Encouraging Terrific Teamwork in D&D: Mechanics and Tips

Dungeons & Dragons (D&D) and other games like it, are praised for their ability to bring players together in a shared narrative. While individual character development and heroic moments are highlights, the real magic, at least from my perspective, lies in the collaborative storytelling and problem-solving that happens at the table. Emphasizing teamwork and communication not only enhances the experience but also ensures that players feel a strong connection to both the story and each other.

While writing this blog, I have also been developing a simple RPG ruleset that can be used in the workplace. (You can download a free working copy of Play to Lead and a sample adventure here.) I showed the draft to Rich, a very good friend of mine, and he made a great observation.

“If you’re writing a game to help encourage teamwork, why isn’t there a mechanic that encourages teamwork?”

I was gob smacked. Rich was absolutely right!

In an effort to improve Play to Lead I want to explore a few ideas that aid in the teamwork aspect of roleplaying games. While I am looking to incorporate some of these into my ruleset you can use these ideas to elevate the cooperative nature of your own games.

Team-Based Objectives

The first step would be designing scenarios and challenges where success depends on the entire team working together. For instance, create objectives that require multiple skill sets or abilities to complete, such as a puzzle that needs both intellectual and physical solutions. I’ve tried to incorporate this in the design of my adventure The Lost Temple. Each character has specific skills and equipment that need to be used together to complete the challenges.

As the Dungeon Master/designer it is important that no single character can resolve these objectives alone. Encourage players to discuss and strategize as a team, highlighting the value of each member’s contribution.

Synergy Bonuses

From the game mechanic point of view synergy bonuses are pretty simple to implement. Essentially, these are bonuses where characters gain extra benefits when they combine their abilities or work in tandem. For example, if one character uses a defensive ability while another attacks, they both receive a temporary boost to their effectiveness.

Dungeons and Dragons has an excellent mechanic already in place. When characters pool their resources or assist each other advantage is applied. That means you get to roll two dice and choose the best result. This is excellent in the context of that game. But for Play to Lead I want teamwork to be at the forefront. Therefore anyone who assists on a task gets to roll their dice. The highest roll from all participants then constitutes the final result. Hopefully players will look for interesting ways to work together to gain this bonus.

As a Dungeon Master make sure to provide visual or narrative feedback when these bonuses trigger, reinforcing the idea that collaboration leads to greater outcomes. Regardless of the system players must be aware of the mechanical advantage that teamwork gives them.

Mechanics including rolling additional dice, or using a pool of dice can really highlight the teamwork and communication in game

Shared Resources

Another idea is to implement a shared resource pool that players can draw from for special abilities or actions. This could be a pool of “teamwork points” that accumulates based on cooperative actions or successful team-based objectives. Having a physical pool of teamwork dice that actually gets bigger before their eyes could really keep the idea of teamwork front and center. The additional twist here is that the team have to agree when these additional dice get to be used.

When running your games encourage players to manage these resources together, discussing when and how to use them for maximum impact. This promotes communication and planning, making teamwork an integral part of gameplay.

Role-Based Interactions

When designing the adventure assign specific roles within the team that complement each other. These could includes a leader who provides direction, a scout who gathers information, and a support character who buffs others. These roles should be flexible but designed to work best when used in concert.

As an example, I’ve used this in my adventure Lost Temple which includes the roles below.

  • Archaeologist – professor of the ancient world. Equipped with a lantern. Read hieroglyphics, understand artefacts, high level of knowledge
  • Climber – working at heights professional. Equipped with a 50m rope. Climbing, ropework, high level of agility
  • Engineer – technical specialist. Equipped with a shovel and axe. Construction, demolition, high level of practical know how
  • Navigator – directional expert. Equipped with a compass. Map and compass skills, unerring sense of direction
  • Pilot – helicopter pilot. Equipped with a lantern. Piloting vehicles of all types, radio use, electronics master
  • Expedition Leader (optional) – no specialist skills. Equipped with a knife. Must facilitate the team working together

As you can see, each role has very distinct skills and equipment. Only by combining these skills together can the team hope to escape the lost temple.

For games where you aren’t providing the characters consider guiding players in choosing roles that suit their play style but also encourage them to think about how their character’s strengths can benefit the group. Make sure to create moments in the game where these roles can shine, showing the value of each position.

Communication Challenges

Create in-game challenges that require clear and effective teamwork and communication to overcome. For example, a puzzle that involves different players receiving different pieces of information that they must share and interpret together. The most simple of these could be a simple cypher or map split into multiple parts and the team need to work together to fit them together. Another idea would be to make the puzzle verbal. Players need to take it in turns to speak parts of the solution in the correct order to pass.

Use these challenges to subtly teach players about the importance of listening and sharing information. Encourage out-of-character discussion if needed, but make sure the challenge requires in-character communication to succeed. Using the children’s game “Chinese Whispers” to pass complicated messages between themselves could work really well in this instance.

Narrative-driven Collaboration

In addition to having team-based objectives for your scenarios consider designing narrative arcs that require the players to create plans together and execute them as a team. These could be heists, diplomatic missions, or large-scale battles where every character’s role is vital to the outcome. During these moments, focus on the story implications of teamwork. Highlight how their collaboration influences the world and the NPCs around them, making their teamwork feel impactful beyond the mechanics.

Final Thoughts on Teamwork

In Play to Lead, making teamwork and communication central to gameplay can turn a good game into a great one. Presently I have a teamwork mechanic in place. However, I’m going to spend more time thinking about how a team dice pool can be incorporated as I love the idea of having a physical representation of teamwork at the table. I’ll also make sure to have teamwork as a central theme to all future Play to Lead adventures.

Make sure to keep the ideas above in mind when designing your adventures. Having players working together makes for a much more satisfying experience.

Echoes of Xenos: Did it Work?

Now that the dust has settled on the Echoes of Xenos event that I ran last month, I want to take some time to think about whether it worked or not. Was it a success and what lessons did I learn. Importantly did the format support or encourage emergent play. To understand the event setup and planning visit my previous post on the subject here.

So, what’s the verdict?

Did the Players have Fun?

The primary objective of any event should be the enjoyment of the players. Did they have a good time? Discussions with everyone afterwards indicated that they did. The 1 vs 1 battles and leaderboard added a sense of competition and the secret objectives added a level of uncertainty that kept players on their toes. Additionally we made sure that everyone played different opponents each round giving variety throughout. The group was very tolerant and there wasn’t much in the way of overly competitive behavior.

The only time in the event that fun may have reduced was during the last multiplayer battle, where the set up favored some players over others. The ensuing chaos saw some players have less to do than others which was an unforeseen planning error. I will talk about the last part of the event later.

Having a small break between sessions where players could discuss outcomes was a good way to create space and a bit of banter in the group. This is definitely something to keep in mind when planning for the next one.

A power cut towards the end had us all playing by candlelight which really added to the atmosphere. But of course this was a happy coincidence!

A couple of location boards with clues, objectives and secret objectives ready for play

Was Emergent Play A Factor?

Unfortunately there was minimal emergent play occurring during the event. Interaction between the players was kept at the table and the storyline did not really feature very strongly. One player was attempting to make alliances and forge the narrative, however the others did not really engage in that aspect of the event.

The most emergent play occurred in the final scenario when one player (my son) went on the rampage. The other players figured he had been corrupted by chaos and teamed up to take him out. This was never a part of the original storyline, but worked really well as part of the finale.

Looking back, the faction set up and motivations of each group did not encourage as much of an emerging story as I hoped. There are a few things I would do differently next time, which I will discuss below.

A 1v1 battle in full swing

The Grande Finale – Not as Planned

I had meant to set up the finale to be a multiplayer scramble for survival. All were competing for one macguffin (held by the leading faction) whilst being hunted by Xenos (alien) abominations. This was meant to facilitate a tense rush to escape, not knowing who to trust. Unfortunately, the xenos threat was never as threatening as I’d hoped. Resulting in players hanging back. NOt the energetic frenzy I’d hoped for. In an effort to add some action my sons faction went on the rampage effectively knocking two players out early in the game resulting in a less engaging experience for them both.

With the xenos threat neutralized and most players down to one agent we called the last battle. Not the epic finale I had hope for.

So, what could be changed to make this finale more grande? Firstly, have more of an external threat that impacts the players from the get go. This would have forced factions to work together. It would have created tension as factions helped each other, not quite knowing if they were going to be betrayed. It would also have prevented the chaotic infighting that started right from the get go. This could have taken the form of a swarm of low level aliens encroaching on the players in numbers that could not be defeated alone. In turn this would drive the agents towards the greater threats of the abominations.

Secondly, all the factions deployed in the same area creating the immediate potential for infighting. Deploying factions further apart would have removed this consequence letting players position tactically before the action commenced. Additionally, this would give players a greater sense of agency that I feel the original setup perhaps removed.

Player briefings and warbands ready to go

Increasing Emergent Play

Now that the game is over I think there are some clear ways that I could improve emergent play next time round.

Firstly, grouping players into factions will encourage interaction and cooperation immediately. By its very nature the increased interaction will allow emergent play to appear. Additionally, grouping players in teams or alliances creates a safer space to be creative. It’s always more fun doing this together, rather than trying to figure it out on your own.

Secondly, the scenario needs clearer factions. This is particularly true when you have players whop are not versed in the lore of your world. In this instance I love the murky world of the 40K Inquisitorial agents. But the lack of clarity makes it difficult for players to engage form a position of strength. Instead, having factions with clear goals and archetypes make them easier to engage with.

In this event all the players were gunning for the same objective making alliances difficult to form. Next time I would give every faction a different objective, but make sure they cross over. That way negotiations and alliances would become more important and emergent play more likely to appear.

Lastly, the players need a clearer reason to interact and ally with each other. A powerful external threat would neatly enhance this. In this event having a powerful alien species threatening everyone equally would force players to work together despite being enemies. Giving players the choice of allying with their enemy or facing annihilation can create some interesting negotiations and outcomes.

Final Thoughts on Echoes of Xenos

Despite not quite working as planned Echoes of Xenos was a fun event. While emergent play didn’t form as much as I’d hoped there were some very clear takeaways for the next event. I cant wait!