Increasing that sense of Heroism in your Dungeons and Dragons game.
How do you define Heroic? Webster gives it the following:
- exhibiting or marked by courage and daring
- supremely noble or self-sacrificing
- of impressive size, power, extent, or effect
- of great intensity : extreme
of a kind that is likely only to be undertaken to save a life
Do you find your DnD games give you that sense of heroism that you long to portray?
I’ve noticed lately that I am not fully satisfied with the stories being told in the D&D games I'm in. I've been noodling on this and came to the following conclusion. The characters and their actions are simply not coming across as really heroic. In fact they often come across as weak, slow, incompetent, or at best just plan average.
I've deduced that there are three reasons for this:
- The worlds DMs create often have to few normal NPCs and monsters
- Every encounter that challenges the party is leveled to meet their capabilities and so there is no basis of comparison except against the heroic monsters
- The backgrounds of the characters have them come from normal or average beginnings
If I take stock in all the characters either in the games I run or the games I play in I don't think any of the players or DMs would describe any particular character using the word “Heroic” except in the D&D 4e context of the character's level range. They use many other adjectives but not "heroic." As DMs and players we simply can't get on board the idea that these characters are true heroes. At least until level 20 or so. It comes to the point where we as players try to figure out how to role play our dump stat. Which BTW is a great article.
But as I prepare today to play tonight and DM tomorrow I realize I want to insert into this heroic game a sense of:
- Heroic Action
- Supreme Nobility
- Impressive Effect
- Great Intensity
I've come to a few conclusions about what I will be doing to make the game feel more heroic as a DM. They are:
- Increasing the number of bystanders to the action. These bystanders can tell stories about the party and make comments etc…
- Increase the number of story telling minstrels and bards in the Inns and have them telling stories about the party. Also, have them meet the party members and interview them etc…
- Describe encounter situations and monsters in more grand terms.
- Increase the number of times I reward situational bonuses to actions to include times when I think the player is playing their character heroically.
- Design monsters that when they are taken down demonstrate the true capability of the party*
As a player I'll be doing the following to increase this sense of heroism:
- In my backstory define how my character rose above the common members of my communities, societies, and ranks.
- Taking time to flavor up my actions and add appropriate dialog to the combats.
- Take actions that are not meant to be tactically superior but heroic in nature. Designing my characters to be ready to make risky actions during the encounters.
*I’ll be using swarms and minions more as flavor and to increase the flavor of the battle and still keep the battle challenging and balanced.


Story hook
Submitted by Sewicked on Wed, 04/28/2010 - 08:11.And what do they do when they hear this stirring tale of their deeds..and it has all the details wrong?
RE: Story Hook
Submitted by djkester on Wed, 04/28/2010 - 08:14.Or when they hear a rumors blaming them for problems: causing droughts, inspiring insurgence, creating riots, etc...
Ordinary Hero
Submitted by mistrlittlejeans on Wed, 04/28/2010 - 22:25.Excellent post. I think a lot of times players don't realize that what their PC's are doing is heroic because it's not put into context with the world they are in. You mention several great ways to do just that.
I don't think an ordinary background is limiting; not all heroes have to be bred to do great deeds. How many stories have your read, movies have you seen, or accounts have your heard of real people doing heroic things? Part of the fun of telling the story is taking an ordinary person and making them great through their actions.
As an aside, Character background is so vital to the story, and heroism, because it provides the framework upon which the DM creates scenarios that allow the PC to be heroic. It also provides context for the PC to make heroic decisions. Without a rich background a player has nothing with which to base his character's actions on, no motivations driving their choices, and no reason to be heroic in the first place.
Thanks
Submitted by djkester on Thu, 04/29/2010 - 07:32.Thanks for the comment.
I wanted to agree with you regarding the fact that ordinary beginnings aren't limiting.
I was thinking more that in some way the character has to have moved beyond the ordinary beginnings. In most of my personal back stories I don't tell that part of the story.
Dave
About 15 years ago I realized
Submitted by Duncan Idaho on Sat, 05/08/2010 - 06:58.About 15 years ago I realized the great ideas that come from looking at other game systems. For example, if you want more intrigue in your D&D game, pick up (or borrow) a copy of Spycraft. For horror, flip through Call of Cthulhu. In this case for a more heroic game, I recommend checking out Exalted from White Wolf (which has a heroic "Final Fantasy" flavor).
Http://en.wikipedia.org/wiki/Exalted
Because you are after settings and ideas, the latest rules systems aren't important, so you can frequently pick up an old version of the rules (ex version 1.0 instead of 2.0) and save a few bucks.