DM-ing Past an Impasse

One of the difficult situations you can find yourself in when acting as Dungeon Master / Game Master for a tabletop role-playing game is when your players find themselves stuck. An adventure is about forward movement, whether it’s fighting the next band of goblins so you can take their loot, discovering the secret door that leads into the hidden underground facility, or navigating through the asteroid field to get to safety. When your players feel like their characters aren’t making progress, that can sap the fun out of your game. What can you do as a DM to help your players get past an impasse?

Sometimes, you don’t have to do anything. Remember that your players are not the same as the characters they play. Being on an adventure is often not a lot of fun for the characters as they face danger, uncertainty, and the possibility of death. Sometimes even though the characters may be stuck, the players are still having a good time. They may be relishing the chance to role-play how their characters deal with failure or enjoy the prompt to think outside the box and come up with wacky new schemes so crazy they just might work. Some players want a game that plays strictly by the rules, even if that means they “lose.” When the characters run into trouble, watch how your players react. If they’re still having fun, you can just let them keep at it, but if the characters’ frustration leads to your players being frustrated, then it is time for you to step in as DM. In that case, here are some things to think about.

Break the DM Wall

As DMs, we have a barrier between us and the players, not just the physical barrier of the DM screen (for those who use them), but the distance between ourselves, who know all the secrets of the adventure, and the players, who do not. When your players are feeling stuck, it can help to open that barrier a little.

Suppose your players’ characters are trying to get into a castle to stop the evil duke from doing an evil ritual with an ancient artifact of evil. They try to get through the front gate and are stopped by the guards. They decide there are too many guards to fight, so they try to bluff their way in. The bluffing doesn’t work, but the players are committed this plan and keep trying to argue and make rolls to get through the gate.

Try saying something like: “I’m stepping in as DM to let you know that the guard just isn’t going to budge, no matter what you say or how well you roll. You’ll have to find another way in.” Giving the players this out-of-game information can help in several ways. It lets the players know that they weren’t on the right track so they can focus their energies on something else. It reassures the players that you are playing fair with them—they didn’t do something wrong, this approach was just never viable, and there is a way forward if they can figure it out. It also helps everyone take a step back from the characters’ frustrations to refocus on the fun of the game.

If your players like to actively role-play their characters and speak for them, it can help to shift perspective and speak about them instead. If you can get your players from “I’ve tried everything I can think of, but this guard captain is just stonewalling” to “Whiteleaf the bard is feeling frustrated and at a loss because her skills aren’t helping her group accomplish their mission,” that can help your players reframe their problem and work toward a solution.

No, but

You may have heard of the rule that in improv you always want to say “Yes, and.” “Yes, and” means you accept whatever ideas someone else brought to the scene and add your own contribution to develop it further. DM-ing is a kind of improv, but an adventure is also constrained by rules, rolls, and the story you have built for your players to explore. Sometimes the best thing to do is just throw out the other stuff and go with your players’ ideas, but if you always ignore the rules and the story, then you leave your players without a structure to work within. So there’s a corollary to the “Yes, and” rule: the “No, but” rule.

“No, but” means that when you say no to something your players want to do, you nudge them toward an alternative. This could be anything from a subtle hint on how to sway the current encounter successfully to a neon arrow pointing at the next plot point.

In the example above, you could “No, but” as you play the castle guard with a grouchy reply: “Look, His Grace said no one gets into the castle but Merchant Severan’s crew with the monthly wine shipment. I don’t see any wine barrels, so you’re not getting in here.” Alternatively, you could step out of character and say: “As you continue to argue with the guard, you notice that the northern wall of the castle overhangs a sheer cliff; there are no guards there, for obvious reasons.” These options give your players a hook for a way forward without interrupting the scene.

It’s up to your players to pick up on the “No, but” and figure out how they want to take advantage of it, but it allows you to steer them out of a dead end and back into the adventure without breaking the immersion of the game.

Change something

If your players just keep trying something that won’t work, you have the option as DM to change the rules and make it work. If necessary, you can always just say: “Okay, ignore that last roll. You succeeded. Move on,” but it’s better if you can fit the change into the story. If the situation the players’ characters find themselves in is a deadlock, you’ll want to either add something or take something away to break the stalemate.

Adding something may mean a new character comes on the scene, an event occurs to disrupt the current stalemate, or the characters get new information that gives them a way forward. For instance, perhaps the evil duke himself comes out to see what the fuss is and decides to invite the characters in so he has someone to gloat at as he does his evil thing. Perhaps a band of marauders swarms out of the nearby woods, giving the castle guards something more important to focus on and letting the characters take advantage of the chaos.

Instead of adding something, you might take away one of the things causing the impasse. Perhaps the guard captain gets frustrated and walks away to let her subordinate handle the characters, and that subordinate turns out to be much more gullible or a secret ally to the party. Perhaps several of the guards get called away to handle another problem elsewhere in the castle leaving a smaller number that the player characters can take in a fight.

In the end, remember that a role-playing game is a collaboration between players and DM. The most important thing is that everyone, including you, gets to have a good experience. Sometimes your players are going to get themselves into places where they aren’t having fun, but as a DM you have options for helping them get out.

Image by Erik Jensen

Of Dice and Dragons is an occasional feature about games and gaming.

Nerdy Achievement: One Million Gold Pieces Total

For quite some time, I’ve been planning to buy a stack of game time tokens, which of course means gold farming and saving. So, I was very pleased when I hit the mythical sum of one million earlier this month.

WoW One Million Gold Pieces

I bought a stack of tokens a few years ago, too, but as the going rate was much lower, I never came near a million then.

Of course it’s all imaginary, and of course it’s all gone again, but it was neat for a while to be a millionaire—even in a computer game. 🙂

Of Dice and Dragons is an occasional feature about games and gaming.

Hipposandals

This strange-looking contraption is a Roman hipposandal, a forerunner of the horseshoe (from the Greek word “hippos,” meaning horse). It could be applied to a horse’s hoof, with the side pieces bent around to hold it in place or tied on with leather straps. Hipposandals like this one were known in the ancient Mediterranean (examples have been found in Greece and Italy), but archaeological evidence for them is concentrated in Roman contexts in northwestern Europe.

The function of hipposandals has been debated. They were not practical for long-term wear and were designed to be temporary and removable. One use may have been to protect injured hooves from further deterioration while healing. Some versions were also made with spikes on the bottom that could have given a horse extra traction while walking on loose or icy ground. Either use might explain why they appear to have been more common in the colder, wetter parts of the Roman world. In places like Britain and the Gaulish Alps, horses were exposed to soft, wet ground in summer and frozen roads in winter, which took a greater toll on their hooves than the hard, dry ground more typical in the Mediterranean.

One reason we are so uncertain about how exactly hipposandals were used is because no ancient source talks about them in any detail. Hipposandals are one little piece of material culture that would have been part of the everyday experience of people in the past, so mundane and unremarkable that nobody thought it was worth writing down just what they were for or how they were used. This is one more example of the paradox familiar to historians: the more typical and ordinary a thing was for people in the past, the more mysterious it is likely to be to us.

Image: Roman hipposandal, photograph by G. Garitan via Wikimdia (currently Musée de Saint-Remi; Roman period; iron)

History for Writers looks at how history can be a fiction writer’s most useful tool. From worldbuilding to dialogue, history helps you write.

First Trailer for Doctor Strange in the Multiverse of Madness

Marvel Cinematic Universe’s next installment, Doctor Strange in the Multiverse of Madness, has its first trailer out.

Marvel Studios’ Doctor Strange in the Multiverse of Madness | Official Teaser by Marvel Entertainment on YouTube

Due to pandemic restrictions and some bad luck, we still haven’t seen Spider-Man: No Way Home, so I don’t yet know what relevance, if any, Peter Parker and Doctor Strange’s shenanigans in that movie might have to Strange’s second solo adventure.

(Come to think of it, I completely missed posting the trailers for No Way Home. For my information, here are links to the first official NWH trailer and the second official NWH trailer.)

Strange has never been one of my favorite characters, and so far this trailer doesn’t remedy that. We do see a number of repeat performances by supporting characters (Wong, Mordo, Dr. Christine Palmer; Doctor Octopus, Green Goblin) and a few tantalizing glimpses of entirely new acquaintances. The inclusion of Wanda Maximoff was a pleasant surprise; I hope we’ll see as much of her as possible.

At this writing, MoM is set to release on May 06, 2022.

Hey, look! We found a thing on the internet! We thought it was cool, and wanted to share it with you.

Herodotus and the Upside-Down World of Egypt

The ancient Greek traveler and historian Herodotus was impressed by many of the things he saw in his visit to Egypt. He wrote about ancient monuments like the pyramids (already thousands of years old by the time he saw them), great temples, and the works of kings. But he was equally interested in the habits and daily life of the people around him. He noted a number of things in the daily life of Egyptians that struck him as unusual.

Just as the Egyptians have a unique climate, and the nature of their river is unlike any other, they have established customs and norms that are different from any other people. Among them, the women haggle in the market while the men stay home weaving. While other peoples weave by pushing the weft up, the Egyptians push it down. Men always carry burdens on their heads, women on their shoulders. Women pee standing up, men sitting down. They relieve themselves in their homes but eat outside in the street, saying that what is embarrassing but necessary should be hidden away, but what is not shameful may be done in the open. No woman serves as priest either for a male or a female deity; men serve each and every god. No son is obliged to care for his parents if he does not wish to, but daughters must whether they wish to or not.

Herodotus, Histories 2.35

(My own translation)

Herodotus’ perspective on Egypt was shaped by his background as a Greek. These details he lists are things that were the reverse of typical Greek habits: in Greece, men usually went out to the market while many women stayed in the home doing textile work. Greeks customarily ate their meals inside their homes but went outside to relieve themselves. In the Greek world, women served as priests of female gods while men served as priests of male gods.

Two factors are at work in Herodotus’ perception of the Egyptians, factors familiar to anyone who has spent time in a foreign culture. In the first place, we tend to notice things that are different more than things that are the same. When you visit a new place, you tend to notice that people speak differently than you are used to or eat foods you haven’t tried before, not all the little things that are just like at home. Secondly, when we notice these differences, they tend to blow up to exaggerated proportions in our minds. We may come home from a vacation thinking “Wow, everybody there likes to sing a lot,” when the reality was that it was one or two people who busted out a song at a time you just weren’t expecting it.

Some of Herodotus’ observations actually do align with our evidence for ancient Egyptian culture in the period when he visited. For example, it seems it was not unusual for Egyptian women to do business outside the home or for men to work as weavers. Some are simply false: at least some Egyptian women did serve as priestesses. Others are harder to pin down—no one has yet come up with evidence for Egyptian women habitually standing up at the toilet, but it’s not the sort of thing we have much documentation for at all.

Herodotus was a sharp-eyed observer of culture, but even so he wrote from a partial and biased perspective, not just as a foreign visitor trying to make sense of an unfamiliar world, but as an educated Greek who knew something about history and literature. Greeks had a long tradition of writing about Egypt as an alien world, a kind of magical Neverland where nothing was as it was in Greece. We credit Herodotus with inventing the genre of history in the Western tradition, but he saw himself as following in the footsteps of epic poets like Homer. In the details he provides about his time in Egypt, we see how he both tried to ground his account in the facts he observed and also fill out an existing Greek picture of Egypt as an upside-down world where everything was different.

History for Writers is a weekly feature which looks at how history can be a fiction writer’s most useful tool. From worldbuilding to dialogue, history helps you write.

History for Writers: 2021 Compendium

History for Writers explores history to offer ideas and observations of interest to those of us who are in the business of inventing new worlds, cultures, and histories of our own. Here’s what we’ve been talking about in 2021:

Worldbuilding exercises

Organizing society

Thinking about history and justice

The details that make a different world

Join us in 2021 for more history from a SFF writer’s perspective.

History for Writers is a weekly feature which looks at how history can be a fiction writer’s most useful tool. From worldbuilding to dialogue, history helps you write.

Winter’s Greetings!

It’s been a tough two years, and even now no-one can say with certainty that we’ve seen the end of the pandemic. I do hope it’s close, though.

Erik and I have settled into our new home. However, as we are still wrangling some fairly laborious paperwork, we’re scaling back our writing here at Co-Geeking after the new year. (We’ll see how many braincells are going to lose their will to live after dealing with international taxes, urgh…)

WoW Legion Frost Mage Winter Greetings

In the meanwhile: Merry Everything! We hope your end-of-the-year celebrations bring you joy, whichever shape it may take. See you again in 2022!

Announcements from your hosts.

Socks with Sandals, Ancient Egyptian Style

This amazingly preserved sock comes from the late Roman period of ancient Egypt. The colors of the stripes give us some idea of how bright and cheerful this sock must have been when it was new.

The notch at the end separated the big toe for wearing thong sandals. The question of whether this means “wearing socks with sandals has an ancient and honorable pedigree” or “ancient Egyptians could be huge dorks, too” is left as an exercise for the reader.

Image: Sock via National Museum of Scotland (currently National Museum of Scotland, Edinburgh; 4th-5th c. CE; wool)

Out There is an occasional feature highlighting intriguing art, spaces, places, phenomena, flora, and fauna.

Rating: Babylon 5, Season 5

The fifth and final season of Babylon 5 has its problems, but it holds up well on rewatching. Here’s our take:

  1. “No Compromises” – 4
  2. “The Very Long Night of Londo Mollari” – 7.5
  3. “The Paragon of Animals” – 5.5
  4. “A View from the Gallery” – 6
  5. “Learning Curve” – 5
  6. “Strange Relations” – 4.5
  7. “Secrets of the Soul” – 3
  8. “Day of the Dead” – 4
  9. “In the Kingdom of the Blind” – 3.5
  10. “A Tragedy of Telepaths” – 4
  11. “Phoenix Rising” – 2
  12. “The Ragged Edge” – 4.5
  13. “The Corps is Mother, the Corps is Father” – 4.5
  14. “Meditations on the Abyss” – 7
  15. “Darkness Ascending” – 3
  16. “And All My Dreams, Torn Asunder” – 4
  17. “Movements of Fire and Shadow” – 4
  18. “The Fall of Centauri Prime” – 5
  19. “The Wheel of Fire” – 7
  20. “Objects in Motion” – 6
  21. “Objects at Rest” – 3.5
  22. “Sleeping in Light” – 6

The average rating for this season is 4.7, which is in line with the rest of the series. It was a little surprising to review the numbers and find that season 5 held up so well, since it is so different from the rest of the series. What had been planned as a five-season story got squished into four, then the series unexpectedly got picked up for a fifth season, so new stories had be written to fill out the time. The effects of these compromises are plain in season 5. Some of the new storylines go on too long, like the refugee telepaths on Babylon 5; others don’t have enough time to develop the depth they need, like the Drakh war. That this season holds up as well as it does largely rests on the excellent writing and acting work of previous seasons, developing characters with complicated stories and relationships still to be worked out.

There are no standout great episodes this season, but none that are truly terrible, either. The lowest rating we gave for this season was 2 for “Phoenix Rising,” which brings the telepath story to a head. That storyline as a whole was marred by clumsy writing and hammy acting. Add to that a further unpleasant turn for Garibaldi in this episode, after the character spent most of the past season and a half being mean and miserable, and it’s not an episode we care to come back to often.

At the top of the scale, the best episode of the season is “The Very Long Night of Londo Mollari,” at 7.5, a surreal and poetic episode mostly set in Londo’s unconscious as he reckons with the crimes of his past while fighting for his life after a heart attack. This episode pays off the long and sometimes painful growth of the character from cynical hack to manipulative monster to wise but broken leader. Peter Jurasik’s performance of Londo, always one of the strengths of the series, gets to shine here as the character tumbles through fear, anger, resentment, petulance, vulnerability, and finally contrition.

In other developments, Claudia Christian departed the series this season, so we get Tracy Scoggins playing the sharp and sharp-edged Captain Lochley. The character largely fills the role vacated by Ivanova and doesn’t get much time to set herself apart from her predecessor, but Scoggins makes the most of the time she gets.

Babylon 5 is, like many great things, deeply flawed in some ways. Some of its weaknesses are the result of a turbulent production environment; others are inherent in the story or come from the limitations of the creators who worked on it. Yet its great moments shine through despite those weaknesses, as brilliant, touching, even transcendent now as they were when the big blue barrel of a space station first appeared on our screens decades ago.

Season 1

Season 2

Season 3

Season 4

Image: Babylon 5 season 5 DVD cover via IMDb

In the Seen on Screen occasional feature, we discuss movies and television shows of interest.

Solar Foods is an International NASA Space Foods Winner

Solar Foods, a Finnish food tech company from Lappeenranta, Finland, has been selected as one of the international winners of the Phase 1 of NASA’s Deep Space Food Challenge.

Solein Foods Selection Image 08

Solein is a protein made from electricity, air, and carbon dioxide, plus added nutrients. The process involves fermentation, and produces a nutrient-rich powder whose macronutrient composition is very similar to that of dried soy or algae.

Ten teams were honored in the international and 18 in the U.S. section of the challenge.

Congrats!

Image: Solein foods by Solar Foods.