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Roleplaying Tips Weekly E-Zine Issue #120
5 Firewalling Tips For Game Masters
Contents:
This Week's Tips Summarized
5 Firewalling Tips For Game Masters
- Define Your Terms
- Communicate
- Use Your Mechanics
- Keep Players and OoC Information Separate
- Address Specific Problems
Readers' Tips Summarized
- Use NPCs To Test Optional, Variant, And House Rules >> From: Andrew P.
- NPC Rivals >> From: Brimmer
- Monster Design Advice >> From: Joeri T.
- Encouraging Players To Provide PC Backgrounds >> From: Mitch
- Plot Twist Idea >> From: Aki H.
- MAC D&D 3E Utility >> From: SW
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A Brief Word From Johnn
Treasure Ideas Are Online
The treasure ideas from #116's Subscriber Challenge are
ready for download. Whew! It's definitely a diamond in the
rough though, as it was just too big for me to edit and
polish.
In the large (101 KB) text document, there are 7 categories,
225+ ideas (some short, some long), and 17,481 words.
Hopefully, it's the ideas that will help you the most, and
not badd splelling. ;)
You can get the file a couple of ways:
Send a blank email (101KB) to:
minorrewards@roleplayingtips.com
Go to the site where there's a plain text and a zipped
version:
http://www.roleplayingtips.com/downloads/
If the site is slow or unavailable, retry or wait until
later in the week when post-ezine visits drop off a bit.
Blocked Emails -- Follow-Up
In Issue #118 I mentioned that some Tips subscribers were
having problems receiving issues. Here's what you said:
- For my fellow Yahoovians, I offer the following
advice:
- Check your bulk mail folder. That is generally where the
Tips email goes.
- Once you find it, open the message. Then click on the
option that says "Send to Yahoo! for Review". If you do
this, they will send it to your inbox for a while. (I think
2 weeks is the record :). But, if enough of us do this,
perhaps Yahoo! will take the hint.
- Once you find the email, you can easily move it to your
Inbox or other folder.
- In Hotmail, if you find the Tips newsletter in your junk
mail folder, you can set your filters to: "This is not Junk
Mail".
- Free email service providers that have had no problems for
Roleplaying Tips Weekly subscribers:
Thanks for all the feedback!
Johnn Four
johnn@roleplayingtips.com
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DM's Familiar: Become a Better Game Master, Win Booty
DM's Familiar is a Windows program that WILL make you a
better DM. DMF will have you running a better organized,
faster, smoother, and more exciting game. Your players will
thank you. Anyone purchasing DM's Familiar this week will be
entered into a drawing for Demon God's Fane from Monte Cook.
Buy DM's Familiar Today, Be A Better DM Tonight! Go to
DM's Familiar for more information.
Return to Contents
5 Firewalling Tips For Game Masters
by Heather Grove
heather@burningvoid.com
http://www.burningvoid.com/
People who haven't played roleplaying games before are often
unfamiliar with the concept of out-of-character (OoC)
information. Unfortunately, it's such a deeply ingrained
part of roleplaying that many game masters (GMs) never
explain it - it's assumed that everyone knows what it is and
how to deal with it. Because of this, it's easy for a player
to end up breaking the rules or "cheating" without even
knowing what he's doing wrong. And again, because GMs assume
that everyone knows that using OoC information is wrong,
they might never explain why they're angry.
This article is for all of those GMs who don't think to
explain the concept of firewalling to their new players, or
whose players don't quite get it. It's also for those GMs
whose players just have trouble separating player and
character knowledge no matter how hard they try.
- Define Your Terms
Make sure your players know what out-of-character
information and firewalling are right from the start. Make
sure your players also know whether or not use of OoC
information is considered cheating. To you it may be obvious
that this is cheating, but not all GMs play this way. If you
want your players to play your way, then you have to tell
them what your way is! To help, here are the definitions
I've collected:
Out-of-Character Information
Out-of-character information is information that a player
knows that his character doesn't. A character exists within
a world of his own. He has eyes and ears. He hears things,
figures things out, sees things, is told things. He does not
see through his player's eyes or hear through his player's
ears. This means that the player might learn things about
the game that his character has no means of knowing.
Example: A party of player characters (PCs) has split up.
Within the game world they are in totally different
locations, even though the players sit around the same
table. Group 1 spies on someone in a park, and group 2
knocks on someone else's door all the way across town. Each
group cannot see or hear what is happening to the other
group. Thus, when group 1 is attacked (and of course, the
players know about this because they're sitting at the same
table), group 2 has no way to know about it. If a member of
group 2 runs off to help group 1, then his player is using
OoC information, and in most games this would be considered
cheating.
Firewalling
Firewalling is one name for the process by which a player
ignores any information his character doesn't have. When he
firewalls, he bases his character's decisions, thoughts, and
actions only upon information that the character has, not
upon game information that he as a player happens to have.
In some situations firewalling is more difficult than in
others. Let's take the example from above. It might be easy
for the player to convince himself that his character should
have heard from group 1 by now, and thus they must be in
trouble. The more comfortable the player becomes with
firewalling, the easier it will be for him to figure out
what his character would think or do - as opposed to what he
would like his character to think or do.
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- Communicate
Talk to your players. Don't assume that they're just trying
to cheat. A lot of people have bad memories or just have
trouble separating character knowledge from player. Still
others just don't quite "get" the concept of firewalling at
all. Because of this, you're better off trying to help the
player firewall well than simply punishing them. Besides,
even if the player is trying to cheat, this way of doing
things lets him know that you're watching, you've noticed,
and you won't let him keep doing it - so it can still help.
- Instead of getting angry when players make mistakes with
OoC information, calmly remind them that they don't have the
information they're trying to use.
- After the session, remind the player that he needs to
better separate player and character information. (If it's a
rare problem then you don't need to give the extra
reminder.)
- If this is a recurring problem, ask the player what makes
it difficult to keep track of the difference. Suggest that
he keep track of when and how these problems arise so that
he can spot and address any trends.
- Ask if there's anything you can do to help make firewalling
easier on him. There might be things you can do to help.
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- Use Your Mechanics
Sometimes it can be hard to tell whether a player would have
figured something out if they hadn't used OoC information.
Sometimes it can be hard for a player to figure it out!
For example, your current plot is all about this one big
mystery that the characters are puzzling out. They're
picking up clues, putting them together, and drawing
conclusions. Are the three clues they've found so far enough
to cause them to reach the conclusion they've reached, or
did they only reach it because they found out about a fourth
clue out-of-character?
In cases like this, use the solution provided by your game -
mechanics.
If the matter is some sort of clever puzzle-solving or clue-
solving issue, then use an Intelligence, Wits, or Wisdom
check, or whatever appropriate mechanic your game possesses.
If the matter is one of memory, Intelligence is probably
appropriate. If the check succeeds, the character is assumed
to have figured things out on his own. If it fails, he
didn't, and he can't make another check until he obtains
more information or otherwise stumbles across something that
might help him make the appropriate mental connections.
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- Keep Players and OoC Information Separate
There are various things that you, as GM, can do to keep
players who have trouble firewalling away from information
they shouldn't have. Most of these suggestions aren't things
you want to be doing constantly, as they can disrupt the
flow of the game or leave players bored for a while.
- Split players into separate rooms when the party splits
up. Address the groups of players separately. This is
probably only necessary when the characters are doing
noteworthy things or getting into trouble.
- Hand out information that only one player should know via
note-passing. Again, this is probably only necessary for
plot-relevant information.
- Have those players who have trouble firewalling bring
headsets. When you're about to do something that they really
shouldn't know about, tell them to put the headset on, turn
up the volume a bit, and press play. (This suggestion
courtesy of Ilya Bely.)
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- Address Specific Problems
Sometimes a player's troubles with firewalling stem from a
specific area. For example, he might have trouble thinking
things through carefully during stressful, adrenalized,
quick-moving situations (such as combat). In this case, try
giving him a little more time to think things through. Don't
rush him. Remind him to take his time and think.
Keeping track of mistakes and the circumstances they happen
under can help to pinpoint trouble-spots like this. This is
an amount of effort that probably isn't necessary unless a
player is having serious, recurrent problems.
Everyone has trouble separating character and player
knowledge at one point or another. For some people these are
relegated to brief moments before they realize what they're
doing and correct their own mistakes. For others, these are
frequent problems that they have trouble seeing. Help your
players - make firewalling easier on them, and work with
them to make things easier and more fun for everyone.
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Thanks for the great tips Heather!
Be sure to check out Heather's web site for more great tips
and GM articles. She's a professional game writer and also
writes for fun. Let's hope she graces our ezine with more
tips again.
http://www.burningvoid.com/
Tips Request: "How To Deal With Introducing New Characters Into An Existing Campaign"
Here's a reader request that I'd like us to mull over and
give our two cents on:
"What allowances do you make for a brand new player coming
into an existing game, and how do you handle a player who
wants to switch characters? Do you distinguish between a
player whose character died in the course of the game and
one that is simply sick of the character they have?"
As a bit of a background, the reader is GMing a campaign
where the player wanted to play a new character but demanded
that they get the experience points earned by their previous
PC. Do you agree? How do you introduce new characters in
your existing campaigns then, and how do you deal with the
issues of game balance and power levels (i.e. a weak
character accompanying more experienced characters)?
Email me at:
johnn@roleplayingtips.com
Thanks! :)
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Readers' Tips Of The Week:
- Use NPCs To Test Optional, Variant, And House Rules
From: Andrew P.
OK, so you've just bought that new source book, with all
these neat skills, weapons, ideas, and such, but how do you
bring them into an existing campaign?
Firstly, very slowly and with great care. Generally
speaking, any change should be treated with care and, if
possible, use an NPC to facilitate the inclusion into the
game.
It's never wise to give a PC a new power or skill because
they won't give it up, and you'll be stuck with it if you
don't like what it does to your game. With an NPC, you can
have them use the new item or rule and see how it works
first. Players' reactions are also worth noting.
I always believe in NOT handing anything to the PCs on a
plate. Don't have an NPC join the party and happily teach
the PCs his style just because they asked.
Another tip related to this, for newbie GMs, is to keep the
starting rules simple. Don't allow TOO many of those
optional rules into the game just because a player likes
them. If possible, restrict race and class choices as much
as possible to start with. Maybe even keep the PCs
restricted to non-magic using humans.
- NPC Rivals
From: Brimmer
In a starting campaign, it's always a great GM tool and
player motivator to have a competing NPC party of similar
interests in the area they operate in. Have the NPC
adventuring party take the jobs the players didn't and the
PCs can hear of their great successes afterwards. Next time
they see the other party interested in a 'job' the PCs will
go out of their way to steal the glory away from them!
- Monster Design Advice
From: Joeri T.
I personally believe that the challenge as Game Master lies
not in the dreaming up of abilities for your monsters, but
in integrating the right combination of them in a
believable, non-world destroying, adversary.
The right monster is usually tailored to the PCs with a good
mix of combat prowess, special abilities, a few innate
special abilities and any spell casting it might need to
hamper the PCs. This mix should blend in with the monster,
its surroundings and the story line.
If the PCs run into a sphinx, for example, it should not
appear in the middle of a crowded city, but a desert would
do nice. It should also have a reason to be there, say
guarding a pass with an old path. All these factors raise
questions of their own and must provide answers to satisfy
you and your PCs.
For example:
- Who made the sphinx guard that path?
- Why is the path so important?
- How long ago was the sphinx placed there?
- Encouraging Players To Provide PC Backgrounds
From: Mitch
Regarding 'Have Players Write Their Character Stories', I
have a sure-fire way of encouraging players to provide
detailed, typed character backgrounds: offer them additional
points before the game. I call these Character Creation
Points.
Keep them reasonable. PCs can get up to 5% more points from
whatever their original allotment was. In Champions,
characters start with 250 pts so I reward 0-10 points; it's
not enough for a new Power but it's enough to increase one
substantially. In Vampire, I reward 0-5 points so the PC
can't get a whole new Discipline. It's also nice if you
provide a typed response to the players, explaining why you
made your decision.
Character Creation Points have always worked for me. By
submitting the character to the Storyteller for approval,
players tend to pay more attention to whether the character
fits the story. The process also opens up the lines of
communication so you can discuss the character's development
later.
- Plot Twist Idea
From: Aki H.
Have the party prepare for a long dungeon crawl...hiring an
NPC guide, buying a map, loading up on equipment, whatever.
And then hit the party with the biggest and meanest trick/
creature/ambush only an instant after they walk in the
front door, rather than saving it for the end.
Could provide a very interesting shock effect, catch a party
unawares, and give a very misleading image of what they are
in for.
- MAC D&D 3E Utility
From: SW
I just discovered this: http://homepage.mac.com/crystalballmac/
I had looked for Mac/Mac OS X DM tools and didn't find
any. Then I stumbled on this by accident. It's really
thorough although the interface needs work.
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