Prep Techniques: The Boss Monster

Good antagonist design isn’t just essential for good TTRPG sessions, it can be something you base your whole session on – even if it’s a convention one-shot. I’m going to look at a method to build a session outwards from an antagonist, including looking at some rules tweaks that you might want to put in if your system isn’t as great at supporting solo monsters.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

In previous Prep Techniques posts, I’ve looked at 5-Room Dungeons, Sly Flourish’s Method, Three Places, Con Pitches and a Bag of Tricks. Here, I’m going to talk about using an antagonist as a starting point for your one-shot or session. This turns traditional adventure prep on its head – and gives you a stock of prep material that should let you run a flexible session, with multiple routes to take down the antagonist.

First, the Fluff

Let’s talk about the boss’s background first. Who is he and what’s his plan? What does he want to do, why is it terrible, and why can’t the PCs ignore it? A good starting point is one or more of the PCs – can you link them to their backstory to make the players care about the antagonist? If you’re in an ongoing campaign, think about linking him with previous sessions, or foreshadowing future plans.

Your boss should be tough fight, even if they’re on their own. Clever plots or schemes from the players should have the option of getting to them without his supporters – and they should still be a challenge then. So think about levels of power – they need to be a threat!

They aren’t going to be alone though, so have between 1 and 3 lieutenants – minor monsters that support him, who can be a challenge with support themselves. These lieutenants should be distinct in terms of powers and personalities from the boss – if the boss is an archmage, make his lieutenants warlords or combat monsters.

Antagonist-based plotting is a staple of superhero gaming, but it can also be used for any TTRPG genre

Plan for the PCs to deal with a lieutenant first, maybe even as the hook to discover the boss’ plans. Also, think about what their weakness is – even if it’s a tendency to monologue – and a way the PCs can find this out and use it to their advantage.

Next, the Crunch

To have a truly effective boss in a fight, you might need to bend or break your game’s action economy. In D&D, consider using Matt Colville’s excellent Villain Actions hack, so your boss can act multiple times a round – and in another system consider giving them 2 or more actions each round. If you don’t feel like doing this, or your boss has multiple attacks already, consider spreading them out across the round – you want to keep the spotlight on them during the fight, rather than it feeling like the PCs have all the actions.

They also need to be hard to kill. This might mean just more hp, or some sort of special rule. I’m a fan of Feng Shui 2’s boss rule – when they would go down, roll 1d6, and you need to get an odd result to actually defeat them. It adds a level of jeopardy and pressure to a fight and distinguishes them from lesser enemies.

As you’ve got the lieutenants sorted, almost any boss should have a numberless supply of minions – these can be added to any encounters liberally to balance to the right level of challenge you desire. With minions, I like them to sometimes be much easier to defeat than normal – don’t be afraid to send your 5th level PCs up against hordes of kobolds – often with the boss’ supporting powers they might be a challenge, and usually some PCs will still want to deal with the minions.

Third, the Adventure

Now, you want to think about some key scenes. I’d recommend having a starting scene fully prepped, where they learn about the boss’ plans in some way – maybe a fight with some minions, or one of the lieutenants. And think about mid-scenes, where they might take down a lieutenant or learn the boss’ weakness. By combining lieutenants and minions in a few different ways, you can have some options for different opposition they could face along the way.

You’ll want around 3 locations along the way that could lead to the showdown, and some things that could happen to the environment there. Some of these – or some of the lieutenants – can lend themselves to non-combat challenges (if you’re looking for rules to support these, try here or here) – that you can steer towards. Make some plans for the final confrontation – this needs to be a showcase fight scene, so bear in mind the advice here for building it.

So far, your adventure prep will look a bit like this list… next week, I’ll post up some examples for a few different systems!

BOSS PROFILE

Name:

Goal & why the PCs care:

“Secret” weakness:

Description:

Lieutenants (1-3):

Mid-range Antagonists:

Minions:

Locations:

Potential non-combat challenges:

Stars and Wishes – because Feedback is Hard

If I can point to one technique that’s changed my play through 2021, it’s getting regular feedback after sessions using a technique called Stars and Wishes. It’s become part of the end-of-session routines both for campaign play and especially for one-shots, and I can honestly say it’s made for a better experience every time.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Great Technique, So-So Name

Yes, it sounds like middle-management speak. Or, to those of us working in education, like “What Went Well / Even Better If” and a million useless feedback strategies used to make teachers feel busy when having no impact. I grabbed it from The Gauntlet, where it used to be called Roses and Thorns – which in some ways sounds even worse. The shift to Stars and Wishes was to make its purpose more explicit, and I can see that.

I should say that the link above shows a few different ways to use it – like everything, there’s more than one way to skin a cat. But here I’ll show how I use it.

What is it?

Stars – At the end of the session, everyone gives some highlights – moments or techniques that they enjoyed. For me, these can be really flexible, but they often include a mixture of

  • Appreciation for the GMs prep work – if running online, and especially if they’ve taught the system e.g. for a one-shot
  • Key moments of roleplay from the other players, or ways the plot twisted – this is more common in PBTA / FITD games
  • Memorable scenes and situations – “I really liked the fight with the Dianoga as we tried to hack the reactor…” / “That skill challenge worked really well” / “I loved the scene between X and Y’s PCs”

Wishes – Everyone also gives some wishes, which can either be things they weren’t too keen on, or things they’d like to see more of. Again, the line between these is often a bit blurry – especially in a one-shot.

  • Requests for more of some things – “I’d like to see more of the Klingon Captain soon, he feels like he should be recurring.”
  • Rules that didn’t quite flow or sit right – sometimes even rulings. These are usually raised by the GM about their own rulings!
  • Structural requests – we had “I’d quite like to fight a bit more,” once in a D&D game

Why it works

Predicated on all of this are some fundamental beliefs I have about how RPGs work – that the GM is as much a player as the rest of the table, and that we all share responsibility for the fun. The GM also does stars and wishes, and their feedback is as equally valid as everyone else’s – it can be as much about player engagement and approaches as their own prep (often, my wishes are about my own prep though – it’s very easy to over-analyse).

If you’re reading this and think you don’t agree with those beliefs, I’ll admit, Stars and Wishes might not be for you. But even if you’re running at a con – I’d ask you to try and get feedback after a session. It’s really difficult sometimes to judge what goes well with players at the table, especially over video chat, and any feedback can certainly help you to improve.

It also provides a good end for a one-shot. Running con games online often leads to a dive in energy at the end – you spend 3 hours in a high-energy game with strangers, and then drop out and back into the real world. At a face to face con, there’s the interstitial bar chat and banter around the venue where you can talk about games and reflect on how it went – but online there isn’t. Stars and Wishes gives you the chance to reflect, and also to thank and engage with your fellow players!

So, have you tried this or similar techniques for feedback? Let me know in the comments!

D&D, My Way

As I’ve blogged before, one of my 2022 gaming plans is to run a ‘proper’ game of D&D – one of the big campaigns, or an Adventurer’s League series. I did this in 2020, managing to get up to about 10th level of the Eberron AL series of adventures, and I’ve got a pretty good idea of what my flavour of D&D would look like if I did it again. 

I’ve played enough different games now to know that D&D, while an excellent game, isn’t always to my tastes. So here are the things I’d do to run D&D, my way.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

Milestone, and Frequent, Leveling

I don’t have time to level up every 4 sessions, nor to track XP. We’ll level up when the game demands it, and it’ll probably be every 2 sessions at the slowest – I could easily be persuaded by 1 level a session. This gives the players new toys to play with quickly, and stops the game being samey in gameplay, which is a risk with D&D. It also makes campaign length manageable – 4-12 session seasons are my normal campaign length these days, with a chance to go back and revisit if needed.

Zoom in, Zoom out

There’ll be liberal use of montages for long journeys and ongoing scenes. PCs schmoozing at an important party? We don’t need to play out every moment of it, we’ll just zoom into the important NPC conversations. There are games that do journeys and travel well – for me, D&D is not one of them – so we’ll cut to the chase. Likewise, state intent and then roleplay a bit, make a roll, is how we’ll do social conflict.

No Shopping, No Encumbrance

Encumbrance is another idea we don’t need, as is lengthy equipment lists. PCs in my D&D have an adventurer’s kit of common useful items for their travels – if they want something that we think is a stretch, they can always make a skill check to see if they’ve got it. Likewise we’ll not spend any time roleplaying encounters with shopkeepers – you do your shopping off-table, and we only zoom in (as above) on the exciting stuff.

Player Ownership of Backgrounds

You’re playing a snow elf? Cool, you get to define as much as you want about snow elves in this world. You used to serve with the Imperial Navy? Cool, tell me about how they recruit new sailors. As long as I can spin it into any plot that I might have for the game, players are free to negotiate their backgrounds as part of their characters at the table.

One note, though – this happens in play. I don’t want anyone showing up with 500 words of backstory for their 1st level character – we can’t collaborate if we do that. It comes out at the table, so any ideas you might have need to be held onto lightly.

Begrudgingly, Grids

I’ve gone on record before to say that grids, maps and minis aren’t necessary, even for games like Pathfinder that pretend they are, but I’ll be using battle maps. I’m running online, so this isn’t really any extra prep, and – having played a sorcerer in a recent Theros run – without them you really lose some of the options for PCs (and monsters) when they hit area-effect attacks and movement around the battlefield.

I’ll not be using dynamic lighting though – I find it both unreasonably fiddly and complex not knowing what the players can see, but also weirdly making it feel a lot more like a mini skirmish game instead of an RPG – without really adding anything. I’ll begrudgingly use Fog of War if it means I can have one map for a big location, but that’s about it.

No Dungeon Expeditions

Yeah, we’ll go to dangerous underground locations, but we’ll be in and out in the day. I don’t think D&D supports the “try and camp in an empty room” jeopardy (at least not in 5th ed – this was a bigger deal in the OSR days) – and it screws with the fight economy. So we’ll just not do it – other games like Torchbearer and Trophy handle this a lot better anyway. This means some dungeons and adventure locations will be mixed up to remove non-essential rooms and encounters – we’ll fill those with…

Montages and Skill Challenges

13th Age-style Montages will let us cut some of the less essential bits out when we zoom out of the adventure, while still adding some epicness to the world. Likewise, some stuff we’ll handle with Skill Challenges, either using the 4e system or one of these here or here. The standard 5e Group Skill Check rules aren’t too bad, either, and they’re often underused, so we’ll have plenty of that.

Alternate Plot and Subplot

Given that we’re levelling every 2 sessions, we’ll aim to alternate between a big metaplot session and a more character-driven side quest once we get going. This won’t always fit in the narrative of the adventure I’m running, but where it does I’ve found it gives a really good balance in game between often quite railroady big plot sessions, and more flexible character-driven sessions. These might still be pretty linear, but they’ll be taken from player requests so will allow us to get more done.

Moar Magic Items

Despite my dislike for equipment tracking, I want to make magic items a bigger deal. I think I often forget about them as rewards, and when I was running the AL campaign some of the rewards were a big stingy, so I want to make them a feature even if they mean I have to adjust some of the opposition to balance them. They’re a key cool bit of D&D that I haven’t focussed on enough in the past, so I need to make more of them.

So, that’s how I’d run D&D my way. Anything you’d add, or think I’m being controversial about? I’m still musing on what to run, and who for – I’ve only got one player confirmed, so shout up if you’re interested! Currently thinking Rime of the Frostmaiden or Curse of Strahd, but could be persuaded by Witchlight as well – if you’ve got and recommendations, let me have them! I need to have a proper look at Tales from the Yawning Portal, too – I think that might break my no multi-day dungeoning rule, but it’s a way to cover a lot of classic adventures in turn. Saltmarsh may be a better option. As I said, I need recommendations!