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Roleplaying Tips Weekly E-Zine Issue #208
You Can Always Say "Thanks!"
Contents:
This Week's Tips Summarized
You Can Always Say "Thanks!"
- Thank The Host
- Acknowledge The Players
- Remember The GM
Readers' Tips Summarized
- More Thoughts On Bards
From: Goblin Samurai
- More Thoughts On Bards II
From: Jesse Cohoon
- Use Conan Books For Names
From: Tony
- Thoughts On Game Consistency While Winging It
From: Shanti
- Cool D&D Basics Powerpoint
From: j0nny_5
- Tip On Managing Campaign Time
From: Rick Herron
- Build An Adventure From Monster Guts
From: Kelvin Goh
- Moon Phase - GM Screen Tip
From: David Ackermann
Return to Contents
A Brief Word From Johnn
Shorter Article Format This Week
This week I feature a gaming etiquette article from Bill
Collins. While I liked the content, I felt it might be a
little short as the feature article. Once I plunked it in
though, I thought it might be a great change. Sometimes, one
wants a quick read of good content rather than a long essay.
It was definitely quicker to edit and publish! ;)
Sometimes unsubscribers let me know that they felt the ezine
was too long. Also, Paul C. let me know ages ago that long
issues are a huge pain to deal with due to his particular
application's limits.
Anyway, if you have any thoughts on ezine length, feel free
to send me bricks, bouquets, or rants.
Emails Up To Date
I've caught up on 90% of my emails now (except for a few
article edits). If you haven't received a reply on an email
please re-send as your correspondence might have been
filtered. For example, at the height of the MyDoom breakout,
I was receiving 100+ infected emails per hour. I continue to
receive about 5 an hour. Your email might have accidentally
been axed during this chaotic time.
Conan RPG?
I loved Mongoose's Slaine d20 RPG and am wondering if anyone
has picked up the new Conan RPG? If so, what do you think of
it? What's new and different from the standard d20 rules?
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
You Can Always Say "Thanks!"
A guest article by Bill Collins
Let's face it, we all like to be appreciated. RPGs involve a
lot of common effort. How often do you acknowledge the
efforts of players, hosts and GMs? Following are a few ideas
on how you can show your appreciation.
- Thank The Host
- Do you play in a game shop? How many other stores let you
sit around for hours? Game store owners are unique and
frequently make little money, so every little bit goes a
long way to keeping those doors open. Always, always, always
thank the owner or store rep and remember to clean up after
yourself. The best way to say thanks is to buy a product
from them.
- Do you play on campus, in a mall, or some other public
place? If there's a contact that you have to go through to
sign out the space, be gracious and grateful. That keeps the
space open for you. If you used the space all year, send a
short, handwritten thank you note to the person. Since
nobody ever thanks them, they'll appreciate it. You might
even get consideration over another group if there's ever a
conflict.
- If you're not in either of those two places, you're
probably in someone's home. They've graciously opened their
doors to let you visit. One or both of your hosts may be
gamer, but there's still wear and tear on their chairs,
floors, stove/microwave, and bathroom fixtures. A thanks
after each and every game goes a long way. If you want to go
a step above and beyond, offer to help clean up. Wash down
the table. Do the dishes. Take out the trash. These little
considerations mean a lot to someone cleaning up the debris
of 4-10 people.
Return to Contents
- Acknowledge The Players
How many times does your Game Master say something special
out of game about the players? When they do, don't you feel
special? GMs, if you remember to occasionally say thanks to
your players for their efforts, they'll feel special. There
are lots of out-of-game ways. A short note, a small gift of
dice or a miniature might be a good way to show that you
appreciate them.
By now, you're asking yourself "for what?" Well, there are
roles that players can fill:
- Webmaster. If you have someone maintaining your site,
that's a fair amount of work.
- Moderator. Using an email list is great. If you aren't
the mod, someone else has to deal with it.
- Mapper/Notetaker. Got a player who keeps a journal?
That's an independent record of the game. Is there someone
who always marks up the whiteboard for you and helps out?
- Welcome Wagon. Some games have lots of new players.
Anyone who helps introduce them and sets them up takes a
load off your shoulders.
- Rules Dude. (Nope, not Rules Lawyer.) If you're real
lucky, there's someone who sits at your table who can be
counted on to look up and remember important rules
regardless of whether it's a monster or PC who benefits.
These people save you time.
Return to Contents
- Remember The GM
This part comes last, but it's the most important. A GM
takes time out of their month to set up an exciting and
entertaining adventure for you. They're willing to create
for a group of people who all demand their attention anywhere
from once a month to once a week. They do it with a smile
(hopefully), and they give lots of time for your enjoyment.
All you have to do is show up. So what can you do?
- Be on time!
- Read what they write. Be appreciative.
- Be cooperative and offer to help out when you can.
- Say thanks! Any time it seems appreciated.
Think about this: A game suddenly shuts down. You may be
disappointed, but how about the GM who put their heart and
soul into the game? It's always nice to be appreciated. At
the end of the campaign, try to find some way to show your
thanks.
A little courtesy goes a long way. Good gaming everyone!
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- More Thoughts On Bards
From: Goblin Samurai
Dear Johnn,
I have to say, I've always found the character type of bard
a little contrived - until I saw a Knight's Tale. That is
what a bard should do.
Instruments are a little hackneyed, but inspiring greatness
and crowd approval through brilliant words somehow rings
true. So what should a bard do in a dungeon, in combat, in a
market place, or whenever?
He should inspire greatness. Have the bard player run an
active sports commentary on combats. Double the amount he
can inspire greatness, but require him to entertain the
entire roleplaying group - that way everyone wins. (Though
if it gets too annoying tell him to take a break). This may
even cross over with another proposed tips set - how to keep
combat descriptions fresh round after round.
In a marketplace, tournament, or other role-playing scene,
he shouldn't take center stage, but should back up the
person taking center stage - a much harder role and more
rewarding for all.
For instance, the heavyset mercenary should be doing the
intimidating. The bard can either run the good-cop/bad-cop
routine, or back-up the merc's threats by outlandish
embellishment. Allow the character with the highest
intimidate skill to make the roll, and the lower skill to
make the assist - regardless of who actually balls up their
fist. Plus, allow the bard to "inspire greatness" for good
measure. The same concept applies to any situation where
members of the party are interacting with outsiders - be it
trading goods, arguing the law, or running from it, or
goading bad guys into or out of a fight.
Of course, the bard should get his chance to shine like any
other character, but there are opportunities for all
characters and especially bards to play support roles from
down stage.
Return to Contents
- More Thoughts On Bards II
From: Jesse Cohoon
Some possible bard activities:
- Tame a savage beast
- "Cast" a sleep spell
- Shatter crystalline objects (or stone with the right
pitch)
- Reveal illusions
- Adjust NPC/ monster reactions to party members
- Confusion
- Eerie music to create fear and uncertainty
Some possible bard roles:
- Negotiator, peacemaker, or peacekeeper
- Jack-of-all-trades and master of none
- Fool
- Knowledge seeker
- Sage
- Newsgatherer, newsgiver
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- Use Conan Books For Names
From: Tony
Hi Johnn,
A brief tip for people struggling to name their characters.
I recently bought a copy of Conan The Swordsman (De Camp,
Carter, Nyberg). The last few pages of the book are
dedicated to names used in the various Conan novels and
short stories. Many Tips subscribers have probably read this
book, but for those that have not and sometimes struggle to
find a decent PC/NPC name, give it a try.
Return to Contents
- Thoughts On Game Consistency While Winging It
From: Shanti
Hi Johnn,
I love your publication. I was recently reading through your
archives and came across your Maintaining Game Consistency
While Winging It articles and had some comments.
I used to prepare complicated plots with many twists and
turns. Unfortunately, my players always seemed to go contrary
to my plans and I was forced to come up with hastily thought
up tid-bits of drama that frequently ran into consistency
problems. However, in my desperate groping for the next
scene, I would often remember unrelated material that I had
been thinking about earlier and convert a basic idea into
something much more detailed. Over the years I have
developed this into a method of achieving both game
consistency AND winging it.
I look at the big picture instead of trying to fill in all
the details. By knowing all the big facts (economy,
politics, motivations of powerful NPCs) about a place it
becomes easy to come up with the details. Rather than
creating a series of encounters from A to B to C
(which characters will invariably stray from), I seed the
entire area with interesting places, people, and events.
Some are related directly to the adventure and are placed
wherever they need to be for the story to continue. Others
are only linked in a very peripheral way or are part of the
back-story. But most are just random bits of intriguing
inspiration for later.
For instance, among the dozen or so things I may have put
onto the local encounter map, I could place a deep trench in
the forest to act as a way to guide the player's movement.
Just drawing a jagged line or writing "trench" is enough to
make it exist in my mind and the world and that's as much as
I'll need to do during my preparation.
Once the game starts, simply remembering that there is a
trench running through the forest provides me with a
location to bring into an NPC's conversation and influence
other events. Maybe a talkative NPC knew someone who fell in
the trench years ago or they have heard strange sounds
issuing from it at night. But what happens when the
characters go to investigate the trench? Answer: the best
thing that comes to you at the time after taking into
account the characters' needs, the players' moods, and your
own shade of sadism.
The point is that there is something interesting for the
players to investigate on the fly with no preparation on
your part. I once came up with an entire subterranean
society because a character wanted to find out if there was
anything under the local sewer system. Instead of knowing
there wasn't, because it wasn't in my plans, I went ahead
and started visualizing and describing what lay beneath. It
turned into an entire story arc. Most of what happened that
adventure was all stream of consciousness based on several
pre-created facts.
So, when I use the term winging it, it's not for lack of
preparation. Rather, it is the level of focus. I put a lot
of energy into creating the big picture: maps, details of
kingdoms, regional politics, and such, while leaving local
details to inspiration and character synergy. I have found
the seemingly unrelated connectivity of events that grow out
of a good gaming session to be almost supernatural and very
interesting to witness as it unfolds. I think it was Michael
Angelo who said that he finds a stone's inner shape and
simply carves away the excess. We could all do with a little
of the master in our methods.
Return to Contents
- Cool D&D Basics Powerpoint
From: j0nny_5
Johnn,
I've always loved your mailings. I made this PowerPoint file
to ease my new players into Dungeons and Dragons. I thought
you might like it. Feel free to distribute it.
[Johnn: I've posted jOnny_5's pps file at the Tips site:
http://www.roleplayingtips.com/downloads/DnD_Basics.pps
383Kb]
Return to Contents
- Tip On Managing Campaign Time
From: Rick Herron
re: http://www.roleplayingtips.com/issue187.asp#request
I have one card stock sheet with the entire yearly calendar
printed between both sides - for my world that's 8 months of
5 ten-day weeks (a total of 400 days), using the table
feature in Word. I put a checkmark in the box to represent
the current day. At the top, I have a spot to mark the
current year and also the year the campaign started.
On the bottom four rows of each side I have an hour number
and a minute number that get used only when needing to track
those (that half-day trip to the hill giant's cave would be
a good example).
The minute number is used in situations where timing
somewhat critical, but not in encounter situations (trying
to socially waylay the court clerk at the right time so as
to distract him while your party members sneak into his
office to steal important documents).
Of course, to keep track of combat (or any important
encounter), I have a separate encounter sheet.
With this system, the speed of time passing is based solely
on what happens - based either on the PCs' choice of what
they do, or the amount of time that passes between important
situations.
Some evenings in my game might cover seven minutes game
time, especially if there are several small encounters, or
even less time if there is one huge encounter that takes the
entire session (that's rare though). Other times, three
weeks can pass in one gaming session, especially if the
group is travelling long distances, and manage to avoid
encounters of any length (this is rare too).
As a reminder to myself, I have a note above the 1st hour
number to do a weather check and I use a modified version of
the weather chart from the PHB to work by rolling a few
dice.
[Johnn: Rick sent me three MS Word docs as part of his tip:
- His campaign calendar
- A weather generation and effects document
- A simple initiative organizer worksheet
Thanks Rick!
You can get all three files zipped here (24Kb):
http://www.roleplayingtips.com/downloads/RickHeronFiles.zip ]
Return to Contents
- Build An Adventure From Monster Guts
From: Kelvin Goh
Just finished another really odd episode of Samurai Jack,
and I realized that you can build an entire world from the
innards of a beast! Especially if the beast is gargantuan.
The example in SJ was the innards of a dragon. Turns out
that this dragon had a bit of indigestion and Jack had to go
down its gullet to clear out the obstructions. Anyway, by
taking the basic human anatomy and expanding it to suit a
dragon, the animators came up with some really funky
landscapes:
- Esophagus down to stomach - a straight drop down. Think
really, really steep cliff. Lined with wavering cillia
(tiny hairs) for convenient handholds - that is, if you
can keep your grip with all that mucus being secreted.
- Stomach - basically a giant pool of acid. Enuff said.
- Duodenum - Fluid filled cavity. Hold your breath or else!
The duodenum is alkali in nature, so breathing in that
fluid, or even being immersed in it, isn't going to do
you any good. Alkalis can be just as caustic as acid.
- Intestines - basically a very large, complicated maze,
with many tiny openings you'd have to squeeze through.
- Rectum - um, don't really want to go into this, but
imagine the stench!
The thing to remember is that guts are populated by flora
and fauna. In humans, these range from bacilli to
macrophages (hunter-killer cells). So, the animators took
that and expanded it into a dragonesque thing: mosquito-like
bugs that help clean out the dragon's intestines prove a
danger (think flightless stirges), bubble-like amoeba that
act as macrophages (think caustic slimes or jellies), and so
on.
We can take this basic premise and fit it to our fantasy
world quite easily. Avoiding dragons, imagine going down the
gullet of an ancient kraken (giant squid). This requires a
bit of knowledge: it is a cephalopod, and the
characteristics are as follows:
- 3 hearts
- Blue blood
- Chameleonic functions, including change of body shape and
texture
- Invertebrate
- Well-developed senses, e.g. sight, smell, vibration-
sensing
- Decoy smoke screen
- Possible luminescence
Now, how do we adapt this to our needs?
- 3 hearts - crushing chambers. Also, entrances to the
bloodstream, which is rigorously guarded by the body's
defense mechanism.
- Blood - hold your breath!
- Chameleonic functions - what happens during a change? For
instance, if the skin darkens, that means that the kraken
has released huge quantities of melanin (to colour its
skin). This will reduce visibility, and worse, it would
also expand its blood vessels close to the skin to
'flush' the melanin into the skin tissue. i.e. anyone
there would be caught in a massive deluge of
biochemicals.
- Invertebrate - no bones, the body is completely pliable.
So what happens to the poor sod caught in the wrong place
when the kraken squeezes through a really tight opening?
- Luminescence - when the kraken lights up (in dark waters,
for example), it'll be like being in a room full of 150
watt light bulbs all going off at the same time, all
around. Characters would immediately be blinded, and the
effects would last for a while - anyone who's experienced
snow blindness will get the general idea. Imagine trying
to fight off marauding macrophages when you can't see!
Also, we need to consider bodily flora and fauna. There'll
be white blood cells, platelets (clotting devices), pigment
cells, digestive cells...the list goes on and on! Take your
pick - the sky's the limit! Who's to say that blood cells
don't pass by each other occasionally to exchange remarks -
"hey, dude, blood cell X3251 got the boot!" "Yeah, I heard!
The marrow really didn't like him!" "Damned, what a way to
go!"
None of this is mentioned in the Monster Manual, but with
some research, you can fully flesh out an entire world
inside a monster. I admit that this approach isn't for
everybody since it takes an awful lot of time to research
out the body functions. Also, the fact that one needs some
specialized knowledge of anatomy will put many folks off.
But for those with perseverance, you'll have crafted an
amazingly unique world for your players.
Return to Contents
- Moon Phase - GM Screen Tip
From: David Ackermann
re: http://www.roleplayingtips.com/issue180.asp#6
To give you an example, I've stuck a picture of the sun
to a clothes peg and sat the peg on the top edge of my
screen. During the character's day, I move the sun-peg
along the top of my screen to give the players a very
rough idea as to how far though the day they are.
Cool idea! I thought of an improvement: stick a picture
of the moon on the backside of the screen. Once the sun
goes down in-game, flip the peg and move it slowly back
in the other direction as the PCs progress through the
night.
Further option: instead of gluing the moon to the peg
directly, use a small clear plastic envelope, such as
those used to protect business cards, corporate ID
cards, etc. (or cut from the inside of an old wallet).
Then you can swap out the picture to indicate the
current phase of the moon - very useful if you have
weres in your campaign.
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