In honor of having started this blog a bit over six
months ago, it’s high time I wrote a post explaining its name. It came from a
5e campaign I GM’d, one of my favorites to date.
The party was traveling through a darkened swamp. The
ground sunk beneath their feet. Twisted trees loomed overhead. The sky was overcast
and grim, disregarding the time of day. Fans of the “Fable” series can think of
Darkwood as an analogous place.
Before I continue, it’s important to establish that
wilderness travel is very important to me as a GM. I try to include all sorts
of significant events to “liven up” wilderness travel. A lot of it involves
adding detail to the world, establishing themes or allowing insight into the
world’s history. The players can dig deep and investigate if they want, or they
could simply pass it by.
For example, a foreign merchant might have some exotic
wares for sale, but she doesn’t approach the player characters first – she only
engages them if they start the conversation. Perusing the wares and buying
something would let the characters learn a bit about lands other than their own.
But they also could continue walking and choose to not interact.
At the same time, I also include a lot of insignificant
events – purely atmospheric stuff. “You travel for a quiet day, taking note of
only two abnormally large flocks of ravens. It might have been two different
flocks, or perhaps the same flock has followed you.” Stuff like that.
And, by this point in the campaign, the players have
grown sufficiently accustomed to my style of running wilderness travel that
they see the potential for significance even in the insignificant
encounters. In the scenario above, they might get paranoid and assume the
ravens are spying on them or something. Of course, they’re just normal ravens –
but the players (and their characters) don’t necessarily know that.
That established, back to the story: after using a table
to determine random encounters for the day, the results indicated a result from
Raging Swan’s “uneventful days of travel in a swamp.” The dice decided the
players encountered a remarkable tree with the face of a man.
I waxed poetic with my description. “You travel for a
dull and dreary day through the swamp. In the mid-afternoon, a downed tree
obstructs the path. Its roots lie open to the air in a large, exposed mass of
dirt. A water-filled hole lies where the tree once stood. You easily step over the
tree. As you look back, you see that part of its bark seems to resemble the face of a man. It’s as if the fallen tree is only resting peacefully on the
ground.”
Now, we come to an interesting decision point. As a GM, I
could have simply said, “but it’s really nothing and you continue for the rest
of the day, uneventfully.” Such would have flat-out told them there was nothing
important about the tree… or I could pause here and let the players decide
whether to interact with the tree or not.
This seems like a catch twenty-two, as pausing here allows the
potential for small events like this to become significant. However, there really
was nothing significant about the tree. So perhaps I’m just wasting table-time
by pausing here and allowing a decision point.
You can weigh in with your opinion, if you’d like. I’m
still on the fence about whether I made the right call or not, as I chose to
pause at this point and let the players decide what to do. However, I’m rather happy
with that choice because it let to the name of this blog – and one of my
favorite moments of any game as a GM.
They were a table of mostly new players. And they began
talking back and forth with each other, hypothesizing that perhaps they’d found
a dead treant or a man trapped in the tree by a witch. I imagined their player
characters in the game world, stopping in their tracks and conversing in
wonder. It’s important to note that they were talking to each other, not to me.
They hardly asked me any questions – and I wasn’t about to butt in to interrupt
their conversation.
The party druid had a staff of the woodlands,
which allowed him to cast speak with plants. After a bit of debate, the
party decided the druid should use his staff to cast speak with plants
and try to converse with the tree.
I reiterate, the players decided all of this amongst
themselves. They never asked me if it was an actual face in the tree, or
if the tree was alive or dead.
Now, I knew the spell wouldn't not work. The tree was dead. And I could have told the player that before they cast the spell. Perhaps
I should have. One of my self-imposed rules of GM’ing is that you flat-out tell
players when they attempt something impossible. And, truth be told, the player’s
character – the druid, in the game world – would have likely known the
spell wouldn’t work.
However, I broke this rule of GM’ing because the player
used a staff of the woodlands and there was virtually no harm in letting
the player try. The staff would simply regain its charges at the end of the day
(and the dice had already decided they wouldn’t have any further encounters
that day).
So, I narrated the outcome of the druid’s actions. “You
take your staff and murmur the magical incantation. The wood at the top of your
staff twists, summoning a green light that wisps forth and washes over the
tree. The light seems to soak and seep in, saturating the tree. The tree glows
for a moment. Then... nothing happens. Because it's dead.”
It's okay, Treebeard - you can just cast speak with plants, right? |
Their reaction at the table is hard to describe. It was a
bit like the spell itself, actually. There was this moment of eager suspense,
listening with attention as I described the druid’s spell. My description washed over them, and you could
watch it seep in. And, like the light, it glowed for a moment and dimmed… and
they erupted in laughter.
It was great.
They laughed at themselves, and at me, and just at the
general silliness of the whole thing. Here we were, after several minutes of generous
description, serious deliberation, and some spellcasting, only to arrive at a dead tree.
It stuck with us for the rest of the campaign. The
players asked the druid if he wanted to cast speak with plants on some
sticks on the ground, or the dead leaves. The druid got the idea to turn the
cleric’s speak with dead spell into a speak with dead plants
spell (which I still think is a good idea, though we never got around to it).
But anyway, that remains one of my favorite moments as a
GM from any campaign I’ve ran. There are few things that have made me or the
players laugh for as long or as hard as that.
And so was the name of this blog born.
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