Fantasy, Folk Horror, Ghost Stories, and Gothic Horror. For those genres it includes tips and tables for selecting the right plots, settings, and villains for the story. Then it has a more abbreviated look at four other genres: Disaster Horror, Occult Detective Stories, Psychological Horror, and Slasher Horror. This chapter is useful both for idea mining, and making sure your campaign keeps a consistent tone.
There's a section called "Travelers in the Mists" which describes some of the more notable characters and groups you might run into during your travels. This includes some minor retcons to Ezmerelda d'Avenir and the Vistani, in response to changing cultural attitudes. Of course, now the less enlightened players are blasting WOTC for being too "woke", so you can't please everyone.
Then we have a chapter on Horror Adventures - More tips for running horror, including pacing, atmosphere, and setting boundaries. Then we have a look at Tarokka decks and Spirit Boards, followed by a Horror Tookit - detailing rules for curses, fear, stress, and haunted traps. There's also a section on "Survivors", which are basically simple characters that the PCs can control during expository scenes.
Next there's a short horror-themed adventure, "The House of Lament". The PCs explore a haunted house, perform seances, and learn of the house's troubled history. This is one of those stories where the horrors start out small but build over time, as the evil entities slowly awaken and become aware of the PCs' explorations. And it is most definitely an adventure that should be run on Halloween, by candlelight, while spooky ambience MP3s play in the background.
And finally, we have "The Monsters of Ravenloft" - a mini bestiary with about 30 horror-themed monsters. This includes tips on describing horrific creatures, and coming up with disturbing tactics that will keep your players on their toes. I could be wrong, but some of these monsters look familiar, and might be republished from other modules. My favorite monster in the book is the "Unspeakable Horror", which is a very customizable, amorphous... thing that is sure to make the PCs jump when they glimpse it in the mists.
All-in-all, it's a pretty useful book if you like running horror campaigns. Despite the new lineages and subclasses, there's a lot more here for DMs than for players. There is some repeated content, especially if you own Curse of Strahd. But there's more than enough new content here to justify the purchase, in my opinion.
Game Date: 5/15/2021
Location: Roll20Game Date: 5/1/2021
Location: Roll20