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DM Resources

How To Use Prophecy And Divination To Tell The Story

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul.

One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.

– J.R.R. Tolkien, The Lord of the Rings

With these lines a quest was born unlike any known before or since.

Developing a prophecy or using divination to assist in the story telling of your campaign can be as simple as two lines or as complex as you want it to be. Of course you’ll need an overarching quest to tie everything to, the prophecy simply provides motivation or guidance to your players. The prophecy can be a detailed guide to the adventure or a mysterious code that provides occasional direction.

This week at Dungeon’s Master we’ve been discussing aid from divine and otherworldly sources in detail. Ameron started the discussion off with Divinations – Is Some Magic Just Too Powerful for PCs and then continued with a piece on Divine Intervention.  The discussion was continued by Callin and his post at Big Ball of No FunHow to Handle Divinations.  In other words there has been no shortage or articles about divination in the 4e blog community this week. I would also encourage people to read Prophecy Points as a Reward for Roleplaying from The Big Red Box Blog.

I felt it was only appropriate that we cap the week off with an article not about reacting to the use of divinations in game by players, but to the active use of divination and prophecy by the DM as a storytelling tool.

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Class Discussions

Divinations – Is Some Magic Just Too Powerful for PCs?

No power is greater than the ability to see the future. Whether it’s the ability to determine if turning right or left will lead to a better outcome or foreseeing the death of friends and family, knowing what lies ahead often tips the scales of power heavily towards the diviner.

In fantasy literature divinations are often vague and described as prophecy. Rarely does any character get a clear picture of exactly how things are going to unfold. After all everyone has free will and actions can be unpredictable. Divination magic assumes that people will continue along the paths that they’re most likely to take.

The advantage that authors of fantasy literature have when they’re creating stories with divinations is that the author controls all aspects of the story. This is certainly not the case in D&D (or any RPG for that matter). The DM may design and set the framework for the story, but with up to six players making decisions on how things are going to play out it becomes next to impossible for the DM to predict what’s going to happen next with any certainty.