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Dragna's Devblog: A Designer's Framework

One of the most frequent questions I get from readers about Re-Reloaded is: “Why did you remove Morgantha from the Village of Barovia?”

Tangentially related, two of the most frequent pieces of advice I wind up giving to other people are “Don’t turn Argynvost’s body into a shadow dracolich,” and “Don’t have Strahd give the PCs a bottle of wine outside of Death House.”

I often have lots of very good reasons (I think, anyway) when I answer the first question and argue for the two pieces of advice. But until now, I’ve never really laid out a coherent theory as to how I arrive at these conclusions, and why I think they’re important. So today, we’re going to take a look at (what I think are) the two critical components of creating a campaign: narrative design and game design.

What are Game Design & Narrative Design?

Let’s start with some definitions. Dungeons & Dragons is a tabletop roleplaying game, which, in the name alone, tells us the three skill sets that any DM needs to master:

Let’s put aside social design for now, because that involves a lot of social skills that we don’t particularly need to get into now, and (more importantly) because it’s pretty much content-agnostic. Instead, like I said before, we’re going to focus today on narrative and game design.

Good “game design” is the art of creating a game that will engage and satisfy its players. Think Pac-Man, Risk, or Super Smash Brothers. A good game provides its players with a fair and meaningful challenge, provides them with tools or skills that can be used tactically and/or creatively to overcome that challenge, and provides the players with a sense of accomplishment and progression that makes the experience feel “worth it.”

Meanwhile, good “narrative design” is the art of creating a story that will engage and satisfy its audience. Think The Lord of the Rings or Star Wars. A good story encourages its audience to emotionally invest in its characters, introduces dramatic tension to deepen that emotional investment, and concludes with a climactic resolution that defuses the tension and provides the audience with a “takeaway” that makes the experience feel “worth it.”

In a roleplaying game, these two things fuel each other in a beautiful symbiosis: good narrative design creates emotional investment and tension; tension makes gameplay challenges meaningful; gameplay challenges are used to resolve the tension; and the senses of accomplishment, progression, and emotional satisfaction make the journey feel “worth it.”

Interrogating Good Game Design

Let’s dig a little deeper, starting with the more familiar idea for many people: game design. While different people can, of course, have differing opinions, in my personal experience, a good “game” has the following attributes:

To put it another way, a good game has stakes, is fair, takes more than one round to complete, has more than one thing to do, and gives players more than one path to win.

Many games fall short of these goals. For example:

You might already be starting to see how several of these factors tie into narrative design as well:

Back to the Narrative

Now, let’s take a closer look at narrative design. (I promise—we’ll get to the Curse of Strahd stuff soon.) A “good” narrative, in my experience, has the following attributes:

Some examples of narratives that fail to meet these factors include:

If you’re familiar with the dramatic question reference sheet in the DM’s Toolkit, a lot of this might look familiar! Good narrative design requires good dramatic questions, which themselves require clear goals (resolution) tied to strong stakes (stakes) and opposed by some adversarial force or antagonist (tension). Good dramatic questions also can’t exist independently of the characters that experience them (cast and resonance) or the areas in which they take place (setting).

In short: good narrative design requires good dramatic questions. This might sound simple, but as we’re about to see in application, things quickly get a little more complicated.

The DM’s Dual Mandate

Every piece of content that a Dungeon Master adds to a D&D campaign should, ideally, have both good game and narrative design. To put it another way:

  1. Content should always introduce, develop, answer, or enhance some part of a dramatic question.
  2. Players’ efforts to answer some part of a dramatic question should always be fair, take more than one round to complete, and offer more than one path to win

(Here, content “develops” a dramatic question when it changes it somehow, and “enhances” a dramatic question when it makes it more emotionally resonant with the players, such as by exploring its themes or by giving them sympathetic NPCs to fight for.)

Content can have good game design, but bad narrative design, and vice-versa:

To make things worse, content can also have harmful game or narrative design:

As such, wheenver you’re thinking of adding, removing, or changing content in your game, it’s important to ask yourself:

  1. How will this change impact and interact with the broader dramatic question(s)?
  2. How will this change enhance or interfere with current or future gameplay?

As you ponder the answers to these questions, keep one Big Idea front and center in your mind: elegance beats complexity. As Gordon Ramsay of Kitchen Nightmares would tell you, it’s better to do three things well than thirty things poorly. I’ve run one-shots that have proven more memorable than entire campaigns, and run campaigns that were more forgettable than single scenes.

There’s more content in your brain—let alone on the Internet—than you and your table could play through across ten lifetimes. Accordingly, always start with the D&D form of the Null Hypothesis: presume that your Content Idea is bad or worthless, and force it to prove its worth by deliberately exploring its narrative and gameplay design.

And remember: Not all ideas are born equal. Good content can come from anywhere, but good content can’t come from everywhere. As experienced writers like to say, “Kill your darlings.” If you’ve got a Cool Idea in your head, but you just can’t figure out how to make it serve the broader narrative or create engaging gameplay, then the solution is clear: tear it up into tiny shreds, burn the ashes, and start again.

Okay, I get it, but how is this relevant to Curse of Strahd?

I’m glad you asked! With that exhaustive (and exhausting) prologue out of the way, let’s finally turn to the fun stuff: how All Of This Theoretical Stuff is actually applicable to Morgantha, Argynvost, and Strahd’s darned bottle of wine.

Let’s start with Morgantha in the village of Barovia and do a full design analysis:

(I’m going to skip the whole “if-you-threaten-Morgantha-she-gives-you-exposition” thing because that’s an even deeper layer of Bad Design.)

Let’s start with a game design analysis:

Oof; negative points out of five! Let’s take a look at the narrative design and see if Morgs fares any better there:

Oof! Once again, we’re at a negative score. Though this scene offers some ostensible amount of tension, it does so in an unsuitable place and it offers no resonant characters, no meaningful context, no meaningful stakes, and no satisfying resolution. And to make matters worse, it actively makes it harder for other, unrelated arcs to achieve the same!

To look at this scene through the lens of dramatic questions, this is a single scene that has no meaningful stakes and an undesirable goal, and which diminishes the stakes, goals, and fairness of other dramatic questions. That’s…not great!

And what about the other two popular community content ideas I talked about at the start of this blog?

Content has consequences. The hard part of prepping or planning a campaign isn’t coming up with ideas (especially in the age of Reddit, Discord, and ChatGPT).

The hard part is coming up with ideas that don’t break or otherwise detract from the rest of your campaign.

It’s a Mindset, Not a Secret Sauce

There's a good part and a bad part to taking this view of campaign design.

I've boiled things down to their essentials here, but the actual process of figuring out which things are relevant to the analysis is very hard! That's a big reason why I tend to urge people so strongly to focus on elegance before complexity: It's technically possible to do a fantastic job of designing a sprawling, ambitious, and complicated campaign, but it's very very difficult to do so!

You're probably going to be better off working at a more manageable level and refining and improving the components that you have. The fewer balls in the air you have to juggle, the fewer things you have to keep track of, and the easier your job will be.

Over time, as you work within this framework, you'll start to develop a natural instinct for recognizing potential design flaws; rather than viewing each scene or encounter as a separate nugget of "content" in your mind, you'll start to see each individual component as a part of a much broader and richer tapestry. You'll start to see connections where you hadn't before, and start learning how to avoid any connections that may be more trouble than they're worth.

D&D campaigns can be deep, intricate webs of story and gameplay. Managing them can be stressful. It can be challenging.

But it can also be beautiful.

Campaign Advice Roundup | June 25, 2023


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