As a player or as a DM, I’m sure that you've encountered a
time when you needed to step out of character a bit and play a minigame. What
do I mean by this? Well the classic examples are a game of chess or hand of
cards. Maybe your character is playing for money in a tavern, maybe you’re
playing for your life against a dragon, or maybe someone has set up a
diabolical trap in a dungeon and you need to play to set yourselves free. There
are lots of reasons and situations where minigames can pop up and as a DM, you
should have a few “tricks up your sleeve” to accommodate these.
Now it would be foolish to ask the DM or the players to
bring along a full chess set to every session when you may only need it for one
night out of twenty, so here are few more practical ways to handle minigames
when they crop up:
1) Use The Dice You Already Have Available
Everyone already has dice so use
them whenever possible. There are lots of games out there that involve nothing
but dice and the one that I’ve used quite often is the game Liar’s Dice or
Pirate’s Dice (See Here for the rules). In addition to regular dice games, I’ve
also used the dice for a simulated chess match making both sides roll
Intelligence checks until one player wins four out of seven. I’ve also used percentile
dice to simulate games of spinning a wheel of fortune or roulette wheel. In
those cases, all the DM needs to do is figure out what the odds are of the
player winning the spin, assign the percentage to it, and let them roll.
2) Playing Cards
It’s not such a bad idea for a
DM or someone in the group to carry around a deck of ordinary playing cards.
Honestly, they are light, small, and can be extremely useful in many
situations. Players often find themselves in taverns or amongst gambling folk
and a few rounds of poker, or blackjack, or even cribbage, with some
roleplaying thrown in, can create a very productive session. It also gives the
illusion that the players are actually “playing” for their character and that
can be very exciting/empowering. Playing cards also come in handy with some of
the magical items like The Deck of Many Things and The Deck of Illusions. I’m
also sure that an innovative DM can create many other home-brew games/items
with a deck of cards.
3) The Digital Age
The vast majority of us now have
smartphones or tablets or handheld consoles, and I suspect that many of those
carry a wide range of games. So if you’re feeling adventurous, why don’t you
break them out? It may not be a traditional way of doing things but who’s to judge
if two players want to decide who gets the +2 Chainmail over a game of Angry
Birds or Plants vs. Zombies? This might also be the good option to handle the
more bulky games like chess, checkers, or what have you.
Additionally, if you do have access to the real thing or
digital versions, players and DMs might want to consider the following games
that have been in existence since (and sometimes before) medieval times to give
your minigames that “authentic” feel:
A) Backgammon: This two person board game
is one of the oldest in existence having its origins in Persia around 3000BC.
B) Dominoes: Started in China around
1300AD but its modern incarnation was created in Italy during the early
renaissance.
C) Vaikuntapaali (aka Snakes and Ladders): Believe
it or not this game has been in existence since the 1500’s originating in
India.
D) Mah Jongg: Although its roots go back
to China around 800AD, the modern version has been played since the 1800’s.
I enjoy inserting a minigame into my adventures now and
then because it has many benefits. It breaks up the normal routine; gives
players a chance to play their characters on a whole new level; and, for the
most part, these games use a different set of mental skills from D&D that
some players may appreciate. Also, as a DM, I feel it’s a nice break from the
action and it gives you an opportunity to collect your thoughts, especially if
you’ve been improvising the adventure.
However, it’s important to not fall into two traps that
the minigames may create. Firstly, they can railroad your adventure if they are
played too often. Minigames are a gimmick that should be used sparingly. I
would say once every seven or eight sessions at the very most. If used too
often, the players will begin to expect them and may even demand them. That
could turn something that was meant to be a treat into something that is more
of a distraction. The second trap is inserting minigames into an adventure for
no concrete reason. In my opinion, everything you do in an adventure should
move the story forward on some level and minigames should be no different. Make
them worth something! This can be done by gambling or betting on needed coin,
items, or even a character’s life. Minigames can also be excellent vehicles for
roleplaying. Instead of simply talking to NPCs at the back of a tavern, why not
engage in a minigame with them? As a DM, I know that my NPCs might be a lot
more accommodating with information or aid if the PCs let them win some gold
over a few hands of cards. Oppositely, keep in mind that the players may not
win/lose the game as you expect, so don’t pin the whole adventure’s outcome on
the result. Players have a funny way of upsetting your best laid plans.
So whether you keep it simple with cards and/or dice or
if you go with a digital or physical game, minigames can play a pivotal role in
your D&D adventure. Both DMs and players will appreciate the short break
from the game and, if they are attached to the plot of the story, they can become
fun and interesting twists.
I would however stop at letting your characters play
D&D while playing D&D. That’s just insane.
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