Except my wife, our first guest DM is probably the person with whom I have spend the most gaming time. He’s the player behind Mikau the Unwitting and Hadarai and the DM behind The Gods are Dead, Long Live the Gods, which I’ve called the Post-Ragnarok campaign a few times on here. He DMs with high amounts of preparation, research, and numerical game balance, and he’s opted to talk about that today:
Today, I’ll be filling in for your normal DM who runs with Charisma to bring you a different perspective and approach on things. I am a DM who runs with Intelligence, which now that I say that out-loud, makes me seem far more pompous and arrogant than I had intended. I guess it’s because I’m implying that DMing with any other stat makes you non-Intelligent, which certainly isn’t the case. Wow, that’s a bit of a loaded word there, then.
I’ve played with your normal DM, on both sides of the table, for over 10 years (my, how time flies), so I’d like to think that we have a good understanding of how each other works. The first conversation I remember having with him was commenting that I was the only “good” (as in alignment) character in the party. He interpreted that as “good” (as in overall quality), and so we’ve been friends ever since. I am also a consistent patron and victim of the Wrath List Wrath List. I started to DM after meeting your normal DM, so my style is heavily influenced by what he did and has done, as well as by certain campaigns that we have mutually suffered through as players.
Anyway, your normal DM did previously talk about DMing with Intelligence a little, but that was almost 4 years ago, so it never hurts to refresh.
He stated that:
Intelligence-based DMs are a step or two more comfortable with the hardest parts of the game. They treat a campaign as a thing to be built by one person more than a thing to be generated by a group, and they stick much closer to official rules and mathematical integrity than Wisdom-based DMs. It’s easy to think of them as uptight and distant, but my Int-based DMs always have a startling amount of internal story consistency, and they make sure that the gameplay is as fair as possible. Intelligence DMs treat the story as the most important thing; bad ones crush player opinion for the sake of the plot, but good ones integrate the players so they’re as involved as the DM is.
Your normal DM is, honestly, one of the smartest people I know, so I think an important thing to do, right off the bat, is to divorce the idea that DMing with Intelligence is about being smart or about actually being intelligent; DMing with Intelligence is about . . . I want to say it’s about the Plan, but I believe that most DMs have some sort of plan, and sometimes I have less of a plan than I let on (a fact that I’m sure does not in any way surprise your normal DM), so that isn’t strictly the difference, either. Everything I think of could be applied to DMing with other stats, so instead, I’ll describe what I do.
For me and how I approach the game, it’s about the details. I always build my world from scratch, because honestly, for me, world-building is the most fun part. I am a Simulationist first (I don’t know whether or to what extent that trait overlaps with my style of DMing), and so I want the players to feel as though they’re in a real place, I want everything to make sense and I want the players to be able to believe that everything is realistically connected to everything else, such that their actions matter and the world responds accordingly when they, say, blow up an important guard tower and its surrounding city wall. To me, the best thing is for my players to approach the world with the knowledge that it doesn’t revolve around them, that it will continue to exist and change (in general) regardless of whether they exist, but that it still does change because of them. There’s a reason that I like Majora’s Mask so much.
I’m at my best when I’ve made plans upon plans, both for the session and the setting, and at my worst when I just wing it. I am the kind of DM who made a small community of less than 100 people, and then used various tables to identify and stat out (loosely) every person in the village (and their relationships to each other), and then spent hours researching era-relevant population-to-acreage ratios so that the community was surrounded by a believable amount of farms. Now, I only did that because I thought every person might be relevant (it was a post-apocalyptic setting with strong survival elements at first), but that doesn’t change the fact that I still did it. That might say something about my time management, but to be fair, I did all of that before the campaign every started, so it never interfered with actual session planning.
So, the other thing mentioned is an approach to rules. I value consistency in the application of rules. I blame a family history of being lawyers, combined with my normal approach to world-building, as stated above. I maintain a WordPad document with house rules, including the date I added the rule (and whether it applies to a given campaign, or to all campaigns that I run), because I want to be fair in that application. Is it too much? Maybe, but it works for me. My extended interaction with my normal group has loosened me up a bit, and I try to be more flexible with allowing my players to do cool or interesting or amusing things, even if Rules as Written, they shouldn’t be allowed to do it. Law 0 is always in effect, after all, and I want them to have fun.
This entry may have gone a bit overboard. I think I’d like to believe that the very character of this post reveals as much as its overall content about the machinery underlying my thought process, and hopefully by proxy, into some of the approaches to DMing with Intelligence.









On D&D as a Brand
As I’ve mentioned before, I follow professional wrestling, and today I want to talk Sunday’s WWE event, “Hell in a Cell”. Its namesake is the Hell in a Cell match, which is the big brother of a steel cage match. It’s intended and expected to be vicious, dangerous, and often bloody. They say that anybody who goes into such a match doesn’t come out the same, assuming they come out at all. In storyline, wrestlers try to avoid it to protect their bodies and careers, and it’s saved for only the most important, feud-culminating matches.
Except that around this time every year, several wrestlers suddenly decide the Cell is the only way to resolve their differences. They don’t do it because they’re actually embroiled in important battles, or because they need to brutalize their current adversaries more than normal, or because they need to protect their matches from outside interference. They do it because it’s October. That’s the time of year when the Hell in a Cell event is, so that means it’s time to have Hell in a Cell matches. There’s no other reason besides “that’s what happens in mid-fall”.
I’m pretty convinced this is dumb. Treating the event like this is sacrificing the story for the sake of the medium. It’s like how television shows all come to a head around the end of a season, except TV shows are designed and written specifically to build their arcs for thirteen episodes and resolve them all at once. Wrestling doesn’t work like that; it’s made of several stories, all at different points and often overlapping, and hitting the “this is a blood feud now” button on multiple storylines at once does a disservice to the narrative, the viewers who expect a logical and interesting show, and the event itself by reducing it from a thing of some importance to just a thing that happens around Halloween.
So why the disconnect between what we expect and what we get? Because WWE’s goal isn’t to create a cohesive narrative, it’s something else. They tell viewers their goal is a story with conflicts expressed through specific athletic contests (“sports entertainment”), but that’s not what their goal actually is.
See, when you’re telling a story, your goal is that story. Everything else you use, from the medium and delivery to the characters and settings all the way down to the pacing and language, should be in service of that goal. If you make choices that actively disrupt the story to prop up one of its constituent parts, you’re not telling a story any more. You’re focusing on that element, and the story is just the catalyst to make that element happen.
That’s fine. But if you’re fully aware of your goal yet presenting a different goal to your audience, you’re either a cunning tactician or you’re in for trouble when that audience figures it out. It’s why so many television shows jump the shark when the male and female leads get together; the creator thinks viewers watch for the characters themselves or the snappy dialog or the actual plot, but the viewers are most interested in the will-they-or-won’t-they tension. Viewers think they’re watching the world’s slowest pre-courtship, and when the creator resolves it to focus on something else, that disenfranchises those viewers. The creator (usually) doesn’t actually tell them they’re wrong for liking the wrong thing, but it feels that way.
Regarding gaming, this disconnect between a game’s intention and the players’ knowledge of it is a running theme throughout this blog. If you’re so focused on making monsters powerful that you sacrifice the player experience, you’re not making a role-playing game about characters, you’re making a battle simulator, and you lose players who want something other than numbers. If you’re so focused on building a unique world that you lock players into prescribed roles, you’re not making a game to be played, you’re writing a script to be followed, and you lose players who want to influence the setting. If you’re so focused on making adventures for everybody, anytime that you limit how, when, and what players can do while preventing them from having any say in the overarching story, you’re not making a gaming system, you’re making a video game (and not even a modern video game, but one where you can only “touch”, “take”, “use”, and “lick” certain background objects), and you lose players who want freedom of choice. I feel very strongly that players deserve to know what a game is before they get into it, because suddenly finding out that a game (or TV show, or poem, or business, or person) isn’t and never has been what you thought is incredibly jarring.
I went through something similar recently with Pathfinder, where I finally realized that what I wanted out of Pathfinder wasn’t something the creators wanted to produce. I’m still trying to reconcile that. So you can imagine what I’m thinking now that I see D&D is doing the same thing.
The impetus for this is a smart but jarring article on Gnome Stew that basically argues D&D isn’t a roleplaying game any more, at least not in the way I want it. Part of the fun in a roleplaying game is playing a character I want to play. Based on the evidence, that doesn’t factor into D&D any more. Wizards (and, as the article says, this is probably more a Hasbro thing) is instead pushing D&D as a brand, with video games, online videos, board games, and an upcoming movie. And that brand isn’t based on letting players do or be who they want, it’s about pulling them into a unified, approachable story.
This is a weird place for me. I cut my teeth on 3E, which had various splatbooks with classes, feats, equipment, monsters, and new rules. 3.5E did the same, and so did 4E, and so does Pathfinder. There was a regular stream of new options to expand what I could do as a player and as a DM. In 5E that’s gone, replaced by the DMs Guild, which is somewhere between “third-party publisher” and “my personal Geocities page” in terms of quality. When I heard about the DMs Guild I was excited for what it meant for the hobby and the direction of future publications, but now I see there aren’t any “future publications”. I didn’t expect the SRD to come at the expense of official content, and I’m incredibly disappointed that I may never hold a D&D book in my hands again.
Wizards is still publishing material, of course. But it’s all adventure paths, per the Paizo model. If you want something you can run in your own game, Wizards is not interested in your interest. And it’s all in Forgotten Realms or Ravenloft, so if you prefer another setting or your own, the same applies. None of it is intended to let players do what they want. As with the WWE, it’s intended to bring players into the story Wizards wants them to want.
I’m not going to go so far as to say D&D isn’t a roleplaying game any more. I’m not that alarmist. It still is, but a far more limited one than it has been in previous versions. It’s more a gateway to a shared multimedia franchise. That’s fine from a business perspective, but it’s not what I want. I don’t want a brand, I want a game that gives me enough freedom to tell the stories I want, and the only way I can do that is by giving up on the system as written and making my own version of it.
Again.