An Orc walks into a Tavern: Situational 4e

An Orc walks into a Tavern: Situational 4e

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I talked about running your 4e game based on situations and not story, and I was asked a good question: What does a good situation look like? Talking loosely, let’s define a situation as an event or circumstance without a pre-planned outcome. A situation doesn’t presume any answers; a DM presents it to the players with the ending unwritten. No matter how focused the situation starts, its ending is written by the players interacting with the elements of the situation.

To break it down further, a situation puts together many elements and lets the players create a scene from the elements in play. The difficulty is in creating quality situations — not every situation is not created equal, after all.

So what makes for a good situation?

Suggestive. Remember how I said that a situation has no predetermined ending? That doesn’t apply to the beginning at all. To get characters into the situation, we funnel them into a scenario that suggest a certain flow of events. Leading in this way hooks PCs immediately. It increases immersion by offering something immediately provocative to work with. More importantly, it gets them wondering “Where is this going to go?” which is what you want.

Picture: An orc walks into the tavern. He grabs a patron and drops him to the floor with a headbutt. He stomps, punches, and kicks his way through the tavern until he arrives at the party’s rogue. Coming face to face with her, he grunts “You’re the one I’ve been looking for!”

Ok, we’ve got a violent orc who needs something from the rogue. Is he looking for blood, maybe a stolen item? Right now, the rogue probably has a million questions, and we know that the situation is going to start with figuring out what the heck the orc does want. Hopefully, the rogue can do it fast.

Twisting. Quality situations start one way and then after the first “beat” become something else. It doesn’t have to be a 180 degree switch — our orc doesn’t have to become an orc of peace after the rogue asks, “What do you want?” — but you should be looking to take the situation somewhere the players didn’t anticipate it would go. The orc in our previous example could travel in multiple directions from his first assertion. Maybe the orc was looking for the rogue because he heard she was great at disarming traps and…don’t tell anyone…the orc’s brother got his foot caught in one (embarrassing!). Or maybe this orc seeks revenge for an orc that was killed as a minion several levels ago in the adventurer’s career.

Whatever the twist is, let it come out shortly after the situation starts, getting adventurers more and more interested in creating the scene.

Motivated Participants. We will take for granted that your PCs are motivated to take action on their own, and they have goals they pursue. But what about the characters you bring in? Do you understand what motivates your NPC and what he will do to get what he wants? This is vital to keeping your situation open and flexible to player input. When you understand what your NPC wants and needs, you can react to what your players do based on the guidance that motivation provides you.

Going back to our orc and his poor brother, we know that the orc wants to help his brother, and he is going to the rogue because of her skills but also because if goes to anyone else in the village, it will be a source of major humiliation. Also, the orc is cheap and sort of violent. He’ll low-ball the players at first, then maybe threaten, but any character who guesses at his need to keep this incident on the downlow gains the upper hand in negotiations.

There are a lot of places to go with this situation, but I would feel prepared to improvise as long as I knew what the orc wanted in the situation.

These are the major elements of a good situation. But now you may be wondering…how do I run my sessions like you propose? And what about my set pieces? Combats?  More on that later, promise.

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A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter