Making Choices Matter

Making Choices Matter

When a player makes a choice in the game, they want that to matter.

That sounds extremely simple. No shit, right?

But that's actually something that I think a lot of GMs overlook, or don't realize.

When your player makes a choice during character creation, picking an offball skill or a weird feat or a strange subclass, they are literally communicating to the GM: "I'm interested in this."

I've made this opinion before, but in my opinion the true core tenet of GMing a game is to cater to your players. After all, you're putting on a little show for them. They're your friends, and you deserve to have fun as well, of course; but they are making decisions and they would love it if those decisions mattered.

This came up because there's a new playtest for the Dragon Game and in it, Paladins are no longer immune to disease or able to cure it with their Lay On Hands feature. I saw a post that said, "[That feature] made using diseases trivial in a game with a paladin."

I argue: The entire point of taking the feature is so that you can use diseases and let the Paladin player feel cool.

I would actually include disease in a game that otherwise did not include it, if we had a Paladin in the party. I would go out of my way to do that.

Because it's really cool if you say, "Okay, everyone who failed the save now has a disease," and the Paladin player pipes up and goes, "Wait a minute! I'm immune to disease! Fuck yeah!" The player feels super cool now. And if they're high enough level, the Paladin can use Lay on Hands to make their friends cured of the disease. That's something that literally no other character in the game would be capable of!

But this other person...they're just gonna never include disease in the game if they have a Paladin in the party, because they don't want to see the players succeed, I guess. Which, to me, is fundamentally the wrong approach to having a fun time with your friends.

I design these challenges to be overcome. I know as soon as I put a huge fucked up monster in front of them and say, "Haha, this thing has 3 attacks and legendary actions, you guys are fucked," the whole point is for them to destroy it. The entire reason I have this monster here is for them to kill it and win.

If your player makes a choice and you never cater to it, they have wasted that choice. This player wanted to be immune to disease! They thought it would be super cool if the enemy spewed out some horrifying shit that grows boils on your skin or whatever and they get to just go, "Nope, I don't even have to make a save, I'm literally immune to it. Die, monster! You don't belong in this world!" But because they have a bad GM who doesn't cater to their players, and in fact plays against them, they never get to have that cool moment. It never happens for them. They wasted their choice.

And I think the worst thing a GM can do is waste a player choice. They could have picked something else, but they didn't, and now they get nothing, and that sucks.

Now, the dragon game is FULL of choices. You aren't obligated to include disease for every game you have a Paladin in. That's ludicrous. A class, especially in 5e, is a huge package of multiple features and ideas, and it's basically impossible to cater to and include every single one throughout the campaign. Some of it you'll just fucking forget exists. Hopefully, you are a good GM, and communicate to your players when they make a character. Hey, Divine Health isn't even a feature you have to pick, you just get it. So maybe your Paladin player couldn't give a shit less about it. No harm, no foul. But to outright say, "I'm never using disease in a game with a Paladin," is pretty absurd to me.

More Posts from Dragonbornknight and Others

1 month ago

50 Fantasy Prompts: Cultures and Societies. Writers Save this!

1. Luminae

- A society that worships light and revolves around bioluminescent creatures.

- Gesture: Raising both hands to the sky and opening palms to signify receiving light.

- View: Light is considered the purest form of energy and the ultimate source of life.

2. Mistral Nomads

- Wind travelers who harness the power of the breeze for navigation and communication.

- Gesture: Whispering into a small vial and releasing it into the wind, symbolizing sending a message.

- View: The wind carries the voices of ancestors and guides the living.

3. Veilwalkers

- Inhabitants of the mist who can see and manipulate spirits.

- Gesture: Drawing a veil across the face to communicate with spirits.

- View: The world of the living and the dead are separated by a thin veil that can be crossed.

4. Starforged

- People born under specific constellations with unique abilities tied to their birth star.

- Gesture: Touching a constellation tattoo to activate its power.

- View: Stars are the eyes of the gods, watching over and guiding them.

5. Shadecloaks

- Masters of shadow magic, living in perpetual twilight.

- Gesture: Merging fingers into the shadows, symbolizing blending into the darkness.

- View: Shadows are protective, hiding them from danger and giving them strength.

6. Seraphians

- Winged beings who consider themselves guardians of the skies.

- Gesture: Unfurling wings in a greeting, showing trust and openness.

- View: The skies are sacred, and flight is a divine gift.

7. Pyrosages

- Fire-wielders who live in harmony with volcanic landscapes.

- Gesture: Holding a flame in one hand while placing the other hand over the heart, symbolizing passion and life.

- View: Fire is a cleansing force, both destructive and renewing.

8. Aquafolk

- Ocean dwellers with the ability to breathe underwater and communicate with marine life.

- Gesture: Creating ripples in water with a fingertip to convey emotions.

- View: Water is a mirror of the soul, reflecting true feelings and intentions.

9. Silvan Elves

- Forest guardians who blend seamlessly with their environment.

- Gesture: Touching foreheads with a leaf, symbolizing unity with nature.

- View: All life is interconnected through the roots of the great tree.

10. Necrochanters

- A culture deeply connected to the afterlife, able to communicate with and summon spirits.

- Gesture: Drawing a circle with ashes to summon spirits.

- View: Death is not the end but a transformation to another state of being.

11. Stonekin

- Rock-like beings who can manipulate earth and stone.

- Gesture: Pressing a hand to the ground to communicate with the earth.

- View: The earth holds ancient wisdom and the memories of their ancestors.

12. Aetherians

- Masters of air magic, capable of floating and flying at will.

- Gesture: Raising arms and fingers to mimic the flow of air currents.

- View: The air is filled with invisible threads that connect all living beings.

13. Chronomancers

- Time-benders who can manipulate past, present, and future.

- Gesture: Tapping a timepiece rhythmically to alter time flow.

- View: Time is fluid and can be molded to fit the needs of the moment.

14. Dreamforgers

- People who can enter and manipulate dreams.

- Gesture: Weaving fingers in intricate patterns while in a trance.

- View: Dreams are a bridge between realities, holding power and prophecy.

15. Sunseekers

- Pilgrims who follow the path of the sun, gaining strength from its light.

- Gesture: Holding a hand above the heart to swear oaths under the sun’s gaze.

- View: The sun’s light is a witness to all promises, giving them sacred weight.

16. Frostborn

- Ice-dwellers with control over cold and frost.

- Gesture: Exhaling a cold breath to signify agreement or truth.

- View: Ice preserves and protects, holding the essence of life.

17. Songhearts

- A musical culture that uses songs and sound for magic.

- Gesture: Placing a hand over the throat and singing a single note to show sincerity.

- View: Music is the language of the heart and the most honest form of communication.

18. Runecarvers

- Inscribers of powerful runes that grant various abilities.

- Gesture: Tracing runes in the air or on surfaces to cast spells.

- View: Runes are the written words of the gods, containing immense power.

19. Stormcallers

- Masters of weather, able to summon and control storms.

- Gesture: Raising a staff to the sky to summon storms.

- View: Storms are the breath of the gods, bringing both fury and renewal.

20. Plainsriders

- Nomadic horsemen known for their speed and agility.

- Gesture: Drawing a circle in the dirt with a foot to mark territory or signal peace.

- View: The open plains are a vast, sacred expanse that must be respected.

21. Mycologians

- Mushroom-like beings who can communicate through spores.

- Gesture: Spreading spores by tapping a mushroom cap to communicate.

- View: Fungi are the bridge between life and decay, recycling energy.

22. Glimmerfolk

- Glittering, gem-encrusted people who can harness the power of precious stones.

- Gesture: Touching gemstones to channel their energy.

- View: Crystals are vessels of ancient power and knowledge.

23. Thornclad

- A warrior culture clad in thorny armor, known for their fierce combat skills.

- Gesture: Clasping hands with thorned gloves to signify a bond or agreement.

- View: Pain and resilience are intertwined, symbolizing strength.

24. Celestials

- Star-born beings with a deep connection to the cosmos.

- Gesture: Drawing constellations in the air with glowing fingers.

- View: The night sky is a map of destiny, guiding their every action.

25. Inkshapers

- People who can bring drawings and tattoos to life.

- Gesture: Drawing a symbol on their skin to activate a spell.

- View: Ink and art are extensions of the soul, capable of bringing thoughts to life.

26. Mirageweavers

- Desert dwellers who can create illusions and mirages.

- Gesture: Waving hands to create illusions and mirages.

- View: Reality is fluid and can be shaped by perception and will.

27. Echoers

- A culture that communicates and fights using echoes and soundwaves.

- Gesture: Clapping or snapping fingers to create soundwaves for communication.

- View: Sound is a powerful force that can shape the world around them.

28. Ironveins

- Metal manipulators who can shape and control metal at will.

- Gesture: Clenching fists to channel metal manipulation.

- View: Metal is a living force, constantly evolving and reacting.

29. Wyrmkin

- Dragon-like people with scales and the ability to breathe fire.

- Gesture: Exhaling a plume of smoke or fire to show respect or power.

- View: Dragons are the ultimate beings, embodying wisdom and might.

30. Duskborn

- Night-dwellers who gain strength from the moon.

- Gesture: Holding a candle to their chest, symbolizing the light within the darkness.

- View: Darkness is not to be feared, but embraced as a part of the natural cycle.

31. Crystalhearts

- A society with crystalline bodies that can refract light and energy.

- Gesture: Touching their heart crystal to show honesty and purity.

- View: Crystals are the heart of their being, reflecting their true selves.

32. Skyforgers

- Builders of floating cities and airships.

- Gesture: Hammering an invisible anvil to craft objects from thin air.

- View: The sky is a forge, and they are its smiths, creating wonders from the air.

33. Leafkin

- Plant-based beings who can photosynthesize and communicate with flora.

- Gesture: Placing a leaf in the palm to connect with nature.

- View: Leaves and trees are the lifeblood of the earth, nourishing all.

34. Sandshapers

- Desert people who can control and shape sand.

- Gesture: Drawing patterns in the sand to communicate or cast spells.

- View: Sand is a canvas for their magic, constantly shifting and changing.

35. Moonshadow Elves

- Elves who live in the shadows of the moon, skilled in stealth and night magic.

- Gesture: Casting moonlight on their face to invoke lunar power.

- View: The moon is a guide and protector, influencing their magic and lives.

36. Bloodrunes

- Warriors who use their own blood to inscribe powerful runes.

- Gesture: Pricking a finger to draw blood and create runes.

- View: Blood is the essence of life, and through it, they gain power.

37. Dreambinders

- People who can link their dreams to reality.

- Gesture: Twining fingers together to weave dreams into reality.

- View: Dreams are powerful forces that can shape and change the world.

38. Thunderclans

- Tribes who worship and control thunder and lightning.

- Gesture: Stamping feet or clapping hands to summon thunder.

- View: Thunder is the voice of the gods, a call to action and power.

39. Feywilders

- Inhabitants of the fey realm with unpredictable and chaotic magic.

- Gesture: Dancing in a circle to invoke fey magic.

- View: The fey are mischievous yet powerful, their magic a blend of chaos and beauty.

40. Mirrorborn

- People who can step through and manipulate mirrors.

- Gesture: Touching mirrors to travel or communicate.

- View: Mirrors are portals to other realities, reflecting infinite possibilities.

41. Wispwalkers

- Ethereal beings who guide lost souls.

- Gesture: Holding a wisp of light to guide lost souls.

- View: Wisps are guides and protectors, leading them through darkness.

42. Frostweavers

- Ice artisans who create intricate and magical ice sculptures.

- Gesture: Weaving ice crystals into intricate patterns.

- View: Ice is a delicate and beautiful force, capable of great power.

43. Starwardens

- Celestial knights who protect the realms from cosmic threats.

- Gesture: Drawing star maps in the air to invoke celestial power.

- View: The stars are guardians, watching over and protecting them.

44. Emberkin

- Fire-dwellers with control over embers and ash.

- Gesture: Snapping fingers to produce sparks and embers.

- View: Embers hold the remnants of fire’s spirit, representing both the end and beginning of the flame.

45. Oceanborne

- Sea nomads who can control the tides and waves.

- Gesture: Drawing water symbols in the air to summon sea spirits.

- View: The sea is a vast, living entity, a source of mystery and power.

46. Windwhisperer

- Communicators with the wind, able to send messages across great distances.

- View: The sky is a living entity, responsive to the voices of those who respect it.

- Gesture: Moving gracefully to mimic the flow of the wind.

47. Etherseekers

- Gesture: Holding out their hands to draw ether into themselves.

- View: The ether is a vast reservoir of magic, accessible to those who seek it.

48. Twilight Guardians:

- Gesture: Holding a lantern to light the way through twilight.

- View: Twilight is a sacred time, a bridge between day and night.

49. Windwalkers

- Gesture: Moving gracefully to mimic the flow of the wind.

- View: The wind is a messenger of the gods, carrying whispers of destiny and change.

50. Eclipsewatchers

-Gesture: Covering one eye while the other remains open to signify balance

- View: Eclipses represent the merging of light and dark, a time of balance and reflection.

2 years ago

Want to play some cool underwater adventures in D&D? Check out Beneath the Waves on DMs Guild!

This book I've been working on with a bunch of amazing creators has a load of rules, player options, and new monsters plus a level 1-5 mini campaign!

It's beautiful (look at these pieces by Angela O'Hara and Kendal Gates!) AND it's currently 1/3rd off!

Want To Play Some Cool Underwater Adventures In D&D? Check Out Beneath The Waves On DMs Guild!
Want To Play Some Cool Underwater Adventures In D&D? Check Out Beneath The Waves On DMs Guild!

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10 months ago
I Might've Added The BG3 Art Book To My Dnd Assets Stash

I might've added the BG3 Art Book to my dnd assets stash

It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds

In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast

(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)

2 years ago
A New ‘Snow’ Variant For Our Jungle Stream Battle Map

A New ‘Snow’ Variant for our Jungle Stream Battle Map

Owners of my old ‘Jungle Stream’ battle map can now download an additional 'Snow’ map variant for free!

→ Find it on 2-Minute Tabletop


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3 years ago

well i'm no wizard but i can hit you with a wooden "beam" that immediately takes the effect of "give you a concussion"


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3 years ago

Potion of [Stat.]

Roll one D10 and one D4 on use.

The D10 determines how much the stat changes by. The D4 determines if the change is positive (even number) or negative (odd number).

The potion lasts until the effects are no longer amusing to the DM.


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3 years ago

At the end of character creation, have every player roll a d100 for “plot reasons”. When the game begins, reveal that the result is how many miles in the air the characters start the campaign at.


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2 years ago
Design Comm For A “gilded Thorn” Mage

design comm for a “gilded thorn” mage


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3 years ago

100 Warm Up DnD Character Questions

If your character wasn’t an adventurer, what livelihood would they lead?

Who in the party would your character trust the most with their life?

What are your character’s core moral beliefs?

What relationship does your character have with their parents and siblings?

Does your character have any biases for or against certain races?

What is your character’s opinion on nobility? On authority?

Describe your character’s current appearance: clothes, armor, scars they’ve picked up along the journey, etc.

What location encountered in the campaign has your character felt the most “at home” in, or just generally liked the most?

What deity, if any, does your character worship? What’s their opinion on other people’s worship?

If your character had time to pick up any artisan’s tools, game set, instrument, etc., what would it be?

Describe your character’s current relationship with the player character sitting to your right.

What is your character’s current goal, summed up in one sentence?

Does your character ever want to “settle down” with a spouse, children, house, etc.?

Has your character ever been in love?

What battle in the campaign has been most memorable to your character?

If your character wasn’t whatever class they are, what would they be instead?

What is your character’s favorite season?

What would your character’s Zodiac sign be, following stereotypical astrology?

Where in the world does your character most want to visit?

What is the biggest mistake your character has ever made?

Does your character have any noticeable scars? If so, what are their stories?

What animal best represents your character?

If your character could go back in time and change one thing about their life, what would it be?

Which other player character does your character find themselves having the most in common with?

Does your character regret any particular choice the party has made?

What would your character say their best trait would be?

What is your character’s greatest fear? Deep, irrational?

What is currently motivating your character to stay with the party?

What are your character’s hobbies and interests outside of their class?

What would most people think when they first see your character?

What stereotypical group role does your character play in the party? (The Mom, the Mess, the Comic Relief, etc. Optionally: What role would your character play in the “Five Man Band” structure?)

What is your character the most insecure about?

What person does your character admire most?

What does your character admire and dislike the most about the player character sitting to your left?

Why is your character’s lowest stat their lowest (the in-character reason, not “because there’s no reason for a wizard to have 16 strength, duh”)?

What would be your character’s theme song/favorite band/favorite genre of music?

What stereotypical role would your character play in a high school AU/if they attended a normal high school? (Nerd, jock, bully, goth, etc.)

What treasure/item/artifact that your character has collected during the adventure is the most important to them?

Is there any particular weapon, item, etc. that your character longs to find?

Where does your character feel the most at home?

Does your character care about how they’re perceived by others? How do they change themselves to fit in with other people?

What does your character think is the true meaning of life?

What is your character’s scent? (Bonus points for a description that sounds like it could be from a bad [or awesome] fanfic.)

Does your character think more with their heart or their brain?

What is your character’s most recent or frequent nightmare?

What opinion does your character have on [CERTAIN ESTABLISHED GROUPS/AUTHORITIES IN THE GAME WORLD]? (Dragonmarked Houses, royal crown, etc.)

How did your character spend their childhood? Where did they grow up/who were their childhood friends?

What aspect of your character’s future are they most curious about? (If they could know one thing about the future, what would it be?)

What colors are associated with your character?

Who in the party would your character prioritize rescuing, in dire circumstances?

Is your character the most swayed by ethos, pathos, or logos?

If your character was granted a single use of Wish, what would they use it for?

What is your character’s favorite spell? If they don’t use spells: what is their favorite personal weapon/combat maneuver/skill/etc.?

How does your character feel about keeping secrets from the rest of the party?

What type of creature in the world is your character the most intrigued by?

When they were a child, what did your character want to be, or think they were going to be, when they grew up?

The player character to your left admits that they’re passionately in love with your character. How would your character respond?

If somebody (an NPC, someone from their backstory, etc.) your character trusts/loves asked your character to do something against the party’s best interest, who would they side with?

Does your character value their own best interest more than the party’s?

What decision would the party have to make in order for your character to consider splitting off from the group?

How does your character imagine the way they will die?

What is your character’s greatest achievement?

Is your character willing to risk the well-being of others in order to achieve their goal?

What is your character’s opinion on killing others?

What is your character’s favorite food? Beverage?

How generous is your character? Especially to those they don’t know?

What is your character the most envious about, regarding anyone in the party?

The player character to your left and the player character to your right are both telling your character two different versions of the truth. Who does your character believe?

What is your character’s sexuality/relationship with sex?

What is your character’s biggest pet peeve?

Describe how your character feels about the party’s current situation/objective/etc.

Who in the party would your character trust the most to keep an important secret?

If your character knew that they were going to die in a month, how would they spend the rest of their life?

What makes your character feel safe?

If your character had the chance to rename the party/give the party a name, no questions asked, what would it be?

What memory does your character want to forget the most?

If your character had to multiclass into a class they currently aren’t the next time they level up, what would it be and what reason would they have for doing so?

What television/book/video game/etc. character would your character be best friends with? (Or: what media character is your character the most influenced by/similar to?

What unusual talents does your character possess?

How does your character feel about receiving/giving orders? Are they more of a leader, or a follower?

What does your character’s name represent to them? (Or: why as a player did you choose your character’s name?)

Is your character more of an introvert, or an extrovert?

How far is your character willing to go to pursue the “greater good”? Do they believe in a greater good at all?

What does your character want to be remembered by?

What would be your character’s major in college?

Does your character consider themselves a hero, villain, or something else?

What major arcana tarot card best represents your character?

Where does your character see themselves in 20 years?

What is your character’s relationship with magic? Are they scared of it, wish to know more about it, indifferent to it?

Who is your character’s biggest rival?

What is your character’s guiltiest pleasure?

What does your character hope for the afterlife?

Who in the party does your character trust the least?

What is your character’s biggest flaw?

How did your character learn the languages that they speak?

What is your character’s favorite school of magic/type of weaponry?

What is most important to your character: health, wealth, or happiness?

What advice would your character give to a younger version of themselves?

Are there any social or political issues your character feels strongly about?

What, currently, is your character the most curious about?

taken from here courtesy of @greyjediluke


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2 years ago
Greetings!

Greetings!

The infiltration has been a success so far. The crafty heroes have managed to get inside the cult without them noticing their intentions.

After an initiation that almost went horribly wrong, several gruesome missions and a lot of false prayers to Baphomet, they have finally gained the right to visit their dark church.

Besides taking the cult down, they hope to gain access to the Labyrinthine Teleporter: a magic device of immense power capable of taking them to Baphomet’s Labyrinth and many other planes.

But tonight is Offering Night, and a sacrifice is on the schedule too. Can they stop all the evil plans before they are discovered?

You can see a preview of this map’s Patreon content by clicking here.

If you liked the map I’d be extremely thankful if you considered supporting me on my Patreon, rewards include higher resolution files, gridless versions, alternate versions, line versions, PSDs and more. Thank you!


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