Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a dexterity check. Each character applies his or her dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.

Saturday, March 17, 2012

Saying Yes

Gaming is very much like improvisational acting. It is a known fact that no matter how much you as the Dungeon Master (DM) prepare, the players will find a way to ruin it. But are they really ruining it? I find that some of my best adventures are improved when the creative juices are flowing at their highest. Gaming is like improv for one more reason: whenever possible say "yes" or better yet "yes and...". Words like "yes" do several things. Perhaps the players are looking for information on a man who stole something of theirs. This man is hiding in the lair of an evil wizard... the twist? No one knows where the wizard's lair is! Then surprise, surprise - one of the players suggest that they check out a local wizards' college. Chances are the evil wizard was once part of the college and those in residence may know where to find his current lair. Now we come to the problem: you didn't plan on any wizards' college coming into play so you don't have maps, non-player characters (npcs), or even a name for this college! You have three choices: You could say "no", but now the players are discouraged and frustrated not to mention you've just lost a great chance to add something to your game. You could say "yes", but now you have to come up with something on the fly. This may work great for you - perhaps you love improv like I do. And third you could say "yes and...". Instead of the wizards' college being a large and impressive structure in the middle of town as the players expect, say that wizards are feared and persecuted, so the wizards college is an underground organization or a hovel on the outskirts of town or in the slums lorded over by a fat, greedy tyrant. "Yes and..." is a powerful phrase. It brings the power back to the DM and gives the players a pat on the back for a great idea. Sometimes an idea isn't so great so don't be afraid to say no but, like a good improv actor, try to say "yes and..."!

My next posting will be more about improv-helpers. Come back soon!

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