I’ve played in a few games that were building up big bad evil empires and ended up having a mass combat involved. Thus far nearly every mass combat system I’ve played has left a sour taste in my mouth. I’ve mentioned my distaste for the Mass Battle system in L5R. Exalted 3e had some issues, like Death of Obsidian Butterflies a spell designed to be used against an army doing very little to actual armies, and I haven’t played enough of it in 4e to say for sure if it is better. Every time I have seen a dnd mass combat it has been a nightmare of watching the GM roll for ever and nothing happening. And in games where the GM just comes up with something I’ve seen several times where 1 die roll decides everything. None of them are fun or interesting or, what we really want, and that is, Cinematic.
When we watch a good war movie, whether medieval or modern, there is a cinematic glory to its presentation. Stuff is happening, sometimes too fast to keep up. Decisions of the protagonists and antagonists make huge differences, and when things come to a head it is tense and exciting. Rolling 300 dice, one at a time is never exciting. So, what would I want from a perfect mass combat system?
2. It needs to make the PC’s big damn heroes.
In war movies the decisions of the main characters make huge and sweeping effects for good or ill. They are still the focus of the story so when Balian decides to put ballista’s on Jerusalem’s towers facing towards each other and fire them into Saladin’s siege towers so that a counter weight can pull them over, it changes the course of the fight hugely.
3. It needs to have the ability to zoom in and out and alter the flow of time.
There are times in big fights where it is good to focus on the individuals of a skirmish over a key goal, and there are times where it is better to just let the dogs of war play out.
4. It should feel cinematically realistic.
Things like supply lines, morale, differences in arms and armament, unit types, all these should matter. They also shouldn’t handicap the system into being so gritty that it grinds to a halt.
5. It should be accessible to all characters.
While a good story can have characters fade into the background for a while with no harm done, a role-playing group is a different situation. There is nothing less fun than spending a whole session or two watching everyone else from the sidelines because the system doesn’t let you participate in the current situation. I am not saying every character has to be equal in mass combat, just that there needs to be something they can meaningfully contribute and it needs to be often, the same way every character gets a turn in regular combat.
6. It should have some good GM’s advice for how to run it so that it feels cinematic.
The best system will provide a good solid foundation and then let the player build an epic story on top of it. Things like stunt dice from Exalted or inspiration from 5e DnD are good examples of rewarding good ideas. Another way of allowing for cool moments is the fate points from Fate where a player can spend a Fate point to suddenly come up with that whole Ballista trick after the players have chosen a strategy. I think this allows for the moments in movies where the protagonist we have been watching the whole-time springs something on the audience. I also like the idea of potentially giving the GM these points when they are spent or just having certain enemies have Fate type points to suddenly spring these moments on the players.
In the end a mass combat system for a game focused mostly on a few characters doing things together needs to be simple enough to learn quickly. At the same time, it needs to have enough complexity to feel better than a single roll deciding the whole thing. The system also needs to be playable by all the players regardless of how they built their characters. Lastly, it should be given the same level of advice for running it as there is for any other aspect of the game. A simple system with multitudes of possibilities.
This will be our last GM’s Corner for the year as we restructure how we do things. Stay tuned for an upcoming episode to explain how we are changing how we do things. Happy Holidays to all you future people.
In some systems I’ve played in there are rules for changing things about your character that aren’t working as you expected. For instance in dnd 5th ed there is the ability of many spell casters to change their spell load out during a short rest or the new Barbarian to change which type of storm they have going when they level up. In 4th edition you could change any one choice every time you leveled up, from a feat to a class feature to a trained skill. These types of options serve an important purpose in gaming, that is that you cannot predict how your game is going to shape up in the future.
In many games I play, the different characters are made in large part unaware of what choices the other players are making. This can lead to large amounts of overlap between characters as well as holes in what your group can do. There’s nothing wrong with two people being trained in the same skill, however when one of the characters is vastly better at it everyone tends to rely on that person to do that skill all the time. This can still be supplemented by the second person in ways like assistance checks, but what does the third best character at a skill do? Especially if that third best person only has 4 skills and they are the third best at all of them? Eventually you start feeling like you are just watching everyone else when those things happen.
Everyone needs to have their part in things, when it feels like you are on the sidelines there is a drive to move to doing something else. If you are stuck with the same skills and cannot change them then that something else feels like it breaks with the group dynamic. You have to go over other peoples heads or try to initiate things yourself and force yourself to the front over the heads of people everyone else relies on at being the best at those things. It feels selfish. A better option, I feel, is to allow someone to change things a bit. Make sure it fits into the story, but allowing someone to switch their skill in history to being a knowledge of religion doesn’t seem like too much of a stretch. Have the character spend some time talking shop with a priest/cleric/ what have you and pick up some books and there is no reason not to. There are even rules for picking up extra proficiencies in the DMG and Xanathars.
What about when you just aren’t having as much fun with your character? You tried to build your character in a specific way but made some poor choices. Maybe you didn’t understand the system very well or just forgot a couple things when you made the character. Making a small change every so often can help get things back on track but it is not the only option. Another great choice is the In Between Season Respec. When a story arc has finished, or there is a bit of downtime and time progresses a bit it is just fine to allow characters to change a bit. Characters may be leveling up at the same time anyway and are going to be coming back with some new abilities so this is a good time to allow players to change some things about their characters that they haven’t liked or used, or that just aren’t working the way they expected.
A little over a year ago I was starting my first-year teaching. I didn’t have a teaching certification, so I was just considered a long-term sub. I did have a bachelors degree and I was teaching a senior math class for people who don’t like math and a freshman science class for students who test badly. It was hard, but I felt like I was starting to get a handle on things. The last week before fall break the principal walked up and asked me if I felt I could teach a Physics class. I said that was what I did most of in college, so yeah, I thought I could. Next thing I knew I was teaching three new classes, one extra hour a day and they were more advanced classes.
Sometimes, we step into a position that is needed before we consider if we want to. In gaming this can be the position of GM or group chronicler or even the person who does the snacks or hosts the game at their house. But do you enjoy doing that? Luckily, I enjoy teaching Physics and Chemistry, but sometimes we end up doing something we don’t enjoy and don’t talk about it because everyone else is having fun and we don’t want to ruin it. I mean, even we are having fun but, maybe cleaning up after game is slowly killing us inside, or we are staring at a blank screen and have no more ideas for the game tonight.
That’s not only ok but not uncommon, in my experience we all have talents and things that we find rewarding, but we are not all gifted to do what we find ourselves doing. This can lead to frustration and burnout. I know, I have seen several friends who were GMing just quit, sometimes in the middle of a session. It isn’t even always because they don’t like GMing, it can also be from stress elsewhere in their lives or because they just aren’t into the story anymore. That’s ok, if people aren’t having fun why are we still playing. We don’t game because we are paid for it or because it must be done, we game for the fun of it, whatever it is that we each find fun in. Let someone else run a game for a while, or take over hosting the game at their place, just be honest and open about it. Don’t assign blame just say that you are having a hard time of it right now and could someone else take over for now.
Unfortunately, not everyone is lucky enough to have the whole gaming gamut. They may not have anyone in their group who is willing or able to cook, host or GM, no less have a backup for each of them. That’s ok, just find an alternative. If no one else like making food you can try delivery, or if no one has a place there is always public places like libraries, school campuses or friendly restaurants. What if you don’t have a backup GM though? Kinda hard to play a game without someone to run it. There are alternatives to GM as well, that’s why they print campaign modules, have everyone chip in or raid your groups game horder and find one for a newer GM to try out. I say newer GM because part of every gamers life is trying their hand at GMing. They may not all be there often, but we are all cooperatively telling a story, that means we all have a story to tell. Again, it may not be something we all are gifted at or want to continue doing but it is worth the try to find out.
It’s come up a couple times that I am a high school math and science teacher, and recently my love of gaming intersected with my job. I have no trouble talking about hobbies with students when we are outside of class time, lunch duty whatever. It labels me as a nerd, but I am just fine with that, it means I get to settle the fun questions like is lava wet? Anyway, this time the question was would you be willing to run a dnd game for us?
My first inclination was totally, but then I started thinking, does this put me in a bad spot? I went to my principal and asked her opinion and what I got was unfortunately no, bummer. Unless I am willing to go through the hassle of making a club, also bummer. The issue is that even with the best of intentions a teacher should never be in a position where they are alone with students and no other teachers are around, exceptions for family or situations where the whole family knows you outside of school. With sports or clubs, you already have things set up and a specific level of responsibility. However, there might be questions when a student asks their parents if they can hang out with a 30+ year old, even in a public place.
It could be explained but it still is a little too far into the grey area and unfortunately as a teacher all it takes is one student saying the wrong thing, even if it is completely false to lose the teacher their job and have that hang over them for the rest of their lives. So unfortunately, my answer had to be no at this time, but you are welcome to advertise on my wall and find a group of other students. I will look into what it will take to set up the club next year. For me the difficulty will be in filling out all the paperwork, I hate paperwork, and we will have to have officers and a treasurer for funds, not that it would take much in the way of money to hang out and play dnd when I have the books and a handy printer in my room. I’ll have to figure out where we are going to play, which will probably just be my room. From there it is just down to convincing the administration that it is the healthy and inclusive social time that it is. Also, little things like how long we are playing for on what night, has to be a school night and can’t go longer than 2 hours so, oh well.
Luckily things like the show Stranger Things gives me a little more awareness to use to my advantage. It is already a lot of work to be a teacher, and running a club will be more, but it won’t be too bad because it will be fun. I didn’t start this job for money or because it is easy, we do it because we care. Sometimes having Summer’s off also helps, but mostly because we care.
In the new Xanathar’s Guide to Everything one section of the book is dedicated to downtime activities. I really like the idea of this section adding ideas for player between campaigns and for GM’s to have a bit of backup when the players are trying multiple things in town at the same time.
The first one that draws my eye is trying to purchase magic items, it gives you a roll to find the item you are after making a skill check, then has a table for asking price that the merchant has it at, but what makes things more fun is the complications. Each downtime activity has a complications table that can really mix things up, although as a GM I would be sure to let my players know ahead of time that this would be something I was doing, especially in an ongoing game that was going to now use these rules. Anyway, for buying magic items it can be anything from a fake planted by an enemy to being cursed or it’s original owner is hunting it down and will kill to get it back. Each of these could have a good story around it.
If you want to take the ‘cheaper’ route and make the item yourself there are also rules for that. This path starts with a CR for the monster/monsters that either are the needed components for the item or are perhaps guarding the ingredients/location where it can be built. Then there is the cost of other ingredients and the possible complications, like your tools being stolen or rumors being spread that your creation is a danger to the community. Or if you already have an item that is no longer needed there is the possibility to get up to 150% of the items value, unless the local thieves guild steals it first!
There are several downtime activities for getting some spare cash, like robbery, gambling, pit fighting or even good honest work each with their own complications. There is also a section for rest to recover from diseases or stat penalties. Then there is religious service and research for divine favor or learning lore about some future topic, and training to learn a new language or tool.
I also really appreciate the clarification they added to how many magic items the game is set up for, how and why. It tells you that the game is set up for roughly 100 magic items by the time the players reach level 20 and even separates these items by what table they can be rolled on so that you have major and minor magic items. My favorite part of this magic item section though is a big list of common magic items. Most of these items are simple cosmetic effects like making your eyes glow red or your cloak to billow dramatically. There is also some quality of life items like a inflammable waterproof spellbook or armor that comes off with an action. There is even a Windwaker, although it doesn’t control wind, just makes music.
All in all I am really enjoying the potential of this book and all it provides, one of the best books since the PHB for adding character options and even adds in some good GM additions. It may not be a PHB 2 but it is close.
This diary is from episodes 19-26 of Exalted: Edge of Creation. Spoilers ahead!
At this point in the campaign I really wanted to start bringing all the pieces I had put out there together. I had established that things were happening in the city of Whitewall, but the players had yet to figure out what exactly was going on and who was behind these things. They had met the Mistress of Plate and Bone and knew that she had some further ally and that she was building siege ladders of some sort, but they had made a deal that she stop any damages to the peoples south of her domain.
To ramp up the tension I gave them a bit of a report of what they had missed in the city since they had left. Murders in the streets, fires and a ramp up of martial law by the city watch. People disappearing and general concern on all sides. However, they seem to have an ally in Constantin and he hires them to start investigating the murders. During the investigation, Otto (Dan’s character) notices someone else investigating the murders and talking with him later he suspects that it is one of the other people in their circle of solars. He is mistaken, and I never particularly reveal who it was that was there at that time during the game. It was actually a Sidereal Exalted trying to figure out what was happening in the city.
During these episodes I also continue down Siku’s story, mirroring the story of Frankenstein’s monster. He is utterly repulsive with a 5 in appearance and the Hideous merit, making all of that appearance turn into hideousness. So, on sight people are repulsed and afraid of him, despite his attempts to help and protect those in a position of weakness. My favorite part of this is his side plot with the lowtown citizens, it starts with him trying to feed some children and getting more or less run out by a mob with torches and pitchforks that are none the less afraid to actually end up in a fight with him. This subplot does not resolve in this section, but rest assured it has a solid ending.
Another of my favorite subplots is Morez’s attempt to sneak into the palace/ fortress of Whitewall and figure out who is kidnapping people. As I mentioned before I gave him a mask that allows him to see life energies from living things nearby him, even through walls. It has a limited radius and the color changes based on the type of living thing and that things current emotion. I borrowed heavily from the Whitwolf Vampire power called Auspex and its emotion reading power. So, he sees colors in people auras based on their current emotions as well as based on what power source that person may have available to them, like an exaltation. Mechanically it also gave him a bonus on attempts to figure out what a thing was if he was wearing the mask. During his infiltration this gave me the opportunity to have a great moment describing a fae creature using a captive’s body as a puppet, killing the host in the process and growing roots through their body so it could control them. Good stuff.
In the meantime, Scott has Siku jump to the conclusion that Dalton is behind the murders and fires and disappearances. This threw me for a loop, I didn’t think I had put anything out there that would incriminate Dalton, although I had purposefully given him a strange air in his way of speaking. It turns out he was picking up on that and while his character didn’t have the right skills to follow up on it he found an in-character way of giving his vote on to who dun’it. Stay tuned to find out his accuracy, or lack there of.
On my last Under the Hood article I talked about game balance in the game Total War Warhammer 2 and how I thought that the races were not quite balanced throughout the game. In this one I am going to do a similar article about the balance of classes in 5E Dungeons and Dragons. However, I’m not going to try to argue about differences in damage per round or ac verses hp or anything about combat at all. Instead I am today going to talk on balance in the other half of the game, role-play.
When making a brand-new character in 5e a new player might go for something they are familiar with, a class that is similar to a play style they like. For instance, a fan of Assassins Creed might play a rogue, a fan of anime might go for a monk or fighter, etc. Within reason you will find these classes to be balanced in combat, they each have strengths and weaknesses and tend to complement each other fairly well, the balance issue I see is when people put away their weapons and talk things out. You may be saying right now that role-play is independent of class but how often does a good argument or plan fall apart when the GM asks you to make a skill check and you see an empty box on the trained column and a +0 from the key attribute.
Of the classes all of them get two skill training with ranger and bard getting an extra one and rogue getting two extras. Bard also gets three instruments, druids, monks and rogues get a tool proficiency, and of course everyone gets two skills from their backgrounds. There does seem to be some favorites, but they aren’t too far away from each other, until you consider the attributes attached to skills. Strength has 1 skill, Con 0, Dex 3, Int and Wis 5 and Cha 4. The tools are split pretty evenly between dex, int and cha, depending on your GM. In other words, your level one untrained mental stat character will generally have a better skill modifier on a wider range of skills than your level one big stupid fighter that is trained in the skill. Why?
I feel the answer lies in the tendency for people to view what they do as difficult trained skills and what other people do as natural talent and little more. If you have never worked a service industry you cannot appreciate the soul sucking difficulty of the job, the needed stamina to survive a 12 hour shift in a 90 degree kitchen where everything you do must be perfect or so help you god some customer will tear you a new one for failing at the simplest task in the universe. I can also tell you about the difficulty in preparing 3 perfect lessons on three separate topics a day, performing them 6 times while controlling a group of hormone fueled teenagers, and making sure to differentiate every lesson to deal with student who are not primary English speakers or have ADHD or haven’t eaten except at school for 3 weeks, or whose parents just went through a painful divorce, ect.
I haven’t been a soldier before, but from talking with them I can tell you without reservation that they are some of the most skilled people in the world, and I am not just talking about the ability to kill someone or break things. For what reason is a rogue more skilled than a fighter? Why do people who use heavy weapons have to sacrifice part of their combat capabilities or automatically become less skilled than anyone else? Yes, you can make a smart fighter, or a charismatic barbarian, but to do so often comes with a cost in attribute points being taken from your primary attribute to go to one that your class doesn’t use to fight, whereas a wis/int/cha/dex character gets better at both by increasing one attribute. But how to fix this discrepancy without breaking the system?
The first thing I see is to separate skills from classes, give everyone a specific amount of proficiencies and trust your players enough to pick skills that will make sense with their backstory. With backgrounds, let them choose which skills they get from it, use the ones provided as examples but the template is choose two skills and two language or tool proficiencies that match the background. Lastly, I think skills should largely be divorced of attributes, a good GM should just use whichever attribute applies at the moment instead of whichever one is locked to that skill. It takes constitution to perform a task repeatedly, or use strength to break a lock with a crow bar. A player shouldn’t feel that they only exist to fight because they chose the wrong class and so don’t get to participate meaningfully during half the game. That’s just bad game design.
Writing a one-shot can be a bit tricky. They tend to be a bit longer than normal, encapsulated story which can be a great break from the ongoing campaign, and you don’t get the breaks to plan around what your players are going to do.
I try to break it into 3 or 4 steps and leave a lot of room for Improv. Before plotting too much, I like to know my players. What do they want to play, how do they like to play, etc. Knowing what type of characters they intend to play can help develop trials that will test the PCs strengths and avoid ones that will be too easy or hard. If an episode beat is either too easy or hard for the party it can easily be overlooked for importance. Knowing what type of story your players like will help to keep them engaged and make it more fun for everyone.
In the plotting I usually work backwards. I will develop a big bad or pivotal NPC for the adventure. Then I look at their motivations and goals. This allows me to work other things out in my web of novella. Once I have the NPC the story hook is centered on or driven by, I move to the initial hook.
In the initial hook, one thing you should try to do is have a reason the party already knows each other. While the meeting rp can be creative, it takes up too much time for a single session campaign. The hook should be blatant and not subtle to ensure the story gets going. The tavernwall explodes or the party is witness to an assassination attempt. I create the NPCs which will be at the opening scene. I try to flesh out about half of those present. This gives the PCs plenty to talk to as they get a feel for the world and scene.
I then create anywhere from 4 to 8 plot beats. I call them beats because one-shots tend to be more time sensitive than a full campaign, and as a means of keeping time (in the musical sense). I design these in what I like to call a web pattern so that in whichever order they hit them, the plot unfolds evenly. I do this because one thing I have learned is that PCs will always do things either in the “wrong” order or jump around the plot you took time to weave like a little kid in a rain puddle.
Finally, I hope for the best and pray to the dice gods to help make it challenging but fun, then prepare to change things on the fly, Improv, and throw out what the story decides to cut. I did a lot of this in the recent one-shot we did. The Party went in several directions I did not expect, threw all but the most basic of planning out the window, and foiled the time line I had set for the one-shot. But they did most of this in a way that was entertaining, organic, and true to the story we ended up crafting, so I was more than happy with the outcome.
If you would like more details as to what I had planned, what ways they stumped me, and spoiler theories on Critical Role (if you’re not caught up) be sure to check out the upcoming aftermath breakdown video for our Halloween Tal’Dorei one-shot.
In the mean time, make time to weave your own stories.
This Halloween, Hit or Glitch is bringing you something new. A one-shot. In discussions we thought it would be fun to bring the occasional one-shot around a holiday or event and even bring in a guest star. I volunteered to run this one.
Halloween, to me, isn’t all dressing up and bats and ghosts. In fact, as a kid I wasn’t even allowed to celebrate the holiday from age 5 on. (that was the 80s when religion decided it was the devil’s holiday). While all that stuff is fun and good, to me it’s the time of year for change. When it’s okay to explore the ideas most people normally keep locked away. Historically, it’s about harvesting the needed items to get through the coming months, the gathering of supplies and energy to survive and prosper. That’s the angle I wanted to come from.
I chose the Tal’Dorei setting for a few reasons:
First, I love the show Critical Role. I love the storytelling they do, I am a fan of the actors involved. Some of them since they were child stars. I remember as a kid, Taliesin in movies like the Explorers & Mr. Mom as well as the T.V. show She’s the Sheriff, and Ashley on Growing Pains. When I stumbled upon an article that said they were part of a D&D stream, I had to check it out.
Next, Dan and I had discussed some theories we had regarding the Horn of Orcus and the rise of Vecna. We discussed the possibility of Highbearer Vord being corrupted by the Horn due to his being more than a little obtuse and dodgy when they questioned him about it in the episode “Return to Vasselheim.” I did get to drop his name in the one-shot, but due to the timing I had laid out, he did not make an appearance.
Lastly, There is a small blurb in the campaign setting book about a serial killer, and I love serial killers. Ixrattu Khar is an infamous mass murderer who is hiding in the Cliffkeep Mountains regaining her strength and gathering followers for the Whispered One.
So with this rough idea of a conspiracy theory on how Vecna regained his strength, I started looking for inspiration for NPCs. I really like the Runechild sorcerer origin, I wanted one of those. I thought a Minotaur could be fun, as the UA ones are based off the Krynn Minotaur, I created Barnabus Calix. Wait... Minotaur? Horns? a class that is basically a mana battery? ... a plot was hatched. Barnabus was now a recovered cultist Runechild. But he was in hiding for protection. I had to have someone trying to get him out. Enter, Erislynt, the Blood Hunter of the Claret Orders. What would make a fun pair/disguise? an elf and Minstrels. Now, my Erislynt was given his background and Barnabus took two levels of Bard to hide his magicks. Blood Hunters aren’t often sneaky, so I gave him a couple levels of rogue. As I created the the duo, They Might Be Giants was playing on my tablet. Naturally, that led me to base their music off of TMBG and Flight of the Concords.
And so the the 5 “W”s were solidified and an adventure was born. I hope you all enjoy watching it as much as I enjoyed planning it.
I once played in a game all about the NPC’s. Us pc’s could watch the story unfold but had little power over what was happening and couldn’t really fight the bad guys that showed up, that was for the really awesome npc’s. At one point we even were left behind while the real heroes had a conversation in a warded tower that we weren’t invited to. It lasted about 1 session. Worst game I’ve been in, and the GM usually ran some pretty good games, he just made the mistake of running a game in a world with a set story and putting the players too close to that story.
It is difficult to run a game set in the same storyline another story, especially if you as the GM don’t want to contradict what happens in that story. In another game run by the same GM we were playing Star Wars and he thought it would be awesome for Bossk to show up in a bar we were in. Except when we ended up in a fight with him and successfully beat him he just ‘got away’ because he has to show up on a star destroyer in the movies. There are two ways I know of to avoid this kind of mistake, the first is to set the game far enough away from the main plot to avoid interacting too much, and the second is to realize from the start that as soon as the game starts the players have the capacity to completely alter the storyline, after all it’s just a game.
Video games have an easier time with this as they get to script the storyline and how you fit into it. For instance, there is a game I really enjoyed called X-Wing Alliance. In this game you play as the youngest member of a trading company that gets smashed by the empire and that leads you to join the rebel alliance. Your missions often reference what is happening in the rest of the universe and leads up to the battle of Endor, because all Star Wars game have to end at the battle of Endor. This game does a good job of putting the player near to the main story but far enough away that doing something the game makers don’t expect, like trying to kill the Executor when it shows up during a mission by hiding in its hangar bay and unloading everything you’ve got, doesn’t derail the main storyline. I sometimes wonder if a game could be run where players could ‘fail the mission’ by taking too long or dying and the current mission could restart. Would that work in a pen and paper medium?
Dan also solved this problem in an interesting way. He made an alternate timeline for the Star Wars universe, where the Palpatine and Vader find Leia and Luke as kids and train them to be Sith. This event forces Obi-Wan and Yoda out of hiding as now time is no longer on their side and they begin the Jedi temple again in hiding with the rebel alliance. With the situation being so dire the rebellion takes their whole operation mobile instead of trying to find hidden bases they form a fleet that jumps from system to system and stays spread out. Once he started this game he said everything else was the same up to that point and we the players could change anything else in the future. It was pretty fun, I played a Duros pilot and flew the engineering section of a corvette off a planet, just the engineering section, nothing else attached. My viewport was a single porthole in the door and we were going to try to jump to hyperspace but our rescue arrived.
I think the best way to run a game is to keep a little distance from the main story, give the players a story that they care about and a goal that they are reaching for, sperate from whatever the A-Team is doing over there. Then realize that anything you put in the players reach might be destroyed and deal with it. It’s ok to break cannon, this is just a story for you guys anyway.