Separating Mechanics and Flavor
Posted on : 10-05-2010 | By : Brian | In : Advice, D&D, DM's Journal
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Sly Flourish has a great post/discussion going on right now about providing players meaningful choices. I agree completely with everything said there.
I think that a lot of DMs, particularly new DMs, are extremely daunted by the prospect of the players being able to steer the narrative; this often results in very linear storylines in their games. This is compounded by the fact that D&D requires a lot of preparation to really work well, particularly if you have a lot of combat in your game.
I think the thing to realize here is that in D&D, more so now than in the past, mechanics can be pretty effectively divorced from narrative flavor with little effort, and re-skinned quite easily. Something you can do to make providing choice easier on you as a DM is to construct your encounters in such a way that they can be easily re-skinned. Get the encounters to work the way you want them to mechanically, then come up with window-dressing in various flavors for various eventualities. Then, during the encounter, focus on really describing the window-dressing and bringing it to life; if you do it right, the players won’t realize that those fire elementals are really the bugbears that they would have fought had they made a different choice a few encounters back. It also helps to be able to re-arrange the order of your encounters.
This, of course, is even easier to do with skill challenges and other less mechanically-involved encounters. In my first 4e session, I had a skill challenge planned where the players would have to negotiate their way past a bunch of thugs to talk to their boss. The players opted not to do that, instead going to talk to a nearby influential merchant to see if he could get them in to see the boss. I thought this was a great idea, so rather than say, “No, he really can’t do that for you”, I just used the negotiation skill challenge I had planned already and tweaked the flavor to suit the situation. Easy peasy.