Avoiding the rabbit hole

Hello and welcome to a Saturday night discussion piece where I want to discuss something I struggle with, complexity.

Now its not making sure things are complex enough its going too far down a rabbit hole and, like all warrens, finding that there is a second, third, fourth and even fifth rabbit hole that has rules, systems, creatures or untapped stories that you want to explore. The issue is that when you burrow into that second tunnel it adds complexity and that complexity makes it hard for both DMs and players – an issue that I am still working out how to navigate.

An example is this weeks example – how to have those afflicted by the Sliver of Shadow curse have the mechanics they do – being present on the Material plane but unable to be seen, heard or interacted with until someone strongly willed enough finally does. What I initially thought was opening up the idea of a reversal of the astral plane mechanics – their body being present and active in the material plane but peoples ability to view them in the plane being as if trying to peer beyond the veil. Now I started to re-read up on the Astral plane to refresh my memory on its mechanics and it was.. complex to say the least, at least in the terms of how I wanted to blend it to work for me.

The first issue was that I immediately started to weave the astral plane into the plot points – my floating story line which I use to keep an idea of where I want it to go without having to cement anything down that would creature massive amounts of re-work as I write this weekly. This was a big issue for me as the added complexity to something that, to be open with, doesn’t need to be any more complex that it currently is and it also started to change and influence plot. Now as I started to mentally untangle the twine that knitted together this years campaign to start adding in the astral-thread I stopped as I started to ask myself “ok, now ‘The Shadow’ – how do they link in with the Astral plane..” the answer wasn’t a mapping session it was quite simply “IT doesn’t he is between planes but takes strength from Shadowfell” – Ok maybe a bit of a spoiler there but I believe you can forgive me. This then helped me work out the curses nature – forcing people to dwell and live like The Shadow – non-existent without being seen in the light.

The second issue was making sure that the rules, the mechanics are easy enough that new dungeon masters can read and understand with minimal study. This is the other issue with going down the rabbit hole and the complexity behind it – it gets hard to memorise so that you can run the system for the other people at the table (virtual or otherwise), the players but more on them in a minute, and with the creatures, maps, core game mechanics, the more advanced mechanics let alone the multiple race-background-class combinations that your players bring that you need to factor in with adding MORE complexity into the mix means more time reading rules, notes or books and less time playing at the minimum or forgetting something crucial and slowing down the process as you move to rectify it.

The third issue is the more complex the rules I find the players, I will refer to them as an audience for this point from now on, may become disenchanted from the session. The audience are not here to try and unpick great puzzles and unravel the secrets of the world – they want to see what happens to a party of adventurers in fantastical situations where they come out ahead against all other odds, or at least a single adventurer and how they look out for number 1, themselves. The more complex, the more rabbit holes in your warren, the more unbelievable it becomes and the easier the disenchantment becomes and they lose interest in the current scene, the session or the adventure entirely (or worse – the campaign…)

The reason for the switch in focus between player and Audience is because I also have several barely started novels sitting there waiting for meat to tie together the plot points and I struggle with keeping it simple to a few key points. For me I love high, grand fantasy where the systems, the complexity and depth is mind boggling and I aspire to produce work of comparable if not equal quality to some truly fantastic Authors. This means that I automatically associate success and ‘awesomeness’ with complexity and so I tend to dive head first into that deep deep pool when I really need to start off in the shallows first and then ease into the deep end.

So for me, keeping the complexity out is to really ensure the success of the campaign, simple. But the broader picture is also a bit of self reflection where I am aware that I tend to get bogged down in the details where I really should just take a step back and start with the basics and work my way up from there – some of the most memorable books I have read only have one or two ‘complex’ concepts and really, they aren’t that complex in the first place. Its not a new language, new ‘style’ of magic, or science, or something its just a way of doing things that I need to start at and see if complexity and further depth is neeeded at a later point.

Well that’s it for tonight, come back tomorrow for more and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

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