Fighting With Your Voice (Part 1… Maybe?)

December 11, 2019

Hi, I’m Angry, and I’m a recovering mapaholic. Maybe you’ve heard about that and what it means. But, since the rumors are swirling, I want to tell you what it DOESN’T mean. It doesn’t mean I gave up on pretty maps. For example, I was testing out some features and special effects in ProFantasy’s Campaign Cartographer 3+ recently and I decided to do a quick and dirty adaptation of the haunted house map from Ghosts of Saltmarsh. Here’s what I’ve got so far. It’s still in progress, though:

But, look, this isn’t about Campaign Cartographer 3+. I’m not really qualified to write about CC3+. Because, even though I absolutely LOVE the software, I have never properly learned how to use it. My practice with it – and with the previous versions, the first of which I acquired back in 1994 – has been haphazard and sporadic. Amateur. I keep intending to sit down and run through all the different tutorials and properly teach myself all the things it can do and how to make absolutely gorgeous maps, but who the hell has the time for that. So, I dabble. And keep dabbling. Because I love doing it.

Rather, this is about the fact that some people are misusing my teachings and I will not f$&%ing stand for it. I have seen people telling people – IN MY NAME AND USING MY WORDS – to give up on all maps behind the screen. I’ve seen people in my own Discord – MY OWN F$&%ING DISCORD – advocating for GMs to eschew every map that isn’t a flow chart. Those people are wrong. They are not members of the Angrican Church. And they are asking to be excommunicated. And struck by lightning if I can work out how.

The point I was making wasn’t never again having pretty maps to look at or learning to love and respect the amazing art of gamer cartography. It was about not relying on those maps to run your game for you. By all means, don’t stop drawing pretty maps. There’s actually a lot of good a pretty map can do behind the screen or in an adventure module. And it’s fun. Put in the work. Get good at it. And throw together a few pretty maps that you can share as handouts too. Players like pretty maps. Give them a map of the world or the kingdom or the town. Those are nice.

The point I was making was this: a good GM can run a good game with nothing but their voice. A bad GM can use all the pretty visual aids they want; they still won’t have a good game. Want to be a good GM? Make sure you can run a good game with nothing on the table and nothing but your voice. No handouts. No maps. No miniatures. No costumes. No props. No obnoxious music. No mood lighting. Just you and five people with a couple of pieces of paperwork, some dice, and a table in a basement. If you can’t do that s%$& and feel like you pulled off a good game – and occasionally a great one – well, you’ve got some work to do on yourself.

And the thing is, the more you rely on all that other crap – which are all just f$&%ing gimmicks, sorry – the less you rely on your GMing skills. And your GMing skills can and will atrophy. That was my point. It wasn’t give up on everything. It was just make sure you force yourself to get by on nothing at least some of the time so that you know you can still do it. And so you don’t let the gimmicks do your job for you.

It’s like George Lucas said just before he made the Star Wars prequel trilogy: special effects don’t mean anything if they’re not used to tell a good story about real people that people actually care about. And then he had a stroke. Apparently.

But this article isn’t about not giving up everything. I just wanted to make sure my teachings were utterly clear. My teachings are this: you should be able to run a good game with just your voice and no props or visual aids or special effects or anything. If that is something that you wouldn’t be comfortable doing right now at your very next game, well, do it right now at your very next game. Because you ain’t got what it takes and you can’t afford to take shortcuts until you have what it takes. That’s actually what I’ve started doing. I’ve started forcing myself to run games without relying too heavily on maps or visual aids for a bit. Because I USED TO be able to run games with just my voice, but my skills have withered.

What this article is actually about is how to run a combat with just your voice.

If You Can Run a Conversation, You Can Dodge a Wrench. Or Run a Combat. Whatever.

A few articles ago, I chastised GMs to learn how to run games without leaning heavily on maps or visual aids. I suggested GMs completely eschew exploration maps and that they run at least a few combats every session without a map, grid, tokens, or visual aids of any kind. But what I didn’t do was give you any advice about HOW to do that. HOW do you run a combat in D&D without a map, token, and a grid of five-foot-on-a-side squares?

Now, in that article, I did explain that D&D had grown increasingly grid-based and that the grid was baked into the core rules so thoroughly that it was basically inseparable from the combat system and that the use of the grid, maps, and tokens is kinda justified. Because it’s really hard to get by without them. And now, here I am saying you can – and should – get by without them. And you might that there’s a contradiction there. But there isn’t. The contradiction only arises if you assume you should never do anything that is hard to do. And for the love of f$&%, I hope I don’t have to explain why that’s actually the opposite of how you should live your life.

It is difficult to run combat in D&D without a gridded map and tokens. I’m not denying that. But it’s not AS DIFFICULT as you think it is. It definitely is not impossible. And it doesn’t ruin or diminish the game. It doesn’t take all the tactics out of the game. And it doesn’t only work for simple fights with one monster in an empty room. You can run ANY combat off the grid. Choose to run fights on or off the grid actually gives you another way to vary the level of tension, a feeling of scope and scale, and the overall pace of your game. Once you learn how to run combats without a grid and figures, those combats tend to run much faster. They take about half to two-thirds of the time that a gridded combat takes. And the ability to run without a grid improves your flexibility; it gives your ability to adjust the game or change it on the fly in response to what your players do because you can run a combat even if you weren’t prepared to run that combat.

Now, there’s a lot of advice on the Internet about running D&D combat without the grid. It’s something pretentious a$&hats call “theater of the mind” style combat. And they brag about being able to do it because it’s so much better for imagination and immersion and whatever. None of which is true. To distinguish myself from the pretentious a$&hats, I’m going to do two things. First, I’m going to call it “narrative combat.” Second, I’m going to give you actual good advice.

To be fair, the advice that’s out there isn’t actually bad. It’s mostly just lacking one key element. And that’s not really anyone’s fault. Because the key element that the advice is lacking is a way of adjusting the way you think about the game. If you can get that part down, the rest gets easier with practice. If you can’t get that part down, it’ll always be hard to run combat without a grid and none of the other advice anyone gives you will work for you. And that’s why you need me. Because I’m the one GM out there on the Internet who actually breaks things down to the level of “thought process.”

Before I launch into explaining anything in detail, though, I want to make a point. Take a minute to think about some of the non-combat scenes you’ve run without a grid recently. Think about the social interactions, the attempts to overcome obstacles, to disarm traps, to escape dangerous situations. And think about the actions the players took in those situations. Did any of them cast a spell? Move into a favorable position? Make an action that required them to be close to something else? Of course they did. The last time my players had to deal with a trap – a statue that fell on their formation – they moved into the “kill zone” and then the trap triggered with an audible click but they didn’t know what was happening and some of them dove forward and some backward and some stood their ground and got ready to receive an attack and then the statue fell on some of them and they had to make saving throws.

The thing is, by the rules, everything in that situation is very precise. The statue targets the PCs who are in a certain number of squares within so many feet of the statue and it triggers when the party reaches an exact point on the map and the players who move out of the danger squares and into the safe squares quickly enough could avoid damage. And yet, it never occurred to me – and it would occur to very few GMs – to draw that on a battlemat. In fact, drawing it out would tell the players that something bad was about to happen. Later, when the party encountered a dark, swirly portal to darkness and some approached and some held back and some watched the corner for danger, everything still needed to be very precise to determine who would be swallowed by the portal. But still, no map.

The point is, you can convince yourself that combat is somehow different from any other part of the game and requires exact precision and a perfect, clear understanding of exact positions and distances because the rules have exact positions and distances written in, but you ignore those exact positions and distances ALL THE TIME when you run a game. You ignore the precise ranges on spells or the exact position of trap kill zones.

Now, you can jump down to the combat section and explain precisely why combat is so different and why you can’t just ignore that s$&% when a fight breaks out if you want to. I mean, I’ll probably just delete it and call you a moron, but you can post it. And if you do, you’ll also never be able to get your combat off the grid. And then you’ll never run a good game because you can’t run a game with just your voice.

But that’s just priming the pump. Let’s talk about how to actually think off the grid.

What the Grid Does

To adjust your thinking about how to run D&D combat without the grid, the first thing you have to do is understand what the grid actually does for the game. Why is it there and what does it do when it is there? And how much of what it’s doing is actually necessary?

The basic idea is that a gridded map gives you a way to track the exact position of every creature and every feature of the battlefield and to quickly measure the distances between those things. And really, that’s all it does. It is, after all, just a to-scale map. And that’s helpful because pretty much everything in the game has some sort of exact distance baked into it. For example, a creature can only make a melee attack against another creature if the target is within five feet of the attacker. And a fireball spell affects all the creatures within 20 feet of an origin point that must, itself, be within 120 feet of the caster of the fireball.

The other thing the grid does – the only other thing, really – is to allow you to assess paths between two elements on the map. That might be so you can determine if an archer has a clear, unobstructed line to a target or to assess whether a creature’s movement passes through a hazard or gets too close to a melee combatant with an unused opportunity attack, a greatsword, and a grudge.

Now, those things might seem like big things, but they actually all come down to just answer a very simple set of questions at a glance. And all of those questions are about what things can interact with what other things. The grid just shows relationships between things and the state of the paths between those things. The grid is just a visual representation of the list of the distances between everything on the battlefield and every other thing and the state of the path between those things.

Okay, admittedly, that’s list can get very big very quickly. Imagine, for example, there’s a fight between five PCs and four goblins around a statue and a pit. There’s eleven different elements in that fight and if you tried to list all the relationships, you’d have over 50 distances and over fifty path states. It’d look like this:

  • PC 1 to PC 2: 15 feet, clear
  • PC 1 to PC 3: 5 feet, clear
  • PC 1 to PC 4: 30 feet, obstructed by statue
  • PC 1 to PC 5: 10 feet, clear
  • PC 1 to Goblin 1: 35 feet, across pit

Yes, it’s a long list. But with that list, you could answer ALMOST any question you need to answer. Can PC 1 move to PC 4 and cast a cure wounds? No. The path is 30 feet and PC 1 has a movement speed of 30 feet, but PC 1 has to move around the statue, which would require them to dash to get to PC 4. Can PC 1 target goblin 1 with sacred flame? Yes. It has a range of 60 feet and the pit doesn’t create a cover situation.

I mean, yes, if you want to get really precise, you’d need to provide the distances as vectors so that you get all the directional information as well if you want to be super, duper accurate and pedantic, but honestly, you could get by without that. Even for area spells. For example, if goblin 2 and goblin 3 are both within 10 feet of goblin 1, that’s all you need to know to hit all three with a fireball spell.

Click the Goblin’s Jar to Leave a Tip

And besides, I’m just trying to make a point. The point is the grid is a way of providing a quick, visual summary of certain details about the relationships between various elements on the map. And it could, in theory, be presented as a list. It would just be a long list that would be hard to parse.

Except, here’s the thing: who gives a f$&%? Because the list of information that’s actually going to be necessary and useful is actually much smaller. For example, the fighter really only cares about a couple of things, “who’s within five feet of me and who can I get within five feet of with one move?” The rangers and warlocks only care about unobstructed lines of sight given the ranges on most missile weapons and spells are far bigger than the size of most D&D combat arenas anyway. The rogue only cares about who the fighter is already fighting and where the hiding places are. And so on.

And, beyond that, most D&D fights follow a fairly predictable pattern wherein all the movement tends to happen in the first few rounds, then some skirmishes are established, and then as skirmishes are resolved, movement mainly happens in the form of creatures moving into other established skirmishes. So, most of the data on the list is important only briefly and then fades in importance.

The reason I’m harping on this is that when a GM tries to run things off the grid for the first time, most immediately become concerned with having to remember all of the distances and positions that the grid shows without a grid. They think they still have to have a grid. They just have to keep it in their heads. And, consequently, many GMs end up keeping tiny little hand-drawn maps on scratch paper to help them manage the combat. And that’s bad because, again, it hurts their ability to use their brain by giving them a crutch to lean on.

But if you recognize that it’s not positions and distances you’re concerned about, but relationships between elements, and that most of the data the grid shows are completely useless, then you can stop thinking visually about combat and start thinking narratively.

Now, as you keep reading, I want you to keep that imaginary list in your head. The list above with all the distances between all the PCs and all the goblins and the state of the path between them. Imagine that list sitting on the table in front of you. Keep it in your head. Because that list is actually what you want to have in your head when you’re running combat narratively.

Zooooooooooom!

Imagine this situation: the PCs walk into a big cave. In the middle of the cave is a small pond. At the far end of the cave, across the pond, is a group of four goblins. Can you picture that scene in your head? You damned well better be able to, honestly. If you can’t visualize something as simple as that, you can’t run a game. You have to have some f$&%ing imagination in there. And if not, you need to do some visualization exercises and get your imagination back in working order.

Now, imagine you’re looking down on that situation from very high up. High enough that it’s hard to see individual characters. You can see the group of PCs and the group of goblins and you can see the pond and you can see the walls of the cave. That’s about it. Now, think about that list. Assuming you have a blank list right now, how much can you fill in?

Well, you really can’t fill in too much, can you? The PCs and the goblins are all clumped up with each other. You can’t tell how far apart the members of each group are from each other. But you can tell that the goblins and the PCs are about, say, 60 feet apart. And you can see the pond is directly between them and is about 20 feet across, right? And you can see the size of the room, but it’s probably irrelevant because it’s big enough to contain 60 feet of distance between the two parties.

The point is, it’s pretty easy to keep that level of detail in your head, right? You’ve got two clumps of creatures 60 feet apart with a 20-foot pond in the center of the battlefield between them. But you can also adjudicate just about any action any member of either group might take. Can the ranger fire his longbow at the goblin formation? Easily. Can the fighter charge the goblin formation and attack? Nope. Assuming the pond is shallow enough to wade and slows movement and the fighter has the standard speed of 30 feet, the pond will slow him down and bring him up short of the goblins. And that’s assuming he takes a Dash action. He certainly can’t attack after that. But could he jump the pond? Well, maybe. Assuming he doesn’t have a Strength score of 20, he could make a Strength (Athletics) check to “jump an unusually long distance” to clear the pond. That would keep him from being slowed down and then he’d manage to close in with the goblins with a Dash action.

With a little bit of logic and reasoning, you can even answer some questions that require an extra level of detail. For example, what happens if the goblin archers try to shoot the party’s warlock? Well, the party’s warlock is usually in the middle of the formation. While the party formation is definitely within range, you can assume the warlock has half cover against any ranged attack from any direction. Likewise, if the ranger tries to shoot the goblin shaman at the back of the goblin formation, you can assume the same thing. Likely, the goblins will focus their fire on the fighter at the front of the PC formation. And if the wizard throws a fireball into the goblin formation, can he hit them all? Well, if there are four goblins and they are standing in a close marching order like the PCs then, yes, absolutely. They are likely all clumped up just like the PCs.

In short, you can resolve the entire first round of combat with a one-sentence description of the battlefield. Which means you’ve got 20% to 25% of the combat handled. Although most of the list of relationships between battlefield elements is still blank, you’re probably a quarter of the way through the fight.

The basic idea of narrative combat is this: always watch the combat from the highest altitude you can. Zoom way, waaaay out and don’t zoom in until you absolutely need to. That way, the number of details you actually have to keep track of is never more than the number of details you need.

When you stay zoomed out, you tend to see things as clumps of activity. That’s how the battle really plays out anyway. For example, say the fighter dashes around the pond and gets to the other side. He’s partway to the goblins. Two goblins run forward and engage with him. And the rogue comes up to fight alongside the fighter and get some sweet sneak attacks in. From a zoomed-out perspective, you’ve got three of the PCs still hanging back by the door, two PCs fighting two goblins on the shore of the pond, and two goblins on the other side of the cave. You also know the skirmish is on the opposite side of the pond from the PCs, so it takes a Dash action for any PCs to get there, but the goblins can just move up to it. And that’s it. Again, you can keep that in your head. And that will cover the second round. Maybe even the third depending on what happens.

Now, you might also have some odd movements. For example, the ranger might keep his distance but circle around so he can fire past the skirmish in the middle of the cave to the goblins in the rear. After all, that skirmish should provide cover against any ranged attacks that go through the middle of the room. But that brings me to my next piece of brilliant advice.

Everything Is Blurry Until It Isn’t Until It Is Again

At this point, you’re probably thinking that all that stuff about staying zoomed out and thinking in terms of clumps and groupings only works until the PCs or the monsters or the terrain decides not to clump up. Once the PCs who aren’t in a melee skirmish start spreading themselves out, for example, or if the monsters start off coming at the heroes from every direction, then how the hell do you keep track of exact positions?

The answer is easy: you don’t.

See, not only do you always want to look at the battle from as high up as possible so that unimportant details are impossible to resolve and you can only see broad clumps of foes, but you also want to assume you’re looking at the whole scene through frosted glass smeared with petroleum jelly. Or through a gelatinous cube. Whatever.

The point is that you should assume that anything you haven’t pinned down to an exact location or distance could be anywhere or any distance away. And you want to pin down only what is absolutely necessary.

For example, at my last session, the players entered a room that was full of corpses. And a half-dozen of those corpses were of the walking, moaning, biting variety. As the party stepped across the threshold, the corpses all around the room stood up and started advancing on them. You can picture a semi-circle of zombies closing in on the party who is clumped up just inside the door. I also indicated the nearest zombies were 30 feet away.

And that’s as far as I described. That was as far as I knew. The party held back, forcing the zombies to come to them. They used ranged attacks to thin the ranks of the zombies and the zombies – being slow-moving – had to use the Dash action to start closing with the party. And then, eventually, there came a question of whether multiple zombies could be caught in the area of a single spell.

Yes, I said. The two off to the right and closing in were close enough together. How did I know that? How did I know those two zombies were close together and they were on the right and not the left or whatever? Well, I didn’t. But, I had a semi-circular line of zombies closing in and two had been eliminated. Four were left. One was fighting the party in melee. Which left three. So, at that moment, I decided two of the remaining zombies were closing from the right. And given the fact that the room could accommodate zombies being 30 to 50 feet away from the party and the zombies were closing, it just makes sense that if two zombies were coming from the same direction, they were close enough together to blast with one spell.

Once I had decided that, by the way, I had established a fact about the scene. Two zombies were to the right of the party. Which meant the other zombie was probably closing from the left or else the whole semi-circle of closing zombies thing wouldn’t actually be a thing. And one of the other players did start shooting at “the zombie coming from the left” after that.

The point is that you don’t have to pin down any detail until you have to pin it down. But once you pin down a detail, you can’t contradict it. But it can get invalidated. For example, say it wasn’t zombies. Say it was hobgoblins with some tactical acumen. After they get blasted by an area spell, they might decide to spread out. On their turns, they move away from each other, keeping their distance from the party, and pepper the spellcaster with arrows. Where are they now? Well, apart from knowing they are not close enough together to hit with a spell, they could be anywhere now. Within reason of course.

Just because something has been pinned down to an exact location doesn’t mean it has to stay in an exact location. It can get blurred out again. The problem is many GMs keep updating exact details with more exact details. Me? I think in terms of actions that can turn the details fuzzy again until I’m forced to make them precise again. When the archers in the party spread out to get clear shots, it doesn’t really matter where they are precisely. They are wherever they need to be to get a clear shot. That’s all you have to know.

But the corollary to that is that if a detail is vague and fuzzy then anyone can assume it’s anything and the first person to assume something about it is right. For example, say the hobgoblins are somewhere over there, not near each other, but also keeping their distance from the party. That could mean a lot of things. So, suppose the rogue wants to take cover from both archers behind the pillar. Is there a spot behind the pillar where he’d have cover from both archers? Well, obviously there is. Because he took cover there. But that doesn’t mean one of the hobgoblins can’t move to get a clear shot either.

If something could be anywhere, anyone can decide where it is. And that’s one of the keys to using terrain in narrative combat. When I run narrative combat in the wilderness, I tend to say that there’s trees or underbrush scattered around the battlefield. Or that the walls are lined with pillars, buttresses, and alcoves. Or that the battlefield is split by a chasm or pit. Can you take cover in the trees or hide in the underbrush? Sure. It’s all around. Can you hide in an alcove? Are you near the wall? Then yes. Can you get to the archers on the other side of the battlefield? You need to fly or jump over that chasm.

In narrative combat, precision is your enemy. Everything you’re precise about is a thing you have to remember precisely. Vagaries are better. And it’s best to think of everything as blurry and out of focus and smeared out until someone forces them to pick a spot. And when there’s a precise detail on the battlefield, it’s best to find a way to blur it out again than to move it from precise point to precise point. Or at least to get it to clump up with other things.

Which leads me to my final point about narrative combat:

Good Intentions and Fair Bargains

Now, you might have noticed if you’ve been reading carefully that running a narrative combat my way isn’t about moving pieces on a chessboard. And if you haven’t been reading carefully, PAY ATTENTION!

See, for me, running a narrative combat is about bringing things into and out of focus. Zooming in, zooming out, blurring, and focusing. Everything that isn’t explicit is blurry. And that lends itself to a certain style of action declaration that’s different from moving a miniature on the mat and saying “I attack.” And based on two sessions of playing with this – which, you know, is definitely a valid sample size and proves everything I’ve said – it seems like players do intuitively grasp the difference if you give them a lead to follow. They become much clearer about stating their intentions than about describing their actions. And partly that’s because that’s how my I declare monster actions.

For example, remember those hobgoblins? They got blasted by a spell and decided to spread out and keep their distance, right? Well, I could have described that based on their actual movements. “The first hobgoblin moves sideways 30 feet, circling the party, and fires his bow. Then the second one moves sideways, circling in the other direction, and fires his bow.” But, instead, I said, “rattled by the spell, the two hobgoblins spread out while maintaining their distance from the party, and then pepper the party with arrows.” It’s subtly different, but that second one makes it clear that whatever action the hobgoblins actually take, their intention is to avoid getting another area spell in their respective faces and that they also don’t intend to be charged by a melee combatant. That way, the players understand that closing with the hobgoblins requires more than a move and that they can’t catch them together with any more area spells.

Instead of talking about where you’re moving and what you’re doing, you talk about why you’re doing it. You’re not moving next to the statue; you’re taking cover from the archers. You’re not moving off to the left, you’re getting a clear shot with your crossbow. And then it doesn’t matter how you picture the situation in your head and how it differs from anyone else’s. All that matters is you don’t have to take a cover penalty to your next attack. Because that’s what you’re actually after.

And that’s actually why the grid is more removable than it seems. Even though there’s dozens of squares anyone might occupy, no one moves to a square for no reason. No one moves adjacent to something for no reason. You close with a foe so you can attack them. You spread out to avoid the dragon’s breath. You withdraw so you can use your bow.

The dirty little secret here is that if you run combat narratively some of the time, you will also train your players to declare their actions more clearly and more unambiguously with a complete approach and intention all of the time. Especially if you also show them how it’s done.

Apart from thinking in terms of intentions and proper action declarations and being explicit in the whys rather than the whats, the other important thing is to think of actions in terms of bargains and prices. See, you may have noticed that most of the distances I used above are given in multiples of 30 feet. And that’s because, on a turn, most characters – and you should just assume all player characters during narrative combats, but not all monsters – most characters get a free 30 feet of movement before, between, or after their actions. And I call it free movement because it’s assumed that, as long as the character isn’t stuck in a melee and the terrain isn’t being a b%&$, it’s expected that every character can move 30 feet on every round of combat. That’s just a thing characters can do. Just like on any round of combat, a character should be able to attack one target. Or cast one spell.

Why do I say it like that? Well, I say it like that because all of the rules in D&D are designed to make sure combats play out in a fairly predictable way and they are based on several assumptions about how things could work. And when you take away things like the grid and exact positions and exact ranges, you can f$&% things up immensely if you aren’t aware of what should be possible. For example, area spells – on average – are assumed to hit two targets. Less than that is useless. More than that is a special situation. And probably one the character should work for.

For example, in that zombie fight I was talking about above, the warlock wanted to cast an area spell and asked if he could hit two of the zombies at once with his spell. A reasonable question. And because I know area spells should always be able to hit two creatures unless they can’t because that would contradict the reality that has already been established and because I had three zombies who were vaguely positioned “somewhere,” I confirmed he could indeed hit the two on the right.

He wanted to squeeze a little more out of his spell. He wanted to get three. He decided to ready his action and wait until three zombies clumped up. Because there was one zombie engaged with the party already and the other two zombies were approaching, this was definitely something that might happen in the next round. Once the two zombies got a little closer to the party he could clip the one that was fighting the party and the other two. Fair enough. BUT… that other zombie was currently in melee with the party’s paladin and the party’s rogue. There was a decent chance they’d finish the zombie off before the other two got to move.

I didn’t reach that decision because I was tracking the position of every creature on the battlefield and figuring out how everything was moving. I reached that decision because whenever possible, an area spell should be able to hit two creatures. And if a player is willing to work for it or take a chance, an area spell should be able to hit three creatures. Again: if possible.

In this case, the risk of the readied action was that if the three zombies never clumped up the way he hoped, he’d lose an action and the zombies would also end up closing with the party with impunity. And the player decided it was worth the risk to blast three zombies with a spell. And, sure enough, the paladin and the rogue cut down the zombie and the spell never went off.

Instead of thinking in terms of distances and positions and stuff, it’s good to think in terms of costs. When you set up the battlefield as 60 feet across with a pond in the middle, for example, you’ve decided that the melee combatants are going to need a full round of maneuvering before they can mix it up with the enemy. Which is something you do when you want to give the ranged combatants a chance to shine or when you want to impose the challenge of forcing the party to approach ranged combatants for a round before they can engage. So, when the player asks if they can jump over the pond to close to melee with a move and a Dash action, they are trying to squeeze a little extra edge out of the situation. This is why it’s appropriate to ask for a Strength (Athletics) check with the risk of ending up prone in the water and then having to continue the move from there after standing up.

Generally speaking, I make it pretty easy to move to get a clear shot at most targets unless a target is purposely covered. Like the shaman at the back of the party. And I also make it pretty easy to move to gain cover. To me cover and circumventing cover are inexpensive. The assumption of the game is that the ranged attackers can usually freely attack most of the combatants on the battlefield, but because creatures provide cover according to the rules, it’s also very easy to protect your allies with cover. Thus, cover is also freely available. I don’t make people pay much for cover or for getting around cover most of the time. Give me your move and we’ll call it even.

Even though I will talk in terms of feet and directions, I am always thinking in terms of actions and bargains. When I say, “the enemies are 50 feet away,” what I’m really saying is, “melee starts in round two, sorry.” If there’s a hazard in the middle of the battlefield, what I’m saying is “pay the toll to move across the battlefield in a single move or trade your action for a Dash to circle around and you can fight next turn.” Which, to be fair, is also how I design my battlefields and combat encounters.

The point is if you want to run a narrative combat, you have to stop thinking in terms of position and direction and range and start thinking in terms of the way you run literally every other part of the game. Stay zoomed out, don’t define details until you have to, stay open, stay flexible, speak in terms of intentions and adjudicate actions the same way, and be open to bargaining but make sure that bargains involve risks and costs. And now you’ve got your brain aligned with the basic way of thinking about narrative combat.

That said, I know a bunch of you f$&%ers are disappointed. I know you really wanted me to give you straightforward instructions about how to narrate to set the scene, how to properly use repetition, how to drive action, and that sort of s$&%. And maybe even some really solid examples and quotes and s$&%. Not this vague bulls$&% about how to think. Well, if you’re really, really nice and don’t piss me off in the comments, maybe Santa will bring you a practical article to go with this theory crap.


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34 thoughts on “Fighting With Your Voice (Part 1… Maybe?)

  1. Reverting to soft-focus or low-resolution views of the battlespace is a *very interesting* idea.

    I use Roll20 and I invest heavily in maps. Also: my battles are on grids. I’m not proud of these facts, I’m just saying that that’s where I am.

    But I realise now that I could use ‘soft-focus’ as a narrative tool to detach from the grid, possibly even wean our group off it.

    For instance: I could continue to have PCs fight on the precise, gridded battlemap.

    But when they go into exploration mode or a chase-scene – or to any other phase of the game which doesn’t necessarily gain from using a grid, then I will try switching the grid off.

    We’ll use ungridded movement for these phases. And then maybe we’ll be able to stay ungridded for some simpler fights. And so on.

    Thanks Angry!

  2. Having played Pathfinder in a Theater-of-the-Mind style through text only, I can say I miss it for Starfinder. The massive focus on ranged combat makes positioning, lines of effect and cover waaay too important.

    • Interesting, I was also thinking about the difficulty in using this technique in Shadowrun – a game which also depends on ranged combat, but also is effectively a heist movie – so tactical positioning *may* be more important.

      Either way, no denying the overall idea: If you’re going to draw a tactical map, make sure its necessary.

      • Funny. I had been running a Star Wars game purely narratively (no jedi, so again, basically everyone’s using ranged weapons), until a couple of my players started asking if we could use maps. I wondered if I wasn’t describing things well, or what, because so far everyone had been making great use of the terrain and all the tactical options, so I wasn’t sure what the disconnect was. After some digging and an insightful article from Angry, it turns out that both players just like the Sensory aspect of games and just get more enjoyment out of having the map sometimes.

        I didn’t have to change anything about the way I designed or narrated the scenes and it still went flawlessly.

        Thanks for the article Angry. It’s nice to know that there’s at least one tiny insignificant thing about GMing that I was doing right before I started reading your blog. ^^,

      • Amusingly, my main complaint so far is that 97% of premade maps are horrible. Empty corridors and rooms. No flanking, no positioning, minimal cover. 0 tactics.
        Pretty but worthless. And it angers me.

  3. I like your theory crap, Angry. Interestingly, this is basically the way we played all the way up until 2000 when 3rd Edition came out. For the next 15 years I forgot how to do this correctly. For the last several years I’ve been playing more and more games like Castles and Crusades and relearning how to do narrative combat well. Thanks for putting into words the skill I’ve been struggling to reacquire.

  4. I was getting somewhat worried about how to approach combat in the Discord campaign I’m planning to run, so thank you for showing that grids aren’t necessary and what the thought processes are for doing combat in text only.

    One thing I had already thought of was using pictures of environments to help the imagination. Not a map or a picture from above, just a simple first person picture of what the party is looking at. Not even necessarily with the monster(s) visible, as long as they get an idea of what objects are around them.

  5. I have loved the past few articles. I’m getting back into playing D&D after a while (the last time I played I was playing AD&D so…) and I was getting a little stressed about all of the 5E emphasis on maps and grids and other things that made me think the game must have changed a lot since I last played.Now I have more confidence in running games in the way that I know how to do (even if I start off rusty) and how to use the new rules in a way that makes the game fun. Love the site and the advice!

  6. Thank you for putting words to what I have been doing intuitively in my early days of gaming. I realized I had fallen into the tyranny of the grid when I was trying to figure out how to map out an underwater combat encounter with enemies coming from above and below and then snapped out of it. It took a little while for us all to readjust but it was blast to play through.

    Looking back on things, I realize I’ve discarded combat encounter ideas because mapping them out seemed to difficult. Time to adjust the play style to the encounter and not the encounter to the play style.

    • I’ve had a similar problem. When I cam back to GMing two years ago (because reading Angry’s blog convinced me to do so), I remember running combats narratively. And it worked very well. I think I’ve ran my most well paced combat scene during like my third game or so.

      But then, I progressively came to use the grid more and more, and lost the skills. And I’ve been wondering ever since if I would ever run a combat as exciting as that one I ran two years ago. I’ve tried many things. But even when I tried back narrative combat, it didn’t feel as right.

      But now, I think I get it. Angry’s put the finger right on it. I think it’s the first time I can see how much grid combat completely wrecks narrative skills we can otherwise intuitively have.

  7. I’ve always strongly preferred to play with a grid, in part because it makes keeping track of positioning easier, but also because I really like handling miniatures.

    This article has got me questioning everything though. I’ll probably try this in my next adventure.

  8. Actually, I don’t need much more.
    I’ve been mulling on this a while, because I honestly kind of hate prepping or sketching throwaway, useless tactical maps for minor encounters. My problem is what you mentioned; never exchanging precise for imprecise when the opportunity presented itself.
    Now, with this piece of the puzzle, perhaps I can work towards being less afraid of combat because of the implication of maps. Already got over my exploration map problem, so, welp.

    I might run out of technical problems soon, and then my remaining problems are all experience and self-improvement.

  9. This is brilliant! I’m running the Lost Mines of Phandelver in a couple weeks as a first time DM and I was going to ask one of my players to be my mapper, but maybe I’ll wait until we get to Wave Echo Cave since everything before that I feel like can be described and run like this! I might draw the room with Venomfang for that combat if my players are foolish enough to even walk in there… but otherwise nothing til the final dungeon really requires the players to map anything. Thoughts? Especially because I have no clue what the $@#* I’m doing yet?

    • Actually, reading this post, I think I ran better combats when I began as a GM, because I didn’t ever used a grid. So not having GM ever will possibly help: you won’t have to break bad habits years of DnD mapaholism brought.

      By the way, good to know you’ve scheduled your first game. Now you’re trapped: you’ll be one of us GMs soon… good luck for your first encounter with the enemy (by which I mean those dangerous, destructive creatures we call “players”.) 😉

      • Thanks! I’m beyond excited about it. I grew up drawing dungeon maps on any piece of cardboard I could find and wrote adventure stories about them and, because I never had friends with whom to play D&D I thought I wanted to be a WRITER! What a dummy! Then, a few years ago I took a couple of voice acting classes, still never having played a tabletop RPG, and stupidly thought I wanted to be a VOICE ACTOR! What a jackass. I’ve been a DM my whole life and just rolled a D20 for the first time in August of this year…. Long time coming.

    • Angry has a good article for your first session but if you’re here you’ve probably already found that.

      The phandelver adventure is fun, I’m running it at the moment, but I find the dungeons look a bit cramped when drawn on graph paper as they’re all 5 ft wide corridors. Narration is the way to go there. Good luck!

  10. In a word: “Word”

    Running combats off the cuff (which I think a good GM should always be ready to do) demands this approach. I believe in a good battlemap for the set-piece combats that are tied to a particular location or event in your dungeon/forest/wherever. But, as Angry has advised/preached so many times; RPG’s are built around conflict, if you arent prepared to run any conflict as a fight then you arent really ready to run games. The party doesnt have to be murderhobos to pick a fight with a random NPC, so being able to run a fight with any given NPC is a crucial GM skill.

    That said, I like a crudely drawn behind the screen map for an ad hoc/minor combat as a reference; mostly because I like to keep an eye on opportunity attack and area spells, I dont knoe if I could let go of that easily. It’s not essential for the table, but an invaluable tool for the GM.

    Really looking forward to the follow-up to this one.

  11. Angry you’ve missed a trick here. Why is this long rambling intro not full of Newton, Einstein and Michelson-Morley? And the title something like ‘Is D&D combat absolute or relative?’ I know it’s not because you don’t know your physics or lack the level of pretentiousness….

  12. So many times I’ve seen perfectly fine combats grind to a halt because a player declares his character to do an action, and the GM says he can not. The player gets upset because he really believed he can do the action he described and the GM, upset that the player is breaking the pace of the game, tells the player that not only is the action impossible but surprise, your sword is broken now too. At this point the player either gives up very upset, escalates the argument even further, or (like 1/10 times) explains what his intentions where. Weirdly enough, once the GM knows the players intentions, he is more willing to allow the previously impossible action. Meanwhile I’m screaming in my head, “Just lead with your intentions next time, dumbass!” But they never do.

    So, my unnecessarily long story over I want to ask, does training your players to declare their intentions without a grid translate, or do the forget everything as soon as a single 5 by 5 square is placed in front of them?

    • This is why I prefer action intention to be declared before initiative is rolled each round.

      If you don’t actually know what the battlefield will look like on your turn, you can *only* speak in intentions. It requires flexibility from the GM and trust form the players, of course.

      Usual turn-based combat eliminates the need to declare intention (read: the need to think) because all information is available in your turn. It actually makes thinking about intention, and declaring intention, wasteful and unnecessary because it either (1) will not apply to the particulars of your turn or (2) is irrelevant to everyone else at the table.

      I would urge every GM to take Angry’s advice about using a Caller and apply it to *every* turn of a combat, rolling initiative only after all actions are declared. Individuals can have flexibility on their turn, still, but changes actually add to TD narrative.

      For example, the wizard who was about to fireball an area may change his mind (or not) if his teammates run into the area, but this (in either case) adds to the game.

  13. I usually run combats almost exactly as you described. It’s pretty simple and flows well. I think in your “Battlefields and BattleFEELS” article, when you described how to set up an interesting combat encounter,you described it similarly to this and I’ve been doing it ever since.

    That said, every now and then I get the itch to play a slow, tactical game of chess as well as an RPG, and then I use a gridded map just for the fun of it.

  14. Certain kind of gameplay challenges will suffer.
    First, micro-optimization will be lost. Which is a good thing for me, but some players derive fun from squeezing minor advantages out of edge cases in the rules.

    Second, I’m sure that “combat as a puzzle” conecpt will take a hit.
    Without seeing the whole picture, it would be pretty hard for players to come up with a clever move that would utilize scene’s set up to the fullest. Just imagine solving any kind of puzzle (Portal, Into the Breach, Incredible Machine or even sliding 15) when it’s “as fuzzy as possible” and details, after being in focus for a moment, “becoming fuzzy again as soon as possible”. The thrill of _finding_ an excellent move comes from the fact that the setup is already there, you don’t have to “ask” the GM for underbush or alcove to be there. You don’t have to ask for permission to hit three zombies maybe, if there objectively exist a clever way to target four, and also avoid opportunity attacks, because, see, there’s a walkway there that would be inaccessible, but you can jump up to it here, and then get to that ledge up there, and then just drop down behind them zombies. D&D might be not the perfect system for this kind of gameplay, but it is there, at least, theoretically. And combat theater of the narrative mind or whatever doesn’t support it well.

    Again, some players might not want this kind of challenge, or you might want to save it only for some combats. But it would be reasonable to mention that as a consequence of using your approach.

    • D&D, particularly 5e, by its design has given up on a lot of the sources of ‘strategy’ that many other (video)games employ for combat for the sake of streamlining the game. Healing in combat is intentionally made too weak to matter to avoid dragging out fights. You can’t effectively prevent damage, AoO are once per round which is pitiful for trying to hold off anything with remotely decent hitpoints (which all got inflated in 5e). You have choices, sure, but the strict action economy generally makes the objective very obvious, and the loose action permissibility makes achieving those too simple to form a real puzzle, particularly on a 2d grid.

      Now of course, you can introduce a lot of verticality (like your example does), but 2d grids tend to struggle with those due to the lack of that 3rd dimension. If you know what you’re (or your DM is) doing, that’s fine. Maybe you have different colors for heights, or maybe you draw in semi 3d.

      And if you invested a lot of effort into the encounter space, you might indeed want to map it out more precisely (maybe even in 3d if you’re particularly creative), it would almost be a shame not to. But even in a well mapped space, the fuzziness is still a helpful concept. D&D assumes a ‘stand your ground’ mentality for general combat, but creatures employing hit and run tactics can never just be approached for melee. So their location is always fuzzy, unless you cut off their movement. But for spell/ranged attacks, their distance is clear.

      It is always useful to consider what the ramifications of your particular mapping are. That goes for 0D(mind theater),1D,2D(grids or static image) and 3D maps alike.

      • Well no, hit and run (at least in modern editions) doesn’t create fuzziness at all because every creature is stationary when people take their actions. When you say “I cast a fireball” you can be confident the creature is in the square it’s shown in and it will remain there from the time you declare your actions to when your action happens. Barring some weird reaction movement ability, time is frozen while you take your turn. Whether you’re charging with a greataxe, or throwing spells, you know that your target isn’t going to move. There’s no uncertainty.

        • I did not say hit and run creates fuzziness. I said Fuzziness was useful to create true hit and run.

          Like you said, time is basically frozen for others while you take your turn. That makes it so that a charge with a melee weapon of a foe in your range will always successfully get you into melee. Now this is generally fine when we’re talking about human(oids) stuck in lethal combat. Even if you weren’t already doing something crucial, you probably like where you’re standing enough that just backing up even 15 feet will be an issue (since you don’t have eyes in your back). So it makes sense that the rules take this as the default stance, where exceptions are resolved with reactions or reaction like freebies (maybe at the cost of movement next turn but now you have something else to keep track off).

          But not all creatures fight this way. The goblins I talked about don’t stand a chance against the brute with the greataxe, and they don’t fight as if they do. Instead, they immediately scatter when they see anyone charging their way, and if the opponent stops pursuing they immediately start pelting them again. These goblins very style of fighting is based on being too weak to be caught in melee, so they prioritize never being caught, and so they are always going to be there where it is hardest for you to catch them.

          Fuzziness about where the goblins are allows you to keep the 2d grid, while also having this ‘other’ type of movement style that grid based combat doesn’t inherently allow for. there are multiple ways creatures fight that don’t lend themselves well to the grid. Flying creatures that swoop, swimming creatures shearing by you, charging rhinos busting through, none of these behave like soldiers on the battlefield and fuzziness allows the DM to utilize the map to the degree where it is useful, without enforcing the limits of the map onto the reality of the situation.

          Both the grids and the combat rules are maps that simplify (magical) reality so that we can effectively grasp our options and effectively communicate actions. The ‘real’ fight takes place in the forest, or in an underground makeshift hideout. 5th edition assumes you want to be in the headspace of that ‘real’ location as much as possible, and spend as little as possible mulling over squares and modifiers.

    • This reflects my thinking. The article presents a much better approach to “narrative combat” than the “theater of the mind” junk that’s usually touted for players who want to “go gridless,” but for my group, ditching the extremely tactical “combat as a puzzle” battles would take a lot of wind out of our game’s sails. Our characters invest a lot into combat abilities like variable reach, micro-movements, flexible area attacks, etc. that are only useful because the battle is tracked in fine detail.

      That said, we don’t play D&D 5e, and this is a case of me knowing my table. If what you’re after is more streamlined combat encounters, if you’re tired of drawing a map every time a random encounter pops up, or if you just want to improve your narrative chops (I want an excuse to try this approach now), this is a great guide to fighting with your voice.

  15. I don’t think narrating battle is a lost skill so much as just the amount of information has gone beyond just “who is the closest enemy to me?” to a list of possible tactical considerations. For some players that may not matter, but for the tactically thinking player, it does take a lot of the game away from them not seeing a map.

    In AD&D it was never a huge deal because the movement rates was 120′ in a round, meaning that essentially the base movement rate for an unencumbered human in 1E/2E was equivalent to the running speed of a 3E character. Unless the battle took place on a big open field that stretched long distances, movement barely ever mattered, you got into melee with something unless your path was blocked. The other factor that made a huge difference is declare-first initiative. You never knew what order your ability goes off when you declared it. Even if you were using a grid, positions were always fuzzy. How many would your fireball hit? Well that depends on when it actually got cast because people can move between the declaration and the action.

    In 3E (and beyond), there started to be a big shift in granularity, suddenly a difference of 30 feet vs 25 feet became a big deal. There were AoOs, 5 ft steps and flanking. Every little square mattered. That’s really why narrative combat became insanely difficult, because the game rules made the minutiae very important. Being in a paladin’s 10 ft aura in 5E is a huge deal. To go with that, we also got the instant action initiative system, positional information became perfect, and now you knew exactly how many targets your fireball would hit, because it happened at the exact moment you declared it.

  16. It’s taken me a while to think all this through. I’ve had to run two sessions without maps due to technical issues, and on the third, I was able to use maps again. I stuck to only using combat maps after noticing the same things you’ve been expressing. What I now believe is that the top-down map perspective gets the players imagining the world in that perspective, too, and experiencing the world a bit more like they would experience a tactical video game – trying to track everything and playing a relatively emotionless game of chess. I much prefer that my players experience the world through their character’s eyes. Having them rely on verbal descriptions of what their characters see instead of a top-down map seems to help a lot with that. I also find that when running combat off-map, I picture the battlefield more from behind the characters’ eyes, which helps me better decide when a given NPC decides to run, surrender, or negotiate. Although the tactics and accuracy are a bit looser, I think I prefer the feel of map-less combat.

    TLDR: I think map-less combat helps everyone imagine the world from their character’s first person perspective, while a map often leads to a third-person, out-of-body viewpoint that can pull players (and the GM) out of character.

  17. For online games I’ve found that using concept art for anything not combat related is actually a lot more compelling than using maps.

    There’s tons of great art out there and actually seeing an artist’s rendition of the streets or caves you are exploring conveys tone and atmosphere a lot better than a bird’s eye view with re-used assets.

    That way you can get rid of the grid but still have something nice for your players to look at.

    You can switch to a map for combat, if you like, but it should also be fairly easy to just flash a picture of the creature attacking and run the combat from there.

  18. This is semi-related because usually when this stuff comes up, people point to something like flaming sphere and how it could hit allies if the players don’t understand the relationships. BUT this also happens frequently in gridded combat as well, so it isn’t a solid argument.

    Though I think GMs are a little too eager to have players hurt each other. A flaming sphere should only hurt allies if they are in-between enemies. Because it is a sphere and the world isn’t 2D the radius of the blast can effectively be any size below the 60ft radius by raising the center point upwards. This is only a real issue if someone casts the spell when a ceiling restricts the range…

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