The Dungeon Masters Guild
Articles
Dancing Through Destruction
or:
Yodan’s school of movement under fire
by TheYodan1


Most of our campaigns have no trouble with parties moving in and out of danger, but normally most players maintain a limited number of group formations to cover all occasions. Push your players understanding and enjoyment of movement in unfriendly or downright dangerous territory.

Closer scrutiny of the basic ramifications behind party formation in various threatening circumstances and/or topography can enhance the overall use of teamwork during play. Sure, the thief in the party might need to check for traps in lead of the parties passage, but who covers his ass best if worst comes to worse? Avoid the embarrassing outcome of throwing your dead thief’s body ahead of the retreating party to detonate traps as they escape having not achieved their goal because the loss of said thief (often your cleric, not a bonehead fighter, is the best choice for second man). We might be used to character pieces in movement order, but never underestimate a good old varsity playbook.


Promote each group to record alternative party formations (perhaps on 3x5 cards or such) after discussion of strengths and weaknesses. This is not to create a static party order remaining unchanged between each new formation use, but as a starting point for your group to begin more understanding between fellow adventurers. Once party number and abilities are weighed, a limitless catalogue of ’Play Formations’ can be amassed over time. How many ways are there to move through a five-foot wide tunnel eight feet high? Well... is there eminent magical protection or attack expected ahead, should the mage and his protection/detection ability be near the front? Are there chances of complex traps having been laid, or was your thief’s check upon entry into the complex enough, should he proceed the party? Does the party need one or two lead characters. Who brings up the rear...and why? Underground, out-of-doors, within urban settings or wilderness, two or three dimensionally.

All of these and many more can be covered BEFORE any encounter. Using colored pens and/or unique symbols to represent individuals or player classes, have the party draw out scenarios for events such as first contact, surprise attack, or a simple exploratory incursion.