My most challenging character

And how it changed the way I DM

Eloquent Friday, adventurer!

Today I'm here to tell you about a powerful Bard.

A singer whose eloquence and charisma were unmatched.

And how this posed a tremendous problem for her player.

Today I'm here to tell you how one of my D&D characters turned me into the Game Master I am today.

An unprecedented challenge

It was one of my first adventures in D&D.

Wendy, my Bard, had to infiltrate a sacred temple.

And of course, I failed the stealth roll.

So one of the “Avatars of the Temple” caught me.

Basically, if this creature hit me once, it wouldn't have to hit me twice.

But worry not! Wendy, my character, was a witty and daring charlatan capable of avoiding conflict through words.

But then something terrible happened.

My Game Master said, “This is important. You roleplay this.”

And of course...

I had to talk.

In a charismatic and spontaneous way.

As if I were Wendy.

This drawing is almost ten years old :')

Interpretive hangover

What happened next was not cool at all.

I don't even remember what I said, but I was so nervous that I only came up with bad ideas.

To which my GM replied: “Roll for persuasion... with disadvantage.”

I've never rolled two natural 20s again in my life.

And that's what saved my ass.

Because otherwise, I would have ruined the whole mission.

This moment marked me as a player, and I keep it in mind as a GM.

I think that by demanding that dialogue, several things went wrong.

First, my character's moment to shine was ruined by me, the player...

It wasn't the dice, or chance, or a clever trick by the GM.

This, in a fantasy game where I had created a character so different from myself in order to feel charismatic, was very unsatisfying.

I disconnected. The magic and immersion were broken.

It also made me somewhat averse to using charisma to get out of conflicts. Which was exactly what I liked most about my character!

A hidden gem

I'm going to show you something that you don't often see in the big role-playing game productions on YouTube or Twitch.

Simply because it's less entertaining for the viewer, but not for the people who are playing.

I love them, but let's not forget that they are professional actors.

Indirect role-playing.

You know, instead of “Get out of my way or you'll have me to deal with, you scoundrel!”, you say something like “I try to intimidate him by threatening him with a fight.”

Yeah, yeah, I know, when you read it like that, it doesn't look so cool.

However, when one of the players (or myself as the GM) lacks the tools to make a character work...

It creates disconnection. Frustration. The magic is broken.

So...

Does it actually work?

It works wonderfully in my games.

It has encouraged people who always chose dark, taciturn characters to step out of their comfort zone.

It has allowed them to confidently play a character that was challenging for them.

And as that comfort level increased, so did the number of times they decided to roleplay directly. They even gave some spectacular performances!

Because we don't owe anyone the performance of the century, but it's fantastic when it happens.

And it's easier to make it happen when you feel comfortable and confident.

Let's get to work!

There is no right way to roleplay indirectly, but I have my own methodology.

  1. The player communicates what they want to say: “I try to convince the guard to let me pass.”

  2. I ask them what angle they are using. For example, trying to bribe the guard is not the same as pretending to be his superior.

  3. If failing is interesting, we roll the dice.

  4. I narrate the result of the action. Sometimes I speak for the PC, and sometimes, with the result already on the table, the player roleplays directly with more confidence.

This is the basic formula, but I usually add variations depending on the context. Especially in investigative games.

I explain all this in great detail in the Game Master's Survival Kit, a PDF eBook in which I elaborate on the guidelines I use when directing and creating adventures. Of course, with examples.

If you want to get it, it's an exclusive gift for those who purchase my Game Master Screens before September 30 at 11:59 p.m.

The interior contains an original illustration full of tips that will make you a better DM, creating unforgettable adventures for your players.

Send me an email to see all the models and get one.

Bountiful quests and successful rolls!

🦉 Irene the Wizard

🦃 Saul the Bard

P.S.: Have you used indirect roleplaying in your games? How did it work?