Skip to main content

No One Is Omniscient

Image result for wizards of the coast artwork dnd

It’s Friday night. The Iskryn group has spent the past eight sessions on the hunt for a gnomish artifact, device, prison, or person. Every step of the way, the people they’ve met and discussed this ancient gnomish thing with have had conflicting viewpoints on what it is. Gitro, a human researcher from a powerful mage tower claimed it was a relic of the gnome’s first days in Iskryn. Magus Sint, a halfling archmage and warlock was sure it was an entire prison, trapping the souls of long-dead beasts. And Voros, a red dragonborn knowledge-savant, thought this sought after gnomish thing was an actual gnome that’s somehow survived millennia after his race’s apparent extinction. Slowly, they’re delving deeper into the mystery of this gnomish thing, learning of its deadly history and purpose. Still, though, they’re unsure who to trust.

I have my players in a pickle; who do they trust, and how do they determine if what that character thinks is the truth is the actual truth. Well, as the dungeon master, I know who’s right and who’s wrong, because of course some of them are incorrect. In Dungeons and Dragons, as in real life, no one is omniscient. Using this truth and technique is a great way to make your game and NPCs feel alive. The trick is learning how to do this well.

Anyone can have NPCs tell their own truths. The blacksmith can think the town’s priest is working alongside the goblin tribe harassing traveling townsfolk, while the cleric can believe the same about the blacksmith. Having this scenario work successfully, though, requires finesse on your part. This week, you’re going to learn how to portray conflicting viewpoints convincingly.

Portray a Character, Not a Deity

The first obstacle you’ll have to surpass, especially if you’re playing with newer players, is the fact that you’re portraying a cast of characters. You, the dungeon master, are not in the game. Tales, facts, and opinions you state as a character in the game should not be held as absolute truths by players. You can gently remind players that this is the case, but, eventually, they should understand that your knowledge is not the same pool of knowledge as the blacksmith. Don’t think you’re off the hook, though. You need to remember that you’re playing characters, environments, and monsters and that their knowledge is limited. Sure, sometimes you might give a character a piece of information you didn’t plan on them having when the PCs first interacted with him, but if the world around your group is acutely aware of everything that’s going on and they’re always right, you’re doing something wrong.

Portray a character, not a deity. Embody the blacksmith, become the priest; live inside the character’s minds, not your own.

Give NPCs Reasonable Perspectives

Every NPC should believe what they’re saying for a reason. Most people in your world shouldn’t simply spout information just to enhance your PCs knowledge. Instead, they should make claims and spew facts because they believe in what they’re saying. This is key; if your NPCs aren’t believable, your world and your game will fall into the same trap. The blacksmith needs to have a reason why he thinks the cleric is in cahoots with the goblin tribe. He might have witnessed the goblin’s drinking healing potions similar to the ones the priest makes. Vice versa, maybe the cleric noticed the short swords and metal shields the goblins were wielding had a resemblance to the equipment forged by the blacksmith. Or maybe the blacksmith committed a fault against the cleric long ago, and he’s looking for a way to get back at him, no matter the cost. Even the divine can be corrupted.

The point is, NPCs should hold differing opinions for a reason, not ‘just because.’ If you make two characters at odds for drama and don’t have any substance behind it, the story and enjoyment of everyone at the table will suffer. However, if you manage to do this, create characters that disagree and give the party various pieces of information that contradict AND they’re believable, you’ve succeeded and the game will become far more interesting.

Let's expand on the blacksmith-priest scenario, just to get you started.

The Goblin Problem

The party knows that a goblin tribe has been harassing travelers on the outskirts of town, but recently, they've been targeting specific, empty locations at nighttime, avoiding guards and easily breaking into the locations. People inside the town suspect foul play. This leads to the party perusing town and searching for someone with the motive to work with the goblins. Time to obtain evidence.

First, the party heads to the town's temple, eager to speak to the people's figurehead, Priest Bishop Cardinal. In 'good faith,' he tells the party that the wound's he's healed were caused not by the usual spears and slings used by goblins, but well-made steel blades. In fact, he points out some of the weapons seen being used by the goblins are similar to those made by the resident blacksmith, Vorgaf Woodgash. He seems to hint toward Vorgaf being the goblin conspirator but says nothing outright. He also claims that Vorgaf's left town multiple times in the past two weeks, which does somewhat coincide with the goblin attacks.

Satisfied, let's say the party leaves the temple and heads for Vorgaf's workshop. Assuming they're level-headed and not wholly convinced that Priest Bishop Cardinal is telling the absolute truth, they speak with the blacksmith. Of course, the situation will unfold differently depending on what information the party withholds from the blacksmith. If approached "appropriately," Vorgaf will willingly admit he's heard his weapons are being used by the goblins, but he's unsure how they obtained them. As for leaving town, he won't readily say where he's been going, even that he's left at all, citing that it's none of their concern. 

Truthfully, he's been visiting the grave of his recently killed mother that's a few miles outside of town. On top of all this, he'll recite what he heard from a guard who fought a few of the goblins two days ago: "Ten of 'em, there were. Almost killed one of 'em at the fight's start, but he scurried off and gulped a potion that sewed his wounds right up! Couldn't get another hit on that one; most of 'em got away." The only source of healing potions for leagues around this town is Priest Bishop Cardinal's temple; perhaps Vorgaf knows this, perhaps he doesn't. It's up to you.

Now, who's working with the goblins? One of them? Both of them? A different individual? Perhaps your party decides more information is needed before they accuse a townsfolk of working with the goblins. That's for you to decide.

In Summary

Your world should be living and breathing. As a consequence, the people within it should have differing opinions and viewpoints on issues and quests that concern the party. Remember:
  1. You’re playing a cast of characters and environments. You might be omniscient, but none of them are. Don’t portray them as such.
  2. Ensuring characters the party interacts with entertain opposite or contradicting facts and opinions makes progressing through a campaign more interesting and requires the party to go the extra step when roleplaying. Not everyone can be trusted, be that because they’re lying or believe they’re telling the truth and they’re wrong.
Until next time, farewell!

Follow RJD20 on TwitterYouTube, and Facebook for more RPG content.


Most Popular Articles of the Week

My Take on Matthew Colville’s 5E Action Oriented Monsters

Soaring into a manifest zone on their airship, the Misty Tide, the party erupts into a pocket of the Elemental Plane of Fire high above a sea of bubbling lava. Surrounding them are hissing fire newts mounted upon burning birds, prepared to hijack the airship and release the fire elementals powering it. The airship’s captain screams, “Hold out! We’ll escape ‘ere in a minute, I’ll get us through!” In response, the fiery raiders attack, lead by a striking fire newt warlock. The combat begins, and she thrusts her molten scimitar into the broiling air. The blade soars between each party member, scorching them with ease before reforming in her hands. Later in the combat, she deftly descends atop her burning bird below the airship, narrowly avoiding a blast of eldritch energy. In the struggle’s final moments, she dismounts from her tiny phoenix in a whirl, leaping thirty feet to gouge one of the party members with her scimitar and deal tremendous damage. Ultimately, she fails; the rest of h…

The Case of Screen v. Screenless

It's Tuesday night. The companions of the Caught in Galen campaign are split across the community of Vorici’s Rest. My notes are laid bare before me for tonight’s session. Luna walks the stone halls of a temple, unknowingly moving closer to a beholder-like beast. Flux jogs toward the Azure Graveyard, the bloodstone he needed to dispose of tossed in a nearby alley. Roy stalks toward the Faded Ember Inn with Skraw before coming face-to-face with a humanoid made of twinkling stars and eyes like radiant suns. 
Meanwhile, Jason and Ignis harry two warforged desperate to detonate the necrombombs in the cemetery. From the shadows, Jason expertly twirls bolas at one of the warforged’s feet! I roll to save: 4! The table cheers. With his pact-formed longbow, Ignis rains eldritch blasts on the other warforged. The disabled warforged attempts to remove the bolas: 1! The table cheers. Jason rushes to the fleeing warforged, stepping between Ignis’s booming blasts. The on-the-ground warforged tri…

How to Begin a D&D Campaign

The world is created, the characters are made, and the starting location is set, but how do you begin a Dungeons & Dragons campaign? There are many lines to check off on your list. Is the starting point created? Are all the session zeros finished? Is the initial plot formulated? Is the opening scene ready to go? As I prepare for the start of my next D&D campaign, Caught in Galen, I’m going to help you or anyone else out there itching to begin a campaign correctly complete their pre-campaign checklist.
The D&D Campaign’s Starting Point Where will the campaign begin? This is a key question you should know before your players begin to make their characters that I dedicated an entire article to awhile back. Will the party explore the titanic ruins of a dragon empire on a jungle continent? Will they delve into the depths of the Subterrane in chase of a rogue celestial? Will they begin caught in a giant city of an inherently magical population? Know this before anything else. Y…

An Icewind Dale: Rime of the Frostmaiden Supplement - Abominable Adventures

Icewind Dale: Rime of the Frostmaiden hit the shelves on September 15, 2020. Wizards of the Coast’s summer 2020 adventure module encompasses the rise of a sinister threat around Faerun’s frozen northland civilization: Ten-Towns. Over the course of a Frostmaiden campaign, adventurers overcome burying blizzards, hunt a magical moose, and rid the snowy region of Auril the Frostmaiden and Goddess of Winter. Alongside the published module, a plethora of content creators have released and are continuing to release supplements to assist players and Dungeon Masters exploring Icewind Dale.
Abominable Adventures - An Encounter Guidebook in the Frozen Tundra is one such supplement.

Its creators kindly provided me with a review copy which I had a splendid time reading; outlined below is my review of it. This review includes a broad overview of the supplement, what I see as its best bit, and an area where it could be improved upon.

Before you make your decision on the buy, please take your time and …