With Hurricane Irene churning away in the Atlantic Ocean this week, my thoughts turned to adverse weather and its effects. The scene of a battle in the midst of pouring rain, say like the Battle of Helms Deep in the Lord of the Rings movies, is one of those atmospheric pieces (no pun intended) that amp up the drama of any situation and that, by all means, should be brought to a game. But how exactly? It could be done entirely in description, with the weather simply being there for mood. It could be done with pages and pages of weather-specific rules that detail every single possible effect of rain on the field of battle. Or it could be done with a combination of the two that brings mood into the scene and adds some rules for that extra effect borne out of the specific environmental situation. In short, Environmental Stunts.
These kinds of Stunts were introduced in an adventure in the Blood in Ferelden sourcebook (I won’t say where or in what context to avoid spoilers) to great effect. During the battle in which they are relevant, these specially available Stunts offer players specific neat effects that enhance the drama of the combat in ways which make sense given where/what they are fighting. The idea is a fantastic one and worthy of extrapolating to other areas.


Last night saw the end of the PC’s role as the Heroes of Redhold, an Avvarian settlement in the Frostback Mountains of Ferelden, and it ended on a kick ass note that truly showed how much stunts can turn the tide of battle in the Dragon Age RPG. First, a quick recap, and be warned, there are spoilers here for the “Where Eagles Lair” adventure from the Blood in Ferelden supplement.
One of the things I’ve learned since I began GM-ing Dragon Age is just how good placing moral conundrums in front of your players is. The Dragon Age adventure philosophy, by design, encourages this approach to story-telling, and I’ve found that it really makes players become more involved in the story you are all trying to tell.
Jeff Tidball

