Showing posts with label Advice. Show all posts
Showing posts with label Advice. Show all posts

Monday, June 3, 2013

So you want to be a GM? - Part 3 The breadcrumb method.



A “Breadcrumb” game is a game that involves a mystery. The breadcrumbs are the clues that lead the PC’s to its resolution. The main conflict of these games revolves around uncertainty and the drama is generated by overcoming this uncertainty through the course of investigation.

The main advantage of this format of storytelling over the Encounter based method is that this provides the GM and players with more freedom and choice.  This type of story is suited to a “sandbox” environment where the PC’s can explore and interact with a GM’s world more freely and openly, giving a greater level of immersion. Encounter based stories tend to be very linear while Breadcrumb stories have multiple locations that can be discovered in any order which provide players with different sets of information and conflicts which can lead to multiple other avenues of investigation. Like I said in our first installment, think in Parallel not in Series.

Before you start, ask yourself the basics:

Who is the evil mastermind?: Many of the same tools that you would use for an Encounter based game still apply to the Breadcrumb method.  Most importantly is establishing your Antagonist. Remember, your Antagonist is key to creating drama and all the same rules apply. Create a villain. Understand his/her motivations and goals. Understand the structure of his/her villainous empire. Create his/her named and faceless minions as well as any functionaries/cats paws.

The mystery aspect of the breadcrumb method will require you to put a little more depth into your Antagonist than in the Encounter method since he/she is hatching a secret and nefarious plot that has yet to be discovered. The difficulty is not so much in creating the plot, but in understanding how your players will either discover the plot before it is hatched or ultimately discover who is behind the crime after its been committed.

What is the crime?: What has your villain done or what is he/she planning on doing? Murder? Theft? Usurpation of Power? Sew chaos and destruction? Calling fourth or producing some form of power that will enable him to perform any or all of those? Any of these or combination thereof works well. These are but a few examples though. The most important part of creating the crime is giving the players a reason to have a vested interest in seeing the Antagonist caught or foiled in some way.

When does the crime take place?: Has the crime already been committed or is the plan yet to unfold? Do the characters have a finite time limit to uncover the plot before all is lost or the Antagonist gets away? Time limits are a great way of creating tension, but remember you don’t really have to tell the players exactly what the time limit is, just allude to the fact that there is one. This give you the opportunity to create the tension without having a built in self-destruct button for your story. Remember, it’s a bad idea to have an argument with something with a self-destruct button.

Where is the scene of the crime?: Usually there is a starting point where the characters either discover the “scene of the crime” or discover something suspicious that leads them to dig further. This is the springboard for your adventure and a place that will most likely be revisited several times in your story.

Breadcrumb games revolve around “plot nodes”. These are places that hold a connection to your main plot and provide the players with a piece of the puzzle. They are the containers of your breadcrumbs. This would be node one and the place where you set the mood of the game and start the heroes on their journey. Revealing just enough to entice but not so much that the players begin unravel the puzzle too quickly is the real challenge of this kind of storytelling. Remember, this is more Agatha Christie than Scooby Doo. Unless you like Scooby Doo and have a strangely powerful attraction to Velma, but I digress.



WHY?: This leads us back to the ever so important Who.  Not the Doctor but the Antagonist. Who could be a Doctor, but… once again, I digress. Why is your Villain on his/her path? The development of this motivation can really affect some of the things you may have to come up with on the fly. Greed, lust for power, kink for chaos, minion of evil, vengeance seeking, or seeking destruction are all great villain motivations. You can see more about these motivations here.

Once you have all of that figured out, you can start to deconstruct your plot. “Don’t you mean construct?” you might ask? Nope, I said what I meant and meant what I said.  The best way to create a convincing mystery adventure is to write it backwards. Assume that your Antagonists plans have gone to full effect. MUAHAHAHAHA! Now that you know the result you can start going full on Columbo and figuring out what the jerk did to make that happen.

Watch Columbo rip Torn a new one as he deconstructs the plot

By retracing the steps of your villainous alter ego you can look at those steps in detail and determine what kind of clues the Antagonist may have left at every step. Are there witnesses? Was something left behind? Was there some kind of trace left by someone who did not belong at a certain location? Was a figure seen speaking to someone in hushed tones? What resources did he/she have to collect? What allies or minions did he/she need to employ? What places did he/she visit? With who did he/she share his/her plans with or at least bits and pieces of it? Who would know that he/she has the most to gain from this crime? Is there some sort of link between the victims and your Antagonist? Was there a tool or method employed that was a unique calling card to the Antagonist because of affectation, access to resources or prior activity? Whatever the case may be, it’s up to you to make this puzzle solvable and convincing. By retracing the steps of the crime you can not only invent a convincing caper, but you can structure the means by which the heroes can solve the mystery.

Now you have a villain, a mystery, and the people and places that hold the clues to solve the mystery.  These people and places are now your plot nodes. Once you set off node one, you can react to what the players want to do. They will start asking questions, making perception or investigation rolls, etc. At this point, the PC's might jump straight to another node or might need some help. Clues don't need to lead players in a straight line. Anyone who has watched a good cop movie will know the basics, but if they don't remind them.

Motive: If they are solving a crime that has already been committed, the first place to start is Motive. Seek out the persons that would have the most to gain from that crime.

Opportunity: Find out who cannot account for themselves at the time of the crime, who had the available resources, knowledge, etc. to have committed the crime.

Discovering a Plot: If you are dealing with a plot, node one takes on special importance. It has to be something dramatic enough to entice the characters to go down the rabbit hole. I find what works best is to involve an NPC that already has a relationship with a PCs. Either that NPC is involved with the plot or falls victim to its machinations. Whatever device you use, the players will have to try to draw conclusions based on whatever clues you leave behind, question people that may be involved and otherwise break some doors down to find out what's going on. Don't feel like you have to lead the characters around. Give them some time to figure things out for themselves, let them stumble a bit. You will discover that the players are much more in the drivers seat of this plot than you are.

Here is a sample mystery from a write up for my old podcast.  It starts with all the events of the crime in reverse order and goes on in further detail on how the adventure plays out. If you are interested in hearing the podcast itself, I uploaded the MP3 on my Google Drive.

Once you have all these things in line the second challenge of this style of game is making a convincing sandbox for your characters to play in.  That will be the topic of part 4 of "So you want to be a GM?"


Friday, May 10, 2013

So you want to be a GM? - Part 2 Writing an Encounter based adventure.




When I first started playing RPG’s and wanted to become a Dungeon Master (since D&D was my gateway into the hobby) I was at a loss as to where to begin.  Sure I had some big ideas about a story arc and some notes on some NPC’s but when I sat down to write the adventure, I had no clue where I should begin.

I struggled with formatting my ideas and putting them in place.  How would I lead the characters from one place to the other? Where should I start the game and how do I introduce players to my plot?  I went as far as going out and borrowing a few pre-made adventures from my friend Chris, not to run, but to emulate the format in which they were written.

I was in the middle of Junior High School and didn't have the benefit of any advanced literature classes or any literary instruction at all. I did have a love for reading and had a basic understanding of story structure, but nothing formal.  It was more of a raw cunning for story than an intellectual understanding.

I ended up figuring it out and cobbling something together, but I was completely self-taught at that point and if I were lacking in commitment at all, I would have probably given up out of frustration and never ran my “Day of the White Raven” game for Advanced Dungeons and Dragons.

Although I didn't know it, the adventure structure I came up with is what I now call the Encounter based structure. How I define this structure is a story which:

a) has the central conflict and drama revolve around combat.
b) has a story framework that leads characters through a series of conflicts
c) has conflicts result in the characters being armed and ready for the next conflict in some way through the introduction of plot elements, equipment or lore.
d) resolve in a final confrontation with the principal element confronting the characters, in other words a boss fight.

Have you ever seen Bruce Lee’s Game of Death? If you haven’t, I highly suggest you do.  It’s the perfect example of this kind of storytelling. (Looking back at my blog apparently I am a huge Bruce Lee fan since this is the third time I cite him as a reference.)

What you need to put together an Encounter based adventure?


The very first thing you need to run a successful Encounter based adventure is a firm grip on the combat system you are using. Since the conflict and therefore the drama of your story revolves around combat, it is imperative that you be able to adjudicate combat fairly and accurately. More advanced GM’s might have a series of house rules, modifications or hacks and that is fine. But be sure to discuss these changes with your players beforehand to avoid any confusion.

I was told there would be no math.


Most importantly the GM has to have a good grasp on how to balance encounters. This is the crucial element in creating the drama for your game.  If the monsters are too easily defeated, they players will not get a sense of tension and lose interest. If the monsters are too difficult overcome and result in several character deaths, the players will lose hope and therefore interest.  The key is to create combat scenarios that are interesting, challenging and within the scope of the characters combat ability.  This can take some time to master since much of a player character’s effectiveness is based on player creativity and the correct player application of the characters abilities.

If you are stuck in a situation where you think things are not going the way you want them to, I have one piece of advice…cheat. Yep, straight up cheat.

If the combat is getting too hard and some people are down simply go, “That Bugbear is looking pretty beat up, looks like one more hit will take it down.” Doesn't matter if the Bugbear still has more than half his hit points, you are adjusting mid fight for balance. If all else fails, give the players an angle of retreat so they can escape the encounter, lick their wounds and find a better way to solve the puzzle. This can be a great way to build even more tension as the players realize that they "can't win ‘em all.”

If the fight is too easy, open up that bad guy spigot(tm) and bring in a few more monsters for the players to beat on. You can also tack on some other element like hidden archers or an unseen trap. Be like water and think on your feet, just because you wrote it down doesn't mean it’s set in stone.

Keith S. brought up an important point on G+ that I had skipped on my original post.  He said:

"Toughening up an encounter on the fly should be a carefully-considered option. Think about the context. Sometimes things will come easily for the PCs. How do the players react? Do they become reckless and overconfident?

That reaction may be an important factor in the next encounter. Some encounter variety will enhance the appreciation of the balanced and/or hard encounters.

Easy encounters are like minions in the broader context of the adventure, satisfying to crush, but how many resources get used in the victory? Resource depletion = story tension."

This lead me to think on the psychological part of the game as well. Using the difficulty of encounters not only to challenge, but to create situations where characters may become somewhat lax and then get a rude awakening. Or simply giving the PC's some much needed confidence building fights could keep them in the game rather than becoming demoralized.


We can take 'em boss! After all they are the equivalent of martial arts skittles. TASTE THE RAINBOW!
Remember, the reason for these combats is to create drama, not to defeat the player characters. You are not playing at or against your players but with them. There are ways to adjust things without being overt. If you are too obvious about it, you will break the immersion, you will lose tension and more importantly trust.

You will find this will get gradually easier once you start getting a firm grasp on what your players are capable of and begin to get a better idea of how they will react to certain situations. Know your peeps and you will get a better understanding on how to balance your game.

The second major factor to an Encounter based adventure is premise and motivation. Where do the characters get started and why do they want to brave all of these obstacles?

One of our +X2A members tells a great story about how his father joined in on one of his D&D games back when he was a kid.  Joel and his brothers were sitting at the kitchen table getting started on a new game and their father walks in and wants to join. They of course enthusiastically agreed and sat him down to make a character.  His father wanted to know who his character was and the boys all answered he is a first level fighter, but that’s not what Dad wanted to know. He demanded to know who the character was. What did he do? Where did he come from? The boys scratched their head and Joel explained that the character was a farmer and since all able bodied men of his village had to take up arms for defense he was also a fighter. His Dad grinned and said, “ok, sounds good to me!”

Dad listened intently as the Joel explained that there was a cave system nearby that was full of goblins that needed killing and that this crew was going to go in and take them out.  Dad would have nothing of it.  He said he was going to go back and start planting for the season and wished the rest of the party luck.

The kids were dumbfounded and asked if Dad was serious and if he actually wanted to play the game. Dad said, “Of course I want to play, but I have heard you guys playing before and therefore know all the bad things that live in those caves and my character doesn’t really have a reason to risk his life, potentially leave his kids fatherless and his poor pregnant wife with lumbago alone with the planting.” After explaining what lumbago was, he went on to explain that without a real cause, he can’t see why his character would risk his life to kill goblins.  It didn’t make sense.

So, they all put their heads together and came up with the storyline which had these goblins come in and murder the farmer's wife and children while he was off in town getting seed.  They burned down the old farmstead and stole his mule Stanislaus for whatever nefarious reason. Now, motivated by revenge and a desperate need to rescue old Stanislaus, Dad wholeheartedly agreed to dungeon delve with his boys.

Poor ol' Stanislaus

Dad was playing more than one game with the kids that day, but he brought up a good point.  Sure, the regular “Everybody meets at the inn and someone offers them a job” routine is tried, tested and true, but it’s not your only option.

I find that when I get a story in my head the best thing for me to do to flesh out the story is to sit down with my players and tell them the basics of my setting and have them make characters. Once the mechanics are in place (stats, class, etc.) I start a dialogue about where the character comes from, what he did before becoming an “adventurer”, how he got his training so on and so forth. When we start crafting these backstories I find that they are fertile ground for my plot to grow. I begin to develop an idea about how the party forms and why they have banded together towards a common goal.  I find that it really helps me put together the story elements that lead the characters from one encounter to the other and has the added benefit of making the characters more personally involved in the plot.

Let’s take my Game of Death example. Bruce plays Billy Lo, an up and coming martial arts and film star. Billy gets involved with a shadowy organization called “The Syndicate” which tries to intimidate Lo into joining their organization and extorting a cut of Lo’s earnings.  Of course good ‘ol Billy doesn’t cotton to that kind of thing and refuses. Long story short, Billy fakes his own death to escape the long arm of the Syndicate.  That’s the backstory.

When The Syndicate begins to muscle in on his ex-girlfriend (an up and coming singer) and begin to threaten her life, Billy gets drawn back in. This is where the adventure begins as Billy Lo, under the guise of his new identity takes on the leaders of The Syndicate one by one.  Every one of Billy’s assaults is an encounter (including Chuck Norris).  After several of these he enters the Red Pepper Restaurant for the final set of encounters and then the Boss Fight with Kareem Abdul Jabbar. Awesome! Billy’s mission leads him from one encounter to the other and drives the story to its climax.



Now that you have your protagonists set its time to set up the black pieces on the board. This should be easy at this point. All you need to come up with is antagonists, a sinister plot, generate encounters, string them all together and determine the likely resolution.

Coming up with an antagonist or villain is key to creating drama. Who is this dastardly being? Why is he/she bent on harming others? What kind of minions is this villain likely to have?

What you are actually doing is determining the final conflict of the game. Your villain needs to be an adequate foil for your group, but should be far too powerful for them to directly confront at the beginning of your adventure. Don’t risk a “scratch one prince of darkness” situation by making your villain too fragile or exposed from the get-go. At the beginning of your adventure he/she should be a shadowy figure that is pulling the strings from a distance. Part of the drama is finding out who the ultimate architect of the plot is and you must develop this reveal carefully in order to make the maximum impact at the end of the tale.

DAMN YOU! One more mule and I would have taken over the world!

Your villains plot can be as transparent as “I want to take over this Kingdom and enslave its people.” For the purposes of this kind of game, especially for the beginner GM, take it easy and go simple. Don’t worry too much about making a three dimensional villain, that’s best left for an intrigue game. For the purposes of this kind of story you are safe with the basic bad guy bent on domination. Just figure out what he wants and how he goes about getting it and how that opposes the PC’s and you are golden.

This is not to say that you shouldn’t go ahead and develop your villain if you want to. If you are comfortable with that, feel free.  What I am saying is that if you are new to the whole GM process this is one of the simplest types of stories you can tell and therefore a good way for you to get your feet wet without feeling overwhelmed. If you bite off too much it will sour the experience. Ease into it.

The first step to writing your first encounter is to determine your villains MINIONS! These minor antagonists are the ones who will dog your players throughout their ordeal. Here is where you bust out your Monster Manual or head to the back of your book for the Antagonists section or simply make characters of the same power level as your group.

I like to separate minions into two categories, Named and Unnamed. Named minions are the villain’s lieutenants and trusted shock troopers. They should be a little more powerful than your basic minion and have critical information or equipment characters need to advance in the plot. Taking down a named minion should be a feat to be celebrated and the rewards should be not only generous, but should be tied into the overall plot.

I'm out for BLOOOD!
Unnamed minions are basic foot soldiers. These monsters should be relatively weak but still strong enough to challenge the group in numbers. Street toughs, minor monsters or basic soldiers do the trick. Just balance the fight with unnamed minions to give the players a sense of epic struggle against mundane opponents that use numbers and surprise to their advantage. These fights can lend a feel of heroism to the game.

I don't think we're using these things right.  Like yeah, I can't hit the broadside of a Hiss.
Now that we have all our major players we can start on writing down some story. Here is a basic list of the things you need to think about for a story.

1) Figure out where the characters meet and how they reach the conclusion that they need to band together to oppose the antagonist. Most of your footwork should be done when you generate characters or you can simply develop an NPC that hires or somehow convinces the group to go on “the mission”. A group of impoverished villagers plead with the adventurers for help. The Lord of this area requires mercenaries to take on a secretive task. Attacked for no reason a group of travelers seek to understand who attacked them and reap vengeance. Whatever ploy you can think of, but this will set the scene for the upcoming adventure.

2) Develop links that lead the group from one encounter to the other. Encounter based games work similarly to the old serial films that preceded movies back in the 1930’s and 40’s. They usually ended with a cliffhanger or unresolved ending that makes people eager to see a resolution.

The end of a session has to have an element that will easily lead them to the next encounter. A dead monster can have a stolen item from a loved one that has disappeared. After a group of enemies are defeated, the players find a trail leading to a hidden path leading deep into the woods. With his last breath a dying enemy can say, “You may have defeated me, but Guttripper will end you all!” Thus, giving the group a clue as to who is behind these dang blasted murders and mule-nappings!

Often, I won’t even develop the next encounter until the previous encounter is complete. I can take the events of the previous session and take some time to draw upon the characters actions to make a more intriguing follow up.

3) Create elements that tie the encounters to the overlying plot. You have to keep in mind that at least a majority of your encounters should be involved with the larger plot and villain.  It’s great to put in some random encounters to fill in time or add some tension, but keep your eye on the prize or your players will lose sight of it as well. Players notice that there are a lot more goblins in the forest than usual. They also begin to notice that they all carry red fletched arrows. They further notice that there are crude red arrow symbols painted on trees and rocks. Players notice small dark cloaked humanoids seemingly giving orders to goblin chieftains, giving them trinkets or weapons. Use the time between encounters for exposition and give the players further motivation to seek out the greater mystery surrounding the violence.

4) Use dramatic elements to make the final conflict epic! The final fight should be more than a basic combat. Coming up to the final villain as he is about to pull off his final coupe at the height of his power should be the stuff of legend. The villain should be prepared to take out these pesky interlopers and handle himself what his minions have failed to do. Make the final battle an elaborate puzzle where they have to figure out the source of the villain’s power and take that out before they take him/her down. Give the villain a special power or ability that makes him/her unique and difficult to overcome. The players should have to use their wits along with their characters abilities to overcome this final conflict. Disrupt power crystals, remove the crown from their heads, kill or free the beast that the villain is drawing its power from, uncover the secret location of the actual villain while fighting its demonic avatar. All of these are classic elements that can make the final conflict something special and noteworthy.  Think of boss fights from video games and MMO’s.  They are perfect examples of this. Heck have them fight Kareem, he is a badass!

Now it’s time to try this out and see how you do. Grab a piece of paper and your favorite hand held portable communications inscriber (pencil) and jot down some notes. Read up on your player’s and GM’s guides and have at. You can do it!

If you liked this article check out the archive of the podcast in my Google Docs folder where we discussed this very topic.  Hear the mule story from Joel himself.

Saturday, May 4, 2013

So you wanna be a GM eh?

I am a rare duck. The same day I played my first game of Dungeons and Dragons 1st ed. I wanted to run a game of Dungeons and Dragons.  I am the kind of person that just has a bunch of stories inside me I guess.  On top of that I love to collaborate with my friends and sharing ideas.  NERD.

Most other people that I know were somewhat intimidated by the idea of running a game.  You may have a story idea or a new game you really want to run but you are intimidated by the task of managing a game, writing a fun adventure or simply being judged by your peers. Well, let me tell you what... STOP IT.  It's going to be ok. Jacques Cousteau said, "When one man, for whatever reason, has the opportunity to lead an extraordinary life, he has no right to keep it to himself." It may not be sea exploration, but making something from basically nothing but your neurons and a piece of paper is truly extraordinary and if you want to do it, try it.  How do you get started?  You've come to the right place.

This is the first article in a series.  Here I will give some very basic tips to get you going on the right kind of thinking. Following up will be a series of articles that will talk about different styles of games, the kinds of stories that go well with them and how to get started writing that kind of story.

The best advice I can give to anyone considering running a RPG session is this. Be like water. Know your people. Never leave a good idea behind and run games with people not AT people. What do all those things mean? Well let me elucidate.

Be Like Water




"Don't get set into one form, adapt it and build your own, and let it grow, be like water. Empty your mind, be formless, shapeless — like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. Be water, my friend."

-Bruce Lee

What I mean by this is that if you are too rigid you will fail. If you are too rigid with the rules, you may deny you and your players the chance to craft an interesting scene or simply weigh things down with minutia. Do you really want to make your players count down to the ounce the amount of equipment they carry?  If it's not salient to the plot it doesn't matter.  If you want to run a zombie horror game where every bullet counts then yeah, they have to keep a tally because it important to the tension of the game. If your characters are travelling from New York to Montreal by bus its really not important to note how much they spent on chips and hot dogs on the way.  Just get them to Montreal! Sweat the big stuff, not the small stuff.  This way you clear up time, energy and focus for what is truly important. Being able to tell what is important and what isn't is the bedrock of good decision making.

If your story is too rigid, your players will derail it.  Write your plots loosely. Never be too rigid in your storytelling it keeps you from being able to adapt to player driven situations. This is a bit of a hard concept to wrap your brain around, so let me put it like this.  When you write a story, you don't want to wire in series, you want to wire in parallel.

For those of you who do not speak electronics there are two basic kinds of circuits, series and parallel. As an example, consider a very simple circuit consisting of four light bulbs and one battery. If a wire joins the battery to one bulb, to the next bulb, to the next bulb, to the next bulb, then back to the battery, in one continuous loop, the bulbs are said to be in series. If each bulb is wired to the battery in a separate loop, the bulbs are said to be in parallel. In a series circuit, every device must function for the circuit to be complete. One bulb burning out in a series circuit breaks the circuit. In parallel circuits, each light has its own circuit, so all but one light could be burned out, and the last one will still function.

This means that your plot elements are all built independent of each other, so if one fails the rest can continue to function. When you make linear plot points its difficult to react when the players decided not to take the plot points in order or dismiss a plot point all together.  It's hard at first, but it gets easier as you go.  I will have much more advice on this as we go along.

You are not a slave to rules or plot points. Use them like tools, but never let them hamper your ability to tell your story. Most of the creativity in being a GM is reacting to the random shit your players will do to your story.

Know Your Peeps


Get to know your players. Find out what they like to do or better yet what their characters like to do. Know their loves, pet peeves, good and bad habits.  Try to tailor at least some part of your story to each player.  Don't be afraid to talk to your players, ask questions and answer theirs. They can make it easier for you by giving you backstory for plot hooks and can collaborate with you to create new story elements in general.  Remember that they are your partners in this endeavor so make sure you keep the lines of communication open and easy.

Never Leave a Good Idea Behind


Sometimes I'm sitting on the can and come up with some of the best story ideas.  Sadly, I am getting old and these ideas speed out of my mind like a spooked bat from a belfry. Story ideas are like gold, don't waste them. Jack Kirby, one of the most prolific Comic Book writers ever had a habit of keeping a box of index cards with simple plot ideas on them.  He would come up with a random idea like, "Machine gun wielding dinosaurs from Venus" write it down on an index card and stuff it in the box. When given a project, he would sometimes pull 3-5 cards out of the box and then write ways to connect the disparate story elements together and BOOM THERE GOES THE DYNAMITE! Use your daydreaming to your advantage. I sometimes will send myself a voicemail with an idea just so I won't forget it. Even when it seems like something crazy out there, you never know.

Run Games With People NOT At People


Don't run your game like a puzzle. Don't create situations where there is only one way out or hinge on a single skill, dice roll, save or RP resolution. When you make games like this you are not playing along with the players you are playing at or against them.  Your players are NEVER the enemy. That goes against the very concept of cooperative storytelling.  There are plenty of you versus them games out there and I can list quite a few by genre, difficulty and quality, but none of them are RPGs. The goal here is for everyone to have fun.  If you create scenarios where people are frustrated, confused or angry you have failed at your job.  For many, playing RPGs is about hero worship and people want to see their persona's be outstanding at least at some point. I'm not saying that the players should always win and there should not be any risk for gain.  What I am saying is provide players with options, that way you never deny their contribution.

Next episode: The Encounter Driven Plot and YOU!