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They Were In Our Back Pocket the Whole Time

July 16, 2010 by Michael

This week in our a game an important plot incident lead to a pretty funny conclusion. My party is tasked with stopping an shadow army from opening a gate to the shadowfell and taking over the world. To open this gate, a magic key is needed. We thought that if we found the key first, we would able to keep it away from our enemies. We thought it would be buried somewhere in town, so we enlisted the local priest of Pelor to help our search with a ritual. Tracy (our DM) turned the special-purpose ritual into a skill challenge. We used Streetwise and History to narrow down likely areas of the town to search, and Arcana and Religion to direct the magical energies.

The end result is that we successfully completed the ritual-challenge and found the magic key…. It was in the Bard’s pocket the whole time! (We got it from dwarves we saved several months ago). It retrospect, it was  funny to watch round after round as the ritual narrowed down on the section of the city where we we were. I started to get excited when I realized it was nearby to the temple, but totally surprised when we found that it was really close.

We all had a good laugh at our own expense and then moved on with the adventure, with the key safely in hand. This interesting anecdote has a few gems I’d like to unpack. First and foremost, we used valuable adventure time and resources to discover something we’ve already been given. This is not anyone’s fault; it’s been a few months of intermittent game time and we didn’t make a special note of the key when we got it. It’s funny that today on Gnome Stew, John wrote some tips to help players remember details about a game… such as the importance of a special item. Unfortunately I don’t think his would have helped us in this situation. At the time, we didn’t make a connection to the item. Back then we were dealing with the aftermath of a sticky combat/skill challenge & intra-party situation, and then in the next few sessions we were focused on a new series of events and new  location… there wasn’t time for key’s importantance (or even its existence) to sink in.

What could we have done better? Well, to start off, we should probably be keeping a separate list of “quest items” or at least “miscellaneous magic items” that don’t fit on our characters. Along with each item, there should be a note of how we came across it and its context.  Just referring to that list might have jogged our memory, although we might not have thought to look there since didn’t even occur to us that we might already have that item.

What else could we have done? Has anyone else been in a similar situation?

What could a DM have done to help us remember? Tracy analyzed the situation on her blog: When The Players Forget. I think she handled it beautifully, and like I already said, we have a good game memory. But what could have happened to have prevented the situation? There are some strategies I learned back in my play-writing days that could help: the rule of three, and simplification of props and sets. The rule of three is pretty simple. If it’s important, mention it at least three times. I don’t mean reapating “here’s a magic key” three times, but to bring up the key in three different contexts. For example: (1) “for saving their lives, the dwarves hand you an ancient key”, (2) “they say that key was being smuggled out of the city by your enemy”, and (3) “later that night as you are preparing your magical studies, your attention is tuned to the key.. it radiates magical energy.” That alone would have had us spending some game time learning more about it, rather than just pocketing it and moving on. Since aDM’s audience is specific and limited, I’d say each one of those mentions might be done when a different player is in the spotlight to spread its importance around.

There’s also a simplification issue. On stage, you don’t want to distract the audience by giving them unimportant objects to focus on. We come across a lot of NPCs and items of interest and so it’s hard to remember them all or figure out which ones are most important (they’re all important). If this was the only non-gear, ancient, mystical item we had to deal with, it would have stood out in our minds more. We could have also been hit over the head with it harder, or the DM could have said “uhm, guys, you already have it” when we set out looking, but that would have been less fun for everybody.

The other useful takeaway from our misadventure is our own cleverness. It was our idea to enlist the aid of Pelor and his priests to help us narrow down our search, and our DM’s idea that it would accomplished through a ritual/challenge. PC rituals are expensive, specific, and always a few levels too high, but the game allows anything really to be a ritual. Usually NPC rituals are of evil hellmouth-opening type, but they can be “help us find a lost item” good type too. Be creative in how you seek out NPC aid!

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Posted in Managing Up, Strategy | Tagged 4e, blogs, characters, d&d, gnome stew, rituals, sarahdarkmagic, skill challenges, the party | 4 Comments

4 Responses

  1. on July 17, 2010 at 3:04 am pdunwin

    I certainly don’t this indicates a failing of the players. I think it makes a good story, really something that might make a funny chapter in an actual book.


  2. on July 17, 2010 at 3:32 pm Martin Ralya

    It’s amazing how easy this stuff is to overlook as a player — I do this all the time. It’s the whole flashlight thing, at least for me: I often look in the wrong direction, and hell if I remember details from multiple sessions ago.


  3. on July 18, 2010 at 1:29 pm John Arcadian

    Thanks for the comment Mike! I completely glossed over the idea of a quest item list. That is an excellent idea that I’m going to incorporate in the next game I run!


  4. on July 20, 2010 at 5:39 pm Michael

    @pdunwin,

    That’s how it worked out for us, but there’s still some guilt about not remembering.

    @Martin,
    Too true!

    @John,
    Let me know (or post about it) if it works out for you.



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