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Roleplaying Tips Weekly E-Zine Issue #200
Scaring Players: 8 Tips
Contents:
This Week's Tips Summarized
Scaring Players: 8 Tips
- Three Big Fears: The Unknown, Uncertainty, Diminishment
- Trap The PCs
- Reverse Engineer Monsters
- Confront The Players With Horrific Dilemmas
- Use Repetition Then Twist It
- Wield Your Plot Well
- Create Critical NPCs Then Slay Them
- GM Appropriately
Readers' Tips Summarized
- The Anatomy Of A Clue
From: Ryan McHargue
- Some Simple Tips For New DMs...
From: Jeff Wilder
- Medieval Resource URL
From: Alice Brindle
Return to Contents
A Brief Word From Johnn
#200 And 4th Anniversary
In a strange twist of fate, Issue #200 also falls on the
same weekend that I sent out Issue #1 four years ago to 11
victims, er, subscribers.
I'd like to raise my mug of Guinness and say thanks to the
Tips community for your tremendous support. Here's to
another 200.
Enough with the small talk. On with the Tips!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
Scaring Players: 8 Tips
By Johnn Four
- Three Big Fears: The Unknown, Uncertainty, Diminishment
There are many different types of gamer fears, but three of
the biggest that you should seek to wield for player
entertainment are:
- Fear of the unknown
- Fear caused by uncertainty
- Fear of character diminishment
The trick is to understand these fears and layer them into
your encounters to build the likelihood of a successful fear
effect. These three items aren't just categories sitting on
your screen, but principles and tools that you can actively
use in your games.
Fear Of The Unknown
What the PCs don't know might kill them. Fear of the dark,
the future, and the closed door are deeply rooted in human
psychology. As storytellers, we GMs can leverage this for
maximum scare effect.
For example:
- Veteran players. These players know all the rules and
adversary statistics, so game-wise, little is unknown to
them. New game content, such as new monsters, custom
villains, alien technology, and foe equipment can bring the
unknown element back into the game for them.
- Mystery threat. The characters start receiving anonymous
threats. Each threat gets increasingly personal and reveals
more and more private PC information lending them
credibility. Minor threats that would be difficult to carry
out are often delivered and then successfully executed,
letting the players know the source is serious, dangerous,
and powerful. These threats are sprinkled throughout the
regular campaign and get more frequent each session.
- In the basement of the ruined old church, where the
dangerous transients dwell, there is a door. No one can open
this door and it radiates a deep sense of unease. Blood
stains and strange carvings cover it from top to bottom, and
it is deathly cold to the touch. It is said that, one day,
the door will open and then you will wish you were far, far
away from that old church...
Fear Caused By Uncertainty
The enemy of fear is confidence and certainty. The player
who's sure of himself and what's happening in-game is going
to be very hard to scare. You need to use all your
storytelling powers to shatter the character's confidence
and get the player in the mind space of uncertainty to open
the door and let fear step in.
Although similar to the unknown, that element is embodied by
the void. The unknown is about the complete lack of
information, the potential of anything--benign or malignant.
On the other hand, uncertainty has more to do with risk and
lack of control. The threat or conflict is known or
partially identified, but the outcome isn't.
For example:
The battle has been fought long and hard but the creature is
nearly finished. Though the characters are nearly spent,
their foe has just been mortally wounded. One more round and
it should all be over. Suddenly, the monster rips off the
chain dangling from around its wrist. The chain is hollow!
Gold liquid comes pouring out straight into the creature's
waiting mouth, and its wounds begin sealing up. The monster
roars with new life and beats its chest furiously. The
outcome of the battle is imminent no longer. Now what!?
Fear Of Character Diminishment
Character death would be the ultimate game fear for many
players, especially if the PC has been played for a long
time, is well-developed, or has won the player's keen
interest. However, if you think of this as the extreme end
of a spectrum of character diminishment, then we now have a
great range of options and opportunities for scaring a
player through harming their character.
A core issue here is that players fear a character who is
less capable then the others and/or they fear losing what
they've gained. Weaker PCs must sit out during play more
often, have fewer cool powers and abilities, sometimes feel
like a fifth wheel, and can have a smaller impact on game
play during conflict resolution. Roleplaying opportunities
aren't usually affected, but when push comes to shove, weak
PCS usually get shoved.
Mind you, this is only a fear during the period leading up
to the diminishment. Once his PC is weakened, a player is no
longer scared (probably annoyed or bemused instead). So,
your goal is to build-up--and play-up--the time period
leading to the diminishment for as long as possible without
overdoing it.
For example:
- Stat reduction. Players get scared when there's a
possibility their PC's stats could be permanently decreased
--especially if key stats are involved! Strength draining
creatures and mind numbing traps are much maligned and
feared.
- Poison and disease. These two little GMing gems cause
great uncertainty because of their diminishment potential.
Unless the affliction is recognized, suffering PCs will not
know if they are doomed, if they'll lose stats or abilities
permanently, or if they'll be weakened for a long period of
game play time.
- Amputation.
Keep in mind that you are definitely not required to follow
through with the diminishment or make it permanent in every
case. Your goal is to create a fear effect in the window of
time you have available until the actual diminishment
triggers. You can follow through with saving throws,
resistance checks, and temporary effects to prevent your
games from becoming a "killer campaign" that no one enjoys.
Take any encounter or plot line and analyze each NPC, foe,
location, trap/puzzle, encounter, and so on. Look for ways
to add in elements of the unknown, uncertainty, or character
diminishment. For example:
- The PCs are told to seek audience with Elminster or some
other great and powerful sage. You had planned to make the
NPC unavailable and have his apprentice give a scroll clue
to the PCs when they arrive.
Instead, you switch things to be a meeting on the edge of a
sinister forest outside of town just after the moon has set.
When the PCs arrive, there's a cold wind blowing, a hard
rain falling, and a mess of blood sprayed around the whole
site. There's no sign of who (or what) fought nor of a
winner. A careful search uncovers a scroll thrust into a
tree hollow where it was kept dry. The NPC never shows up...
[Unknown]
- The PCs are chasing the half-orc child who's just robbed
the warrior. The street makes a sharp turn into a cul-de-sac
and the characters suddenly bump into a waiting gang of a
dozen half-demons. The half-orc child turns around, laughs,
and transforms into a powerful, demonic minion of the
villain! [Uncertainty]
- The characters face a tough gang of demonic foes. The
leader taunts them and says he has an ally of theirs--a
powerful sage--held prisoner in a secret location and the
PCS will have to beat the information out of him 'cause
he'll never spill. He gives the order to attack and the foes
draw their weapons--only these weapons seem to be covered in
a strange black substance. Moments later the first PC is hit
and suddenly his strength bleeds away until he can barely
hold up his weapon! [Diminishment]
Return to Contents
- Trap The PCs
Preventing the PCs from leaving their circumstances of
conflict can scare players. A lack of a way to escape or
means of convalescence increases the danger and uncertainty.
If other horrific things are going on, then being trapped
also forces the characters to face their fears--something
scary in and of itself.
Examples:
- Omnipresent foe. An adversary who can harangue the PCs any
time, any place, is most fearsome. Pick key moments for the
foe to appear, such as after big battles, when the PCs are
fleeing or retreating, or during untimely social
circumstances.
- A god or an AI
- A foe with teleport ability or great speed and a homing
device tuned to the PCs
- A curse or bad luck flaw (also: fate, prophesy, karma)
- An NPC party member too powerful to send away
- A cursed magic item
- Pocket dimension. The PCs are taken to a place with no
visible, obvious, or mundane exits. Perhaps getting out
requires assembling a key, solving a riddle, or simply
exploring--while one or more threats dogs the PCs' heels.
- Sealed dungeon. The entrance closes or gets sealed once
the party enters.
- Past the point of no return. The characters have journeyed
too far and returning would kill them or is just not
possible. Alternately, a threat too powerful to overcome was
triggered or left behind, preventing retreat.
Return to Contents
- Reverse Engineer Monsters
Monsters and foes with wondrous powers, such as spell casters,
are great opportunities for fear. The key is to plant a
series of clues about the creature(s) prior to the encounter
that keeps the players guessing, worried, and scared about
the upcoming, mysterious threat.
Step one: Make a list or study up on each foe's attacks,
defenses, biology, and special abilities.
- How does the creature move?
- What does it attack with? Defend with?
- What does the creature eat? And how?
- What sounds or smells can the creature make?
- What special powers does it have that could leave a mark,
sound, or smell?
Step two: For each item, think of what signs or evidence the
ability or creature element would leave behind if it was
used by the monster.
Step three: Plant the clues throughout your adventure or
encounter area.
Step four: Dress-up, tweak, and "romance" each clue to make
it as mysterious, compelling, and threatening as possible.
- Mysterious. You want to keep the players guessing as to
what creature or NPC is in the area. Avoid clues that will
give away the creature's identity all at once. Make the
clues informative enough to offer several possibilities
though. For example, placing a beholder's eye stalk along
the path might be too obvious, whereas placing an eyeball
presents more prospects.
- Compelling. Have the clue confer some kind of conflict or
action. Make it tell a small story. And dress it up a bit.
For example, rather than placing an eyeball along the path,
you could have it impaled on a branch, burned on one side,
teeth marks on the other.
- Threatening. Unless the clues support the image of some
great, powerful threat, the players won't be scared, just
curious. Each clue needs to impart a little danger, threat,
and power, so that when a bigger picture emerges from
finding several clues, the PCs should be uncertain and more
than a little worried.
For example, in some campaigns a beholder is a flying
creature whose powers include disintegration, finger of
death, flesh to stone, and telekinesis. You decide to set
the stage by having an NPC group come through the area
recently and encountering and attacking a beholder. The clue
trail involves discovering and interpreting signs of the
battle as it raged on.
Clues:
- Tracks of a group of people following the same trail the
PCs are.
- Signs of a skirmish along the trail. Spell fire, blood,
and other clues indicate a strong foe, however, other
than the footprints of the NPC party, there's no tracks
of any foe(s).
- The NPCs turn off the path into the woods. Signs of a
large creature in front of or following behind them are
present, though still no tracks.
- A strange pile of dust lies on the ground. It appears
that the NPCs stood around the pile in a circle before
moving further into the woods. Astute PCs might notice
one less pair of footprints heading onwards...
- The PCs find a body! The dead warrior's face is a mask of
horrible pain, yet he bears no wounds and the cause of his
death is a mystery.
- Another body is discovered. This one is a halfling who's
been petrified in mid-stride, apparently running away in
great fear from someone, or something.
- A small quarry. 300 pound rocks are strewn all about, and
markings on trees, a stone wall, and other rocks indicate
they were thrown by something very strong. In addition, a
body of a human is lodged high up in the rock wall, as if
it were hurled there...
Return to Contents
- Confront The Players With Horrific Dilemmas
Escalate the dilemmas and tough choices in your campaigns to
include fearsome or macabre elements. This will engage your
players' emotions and increase the fear potential should
they choose to play along and empathise with their
characters. Add a downside, penalty, or negative effect
to each available option so that the situation changes from
picking the best alternative to picking the best of the
worst.
Don't forget to layer in elements of the unknown,
uncertainty, or diminishment.
- The hole. The lever to active a secret door resides in a
deep hole. The device has a trigger and buttons, so it
requires manual operation (i.e. PCs cannot bypass by using a
10' pole :). Someone's gonna have to stick their arm in and
operate the lever.
- Unknown: The hole is filled with a magical darkness. Who's
gonna stick their arm in now?
- Uncertainty: There's acid burns and fire marks all around
the hole (from previous hack attempts by NPCs). Or, perhaps
small red spiders crawl out of it every once in awhile.
Maybe there's a couple of bodies nearby that are just dry
husks...
- Diminishment: 1" of a sharp, cold steel blade can be seen
protruding from the upper lip of the hole. Who knows how
many other blades are hidden in the darkness? Perhaps a
filthy, ragged old man sits weeping against the wall as
well. He's clutching the bloody stump of his wrist and,
curiously, his clothing and armour are far too big and heavy
looking for his withered frame...
- Feast of Kings. The PCs return victorious with the
traitors who tricked the neighboring Lord into thinking it
was the characters' King who had ordered the assassination
attempt. Having staved off the impending war, the heroes are
invited to a victory feast at the Lord's table. The feast
begins and all sorts of strange and disgusting food is
served. However, to refuse to eat is to insult the Lord and
renew hostilities.
- Unknown:
GM: As you scan the room and notice the strangely vacant
chairs, the stranger beside you leans in and says,
"So, when you are passed the cup, do you intend to drink
from it?"
Player: What do you mean?
NPC: Why do you think so many are absent?...
Player: What's in the cup?
NPC: Shhhh. Not so loud. Look--there it is. Best make up your
mind now.
- Uncertainty:
Player: So, m'Lord, what will you do with the traitors?
GM: The Lord looks down at his soup and a strange smile
spreads across his face as he pokes an eyeball with his
fork. He starts to giggle, then laugh, and soon everyone
is laughing uproariously, though it seems to be a
strange and uneasy mirth. A servant comes up behind you
and ladles a thick broth into your bowl. In the broth
surfaces not one, but two eyeballs...
- Diminishment:
Lord: Come here, my loyal fool. That's it. [Lord gazes
directly at the PCs.] Do you see this man? He was once
a great wizard. A great mage indeed, known by all, and
my most trusted advisor at one time. He wields a
jester's wand these days. [Knocks on the fool's head.]
He's too stupid now to even understand his own
humiliation. He dined with me one night, just as you
will soon. And he was stubborn, just as you should not
be....
One good technique is to find out your players' fears and
put them on one or both horns of the dilemma. Will the PCs
walk through the pit of snakes or tread the thin rope the
thief's strung high above it? The usual caveat applies here:
avoid getting too personal or doing anything that would
upset a player.
A better version of this technique is to plant things into
your dilemmas that scare you. What do you fear? What makes
you uneasy? Dark holes, cannibals, torture, maggots, public
speaking? Wrestling with your fears and gaming them often
adds a contagious edge to game play and brings out the best
of your storytelling ability.
Return to Contents
- Use Repetition Then Twist It
Re-use game elements until they become familiar. Then add a
nasty twist to catch the players off-guard or to escalate the
tension and promote a fear response.
With familiarity comes confidence, comfort, and support. Even
if the players don't intend to become dependent on what
you're familiarizing them with, the act of repetition,
gaming the same thing over and over, will inevitably create
a sense of ease, routine, and trust in the players. Once
you've achieved this, you break it hard and fast. This'll
upset the players' thinking and open the way to fear through
the unknown, uncertainty, or diminishment.
For example: The traditional foe. You set up a standard foe
for the campaign area, such as goblins, gang members, or
alien cruisers. You create several encounters with these
enemies over several sessions until the players are familiar
with them, know their tricks, and feel confident during
encounters with them. Meanwhile, other plot elements are
triggering and encounters happening to keep the game
interesting and moving along.
Then comes the encounter where everything is turned upside
down. The carpet is pulled out from under the PCs' feet, the
players are off balance, they don't know what's happening or
why, and fear creeps in.
Perhaps the goblins have allied with an alchemist and quaff
potions of enlargement and firebreath before they ambush the
PCs. Maybe the gang members shouldn't have uncovered that
old tunnel and caught that horrible skin disease. Perhaps
the alien cruisers mysteriously retreat and the new ultra-
battleship makes its first campaign appearance.
Other examples:
- Bigger and meaner suddenly becomes monstrous. The players
note a steady progression in monster size/lethality as they
journey deeper and then are caught off-guard by a sudden
escalation.
For instance, the PCs' first encounter involved a room full
of spider webs. Then there was the spider mites with the
stinging bites. Then the encounter with the thumb sized
arachnids. Next was the tarantula room, followed by the
head-sized wolf spiders' lair.
The PCs smile grimly at each other outside the door, hefting
their weapons, and expecting the inevitable human-sized
giant spider combat. The rogue silently gives the all clear
sign and opens the door. The warrior charges in first,
followed by the priest and mage...straight into the waiting
maw of a 50' high black widow female surround by her bear-
sized guards! Poison drips from stalactites, burning the
floor, and a nest of giant, slimy eggs against the far wall
are quivering and cracking.
- Powerful foes become weak. Imagine how the players would
react if the ogres they've been fighting for months suddenly
start dropping after taking only minor damage. The first
couple of kills would be celebrated. Then the scene would
start to get strange and eerie as the PCs continue to drop
adult ogres with single blows. The players become nervous,
uncomfortable, maybe even scared, as they are confronted by
this sinister change of fortune. Are they being set up? Is
the GM messing with them? Has another, more powerful foe
weakened them? What's happening!?
- Mutations. Randomness can impart the unknown, uncertainty,
and diminishment quite effectively. For example, the
Warhammer FRPG game has some great chaos mutation rewards
that can affect any NPC or creature who turns to the powers
of Chaos for succor or service. The friendly old bartender
who's been serving the characters drinks since the first
session--and recently reporting to the Chaos priests about
the PCs' activities--is rewarded with a pair of chaos
mutations: a scorpion tale and an irrational hatred of the
PCs. Next time the PCs are thirsty they'll have a scary
surprise waiting for them at the bar.
Return to Contents
- Wield Your Plot Well
Give clear direction about PCs choices, goals, and
opportunities, but don't always explain things in their
entirety at the beginning. Think in terms of clues and
evidence and let PCs experience those instead of clear
answers handed to them on a plate. This disguises or hides
upcoming dangers and threats, which will put the players on
edge and make them fearful.
For example, the PCs are asked by the friendly widow to go
to the family mausoleum at full moon to find something she's
lost. She refuses to answer, or is evasive, as to why the
heroes must go there at night or what exactly they are
supposed to find. "You'll know it when you see it. Oh yes,
you'll know it..."
When asked, NPCs who know of the mausoleum make a
superstitious warding gesture and plead with the PCs not to
go there--but they won't say or don't know why. Further
investigation reveals that the husband died fifty years ago
in a horrible accident. A minor thief lord, who learns of
the PCs' inquiries, decides he wants the "treasure" and
tries to discourage their participation through thugs,
traps, framings, and other nasty tricks. But then the lord's
body turns up in a PC's bed, disfigured and mutilated, with
a bloody tattoo on his forehead: "do not disappoint me".
In this example, the PCs have a clear goal, should they
decide to do it, but they have few facts and a number of
strange and chilling encounters to show for their efforts.
The mystery [unknown] and danger [uncertainty] unsettles the
players.
Return to Contents
- Create Critical NPCs Then Slay Them
If players feel safe, they won't feel scared. A good story
device to help reduce the degree of safety players feel is
to kill off important NPCs unexpectedly. Send the message
that anything is possible, nothing is safe--not even the
PCs.
Be careful when doing this though, as you don't want the
event to be a transparent GM trick. Also, if the kill is
seen as a way to advance the plot, then the players will
think "it was meant to be" and not feel worried.
For example, if the PCs meet with the King for their next
mission, and the King says, "Wait, there is one more thing I
must tell you..." and is then assassinated, the players will
just chalk the moment up to GM plotting.
Try this instead: the King assigns his personal bodyguard to
help the PCs and then the NPC gets slain in an early
encounter fighting off a powerful beast. Without the NPC's
help, the monster would have chewed the party up. Now, with
the NPC unexpectedly dead, the PCs are on their own, praying
they don't encounter another such creature.
Advanced tip: A twist on this is to kill a character
unexpectedly--but on purpose. Then you provide the means of
resurrection so there's no permanent injury other than
imparting a feeling of mortality amongst the players. This
event must be carefully arranged because, if the players
feel the whole thing was set-up, their feeling of safety
will return. Provide the means of resurrection before the
death so that it's availability won't feel contrived.
Another important key is to remain open to the PC surviving.
You don't want to force a PC death "no matter what" or the
players will know something's up. If the players play well,
luck is in their favour, or you mis-manage something, let
the game move on, Players 1 GM 0.
This is, obviously, an advanced and sensitive tip. My rule of
thumb for the ezine has been to cut out any tip that
requires more space for warnings, caveats, and cautions,
than the tip itself. In this case though, I've used it
successfully myself and it harmonizes with the goal of
creating player fear. I'll leave you with a plea to use this
technique responsibly, impersonally, rarely, and with full
consideration of player feelings, potential player
entertainment value, and game benefits.
Return to Contents
- GM Appropriately
Some quick, miscellaneous tips:
- Avoid gore. Save it for carefully timed encounters. In
the meantime, cut down on the gory details and just imply
gore where possible. For example, rather than revealing a
series of clawed up, terrified victims, have the PCs
encounter a number of crime scenes drenched in blood with
signs of struggles, but no bodies. As the characters get
closer to the killer, the crime scenes become fresher,
desperate screams can be heard one time, and in the last
encounter, the PCs spotted a victim's body being dragged
into a dark portal before disappearing. Gore is implied, but
not explicitly provided...until the right moment.
- Avoid long combats during the build-up stage. If your plan
requires a quick pace to build up tension and fear, avoid
long combats that can dissipate any mood and atmosphere
earned from good storytelling.
- Avoid situations that require player planning. Just as
with long combats, planning and discussion can slow down the
game and wreck any emotional build-up. To create fear, you
sometimes need to keep things moving, and keep the
experience of being in the game flowing smoothly, even
breathlessly if you can manage it. If the players stop to
plan or discuss, the game stalls. Also, player analysis
often de-mystifies any unknowns you've set-up, bolsters
confidence--which reduces any uncertainty, and provides a
preparation opportunity--which counteracts diminishment.
You don't want to railroad the PCs, or not allow them to
plan, so provide encouragement to keep them gaming forward,
such as being chased by something powerful or a time limit.
- Be serious. Set an example by running your game (or the
particular session or encounter) in a mature, serious
manner. This should hopefully reduce player joking and
inattentiveness--a definite mood killer for scaring.
- Do not acknowledge player fear. Keep GMing, intensify the
game, and outwardly ignore the players' fear in order not to
break the mood. Self-awareness can ruin a good scare, as can
the urge to think you've pulled something over on your
friends ("Haha! Scared you all!"), or to feel like a
puppetmaster and gloat over it. Instead, give yourself a pat
on the back for good storytelling.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- The Anatomy Of A Clue
From: Ryan McHargue
A successful clue should contain a tie-in, the clue, and
the action. The tie-in determines if the clue is going to
be tied to a person, place or thing. The clue is the
information passed to the player characters, and the action
is what they are supposed to do with the information.
There is a great multitude of tie-ins to choose from. When
deciding on what to use try not to make it a 'have to' tie-
in (or in other words written in stone that the farmer's
daughter has to tell the PCs).
Clues need to be many and close together. The first thing
you will discover when running a mystery is that the players
will do one of two things: over-simplify or over-
complicate. The only way to combat this is to have an
arsenal of clues at your side that can be tied to an
unexpected person, place, or thing at anytime during the
game.
Although some clues need to be tied to a place such as a
dead body (but even it has finger prints and other forensics
that need to be taken to a professional) not all require it,
and these are the clues that need to be the most plentiful.
Look at them as seasoning for the adventure.
Some clues are important and the PCs need to get them no
matter how far off the path they stray. In order to get them
the proper information use these 'wandering' clues as both
your most informative and as the train tracks. This way you
direct your players towards the climax and allow them the
ability to do whatever they want to get there.
Even with your stack of clues, the players will miss them,
not understand them, or worse, misinterpret them (although
misdirection is fun, it gets old after the players have been
playing the same scene for 3 hours). So, your clues should
be varied from straight forward (e.g., "I saw John the town
bard stab him"), to cryptic (e.g., "333, 543, 9833"). I also
like to have some clues prepared that are in another
language (using Babblefish to translate) that way the
characters have to try and find a translator to get that
clue.
The last part of a clue you should write is the action.
What does the clue direct the players to do? All clues need
to move the player characters to act.
There are two different types of action, Active and Passive.
An Active action directs the characters to do something
immediately (e.g., "You hear a scream."). These clues should
be very direct and to the point. The Passive action type is
usually part of a bigger clue (e.g., "The room has been
ransacked"). In and of themselves these clues don't point
the characters to the villain's front door; instead they
direct the characters to look for another related clue
(e.g., "In the room you find that the victim's will is
missing from the top desk drawer."). But remember, both
Active and Passive clues need to direct the characters to
action. So, after collecting all of the parts to a Passive
clue, the characters should be able to charge forward
another step towards the climax.
In summary, clues are important in any adventure but
especially in a mystery. So take the time to prepare an
abundance of them before hand. The more clues you have to
draw on the more fun you and your party will have. Try to
look at each clue as a scene within itself, because if
played right they can and will become one.
As an extra reward for the group, write up a bonus scene
that only happens if the players decipher a hard clue or a
series of them. Then at the end of the adventure you can
tell them about the bonus scene and give them higher rewards
for deciphering it. Or, if you are an evil GM like me, you
can write up a bonus scene that only happens when they miss
a hard clue and have bad, evil, terrible things happen in
it. Oh the fun that is evil!
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- Some Simple Tips For New DMs...
From: Jeff Wilder
Hey, Johnn.
I'm taking a break from DMing my group for a while and a
friend of mine is taking over. He's GMed some Star Wars, but
this is his first "real gig," so to speak. I took a few
minutes and jotted down an email of the most basic things a
new DM should know:
- Be as prepared as you can. (i.e. fill out combat sheets,
photocopy maps and make notes or highlight them). Believe
it or not, this is mostly for YOUR benefit. If you're
prepared, you'll be more relaxed and run a better game.
- If you ever feel like things have gotten "stuck" make
something happen. Create action. Maybe the PCs get ambushed
or there's an attack on the village by orcs, or a pickpocket
tries to steal something from a PC. Whatever.
- Allow dice to make close decisions. Use the "Even is
Good" and "Higher the Better" rules of thumb. If you're torn
between whether something should happen or not, "even is
good" for the PCs. If you're not sure HOW good, "higher the
better" for the PCs. These will help you decide ANYTHING,
and fairly. Nobody blames the DM for what the dice decide.
- If you can't remember something and don't want to spoil
the mood by searching for it, make it up. Nobody cares if
the goblins in the module were actually armed with short
spears rather than the short swords you said.
- Only retcon the WORST problems, even if it's only been a
round or two of game time (retcon is short for "retroactive
continuity"--basically, a "do over"). The universe is
chaotic. Sh-- uh, stuff happens. The retcons you decide NOT
to do WILL even out for and against the group, so just keep
the action moving. Obviously, something like a PC death is a
valid excuse to retcon, but for most things, just make up an
explanation and go for it.
- Worse comes to worse, remind us that you're a new DM and
to give you a frickin' break. Take five minutes to gather
your thoughts and then climb back behind the screen.
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- Medieval Resource URL
From: Alice Brindle
http://www.britainexpress.com/History/medieval_britain_index.htm
This is a great website for information about almost any
aspect of medieval life.
Return to Contents
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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