Roleplaying Tips Weekly E-Zine Issue #378
Tech Tools - Using Today's Technology To Enhance Your Games
Contents:
This Week's Tips Summarized
Tech Tools - Using Today's Technology To Enhance Your Games
- Create Wallpapers To Serve As DM Screens
- Use Sound Effects And Music To Accentuate Encounters
- Create 3-D Levels With Level Editors From Computer Games
- Use A Sound Recorder And Microphone For Note Keeping
- Use A Computer Or Laptop
- Track Characters And Record Keeping With A Spreadsheet
- Use GIMP, MapTool, and TokenTool For Maps And Minis
- Use Multiple Monitors
- Use Virtual Desktops
- Use Instant Messaging For Private Conversations
Readers' Tips Summarized
- Speeding Up Convention Play
- Player Mechanics
- Roleplaying Idea: Tests Of Character
- d20 Mob Tip
- Group Burnout
Advanced Adventures is Gamestores
If your love of First Edition is not sated after all these
years, check out Advanced Adventures by Expeditious Retreat
Press, sold at our on-line store as well as FLGS. Scooped in
Dragon Magazine's First Watch, old-school gaming is on the
horizon. Check out Pod Caverns of the Sinister Shroom, The
Red Mausoleum, and The Curse of the Witchhead, also
available in PDF at YourGamesNow.com.
Advanced Adventures at Expeditious Retreat Press
Return to Contents
A Brief Word From Johnn
Recent Plain Text Issues Online
If you've missed a recent issue, you can find HTML versions
online at:
Roleplaying Tips Weekly Archives
And recent plain text issues here.
RSS might be a good way to check what the latest edition is:
http://www.roleplayingtips.com/feeds.php
5 Room Dungeon Contest Winners
Winners of the recent contest have been contacted.
Congratulations to everyone whose name was drawn:
- Gillian Wiseman
- Tyler Turner
- Nik Palmer
- Daniel Burrage
- Uri Lifshitz
- Clayton Blanchard
- Jean-Christophe Pelletier
- Jason Kemp
- Pirate Queen
- Wulfhere
- Valadaar
- Thewizard63
Thanks to Strolen's Citadel for co-hosting the contest:
http://www.strolen.com/
And thanks to the sponsors for their prize donations:
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Attention Publishers, Bloggers, and Game Companies:
This Space For Rent
Do you have a gaming relating product or site you'd like to
tell 13,000 Game Masters about? Put your information and
links here. Subscribers of this e-zine have been very
supportive of advertisers in the past and are open to
learning more about your products, especially if they're
high quality and useful to roleplayers. Contact me for rate
information or if you have any questions.
johnn@roleplayingtips.com
Return to Contents
Tech Tools - Using Today's Technology To Enhance Your Games
Guest tips by Christopher "frpdm" Cho
I'm what you would call an old school gamer. I started back
in the day with nothing more than a pad of graph paper,
pencils, erasers, dice, and the red Basic Dungeons and
Dragons rulebook. Everything was simple in retrospect you
could refer to our gaming back then as low tech gaming.
I remember using clear plastic sheet protectors and a grease
pencil to draw a multi layered dungeon; I would place one
layer on top of the other to see where stairs would line up
and secret passageways would link. Back then I seemed a
genius; to look back now it seems almost laughable.
With the advent of massively multi-player online games,
consoles like the Playstation 3 and Xbox 360, and real life
commitments like a job, a mortgage, and other such buzz
kills, the number of old fashioned pen and paper gamers has
dwindled.
For those of us who continue to meet regularly and sling
dice over a battle-mat covered table, though, there are nice
tools available today to improve your game, simplify the
almost overwhelming record-keeping tasks of the DM, and make
that evening spent together one that will be talked about
for years.
To that end, I present my list of suggestions of modern day
tools for use in your old fashioned role-playing games. This
particular set of tips is geared towards a Microsoft Windows
environment, but I'm confident Linux and Mac users would
have little or no problem finding the equivalent programs
for their respective operating platform.
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1. Create Wallpapers To Serve As DM Screens
This tip works best with the multiple monitor setup tip in
this article and a display adapter that can accommodate
different desktop wallpapers on your various displays.
Use GIMP or the Windows Paint application to create files
that display commonly referenced tables, and then set them
as your wallpaper.
Pressing the Windows Key +D automatically minimizes all your
windows and displays your desktop, and pressing it again
toggles the windows back to their former size, so it's a
quick toggle to refer to these charts and tables and then
toggle back to your open applications.
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2. Use Sound Effects And Music To Accentuate Encounters
I like to keep a library on my hard drive of music
soundtracks and sound effects. Animal growls make a nice
attention getter when the party is crouched around the
fireplace and they think they heard a twig snap. Creaking
doors, the pfffft of an arrow whizzing by, and the sound of
stone rumbling on stone nicely accentuate sessions.
There are quite a few movies that have great soundtracks to
play softly underneath the game session. I like the original
soundtracks to Conan the Barbarian, Lord of the Rings, The
13th Warrior, and Legend.
Hard drive space being as inexpensive as it is, you can keep
many of these soundtracks on your laptop hard drive; add
shortcuts to your desktop and you can quickly access them as
needed.
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3. Create 3-D Levels With Level Editors From Computer Games
OK, I'll admit I only use this for the grand finale of a
campaign, or for times I find myself with an amazing amount
of downtime. But, the results can be nothing short of
spectacular.
A handful of computer games have level generators included
with them, so you can create your own adventures for the
game. Two that come to mind are the old PC DOS based game
Witchaven and the more recent Neverwinter Nights. I believe
Quake had a level generator plug-in, as did another game
called Hexen, but you should verify that.
I've used Witchaven and Neverwinter with awesome results,
but I have to admit the time commitment was pretty
extensive, so, again, consider this option with the
understanding that a major time commitment might be
required.
[Comment from Johnn: you can find great Neverwinter Nights
tutorials here. ]
Witchaven runs on DOS, so I keep an old Windows 98 laptop
just to run it. Using the level generator that was included
with it, I can create a 3D version of any dungeon, tomb, or
castle ruins. I can add secret doors, traps, and other
standard DM goodies. I fire this up and effectively walk the
players through the dungeon. Whenever an encounter takes
place we switch to either miniatures or GIMP to track the
actual battle.
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4. Use A Sound Recorder And Microphone For Note Keeping
I don't know about you, but my group of players always seems
to choose the option I haven't prepared for. It's
commonplace during sessions that something I don't have
prepped for will pop up. Maybe the party wants to eavesdrop
on a conversation between guards, or interact with a random
encounter that I hadn't completely planned for.
In cases like this, clicking on a sound recorder to
invisibly store the conversation, make notes, etc. is a real
time saver (and I never like to clue players in that I'm ad
libbing a particular part of the storyline.)
Audacity is a free download perfect for recording audio on
the fly. It's a great tool when player characters ask, "What
did that barkeep say about the brigands with the red sash?"
You can quickly bring up the.wav file (after they make their
memory checks, of course) and recount word for word the
entire conversation.
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5. Use A Computer Or Laptop
This seems so obvious, especially since most everyone uses
e-mail and surfs the web daily, and if you're getting
Johnn's role-playing e-mails then you're obviously using a
computer already. But, every once in a while, I'll run into
a fellow gamer who is surprised I use one or more laptops in
my gaming sessions.
I don't think I would want to play without at least one of
my trusty laptops in front of me. If you don't game with a
computer, think about investing in a laptop, especially if
you're the DM. Once you get everything in place, your
laptop(s) will become an indispensable part of your game.
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6. Track Characters And Record Keeping With A Spreadsheet
80% of what I know of Excel I learned creating character
sheets. Not only does a good spreadsheet simplify the PC and
NPC generation process, but a well constructed spreadsheet
provides essential information at a glance, speeds up
gameplay, and makes the gaming experience more enjoyable for
all.
If you don't have a strong command of some spreadsheet
program (Lotus, Excel, Open Office Calc, etc.) you might
have a bit of a time investment ahead of you as you learn
the software, but, in the long run, it is well worth your
effort.
I currently have a spreadsheet set up as follows:
- Each character has one tab that is effectively a
computerized character sheet.
- It auto-fills many items for me. For example, if I select
Dwarf from the drop-down box in RACE it will auto-fill the
adjustments to the stats, racial special abilities, etc.
- When I input PC experience point totals, the spreadsheet
notifies me when a new level has been reached, indicating
where adjustments to stats, combat stats, etc. are now
available.
[Comment from Johnn: For D&D gamers, past e-zine advertiser The Only Sheet is a great Excel tool.
Also, search my site for Loz Newman, who has submitted
several spreadsheet tips:
http://www.roleplayingtips.com/search.php ]
- I also have tabs for consolidating certain aspects of all
characters into one page. For example, I have one tab for
skills. All skills are listed, and character names run along
the top. Each character's score for each skill is
automatically displayed and updated as the data is linked to
each character's tab. Any skills that aren't taken by anyone
are automatically greyed out for ease of identifying what
skills are known. I can view all the stats of all the
players on one tab.
- I have similar tabs for money, magic items, combat, hit
points, etc.
The hardest part of this is keeping the spreadsheet current
with whatever game system options your group decides to
implement. This particular tip could result in some serious
up front time investment on your part, but that's the joy of
being the DM, right? Consider that your newfound knowledge
of a spreadsheet application might increase your value to
your employer, and suddenly a few hours creating lookup
tables isn't that bad.
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7. Use GIMP, MapTool, and TokenTool For Maps And Minis
- GIMP is graphic editing software you can download for
free. It's not as robust as Adobe's Photoshop or
Illustrator, but I find it perfect for creating maps and
using it during gameplay.
Our gameplay space is limited, so in lieu of miniatures
covering the table, I use RP Tools' java based utility Map
Tool to display the map. I draw in GIMP and zoom in for a
tactical melee display as needed.
- MapTool allows you to 'host' your dungeon via the Internet
(or your local LAN if you have lots of players who bring
their own laptops) and while the DM has a sort of "God view"
of the dungeon, the players can only see what the DM reveals
(based on light sources or infravision or other senses.)
You can accomplish the same thing using GIMP, and if
feedback warrants, an additional article can be written
describing exactly how to use GIMP for gameplay.
A nice thing about Map Tool is it allows your players remote
access over the Internet for groups who have players who
can't be present. It even has a built-in chat utility.
- RP Tools also has a utility called Token Tool, which
allows you to use any existing JPG or BMP file and convert
it into a scaled token for use in MapTool. I've spent way
too much time into the wee hours of the morning downloading
various pictures and then converting them into tokens for my
next game session. This is definitely one to look at.
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8. Use Multiple Monitors
For those who can afford it, multiple monitors will make
your laptop more useful. There is a little bit of a hardware
investment required here, but it's well worth it.
When we play, I have my laptop and three other monitors
hooked up to it. One monitor to the left, one to the right,
and another facing the players (it displays the same
information I see on the right side monitor to the players.)
To accomplish this, you'll need three pieces of hardware to
add to your laptop:
- A video splitter box
- A USB to VGA adapter
- Some spare monitors
Most laptops these days have a video out port for an
additional monitor. What I do is attach a video splitter box
to that video out port, and hook two monitors up to that
splitter box. Whatever I display on that monitor will be
mirrored for the players to see, so during game play, the
right monitor displays the dungeon and the characters via
the GIMP interface.
The other piece of hardware you should consider investing in
is a USB to VGA adapter. This effectively turns a USB port
into a monitor port. It isn't a fast refresh, so you
wouldn't want to play Quake or some other game on it, but
for stationary data display (such as a dungeon key or game
diary) it's perfect.
I like to have the dungeon key displayed on the left side
monitor via this USB to VGA adapter, and my spreadsheet with
all the characters and their stats in the central, primary
laptop display, along with a DM's version of the map showing
all the traps, encounters, etc. It sounds a bit
overwhelming, but once you've tried it and become used to
it, you'll be wondering how you ever got along without it.
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9. Use Virtual Desktops
To add to the wonderfully nerdy setup described so far, you
can download an application that provides you with virtual
desktops that provide numerous additional desktops for you
to use. Virtual desktops are just what the name implies Ð
make-believe desktops running on your system.
I use one desktop as explained in the multiple monitors tip,
then I have another virtual desktop just for displaying data
and pictures of NPCs. I have another desktop for displaying
pictures of creatures and locations, and yet another desktop
for sound recording.
Pressing the Windows key +1 brings up the first virtual
desktop, Windows key +2 the next, etc. It's like having 5
laptops in front of you. It takes a little getting used to,
but now, I am so used to having five desktops and three
monitors I can't imagine going back to a single display and
a single desktop.
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10. Use Instant Messaging For Private Conversations
This tip assumes you have players who have their own
laptops, and a gaming environment with an Internet
connection (wireless being ideal for obvious reasons). If
you're lucky enough to have all this, instant messaging is a
great alternative to, "Ok, everyone take 5 in the living
room while I talk with Steve/Arnon here about what he sees
as he scouts ahead."
Instant messenger is a great way for players to communicate
to the DM without alerting the others (which may be a good
or bad thing depending on your group). It's handy to have
the party thief be able to IM me and say, "I'm picking
Parvati's pockets as we make our way through the market
place," without having to hand me a piece of paper and thus
alert the others that something is going on.
* * *
Well, that's probably enough to get the ball rolling.
Hopefully you're already thinking about which of these
tips would be useful to you. I would be interested to
hear what other DMs and players do to utilize today's
technology in their gaming sessions.
Now roll for surprise....
[Comment from Johnn: send feedback and tips to me johnn@roleplayingtips.com and I'll forward them to
Christopher, thanks.]
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Speeding Up Convention Play
From: Bill Collins
- Roll all dice on the table - the hit die, damage die, and
miss chance (if any). Announce in advance your dice pairings
and which one is your high iterative attack, etc.
- Players: if you're going to cast a spell or use a combat
rite or special ability, have the book open to it and let
the DM know the save DC and/or the effect. (As an aside, I
don't worry about fireball, hold person, sorcerous blast or
chain lightning - I know those. It's when someone casts wall
of thorns that I need to know the parameters.)
- Ask a player familiar with the system to appoint
themselves as a rules assistant. They can help others who
have questions while I'm busy.
- Rules lookups will last for a minute, tops. If we can't
find an answer, I'll make a ruling and move on.
Alternatively, if the next person in the order can go and
won't be affected by the previous action, they take their
turn while we look up the rules.
- I announce house rules in effect, and go over variant
rules before play begins. Usually this comes up with Monte
Cook's Arcana Evolved, which I run a lot at conventions. I
explain Hero Points, that standing up from prone is a move
action that doesn't provoke, and anything else I've tucked
in the character packet.
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2. Player Mechanics
From: Ryan McHargue
Player Mechanics is a theory really, as I have only limited
experience testing it out. The theory is every player has a
certain playing style that can be written down into a
mechanic of how their perfect scene would run.
I believe there to be four basic mechanics for any scene:
- Dice rolled skill checks
- Non-dice rolled skill checks
- Dialog
- GM Narration
Each player has their ratio of enjoyment of each element. I
liken it to the video game Oblivion and the conning tool
where you have four types of statements you can make: a
joke, a compliment, an intimidation, and something else.
Each has a value for the NPC, and depending on what value
you give each one, you will get a higher level out of the
conversation with the NPC.
I believe this to be the same with your players. We all like
a certain amount of dice rolling, and dialog, as well as the
GM setting up the mood of the scene through narration, and
non-dice rolling successes or failures.
The trick is to determine what each of your players feel
about these areas, and then setup your scene with as close
to a custom mechanic for each player as you can.
Dice rolling and non-dice rolling skill checks are
straightforward: actions you require the player to roll to
accomplish, and actions you don't because you know the
outcome no matter what the roll.
Dialog is a bit easier to get a good read on for your
players - the ones who love it usually initiate it more.
Dialog is a two way street, though. NPCs and PCs have to be
part of the conversation.
GM Narration is the blurbs and descriptions you provide to
frame the setting or to provide the players with background
information.
The Questionnaire
------------------------------------------------------------
Part of these ratios come with knowing your players, but
part can come from a quick questionnaire. A choose your own
adventure is what I like to use. It is a 5 minute game, and
should give four parts. Each will have a hook and the four
mechanic options, like a Choose Your Own Adventure book.
Each option should effect the choices they have left.
For example:
The PC is in a crowded room when he sees a man pointing a
gun at him. The man addresses the PC, calling him by the
wrong name and accusing him of killing his father. The PC
can:
- Draw and fire his weapon at the attacker and make a
marksmen skill check.
- Take cover behind people in the crowd, not having to make
a roll.
- Talk to the attacker and try to convince him he has the
wrong guy.
- Get more information about the scene.
Each successive round you take away the mechanic option the
player chose previously. If the player chooses to talk to
the attacker, you take away his ability to talk the next
round, such as having the attacker rush him firing his gun.
Then, offer the player the options of taking cover as a free
action, making a marksmen roll, or getting more information
about the scene (such as what is around him). After the
player chooses next, you take that option away, and so on.
Once all the actions have been exhausted you can finish the
scene using the order of options the player chose or however
you wish.
The important thing is you have come up with the favored
order you can use to calculate their preferred player
mechanic(s). Once you have completed this quick adventure
you talk to your player and explain to him what it is you
are attempting to determine (their mechanic preference).
They will be able to flesh your findings out a little more,
giving you better ideas as to what they like best about
rolling or talking.
Armed with this knowledge of your players' preferences, you
can design their ideal scenes more often with greater
accuracy.
So that is my theory. Game On!
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3. Roleplaying Idea: Tests Of Character
From: Erik C.
Johnn,
After last night's D&D session, I thought I'd drop your
readers a line regarding an interesting trick that can
provide an evening's entertaining respite from the same old
thing. It allows players to take a break from their own
characters...in a way. I've done this in a couple of
different campaigns now, and both groups have had a blast
doing it.
At an opportune moment, provide your PCs with a series of
dream sequences, where one character is trying to get a
grasp on the situation and the other players represent
their own characters, but kind of in an alternate universe
motif.
In my latest example, a tomb the PCs are investigating has a
magical series of tests the characters undergo, the first of
which blinds them all with a strange white light when they
enter this room.
I started by asking to speak to all but one of the players
in another room, though I did it in pairs to decrease the
suspicion of my victim. I then explained to them what was
going on, that their comrade was undergoing some sort of
experience in which I wanted them to play themselves, but
with specific roles.
This test was sort of an alternate future in which some
portion of the character's current quest had been a failure,
and the characters' lives had gone down a far different road
than they had planned.
The player in question, and his character, didn't know what
was going on. After the strange light, he woke in a
completely different place. A couple of his compatriots were
there, but they were now apparently bad guys (and so was
he!) who obviously expected him to know what was going on,
on the run from the party's remaining good guys. I gave his
dwarven companion an ugly scar and an eye patch to complete
the illusion that time had passed.
This was to be a test of his character, to see whether he
would just go with the flow and accept this new scenario, or
stand up for what he believed in and refuse to accept it,
maybe even surrendering to their pursuers (who arrived on
scene about halfway through the scenario, accusing him and
his friends of vile atrocities).
The players had a fantastic time. When it was over, and the
group expected things to return to normal, I pulled the
victim out of the room along with one of the other players
and began outlining the next scenario for yet another
victim. I have five players, and by the third such event
they obviously knew what was going on, but by then they were
getting into it, particularly since whatever happened to
their alternate characters didn't really matter; only the
victim would remember the encounter.
(One of the players was horrified when his companions
starting trying to kill each other. In that scene, the
victim had apparently charmed all of his compatriots to aid
and protect him as they were running from the law, and a
couple of them came out of the enchantment in the middle of
the scene.)
This trick works best with hard-core roleplayers, since the
characters' choices and experiences are their own reward,
but I think it could make a nice diversion for any group.
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4. d20 Mob Tip
From: Paul Wilson
In the D20 systems (D&D, Star Wars, etc) you can run mobs
with ease. Because 20 divides into 100, each number on a D20
can be thought of as 5%. You treat the target number (DC) as
a 50% success, and each number higher or lower modifies the
success rate by 5%.
For example, you have a mob of 20 goblins archers, and they
are shooting at a player character with an AC of 20. If the
goblins roll a 20, then 10 of them hit. If they roll 23,
then 13 would hit, and if they roll 15, 5 goblins would hit.
However, if you roll a 10, then no goblins would hit.
This works because all values on a 20 sided die have an
equal chance of being rolled, and if you multiply each
number by 5 then it gives a number from 5 to 100 (which can
be used as percentages). It does help if you have a
calculator with you as this speeds things up a bit, but even
without one, it is faster than rolling 20 attack rolls. It
can also be used for saving throws or whenever you need to
roll a 20 sided die to resolve something for the mob.
When dealing damage to a mob (rather than just targeting one
individual within the mob, such as when someone launches a
fireball at them), you can roll damage once and multiply it
by the number of hits the mob takes. You then divide that
number by the average hit points of the group. This gives
the number of individuals killed in the mob. Any remainder
from the damage is added to the number killed done on their
next hit.
For example, you have a mob of 20 goblins and a 1st level
sorcerer casts burning hands at them. It is determined that
10 of them will be effected by the spell, and as they rolled
a 3 for their save, they will take full damage from the
spell.
The sorcerer rolls 1d4 for damage getting 3 and multiplies
this by 10 to give 30. Dividing this by the average hit
points (4) gives 7 goblins killed and a remainder of 0.5 (so
one of the goblins would be effectively be at half hit
points).
This also works well with a mob on mob situation (it can
therefore be used for a mass combat resolution).
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5. Group Burnout
From: Ben K.
Hey Johnn,
Just thought I'd add a few comments to your discussion about
GMs losing the inspiration to sit in front of their groups
and run a session.
I've learned sometimes GM burnout is actually just a
reflection of general group burnout. I think we maintain an
emotional and empathic link to the players, setting, NPCs,
and general atmosphere of the game.
Next time you feel like you are burning out, take a look
around the table and mentally do a buy-in check on your
players. Do they look tired? Worn-out? Distracted? Is there
a significant dip in their investment in their characters?
It could just be general group fatigue.
As you say, one of the solutions is to try a different game.
I'm here to offer the same advice, but I'm also here to say
don't neglect the thousands of other types of games out
there that can be enjoyed in a group. Sometimes moving from
one RPG to another RPG just isn't enough; there's still an
emotional attachment to characters, setting, etc.
Don't forget the thousands of board games, video games, card
games, and sports that can be used to invigorate a group.
Some of the tactical board games have just as much diplomacy
and pulse pounding action as any RPG. Murder Mysteries can
be a ton of fun, and you already have a group to play.
My group spent a few sessions competing against each other
in Guitar Hero 2 on the Playstation 2. As DM, I went back to
reading a few of my favourite fantasy books, and started up
a few old favourite computer RPGs. Absence, as they say,
makes the heart grow fonder.
After a few weeks of using "game night" to play other games,
my old group came back together excited to see the world and
characters they had begun to miss.
Cheers, and thanks for the articles!
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