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Roleplaying Tips Weekly E-Zine Issue #170
Creating A Sci-Fi Setting With Depth: 5 Tips On Creating Sci-Fi Locations
Contents:
This Week's Tips Summarized
Creating A Sci-Fi Setting With Depth: 5 Tips On Creating Sci-Fi Locations
- Starting Point
- Going Down
- Surface Location
- Interaction
- Treat Locations As Characters
Readers' Tips Summarized
- The Five Step Countdown
- Dealing with Lapses In Player Attention Span--Off Camera Roleplaying
- Getting Players To Read Your Handouts
- Using Drug Names For Monster Names--A Word Of Caution
- Virtual Model Builder
Return to
Contents
A Brief Word From Johnn
New Contest: Wilderness Encounters & Conflicts
Up for grabs in this new contest:
- 2 Print Books: "NPC Essentials" By RPG Objects & Johnn Four
http://roleplayingtips.rpgshop.com/product_info.php?products_id=32181
- 3 eBooks: "Swords of Our Fathers" by The Game Mechanics
http://www.thegamemechanics.com/products/swordsofourfathers.asp
- 4 eBooks: "101 Arcane Spell Components" By Spider Bite Games & Philip J. Reed
http://www.rpgnow.com/product_info.php?products_id=318&
I was doing some planning for my new campaign last week and
was trying to create some interesting wilderness encounters.
I got stumped though and settled on a few wandering monster
ideas. Furthermore, I was studying the Wilderness Survival
Guide by TSR for AD&D and read a good tip:
"The [game] world should be a backdrop for the activity that
takes place between the characters and the creatures that
live in it--the location of a conflict, but not the source
of the conflict itself."
This is good advice. For example, a character drowning in a
river of green blood might make a compelling scene in a
novel or movie, but it can fall flat as an RPG moment. And
purple trees that make music when it's windy are certainly
wondrous, but leave the players looking for something to do-
-more needs to be added to such an encounter.
So, let's drum up some wilderness encounter and conflict
ideas and I'll share them with you in a future Tips issue.
To enter this new contest, send me your wilderness encounter
and conflict ideas. Multiple entries are allowed and each
entry should be under 500 words. Winners will be randomly
chosen so don't worry about writing perfect English--it's
the ideas that count!
Contest ends Saturday, May 10th.
Send your wilderness encounters & conflicts contest entries
to: contest@roleplayingtips.com
Thanks To John C. Feltz
...for preparing and editing this Tips issue. John has
volunteered to help me prepare and edit this weekly ezine,
giving me more time to handle your valued emails, run more
contests, do more site updates, and so on. Thank you very
much John!
Johnn Four
johnn@roleplayingtips.com
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Contents
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the 2.0 Expansion, and T1-4 Temple of Elemental Evil.
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Contents
Creating A Sci-Fi Setting With Depth: 5 Tips On Creating Sci-Fi Locations
A Guest Article By Jonathan Hicks
Wouldn't it be great if you could run a sci-fi game set in
your own worlds with your own locations and characters that
the players can get to know, visualise, and interact with as
naturally as the ones in the films you watch and the books
you read? Following are some tips for creating interesting
locations for your custom sci-fi campaigns.
- Starting Point
First of all, you've got to create a place that is going to
be instantly recognisable by the players. Some people say
that long-winded description is dull, but I believe that the
GM can use that description to initially describe new
settings.
Planet log sheets are good but they lack depth. The look of
the place can be imprinted on the players through an initial
long description and then brief descriptions on return
journeys are all that'll be needed in later games.
We'll use an example planet, which we'll call Nebrassa, to
illustrate my meaning. The examples will be in quotation
marks. The genre is a generic one so it should fit into most
sci-fi settings.
The initial location must be communicated to the players.
Instead of giving them a standard description of the planet,
narrate the approach to the world, taking in any other
spatial matter around the system. Make it good. If you're a
GM then you've probably got a flair for the dramatic and can
roll this kind of stuff off. For your initial description,
write it down. Spend a little time writing up a narrative to
read to the players as they approach the world.
You could start the first paragraph like this:
"The swirling hyperspace tunnel collapses, turning the stars
from streaks into points of light. The planet of Nebrassa
rolls into view. It is a muddy-brown world with thick cloud
cover over the equator and wide reflective oceans. The nava
computer tells you it is a swampy world, but you don't need
a databank to tell you that. All you have to do is look at
the world. Two large grey moons orbit closely at either
pole, with several smaller bodies further out. A thin ring
of dust encircles the planet, reflecting a rainbow of
colours from its crystalline content. Your ship approaches
for orbital insertion."
It's at this point the players are allowed to interact with
this, the first view of their planet. Extra notes about tiny
details may be necessary just in case your players are
exceptionally perceptive.
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- Going Down
The next part of the introduction is getting the players
down to the surface. If you have filled out a planet log
then take the atmosphere into consideration. Is the world
wet and damp? Then when they hit the atmosphere they'll be
flying into thick cloud, maybe even a little lightning. Dry
and warm? Then describe the land spiralling out before them,
no cloud cover to obscure their vision. The details of the
land become more defined as they approach the surface.
"Nebrassa, its clouds seemingly still, starts to grow in the
window. As the ship starts to vibrate slightly during
atmospheric entry you see that the clouds are actually
heaving with activity. They roll and pulsate like something
alive, the violent storms below them churning them up.
Flashes of light streak through the moisture as lightning
touches down on the surface. Then you're enveloped by the
cloud, thick oppressive cloud that forces you to fly by
instrumentation alone. Bursting out from beneath that cloud
is almost a relief."
Give the planet character. Give it a sense of realism. Give
it a quirk or a feature that defines its originality. Star
Wars' Tatooine was bright and sand-coloured and Coruscant
was a sprawling urban surface with millions of glittering
lights. Krypton, in the Superman movie, was bright and
crystalline. Nebrassa appears to wear a belt of cloud whilst
its poles are apparently clear. These kinds of details are
what makes a planet different from the rest.
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- Surface Location
There will be a place on the surface where the players will
first touch down, where the landing bays are, where the
population resides. If the reason the players are there does
not concern the main city (or cities) then fine, they can
either hear about the city or do a fly-over, and then you
can go into a separate description of the other location.
For now, though, let's concentrate on the one place.
Most cities are built the same: sprawling urban areas
surrounding a central 'hub' that enables the residents to
congregate and trade. This usually consists of buildings of
varying heights depending on function and ownership. Look at
the world around you. No matter where you go this is the
general layout of a city.
But this is Sci-Fi. Try to make your city a distinct place
that dominates the view. If the planet is covered in small
settlements then fine, concentrate on what these little
places look like but give them something that no other place
has. In many cases, cities and towns are built to complement
their surroundings, so the surface of the planet should be
taken into consideration before anything else.
"The capital city of Nebrassa, Nebro, is a strange sight to
behold. The misty belt of the planet creates huge banks of
fog and incredibly sodden ground, making direct surface
dwellings difficult. Therefore, Nebro has been built on huge
legs. As your ship approaches, you see that the city is a
collection of several platforms of varying heights, rising
from the fog below on thick, durable stilts. Each platform
is covered in tall buildings that are rounded off at the
top, some open like flower petals to serve as landing
platforms. Walkways and speederlanes intersect each platform
and wind around the buildings. All in all, you'd guess that
the city is large enough to contain over two million
citizens".
Why was Bespin's Cloud City in Star Wars such a wonderful
city? Was it wonderful because it mined Tibanna gas and had
Lando Calrissian as an administrator? Of course not. You
don't find out these details until after the characters
touch down. Cloud City is wonderful because it floats among
the clouds, because it is so huge and yet looks so delicate
as it hovers in the sky. That is what amazes the characters
when they first see it, which is what stays in their minds.
That is what you have to create: a location that is
remarkable and unforgettable.
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Contents
- Interaction
When the players walk down the ramp of their ship they'll
want to see, hear and smell their surroundings. That first
impression of the world they are going to explore is what
will dominate their senses.
First of all, what will the characters see? Make sure you
have a visual worked out to describe to the players. Their
first view of the new world will pretty much dictate how
they view the rest of the planet or location they are in.
"The landing platform hangs over the city's edge, allowing
wisps of thick fog to creep over the edges. It is well worn
and obviously used constantly--burn marks from retro
thrusters and patches of grime denote frequent landings and
take-offs. The streets and buildings at the edge of the
platform are bustling with activity, with beings from all
walks of life and dozens of different worlds going about
their business. Thick pipes seem to protrude from every wall
and several places in the ground, making it seem as though a
network of tubes runs throughout the city. It makes it
appear strangely organic. Dull grey metal stands proud on
every building - the place was obviously built for
practicality and not to serve any architect's whimsies."
Now come the sounds they will hear. Out of the way places
with little to no activity will be sullen and quiet, with
the odd whoosh of an aircar and humming generator. Heavily
populated planets will contain multitudes of sound, from
screaming ground vehicles to the murmur of crowds to the
blare of sirens and the cacophony of trade halls.
"The city is strangely quiet as beings keep to themselves.
The sounds of the place are muted as the fog creeps silently
over the view. Every now and then a travel tube roars as a
pod shoots down it or there's a drone as a vehicle passes
by. The main noise comes from the Air transports and
starships criss-crossing the skies above--this far up in the
city is where many of the landing pads are."
With a new location come new sights, sounds, and smells. The
smell of a location doesn't play a huge part in its
description (after all, it's very difficult to imagine a
smell) but nonetheless adds a little more depth.
"The strange odours forced up your nose are peculiar to say
the least. Like a mixture of rotting vegetation and grease.
As you head into the crowds this is replaced by purified air
as huge atmosphere regulators keep most of the fog at bay.
This smells almost metallic, with false chemicals added to
make the majority of beings comfortable, like chlorine and
white spirit mixed."
After that, it's up to you to add the little bits and bobs
that will bring the setting to life. As stated before, take
a look at the NPC creation tips at
[ http://www.roleplayingtips.com ]. They'll help you create
personalities that will inhabit the setting you've created.
It's all well and good having the location laid out, but if
there's buildings, there's life (usually).
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Contents
- Treat Locations As Characters
Each and every location is going to have similarities just
as locations do on planet Earth. Cities, although they can
be on opposite sides of the world, can have the same feel to
them; the buildings, sounds and smells can all be familiar.
In roleplaying, however, to make the place original you have
to have something that the players can visualise that will
make it memorable. Give it a personality. Treat it as a
character in its own right.
For example, how do you make the next desert world different
from the last?
Well, the world may be the same but there are two things
that can be different: the land and the sky. These are the
things that will stand out the most to the players as you
can't rely on sounds and smells to convey the setting.
The sky can be many colours and be filled with many things.
In the desert world example, the sky is blue because of the
lack of water, hence no cloud. It could be red from
sandstorms. It could be pink through atmospheric activity,
or have continuous flashes in orbit due to meteor impacts.
Not only that, there could be a broken moon hanging in
orbit, visible from the ground. Or there may even be a huge
ringed planet (a great example of this is in the film 'Pitch
Black') that dominates the sky. Looking up and seeing
something different is enough to give a location its
originality.
On the ground there could be many differences. The desert
could be long rolling dunes (as in the film 'Dune') or it
could be rocky with sparse brushland. Great sand-blasted
mountains could dominate the skyline.
How the locals have settled here can vary as well. Great
geo-domes with self-contained atmospheres and humidity?
Underground settlements to avoid the heat? Oasis-like
surface settlements, with great tracts of green land
artificially inserted into the barren location?
Think of three levels:
- Sub-surface
- Ground level
- Over ground
Settlements could be built beneath the surface, on the
surface or higher, on stilts or on mountains, or hovering in
the air. Adjusting this gives a sense of difference.
This all applies to all sorts of worlds. A forest world
would be the same sort of thing, but you could have entire
cities in the trees with huge artificial living spheres in
orbit like moons. A water world could either be covered with
moving city-ships, cities on stilts or undersea domes.
Remember the golden rule: no two places are alike. If the
players touch down in a city that you haven't made any
decent notes for, the chances are your description is going
to be lame and uninspiring. This will mean the players will
be at a location that won't stick in their minds. If you
want your players to visit your creations, then don't let
that happen. The galaxy is alive if you say it is.
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Contents
The Amazing Roleplaying Tips Archives CD
The Tips Archives CD holds a stupendous 1648 tips, in HTML
and plain text format, from the first 150 issues of
Roleplaying Tips Weekly. Cross-indexed into 15 categories
and 105 Topics.
http://www.roleplayingtips.com/tipscd/
"When you advertised the CDRom in the recent issue, I had to
check it out. And you had me at "Buy It Now!" I was planning
on just downloading the free archives, but then after
consideration, I decided that your work was worth paying
for, especially considering the sort-ability and all the
extras. Thank you for all the effort of creating this disc
and your Tips.
-- Robert FV robtfv @ yahoo.com"
"I just received the CDROM today...It works perfectly fine
under Mac OS X."
-- Benjamin S.
Readers' Tips Of The Week:
- The Five Step Countdown
From: Joe Nehmer via the GM Mastery list
There's a technique I like to use that I call the "five step
countdown" for the kind of situation where the PCs sit on
their hands even though bad things will happen to the world
if the PCs don't get involved.
The premise to the technique is that at the start of the
campaign, the villains are five steps away from their main
goal. You can vary the number, of course. Each step is
represented by some minor goal.
For example: A priest is trying to bring the evil deity to
the PCs' world. If the priest succeeds, the world is plunged
into evil and darkness. We could say that perhaps a ritual
is required to open the portal and bring the deity through.
In order to perform the ritual and fulfill his plan, the
priest has to:
- Obtain some evil artifact needed for the ritual. Let's
say it's a jewel. Oh wait, but the jewel is actually in two
pieces, so...
- Find the second part of the jewel.
- Bind those two pieces back together.
- The artifact needs to be powered first before it can be
used. The priest needs to suck the life out of an entire
town into the jewel.
- Use the empowered jewel in the ceremony and voila, the
evil god is here.
- Start the countdown.
Since the players are doing nothing, the priest succeeds
with the first step because there's nobody opposing him.
Find a way for the players to discover that this happened,
through NPCs, dreams, etc.
- Reveal more information.
Find a way for the players to learn about the jewels. You
could even suggest a course of action, subtly if possible,
that they should go after the other jewel.
- If they do nothing.
If the players still do nothing then the priest goes to the
next step. Repeat with even stronger clues, and more boldly
suggested courses of action. Suggest more than one course of
action to give variety.
At each step, the situation should look more dire than the
previous. However, at each step the players are given the
opportunity to find out more information, reveal more of the
plot, etc., that they should be able to plan a strategy to
keep the villain from completing the final step.
When I use this technique, I usually find my players get
involved and the plot turns into a "race against time".
YMMV.
- Dealing with Lapses In Player Attention Span--Off Camera Roleplaying
From: Jenny M.
Dear Johnn,
I sent this information in response to a request in the
editorial from Dungeon #96 for examples of how groups
managed to deal with lapses in player attention due to
lengthy gaps between sessions or players unable to attend a
session. We got a brief nod in their letters page and I
thought I'd share the full details with you.
To combat withdrawal symptoms when the time between sessions
is long, we invented "Off Camera Roleplaying". It's a way of
maintaining context, flow, character development, and even
action in between sessions.
Here's how it works:
- Use email.
Off-camera roleplaying starts when one player writes an
email to another player. In the message, a description of
the scene is laid out to give the other player a sense of
the character’s context.
- Use first-person, in-character language.
The scene-setting is followed by comments or questions
directed at the other character. These comments are usually
rounded out with descriptions of the visible expressions and
movement of the speaking character almost as if it were
being read from a novel. The other player then replies to
the first player with a description of her character's
visible reactions followed by her own first-person, in-
character response.
- CC the DM.
The DM is always CC'd in every email message so that he will
be aware of these character interactions. Players can send
private questions to the DM to ask for clarification about
what the character actually knows, to verify if a particular
object or another person is nearby, etc.
- Use tokens.
For more complex roleplaying, there can be more than two
players participating, the DM can be running one or more
NPCs, and instances of skill checks or even combat actions
can occur. To keep things running smoothly and fairly for
all characters, we created formal rules for taking turns,
using a "token".
- Give each character a three letter acronym.
PCs have ones generally based on their character's initials
and/or a descriptive moniker. For example, "Andrinor
Marchant, Fighter” would use AMF. NPCs might have acronyms
based on their names or their professions. An innkeeper
might be identified by INK while the chambermaid is CHM.
- The person starting the off-camera roleplaying has the
token. At the end of her message she indicates who the
comment is addressed to or who she feels should get the next
opportunity to talk in a group environment by putting her
acronym followed by an arrow pointing to the acronym of the
next person. This gives the next person the token and grants
him the explicit right to reply to the message. When the
next person responds, they do the same thing, using their
acronym and that of the person they're passing the token to.
- Use a simple shorthand notation for passing tokens.
The token passing string looks something like this. A
message written by CMM would have:
CMM -> AMF
This means that CMM passed the token to AMF.
- If you've got nothing to say, just pass.
In this example, AMF is passing the token:
CMM -> AMF (passes) -> INK
- Steal the token if you really need to.
Interruptions occur when someone who doesn't explicitly have
the token makes a reply anyway, thus effectively stealing
the token. This usually happens when the stealing character
has an intense need to respond immediately rather than
waiting for someone else to comment first. Any character is
allowed to steal the token exactly once in between the
previous speaker and the speaker the token was sent to. The
original speaker can also steal the token back in case she
needs to immediately respond to the person who interrupted.
An attempt to steal the token may not necessarily be
considered as actually having happened. Generally, if the
interruption is sent too late, it will be ignored. However,
if interruption was sent at almost the same time-–say no
more than two or three minutes after-–sometimes the token
holder will be willing to allow the interruption to stand
anyway. In this case we discard his first response, and he
responds to the interruption message instead.
When someone "steals the token" they indicate this as follows:
CMM -> (INK) -> AMF
This means that INK is stealing the token that was supposed
to go from CMM to AMF.
- The sky's the limit.
Other than these few rules, what can happen in off-camera
roleplaying is pretty much wide open. Anything you could say
or do in a face-to-face game session pretty much goes. We've
even used them occasionally for handling situations when one
PC needs or wants to do something solo.
Off-camera roleplaying is a lot of fun. It's a great way to
keep character development and player focus active during
long breaks. It can also really help develop your skill with
writing prose and dialog; all you amateur fantasy writers
out there take note!
If readers are interested, I've saved the entire threads of
a few of the more important, and thus interesting,
conversations and activities we've had, and I'd be more than
happy to make them available.
Thanks and good gaming!
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Contents
- Getting Players To Read Your Handouts
From: Mark M.
re: http://www.roleplayingtips.com/issue167.asp#r1
Getting the players to read intricately detailed handouts,
develop character backgrounds, or sometimes even roleplay
can be difficult.
Reward ideas have been suggested in the past and what has
worked well for me and mine is a reward of 1 percent of
whatever amount of experience your character needs to reach
the next level. For example, in D&D, if your 5th level
fighter needed 12000 xp to reach level 5 and 17000 xp to
reach level 6, that is a difference of 5000 xp. A reward
would consist of 1% of 5000, or 50 xp.
These rewards are given out at the DM's discretion, and can
be for various reasons:
- Excellent roleplaying during a particular encounter.
- Preparing a full page of background for an NPC important
to the PC.
- Designing an NPC, magic item, or plot hook for the DM's
use.
- Reminding the DM when he forgets things, especially when
detrimental to your character's existence. For example,
the fact that your character was carrying a keg of oil
when he was hit by that fireball.
- Anything that adds to the fun of the game.
The idea is to get the players into roleplaying and the
development of the game world, as well as appreciating the
work the DM does.
It should be noted that the other players can veto an
experience award if they feel that the player does not
deserve it. This happens very rarely, but it does prevent
someone asking for a reward after every action.
While 50 xp does not seem like much, the points add up. And
it need not be set at 1%. You could offer different rewards
based on the action. For a full page of background, I
suggest 2-3%, since this seems to take the most work. Using
a percentage of what you need to make next level allows the
DM to use this reward system regardless of what level the
players are, from 1st to 20th.
Another idea is to give them a test. This can either be
take-home or in-game, and is a great way of getting the
players to read your handouts or web site. A take-home is
easier so you might want to keep the reward lower for that
type. Read through the background page you want your players
to read, find 3 to 5 relevant items (plot hooks, NPCs,
places) and write up a question for each item.
Have the players answer each question and for each
acceptable answer they give (you be the judge) award them
1%. Don't let the players cheat off of each other or else
you will end up with one person doing all the work.
This test system is effective in that the characters of the
people who really get into roleplaying will gain more
experience, while those who don't put forth the effort will
notice during test time that they aren't being rewarded.
Maybe once their characters fall a level behind the others
they will sit up and take notice.
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Contents
- Using Drug Names For Monster Names--A Word Of Caution
From: oo7ofnine
re: http://www.roleplayingtips.com/issue162.asp#r1
One of your readers sent in a tip suggesting using drug
names for monster names, with an accompanying link. It's a
good idea, but there are a couple of precautions you need to
be aware of:
- Don't use well-known drug names, like Zertec, Prevacid,
or Zoloft, or your players will be too busy sniggering at
the monster names to fight them--a real mood killer! Use
only obscure ones--and read the description. If a player
has a medical condition that a drug might be used for, they
may be on that drug and will recognize the name. They'll be
sniggering at the name while the other players are wondering
what the joke is, and this will kill the mood just as fast.
- If any of your players are in the medical profession,
don't use drug names for monsters at all. Medical people are
often familiar with the obscure drugs especially if it's
used in their specialty. Again, they'll be sniggering at the
name while the other players are yelling, "What's so
funny!?"
Here's a couple of things you can do:
- Mix and match syllables: Prevaloft, Zercid, Zoltec.
- Change some of the letters: Brevagish, Wernek, Zolon.
- Spell them backwards: Dicaverp, Cetrez, Tfoloz.
- Add or subtract letters as needed to make them
pronounceable. Tfoloz could become Toloz, Foloz, or
Tafoloz.
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Contents
- Virtual Model Builder
From: KillerGM
This site features a do-it-yourself people builder. Its
options are limited at the moment, and more may be available
if you register, but you can create a good graphic of a male
or female person for free with different body and facial
features. Might be a good tool for NPCs.
http://www.myvirtualmodel.com
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