“You remember the Deal we made, right? You would give me the power to be free of my oppressors, and in return, I would smite those who defied your calling. My Vow is still ironclad, and I hear your Commandments. Mother Night, Mother Night, by the call of your Moonlight. I am here to rectify the evil deeds of those that spread horrific Blight. I will become a monster in others’ Sight, and with your Grace the Shadows grant me Flight.”
That’s the back story of a character I’ve been role-playing in a game that started as a spontaneous pick-up game with a few players toward the start of Quarantine. So, I ask you, based on this text alone, which class am I playing? And no, it’s not a multiclass. It’s a single class build, using some Unearthed Arcana material, but even so I could build the same character without the UA.
I’ll give you another second. Ready?
Is it a Warlock? Maybe. After all, the text references a “Deal”, which is a common term used in warlock back stories involving Pacts.
Is it a Paladin? Maybe. Apparently this character made a capital-V Vow, a role-playing feature of Paladins included in every one of their subclasses.
Maybe it’s a Cleric? Commandments are a common characteristic of Pantheons in D&D worlds, which are highlighted in the latest official product, Explorer’s Guide to Wildemount.
Maybe it’s a different character entirely. Still curious?
The answer is…drum roll please…option number 3! This text describes a Cleric, an agent of the lesser deity Mother Night who calls upon the Domain of Twilight to grant flight while in darkness. Are the other options wrong? Certainly not. All of the other classes I mentioned fit the story I wanted to tell, and there were even some classes I didn’t mention that might have also fit the bill. Shadow sorcerer, Shadow monk, even maybe a Fighter that had a religious element to their story. The thing that made me choose Cleric though was its play style.
Recognizing Play Style
Each turn in combat, a player can choose how to use their action, movement, and possibly a bonus action. Here, play style refers to how each character class makes the most out of those options, and also what a character’s player needs to keep in mind to make the most of their class features and spells.
For example, a rogue player tries to make the most out of each attack every turn, because, unlike other martial classes, they don’t get an extra attack when they take the Attack action. However, if the right conditions are met, a rogue can sneak attack, and a single hit can deliver damage more efficiently than any other martial class (key word, efficiently). So, a rogue player pays attention to which enemies have a hostile creature next to them to know which creatures would take the most damage from their one attack. Then, they can use their bonus action to get out of dodge and reposition for their next turn.
A monk on the other hand can make a free unarmed strike as a bonus action, given that they’ve attacked with a monk weapon or unarmed strike already that turn. While a monk can reposition as its bonus action, there’s a ki cost that goes with it, so it usually is more efficient to double down on attacking the nearest creature. And, while a rogue only gets one attack that can deal a lot of damage to a single target, a monk has a lot of chances to hit, but the damage of each hit is much less by comparison.
This comparison is an example of a difference in play style. Both classes are regarded as mobile, Dexterity-based characters that can move easily around a grid and roll high on initiative. However, what each player needs to be effective, as well as what they prioritize, are going to be different. Rogues are team dependent; they need an ally willing to be within melee range of their target to be effective. Monks are great initiators; while they don’t need an ally to let off their flurry of attacks, each attack may also land a stunning strike, which by its namesake inflicts the Stunned condition on the target and potentially setting up the rogue’s sneak attack.
Which is the last little nugget of wisdom I’ll leave in this section: as valuable as it is to recognize play style, it’s even more valuable to recognize the play style of your fellow party members so you can all play off of each other.
Earlier, I wrote a blog post on the Four Roles you typically find in a D&D party. To recap, you’ve got:
-Tank: Someone who draws an enemy's attention and can take damage
-DPR: Someone who can efficiently and reliably deal damage
-Support: Someone who heals and empowers allies
-Control: Someone who compromises the decision-making power of opponents
When we talk about each class’s play style, we’re also talking about the category of role your decision falls under. Roles aren’t something that’s static to a character. Often, they’re a turn by turn decision you’re making for the party’s benefit.
A rogue sneak attacks an enemy: DPR decision.
Same rogue uses their action to administer a healing potion: Support decision.
Now some classes do this more efficiently than others, and have garnered a reputation of fulfilling certain roles well. But a class isn’t defined by its reputation or story, but by the concrete choices it gives its player to interact with the game state.
So Why Do We Care?
The question to end all questions. Let’s bring it back to the above example. Oftentimes, I hear DMs and fellow players give character-building advice through incomplete ideas. If we look at the character example I started this post with, I can already hear the voices of individuals I know that would say, “Well it has to be (insert opinion here)”. And the question I always ask is, “Does it have to be?”
While this may belabor a point I made earlier, one way to look at a class is by the concrete choices it grants you, not its prescribed lore. Do you want to have gained your powers through a Deal? Sounds like a Warlock to me! But maybe you don’t want to just cast eldritch blast again and again. Maybe your pact granted you supernatural auras and the ability to channel energy through your sword. With this perspective, paladin would probably be a better option.
The reason we care is because we want to tell the story we want to tell, and the mechanics we’re offered by our class are the expression of that story. We’re looking for the marriage of the story we want to tell with the mechanics that let us tell that story. Sometimes, that marriage is found in an unlikely place. You tell the story usually given to a warlock through the mechanics of a chain-smoking cleric recovering from trauma. Sometimes, the story of an aspiring entertainer is told through the mechanics of a warlock.
If you’re like me and love to help new players discover the wonder of D&D, I urge you to keep this mind. Listen to what they want their character to do, not the backstory of where their character came from. If they want to fight like a hardened warrior, guide them to a class that lets them be a hardened warrior. If they want to fight cleverly with a bow, offer them the classes that have a bow (and how to understand the differences between them).
Each Class's Schtick
Now, to conclude this little segment, I’ll just lay out what each class does most efficiently and one of their weaknesses. These are little blurbs, not all encompassing descriptions. We’re also posting further breakdowns of each of these classes on our YouTube channel (DM Shower Thoughts, go subscribe now), so if this kind of stuff tickles your fancy go check it out. Without further ado, here we go:
Barbarian – Great tank, melee DPR, and very survivable, not great at all ranges
Bard – Great single target support, Single target healing, most offensive spells are Wisdom saving throws (kind of limiting)
Cleric – Excellent ability to pivot from Support to Control to DPR, not the most efficient healers but they have healing options
Druid – Excellent healers and controllers, set up allies very well, not very good DPR
Fighter – Spammable, short rest abilities, easy to understand, can be outperformed by other classes in a similar specialty
Monk – Great movement and single target control, very independent, not as good DPR as you’d think
Paladin – Excellent passive support with auras, competitive damage with smites, not great at all ranges
Ranger – Oof, What are they good at? (Kidding), Competitive DPR, great support and control options, many iconic abilities are too situational
Rogue – The DPR class. Like the most consistent one. Great action economy, but it does need a team that acts like a team to work right
Sorcerer – Efficient and flexible action economy, limited by their spells known
Warlock – Eldritch Blast engines, lots of customization, even fewer spellcasting options than Sorcerer
Wizard – Lots of utility, support, control, and damage options. Squishier than French Fries left in the fridge
Artificer – The Support/Control master, maybe even more so than the Wizard. Extremely hard to manage and not for new players.
Well that’s my genius (?) breakdown of each class’s play style. Like I said, any mechanics of a class can be re-flavored to match the story in your head. The key thing is to understand how a class actually works in the context of 5e’s system, and then to tell the story of why it works that way. Play style and action economy can be abstract concepts to wrap your head around, but once you do, a whole new level to the D&D play experience reveals itself to you to enrich your games and your understanding of yourself and others. And after all, isn’t being our best self what we’re all about?
Study Hard, Play Hard
Although Adamus, Ian, and I are usually talking about tabletop games in DM Shower Thoughts, the RPG genre is much bigger than that. From Final Fantasy to World of Warcraft, RPGs have taken a lot of different forms and their genre-defining elements are used in a variety of spaces. Heck, even just the element of collecting quantifiable experience points is something that can be found when training for corporate jobs unrelated to gaming.
Because of how many RPGs handle these various elements, the perception of various tropes can creep into our understanding of specific systems. Sure, in many RPG videogames (like Dragon Quest and Final Fantasy), having a dedicated healer to cast Life and Cure spells is fundamental to the party’s composition. The same can’t be said for Fifth Edition Dungeons and Dragons because the proportion of Hit Points that can be regained per action is much lower. This is a really small example that makes a huge impact on gameplay.
Let’s dive into this for just a moment before getting to the meat and potatoes of this topic. In many JRPGs, many boss monsters can one-hit KO party members, leaving them in a state of incapacitation. It’s therefore the healer’s job to cast a spell to bring them back up, sometimes even fully restoring their health as they do so. There isn’t a similar ability in 5e. Even a 1st level Cure Wounds spell only heals 1d8 + spellcasting modifier hit points, meaning on average (with optimized standard array ability scores) the possibility for hit points regained ranges from 4 to 12. Most videogame RPGs don’t offer that range of possibility, and is one of the fundamental differences between tabletop games and videogames.
As such, although there are plenty of similarities between these two mediums and their expression of the genre, there are some differences to recognize. The most glaring difference is the need to pivot roles in 5e. Just because you built a healer doesn’t mean there aren’t times to shift into a control role, and if you built your character to deal damage but the enemy is immune to all of your attacks, then you may find yourself fulfilling support. It’s just how the dice roll sometimes.
However, after all is said and done, a choice you make as a D&D player in combat really can be broadly categorized as belonging to one of four roles (and there is overlap). Those roles are DPR (Damage per Round), Tank, Support, and Control. And, although you can optimize your character to best perform in one of these roles, there will be times where the best decision is to instead fulfill another role your character isn’t designed for (which we’ll touch on later).
Know Your Role
Now, the reason there’s value in categorizing these roles is to clarify the decisions you're making as well as identify gaps in the party’s performance. Oftentimes, I find that when a party underperforms in combat, it means that somehow the flow of these four roles has been disrupted, either because a party member has been incapacitated or the best person for the role is not fulfilling it (which usually stems from someone unwilling to pivot into a role their character is not built for). That being said, the best combats I’ve participated in have had a combination of understanding with these four roles, as well as having characters built to fulfill them. To understand how to identify characters built for them, here are some characteristics:
+ Damage Per Round Maximizes the amount of damage they inflict on a single target. Also values a higher attack roll bonus and rare / changing damage types.
+ Tank Draws attention and potential damage away from other party members. Values a high Armor Class, Hit Point maximum, damage resistance, and damage reduction.
+ Support Strengthens and heals allies. Usually a spellcaster, although there are some non-casting features that fulfill this role (like a Mastermind Rogue’s Master of Tactics feature).
+ Control Weakens enemies and influences their behavior. Area of effect spells, like fireball tend to fall in this category because not only can it wipe out many smaller enemies earlier in the fight, “smart” enemies will avoid certain positional patterns to avoid falling into an area that encourages its use.
And, like I said, there will be some overlap. For example, the druid’s entangle spell creates an area of difficult terrain which can hamper an enemy’s movement (which falls under Control). However, if an enemy gets restrained by the spell, the druid's allies have Advantage on attack rolls against them (Support).
Certain classes will also fulfill these roles more obviously than others. A Barbarian’s high hit points and resistance-granting Rage ability make it a great Tank, and a Rogue’s sneak attack make it great for DPR. I've also found that players get frustrated when a character class doesn’t perform well in a role the player expects it to (like when a Cleric isn't the best Healer option).
Now let’s dive a little deeper into the roles and find character classes that fit them.
Damage Per Round
This is a short-hand term Adamus and I use with each other to describe when a player is trying to deal the most amount of damage that they can. It comes from the MMO term DPS (Damage per Second), but because 5e is played in rounds instead of real-time, you get Damage Per Round.
Now, this can also be the hardest role to categorize because it’s by far the broadest. Most characters can deal some kind of damage to an enemy, and there will be times where it’s more efficient to just attack the darn thing instead of create a cockamamie scheme that probably won’t work. However, there are some statistics to consider when optimizing a character for DPR.
First is the attack roll bonus. It doesn’t matter how much damage you can do if you can’t hit the target’s AC. Usually, this is as easy as investing in the ability score that governs your attack rolls. This same ability score will usually also help you lean into your secondary role, but we'll talk more about that later.
Second is selecting features that contribute to the amount of damage you can deal. For Fighting Styles, this is usually Dueling or Great Weapon Fighter. For Warlocks, it’s the Agonizing Blast invocation. For Rogues, it’s just investing in more rogue levels to progress your Sneak Attack.
The third factor is damage type. You either want a damage type that’s rarely resisted to or two damage types you can switch between. For example, eldritch blast is such an effective cantrip because almost nothing in 5e resists force damage (unless you homebrew something), and its damage die is also pretty high. Another example might be picking up Elemental Adept as a caster, meaning that if you love your fire spells, you can ignore resistance a creature may have to fire damage. In baseline 5e, as a weapons class, most creatures aren’t resistant to magical bludgeoning, piercing, or slashing damage, so if you can find a magic weapon you’re usually good for the rest of the campaign (unless your DM homebrews something to make you ineffective).
And that’s pretty much it for DPR. Like I said earlier, most classes have some kind of DPR option, but that doesn’t mean every class is optimized for DPR. It’s great that a Bard can Vicious Mockery (Psychic is one of those damage types that’s rarely resisted to). However, the 1d4 damage is pitiful, even at low levels, and pales in comparison to a Divine Smite or Sneak Attack. That doesn’t mean the Bard shouldn’t try to deal damage; it just means that they aren’t the “DPR” character of the party.
Tanks are much easier to build to. Invest in Constitution to get higher hit points, find some armor or features that grant you damage resistance, and do what you need to in order to invest in Armor Class. I’m a sucker for Unarmored Defense. It’s easy to maintain, can often be stronger than Plate Mail, and it can’t be destroyed by rust monsters.
With all that being said, viable options for tanking are much fewer than DPR. Barbarians are excellent tanks because of their Rage ability, and their Unarmored Defense keeps their AC competitive. Most of their subclasses also have ways to get more bang for your buck when you Rage, sometimes dealing damage and sometimes increasing the amount of resistances you have. Paladins are also excellent tanks because of their heavy armor proficiency, and because at 6th level their Aura of Protection grants them bonuses to their Saving Throws. Either way, both classes get great durability for relatively little action-investment.
Now, some critics of the term “tanking” in 5e compare the function of tanks to MMORPGs like World of Warcraft, where such characters have abilities that program bigger threats to target them, relieving pressure from a less durable ally. There are some abilities like this in 5e, but because enemies are controlled by a human (the DM) rather than programming, the DM can always choose to target a less survivable ally.
This doesn’t mean that building a tank doesn’t have value. In D&D, tanking refers to a character’s survivability, and I’ve seen some ridiculous stunts in my time with 5e. I’ve seen a Barbarian swim through lava, a Barbarian/Rogue multi-class shrug off 100+ points of damage because of stacking resistance with evasion, and a well built sorlock take a meteor swarm to the face and maintain concentration (that was my Sorlock). Accounting for RAW and math, these things can happen, and even if you can keep one ally up by the end of the fight, they can run around and use healing potions to keep incapacitated allies alive.
This is also why oftentimes the best support characters also invest in their survivability. A Druid’s Wild Shape is a great tanking feature, and many Clerics have a heavy armor proficiency that lets them avoid damage and heal their allies. Healing does no good if the healer is down, so many forward thinking players build their healers accordingly.
Speaking of Support, I’m of the belief that this is the most difficult role to play effectively in combat, and is why many players avoid it. It can be a thankless job, and your impact on the party isn’t always immediately felt. A well timed bless spell can be the difference between an attack hitting and missing, and that attack finishing a dangerous enemy or giving them another turn to use legendary actions and wipe the team. There are also many overlaps with Control, so we’ll work to clarify which is which.
Support is defined as “buffing” your allies and healing. A “buff” is any spell that makes them better at their job, or strengthens them in any way. For example, the bless spell allows those it targets to add a d4 to attack rolls and saving throws, making them slightly more accurate and more survivable. If we look back at the entangle example earlier, if a character can restrain an enemy, it allows attacks against that enemy to have advantage, meaning that rogues get Sneak Attack and everyone is more likely to get a critical hit.
Healing is a much more nuanced topic. Healing and damage are not created equal in 5e, and it’s always more efficient to prevent damage than to try and heal damage taken. Let’s go back to our example of cure wounds. For a 1st level spell slot, cure wounds heals between 4 and 12 hit points with an average 1st level character. With a 1st level spell slot using inflict wounds (the same resource expended), the spell deals 3d10 damage on a hit, with a yield of between 3 and 30 damage. The ceilings aren’t even comparable.
What makes healing so difficult is the required sense of timing on the player’s part. An ill-timed healing word or cure wounds could have no effect at all, especially if the enemy is a real bruiser. Say you see an ally get hit for 15 points of damage. You cast healing word as a bonus action, healing 5 points of that damage. Then the next round they get hit for another 15 points, and get knocked unconscious. That healing word you casted was wasted.
That being said, let’s look at a counterexample. You see an ally get hit with 15 points of damage and fall unconscious. They make a death saving throw, and unfortunately roll a Natural 1, meaning they have two failures. By casting your healing word at range, the failures are negated, and the ally needs to get knocked to 0 before being in danger again. You probably just saved that character’s life.
Like tanking, there are few characters that can dedicate themselves to Support, although there are plenty of smaller features that allow an ally to support as a secondary role. Bards, Clerics, and Druids have a plethora of buffing and healing spells, with the Bard’s defining class feature (Bardic Inspiration) being one of the most efficient buffs especially at low levels. However, the aforementioned Master of Tactics feature from Mastermind Rogue and Aura of Protection from Paladin also are great support features.
Control characters look at combat differently than the other three. Rather than seeing exchanges as dealing and healing damage, control players view combat as a series of choices and possible outcomes, and work to remove choices from their opponent. While Support is about strengthening allies and allowing them to be better versions of themselves, Control is about hampering the effectiveness of their enemies.
Is there a major bruiser in the enemy team that’s being a pain? Hold Monster can remove them from the fight. Is the real threat the group of goblins shooting at us from that ledge? Fireball can take them all down at once. Control is about figuring out the enemy’s strengths and using that strength against them. Like Support, what makes Control difficult is that it’s a mindset more than a set of obvious mechanics.
Some classes are easier to use control strategies than others. The Wizard’s sheer amount of spell access allows it to be an excellent controller, because it can cast the right spell for the right situation. The Druid spell list is similar, in which many of its best support spells also hamper the enemy’s effectiveness (again, just look at entangle).
However, that doesn’t mean that to be a Control character, you need area of effect abilities or spellcasting to play this role. If you’re playing a Tank, and you manage to distract an enemy from hurting your less survivable allies, you’re influencing their behavior and removed a choice, leaving their effectiveness up to the luck of the dice. That’s a Control role even though it’s outside of the game’s mechanics.
Oftentimes, when I design my set-piece encounters, I try to have my enemies not only have a mechanical weakness (like a low stat or some kind of damage vulnerability), but also some kind of personality flaw the party can take advantage of through role-playing. Sometimes that flaw is aggravated through taunting, empathy, or targeting one of their possessions. However, it’s a way to allow any player to assume the control role if they’re clever enough to figure it out.
Primary and Secondary Roles
Now, after identifying the four roles, the hidden fifth role is that of pivoting. Fifth Edition has classically rewarded characters that are built to specialization rather than versatility. However, that doesn’t mean there isn’t a place for adapting to circumstance.
Let’s say you build a powerful melee weapons character, but you end up in a combat where there’s a ravine or pool of lava separating you and your target. You may have to play a different role in that combat than you’d like to.
To prevent circumstances where you’re only viable option is “I take the Dodge action” and don’t participate, I usually advise my players to think through a Primary and a Secondary role their character can play as. This can be as simple as “I have a melee character but I keep a crossbow on me” to “I play support but I can pivot to control as the need arises”. This also doesn’t mean to devalue the specialization this edition rewards.
Let’s look at a character I built, Kurama, as an example. Kurama, a higher level Druid, was built in order to cast healing spirit and thorn whip. However, in a well constructed party like Knight Owls, healing spirit isn’t always the most appropriate. Oftentimes, healing is covered by other characters. This means that if enough other people are willing to play Support, I’m freed to pivot to Control in order to maximize our party’s effectiveness. I can’t tell you how awesome it is to hit a big bad with contagion, or pull an enemy with thorn whip so the paladin can smite it. Also, there have been times I’ve been known to deal damage. It’s laughable that I've finished multiple big bads with a 1st level ice knife just because everyone else did such a good job of covering us that I as the Druid was left to just damage deal. These things happen, and the memories made are cherished.
Hopefully you’ve found some value from this perspective of play, and if you choose a less optimized style of play, you’re doing so intentionally. That’s the whole point of this: clarify your decisions so when you make it, you do so with intention.
Study Hard, Play Hard.
Help synergize our content and check out our YouTube Channel, DM Shower Thoughts, with videos every Sunday at 9am!
I feel like ever since an adult grasped the original Advanced Dungeons and Dragons manual, there has been drinking and D&D. At every game, peeps bring snacks and beverages and dice and supplies, and as we age up, those snacks and beverages often upgrade from chips and soda to wings and mead (I know, many of you expected beer, but I can't drink that junk). The addition of alcohol to a gaming setting can have a number of interesting effects, from breaking down walls to accelerating belligerent behavior to increasing fun flow to failing to follow anything during their turn but hyperfocused on playing everyone else's character... There are a few things I keep in mind whenever we introduce this type of energy into our tabletop setting.
1) This is a Social Gathering
No, seriously. For my players, this is a social thing. They're coming to play, enjoy themselves, enjoy the cooperative company of others. Also, these are always adults over the age of 21. Adult language can be used, mature themes explored, but most of all, they can make their own decisions when it comes to the level of drunk they're pursuing. And it takes experience to get the balance right.
I recall a specific game, our first 21+ game, where a good friend of mine showed up without eating much that day, then proceeded to pound down 4 drinks, fell asleep halfway through the session, woke up enough to get the killing blow (dude), then we hung out with him until he was good enough to drive (no matter how long that would take). We talked through all the poor decisions that led to that debacle, made sure he was safe going home, and the next time, he learned about EATING FOOD DURING THE DAY. Yeesh.
We've since grown up collectively, and even in that experience, the community of the party rallied around that player to help him stay safe, and made absolutely sure that he was alright during and after play had concluded. Why? Because we're adults too, we understand, and we're not jerk-faces. :)
There's going to be an ebb and flow to the evening, depending on how much people have consumed and by what rate, and everyone's tolerance is different. It will flow organically, just like any other social gathering. And everyone can choose the rate at which they partake (or don't partake).
2) Adding Energy To A System
Speaking of not partaking, I don't drink when I DM. It's tempting as hell at a 21+ event, but this is my job, and I'm never breaking that rule. Even if it's for a casual home group, I don't feel comfortable crossing that line. And it's because I need to be the steady in the room. Even-tempered, steady keel, arbiter of the rules and mainstay of the session. I am the constant, and that keeps the fantasy rolling. It also ensures that I don't miss as many details, so I can stay consistent.
My partner in crime, John Tanaka, said it best: "Alcohol adds energy to a system." Now, often the type of energy is dependent upon how each player responds to alcohol. Some will become louder, others more silly, and others more mellow; plus a full oscillation between as levels of buzz rise and fall. Mitigating this is actually much easier than you think, though.
First, meet your players with patience. It's okay if you have to repeat yourself or explain something differently (just as with any table), even if you feel you're doing it a lot. Some people get faster when they drink, others slower, and all in different ways. Just try to meet them where they are first, and guide them up to the level of understanding you need them at; don't demand that they leap to you - remember, drunk people don't move so well - take their hand and guide them up your well-labeled steps to the Landing Of Understanding.
Second, try your best to end on time. Alcohol's end result is BEDTIME, and the further you push beyond the agreed-upon end, the harder the time your players will have. And it's okay if the end time is 2am, if everyone knew going in...just don't go to 4am instead. A pre-determined end helps those adults plan accordingly, and if we push beyond that, people start shutting down. If you end a little ahead of schedule and everyone's satisfied? BONUS GLUTEN-FREE BROWNIE POINTS WITH CHOCOLATE CHIPS.
Third, stay consistent. Like I said, I'm the anchor for the session. All my wayward ships need a lighthouse, right? If I waver too much, I can sacrifice the social contract that we all bought into the game at the start. I need to make sure that my conduct is consistent from the start of the session to its close, even if my players fluctuate. That gives them a clear expectation to look toward at every moment of the session; they can trust me to be empathetic, understanding, but firm, and consistent. :)
And that's all I can say for now. Adults can make their own decisions as to the level of buzz they want to ride, and that changes from individual to individual, night to night. The only things I can do is maintain my own control level, be consistent, and stay kind. My players will sort themselves out as long as I keep a good table with clear expectations. Speaking of which...
See you over there.
Everybody settle in and get cozy. We're about to share some deep stuff on gender, personal identity, sexual orientation, and personal expression. The following deep dive is an exploration of distinct characters I've played, others I've observed behind the screen, and a small look of the current state of D&D and how it affects and empowers us.
How Playing A Woman Made Me A Better Person (and many other things)
Gender-bending is a foregone conclusion when you are a Game Master. Unless you're running a completely male or female world (I mean...why?), the assumption follows that if you are playing as every character that is not another player-character, you will undoubtedly play a character that is the opposite sex that you are.
And we've all seen some cringe-worthy elements come out of this with newer DMs. A dude that plays all the ladies like lascivious harlots with high-pitched voices (because all women CLEARLY sound like THAT), or an awesome dudette playing all the men similarly but down two octaves. I get it, we're learning, and their range will (I hope) increase.
I'm happy to say I came from the middle when it came to voice. I was blessed with a love of the theater, and I adore trying out new voices, dialects, and accents. Some I've blended into regional accents for my fictional world, and that took some time! It's great to look back, and when I play ladies, they run the gamut of high to lower pitches. Most tend to sit in soft palette, and elevate slightly. But...it's not about the voice.
Characters are EMBODIED. A lot can change by a simple shift in posture and position. How a person moves, in face and body language, is even more important than how they sound. A shifty urchin looks shifty (regardless of gender), and a stoic knight is no less stoic with feminine features; both can also be seductive, or monstrous, or terrifying. Their actions and body language speak more than any masculine or feminine features would at their base. A lot of it ties more into the variables of communication, interest, and an alignment of style.
I'd be lying if I said gender DIDN'T play a role, but for me, I find it a little more complex.
I think I played Vanora to feel sexy at a time in my life that I certainly didn't. As frame, many of my men were shy and awkward (like me), or far too exuberant and annoying (like a cartoon version of what not to be), and my women, though cool, had what I thought was lacking in personality. Now, Vanora was not flirtatious; she was confident. Not once did she hit on anyone in the game, but I knew she could rock it if it came up. She was sensual in her movements, almost animal-like (Aasimar Shifter, Pathfinder), and I wanted to experience an otherworldly perspective, separated yet powerful, and highly feminine. And the perspective was...neutral. In fact, it became a piece far more about characterization; the subtle aspects of a person - their flaws, ideals, and the deeper shifting layers of emotional sand. It was a lesson in HUMANITY most of all. As the campaign fizzled out, her lessons reformed in the creature known as Lorelai in Gray Owls, except ten-fold, and much more complex, dangerous, and alluring.
And I end up playing a lot of women in my games, and not to feel sexy. Actually, I'm very proud of the women of Io in every age. I find I play them like people, rather than women or men, which might sound silly to some of you, but I think that that's the best way for me. Instead of gender first, it's always character. There's no sexism in Io (at least not in any frame that is acceptable), so a good leader is a good leader, regardless of gender. A ruthless tyrant is still a tyrant, whether it a man, woman, or anything in between. Yet, my players have had little trouble identifying who I'm playing and when (there is a family of strong women that all sounded a little similar early on, but I've adapted), and usually grasp their gender quickly.
In a lot of ways, playing women helped me consider people as people. I didn't want to box myself into tired narrative cliches or tropes, so to break free I played a person who just happens to be female, male, or something else. Their gender is secondary to their personality. What a concept to consider, yet I do believe - as a clearly heterosexual man - that women hold certain extra powers over those that would be interested in them, and the same is true for any gender that interests another.
So of course this swings toward orientation, at least at first. Love is love in Io; you love whom or what you want (as long as you're not hurting anyone), so the societal pressures that surround one's orientations that we feel so viscerally today...don't exist here. And it doesn't define someone's prevalent or lack of partners. Let's take Cecil, a high-elf bard of the court in Gray Owls, who, despite being married to probably one of the most frighteningly-powerful women I've ever played, has to play the field of information, favors, and rapport in order to sway the odds in the favor of his family and his assets. Cecil is a listener, first and foremost, and can flip on a dime whether to be masculine or feminine and all levels between as the situation allows so he can make the other in the room feel the most comfortable...whether that's manipulative or not. But for me, it forces me to wait and pick my moves carefully, embracing whatever side I need to and being open to multiple possibilities; a perspective of a tactically sound mind who will wield physical and mental intimacy to position others is a thing of beauty.
Contrast this with Obidia Skurr, the Master Slate Duelist of Feathertongue, who is concretely gay yet classically masculine, and chooses partners rarely, if at all. He never uses his sexuality overtly as a tactic; it is a subtle piece of himself that he chooses to save for only his most vulnerable times. A private person; willing to help, but only willing to open himself up to those that truly matter, yet he is pursued for his mystery. (Not the mystery of his orientation, mind you, because that doesn't matter). Whereas Alejandro Esuarve, definitively pansexual, can't get anything in bed due to his aggressively abrasive and annoying personality. Neither is a commentary on either orientation, and such an orientation is secondary to who they are as people. Whom we choose to love is really only a small piece of who we completely are, and we can choose to wear that intimate choice on our sleeve or express it only in the quiet, special moments. Neither is hiding, and both are completely normal. And yet still I can play the strong and masculine Lyla Ironwood, who (at this point in the campaign) hasn't expressed any shred of sexuality or interest in anyone, and still get hit on by the party's Barbarian, even though he knows she can rip his heart out. People are interested in who they're interested in, and each of those is a layered person (which I dare say is MUCH more attractive). ;)
Too often, we find ourselves in camps of judgment, across picket lines of which fun is most "right." We view one side in a given context, and omit others, yet we forget key powerful facts of the human identity. A person using their sexuality as a weapon is empowering and a person wielding a great sword in a huge battle is also empowering. The existence of one does not belittle or negate the existence of the other. And you know the best thing? That can be the same person. True agency is having a say in how you portray yourself in every given moment; a badass soldier can be a sexy seductress, and a sexy seductress can be badass soldier, and people WANT TO BE BOTH at different times, and run the oscillation between many others. The ability to pivot to what is most appropriate given the situation is an adaptable skill that so many desire, yet have little practice in. Wouldn't it be great if we could feel strong AND sexy? They're not exclusive, people.
I guess my main point in exploring this deeply is that, similar to my post on Boundaries, I build and play characters from a state of ideal representation. I'd be silly if I didn't reference the cruel fact that we fight for empowerment and representation because of a long history where it was taken from us, and how cool would it be if the core aspects of ourselves could be expressed without the barriers we have to punch through today. If I want to look good, I will. My choice to be fabulous. My choice to fight. My choice to breathe. My choice to express myself however I see fit.
And I choose unhinged Druid Assassin who believes she's descended from a long line of Tabaxi, despite being human. :) That fun is not wrong, and I'll probably learn something from it, too.
When Players Pursue Identity Through Gender and Orientation
I expect it at every one of my tables now; especially the one-shots. One of the gals is going to play a guy, and I'm totally down. Maybe it's just to be different, gain a new perspective, or to practice their own identity. Yeah. Practice.
So much of what we do at each table involves communication, problem-solving, complex fantasy cooperative storytelling...and social interaction. I'd be an idiot if I said my characters were not related to me SOMEHOW, as each will undoubtedly represent or be manifested from an aspect of oneself. They may grow and change, but, actually, so are you (the player). Each character we play is intrinsically tied to a piece of us, and will affect us in ways we may not have planned for.
Which is why when I witness players step outside (or inside) their comfort zones with new characters or explorative decisions I internally squee with glee. You now get to experience, in a safe and imaginative space, actual feedback on character choices, orientations, responses, communication... And if you offend, or miscommunicate, or cause a mass genocide - it's okay, because this is a game, and you can try again. That's one rep. Take the feedback, apply where you can, and we'll continue to grow together.
And 5th Edition has done quite a lot for representation. Couple this with Io's world, and my players have a lot of opportunity to explore themselves (as theme and appropriate for each age group in campaign, of course) in the shoes of each character. Maybe you're a girl that's figuring out if you like girls...so you play a guy character and try flirting out. Or you play a girl character who is bisexual, or lesbian, or pan. Who knows? Maybe you're a guy that would like to see what happens if you play a girl; will your perspective change, your thoughts, your motivations? What if your character is asexual? What does that mean, how would I play that? What if I'm a boy, and I identify as a girl? How do I explore that?
How does the group react to your bend, or your orientation? Do they support you, reject you, or are just uncomfortable? Are they uncertain, and need to consider a few things for themselves?
Maybe they're actually decent people and accept you for who you are, and try to help wherever they can. :)
I'm happy to say that I have players that decided, through their experiences pursuing an orientation they were uncertain of, to come out to their family and fight for agency in their own life. They used their character to harness the warrior inside, and actually fight for what made them happy. That's the beauty of this game; it's an opportunity to find your Sword and Shield, and rise above the walls you built around yourself. It is a forge, and when building yourself, you can always start over. You can always rewrite your narrative; tell yourself a new story.
And what we're seeing, more and more, is how little it actually matters at the table what sort of orientation, gender, or identity you wish to pursue. Those aspects of yourself (as long as they don't hurt others, and respect each other's boundaries) will be accepted at my table, and many others. However, those aspects are only tiny pieces of a much greater YOU.
What becomes possible when we expunge the social gender norms present today in what separates the expectations of a boy or a girl or the spectrum between, and embrace only the commonality of character and the sliding gradient of alignment point to point; decision to decision? Then, we are only measured by our actions, not solely by our gender, and we are but people drifting together. Sometimes we have a heading, others not, and either way, the journey is our own as we grow and learn and love together.
Forever pride. Forever human.
See you at the table.
We've all been there.
The group's been together over a year now and things just don't seem right. Johnny's SO ANNOYING - he's late, he's loud, and he repeats himself all the time! Adam doesn't let the DM speak - no one knows what's going on, and Alex is *still* on his phone looking up cat videos. We've fought beholders together, yet we're still not...blending.
When a scenario like this presents itself, it's important to take a step back and recognize one big circumstance and answer a question: is it something about today, or has this been a trend? If the former, take a deep breath. Let go of the things that linger, and urge the group to join you in this; you'll all be better for it, and it might help alleviate a few things on people's minds. Everyone's allowed an off-day.
If the latter, still take a deep breath, but there might be reason to explore the various facets that can affect a group's alignment (not mechanical alignment, mind you).
This one's up front because it's the most persistent, and holds up a realistic truth: not all people get along. But it's the WHY that's important, and a personality misalignment is often expressed in MANY ways. It's complicated, which is why it is difficult to explore, but once a player becomes self-aware and cognizant of their own personality or incongruence with others, changes begin to manifest.
Awareness goes a long way, and a growth mindset will aid you. It could be as little as the way you say hello, or your brand of particular-ness. Reflection is important in all walks of life - use it.
But there are a few more specific elements that one can consider in the group and in life that may augment your perspective at the table.
Assuming Intent (especially negative)
We reference The Four Agreements quite a lot in the Podcast and in this blog, but SERIOUSLY dudes, it's because it keeps coming up. Inferences are important - they take facts and observable factors, coupled with experience, and help you navigate your world efficiently. However, assumptions about people, their intentions, and intended effects in interpersonal situations...cause pain and misunderstanding.
I've had conversations with people where it seems we come to a mutual understanding...only to have them rewrite their own narrative and assume wide-reaching intent, returning angry and confused. I try my best to be Impeccable With My Word - make sure that I am clear and up front - only to have others assume something very different. Assumptions like this at the table only sew misunderstanding and discord. Take people at their word, and if you must assume, give them the benefit of the doubt.
Pace, "The Plot", and Obsession With YOUR Story
When you are playing, you are furthering "The Plot." That is all.
That plot can be role-play heavy, group discussion, combat-driven, a big blender mix of everything... Whatever you decide to engage in at the table...is the Plot of this GROUP STORY. It cannot, and will not, ever be all about you.
The speed, or pace, of this story is decided on by the players. The DM is the guide, but not the impending sword-of-damacles wall pushing you in a direction. I've got hooks and floating elements for ya'll, but if you spend 3 hours shopping and everyone's having a good time, then that's the episode, and that's great too. From a player's perspective, placing emphasis on "your story" over everyone else's invalidates the group story, and in case you haven't noticed, this is a GROUP GAME. Now, some players may have more spotlight at certain times than others, and that's totally cool, but that doesn't mean that before that spotlight wasn't also "the plot."
If you must be in the spotlight, share it; invite others to come along (they can always refuse). If your character is already doing something, avoid jumping into another person's activity. This is a shared experience...share it.
Flow and Resistance + Contributions and Withdrawals
Sessions that just plain CLICK are my ultimate goal as a DM. Everybody's rolling, everybody's all in, the rapport is awesome, and everything just...flows. Achieving Flow is described as reaching a supreme "lack of resistance" with the players. Tiny rulings, circumstances, voices, characterization, pace, style...it all works and everyone has invested in each element in play, creating a worthwhile flow.
Resistance is felt when players clash over rulings, there's a misalignment of play style, roles, and any moment where things grind to a halt. Sometimes resistance is necessary to clarify rulings and understanding, but there is a particular balance inherent in such clarification, which demands that you ask yourself a very important question: Does it matter? Sometimes we focus too much on micro; take a step back and see if, in the macro, does it matter if the word you use is points or slots? No? Then use what you need and remove your ego from the situation. If it DOES matter, then talk through it, and if your overruled...get over it. You can address it again outside of the game.
The other half of this has to do with contributing to the experience of the group or withdrawing from it. This is most often felt when we joke around in the middle of play - which is awesome, by the way. BUT, a quick quip in the middle of a scene contributes to group play, but pulling up a youtube video to show everyone in the middle of a scene withdraws from it. These two sides of the same coin show respect for everyone's play and disrespect for everyone's play. It's a balancing act, and one that will have missteps of course, but must be a skill that is cultivated. If you find a player, or players, are withdrawing from the game (or pulling others to withdraw), it is worth a conversation. Remember, it isn't the jokes, it's the longer, tangental withdrawal, especially if other players are bothered by it. If that's the type of game you agreed to, alright then, but if NOT, check yourself.
Ultimately, if it goes against the social contract... Don't do it. I'll say it again, this is a group game.
Antagonists In The Party and None Of Us Are Perfect
If players are escalating each other, and failing to take responsibility for such actions, instead citing the other as the problem... Congratulations, you're kindergartners. I'm so proud. Take responsibility for your own actions; if you're perpetually late, fix that. If you seem to clash with another player, discern why (don't just let it sit there, this is an opportunity to grow), and ACT on it. If you always cite others as the problem, and evidence suggests the contrary, then you might be playing victim - own that and grow up.
This might seem like some tough love right now, but a role-playing group is a vulnerable thing. Playing with others can be hard, and this setting is especially beautiful in how accepting it can be. I am so honored to have cultivated a community that legitimately cares about its members and their wellbeing, mental health included, and am horrified when I hear of the awful experiences people have come from. And yet, none of us are perfect. We are all seeking our best selves through play with others, and because we all come from different places, there are bound to be some clashes. These moments, as difficult as they might be, are opportunities to grow, pivot, and reflect. And the community will be there to help you.
However, if you find yourself UNWILLING to grow or adapt to smooth things over, if it rallies against your own concept of yourself and "you've tried everything," then maybe this isn't the group for you. Sometimes taking space IS the best course of action; removing yourself from the situation gives context and perspective where none were present before.
Luckily, we DO exist in a space where there is always another group to try. :). We'll wait for you.
See you at the table.
PS: keeping this blog and site running takes time, energy, and funding. Consider helping out by visiting my Patreon, The DM's Den, found HERE, for extra benefits, rewards, and products. Have an awesome day.
Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.
Honestly, I write what I want when I want. Often monster lore, sometimes miniature showcases, and the occasional movie/show review.