A challenge for me while running sessions of Dungeons & Dragons is efficiently detailing important story details to the players at the table. There are standard ways to accomplish this, and the most common is the text box in a published adventure. The text box highlights the information that the players should be told when they enter a specific area. The design of adventures force the DM to notice this text with the equivalent of a neon sign that flashes, “Stop! Read this!” Another option for DMs to deliver vital plot details is to use a NPC to convey information to the players through some conversation. While I use these methods often, I’m always experimenting to do something creative at the table that gives important details about a character, a location, or a quest that doesn’t involve me reading a block of text or speaking through a NPC.
I detailed last article how I collaborated with other DMs to build NPCs for the initial session of a Tales From the Yawning Portal campaign. During the second session, I had three primary goals that I wanted to accomplish with the players. First, I wanted them to have some interactions with the rival adventuring group they agreed to partner with in Undermountain. Second, I wanted something to split the adventuring groups up so, third, the party could explore a ruined stronghold in a session or two without assistance.
I knew the first goal would happen organically at the table, and I was confident I could find a clean place during the session to have the vain leader of the rival party abandon the partnership with the party. The third goal required me to create a stronghold for the party to explore. The players had previously purchased a map from a NPC at the Yawning Portal to “an abandoned stronghold that is rumored to house great treasures.” Now I had to figure out what was on the map! Continue reading “Do You Want Some Exposition?”
This month, I present some additional mechanics to spice up a game that is enjoyable enough already – Jenga. Jenga is played with 54 wooden blocks. Each block is three times as long as it is wide. To set up the game, the included loading tray in the Jenga box is used to stack the initial tower which has 18 levels of three blocks placed adjacent to each other along their long side and perpendicular to the previous level (so, for example, if the blocks in the first level lie lengthwise north-south, the second level blocks will lie east-west).
Once the tower is built, the person who built the tower moves first. Moving in Jenga consists of taking one and only one block from any level (except the one below the incomplete top level) of the tower, and placing it on the topmost level in order to complete it. Only one hand at a time may be used to remove a block; either hand can be used, but only one hand may be in contact with the tower at a time. Blocks may be bumped to find a loose block that will not disturb the rest of the tower. Any block that is moved out of place may be left out of place if it is determined that it will knock the tower over if it is removed. The turn ends when the next person to move touches the tower or after ten seconds, whichever occurs first.
The game ends when the tower falls in even a minor way—in other words, any piece falls from the tower, other than the piece being knocked out to move to the top. The loser is the person who made the tower fall (i.e., whose turn it was when the tower fell).
So far, I’m not telling you anything you don’t already know. But below I will present alternative rules and mechanics to take an ordinary session of Jenga and make it a game-night extravaganza!