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Roleplaying Tips Weekly E-Zine Issue #183
11 Point Checklist For Creating a Better Sci-Fi World
Contents:
This Week's Tips Summarized
11 Point Checklist For Creating a Better Sci-Fi World
- How Many Planets Are In The System?
- What Position Is The World You Are Travelling To Within The Solar System?
- How Close Are The Planets Together?
- How Many Natural Satellites Does The Planet Have?
- What Is The Layout Of The Planet's Surface?
- What Is On The Planet's Surface?
- What Is The Planet's Mass?
- What Is The Atmosphere Like?
- What Flora And Fauna Populates The Planet?
- What Are The Weather Patterns And Seasons Like?
- Are There Any Geological Anomalies?
Readers' Tips Summarized
- More On GM's Screen Tips
- More On GM Commandments
Return to Contents
A Brief Word From The John(n)s
Readers' Tips Contest!
Howdy folks. Thanks to the hard work of John Feltz, I now
have the bandwidth to post a Tips Request. Remember those?
It's about time too -- we were getting low on tips to post. :)
And, for this time 'round at least, I've got a bucket-load
of prizes to award! Yippee.
The Loot (15 prizes in all!):
3 Print Versions: A Magical Medieval Society: Western Europe
by Expeditious Retreat Press (sweet!)
http://www.rpgmall.com/product_info.php?products_id=32594&src=RPT
3 eBooks: "Staves of Ascendance" by The Game Mechanics
http://www.rpgnow.com/product_info.php?products_id=731&src=RPT
4 eBooks: "101 Mundane Treasures"
by Ronin Arts & Philip J. Reed
http://www.rpgnow.com/product_info.php?products_id=300&src=RPT
3 eBooks: "Roman Name Tables" by Terra Ferax Innovations
http://www.rpgnow.com/product_info.php?products_id=805&src=RPT
2 Roleplaying Tips Archive CDs
http://www.roleplayingtips.com/cd/
The Contest: Send me Reader's Tips on any of the following
topics:
- In-Game GMing Tips, Tricks & Advice
- Adventure Design & Planning Tips
- World Building Methods & Planning Tips
Each tip = 1 submission. Tips can be short (100 words) or
long (War & Peace), and multiple submissions are welcome.
Winners will be selected randomly, so you won't lose marks
on grammar. :) Please try to submit tips that haven't been
posted in the ezine before. All quality submissions will be
published in this ezine for all to consume! (Feel free to
state your prize preference with your entries too. In case
of conflicting requests I'll roll a dice.)
Contest ends Saturday, August 9th, 11:59PM PST.
Send your contest entries to johnn@roleplayingtips.com
Email if you have any questions.
Submission Guidelines Updated
Recently, I've been publishing a lot of articles covering
gaming etiquette and world creation/content. These topics
are perfectly fine, but I'd like to see more focus put on
the art of game mastering and storytelling to balance things
out. GMing encompasses many skill sets and I'd like the
ezine to help readers with a wide gamut of tip topics. So,
I've updated my submission guidelines with new topic
requests.
I've also pasted in the advice I received from Dave Gross,
former editor of Dragon Magazine, when I first started my
column in issue 284! It's mostly grammar oriented, but
excellent nonetheless.
To get my Submission Guidelines, send a blank email to:
submissionguidelines@roleplayingtips.com
Have a game-full week!
Johnn Four
Repressed Errata
D'oh! As pointed out by one of our more observant readers,
the correct Monty Python quote for last week should have
been "Help, I'm being REpressed" - not "OPpressed". My
abject apologies; let me buy you a shrubbery.
John C. Feltz
editor@roleplayingtips.com
"It's a GAME MECHANIC, not reality!"
Return to
Contents
PT GAMES, INC. RELEASES RUINED KEEP
We are pleased to announce the release of Ruined Keep an
adventure of 7th-9th Level. Set in the Kingdom of Paleon,
Ruined Keep is the follow-up to Goblin Cave. Check out our
website for more information on Ruined Keep or for a free
web enhancement containing information about our Philosophy
based campaign in the World of Terra as well information on
upcoming releases.
http://www.ptgamesinc.com
Return to
Contents
11 Point Checklist For Creating a Better Sci-Fi World
A Guest Article by Jonathan Hicks
Although I'd love to give some solid ideas on how to improve
the quality of the world we live on, that's not what this is
about. This article aims to help the average sci-fi
roleplayer design and implement planets other than our own
to thrill and entertain the spacefaring PCs zipping about
the cosmos.
Simplicity is usually the key as far as games go. For
example, in the Star Wars universe a certain type of
terrain, such as desert-worlds or ice-worlds, usually
represents the planets. But they can be far more diverse
than that.
To begin with, make a checklist of what you will have to
address when designing a new world. I usually take the
approach that I am travelling to a specific point on the
planet's surface from the outer edge of the solar system the
world is within. This way you can deal with each point in
turn. Bear in mind that I'm not a scientist, astronomer, a
xenobiologist, or any of those 'spacey' scientific
disciplines; these points are the very basics. There will be
'reality' inconsistencies here, but it's what works for your
game that counts.
Let's say you're on the exploratory vessel, the U.S.S.
ROLETIPS, and you're flying to a destination planet from the
edge of the system. As you go in you will encounter and
learn of each of the details of the new discovery and,
finally, the world in question.
- How Many Planets Are In The System?
As in our own solar system, several planets of varying size
and atmosphere may exist circling the same sun. They may be
airless planetoids, great misty gas giants, or even be
habitable, like the world you are heading for. Take into
account that moons are capable of retaining atmospheres and
may have ecologies of their own. These could be encircling
the larger barren worlds, or even the target world itself.
There is also the chance of asteroids and comets -adventures
in themselves - as many things can populate a solar system.
Return to Contents
- What Position Is The World You Are Travelling To Within
The Solar System?
Is the target world the third planet from the sun? Is it the
fifth? The closer to the sun a planet is, the warmer the
world will be. The further away it is, the colder it will
be.
Earth, for example, exists within a 'safe zone', a distance
from our own sun that has a heat and radiation level
acceptable to the magnetic field of the earth and us, its
denizens. This, in turn, enables life.
Does the target world have the same conditions? If it's too
close to the sun then it may be a barren wasteland, or a
desert/scrub world suitable for very little life. If it's
too far, it may be a cold and bleak, with great seas of ice
populated by the merest plankton.
Return to Contents
- How Close Are The Planets Together?
Planets that share an orbit, or that have close orbits,
could have an effect on each other. As they pass, great
gravitational forces push and pull, creating geological
disturbances or abnormal weather patterns. Seasonal meteor
showers could create a great adventure hook. At the very
least it would make a great visual. As the PCs walk across a
new world they could have a great ringed planet hanging
overhead or two moons.
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- How Many Natural Satellites Does The Planet Have?
Does it have one moon? Two moons? Three? None? What is the
nature of each moon? Is it airless and rocky like our own,
or could it have some kind of atmosphere?
A moon could even a be huge asteroid caught by the planet's
gravity well. It might have minerals and ores essential for
the PCs' organisation or world, which would make it valuable
and worthy of investigation.
Return to Contents
- What Is The Layout Of The Planet's Surface?
How are the continents, if any, arranged? Does the world
have huge land masses or a smattering of large islands? A map
of the world is essential, or at least a map of the area the
PCs will be landing in. Also, the sea to land ratio must be
ascertained. Our own world is covered in roughly 75% water.
How much does the target planet have? And does it have ice
caps?
Return to Contents
- What Is On The Planet's Surface?
Depending on the position of the world and how close it is
to the sun, the planet will have varying types of surfaces.
It could be barren and hot or cold with a smattering of
green at the equator. It could be mountainous or flat. It
might even be covered in active volcanoes.
Are there any cities down there? If so, where are they and
who's there? What is the culture capable of? The denizens
may be at a medieval state, with feudal lords and simple
sail/horse power. Or they might be interstellar explorers
themselves, with great shipyards and orbital facilities.
Return to Contents
- What Is The Planet's Mass?
A planet's mass and size will determine the gravity the PCs
will encounter on the surface. A large, dense world will
mean a heavier gravity - the PCs might find it difficult to
move about when they weigh four times as much as they do
normally, and will their ship bear the strain?
Remember that size does not dictate mass. A large world
might not be very dense and therefore the PCs can leap long
distances and carry more than usual. In contrast, a small
world might be so compact and dense that movement might be
difficult.
Return to Contents
- What Is The Atmosphere Like?
Put simply, can the PCs breath it? Our own air is a mixture
of nitrogen, oxygen, and inert gases, but the atmosphere of
another world might be different. It could be high in
methane or hydrogen making it unpleasant, even fatal, when
breathed in normally. This will dictate whether the PCs will
have to travel about in space suits or face masks, and how
dangerous it would be if said suits and masks were damaged.
Return to Contents
- What Flora And Fauna Populates The Planet?
Is the planet covered in lush, green jungle? Or is it a
sparse scrubland? Perhaps the trees go no higher than a man,
or perhaps they tower into the heavens, hundreds of feet,
with trunks dozens of feet wide. Taking existing locations
of our own world and twisting them all out of proportion and
colour works wonders to communicate a feeling of alienism.
Also, what animals are here? If the world is lush and green
then perhaps the creatures are herbivores, hardly a threat,
with great dinosaur-type animals roaming the land or small
mammals snuffling in the bushes. But not all animals will be
of no threat - where there are succulent, leaf eating
creatures there are usually predators, large and powerful or
small and fast.
In contrast, the world might be scrubland so eking out a
living could be difficult. Virtually the whole world might
be predatory, living off each other, and visitors, for
survival.
Return to Contents
- What Are The Weather Patterns And Seasons Like?
On average, the Earth circles the sun every 365 days, and it
takes roughly 24 hours to spin on its own axis once. During
those 365 days, the Earth tilts on its axis, creating four
distinct seasons; summer, autumn, winter and spring. The
length of days and nights change, varying the temperature
and therefore having varying effects on the weather.
So why did I just tell you what you already know? Well,
that's an example. Your world could be vastly different. It
might take decades to circle the sun, resulting in winter or
summer seasons that last for years. This, in turn, would
seriously affect the weather. Long, arduous droughts, or
continuous rainfall might cover the planet. The entire
surface of the world may be one huge dust storm (like the
ones that cover Mars sometimes), or tornadoes might pepper
the land masses.
Return to Contents
- Are There Any Geological Anomalies?
Is the surface of the planet smooth, bumpy, or downright
treacherous? As on our own world, a planet could have
varying levels of landmass, but imagine if the world was
covered in great fissures and volcanoes. The land would be
mountainous, covered in cracks and earthquakes and noxious
smoke. If you think of great places on our own world, such
as the mountains of the Himalayas, the great plateaus of
South America, or the strange rock formations in mid-west
America, then you have an idea of what I'm talking about.
The planet itself may be a great pattern of age-old impact
craters: weird!
It might be a simple case of taking our own world and
twisting it out of proportion - this gives the PCs something
to visually latch on to but the visual is alien because it
is different. Saying that, you'll find that creating the
whole solar system, with attention on the main planet to be
used in-game, will help define your setting and add a sense
of realism to it. Anything else can be seen as a throwaway
world and you don't want your players to see it that way.
Return to
Contents
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Return to
Contents
Readers' Tips Of The Week:
- More On GM's Screen Tips
From: Dwayne al' Trawick
re: http://www.roleplayingtips.com/issue180.asp
Funny coincidence, I'm working on creating a GM screen
myself. Another GM and I have just finished with the design
and laying down all the charts, etc. It's now just waiting
to be finished, printed and laminated. We are both GURPS GMs
so there was a LOT of info that could be put down.
Here are some things that we learned:
- Restrict what you see to stuff you will:
- Need constantly
- Will have difficulty remembering.
We were going to have the whole poisons shebang from the
GURPS Compendium, but we decided it was a LOT of wasted
space since we don't use poisons that often. If we did, we
would just plan ahead to have the info available. On the
other hand, we had a character who could fly so we decided
to have flying tables on the screen. We also had the stuff
we use all the time, like combat maneuvers. If something
comes up once every ten sessions or less, it's really not
worth having on a GM screen.
- If an important rule is given in a formula, do the math
and put it on the screen as a chart. For example, GURPS has
very detailed rules on a flying creature's turn radius, but
it's given as a formula: speed versus how many hexes you
have to go before you can turn. We decided to represent it
as a chart instead. So now, if we need to know how often our
flying character has to go before he can turn, we just
consult the chart. Having an equation on the screen, unless
its very simple, is not worth it.
- A GM screen should make life easier for the GM. If you're
going to make a GM screen, forget the "norm" and tailor it
for your group. Don't have laser gun damages if your group
plays specifically medieval fantasy. Don't have Advanced
Combat rules on it if you only use the Lite Combat system.
Make it for use with your group.
- Don't slack on the putting of what where. The things
should be placed in such a manner that looking for something
someplace should be second nature. Put your animal rules
together and your magic rules together--don't just put stuff
together because that's the way the charts fit. You can
always tweak your charts, but if you don't think hard about
the placement of the screen's elements you're going to
create more of a headache then you need.
Well, hope these are helpful. Ciao!
Return to Contents
- More On GM Commandments
From: Walks in Moonlight
http://www.roleplayingtips.com/issue174.asp
http://www.roleplayingtips.com/issue177.asp
Hey there Johnn! I liked the guest article about GM's and
Player's Commandments. I can think of a few additional things
off the top.
- Be flexible. If a couple of your players can't make it and
give you enough notice, either reschedule or work around
them. If your players don't want to go where you wanted them
to, deal with it. Make things up if you have to.
- Be Consistent, not Contradictory. If there's one thing
that can annoy a player, it's when the "official" game
website says to do something one way on one page and
something else on another. Or worse yet, when the GM tells
you something different from what's on the page and doesn't
update it. Or worse yet, when the GM interprets a rule one
way, then changes their mind about it later without
explanation.
- Answer your Emails, Phone Calls, and Letters. Even if it
is to say "I'll get back to you", you should respond to an
inquiry from your players within three days of receiving it,
unless you've warned them otherwise.
- Do not Threaten your Players Outside of the Game, Even in
Jest. This is a copy of a real email I received from the
Storyteller of a Vampire game I play in:
Finals are this week. If you contact me, I may not
be nice to you. I recommend steering clear if I take
too long to get back to you or your character may find
himself/herself/itself with a stake appearing in his
heart.
Note that there is no smiley at the end of this which might
indicate this was meant as a joke. I personally feel that
the email was very rude and that it could have been written
in a much more polite manner: "Hey guys, I've got finals
this week, so I probably won't be able to reply to your
emails until they're over. Sorry about that and thanks for
your patience."
Return to Contents
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