Professional Documents
Culture Documents
www.BeABetterGameMaster.com
Companion Video:
youtu.be/OW55vC7bQtM
Copyright © 2015 by Absolute Tabletop, LLC. All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form without the expressed written permission of Absolute Tabletop, LLC.
The Absolute Tabletop logo and all content herein are copyright Absolute Tabletop, LLC. Absolute Tabletop, LLC
is not formally associated with any other publishing house(s), and the use of any popularized or system-specific
terms does not imply affiliation with or endorsement by said publishing house(s).
The A Fistful of Dice, Be a Better Game Master, and Tabletop Terrors logos are copyright their respective owners.
Heather Thank You
For Heather.
For being my big dream; for seeing behind all these walls and
not once turning away from what we found there.
www.AbsoluteTabletop.com
If you’re anything like me, you walk away from those films wanting
to run the most badass, memorable, mass-combat RPG session ever
to transfer through the human loins.
Ew. Gross.
So, without further ado, let’s make our gaming sessions more
un-sucky.
Michael Barker
BeABetterGameMaster
4
GAME MASTER ADVICE
Let’s make your battles more awesome in just II. BREAK THE BATTLE DOWN INTO A SERIES
four steps… OF SHORT ENCOUNTERS
Just like above, keeping track of each individual III. GIVE THE PLAYERS A CHOICE
enemy’s hit points can become tedious and
distract you from more important aspects of the A lot of these encounters will happen
battle. Instead, use a “pool” of HP for the entire simultaneously, and that’s sort of the point! The
group to speed things up a bit. players should know what’s going on (the overall
“sky-view” of the battle) and what’s at stake.
Instead of staying zoomed in too far (a boring, Give them a few specific options of things they
repetitive, hack-and-slash) or zoomed out too can do to turn the tide of battle (e.g., reinforce
far (more like a tabletop war game than an RPG), the gate, fight back the ladders, or intercept the
try alternating between both. Consistently infiltrators).
moving from the gritty, personal experiences of
the characters to a more narrative description Ultimately, you want to make just enough
of the overall battle can give your game a more encounters for the party to deal with, and
cinematic feel, and keep the players aware of the then make one more. This way (at least at the
stakes. beginning of the battle) there will be at least one
objective that the players fail to meet. This will
not only help the battle evolve, but it will give
the group a sense of the consequences that their
choices bear. This will help them decide in no-
win situations which specific goals they want to
achieve in this particular battle.
Now, watch the battle, and write down in a row or col- BONUS POINTS: If you have the time, jot down the
umn a letter for each thing that happens. For the times main focus of each shot in the battle you choose to
the director zooms out on the battle write an ‘O’. For watch. ‘Troops marching’, ‘a tower exploding’, ‘an enemy
the times the director zooms in on a battle write an ‘I’. victorious’. This can give you basic ideas for what to
And for the times they focus on the main characters describe in YOUR battle.
specifically, write a ‘C’.
www.TabletopTerrors.com
Narrative description is everything! When an adventurer slays an enemy, allow the player to describe what it
6 looks like as they are slashing through a squad of foes instead of just one.
Organizing Your Battle
If you’re anything like me, you love the idea of THE FLOWCHART:
organization in your games, but you’re always
struggling to find the tools to help you do it. Over Use this customizable worksheet to help
the next few pages, you will find some awesome organize your battles and give them a sort of
tools to help you better stage fun, cinematic cinematic “flow.” Similar to the encounters table,
battles. If you’re looking for more insight, or if the flowchart is divided into the same three
you’re a visual person like I am, you should check phases. Choose three Phase One encounters to
out this supplement’s companion video here and place at the top of the chart. These represent the
we’ll build a battle together! opening events of the battle – the first hurdles
the characters will have to overcome. Go through
THE ENCOUNTERS TABLE: these three encounters, asking yourself, “What
if the characters are NOT successful? What
This whole supplement is about breaking happens then?” Put those “negative outcomes”
your battles into smaller, more fun, and more into Phase Two of the worksheet. So for every
manageable encounters. On the following page, encounter that the characters fail to resolve,
you’ll find 40 sample events that can have two more serious (and perhaps more challenging)
a serious effect on the characters during a encounters are created in the next phase. In
battle. These encounters are divided up into this way, the battle is always escalating, but the
three sections: Phase One encounters (green), characters can still feel accomplished. Do the
which occur at the battle’s opening; Phase Two same thing between Phase Two and Phase Three,
encounters (yellow), which occur as the conflict and voila! Your battle is ready to be fought!
escalates and the fight becomes deadlier; and
Phase Three encounters (red), which represent Ultimately, the most important thing to
the most dire events of the battle’s final remember here is that your flowchart should be
moments, when nearly all is lost. treated as a guide to help you visualize how the
battle might progress. Nothing more. Same goes
with the encounters table. These are not hard
and fast laws for you to follow like a train on
the tracks. They are meant to guide and inspire
you – not to tie you down. Have fun with it, and
remember:
Battles are all about pacing. If you find that the session is becoming sluggish or boring, don’t be afraid to
blow something up (in-game, you maniacs)!
7
ENCOUNTER TABLES
IN 3 DISTINCT PHASES
PHASE 1
Defenders Attackers
The enemy is at our gate with a battering ram. If we Our battering ram is at the gate! If we can’t give those
don’t reinforce the gate, they’ll be swarming the men cover from the enemy archers above, they’ll be
courtyard! helpless under the arrows.
Ladders! The enemy means to scale our walls. We must Send forth the ladders to help our infantry take control
stop them or risk losing our primary defensive positions. of their walls. If we can’t get inside, this entire assault is
forfeit!
Look! In the distance! Our enemy is bringing forth their Our catapults are in position, my lord. But they are
catapults. We must send out a small strike team to stop dangerously under-defended, and it looks like the enemy
them or risk the destruction of our fortifications. is preparing to strike against them.
This siege could last far longer than expected. We need Without the food and supplies they need, our foes will
more food and supplies for our citizens and soldiers in be forced into an early surrender. Secure the storehouse
order to survive the fight ahead. We should send out a outside the city walls for our own soldiers and defend it
small force to collect what we can from our storehouse from any possible counter-attack. We shall starve them
beyond the walls. out.
The enemy is at the walls! Heat up the oil and pour the Our soldiers can’t withstand the burning oil much longer.
cauldrons on their heads! Destroy those positions or otherwise find a way to
protect our soldiers!
The enemy has shown up a full day before our scouts Our scouts located a shorter, lesser-known path to the
anticipated! Get to the bell tower and alert the troops to enemy city. If you can stop the enemy from ringing the
ready the city defenses. bells and alerting the town to our siege, we’ll have the
element of surprise
The enemy is trying to sneak troops through the sewers We’ve found a way in through the sewers and
and underground tunnels of the city! We must reroute underground passages. If we can fortify our position
the smoke from the blacksmith’s bellows to ensure they before the enemy knows we’re down here, we can avoid
have no fresh air to breathe. a brutal fight in this maze!
Keep the enemy interesting! If the adventurers are fighting an army of orcs, include melee warriors, ranged
8 archers, and self-destructing, explosive orcs.
ENCOUNTER TABLES
IN 3 DISTINCT PHASES
PHASE 2
DEFENDERS ATTACKERS
Our infantry needs time to regroup. Buy them a few Their infantry is disorganized, but we need to press the
precious seconds by charging into the fray and slowing advance against them before they find their wits. If not,
our enemy’s advance. we could lose our advantage.
With their ladders in place, the enemy is pouring over We’ve made it onto their walls thanks to the ladders
our walls! We must slow their advance into the city and you helped lift! Now we must assault the enemy
protect our archers! catapults to help further the advance of the rest of our
men!
Our very own cauldrons of hot tar have been turned Our efforts to protect our soldiers from the scalding
against us! We’ve lost our defensive positions on the cauldrons of tar have failed! The burning oil has
wall. Get up there and save as many wounded as you disabled our battering ram as well. Get up there and
can, then regroup for battle in the courtyard! retrieve the wounded so we can get back to tearing
down the gate!
Who would have guessed the attacking army would use Our attack from the sky will secure our victory, but not
flying creatures to attack the city from above? Hurry! To if their ballistas shoot our dragons down! Hurry! Take
the ballistas! Shoot those beasts down! those weapons out!
What is this explosive alchemical concoction our It is no secret that our enemies have created a new
enemies have created? It looks to be some sort of black form of explosive powder for their siege weapons. We
powder or – wait a minute. They’re sending a sapper must find and destroy the warehouse where it is being
towards the gate with it! We must stop them now! stored, or pay the price in blood.
The attacking army has brought reinforcements to our Our reinforcements have arrived, but they are scattered
flank, but they are scattered and unprepared for battle. and underprepared, and they’ve failed to spot the small
Now would be the perfect time to strike! enemy force looking to ambush them! We must alert
them before they are crushed!
They’ve captured our siege weapons and turned them Look out! Here comes the counter-attack! The key siege
against us! We must take back the weapons back or face weapons that we’ve obtained during our initial assault
a much greater onslaught on the ground! are again in danger! Fight for them! Die for them!
A great philosophy is to view yourself as the camera operator, not the director. The players are the decision-
makers. With the proper preparation in place, your job is to show the players the results of their actions
and decisions. 9
ENCOUNTER TABLES
IN 3 DISTINCT PHASES
PHASE 3
All is almost lost. It is time, my friends. Time for us to don our most sacred armor and ride out to meet our enemies.
We may die, yes. But we will die as soldiers.
The battle is lost. All we have left are the people that have fought beside us. Retrieve all the wounded you can and
prepare to retreat!
Many of our men are dead! If you can find a way to destroy the dam, we could flood the city. It will mean heavy
losses on both sides, but it may be our only chance of holding this city!
All will be for naught if we don’t call for aid! Hurry! Ride to the nearby village and light the beacons! At the very
least, it will warn our countrymen of this terrible onslaught!
The city is lost and we are preparing for retreat, but the enemy does not know your faces. Here – put on these
enemy uniforms and blend in. We’ll need some spies in their ranks if we are to survive the next battle!
Use descriptions to make the small things matter! Yes, an epic battle is taking place. But that doesn’t
10 mean a crying mother won’t ask an adventurer to help her find her lost child.
SOME BATTLEFIELDS!
An ancient fortress, built to guard an otherwise impenetrable mountain pass. The walls are beginning to
2
crumble, revealing various weak points in the defenses.
3 A woodland riverbed, filled with deadly quicksand, where the only way across is a slender, stone bridge.
A large galley, anchored at sea due to the surrounding magical storms. The coming attackers will strike from
4
upon, above, and within the sea itself.
A sewer, foul in both sight and stench. The attackers strike at three distinct “choke-points” from various
5
openings in the ceiling.
A tavern, surrounded by torch-bearing brigands. They shatter windows and burst through the doorways. But
6
will they find the secret passage leading up through the floor?
A gladiatorial arena, with attackers surging through the side entrances. Defenders might take up positions
7
behind the wall surrounding the arena floor, as well as at the portcullises and stone benches.
Miles and miles of labyrinthian battlefield trenches, carved out of the earth into a defensive fortification.
8 There are dangers lurking both through the trenches and across the projectile-ridden “no-man’s-land” on the
surface.
An underwater city, attacked by amphibious creatures (or non-amphibious creatures using water-breathing
9
spells) from the nearby reef. The city utilizes the ancient shipwrecks surrounding it as defensive positions.
A city built into the canopy of a large rainforest. It would be completely safe from assault, were it not for the
10
climbers and axe-wielding “tree-choppers” attacking from the forest floor.
An open plain, littered with fallen soldiers and riddled with the charred scars of magical firepower. To the rear
11
is a roaring river with no bridge for miles.
A frozen lake between two steep cliffs. The slippery surface is nearly impossible to fight on, and everywhere
12
the ice begins to break.
A battle should feel different from any other environment in the game. Illustrate this by describing how the
once blue sky has turned gray with smoke, or how the ground has become muddy – not with water, but
with blood. 11
www.AbsoluteTabletop.com
12
SAMPLE BATTLEFIELD MAPS!
OUTPOST RED
Located in the Anderwood, Sur Salin
Map © Heroic Maps – For a printable, full resolution version of this map, click here
Raddika Pass
Located in Hallowhall, Enchea
Map © Heroic Maps – For a printable, full resolution version of this map, click here
15
BONUS TIPS!
Weather can be as much of a danger as an enemy with a sword. Are the ramparts slippery with ice? Is snow-
fall obstructing the adventurers’ vision? Perhaps a massive dust storm is on its way. The possibilities are
endless.
What happens to a city under siege? Rioting. Looting. Chaos. The more of these sorts of things you can
include in your descriptions, the more immersed in the battle your players will become.
Remember that the adventurers aren’t typical grunts. They’re not cannon fodder. Let them feel powerful. They
can – and should – make a tangible impact. Show them how their actions are affecting the world around
them, and emphasize that their decisions are turning the tide of
battle for good or ill.
Thank you again for giving this supplement a look, and I really
hope it helped you in running some more immersive battles.
If you liked what you read, you can find more Game Master tips on
my website, www.BeABetterGameMaster.com.
16
BE A BETTER BATTLE MASTER www.AbsoluteTabletop.com
An explosion rocks the castle walls, throwing debris into the air. The gates shatter
and split, and the orcish horde spills into the courtyard, falling upon the weary
guardsmen and hewing them down like blades of
grass. The sun sets as the castle towers burn. Only
heroes can turn the tide of this battle – and only the
game master can make it real for the players.
www.BeABetterGameMaster.com
17