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Roleplaying Tips Weekly E-Zine Issue #178
5 Post-Session Player and Campaign Development Tips
Contents:
This Week's Tips Summarized
5 Post-Session Player and Campaign Development Tips
- Player Needs
- Resources and Materials
- Effects and Results of the Game Session Just Played
- Overall Storyline and Plot
- Notes and Continuity
Readers' Tips Summarized
- Tips For Dual GMs
- Interactive Planetarium Program For Sci-Fi Games
- Remember Those Old Fighting Fantasy Game Books?
- Thoughts On Low-Magic Campaigns
- What To Do When You've Got Nothing Prepared
- Campaign Website Tips
Return to Contents
A Brief Word From Johnn
Next Issue Early: Thursday
I'm off to a family reunion this weekend, so I'll be
sending out Issue #179 a bit early. Expect #179 in your
Inbox on Thursday.
Have a great week!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
5 Post-Session Player and Campaign Development Tips
A guest article by Keith Earley
For any good gaming group, the campaign and the characters
within both grow and thrive over time allowing the game
itself to take a life of its own. This development, while
mostly seen during the game session, has an influence away
from the game as well that the DM must work with. This
article will try to highlight some areas that a DM can use
to help this process along. Each area will address changes
for both players and the overall campaign.
- Player Needs
As much as you want to have it your way all the time, this
is just as much your players' game as it is yours, and their
needs should be addressed. This may even help your campaign
development along the way, so lend them an ear.
Player Effects: What does everyone want to accomplish in
your game? Are they holy crusaders, or merely out for some
quick fame and fortune? Once these needs are established,
are the PCs striving towards or away from them?
What kinds of players are in the group? Are they a bunch of
dramatic actors hinging on every word and action? Are they
just there to roll some dice and kill things? Somewhere in-
between? This step can be taken before the campaign even
begins, and by "gauging" your players, you can get a feel
for what they're wanting from your game.
What the DM can do here to accomplish this:
- Give the players a checklist of what they want their
characters to do during the game.
- Give one-on-one interviews with the players about what
they want and expect.
- Ask the group as a whole what they want to do, either
before or after a session.
Campaign Effects: If your players want to merely go out and
kill at will, having them face moral and ethical issues
every session simply will not work. This may be at odds with
what you wish to accomplish with your campaign, so be
prepared to make some negotiated points with your players.
However, if it gets too far out of your control, it may not
be able to be brought back. This may also play into your
hands by giving you the opportunity to throw a wrench into
the grand scheme of things every now and then, which can
lead to some interesting sessions.
What the DM can do here to accomplish this:
- Make the actions the PCs take have consequences further
on in the campaign.
- Keep track of the various enemies they've dealt with and
maybe plan an "alliance of evil" to plague the characters
later on.
- Change a typical "hack and slash" session: Property damage
must be kept to a minimal level, the villains have several
innocent hostages, they attack the wrong village, etc.
Return to Contents
- Resources and Materials
This may not seem that important in overall development, but
is a factor to be addressed nonetheless. You may find
yourself in need of some things for your players or your
world that you may not have previously thought of, and it
should be addressed as soon as possible when the situation
arises.
Player Effects: Not everyone is going to come fully equipped
to a game session with every single book and printout for
the game system to be played that day. Whatever you've
brought is all you have to play with and it may not be what
everyone has access to. If a player wants a special power,
spell, item, etc., and the text is not available, this needs
to be addressed. It could be as simple as saying "Sorry, but
no", or actually looking into getting access to that
unbought or overlooked book that may hold a treasure trove
for both you and your players. This does not mean that you
have to buy everything out there, but if you know someone
that may have access to that missing piece of information, a
little research time could go a long way.
What the DM can do in this case:
- See if any of your players own the missing book
in question.
- Work with the players and see if you can "wing" the
item in question, with existing materials on hand.
- If everything else fails, there is always the trip to the
game store to buy that missing item.
Campaign Effects: This is definitely the "hitting the
streets" area for any DM: mapping, creating, calculating,
and just prepping for the next session. There are a ton of
handy guides, programs, and information sources out there
that can help you, many for free. These are great to help
quickly fill in the blanks, in case the pesky question comes
up of "Well, what's on the other side of the river?", when
you haven't had the chance to map or create that section of
the world just yet. This also shows your players that you
are prepared to deal with the unexpected.
How the DM can prepare in this area:
- Pre-map unknown regions that the players may realistically
head towards in a session or two.
- See if there are any important NPCs, villains, or allies
that need to be fleshed out.
- Expand on any main or sub-plots based on the
players' activities.
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- Effects and Results of the Game Session Just Played
This is the most constantly changing factor to deal with
since unexpected changes can come up in almost every
session. This requires flexibility for the DM, especially if
he or she has a set goal or idea for the overall campaign.
Player Effects: The most important question here is the
simplest one: did a player die during the session? This can
easily cause the game to shift focus for at least a session
or two, due to resurrecting the fallen comrade, or bringing
in another comrade-in-arms to replace the recently departed.
That DM-planned trip to the abandoned temple may have to be
put off due to this unfortunate circumstance.
But as players often do, they can emerge victorious from a
session. What does this get them? Money? Items? Favors?
Level advancement? These need to be factored into the next
session by the DM. For example, if the players' years-long
quest to liberate the homeland of one of their companions
has just been accomplished, the focus is going to shift a
bit from here on out.
Where the DM can get a grip in this case:
- How will the money and items be allocated or spent?
- Is there a way to bring that dead character back to life?
- Was the main plot concluded, and can the campaign continue
from here?
Campaign Effects: These are more of the background changes
as a result of the session, and definitely the DM's domain
to contend with afterwards. If the players met an NPC, will
this come into play later, and if so, how? Were the goals
for the session achieved? What was the impact of the session
played on the local and/or global level for the world?
An example of this could be the following: if the players
made a new enemy, who just happened to have influence in the
small barony that the players want to build their
headquarters in, this can make life very interesting for all
involved.
The DM can maintain order by asking:
- Are there any new enemies or friends to add or subtract
from afterwards?
- Has their reputation benefited or detracted from their
latest adventure?
- Will the world be affected by their escapades during
this session?
Return to Contents
- Overall Storyline and Plot
This area is definitely one that can be developed after a
game session. The DM may have a very intricate, structured
plot, covering the course of several years. Or the campaign
could be just as simple as having a "working outline" to
start from, and taking things from there.
Player Effects: How do they fit into the overall plot? Are
they the "main" or "supporting" characters? Do they deserve
to be in the position that they are in? Often a simple
change in dynamics can shake things up a bit for both the
players and the campaign itself. Imagine the shock when the
lowly, silent, stoic spell caster is suddenly revealed to be
the lost heir to an ancient empire. This would definitely
change some attitudes very quickly.
What needs to be seen here:
- If they are the "supporting" characters, just where do
they fit in overall?
- If they are the "main" characters, how important or big do
you want them to end up being?
- If there's a mix of "main" and "supporting" characters in
a group, will one or more characters change their status
during the course of the game?
Campaign Effects: This is probably the first area the DM
looks at when starting the campaign, so it is also the
easiest to deal with between playing sessions. Progress
along the storyline can be noted and seen as the weeks go
by, giving the DM an idea of where to take everyone for the
next session or two. If things are going smoothly, there is
not much of a need to tweak things to get them back on
track. But if the players are really getting off of the
plotline, you may need to rein them back in, which could
distract from the overall flow of the storyline.
What the DM needs to keep up with:
- Do you have a set, non-changing structure for your game,
and how much are your players in agreement with this?
- Are you keeping up with important notes from session to
session, in accordance with the plotline?
- Are you prepared to change the structure of your plotline
if you need to, and if not, what are you going to do in
that case?
Return to Contents
- Notes and Continuity
If you have a nice long-term campaign you are going to have
to keep your facts straight. Things change in both the party
and the world around them, and as DM, you need to stay on
top of this. There's not a right or wrong way to do this,
however, so use whatever works to keep the flow of things
going in your head every session.
Player Effects: Definitely make sure that key events of each
player's life are addressed to a greater or lesser degree.
If the fighter misses his wedding date with the baron's
daughter, it will not go over well for the groom-to-be.
Having a list or history of a player's relatives, friends,
and rivals can help refresh the flow of the campaign from
time-to-time as well, and maybe give some needed stage time
for a neglected character from sessions before.
The DM can manage this by:
- Keeping track of the characters important NPCs on
his or her sheet or in a separate notebook or folder.
- See who has been visited or involved lately; a trip back
home may be needed for someone.
- If something major has happened to a character make sure
that it's noted. It's a bit embarrassing when a player
remembers the loss of a hand and the DM doesn't.
Campaign Effects: The world will change as the players
explore and adventure in it. This is the basic truth of any
game. Their deeds, good and bad, intentional and
unintentional, have an impact. Keep track of this because
it may very well come back to help or hinder them at a later
time. If they vanquish an evil overlord, who's to say that
he or she didn't have a sibling or lover, away at the time
of their loved one's death, ready to come back for revenge
later on down the road? Plus, it's just good form to make
sure that you don't have the "revolving door effect" of
having the bad guy accidentally pop up the session after the
players killed him:
"Wait, that can't be Angst the Awful, we just killed him and
his undead legions last week!!" the players yell at once,
while the DM searches madly through his notes from the
previous few sessions. This does not look good for the DM in
this case. Don't fall into the same trap.
This can be accomplished by the DM by:
- Keeping several notebooks or folders for the overall
campaign.
- Giving the players a summary of the last session before
the next session begins.
- Refreshing your memory of what happened before you sit
down with you players at the next session.
* * *
Development for players and the campaign can be very fluid
and non-frustrating if these few steps are taken. None of
the tips I listed above are complicated and can be followed
or used as needed. The goal here is to have the DM run the
players and the campaign, not have the players and the
campaign run the DM.
Have fun, good luck, and good gaming.
* * *
About the Author:
Keith Earley is the creator of The World of Elkor.
http://www.fantages-studios.com - under the Genesis Product
Line, look for "Elkor".
Fantages Studios is a site that highlights a few d20 System
gaming supplements that are sold online. The site's been up
and running for almost a year now, and has several links
inside for a variety of interests.
The World of Elkor is the first published gaming supplement
by Keith Earley who has been playing roleplaying games for
over two decades. Published under the Genesis Product Line
of Fantages Studios, he hopes that this is the first of many
successful publications for him.
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Contents
Readers' Tips Of The Week:
- Tips For Dual GMs
From: Miguel V.
I sometimes co-GM and find that it helps us balance each
other's weaknesses. I am poor at running games and keeping
up a plotline, but I love developing worlds and scenes. The
other GM is poor at balancing encounters and characters - he
tends to get caught up in a cool idea and has a hard time
considering how it balances against the group.
By playing to each other's strengths we have made a much
better game. I can veto him when it comes to balance issues,
and he is the ultimate authority while the game is running.
Here's how it works in detail.
We co-build the world. He is the type of person who sees
things in grand scale details. When he comes up with a
concept he sees the entire campaign arc ahead of him. I
often build on his ideas sometimes curbing things that won't
work so well.
For example, he had a tendency to put in too many NPCs; they
are great characters, but sometimes the flood of people in a
scene becomes overwhelming. My ideas often help him focus on
specific scenes and the motivations of background
characters.
We often spend a day or so talking about the game and
working off each other. One day we extrapolated an enormous
power struggle between three sides from one of the
character's backgrounds. Most of what we developed will
never surface in the game, but when plots revolve around
this we know all the hidden motivations and plots that the
PCs' actions will touch upon.
When I can, I help him come up with the challenges that
we'll face, but I don't always get a chance. When I do, I
usually include a couple of ways to change the power up or
down a notch depending on how strong the players are when
they face it.
During the game, I revert to a player. I'll sometimes call
him aside for a conference between scenes, but I trust him
to handle the game. I also have veto power over character
creation to keep everything level and to make sure that each
character has a niche to give them opportunities to shine in
the game.
Usually my PC is just another party member, but sometimes I
play somebody with special information, like a telepath, an
oracle, or an expert. In this case we work out what
information will get out and how quickly it does. This is
much the same role that an NPC with these abilities would
take.
[Editor's Note: now there's a great tip! I wonder what other
roles a player could fill in this PC/NPC, co-GMing sort of
way? It would be a great tool for one-time players, guest
players, irregular players, co-GMs, and special campaign
situations:
- Oracle
- Sage
- Telepath
- Spirit
- Guide or scout
- Expert
- Demon or intelligent being with unusual knowledge
- Divine agent
- Dreamer
- Intelligent magic item]
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- Interactive Planetarium Program For Sci-Fi Games
From: Buzz
Hey Johnn,
Just read the Sci-Fi GM tips issue, and then I saw this:
http://www.shatters.net/celestia/
"Celestia is a free real-time space simulation that lets you
experience our universe in three dimensions. Unlike most
planetarium software, Celestia doesn't confine you to the
surface of the Earth. You can travel throughout the solar
system to any of over 100,000 stars or even beyond the
galaxy. All travel in Celestia is seamless; the exponential
zoom feature lets you explore space across a huge range of
scales, from galaxy clusters down to spacecraft only a few
meters across. A 'point-and-goto' interface makes it simple
to navigate through the universe to the object you want to
visit."
The visuals are quite nice and could prove a useful visual
aid for Sci-Fi games. It's available for Windows, Mac, Unix,
and Linux.
Thanks!
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- Remember Those Old Fighting Fantasy Game Books?
From: Laurence M.
Johnn,
I stumbled across www.advancedfightingfantasy.com and
thought others might like to hear about it. It's a nifty
website devoted to the old Fighting Fantasy game books (e.g.
The Warlock of Firetop Mountain).
I was a big fan of the Fighting Fantasy books back in the
80s. I didn't know this, but apparently there's also an RPG
version called (astoundingly enough) Advanced Fighting
Fantasy.
Just thought I'd pass the word along!
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- Thoughts On Low-Magic Campaigns
From: Jason B.
Hi Johnn,
I thought I'd send you a note about some thoughts that have
taken place over at the Harnlist on Yahoo Groups.
My thought was: Why tell the players that your world or
system is low-magic? In my game, which is more magic-rich
than normal Harn, there are mages; but the laws of the land,
and of the Mage Guild, tell them not to use overt magic.
Peasants and the like are mostly illiterate and
superstitious. Magic is something they hear about when they
are small children, or from bards or returning warriors back
from the Wars, but it is almost never seen first-hand. Mages
and magic are generally unknown, and thus feared. Peasants
shun mages and point at them, hide their kids from them, and
lock their doors. Thus, mages need to be more subtle in
order to protect themselves from having other mages
attacking them for bringing the brethren into disrepute.
I think that a low-magic setting helps us learn that magic,
with the powers and abilities that it grants, is not the
only way to play a game - or to scare the PCs! You can
always throw together 30 goblins, with a few goblin mages
and clerics to back them up, and prepare for a war, or you
can do what I did.
In a manor, the PCs were set up for murder by a noble woman.
She was the daughter of a Duke that they had supposedly taken
land from when they saved the King's life. The daughter,
wanting to get some revenge on behalf of her dad, framed the
PCs. She did it with a common healing potion, which makes
you unconscious for 20-40 hours after which you feel great,
but quite hungry. She also employed a servant woman, whose
testimony is worth nothing compared to a noble, and her own
feminine charms.
The PCs had to go hunting for clues by themselves, and one
of them was locked up for the murder of another noble. The
PCs who were free to roam around had to present the info to
the Lord while not pointing fingers specifically to the
Duke's daughter because they were not nobles and thus had
no rights or political power.
And not once did magic come into it!
I think that a lot of people tend to use the magic aspect to
enhance the game even though non-magic means can be used to
completely throw off the PCs, making them think for a change
instead of hack n' slashing at everything.
Don't get me wrong, I love magic and try to use it at every
turn, but I think sometimes we need to take a step back and
make sure that we are using some of the more subtle methods
of GMing. After all, burnout is common for GMs and it really
does help to slow down once in a while and smell the roses.
Just my two cents worth.
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- What To Do When You've Got Nothing Prepared
From: Allyson Y.
I recently ran a game where, given a billion different
reasons, I was unable to plan for my game whatsoever. So
here I was on a Tuesday night, with writer's block, and my
players were ready to play.
My husband had the smart idea of having all the players
write down plot threads that would interest them. Most of
the answers weren't really anything I could use, but one of
the answers got my imagination going and soon I ran a pretty
enjoyable game that left lots of room to continue next week.
Another idea is to have an suggestion box (physical or
email) where your players can drop tips and suggestions.
Return to Contents
- Campaign Website Tips
From: Ruben G. Smith-Zempel
One of the greatest ways to increase player interest and
impart knowledge is by creating a campaign website. You
don't have to be a technical master to create a useful site,
either. Here are a few tips to help with creating a gaming
website.
- Write a mission statement.
Sit down and take a good 15 or 20 minutes to decide what it
is you want your site to do for you and your players. Write
a good, concise mission statement or outline detailing what
you want it to do. Pick a theme and stick with it. You want
to create a uniform theme and purpose to your site. Doing
this in the beginning will save you from a lot of
unnecessary work later on down the road.
- Consider your audience.
Is your site for only you, for your players, or for everyone
in the whole wide world? Your audience will determine what
you put on the site. If you want a mobile source of DM-only
info, you should probably password protect your server. You
can also do away with any kind of graphics or "window
dressing", as you are the only audience. If the site is for
players, you need to make sure not to post anything that the
players shouldn't know (such as monster stats). Finally, if
the audience is everyone on the net, make sure you provide
some information that will interest everybody, and keep them
coming back - easier said than done!
- Consider your friends' bandwidth.
Ask your gaming group if they have access to the Internet
and at what speed they have access. If most of your friends
are on dialup, you should probably think about using very
few graphics, which take a lot of time to load. Try to keep
the files as small as possible. No one wants to wait around
5 minutes while your dazzling display of Photoshop prowess
slowly creeps across their screen.
- Spellcheck and proofread.
Use a program to spellcheck what you write before you post
it. I use Word, then cut and past it into my web editor.
This will weed out any obvious spelling mistakes. BEWARE of
the "Add" button and custom dictionaries. We tend to use a
lot of words that come up wrongly spelled, such as
spellcraft or spellcaster. If you add these to your custom
dictionary, make darn sure they are spelled correctly before
you do it, or your mistakes will not show up again. And
lastly, once you run things through the spellchecker, read
through it once or twice. You will often find things poorly
worded or items that were missed by the spellchecker.
- Update frequently.
Once you start a site, make sure to keep it up to date. Try
to update it before each gaming session, to give the players
a good chance to look at it. Usually, your players will
remind you - I darn near get lynched when I am late
updating.
- Tables are your friend.
When formatting your page, refrain from using frames. These
can often do funny things, will not work on older browsers or
PDAs, and generally tend to make a mess of things. Tables
are a much better bet. This is a great way to make lists of
items, and to lay a site out. Most websites you see
(roleplayingtips.com included) use nested tables to lay
things out. These will generally work without fail, and have
the added bonus of being able to have a set width and
height.
- Make a template.
When you create your page, make a template. This is a blank
site that only has your banner and navigation menu on it.
Save it as a template, and keep it on hand. This will come
in handy down the road when you decide to add more new
material.
- Left to right, top to bottom.
When designing a site, keep in mind that we are trained from
a very early age to read things left to right, top to
bottom. This gives you tremendous power over your readers.
The more important a thing is, put it farther to the left
and as high up as you can. This is also the reason that most
people put a navigation bar to the left side of the page.
[Editor's Note - of course, this applies to those of us
whose first languages are Indo-European. Speakers of Arabic,
Hebrew, Japanese, Chinese, et al. should use the appropriate
paradigm they grew up with.]
- Some good things to include.
Good things to include in a gaming website are campaign
maps, house rules, past adventure synopses, NPCs, world
information, and lists of what the party has. It is also a
good way to introduce rumors into the game.
For an example of a gaming website, check out
http://evildm.datavortex.net
Cheers,
Ruben G. Smith-Zempel
GMs! Tired of missing players in games?
Looking for alternative communication for traveling players?
Thinking about broadening your player base?
Email not fast enough? Sick of message boards?
Try the next big step in -your- games.
Enjoy the flexibility of the IRC medium. It's free!
http://www.darkmyst.org
We're everything you need, and more!
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