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Roleplaying Tips Weekly E-Zine Issue #173
6 Techniques For Maintaining Player Interest
Contents:
This Week's Tips Summarized
6 Techniques For Maintaining Player Interest
- Player Backgrounds and Character Sheets
- Subplots
- Handouts, Handouts, Handouts
- Make Your World Big
- A Nemesis
- Take a Break!
Readers' Tips Summarized
- Practical Tips On Winging It
- When Family Commitments or Prejudices Affect Your Involvement in RPGs
- Protect Your Maps
- Fleshing Out NPCs Using Relationships
- Dungeon Twist Idea
Return to Contents
A Brief Word From Johnn
Wilderness Encounter Contest Winners
Thanks to everyone who entered the contest! I'll be editing
and posting the entries in an upcoming issue. The winners
were:
Alan M.
Mark M.
Derek M.
Tim R.
Mark K.
Ashley H.
Brian S.
Joseph H.
Cheers,
Johnn Four
johnn@roleplayingtips.com
"He hasn't a single redeeming vice."
- Oscar Wilde
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Contents
6 Techniques For Maintaining Player Interest
A Guest Article By Trevor Dreher
The group I play with has been RPGing for over 15 years; yup
we're old. After that many weekly 8-10 hour sessions, you
would think that we would be bored. Nope. We manage to keep
player interest high because we have fun and do a few things
right. Here are some of our suggestions for maintaining
player interest.
- Player Backgrounds and Character Sheets
When was the last time you read through your players'
backgrounds or skimmed over their character sheets? This is
where the gems lie. Your players will tell you what they
would like to see happen to this character. A few areas to
pay particular attention to:
- Family history: How did the character become what he is
today? Does he still keep in touch with his family? I had a
character get a surprise message from a father that he
believed had been dead for over 10 years. Needless to say he
spent a lot of time looking for him.
- Goals and motivation: Look for the character's goals. Is
it world dominance? To be the greatest warrior, wizard, or
pilot? Do they have any unusual personality traits? We had a
player in the party that always announced his martial arts
move before he attacked and sometimes needed to be reminded
when he just rolled the dice. He was always having fun
coming up with innovative names for his character's moves.
- Read between the lines: If the character's background is a
little light, then fill in some information. Maybe the next
person who asks the characters for help is an old childhood
friend. If someone has amnesia (a common ailment in my
gaming groups), make them sorry for not being more creative.
"What do you mean I killed the high prince! I've never even
meet the high prince... or have I?"
- Skills and abilities: Does your character have a unique
ability or skill that does not often get used? In my
Shadowrun campaign I discovered that one of the characters
had the troll punk rock bands skill and I made sure that
this skill came in handy every once in a while after that.
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Contents
- Subplots
Players want their characters to be center stage, of course.
But even if they are not always directing the main plot,
subplots give everyone a chance to shine. Try to give the
players the option of pursuing the subplot rather than
forcing them into one.
Some subplot ideas:
- Romance: This can get overused but it does add a unique
element to the game. Sure, they can save the world, but how
do they deal with the in-laws?
- True identity: What if the character is the long lost
prince that everyone has been looking for? Introducing this
slowly over a few sessions would be very interesting. What
does the character have to do to regain the throne?
- Mistaken identity: What if the character is not actually
the long lost prince that everyone has been looking for, but
many people think he is? Certain factions may still try to
take advantage of this situation.
- Connections: This can happen from time to time. In
Shadowrun, one of the bouncers at a hot club happened to be
an old high school buddy of one of the characters, and they
got into the club quicker.
Again, allow the characters to choose part of the direction
and the zeal with which they pursue the subplot. If a
character really does not care that he is a prince, then
move on and try something else latter.
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Contents
- Handouts, Handouts, Handouts
I think this is the best way to keep player interest
throughout a session. They love to put their hands on:
- Maps: A player map, with important information missing
and/or incorrect, is very good as it gives characters the
chance to make choices with them thinking they know what
will happen. "We'll exit the dungeon using the door at the
end of the hallway... What do you mean when you say the
hallway has collapsed?"
- Item cards: Develop cards for magic items and other
important things that characters use all the time, and give
them out to the players. This allows the players to quickly
skim the powers of the item. If you find a picture for the
item as well, so much the better. Earthdawn has cards for
magical items; they help players visualize an item, use it
effectively, and make them loath to lose it. It's one thing
to say "erase that item from your character sheet". It's
another to say "erase that item and pass me back the card".
- Legends and journals: Finding an NPC journal is a great
way to add interest to an objective the players are
currently pursuing, especially if the journal documents that
the previous group failed. It introduces mortality without
killing any of the PCs and makes them wonder how they will
succeed when the last group failed. Legends found or heard
may not have anything to do with the players' current quest
but are a great way to plant seeds for future adventures.
Hopefully, the players will be so interested that they tell
you they would like to go after it.
- A picture of their target: In Shadowrun, my team had to do
a few extractions--taking important people out of hard-to-
escape-from places. Providing a handout with a picture and a
little bit of background information makes it more
interesting. It's much more appealing to rescue the
scientist or princess if the players have a dossier with a
picture and some known history of the NPC rather than the GM
just reading a description to them.
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Contents
- Make Your World Big
As GMs, we often think the players know as much as we do
about the world. This is not true in most cases. We read the
source books, the novels, and the forums, but the players may
not. You need to ensure that your players know how big the
world is, that even if they are not doing anything the world
goes on.
- News net: I email my characters monthly news net features
in my Shadowrun campaign of events that are happening around
the world. Some are future adventure ideas, some are ideas
to help solve problems they are facing currently, but most
focus on the world around them. My characters in Shadowrun
have never been to Japan, but they do see news that comes
from there.
- Gossip: At clubs, bars, or inns, gossip from NPCs is a
great way to plant adventure seeds and make your world more
vibrant. Gossip in my campaigns is seedier than what you find
on the mainstream news. Again, it's not just local events or
events that will affect just the characters, it's events
from around your world.
- Town crier and town square: In a fantasy setting there
should be news from around the world too. Maybe a crier
walks the streets at festivals, or the news of the world is
posted in the town square for all to read.
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Contents
- A Nemesis
The classic idea of the recurring villain can add a lot of
life to any campaign. Rather than go with the grand villain
that the whole campaign revolves around, such as a dragon or
an all-powerful mage, try using a smaller villain over a
shorter number of sessions. This helps to keep the
characters focused and gives them a sense of accomplishment
sooner.
- Organizations, factions, and cults: While they lack the
personal touch, they make very credible villains as they
have the resources to thwart the players again and again.
Try using a smaller organization that comes back to bite the
characters after they thought they had defeated it.
- Individual: This has the personal touch and can really
drive a story line. Again, look to match the group against
this person for a few adventures, and then give them the
opportunity to defeat him.
- Friendly competition: Let your group know that they are
not the only adventuring group around. They passed through a
town that needed their help, but because they had another
mission they went through. When they return to help they
find it's just in time to join the celebration because an
NPC group helped out. Someone else got the glory. Friendly
competition between groups can go a long way to keeping
players sharp.
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Contents
- Take a Break!
If the players are losing interest, this could be a sign
that your interest or intensity is falling as well. Do
something else but try to focus on group activities. Perhaps
your players just need to get to know each other better and
a non-RPG session might be just the trick.
- Board games: Risk, Monopoly, etc. It's a completely
different pastime but it is a lot of fun.
- Paintball: A team sport that gets everyone out of house.
- Console and computer games: Still multi-player, but a
departure from the norm.
- Have someone else GM: Maybe your players just haven't
adjusted to your style. Let someone else give it a try and
observe your fellow players. You can always pick up one or
two things that you could do better in your own campaign and
the break will help keep you fresh.
Remember to make fun the goal of your gaming sessions. Just
that outlook alone might be enough to re-spark your players'
interest.
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Contents
Readers' Tips Of The Week:
- Practical Tips On Winging It
From: Tony Budden
http://www.andyes.com/~tony/
The hardest part of being a GM is when your players do
something unexpected. Even the most predictable bunch of
players will do it sooner or later and you'll find yourself
having to wing it for a while. If you are anything like me,
there are times when you haven't done as much preparation as
you should and decide to make it up as you go along. Here
are a few tips I hope you find useful.
- Confidence
It's much easier doing things if you have confidence. When
you are GMing, it is important to be fully conversant with a
lot of basic stuff about the game system and the PCs so that
you aren't wasting time or energy in worrying about minor
points of the rules or what the PCs are capable of.
- Learn The Rules, As Much As You Are Able
Nothing breaks the mood of a game more than the GM flicking
through a rulebook trying to find an obscure table. Go so
far as to practise a few combats before you play if you need
to (I find this helps a lot, especially if you use the PCs
in these practise fights--it gives you a feel of what the
party is capable of). The better you know the rules, the
less distracted you will be. This gives you more time and
energy to concentrate on winging it.
- Listen To Your Players
If you're going to GM on the fly, you need to use the input
your players are giving you. Listen to what they say and act
on that interest. I'm not saying pander to what they want,
just make sure that they are interested in what's going on.
If you are winging it, using their interest is vital in
taking some of the load off of your shoulders.
If they have written lots of background for their
characters, include it in your story. This rewards the
players for taking an interest and is a ready source of plot
hooks. If they seem interested in a minor NPC or plotline
during a game, use that interest if you can and develop the
plot or the NPC a bit more.
Another wonderfully sneaky thing you can do is to use
players' ideas and incorporate them into your plot. If you
are listening to your players, they will come up with
thoughts and ideas about what is actually going on.
Sometimes those ideas are so good it's worth using them and
pretending that the player has cottoned on to "your" plot.
Simply change what you planned slightly to fit in with this
version.
For example:
Player 1: "So the dwarves are using molten rock as a weapon.
Does that mean they are in league with that fire-elemental
guy we met three months ago?"
Player 2: "Oh gosh. I'd never thought of that..."
GM (thinks to self): No, neither had I, but thanks!
Player 1: "Well that makes things much more interesting."
GM (thinks to self): "You're not wrong there..."
GM (out loud): "And around the corner walks the fire
elementalist."
Not only does it look like you've been plotting this
encounter for months, but it also sets you up with a few
more hooks and complexities. And all you've done is listen
and react to a good idea from one of your players--they've
done the work for you!
- Mistakes And Inconsistencies
Remember that you need to exude an air of confidence and
"being in control". This helps to convince your players that
you are fair, considerate, and have a reason for doing
things. It makes it easier for the players to trust you and
concentrate on what is happening story-wise, not on the
mechanics of play.
One of the most difficult things to do when winging it is to
retain consistency. Even simple matters like remembering
names of NPCs can be tricky when you're working off-the-
cuff. Make notes of facts that you are likely to forget. If
you are being faced with something that is beyond you, then
call a break.
So how do you deal with your own mistakes? Well, that really
depends upon the situation. Sometimes, it's so minor you can
ignore it (and hope your players don't spot it). Sometimes
it's something minor but obvious, like getting a character's
name wrong or being confused about which figure is which.
Make sure you apologise and correct the mistake immediately.
This maintains your aura of professionalism and assures the
players that if you do make mistakes you are willing to
correct them.
What happens when you make a major blunder is another thing.
Be fair, and if in doubt, share the problem with your
players. Obviously, the solution is going to depend upon the
situation, but options include re-running the adventure from
the point you made the mistake, coming up with a good
explanation for what happened, or simply re-telling the
story with the mistake and its consequences edited out. The
most important thing here is being fair to your players.
Don't make them suffer because of your mistake.
If you make a mistake with your plot, you have other options
open to you. The easiest is to simply admit it to the
players and amend the story. Sometimes this isn't a
practical solution though. A better solution is to work
around it if you can. Incorporate these errors into the plot
well and they can actually make the plot more interesting.
For example, I had one adventure where there were a plethora
of NPCs. Two of the more important ones were supposed to be
brothers and the PCs knew this. Unfortunately, when I
described the pair to the players, I forgot this little
fact. I made them very different. When the PCs investigated
this (and I realised I'd made a mistake), it was quite
simple to resolve. Instead of amending the description or
changing what had happened I added it to the plot. The two
were half-brothers. Everyone in the village knew this, but
ignored it, out of respect to them and their mother. Made
quite an interesting bit of roleplaying when the PCs
challenged them, as the half-brothers got quite upset.
- Prevarication, Procrastination, Preparation
One useful thing you can prepare beforehand are some short
interludes. These are little encounters or scenes that you
can slot into your adventure, either to break up the pace a
bit or to fill out when you've run out of inspiration. When
preparing, try to make them pretty flexible, particularly in
regards to location. This will make them much easier to slot
into wherever your party happens to be at when you need
them.
A few examples of this sort of short interlude:
- Shopping: If you have a player who doesn't enjoy their
character buying stuff then you are a rare GM. Let the
players encounter a shop or a traveling peddler or an
underworld supplier. If they are selling stuff the PCs
want, then you will get them interested.
- Stories: There are never enough people telling stories in
roleplaying games. I certainly don't do it enough. The
advantages with stories are manifold. First, you get to
roleplay an NPC telling something interesting. Secondly, you
get to give out background information in an interesting and
"realistic" way. Thirdly, you can scatter a few plot hooks
in your narrative. For example, get one of your "grizzled
veterans" to relate a past adventure, or the local priest
to retell a myth, or the bartender to tell a shaggy dog
story. All these go a long way towards bringing the world
alive and can usefully fill up half an hour of gaming time.
- Found stuff: Have the PCs find something strange or
valuable. Prepare a story about how it got there and who it
belongs to, or just put it in and make up the reasons later.
It could be an interesting book, an old weapon, the remains
of a corpse--anything that will pique their interest.
- Vignettes: Something I've often done is to write a short
"adventure-ette". Something interesting, but not designed to
take up much time. Simple episodes, such as catching a small
child thieving, or dealing with an aggressive but harmless
drunk, are minor challenges for most PCs but can easily lead
to bigger plots. For instance, the small child is starving -
what do the PCs do about that? Or the drunk is locally quite
important--the way the PCs deal with him will have
important ramifications later on.
- Dream sequences: Maybe prophetic, maybe some sort of clue,
maybe just a normal dream. They add flavour, and are pretty
easy to GM, as the player(s) involved have little control
over their actions. All you need to do is to tell them
about it. They also have the beauty of being very flexible,
as all you need is a sleeping PC!
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Contents
- When Family Commitments or Prejudices Affect Your Involvement in RPGs
From: BT
A question that might be cool to ask your readers is "What
do you do when family commitments or prejudices affect your
time and involvement in RPGs?"
My solutions are:
- Reading fantasy novels, although the family budget can
limit this.
- Reading and participation on related websites and boards,
such as RoleplayingTips.com and the Kenzerco and
Classicbattletech boards--this keeps you abreast of the
industry.
- Play-by-mail and play-by-email games.
- Maintain the attitude that RPGs were my hobby before, and
still are except for some commitments, and that one day they
will be again.
- Stay in touch with your gaming group. I insisted that I be
CC'ed on the weekly "where, what, and when" circular. It
helped me keep touch with the lads as well as gave me an
idea of what was happening. From time to time I'd ask how a
session went.
- Find those rare opportunities to play and grasp them with
BOTH hands.
[Question from Johnn: This is a good topic. How have other
Tips subscribers stayed in touch with the hobby when
conflicts prevent participation, in the short term or long?]
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Contents
- Protect Your Maps
From: Markus
While toying around with various ways to depict battles, I
came around to the following solutions and tips:
- If you print out something, protect your investment in ink
and paper! I use a lot of free downloadable floor tiles for
my games. Laminate them or put them inside clear plastic
covers.
- For those really big maps and mats, like those you get
with campaign world boxed sets or magazines, there is a very
cheap and good solution. Buy clear plastic protectors in
your local art store. They have sizes for storing big
drawings. I can get one for around $5 here in Germany; size
DIN A1 is bigger than the big Dragon Magazine maps.
Since we've used this method of protecting, we haven't had a
single fatal cola-spilling accident so far! And it's a nice
touch to put a Star System map for your Star Wars game on
your table--heck, it even protects the table as well!
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Contents
- Fleshing Out NPCs Using Relationships
From: Ruobhe
re: http://www.roleplayingtips.com/issue169.asp
Greetings Johnn,
I think something that should be added when thinking about
the 8 City NPCs Tips article in issue 169 is a great tool
for fleshing out characters: relationships. Feuds,
businesses, and marriages are only some of the relationships
that affect how an NPC will react to certain situations.
Someone is more likely to give information if the person
involved is emotionally tied to him, either by love or hate.
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Contents
- Dungeon Twist Idea
From: Sam A.
Hi!
A neat dungeon twist--it's not mine, but it's great: Have
an empty dungeon room with only a gold piece, or something
pricey, in the middle of the room, stuck to the floor. Talk
about paranoia!
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