Theater of The Mind: Combat

I’ve been toying with the idea of doing a series of smaller posts regarding Theater of The Mind style D&D games and ways to make them more engaging if not more cinematic during their action and more evocative in their scenery. ToTM games can be tricky for all involved but for the DM especially because of the need to keep the details of a fluid game state coherent for the table. At the forefront of this challenge can be combat especially if you don’t use a battle map or other even informal manner of tracking what is happening. I have personally played in games where combat has stalled for ten minutes or more while a player and DM have hashed out differences in where one of them thought they had moved. Sometimes through no fault of anyone what a player says can be taken by the DM to be something completely different because everyone is looking at a battle through their own lens. Even a well realized and thoroughly described battlefield can morph slightly over a half hour as certain details are forgotten or misinterpreted. There have been occasions where I have ret-conned a feature from an area because mid-combat I realize it doesn’t make sense or would inadvertently turn my battlefield into an Escher reject. This is something I think I’ll touch on again in another post.

The other part of combat that we all show up for is the action, the swinging of swords, firing of arrows and exploding of fireballs. The question is how do we make each players turn more interesting than a roll of the dice, hit/miss, okay-next-person-go sort of routine affair?

The answer: Continuity.

I cannot emphasize enough how much continuity of action and reaction can immerse you in something like tabletop combat instead of having it feel like a very slow match of Rock ‘Em, Sock ‘Em Robots. If this is how combat is at low levels in your games then it will only get worse as time goes on as things that are currently bags of hp become bigger, bulkier bags of hp. The skills and piles of dice may change but the conversation is the same, you hit and you get hit until you die or they do.

Before I get any further into this I want you to watch a video and additionally recommend that if you have any interest in film you should watch everything this channel has ever produced. Specifically though let’s start with this –

Among all of the very interesting information in this video there was one point in particular that really changed how I DM combat and it was talking about the difference between how Jackie films his action. Since Jackie Chan is a capable fighter there is no need to use fancy camera moves or other workarounds to make the combat appear real, there is a level of realism you can’t achieve with trickery. Following up to that point they talk about how Action and Reaction are kept together in a frame to allow the viewer to experience it all as a single moment instead of chopping it up to cover for inadequacies. We can apply this to combat in D&D in a very similar way by breaking down what happens in a turn and telling individual stories for our players as they fight. Let’s look at a sample turn you could find at any of our tables –

“Jane, you’re up.”

“Awesome, I’m going to draw my mace and swing it at this goblin in front of me.”

“Roll your attack.”

“Lets see, 12 pluuuuus 6, 18!”

“Excellent, you hit!”

“14 bludgeoning damage.”

“Ooof, quite a whack but looks like he’s still standing.”

Now there is nothing wrong with going through combat like this and in fact it was exactly how I did it for quite some time while using ability descriptions to let players or myself add a little flair to it. Of the things I did like about 4th Edition the descriptions that came along with almost every action you took in the game I thought helped elevate turns in combat. Although like anything else the twentieth time you read the same description it can get a little stale so the novelty wore off pretty quickly. Nowadays I have moved on to something more akin to choreographed action which merely means that every action I order the player narrate will logically follow into whatever happens next. Most of the time these narrative descriptions will not have any mechanical effect but I do sometimes allow them because the Rule of Cool, but we’ll get to that some other time.

Now we’ll take a look at what my combat usually looks like these days, using the same scenario above –

“Lets see, 12 pluuuuus 6, 18!”

“Excellent, you hit! How much damage?”

“14 bludgeoning damage.”

“You draw your mace and swing in one smooth backhanded motion, the goblin barely has enough time to get his shield up to deflect the blow. You feel the flanges of your weapon dig in and splinter part of his shield and knocking him off balance.”

[We’ll shorthand the dice rolls here.]

“Now the goblin, light on his feet he recovers from the hit and spins, you see the flash of steel as he does, with your upward swing leaving you exposed the goblin’s curved blade finds purchase on your midsection. The cut isn’t deep but it stings.”

The idea here is to help make combat a little more personal by providing believable Action and Reaction for your players, even if you are doing all the narrating. While it may be hard to expound on an entire fight at the drop of the hat the way combat works in tabletop games gives you plenty of time to consider each move. Descriptions can vary depending on how hard a hit is by the amount of damage inflicted and misses of course can be anything from a complete whiff to a blow successfully defended. There is no need to get overly descriptive with every swing or fired arrow but it’s amazing how even a little here or there can raise the stakes of your combat. Eventually combat in your games can become about the narrative and less about managing numbers on a sheet. The abstract nature of how hp works for both PCs and NPCs I think that sometimes hamper the inherent drama of combat. Being at half hp as a numerical value doesn’t really have the same impact as the totality jabs, cuts, bruises and close calls you can have through a more narrative driven experience. A critical hit against a PC while numerically impressive is more memorable when they think back to a blow they narrowly managed to deflect that otherwise would have decapitated them.

If you’re nervous about being able to describe these things on demand or worry about having the necessary vocabulary there are plenty of player made resources like this available around the web. Many of them found by searching for 5e or tabletop combat descriptions. My best advice for working this into your game is to start small and expand, there is no need to jump straight into elaborate explanations of combat actions. Simple actions are a good place to start and will help you build a solid foundation for describing each action and reaction in way that they flow naturally into one another. Lastly get yourself some visual aids and use this as an excuse to revisit some of your favorite action movies but this time pay close attention to how fights play out. Take time to pinpoint offense and the correlating defense and narrate them in a sentence or two. Once you become comfortable with the discrete actions that make up an overall fight describing them on the fly becomes much easier.

It may also help to have a discussion with your players and see if they prefer to describe their own actions or if they are okay letting you narrate. Either way is great but it’s just one more avenue for them to become more involved in what happens during combat. It can also allow characters who are more straight forward mechanically to have something to think about between turns, a way to add some flair to their hack and slash. Even if they opt to have you narrate what they do I have yet to meet a player who doesn’t enjoy listening to their dice rolls being translated into epic action by the DM.

Well, I think that’ll do it for now, hopefully this provides some inspiration or direction to DMs and players alike. I think these are probably mostly going to be stream of consciousness posts for a while so the editing will be minimal. Sorry about that but if I keep them going I’ll try to condense them down a bit more and maybe do a pass or two before putting them up.

Naturally if you have any suggestions for future topics or critiques/comments about this post be sure to let me know! And as always, whatever way you and your players enjoy your games is the right way to play them. No advice that I or anyone else gives you should be taken as the absolute gospel on how anything should be done.

Until next time, happy rolling.

  • Anthony

In the Year of Humanity, 12,018

Celebrating another year gone by always feels a little odd as it inevitably forces you to face what you didn’t do as much as appreciate what you did. In the spirit of looking back, not to mention a healthy dose of blackmail, I’d like to take this chance to reminisce about the year of humanity, 12,018.

In spite of the sheer cliff like drop-off towards the end of the year I was actually proud to have accomplished a bit on the creative side of my life. Let’s take a quick stroll through what those accomplishments were, don’t worry it wont take long.

I Made This.

Back in March I took my first whack at writing an actual review that wasn’t just one long paragraph but was visually interesting as well. Golf Story remains, even a whole afternoon into 2019, one of my favorite games that I played last year. The review itself I was very proud of and still remains one of my most viewed posts as well as one of my most popular tweets which was neat.

Admittedly it’s a small thing but as anyone who has taken the time to write or produce any level of content will tell you that tiny bit of recognition goes a long way. Mostly it just gave me a warm feeling to think folks who read it found it in any way helpful. As Tycho from Penny Arcade once pointed out in a podcast he felt his job was not to help people save their money but rather how to actively spend it. That always struck me as a very productive view for people making recommendations to consumers. We spend a lot of time criticizing things we see as bad but perhaps not enough seeking out things that are worthwhile. It’s not to say there isn’t value in those criticisms and I certainly haven’t shied away from it but sometimes its more fun to be a spotlight than a Death Star.

After the Golf Story review I posted pretty regularly week to week as a sort of inter-blog challenge between myself and my friend who writes the incredible Histastrophe blog. It’s hard to put into words how much of an inspiration and motivator she has been this year but the fact that this blog has anything on it at all stands as a testament to that.

So as not to downplay the “It takes a village” concept there was plenty of encouragement and cajoling from my best friend who keeps his thoughts on StrideTheEarth.com. There you will find what most call “The Total Package” of video and tabletop gaming as well as travel posts complete with amazing photos. It’s millennial in the best possible way. Feel free to give him shit for not posting more.

If you’re into projects of all different kinds I expect great things from this awesome guy in the next year who started strong with a pretty awesome post about refurbishing a deck. I crave the woodworking project breakdowns I know are destined to come.

Last but certainly not least if food is your thing we even have a dork for that and don’t worry, she’s in the process of switching over to WordPress so you wont have to visit that weird, scary place ever again. Still though if you aren’t currently hungry the writing and photos there should cure that unfortunate reality in a hurry.

Live!-ish

A couple weeks after that Golf Story post a game I had been anticipating for years finally released, Star Wars Legion. At the time my head was swirling with possibilities and while I still want to attempt it, it’s clear that at the time my eyes were bigger than my abilities. I did quite a few test videos and versions of the pictured setup and none of them came out at a quality I would have liked to share. I argued with myself that it was acceptable for a first time out but honestly that seemed like more of a cop-out than anything. I have continued painting on and off and am still trying to figure out a good way to set up my craft desk so I can possibly make videos. The way I envision it is maybe a way to paint, craft or learn while chatting about things that didn’t make it into their own blog posts. A way to sort of empty my brain of stuff I want to talk about in a more relaxed setting.

It is entirely possible something like that only sounds interesting in my head and not in practicality but there it is. I’d like to give it a shot but in a way that is nice to watch and not an exercise in pure amateurism. Regardless of how much prep I do I know it’ll never be perfect but best foot forward and all that. Much like with the blog I realized that the more work I put in the better the end result. Effort equals quality shouldn’t be that alien a concept but sometimes seeing it in action can really crystallize it for you.

This was definitely a failure of mine in 2018 and while it still disappoints me I will say that the attempt taught me a lot. That knowledge fed into my ability to make cooler things to go into my blog posts and in general sped up my content creation. As silver linings go I can’t really complain.

In the same vein a lot of us experimented with some streaming on Twitch through the year and while it was fun I’m not sure it’s something I want to dive into in any serious way. At least not for now. On the fringes of my always swirling project clogged brain I think it would fun for us to stream as a group a game or three that we enjoy. Seems to me there are a few on the horizon for 2019 that would be quite fun but we’ll see what happens.

Emile Berliner Died for This

I’d like to think that the inventor of the microphone would be proud of what his creation has wrought over the years but alas came April of last year. There is no use denying it, we did this. One day many years ago two friends were playing a game of Civilization when one of them, who shall remain nameless, suggested that they do a podcast together. This would give them a way to discuss their creative journey of hopefully, eventually, reaching their goals of writing full time, among other things. Now while she’ll say she was in fact not responsible for this, she is and we all know it. Not to mention I have proof, not that you know it though, it goes to a different school up in Canada.

At any rate while the origins of this whole thing may be questionable the result wasn’t and I enjoyed the experience immensely. Rolling into the new year we both hope to return to this with a more organized format and schedule and incorporate some other fun ideas. I feel it’s important to note that there is no “endgame” as such for this podcast. It really is just something we do for fun and as a way to keep us creatively engaged, no more, no less.

As it stands currently there are several back episodes, cutting room floor type things and two experiments we did with different content which have not been posted. Starting fresh with 2019 seems like a good time to rectify that. I look forward to once again sitting down and broadcasting our thoughts into the ether for the enjoyment of anyone who cares to listen along.

A Polyhedral Life

Throughout the course of the year quite a few of my posts wandered away from video games and other media to the realm of tabletop games, more specifically, Dungeons & Dragons. Conceptually I just think there are lot of interesting avenues of tabletop roleplaying to explore and more than that I just like talking about it. This might be further exacerbated by the fact that my work schedule isn’t allowing me to actually play any of the tabletop games I’d like to so this will have to suffice for now. I don’t have much more to say on this for right now except 2018 was a great year for my love of rolling dice so I would like 2019 to be at least more of the same but if possible, better.

In the same vein as D&D content I also had the privilege of taking part in a streamed game of D&D with a crew of lovely folks I met through twitter with @DMCorry as our Dungeon Master. His Twitch page is here. While I wasn’t able to make the scheduling work out for the entire run they are still going strong and are a joy to watch. Hopefully in the coming year I’ll have a chance to once again collaborate with these folks and others in the Twittersphere but for now stop by and cheer them on for 2019.

All Things Cardboard

To summarize.

We’re back in. It’s likely a mistake but it happened, wish us luck.

National Blood Pressure Month

For the second year in a row NaNoWriMo has come and gone and shockingly Sophycles and I have managed to hit the word goal by the deadline. Technically having written two continuous novel length word piles is something I didn’t think I’d be able to do, especially not within the time span of a month. So for that alone I appreciate it as a personal accomplishment and while I doubt either of these things will ever see publication it has shown me that it is at least within my power to achieve. We talked briefly, albeit this should go into a podcast, about whether or not I really want to write novel length works at all. 2018 showed me that I very much enjoy article formats and being able to touch on a variety of subjects as they strike me as relevant or interesting. Overall this is something I intend to try and explore more thoroughly going forward and see where my passion really lay. Either way it feels as though I’ve made some personal progress towards figuring out what I want from this whole endeavor.

Even after having the last one still so fresh in my mind I’d be hard pressed to say that I wasn’t at least a little excited for next November and clearing that hurdle for a third time.

Looking to the Horizon

So after all that, where do we go from here?

I know for a fact that I want to keep creating in some form or another and continue learning new ways to bring fun things, people and experiences to this blog. One thing I definitely learned last year was the tight balance I need to keep between reaching too far and expecting too little. Once you get on any kind of roll it’s hard to stop yourself from adding new goals before you’ve even really achieved the previous ones. On the other hand improving and expanding is vital to keeping yourself engaged and productive. This balance by far has been one of my biggest downfalls over the years and in the looming 2019 it’ll yet again be the hurdle I need to clear every day, week and month.

For the third, fourth or… fifth? Time I’m going to try and revive a Friday thing I liked doing and wrap up some of my favorite things from last year in a more traditional retrospective.

I look forward to seeing you then and apologize for being gone so long. Thanks for hanging around and I hope you had a wonderful start to the new year.

Here’s to you and your goals, creative or otherwise, in the year of humanity… 12,019.

Happy New Year.

  • Anthony

Dungeon Delve: 4th Edition

A while back I wrote in a post that I had been absent from Dungeons and Dragons for large portions of 3rd Edition and returned around the release of 4th. For me 4th edition was quite different than the RPG games I had left off with insomuch as it deviated pretty hard away from theater of the mind. 4th didn’t just encourage but required the use of miniatures for both players and monsters along with grid based combat maps. For my personal preference I found that especially for new players the battlemap made them focus too much on what they were seeing and less on what was described. Certainly this was not all on them or on the design of 4th because as the DM I shared the blame for not adapting properly to the system and my players. Perhaps at some point in the future I’ll write a more detailed post about where things fell apart for me and 4th but for now I’d like to focus on some positives.

Years on and quite deep into 5th edition it’s easier to look back and appreciate the things that 4th did right and there is one in particular I’d really like to talk about today: items. Shiny loot that we use to reward our players for adventuring out into our worlds and facing its dangers while exploring its mysteries. These are some of the most important things you can use to add flavor to your world, empower your players or in some cases introduce conflict. They run the gamut from useless to humorous and from world saving to world ending. 5th edition has a plethora to take advantage of and more importantly its easy for DMs to create their own to sprinkle throughout the world. The question is, what did 4th do that’s missing from 5th?  Read More