Like
most new Dungeon Masters when I first started running Dungeons and Dragons I
followed the example of play laid out in the Dungeon Masters’ Guidebook. This
meant that I would control all of the non-player characters, monsters, and the
overall direction of the campaign. This style of play was exactly what I needed
when I first began running Dungeons and Dragons as it allowed me to control
more of the variables of play – which I desperately needed to do at that point
with my regular group ballooning up towards twenty players. As
time went on, however, I began to notice that it was not unusual for me to have
a player or two who were not involved directly in the active combat, be that
through their own volition or through the malicious results of the dice. These
players would be sitting on the sidelines, twiddling their thumbs, and
continuously asking me, “Am I there? How
about now? Now?”
It
bothered me that these players were left on the outside of the game, often
through bad dice rolls, and that they had to be content with sitting around
doing nothing while everyone else got to have fun. So I started researching
alternative combat methods and eventually settled on one that I call the Dave
Arneson Rule.
The
Dave Arneson Rule
When combat occurs any player not involved in the encounter may be allowed to control the monsters involved. If multiple players are not involved in the encounter than the monstrous group will be divided up among them as the Dungeon Master decides.
There
are a couple of things that I do to speed up this process during play. First, I
either print out or write down the monsters’ information so that I can hand
this over to the players when they run them. The second thing I do is I give
the players a strategy for their combat encounter; for example, You’re going to be playing a werewolf. I
want you to only use this column for all your information, and if your hit
points get below the half-way point I want you to take off. Now my job as
the Dungeon Master pulls back from being involved in every aspect of the game
and more into the role of a referee maintaining the combat’s resolution.
What
I love about this simple rule is that it takes a lot of pressure off the
Dungeon Master and allows for all the players to be involved in most any combat situation
that occurs during the game. It's a fun and easy mechanic that I've been using for years. I hope some of you reading this will find it as useful as I have.
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