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Roleplaying Tips Weekly E-Zine Issue #123
Running A Sci-Fi Game Setting Well: 8 Tips For Newbie GMs
Contents:
This Week's Tips Summarized
Running A Sci-Fi Game Setting Well: 8 Tips For Newbie GMs
- Use Pictures, Photos, Printouts
- Base Your NPCs On Actors
- Choose The Right Game System
- Know Your Game World
- Know The Setting As Well As The Players, If Not Better
- Make Sure You're Within Your Chosen Genre's Boundaries
- Be A Good Mimic
- Keep Things Moving
Readers' Tips Summarized
- Bluff And Surprises For NPCs
- Four Poison Tips
- Medieval Name Resource
- A d20 Character Generation Tool For PC/Mac/Linux
- In-Game Tip: Lack Of Privacy
Return to Contents
A Brief Word From Johnn
Supplemental #7: City Places now available!
Remember my request waaay back in Issue #81 for buildings and places ideas for cities? Well, I'm finally making good on that promise and I have a whole bunch of lists and ideas ready for you, all sorted and categorized in one handy file.
"Buildings, Establishments, and Places You Can Find In Villages, Towns, and Cities"
Getting Your Foot In The RPG Biz Door
Heather Grove from BurningVoid.com has sent us some great tips about how to become an RPG writer, and I've included them in this week's issue. I'd also like to point out an article that I've reposted, with permission, from Otto Cargill, about getting your foot in the door.
Minor Rewards: PDF
Jim B. sent me a PDF version of the Minor Rewards file that includes bookmarks to all of the items for easy reference.
Thanks Jim!
Lots of goodies this week. Whew!
Cheers,
Johnn Four
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Noble Knight Games "Where the Out-of-Print is Available Again"
Noble Knight Games is your one stop shop for both new and out-of-print RPG's, Board/Wargames, Miniatures, etc. We carry over 15,000 titles all accurately graded and offer discounts from retail on in print titles. Our website features a shopping cart with secure checkout and all titles listed are in stock and ready to ship worldwide. We also buy and trade for any unwanted gaming items. Visit our website at: http://www.nobleknight.com
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Running A Sci-Fi Game Setting Well: 8 Tips For Newbie GMs
A Guest Article By Jonathan Hicks
jon@thesas.co.uk
http://www.lightsabre.co.uk
During a game GMs come across all kinds of situations they
have to deal with on the fly, but there are certain
situations in Sci-Fi games that crop up again and again that
can throw the everything into disarray.
The most difficult problem is if the players aren't getting
'into' the setting. GMs might look across the table at any
time and see one or two of the players (and in the most
extreme cases, all of them) looking a little bored or lost.
This might have something to do with the way things are
progressing or because they can't get a feel for the game.
So, below I've included nine ways a sci-fi GM can enhance
and colourfully portray their game's setting.
- Use Pictures, Photos, Printouts
Have pictures ready to hand out for certain aspects of your
game so the players can better visualise their surroundings.
There are an abundance of visuals on the Internet and in
books and it's good to have a visual representation of what
it is you're trying to explain.
For space shots, use photographs from the Hubble Telescope,
for starships there are plenty of movie and actual space
agency design sketches you can utilise. Even a rough sketch
by you can serve the purpose.
Links:
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- Base Your NPCs On Actors
Saying that the captain of the starship looks like Pierce
Brosnan or the assassin looks like Angelina Jolie can take
all the work out of the need for descriptions and speeds the
game along. It gives the players a good point of reference
if they can match the face to the name.
Links:
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- Choose The Right Game System
Make sure your system is suitable for the players. There's
no point in running a Star Trek type of game if the players
want to kick Aliens-type backside. Chopping and changing the
game you have designed so that it will suit the tastes of
the players is not a big job and in the long run it will
serve its purpose.
Link: http://directory.google.com/Top/Games/Roleplaying/Genres/Science_Fiction/
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- Know Your Game World
Sci-Fi settings can be vast, and constantly referring to
sourcebooks during play can be tedious for the players and
detach them from the game setting itself if they feel the GM
is not in full control. Not knowing what a certain alien is
capable of, especially at a crucial point in a game, might
destroy the suspension of disbelief. Also, the players not
only need a GM's narrative ability, they also need to be
secure in the fact that he can supply them with a tangible
world.
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- Know The Setting As Well As The Players, If Not Better
There's no point in running a game where the players know
more about the setting than you do. Let's say you're running
a Star Trek game - you've seen a few of the episodes and the
movies, have got the gist of the genre and know the rulebook
inside out. Unfortunately, the player(s) know the series
inside out, can quote lines from specified episodes and have
lots and lots of supplementary books. You can see where this
is going.
Situations will constantly arise where the players will say
they can do something you did not foresee and you know that
if they do it might:
- Upset the route the game is taking, or
- Make the game too easy for them
There are only so many times where you are able to say 'I
can't allow that' before the players feel as though they are
being constricted within a setting they know well. Also, how
do you know they're not making some of these things up? Be
educated in your chosen setting.
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- Make Sure You're Within Your Chosen Genre's Boundaries
There are generally three different types of Sci-Fi genres.
These are:
- 'Hard Science Fiction', where the technology and physics
are based on actual real-world capabilities and
possibilities, with the abilities of equipment based on
actual theory.
- 'Space Opera', where it doesn't matter how something works
- it just does, and Star Wars-type action abounds with large
space battles and even larger technology.
- 'Science Fantasy', where the powers of both psionics and
inter-dimensional theory actually exist.
Most of these genres don't intermix, and if they do then
they usually just touch on each other. If the players are
running through a 'Hard' setting, with theoretically
possible vessels and ecologically viable planets, and then
it suddenly switches to huge laser battles and starfighters,
they may find it a little disorienting. It's best that the
genres are not intertwined so that the players can identify
with their surroundings and are able to concentrate on
exactly what is expected of them.
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- Be A Good Mimic
This sounds a little strange, but having a talent for vocal
diversity and being able to do sound effects with your voice
can help. The 'pyoo' of laser bolts, the 'brmmmm' of
rumbling starships, the 'swoosh' of hovercars, the 'bloop'
of computers... Yes, it all sounds very embarrassing, having
to sit at the head of the table and basically rip your
throat out with silly noises, but if you become good at it
and it's close to the desired effect, then it can help.
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- Keep Things Moving
Even if the story promotes slow investigation, speed up the
pace. Throw in a bad guy, have the characters get shot at,
do something that will grab the players' attention. If
they're suddenly cast into a life-threatening situation then
they won't have time to wonder at their position in the
game.
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Promote Your RPG Product Here
Do you have a gaming-relating product that you'd like to
tell 12,400 Game Masters about? Put your information and
links here! The GM subscribers to this ezine have been very
supportive of advertisers in the past and are open to
learning more about your products as long as they're useful
to roleplayers. Just don't try to sell us any swampland in
Gehenna. ;)
johnn@roleplayingtips.com
Guest Article: Breaking Into the Roleplaying Biz - The Five Top Tips
Copyright 2002 by Heather Grove
I've freelanced in the roleplaying industry for 7 or 8 years
now. I've worked for 2 companies and I think 8 developers.
I've also known a couple of developers as good friends, so
I've had the advantage of hearing things from the other side
of the fence as well.
I've done a lot of writing about the roleplaying industry,
and it would take me... oh, let's see... at least twelve
articles to really fill you in on all the basics (that's how
many I've written so far, anyway). What a lot of people want
to know, however, is the short form of this: How do I break
into the business in five easy steps? What do I do to start
writing for the industry?
This article is the short answer to that question: the five
best tips I can give you; the guiding principles that shape
everything. All the rest is just details.
- Learn to Write!
People who want to write for the roleplaying industry often
don't stop to think of it as a publishing industry. It just
never really occurs to them that they have to be able to
produce writing of publishable quality in order to work in
the industry -- not just a cool plot or some neat
characters.
Think of some of the game review sites you see out there.
Reviewers get very unhappy with game authors who make typos,
misspell things, have poor grammar, create cardboard
characters, create inconsistencies, and so on. If those
reviewers saw your work, would they find the same mistakes
and problems in it? If so, improve your writing a bit more
before approaching a company.
Get Published First
If you want to break into the business, you need to be able
to prove to a company that you can write work of publishable
quality. This means you should have a writing sample ready.
If you don't have anything you can use as a writing sample,
that's probably a very good sign that you aren't ready yet.
If you don't know whether or not your work is that good, you
probably need more practice. If you think your work is
publishable but you would like a second opinion, then submit
short pieces (short stories, reviews, articles) to various
appropriate magazines and web sites. Not only will this tell
you whether or not other people agree with your self-
assessment, but it will also give you resume material.
Just don't give up if you don't get published right away.
Most authors collect rejection slips for quite a while
before getting published.
Why is this?
- Yes, not having previous publications can sometimes hurt
your chances. If you're trying to get published on RPG-
related web sites though, this probably isn't an issue.
- It is very rare for a writer to have hit the point of
publishability as early in her life as she thinks she has.
Hopefully during those first reams of rejection letters
you're still improving your craft, sometimes in response to
editor comments (most editors don't personalize rejection
slips. If one of them does, treat the advice like gold).
- Often, a piece that's wrong for one magazine is right for
another. Keep resubmitting manuscripts and you might
eventually find the right market.
Keep Improving
No matter where you are in your writing career, you can
always stand to improve. So while you're networking,
submitting proposals, writing sample chapters, and so on,
keep improving your writing. Keep working on it. Buy a copy
of "Self-Editing for Fiction Writers" by Browne and King,
and keep it next to you whenever you write. The more you
improve your writing, the more you improve your chances to
get published.
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- Follow Directions And Be Self-Sufficient
Check out the company's web site and look for writers'
guidelines. Read every word of those guidelines and follow
them to the letter. Those guidelines are there to make this
process easier on the developer. If you circumvent them,
you're making the process harder on the developer -- and he
isn't likely to thank you for that.
Don't ask the developer questions that are answered in the
guidelines. Don't ask the developer how to submit material
when there are guidelines on the web site that you could
read yourself. You'll find that most guidelines will tell
you not to send manuscripts that have to be signed for, and
this one is a biggie -- no developer wants to stand in line
at the post office for half an hour just to get your one
manuscript. Such packages are likely to be tossed in the
trash.
Why is all of this such a big deal? Because it says a lot
about you. It says a lot about your willingness to do your
own research. It says a lot about your willingness to follow
directions and do work. If you can't do any of this, then
why should the developer expect you to follow the directions
in your outline or contract?
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- Get Involved
Get involved in communities that revolve around the games
you want to write for. Hang out on message boards, mailing
lists and forums and hold intelligent conversations. Go to
cons and participate in company-run games and tournaments.
Be generally helpful. Review books from those game lines in
an honest, forthright, and thorough manner.
Why? Because this can make a developer notice you. If you're
being straightforward, friendly, and helpful and you're
saying things about his game that make sense to him, he
might remember your name in a positive way. This means that
when you finally get around to sending him a proposal, he
might be saying to himself, "oh yeah, that guy. He seems to
really have his head on straight." There are a few things to
remember when doing this, however:
- Don't do this just to get someone's attention, or it'll
probably show. Get involved because you enjoy the game and
want to support it anyway.
- Be polite. Few developers are going to want to hire
someone who shows a propensity for screaming at the fans.
- Remember your spelling and grammar at all times. It may
seem like overkill on a forum, and I'm sure a few typos here
and there won't screw over your chances. But it's all about
the impression you leave the developer with.
- Try to be honest (but remember that politeness thing). I
think that the majority of developers out there are
interested in hearing honest opinions that disagree with
theirs, as long as they're polite and friendly, well-
thought-out, and well-spoken. (Obviously there are
exceptions to every rule, however.)
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- Keep Trying
Don't give up easily. If you really want to write for the
RPG business, then keep sending proposals and writing
samples and so on to various companies. If one company says
no, pay attention to why (if they say). Try to improve in
that area a bit, then approach the next company. And so on.
On the one hand, you don't want to ignore the fact that a
company has said no. It may mean that you have some
improving to do before you're considered publishable. This
goes with that "keep improving" rule above -- use it as yet
another reason to get even better at what you do.
On the other hand, just because one company has said no
doesn't necessarily mean that you can't do the job. They
might have all the authors they need right now, or you might
have used a turn of phrase in your cover letter that just
really annoyed someone, or the developer might have had a
bad morning that day.
Don't go to either possible extreme here. Don't assume that
you're amazing and any rejection is just a developer's
stupidity. But also don't assume that just because a company
doesn't want you, it means your writing sucks and you'll
never get anywhere.
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- Be a Professional!
One of the best things you can do for yourself is to behave
like a professional. This means that you don't treat your
RPG freelance work as though it were a hobby -- treat it
like a real job, because that's what it is. Developers tend
to run into a lot of flaky people. If they get even the
slightest hint that you fall into this category they may
pass you over without a second thought. Many of the previous
items fall into the "be a professional" category; here are a
few small additions.
Cover Letters and Other Communications
Treat every communication with the developer seriously.
Every email and cover letter should be written with good
grammar. Include all of your contact information. Capitalize
words properly. Spell-check the letter. Why? Because if you
can't even bother to spell-check your letter, why should
they expect you to take the time on a full manuscript?
Remember -- writing is all about presentation.
Be Polite
This one should be pretty self-explanatory. Be polite. Don't
be rude. Don't tell the developer how awful his writing is.
Don't insult his company.
Be Accommodating
Be willing to do what the developer asks of you. If he wants
a writing sample, be ready to give him one. If he wants to
try you out on a less popular line before giving you a shot
at the one you love, be ready to say yes and to do a good
job on that project. If you agree to a contract, make sure
you actually have the time to complete it!
This doesn't mean that you have to do anything the developer
says without using your head. Be smart -- read your
contracts carefully; don't sign anything you aren't willing
to abide by; and so on.
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- Bonus Tips
Now that you have my five top tips for breaking into the
business, I'm going to pass on a few words of wisdom learned
from long years of work and talking to other freelancers.
These are my top tips for staying in the business and doing
well at it.
Turn In Complete Drafts
When you turn in drafts to the company, don't turn in that
mess of ideas that your writing teacher would call a "rough
draft." Turn in a completed manuscript. Spell-check it and
edit it first!
Be Careful
While most companies in this business are straight-up and
reasonable, there are cheats in every business. Don't sign
anything you aren't willing to abide by. Keep copies of all
your contracts. Talk to other freelancers and ask them which
companies to stay away from.
A Few Realities Of The Industry To Be Aware Of
- Freelance writers in other businesses will tell you that
work-for-hire contracts (ones in which your employer owns
the work you do) are evil and you should never sign such a
contract. The truth of the matter is, work-for-hire
contracts were created for a reason. Many magazines and
newspapers try to use them inappropriately and thus they've
gotten a bad name. However, by and large they are
appropriate to the RPG industry.
- Checks are often small and slow to arrive in this
industry. VERY few people in this industry can completely
pay for their rent and other needs by doing RPG work. Be
prepared to do something else (a more lucrative type of
writing; a day job; etc.) in order to make the money you
need.
- Freelance writing is done on a contract basis. Don't
expect a full-time job or health insurance.
- Once Again... Be a Professional. The fastest way to tank
your RPG-writing career is to screw over your developer. The
occasional late contract or cancellation is probably
inevitable, because tragedies do happen. Do everything you
can to minimize the effects this will have on the developer
and company. Warn the developer ahead of time if you think
you'll be late. Do everything you can to turn things in on
time. Let him know immediately if you have to cancel a
contract. Get the idea?
- Do good work. Turn it in on time. Follow your outlines. If
you can manage all of this, you'll probably get more offers
than you have the time to accept.
- Beware Burnout. In both the software field and the
freelance writing field I often hear 10 years quoted as the
point at which most people burn out. In my experience,
that's pretty close to the mark. As far as I can tell that's
because in fiction you'll find that most writers write about
half a day every day --whereas in the RPG market, people
usually have to write all day every day to earn a decent
amount of money.
Keep an eye out for burnout, and be ready to take a break or
switch to doing something else when it happens. If you keep
trying to do contracts when it happens, you'll only make it
worse. You'll know you've probably burned out when you
develop a persistent feeling of really disliking the work
you're doing.
Writing for the RPG industry can be a lot of fun, if not
terribly lucrative. If you have the necessary skills and are
willing to behave like a professional, you'll go far. Such a
combination is rarer than you might think. Developers are
eager to hire such people, and desperate not to hire more
flakes who will screw them over. If you think you fit into
the former category, you shouldn't have a difficult time
breaking in!
More of Heather's articles can be found at the Burning Void:
http://www.burningvoid.com/
There you'll find a series on writing for the RPG industry,
as well as articles on the writing process itself.
Readers' Tips Of The Week:
- Bluff And Surprises For NPCs
From: Christian
A ploy that I use (but not over-use) is to confront PCs with
scenarios that are outside their concepts of the "normal".
- I have had battles between 1/2 Orc paladins and tainted
maidens occur before the heroes. Let them pick a side.
- High level, intelligent characters or monsters who are
wounded try to bluff the PCs to stand down or turn and
run.
- Obvious but hidden trap mechanisms that serve little or no
purpose.
Keeping the players thinking and guessing are my main hopes
for each session.
It is important to be aware of the inevitable and the effect
of having the impossible (in the PCs' eyes, anyway) occur,
but this can lead to far greater roleplaying opportunities.
Imagine a low level character becoming famous (or infamous)
for defeating a high level monster. Some NPCs will cower,
while others out to make a name for themselves will
challenge the PCs. Such an unexpected act in an adventure
could lead to an entire campaign.
There should be some logic behind these events that could be
uncovered, but again that is another adventure.
Things are not always as they seem.
- Four Poison Tips
From: Karl
- Magic is usually the first suspect when no natural source
of a poison can be found and can make a great red herring.
- Exotic poisons are a worry to all in a game world. If the
best mages have no idea then you can bet the King is
sweating bullets. This can be a great plot hook and can get
the PCs into some very interesting company.
- A poison is always a strategic weapon. Subtle
(sometimes), quick or slow, odourless/coloured, etc. It is a
chosen, deliberate, and pre-planned method of killing
someone.
- If the PCs are already chasing an exotic poison it
provides a great platform to introduce other exotic elements.
This adds to the sense that they are dealing with the
unknown and increases game tension.
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- Medieval Name Resource
From: Matthew H.
This is the most astonishing site I have ever found as a
solution to a classic problem:
Medieval Names Archive
http://www.panix.com/~mittle/names/
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- A d20 Character Generation Tool For PC/Mac/Linux
From: Julia F.
I noticed that someone was looking for d20 Mac DM tools, and
not finding too many...
Let me recommend PCGen [ http://pcgen.sourceforge.net ], a
totally open-source java-based d20 character generator and
maintenance program.
It can be used on any system that runs Java 1.3 or greater,
which includes Windows, Linux, and Mac OS X (but not Mac OS
9...sorry!).
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- In-Game Tip: Lack Of Privacy
From: Garry S.
[Comment from Johnn: I thought this great information might
help you plan out a neat scene or two, or help you roleplay
with some extra details.]
re: Issue #110
"Dealing with privacy issues can become an obsession,
leading to rulers who hide their very identity through means
both mundane and magical."
This is worse than the modern mind might even think.
Medieval rulers had no privacy, AT ALL. Everything up to and
including bodily functions were observed by someone. The
ruler's wedding night "bliss" would have observers so that
those who must would indeed know that the marriage was
consummated.
Mind you, in medieval Europe, the first time the nuptial
couple saw each other might have been a few days beforehand.
Nine months later the queen would be subjected to a birthing
environment more like a ball park. Everything but the
grandstands and snack vendors. The true maternity of the
royal heir must not be in question.
The East could be even worse. The Chinese Emperor had
astrologers who would determine which of his wives and
concubines he would bed on the most auspicious nights of the
year. Sure, the guy had a lot of women, but he didn't get to
pick. It was a life closer to a prize horse than that of the
most powerful man in the land.
For royals East or West the concept of privacy didn't exist
at any level. What does this do?
Well, if you live with it all the time, it gets normal. We
would be appalled, but our houses are full of doors, and we
have halls to separate rooms. Not so in olden times.
Everyone from the guests to the maid tromped through one's
rooms day and night. Since the ruler has no expectation of
privacy, no one could expect any privacy.
Servants would be "invisible", totally unnoticed unless the
Royal whim wanted something. Audience seekers, if important
enough like military officers, advisors, etc., would get
used to seeing the royal person in any state of dress or
undress. Modesty, would not be a royal virtue. Taking
reports of the war while in the bathtub and dictating
letters to another king while changing clothing for the ball
were the norm.
Lastly, the Royal never did any work. Seldom did they even
pen their own letters. The great one spoke and it was done.
This varied from society to society. English monarchs
commonly wrote their own letters at least. The French made
sure the prized royal was never burdened with any work.
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