I am DMing a campaign which is about to involve a large gathering of Dwarf lords, which are meeting to discuss the state of their lands and the war they have with the Giants. The issues they will discuss are likely to affect the party, and one of the party members is a dwarf of noble descent who has every right to be there.
I have never held such a session, with most NPC roleplay being isolated to a select few NPCs, and I am concerned that I will not be able to pull it off well without some advice!
(If you happen to be a Cheese Chaser, look away now!)
The dwarf lords are meeting to discuss the movements of the giants in the north, who have recently mobilised after many years of maintaining their borders. They hold a region called Ormnir, which was the homeland of the Dwarves and which the giants claimed after winning the previous war. The dwarves summoned armies and struck deals with dragons, and attempted to reclaim their homelands in what is called the First Reclamation, which failed. However, after the Reclamation, the giants ceased hostilities and withdrew into their fortresses, and have remained stoic in their positions ever since. Recently, they have started moving again (this is due to party activities).
The dwarves were scattered, and so there are a few different factions to consider:
1: Reclaimers. They want to reclaim Ormnir and fight back the Giants. The younger generation seeks to support this to claim titles and lands, as their elders have put down roots elsewhere. There are a lot of "Nth sons" in this group, who have no hope of inheritence from their parents because of their elder siblings.
2: Rebuilders. They want to build new homes and leave Ormnir for the Giants. They are happy with their new lives as Wood Dwarves, and do not want to lose more Dwarves. The first Reclamation killed over 30,000 dwarves, and over 50 dragons allied with them.
Within the Rebuilders are a group of hardy dwarves from the Northern Blacklands, which are a bleak and evil land, rich in minerals but tainted by old evils. They are beset by Werebeasts and other horrors in the dark, and seek reinforcements, which would sap the strength of the Reclamation.
This presents an active party, neutral party, and actively against party for me to work with (without them being sabotagey or entirely opposed), but I am not sure how best to go about the roleplay of so many characters. The prospect of roleplaying by myself for 20 minutes while the players watch seems daunting and un-fun, but I suspect it may be the case.
Please give me hints, tips, and ideas to keep this engaging for my players!
You could do something like, negotiations fell apart just before the party arrived, and now the factions are unwilling to speak to each other. Then have the party meet with each group individually. That will at least avoid a long scene of you talking and everyone trying to keep straight who is speaking when.
If you're concerned with spending 20 minutes talking to yourself, then I'd suggest following Xalthu's advice as above.
If you're concerned about differentiating 10-15 dwarves frl each other, consider not just changing voices (they all can have the same voice, who cares!) but instead; whenever one of the Rebuilders speaks, describe them as having a gnarled scar that wiggles across the corner of their mouth when they talk. Or have one of the Rebuilders be a dwarf you always describe with a scraggly beard that barely covers their chin...etc etc.
The point is to say that if you give a little blurb of description that you add every time one of the dwarves speaks, the party will much better be able to differentiate them. Just repeat names and repeat descriptions and the players should be able to invest a little bit more concentration into the discussion.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Regarding negotiations failing, the struggle here is that these aren't parties with animosity between them, though this could see the start of some. I don't think it would ift the theme for this one. There will be some arguments of "why send people to fight the giants when we are being attacked in the Blacklands", but if there's one thing dwarves know it's holding grudges, so there will also be understanding.
Regarding repeating descriptors, I will definitely give everyone a notable feature which I will repeat, that will definitely make it less difficult to keep track!
I have intended to have them meet at a formal gathering before the talk so they can talk to the various characters individually there, so hopefully this can set the initial introductions in a more organic way than "here's a load of people - take notes!".
So, something I have done before and it went better than I thought it would is to write a little script.
It doesn't need to be anything fancy but write a little script with things the different characters will say. Then write 'sides' (versions that are literally the distinct lines that each character (NPC) needs to be saying). If you've got 10 NPCs and five players, you then ask your players individually and privately to audio record themselves speaking the lines for that character aloud. Ask them to keep it secret from the other players. Don't tell them why beyond it being to help you out for a future scene. There's no need to worry too much about meta knowledge - the players won't have the scene's full picture anyway.
Now head over to audacity or another audio editing program, and edit the tracks together into a little scene. It's not all that difficult, and if you want advice on this I'm willing to offer it.
When it comes to the play session, instead of you talking, you simply play the audio track. Describe the scene of course, but then invite the players in a way like you're listening at the door - 'let's listen in shall we'.
The novelty value the first time you do this is quite high, but it's amazing to see how players react to the scene. I've found it keeps them quite interested. They finally see what the 'secret project' was for, they're not listening to just the one person, and it has a distinctly different quality to it all. Frame it as a secret project for the game when asking them though - it really does increase the interest levels.
Ooh, that is a good idea! I will see if I can make that in time - I have until the 5th, though knowing my group it'll be the session afterwards which they'll get to the relevant scene!
Even people without animosity can fail to reach an agreement and decide continued talks are just a waste of time.
That said a script may be the way to go, until the players decide to interrupt you. Especially the one who has a right to speak on their own — kind of defeats the purpose of them being there if they only get to watch/listen.
Another way to go is to only have three speakers. Each of the factions has chosen one person to represent them, because 20 people talking at a meeting is really unwieldy irl it would be even worse in game. Then if the players want to go speak to one of the factions, during a break or something, you can develop other npcs within each group. Some are bound to be more or less enthusiastic about their faction’s plans, and that will give the PCs places to apply pressure.
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Hi all!
I am DMing a campaign which is about to involve a large gathering of Dwarf lords, which are meeting to discuss the state of their lands and the war they have with the Giants. The issues they will discuss are likely to affect the party, and one of the party members is a dwarf of noble descent who has every right to be there.
I have never held such a session, with most NPC roleplay being isolated to a select few NPCs, and I am concerned that I will not be able to pull it off well without some advice!
(If you happen to be a Cheese Chaser, look away now!)
The dwarf lords are meeting to discuss the movements of the giants in the north, who have recently mobilised after many years of maintaining their borders. They hold a region called Ormnir, which was the homeland of the Dwarves and which the giants claimed after winning the previous war. The dwarves summoned armies and struck deals with dragons, and attempted to reclaim their homelands in what is called the First Reclamation, which failed. However, after the Reclamation, the giants ceased hostilities and withdrew into their fortresses, and have remained stoic in their positions ever since. Recently, they have started moving again (this is due to party activities).
The dwarves were scattered, and so there are a few different factions to consider:
1: Reclaimers. They want to reclaim Ormnir and fight back the Giants. The younger generation seeks to support this to claim titles and lands, as their elders have put down roots elsewhere. There are a lot of "Nth sons" in this group, who have no hope of inheritence from their parents because of their elder siblings.
2: Rebuilders. They want to build new homes and leave Ormnir for the Giants. They are happy with their new lives as Wood Dwarves, and do not want to lose more Dwarves. The first Reclamation killed over 30,000 dwarves, and over 50 dragons allied with them.
Within the Rebuilders are a group of hardy dwarves from the Northern Blacklands, which are a bleak and evil land, rich in minerals but tainted by old evils. They are beset by Werebeasts and other horrors in the dark, and seek reinforcements, which would sap the strength of the Reclamation.
This presents an active party, neutral party, and actively against party for me to work with (without them being sabotagey or entirely opposed), but I am not sure how best to go about the roleplay of so many characters. The prospect of roleplaying by myself for 20 minutes while the players watch seems daunting and un-fun, but I suspect it may be the case.
Please give me hints, tips, and ideas to keep this engaging for my players!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
You could do something like, negotiations fell apart just before the party arrived, and now the factions are unwilling to speak to each other. Then have the party meet with each group individually. That will at least avoid a long scene of you talking and everyone trying to keep straight who is speaking when.
If you're concerned with spending 20 minutes talking to yourself, then I'd suggest following Xalthu's advice as above.
If you're concerned about differentiating 10-15 dwarves frl each other, consider not just changing voices (they all can have the same voice, who cares!) but instead; whenever one of the Rebuilders speaks, describe them as having a gnarled scar that wiggles across the corner of their mouth when they talk. Or have one of the Rebuilders be a dwarf you always describe with a scraggly beard that barely covers their chin...etc etc.
The point is to say that if you give a little blurb of description that you add every time one of the dwarves speaks, the party will much better be able to differentiate them. Just repeat names and repeat descriptions and the players should be able to invest a little bit more concentration into the discussion.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Awesome, thanks both!
Regarding negotiations failing, the struggle here is that these aren't parties with animosity between them, though this could see the start of some. I don't think it would ift the theme for this one. There will be some arguments of "why send people to fight the giants when we are being attacked in the Blacklands", but if there's one thing dwarves know it's holding grudges, so there will also be understanding.
Regarding repeating descriptors, I will definitely give everyone a notable feature which I will repeat, that will definitely make it less difficult to keep track!
I have intended to have them meet at a formal gathering before the talk so they can talk to the various characters individually there, so hopefully this can set the initial introductions in a more organic way than "here's a load of people - take notes!".
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
So, something I have done before and it went better than I thought it would is to write a little script.
It doesn't need to be anything fancy but write a little script with things the different characters will say. Then write 'sides' (versions that are literally the distinct lines that each character (NPC) needs to be saying). If you've got 10 NPCs and five players, you then ask your players individually and privately to audio record themselves speaking the lines for that character aloud. Ask them to keep it secret from the other players. Don't tell them why beyond it being to help you out for a future scene. There's no need to worry too much about meta knowledge - the players won't have the scene's full picture anyway.
Now head over to audacity or another audio editing program, and edit the tracks together into a little scene. It's not all that difficult, and if you want advice on this I'm willing to offer it.
When it comes to the play session, instead of you talking, you simply play the audio track. Describe the scene of course, but then invite the players in a way like you're listening at the door - 'let's listen in shall we'.
The novelty value the first time you do this is quite high, but it's amazing to see how players react to the scene. I've found it keeps them quite interested. They finally see what the 'secret project' was for, they're not listening to just the one person, and it has a distinctly different quality to it all. Frame it as a secret project for the game when asking them though - it really does increase the interest levels.
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Ooh, that is a good idea! I will see if I can make that in time - I have until the 5th, though knowing my group it'll be the session afterwards which they'll get to the relevant scene!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Even people without animosity can fail to reach an agreement and decide continued talks are just a waste of time.
That said a script may be the way to go, until the players decide to interrupt you. Especially the one who has a right to speak on their own — kind of defeats the purpose of them being there if they only get to watch/listen.
Another way to go is to only have three speakers. Each of the factions has chosen one person to represent them, because 20 people talking at a meeting is really unwieldy irl it would be even worse in game. Then if the players want to go speak to one of the factions, during a break or something, you can develop other npcs within each group. Some are bound to be more or less enthusiastic about their faction’s plans, and that will give the PCs places to apply pressure.