The heroic tier finale of Silverway has finally come and
gone, after much delay and party-winnowing.
I was pretty happy with it.
Unusually for me, this encounter had been in the planning for several
months, and its final iteration was quite different from the original
conception. Instead of fighting through
a giant map of a ruined university quad, the entire finale ended up being
nothing but talking. I thought this was
fitting, since we’ve had a lot of combat set pieces in Silverway lately. This has been driven by the fact that the
D&D rules continue to be better at making a combat game than making any
other kind of game - I figured that since I was running a D&D game (and I
actually like the D&D 4e combat game), I might as well embrace it. This is also a significant departure from my other
current game, Skyfall (which follows a more traditional Natalian mix of lots of
character work occasionally punctuated by very short, very sharp combat), so it
offers me personally a nice balance.
But at the end of the day, I don’t think that roleplaying is
about fighting. It’s about
storytelling. As a DM, that means
manipulating the emotions of your audience (the players) while they are at the
table in order to guide the production of a desired experience. As a player, that means inhabiting the
headspace of the game in order to experience the collectively shaped
experience. So much of the essence of
the game takes place in the players’ heads (which is one reason I like to talk
to my players about their experience - even as the DM, there is much of the
game that I am not directly privy to).
Sitting at a roleplaying table merely as an observer, even for an entire
session, is like hearing about a Broadway play from your friend who just got
back from New York. Hearing about a
roleplaying session after the fact is like hearing about that play from your
friend’s friend.
While the D&D combat game is fun, it is not particularly
good at facilitating different emotions (in fact, I would highlight this as the
key difference in design philosophy between Silverway/D&D and Skyfall/PhE
combat). Indeed, one reason I’ve had so
many set pieces in Silverway is that I’ve been experimenting with different
ways to make the D&D combat game an emotionally resonant experience. For the finale, though, I ultimately decided
to go with something more purely in the players’ heads.
Ironically, this meant throwing out months of half-baked
encounter plans, so virtually the entire session was improvised. This too was a throwback to my usual style of
DMing, which I think was a nice touchstone for me. For me, improvised sessions and well-planned
sessions are like the difference between social dance and choreography. The one feels natural and spontaneous, and
there is the thrill of touching and adapting to something vital and alive and
instant. The other can be technically
impressive and may be artistically affecting for the audience, but feels dead
to perform. So it was nice to gin up ten
ghosts’ worth of plot-critical conversation on the spot (including two new
ghosts whose presence had not been foreseen until literally seconds before they
appeared in the narrative). Then I had
to gin up an audience/interrogation with the pantheon, which harkened back to
an experience in my very first D&D game with Twilight, and was even more
improvised than the university encounter.
This conversation with the gods was probably the biggest
moment of player choice I have ever managed to pull off. The party was presented with two stark
options, and they actually pretty much stuck to those two instead of trying to
find a hidden third, this-was-not-actually-hidden-and-it-destroys-all-the-plans
option (I held pretty much all the cards in the scenario, but then again, the
DM never holds all the cards). I have
had lots of player choice in my campaigns by now, but I have never before had a
single choice that so defined so much of the game. This choice determined not only the
goal/narrative arc but also the setting for the next ten levels. And then I all but told the party they would
have to give up their classes.
Whenever I need help planning Silverway I turn to Twilight,
Ayudaren, and The DM, and I had a lot of conversations with them leading up to
this moment. Class is fundamental to the
D&D game. The challenge of the game
is built around a proper mix of classes.
It’s baked into the way players design a character, and is often the
most important decision a player makes when designing a character (even
dominating such seemingly non-mechanical choices such as personality and
motivations). In fact, many character
concepts in a D&D game begin
with class: “I want to play a paladin,” or even just, “I want to play a
character who casts spells.” If the
party made one choice - the choice they made, as it happens - they would find
themselves cut off from all magic (I wouldn’t even have let Neani become a
psion, except that I really could find no way to make a martial incarnation of
her character that felt right). This
would invalidate virtually all of the class choices my players had made, and
force them to play new versions of their characters as interpreted through the
lens of a brand new class. It gave
mechanical bite to a momentous roleplaying decision, and clearly marked a major
transition in the mechanical progression of the game with an emotionally
memorable event. It was the right
decision. But would they go for it?
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