--- title: Dirty Tricks subtitle: 'Product(s) Review' author: Seth date: 2019-04-01 01:00 publish_date: 2019-04-01 01:00 hero_classes: text-light title-h1h2 overlay-dark-gradient hero-large parallax hero_image: dirty-tricks-2048x1024.jpg show_sidebar: true show_breadcrumbs: true show_pagination: true taxonomy: category: gaming tag: [ gaming, tools, tip, tables, gm ] ---

In 2014, probably not on April Fool's day, Frog God Games released the Book of Dirty Tricks, a sort of DMG (Dungeon Master's Guide) addendum containing advice for dungeon masters on how to make a game more challenging.

It's a fairly small book, being only about 78 pages, but it's packed with both pragmatic advice and ingenuity. The first chapter contains the author's house rules. They are strangely obvious, and yet sometimes it takes the act of reading to make you realise that you could be running your game this way, and it result in a more challenging experience for everyone. For instance, one rule is that all dice must be rolled in the open. This applies to even the dungeon master. Now, if you've ever dungeon mastered a game, you know that sometimes you feel compelled to lie about a roll in order to manipulate the fun. Maybe you lie about an attack against a player so that a character isn't obliterated. Maybe you lie about a saving throw so that a particularly tedious monster dies quickly. Whatever it is, most dungeon masters have lied about a roll, usually to benefit the players. The 5th Edition DMG explicitly states this is an acceptable DM tool. But this book suggests rolling all dice in the open for all to see, and maintains that because games become more lethal as a result, they also become more fun because there's real, authentic unpredictability and tension.

Another rule involves getting players lost in the wilderness. Generally, travel is summed up with a quick declaration that the players go to the place where the adventure is, and maybe one or two rolls for a random encounter. The Book of Dirty Tricks suggests allowing players to get desperately lost. And it doesn't stop there. It also suggests tracking food supplies, and enforcing rolls to forage for survival. While I admit I would love to play in a campaign as pedantic as that, but the two groups I regularly DM would simply stop playing were their afternoons spent rolling die to determine how hungry their characters got while stumbling over the hills.

Those are just two examples from, I feel, the opposite ends of the spectrum of many good ideas about how, essentially, to treat the DM as just another player instead of as a hired performer brought in to entertain a group of players, or at the very least to inject new life into the way you play. It's modular, though, so you're free to choose what you like and ignore the things that don't serve you. And there are lots of great ideas, touching on all the things you don't think about any more because you're just so used to the way you do them: initiative rolls, damage rolls, experience points, and much more.

After the house rules come lots and lots of great DM techniques. This ranges from the simple (describing door mechanisms to make doors more interesting, and a d100 table to provide you with ideas) to devious (story elements to relieve players of treasure when they make away with way too much loot).

Every bit of this book in valuable. You might not use every idea, at least not right away. Heck, you might not use any idea directly. But you will be inspired to look at the way you structure your games, and you'll get ideas for new twists on old tropes and habits. It's probably not a book for a new DM, but it's absolutely a book for anyone who is settling into a style of dungeon mastery but wants to be made to question some latent assumptions.

And in spite of this glowing review, the Book of Dirty Tricks is not what inspired this article.

Deck of Dirty Tricks

In a recent Humble Bundle sale, I happened to get a PDF entitled Deck of Dirty Tricks. It turns out that Frog God Games has taken the idea of the book and put it into practice, more or less, as playing cards. Since it was a PDF, the "playing cards" were really just the layout (really just some text on a vaguely textured background) for a one-liner "trick". I liked what I saw, though, and so when I had the chance, I designed a quick back for my deck and had them printed through an on-demand service. As far as I can tell, Frog God Games doesn't actually sell a physical version of this product.

If you also can't find a physical copy of this deck (or a digital one, as this may have been a Humble Bundle limited exclusive), then this part of my review may serve more as inspiration than advertising, but the deck of dirty tricks, once you discover for yourself how to use it, is just as useful as the book.

In its deck form, Dirty Tricks is a game utility. It's something you want to have on hand during the actual game, and that you incorporate into the mechanics. In that way, it's a little like the Deck of Many Things, a well-known set of cards that throws randomness into games by providing unexpected things you can put into treasure piles or in dungeons. Similarly, each card of the Deck of Dirty Tricks contains a title and a one-liner describing some effect. The types of effects vary wildly. Here are a few examples: