NOTES FOR THE DUNGEON MASTER
HOT SHOTS AND COLD WATER
by Roger E. Moore
A long time ago,
in the Letters section of
POLYHEDRON
Newszine, a gamer
asked for ways to
handle player characters
who "always
think they are hot
stuff." It was suggested
that DMs
consider using high-level
non-player characters
to teach
the player characters
humility. This sometimes
works, but
unfortunately won't
work very often and
usually works on the
wrong people.
Several things go against it. First, players
within a group tend to stick together,
and may unexpectedly pitch in and trash
out any threat to them or one of their
number. This happens even if the threatened
person isn't universally liked by
other group members. The temptation to
get involved in a fight can be too much,
and group members may want to bump
off any high-level NPCs they meet so
their characters will be the new "hot shots"
in town.
Players will also eventually resent the
DM's use of high-level encounters in
attempts to kill off or disgrace characters
in some fashion. This will lead ot abrupt
termination of gaming with that DM.
Another problem is escalation. It seems
the more often that high-level encounters
start appearing, the more cautious and
heavily armed adventuring groups
become from accumulating treasures and
experience points. It often happens that
other DMs, sensing that one Dungeon
Master is going to be using tougher
encounters, will arrange things so the
characters (if the same ones are being
used in all campaigns) will find more
powerful treasures, even allowing them to
gain the much-beloved Atomic Hand
Grenade. This is especially likely if the
DM using tougher encounters is also
cutting back on treasures being given
out in his adventures.
So, although using high-level NPCs
can help, often it won't do more than
escalate the size, power, and number of
encountered monsters without reducing
the players' egos. It might be more helpful
to look at who is really responsible for
allowing some of the so-called "hot shot"
characters to get their start.
In reviewing old copies of DRAGON
Magazine and other gaming magazines,
one notes a number of articles and letters
to the editor which decry the appearance
of "player character demigods" who own
every magical item known and then
some, who have 54th-level characters in
all classes, and so forth.
Hey, who made those characters what
they are? Are players completely responsible
for how much treasure their characters
accumulate? If they are, then they're
cheating by inventing their characters'
magical items, and that can be dealt with
by exclusion or careful consideration.
No, the Dungeon Master has a lot to
do with this, too. There are Dungeon
Masters who let characters gain more
than one level per adventure. There are
Dungeon Masters who have gods appear
and raise characters a dozen levels at a
time. There are Dungeon Masters who
put artifacts in their treasure hoards (with
millions of gold pieces to boot). There are
Dungeon Masters who make it awfully
easy to kill Asmodeus or Demogorgon in
a few blows. This certainly feeds the hot
shot problem. I should know.
Forbid the
100th-level
character
with the +10
sword from
entering the
campaign,
and there
is one less hot shot. |
I used to set up adventures in which
characters latched onto the Silmarils,
Thor's Hammer, and Captain America's
flying shield, not to mention artifacts like
Excalibur. The adventures wre entertaining,
but eventually no one felt challenged
by them, and things fell apart.
Small wonder. Was it the players' fault?
Not really. It took time for me to figure
out what was going wrong, and how to fix
it. It would be interesting to know how
many of the DMs who've complained
about "player character demigods" actually
helped create those demigods.
In all fairness, of course, there are
many DMs who didn't have anything to
do with creating such demigods. A DM
may just want to run a good adventure,
but the only characters the group can
come up with are unexpectedly powerful.
This, though, can be cured by allowing
the players to roll up lower level characters
for an adventure, or having everyone
roll up new first level characters. A DM
doesn't have ot let just any character
wander into his or her campaign, even if
the player of that character is a best
friend. Best friends will understand if you
want your adventure to be challenging for
all, and not a walkover.
Getting rid of PC demigods goes a long
way toward getting rid of "hot shot"
characters. Forbid the 100th-level character
with the +10 sword from entering the
campaign or adventure, and there is one
less hot shot. This leaves the generally
"normal" characters, whatever "normal"
is for your campaign. Does this cure the
hot shot problem? Not entirely, though
the situation is a little easier to deal with.
The essence of playing fantasy role-playing
games like the D&D or AD&D
games is simply to have a good time. The
players and referee interact to create a
story, a common myth in which everyone
participates in the guises of their characters.
It is difficult to find fault with using
player-character demigods, so long as
everyone in the group (including the DM)
is having a good time with them. If so,
then there's no problem.
Inevitably, if someone has a character
that's been around for a while and has
been generally successful, that person will
take pride in that character. The player
will talk about past adventures, great
deeds, treasures won, etc. The longer the
character has been around, the more
attached the person will become to it.
This creates its own problems, however.
There comes a time when the player
realizes that the character might eventually
be killed, and this doesn't go down
well. The character may be high level and
quite powerful, but the adventures the
character is going on have become
increasingly dangerous, too. SOme people
retire their tougher characters to keep
them "young and pretty" (and alive).
Others keep using their characters, but
become more defensive, hedging more of
their gambles, and accumulating all sorts
of items to lessen the chances of that character
getting killed permanently. Some
DMs interpret this as being a "hot shot".
This can be dealt with without a lot of
fuss. Adventures can be set up which may
not involve risk of death, but would
involve lots of work and excitement for
the characters. Political and religious
maneuvering, clearing terrain of minor
mosnters, and similar adventures still
throw the element of the unexpected into
the characters' lives without endangering
them. The referee needs to remember
that while he or she has access to literally
millions of monsters and NPCs, the players
have very few, usually one or two
apiece. One can always roll up a new
"first-level nerd," but a tenth-level character
is hard to replace.
Now let's change the perspective
around. This article has looked at the
question of "hot shot" characters from
the players' view, yet everyone can recall
someone who was difficult to get along
with, who played charactesr who hogged
the treasure or were uncooperative. These
are the ones that most poeple think of
when the subject of hot shot characters
comes up. What can you do about them?
There are two courses of action. If the
person is truly too obnoxious to get along
with, then the person should be excluded
from the group. This is touchy because
nobody wants to be the "axeman" who
goes over to the person and says, "Look,
we're having a lot of trouble getting along
with you in the group, for a lot of reasons,
and I'm speaking for eveyrone
when I say that we'd rather you didn't
game with us anymore," or "It's difficult
to be a DM for you, because you keep
arguing whenever I rule against you, and
the game turns into a big mess of hurt
feelings all around, and I just don't want
to run a group with you in it anymore."
It may be hard, but if no one says it,
then things are going to stay bad until
everyone has been driven out of the
game. The odd thing is, once somebody
does manage to get the offending person
out of the group, then the game gets
better. People enjoy themselves, the atmosphere
is less oppressive, and so on. The
game is fun<.> You may still have to deal
with the person who was put out of the
group, but they usually manage to cope
with it and either find something else to
do or find another group to game with.
The other alternative can be used if the
person appears to be "salvageable" for
gaming; he pouts sometimes when he
doesn't get his way, but he makes some
pretty good jokes, or she's rude and often
pushy, but has a lot of experience in gaming
and shares treasure she finds. Everyone
has some fault somewhere. So how
can a DM deal with people like these?
You don't want to lose them, but you're
having trouble with them as they are.
It would be nice if there were an easy
answer to this problem, but there isn't
one. The group may have to resign itself
to putting up with the less friendly aspects
of everyone else's behavior. The DM will
have to put up with it, too (like everyone
else has to put up the the DM). Talking
with someone about their "problem
behavior" may go a long way to help.
It should be firmly stated that killing
obnoxious characters isn't the best solution.
Having "blue bolts from heaven"
smack a hot shot character on the head
just ticks off the hot shot player and can
lead to more problems. Having a god
show it up and sock it to the character is
just as bad (unless the hot shot has been
mouthing off against the gods themselves
and one of the deities hears its name
being abused; the character deserves
everything it's got coming to it.) Dungeon
Masters need to find a way to not kill
characters. Any fool can kill a character.
It's another thing to get a character to
rethink its behavior and values.
It is very important to be subtle about
this. Direct threats rarely work. A good
DM should spend time considering the
various strengths that characters have that
makes them think they're invincible. Is it
the number of pluses on his sword, or the
thickness of her armor? Is it a history of
past successes with huge monetary
returns? Make a few mental notes on the
props that keep a character's ego inflated,
and consider what it would take to knock
the character's confidence out like a light.
Take away a character's self-assurance,
add the element of the unexpected and
the unpredictable, and a lot of hot shots
in your group will cease to be.
Imagine a scenario in which a group
becomes shipwrecked on a small junlge
island. Up until this point, everything has
gone pretty much as expected. The characters
grumpily drop their belongings and
pitch camp under a tree as a downpour
soaks them completely. There are one or
two standard encounters with boa constrictors
which the party easily wins.
But there are other things entering the
picture. No one in the group hears birds
calling in the trees. Except for a few
snakes, no other animals or creatures of
any kind can be seen. Characters on
watch at night hear strange calls, like
random bits of conversation amplified
and echoing across the darkness, words
that make no sense or are randomly
ordered. Characters start getting nervous.
Attracted by odd noises, they come
across a ruined farmhouse, and meet
some ghouls. These ghouls, however, do
not act like "normal" ghouls. They are
carrying on a weird parody of normal
daily life: some laboring in sterile, rock-strewn
fields with broken implements,
some laying out a table in the farmhouse
with empty places and broken glasses.
The ghouls see the adventurers and attack
them with wild cries.
I used the above adventure on a group
one evening and it worked quite well.
The player characters were quite powerful;
they probably had more magical
weaponry on them than most dungeons
have in their first three levels, and they
shouldn't have had much trouble cleaning
up the adventure. Things, however, were
not what the players were used to seeing.
The lack of normal creatures on the
island the strange calls in the night, and
the encounter with the walking dead at
the farmhouse shook their confidence.
All of this was carefully presented to the
group, and treated with great seriousness.
Here, on this island, was an awful thing
that left an undying mockery of life in its
passing. It was unquestionably evil and
powerful. Not once in the adventure hd
I come out and said that. No hot shots
appeared in the group, even in the end
when the group met and defeated the
island's necromancer king.
Horror was the key element in preventing
the appearance of hot shots, though
the group was also experienced and not
prone to bickering or petty rivalries.
Manipulating the atmosphere of an
adventure and keeping the unexpected
alive goes a long way to deflating egos
and adding excitement to role-playing.
Most hot shots are like you and me;
they play to have fun. Unbearable players
can be dealt with by exclusion or working
out the problems.
Dungeon Masters need to take responsibility
for creating hot shots, and should
use more care in managing their campaigns.
DMs can discreetly pour a little
cold water on local hot shots, and do it in
such a way as to avoid singling out the
hot shot for unfair punishment, and give
the whole group an adventure to remember
as well. Ultra-tough NPCs and monsters
are not the best answer; setting the
mood of the adventure might work a lot
better. Be subtle. Make hot shots
sweat a little. It'll do them good.
<c6 image>
Dungeon
Masters need
to find a way
to not kill
characters.
Any fool can kill a character. |