VII. Case Studies for Encouraging Ideas (optional)

Examples of how you can reward players for their ideas while still keeping them on track.

This is part VII of a guide for running your first Dungeons & Dragons game. Start at the beginning.

Artwork © Dean Spencer

Reacting to what the players do and encouraging their ideas is a crucial skill as a Dungeon Master. It is also a source of anxiety for first time DMs. This section walks through three scenarios to demonstrate ways to respond to player surprises.

Free resources for Dungeon Masters

Enjoying the guide so far? Subscribe to the Sword & Source newsletter to be the first to know about other resources we create for Dungeon Masters.

Case Study #1: The Reckless Attempt

At some point a player will tempt fate in risky ways you could never anticipate. In this example, Brax the Warrior wants to try to pick a guard's pocket. You don't know what's in the guard's pocket, and you want the party to be heading off into the forest.

Bad

You: You can't do that, Brax. Stealing is not allowed in my world!

Explanation: A flat no not only breaks everyone's immersion in the fantasy world, but it's also no fun for anybody.

Better

You: Okay, you can try, but it'll be really hard.

You set an impossibly high DC that Brax predictably fails.

The guard notices immediately and slaps your hand warning you that the next attempt will land you in prison. Don't feel bad, I bet there are great treasures in that forest I mentioned! (wink wink)

Explanation: You're technically following the rules, but it's just a less obvious no. If it keeps happening whenever the characters have a wacky idea, it will discourage them from thinking creatively.

Best

You:

That's a bold move, I like it! You will need to do a Sleight of Hand check to see if you can pull this off. But first describe how Brax approaches it.

Avatar speaking dialogue

Brax describes a well thought out plan that includes a clever distraction technique. Another player, Glinda the Warlock, jumps at the chance to help create the distraction, which you encourage.

Great plan! Glinda's famously bad singing echoes through the room causing everyone to look in her direction with clear anguish on their faces. Brax I'm going to give you advantage on this skill check because of the distraction.

Avatar speaking dialogue

Brax succeeds on his roll!

Great roll! You successfully clear the guard's pockets. You found 1 silver piece and a crumpled up note. The note reads:

"Brother I haven't much time right now but you are in my thoughts and I wanted to warn you: The creatures in the forest to the east have been unusually active lately. I was not able to safely find the treasure we seek. Talk soon -Adam"

Explanation: Instead of shutting down your player's idea, you encouraged it and made the stakes clear. You knew there was a chance of failure so you included a dice roll. You reacted to other players who Brax inspired to help, looping them into the moment.

Instead of getting frustrated by a random idea, you turned it into a fun roleplaying moment for everyone. In the end you rewarded the players for the idea by giving them information - information that guides them directly to the place you want them to be.

Case Study #2: The Surprise Pacifist

Sometimes you'll give a monster a big, scary entrance, but your players become surprisingly gentle. In this example, a fearsome wolf appears, that you hope would scare the party into action. Instead, Krunk the Ranger wants to befriend the wolf and make it his pet.

Bad

You: You can't do that, Krunk. This wolf is a wild animal!

Explanation: A flat no does not encourage player ideas.

Better

You: Okay Krunk, how are you trying to tame it?

Avatar speaking dialogue

Krunk describes how he reaches into his pack and pulls out a juicy steak.

Okay make an Animal Handling check.

You set the DC to 16 (Medium-Hard). You had originally thought 20, but you think the steak is a good idea.

Nice, you did it! The wolf stops growling and carefully picks up the steak in its jaws, then turns and runs off into the forest.

Explanation: You rewarded Krunk's creative thinking by making the wolf not attack. That's great! However, you shut down the rest of the idea.

Best

You: Okay Krunk, how are you trying to tame it?

Avatar speaking dialogue

Krunk describes how he reaches into his pack and pulls out a juicy steak.

Okay make an Animal Handling check.

You set the DC to 16 (Medium-Hard). You had originally thought 20, but you think the steak is a good idea.

Nice, you did it! The wolf stops growling and carefully picks up the steak in its jaws. It still looks nervous, and you think it will probably run away once the meat is gone... it is a wild animal, after all. Tell me what you would do to keep it around.

Avatar speaking dialogue

Krunk describes himself making cutesy pet names, which is hilarious because he is usually a stoic ranger.

Okay make another Animal Handling check. Wow! I can't believe you rolled that again. The wolf seems to take a liking to you and stays by your side. He will follow you on your journey. You will have to look up the stat block for a wolf and come up with a good name.

Explanation: In the Best version, you did not shut down the player idea. You encouraged it. You knew there was a chance of failure so you included a dice roll. Seeing an opportunity to add a memorable NPC to the party, you dug further and got more roleplaying out of Krunk. You enlisted the help of your players to look up stats so you could focus on the game flow.

These types of pets and sudden NPCs are often the things your players remember most! As a bonus, you now have another NPC as a tool. Later you could have the wolf respond to something in the woods and propel the party into action as you had originally planned.

Case Study #3: The Kamikaze

Since it's not real life, your players may sometimes show total disregard for their own safety or common sense. In this example, Bashara the Barbarian wants to push onward into the next room of the dungeon. She rallies the party and charges for the door. You know that the next room contains a serious threat and you had been counting on the party taking a rest before charging in. You think you are about to witness a Total Party Kill (TPK).

Bad

You pause the game and say:

I really don't think you should just run in there.

Explanation: The more your characters feel they can do anything, the more immersed they'll be. A "no" like this takes them out of the moment.

Better

You: Bashara bursts down the door and comes face to face with three trolls, and a group of angry looking goblins. Roll initiative!

As the players roll initiative you think of ways to give the party an opportunity to escape.

The fight rages on and the party is quickly getting overwhelmed.

Suddenly a big, boss looking goblin barges into the room and yells at the others. He points to the party and demands surrender.

Avatar speaking dialogue

Bashara beats her chest and refuses. The rest of the party is encouraged and does not retreat... until they're felled, one by one.

You all wake up some time later to find yourself in a prison cell deep underground. Your weapons are in a pile on the other side of the bars, twenty feet away!

Explanation: You gave your party the ability to choose their own fate, and showed them some consequence for their choices.

Best

You:

Bashara bursts down the door and comes face to face with three trolls, and a group of angry looking goblins. The trolls stand almost 10 feet tall and carry brutal spiked clubs. The goblins are well armoured and look ready for you.

In that moment, even the brave Bashara knows that her life is on the line. Roll initiative!

As the players roll initiative you think of ways to give the party an opportunity to escape.

The fight rages on and the party is quickly getting overwhelmed.

Suddenly a big, boss looking goblin barges into the room and yells at the others. He points to the party and demands surrender.

Avatar speaking dialogue

Bashara beats her chest and refuses. The rest of the party is encouraged and does not retreat... until they're felled, one by one.

Bashara is the last player standing. A troll smushes her head into the ground with its foot.

Everyone is dead.

Explanation: You encouraged the players' ideas. You knew that they weren't ready for the encounter, so you made the stakes clear in your description (see that bolded line). You gave them opportunities to escape, but they made it clear they wanted glorious combat. You gave them what they wanted.

Total Party Kills feel horrible when the players do not have enough information. But when they understand the stakes, and they still take the risks with their actions, you reward them with real consequences.

Good TPKs create legendary stories.

A final word on player ideas

We can promise you that your players will want to do things you would never have thought of. That's why we call it collaborative storytelling - they're shaping the story the way they want it to go, and that's exactly how it should be. Your job is not to decide whether something is a good idea or a bad idea, but to be the referee between them and the world around them.

For great collaboration, make a clear decision (Yes/No) and remember to use these three magic conjunctions: And, Or, But

Add more with "Yes! And..."

You can add more by asking the player how they want to accomplish their zany idea.

Yes! And how are you going to try to do it?

You can also add more by describing additional awesomeness.

Yes! And here are the cool results of your zany idea.

Add interesting decisions with "Yes! But..."

You can allow the players to try their idea but include a risk to make things interesting. This helps temper their zany ideas and prevents them from always getting their way.

Yes! But here is what it will cost you.

Reveal other options with "Yes! Or..."

Sometimes you may suspect that a player's idea is a result of them not noticing an easier way. Make the situation clear by showing them the alternatives.

Yes! You can try that OR you can consider this option.

Soften the blow with "No. But..."

Sometimes to be a fair referee you simply have to say no. You can soften the blow and encourage players to keep trying things by meeting them halfway.

No... But you can do this part of your idea.

Introduce complications with “No. And…”

When you need to inject some excitement and ramp up the drama, you can turn a failed roll into a catastrophe. Your players fail to accomplish something and that failure can introduce further complications as a result. This is a common reaction to a critical miss.

It may feel like this is the opposite of encouraging the players, but remember that introducing new complications can increase excitement and give your players more opportunities for problem solving on their next turn. Use this one sparingly._ _

No… And now you have this problem to deal with as well!

Continue to the next section

VIII. Wrap Up

Tips to wrap up the game session with satisfaction. Some light housekeeping after the game will prepare you for the next adventure.

3 min read

Next section ⤖
>
>
VII. Case Studies for Encouraging Ideas (optional)
7 min read