Saturday, August 21, 2021

Daggerford: Navine Shot First

Game Date: 8/21/2021

LocationRoll20
Campaign: Daggerford, Session 19

SystemD&D 5e
DM: Mike

The Party:
Azul (Cliff) Dragonborn Fighter
Nikolice Gomez (Steven) - Human Fighter (Absent)
Khemed (Rusty) Half-Elf Wizard
Navine/"Spider" (Steve) Elf Rogue
Vanya (Matt) Half-Elf Bard

The Session:
When we left off, we had separated from Khemed, and found ourselves face-to-face with the venerable Dwarven king.  We spoke to him for a bit.  Vanya managed to offend him at first, but Navine was able to recover for us.  The king told us a bit of the history of Illefarn.  He told us that the halls were plagued with both ghosts and Red Wizards.  We asked how he could help, but he didn't have much hope.  He said if we took out the wizards, the ghosts would overrun the halls, and vice versa.

We asked if we could have some help against the Red Wizards, who were also looking for the same Fire Key as we are.  He couldn't help, as he was bound by an agreement with the Red Wizards.  But a couple of his subjects agreed to help us.  We left the king to his depression, and explored more dungeon.  Our Dwarven escorts dissuaded us from the Northeast hallway, so we sent Navine to scout ahead.  The Rogue found a large empty room that looked like the site of a battle.  We saw more stairs, but decided to clear out this level first.

We kept checking out more rooms and hallways.  In a room to the Northwest, we saw a man in red robes, working on some masonry.  He was accompanied by two Dwarf assistants, and the room contained ten suits of Dwarven armor.  The wizard gestured us to wait, as he was engrossed in his work.  Navine shot the Red Wizard.


Azul rushed in, striking the wizard twice.  But then the suits of armor came to life, and surrounded the Dragonborn.  Azul used lightning breath, hurting the wizard and killing one of his bodyguards.  Azul escaped the room, but the wizard hit us with a fireball.  The suits of armor stopped attacking whenever we weren't in their line-of-sight, so we tried to stay out of the room as much as possible.

The wizard fired another fireball, then fled out the opposite door.  We spent a few more rounds  fighting the suits of armor.  A couple of Dwarves approached us from the South hallway, acting suspiciously.  Navine heard them speaking to each other using a Red Wizard dialect.  The suits of armor were immune to Vanya's Vicious Mockery, so she helped to revive one of the NPC Dwarves who had been hit with a fireball earlier.

With four suits of armor remaining, we decided to drop out of combat and leave the room alone.  We headed toward the king's chambers, but as we reached that hallway, we saw two undead creatures guarding the front of the entrance.  We sneaked past them and continued South.  We heard a commotion further South, and went to check it out.  

Navine scouted ahead.  Several disheveled people ran past her, including some Elves and Halflings.  Then she came across a chaotic scene involving Khemed, more wizards and some undead.  We're not even sure which side Khemed is on at this point, but we ended the session on that cliffhanger. 


The Ups and Downs of Metagaming

Usually, 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.

Saturday, August 7, 2021

Daggerford: Splitting the Party

Game Date: 8/7/2021

LocationRoll20
Campaign: Daggerford, Session 18

SystemD&D 5e
DM: Mike

The Party:
Azul (Cliff) Dragonborn Fighter
Nikolice Gomez (Steven) - Human Fighter
Khemed (Rusty) Half-Elf Wizard
Navine/"Spider" (Steve) Elf Rogue
Vanya (Matt) Half-Elf Bard

The Session:
Last session ended mid-dungeon, on a quest to find the Elemental Key of Fire.  We were still hurting a bit from our last fight, so we took a short rest in the temple room.  During the rest, we felt like we were being watched, and we could hear some movement from elsewhere in the dungeon.  There was a large anvil in the center of the room, with "Praise Moradin" inscribed on it in Dwarven.  Khemed cast Detect Magic, and discovered that the anvil was full of conjuration magic.  We pondered trying to move the anvil, or interact with it in some way.

We tried striking the anvil with a hammer we found in a nearby room.  A spectral Dwarf child approached us, and gave us a warning. "Shh!  They'll hear you."  After a bit more interaction, he ran off.  We heard some other Dwarven voices from a nearby room.  Azul peeked around the corner, and promptly failed a perception check.  


A couple of Stoneghosts attacked Azul.  One of them phased through the wall and attacked Vanya.  After a couple of rounds, they both fled into the walls.  We decided to explore one of the rooms to the West, where we found the remnants of a classroom.  Azul heard another baby crying in the distance.  We noticed that the ceiling of the room was bulging, like it was about to collapse.

In another room we found a nursery, and some Dwarven picks in another.  Then we heard the howling of Orcs running toward us.  Several Clotskull Orcs and a Red Wizard quickly approached, and we rolled initiative.  One attacked Vanya, and two went straight for Khemed.  Nikolice pulled one Orc towards himself with his Psionic powers, and Azul finished that one off.  


The Red Wizard saw Khemed, looked afraid, and vanished.  One Orc hit Vanya with two greataxe attacks, dropping her.  Another one knocked Khemed down.  The rest of the party finished off the Orcs, and helped revive the downed party members.  Since two of us were out of hit points, the party retreated from the dungeon and looked for a safe place for a long rest.

While resting, Khemed received a message via Sending spell.  We managed to get through the long rest without any random encounters, and approached the dungeon fresh.  We checked a few more rooms on the ground level, nearly triggering a total ceiling collapse.  Then we approached the stairs.  Azul set off an alarm spell, but we proceeded upstairs anyway.  In the first room, there were some runes on the floor.  Down the West hallway, a couple of Dwarves hunched behind a table.  

Nikolice attempted to talk to them, and they shot him with a crossbow.  Then he held up some gold, and they stopped firing.  They gestured towards a North hallway, as if trying to warn us to be quiet.  Then a fireball came from down the North hallway, grazing Navine and Nikolice.  Some enemies approached from the North hallway.  Three Orcs, an Ogre, and the Red Wizard.


While the enemies were still clustered, Vanya fired off a Shatter spell, killing one Orc and damaging the rest.  The enemies charged down the hall.  On Azul's turn, he managed to hit three of them with his Lightning Breath.  When the Ogre missed Azul, the Dragonborn used his riposte to finish off the Ogre.  This left the Red Wizard, still down the hallway.  Khemed approached the Wizard, who recognized him, and dropped a wall of fire behind him.  We couldn't hear the discussion between Khemed and the Red Wizard.

When the flames finally went out, Khemed and the Red Wizard had vanished.  The rest of us ran down the West hall to talk to the Dwarves, who indicated that we should be quiet.  Navine tiptoed off to look for Khemed, while Azul, Vanya, and Nikolice followed the Dwarves.  The Dwarves didn't know much Common, but enough to communicate.  We asked them what happened here, and the Dwarves answered, "Curses."  The Dwarves gestured down one hallway and indicated that it held some prisoners.  

Navine kept sneaking around and exploring the hallways, found a nest of giant rats, and avoided them. Another hallway led North to a large room.  But before she could investigate it, some enemies in a South hallway spotted her and started to attack.  She fled and hid.  When one enemy approached her location, she sneaked past them and hid again.  

Meanwhile, the rest of the party continued to follow the Dwarves, unaware of Navine's plight.  Eventually they led us to the same hallways Navine was hiding in, and she rejoined the party.  The Dwarves led us to a room containing a distinguished older Dwarf, who they introduced as the King of Illefarn.  We ended the session on this cliffhanger.