Basic Principles for Successful Adventuring
I enjoy looking through my old Dragon magazines. You can find them online, but I have a whole slew of them between issues #50 and #150. I enjoy flipping through the pages to see if I can find some inspiration for my next post. I recently came across the article Be Aware and Take Care (Dragon #79, November 1983). Lew Pulsipher wrote an essay on a few fundamental principles for any player to utilize when their character is out in the world killing kobolds.
Some of the recommended things to do are specific to AD&D. No one worries about rations, riding horses, or having multiple NPCs traveling with them. I've said this many times; the 1st edition is actively trying to kill you. You knew going into any fight that there was a real possibility of character death. In fact, just walking down a hallway dungeon could cause your untimely demise if the rogue wasn't actively checking for traps. The 5th edition is a kinder, gentler game, but that in no way implies that your character cannot die at any moment.
That said, it's a great read no matter what edition you play, and every piece of advice is something all players should think about. Some are common sense, but we all know that players can throw reason out the window once you roll initiative. Having a plan and personal and party rules in place can make the fight and, hopefully, the entire campaign smoothly. Broken down into four parts, today, we'll look at pregame principles. We often get so wrapped up in character creation that we forget the simple things. Before your fighter steps out the tavern door, having a plan and some basic knowledge will go a long way before your first encounter.
Elementary Precautions
Remember how I said some of the principles were edition specific? The items listed in the article were relevant back in the day, but many now hold little value in most games. No one checks to make sure they have enough rations for your trip. Don't lie. Just tell me, you assume that you'll be hunting for food while in the forest, and the set of rations you started with will suffice when you're in the deep, dark dungeon. There are, however, some excellent points beyond food, water, and extra horses.
A balanced party is essential. If you want to have four barbarians raging their ways across the continent, that's fine, but you'll need to figure out your plan for heals and those creatures immune to bludgeoning/piercing/slashing attacks. Character classes are only part of the battle. A diverse range of skill sets is beneficial in any scenario. The emphasis on Perception sometimes overshadows the importance of other skills. It's good to have someone good at telling lies (Deception), another person who excels in finding hidden items (Investigation), and one that can lift all the heavy treasure that doesn't fit in the bag of holding (Athletics). Not only can the party accomplish several goals, but each player gets to show off their character beyond just swinging a sword or casting spells.
Spellcasters have a vital role in any adventure. The preparation of the spells can make or break an NPC encounter, a combat situation, social interactions, or just looking for clues. Players tend to think offense first. Whether it's magic missile, fireball, or meteor swarm, a caster's first instinct is to pick damage spells over all others. There is nothing wrong with this strategy, but a lightning bolt isn't going to help you unlock the door after the rogue critically fails their attempt to open it. Defensive spells aren't as flashy since they don't make things explode, but a good offense isn't always a good defense. When you meet up with the BBEG, casting an antimagic shell spell and turning their fancy magic sword into a simple item can put a damper on the bad guy's day.
Know What You're Trying to Accomplish and Stay Focused
We think of a campaign as going on a quest, killing an evil creature, and coming home with gold and shiny new magic items. If you are unclear on what you are supposed to accomplish, use a session or two for information gathering. Heading off all willy-nilly can lead to a series of random encounters that bring you no closer to your goals. The DM may get frustrated and throw you a bone, but stumbling around with no purpose is no way to live your character's life.
Once you do have a course of action, stick to it. When you enter a tavern looking for a person with a crucial bit of information, find them as quickly as possible. When the person tells you an individual is glancing your way, don't try to start a bar brawl or head over to talk to the random kobold waitress that was thrown in as color. I'm not saying you can't have a little fun, but you have a precious four hours of playtime until the next week, so keep moving forward.
Keep a Monster Journal
Let's start by saying players should never use the knowledge they have about a monster (or entire adventure) when they encounter a creature. It's hard not to sometimes, but blatantly announcing that the monster in front of you is a mind flayer and does psychic damage is not cool. Some DM's will only use homebrew monsters to avoid this, while others will tweak existing creatures. I personally think this is great, as it forces me as a player to pay attention. Even something as simple as changing a creature's resistance can alter how an encounter should be approached.
Anything information gleaned should be logged so that when you know that there's another fight with the brain sucked tentacle-faced horror, you can prepare the proper spells and have your ranged weapon ready. Whether using a Perception check to gain creature information or noting that your cone of cold had little to no effect on the frost giant, all knowledge is important. Write it down because if you're old like me, you barely remember your name some mornings, let alone what abilities the red slaad has.
Equipment
Last on today's list is making sure you have the proper equipment. I wrote an article about ideas to use equipment, and I'll mention some below. Players tend to be so focused on magic items that they forget about mundane things. They are usually cheap, especially when compared to buying a magic item. You can also find them in any town or city. I've never heard a DM tell someone they can't find a bag of caltrops in even the smallest village.
Ball bearings are my favorite innocuous piece of equipment that all my characters carry. If you need something to slow down the gun-toting giff that's chasing you, drop the ball bearings in an attempt to knock them prone. They can also be used to stick into murder holes and dart trap openings. A vial of acid can be used as an improvised weapon but can also eat through a metal lock. A crampon is always good to have when in cold climates. They are metal plates with spikes strapped to the bottom of your boots, and they will prevent you from falling prone while moving across slippery ice. The uses of basic equipment are plentiful and a lot easier on your bank account.
If you like our articles, consider supporting us on Patreon.
Receive one month free of GM Binder when you join our $10 tier. There is a limited number, so act fast!
Access to our Homebrew Horde with well over 500 monsters, magic items, tools, and much more!
Vote on upcoming Deep Deep topics and early access to them upon completion
Our online One-Shot Adventures
PDF's of our Kit Series
More to come!
Header Art Credit - WotC (Magic the Gathering)