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Roleplaying Tips Weekly E-Zine Issue #127
Using 'Top 7 Lists' To Help Assimilate Published Game Worlds
Contents:
This Week's Tips Summarized
Using 'Top 7 Lists' To Help Assimilate Published Game Worlds
- Outside In
- Why Top 7 Lists?
- Top 7 Religions
- Top 7 Kingdoms And Countries
- Top 7 Power Groups
- Top 7 Powerful People
- Top 7 Movers And Shakers
- Top 7 Conflicts
- Top 7 Recent Events
- Top 7 Standard Opponents
- Top 7 Praises And Curses
- Top 7 Interesting Places
Readers' Tips Summarized
- The 10 E's Of Successful Role Playing!
- Prophecy Tip
- Another Online Name Generator
- Gods Tip: The Manifest To Schismatic Ratio
Return to
Contents
A Brief Word From Johnn
Thanks For The Convention Tips
Thanks to everyone for sending in your tips for GMing at
conventions! I'm processing the tips now and will either be
running an issue on the topic next week, or producing a
Supplemental Issue.
Johnn Four
johnn@roleplayingtips.com
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Contents
FREE OUT-OF-PRINT RPG MATERIALS!
This month we are featuring rare Planescape and Shadowrun
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Complete Book of Necromancers! As a special bonus to
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[Comment from Johnn: Just as a heads-up, I have personally
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condition advertised. If you're looking for used RPG stuff,
I can personally vouch for Dan and his integrity.]
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Contents
Using 'Top 7 Lists' To Help Assimilate Published Game Worlds
In my D&D campaign, the characters visited an insane asylum
for outer-planes beings, found a gate, and were transported
to a whole new world. I've had to put this campaign on hold
'till I meet a few deadlines, but I haven't stopped
planning.
One of the challenges I'm facing is that I transported the
PCs to a published setting called Forgotten Realms. And it's
huge, with gobs of materials to check out and absorb. So, I
needed a quick way to get a handle on things so I could
spend time planning encounters instead of reading books.
This week's article discusses the process I used, and it
worked out quite well for me--I hope it works for you to. It
can be used to digest any published game world, be it
online, in a book, free, $$, or whatever.
- Outside In
I had a campaign area already established, so my goal was to
learn about the major aspects of the game world and figure
out how that would affect the daily life of the PCs and
NPCs. With this knowledge, I can roleplay and plan
encounters better and with greater consistency.
I chose to work from the outside in. That is, I looked at
the huge issues first, such as the gods and their agendas,
and then slowly drilled things down to the level of my
campaign area.
Many GMs work this way, and many do the opposite--they work
from the campaign area outwards. Either approach is fine!
Pick the one that you feel most comfortable with.
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Contents
- Why Top 7 Lists?
I believe the 80/20 rule applies with absorbing world books
and supplements. 80% of what you need to start a campaign or
adventure that is to be consistent with published game world
information can be derived from knowing just 20% of that
information.
In other words, you don't need to learn and remember every
detail that's in your world books to start. And that's the
goal: to start. Not to get bogged down by reading and
research.
As the campaign progresses, you'll have plenty of
opportunities to do more research, make up your own things
and declare any inconsistencies that pop up as "local or
regional variations ;)", read between games, and so on.
You'll learn it all eventually.
The easiest way to figure out that 80% is to make some lists
about the basic elements of your world. The lists should be
long enough to give you a good overview, but they also need
to be short enough so that they don't take forever to create.
So, I found "Top 7" lists to be the perfect size. Top 5's
were too short for me, and Top 10's took too long.
Making lists isn't always easy either. Sometimes you have to
do a little bit of reading or skimming. But that's what made
the process so effective for me. It wasn't enough to simply
read through the world information; I had to understand the
basics well enough to be able to prioritize things into a
Top 7 format.
Finally, once I was done I had some awesome reference
materials and cheat sheets. Nothing beats organized listings
of information for in-game, on-the-fly reference. :)
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Contents
- Top 7 Religions
My campaign world is fantasy, therefore I made a Top 7 Gods
list. If your world is different, then you can focus on
religions.
I just wanted to quickly learn who the major divine powers
were. As stated in a previous Tips issue, a single god could
have multiple organizations of followers or religions
associated with it, but I just needed to know who the most
important deities were for now.
It was a tough job picking the Top 7 Gods as there are many,
many deities in the Forgotten Realms. After skimming through
the profiles, I just picked the ones who seemed the most
significant or who appealed to me most. I also made sure to
pick at least two evil gods for setting up campaign
conflicts.
I also wanted to learn a little, but not a lot, about each
diety, so I created the following profile for each one:
- Common Name(s):
- Portfolio: (i.e. Weather, Death, Magic)
- Alignment:
- Page#:
- Goals:
- Recent Actions:
I found this profile quick to fill out, and I felt it would
help me plan and/or game master any of the deities' churches
or priests who the PCs might come across.
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Contents
- Top 7 Kingdoms And Countries
The gods list gave me a wide-scale overview of the major
religious motivations governing the world. Next, I wanted to
learn more about the biggest political entities that would
affect my campaign area.
These are usually kingdoms, countries, large cities, and so
on, that neighbour my campaign area. But, I also glanced at
the other world entries in the book just in case remote nations
had significant influence as well for whatever reason (such
as war, magical might, technology, cultural epicentres,
etc.).
Here's the profile I created for each place:
- Name:
- Population/Races:
- Major Traits: (i.e. what makes the nation different?)
- Government:
- Beliefs/Religions:
- Recent Actions/Conflicts:
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Contents
- Top 7 Power Groups
Not all political and social influences are determined
through the gods or countries. So, I wanted to list the most
important cults, societies, military orders, cultures, sub-
cultures, secret organizations, and other significant power
groups who could be plotting in the game world.
For each group, I wrote:
- Name(s):
- Membership:
- Purpose/Goals:
- Affiliations:
- Recent Actions:
This was a tough one also, because of the large number of
possibilities within the Realms. So, I either chose groups
who had the largest potential campaign impact, or who
sounded like they could spawn the coolest adventures.
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Contents
- Top 7 Powerful People
Next, I wanted to know who the most important people were in
the world.
- Kings, Queens, rulers
- Great mages
- High priests
- Famous adventurers
- Powerful nobles
- Wealthy merchants
- Major villains
I had a large list to choose from, so I based my decisions
on potential campaign effect, influence over/in the PCs'
region, and biggest potential presence in the game.
By "potential presence" I mean having the greatest
likelihood of tangling the PCs in their plots, or of getting
tangled in the PCs' plots.
Here's the profile I quickly made for each person:
- Real name:
- Aliases:
- Core game stats: (i.e. class and level)
- Alignment/Morality/Ethics:
- Key powers:
- Personality:
- Goals:
- Current plots:
- Allies:
- Enemies:
Also, whenever possible and when it seemed fitting, I picked
NPCs who were affiliated with entries in my previous Top 7
lists: Religions, Kingdoms, and Power Groups. By doing this,
I was hoping to close the loop in my research a bit and make
my campaign start be a little more manageable.
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Contents
- Top 7 Movers And Shakers
This category is nearly identical to the Top 7 Powerful
People list but is local in scope only. That is, within my
PCs' region, a small city, who are the people who get things
done for the most powerful people in the campaign?
- Agents
- Fences
- Informants
- Local politicians, nobles, community leaders
- Leaders of underground organizations
- Merchants and wealthy people
- Consultants, advisors, sages
I couldn't find any information about these people in my
game literature, so I just made them up. I felt it was
important to know who they were as they would be the primary
non-PC plotters, story seeds, and adventure hooks.
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Contents
- Top 7 Conflicts
After beginning at the top -- the gods, and working my way
down, I finally felt comfortable researching or coming up
with the biggest conflicts affecting the local people in my
campaign, be they wars, villainous schemes, power plays,
greedy plots, actions of revenge, etc.
You don't have to stick to the letter of the game materials
by any means. But, the Forgotten Realms book and supplements
provide many great conflicts and adventures, and I wanted to
keep things fairly consistent at this point to help make my
job easier--I have a whole campaign ahead of me to diverge
from official materials, and I'm in information absorption
and campaign launch mode right now--I've gotta take things one
step at a time.
For each conflict, I outlined the following:
- Title:
- Participants:
- Description/Overview:
- Key individuals involved:
- Key location(s):
- Core time line: (i.e. just the key past, present, future events)
Return to
Contents
- Top 7 Recent Events
Now we're starting to pull things together. Scanning the
entries from my world book, and looking at what I wrote in
the recent conflict entries in the various Top 7 lists I
made, I had many recent events to choose from.
This was a nice bonus, because I often find recent events a
little tricky to come up with on-the-fly. Plus, all the
events, including the book ones, had a solid rationale
behind them, and that's a great GM feeling.
I plan on using the events Top 7 list for a variety of
purposes:
- Roleplaying (i.e. small talk)
- Generating rumours and gossip (i.e. clues)
- Plot hooks
- Story seeds
- Background flavour
- Campaign realism
While I had many to choose from, I just focused on 7 to keep
things manageable. From an NPC's perspective, most people
only chat about the weather and 2-3 current news items
important to them anyway, so I didn't need a mile-long list.
For each event, I recorded the following:
- Title:
- Who:
- What:
- Where:
- When:
- Why:
- How:
- Who cares about it:
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Contents
- Top 7 Standard Opponents
If every encounter involves a completely different monster,
foe, or opponent, the world soon feels like a zoo. So, I
wanted to establish some common opponents for my PCs so that
they could develop some:
- Rivalries
- Knowledge
- Tactics
- Campaign information
This list was pretty quick to make. I skimmed the book
looking for new monsters, races, and character classes (to
initially surprise the characters and give them some
mysterious opponents to learn about). Then I turned to my
Top 7 Conflicts, Power Groups, and Movers & Shakers lists to
fill out the remaining spots.
I'm actually contemplating making three seperate lists:
- Urban
- Rural
- Dungeon/Esoteric
But for now, I mixed all the categories together, with most
of the foes being in the city the PCs are currently
exploring.
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Contents
- Top 7 Praises And Curses
It drives me nuts when I have an NPC curse and swear but I
can't think of what to say. It destroys the effect I'm
trying to achieve, and makes the scene turn into undesired
comic relief for my players.
So, as I had the preparation time, I scoured the book for
common sayings, and then invented some curses and praises to
fill out the list.
I listed 4 curses and 3 praises, in order of severity, and I
based them primarily on the world's religions and villains.
For example, the god of death always makes for a good curse:
"May Osiris take your bones!"
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Contents
- Top 7 Interesting Places
Next, I listed the most interesting places in the local
campaign area for:
- Adventures
- Encounters
- Conversation
- Background events
I drew upon my pool of conflicts and my source materials to
create this list. For each place, I described:
- Name:
- Location:
- Importance:
- Interesting feature(s):
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Contents
I'm still not finished my lists either. As I read the
Forgotten Realms book I pick up new bits of information that
makes me re-prioritize a list, or add a new entry. That's
fine. The most important thing is that I have a solid basis
for roleplaying in this published world now--all future
refinements and additions are a bonus. :)
Your GMing style might benefit from additional or alternate
Top 7 lists. Do whatever you need to, but remember that the
goal is to just get up and running without spending too many
hours on initial research.
Another objective, for me personally at least, is to keep my
facts straight about the published world I've decided to use
in the first few game sessions. I don't want to shoot myself
in the foot and make a critical error that renders a lot of
the published information moot or significantly different.
Finally, there's no reason why you couldn't use this process
to create a campaign region from scratch. The lists help
focus your thoughts, planning, and energy, and you are
creating great reference materials as you go!
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Readers' Tips Of The Week:
- The 10 E's Of Successful Role Playing!
From: Quinton 'RazoRbacK' Delpeche
- Evaluate
Don't just draw your weapon and charge, take some time to
evaluate the situation. Your DM should not get upset if you
just ask a few simple questions before the encounter starts,
but get into the habit of asking this as soon as you enter
the encounter area.
- Environment
Look around at what other items are available to help you
overcome the encounter. The DM will always ensure that there
are multiple means of getting through an encounter, and
hacking and slashing your way out is not always the best.
The DM will not gift-wrap information for you, so if you
don't ask the questions don't cry when the 50 orcs hiding in
the wings put your character's head on a spike in the camp
center.
- Envisage
Check what your fellow party members are doing and envisage
how you could help the overall goal of the encounter. It is
normally counter-productive to do something that would
adversely effect what another member is attempting to do.
- Exercise
Exercise restraint when it comes to using force. Chances are
that the encounter is non-hostile--until you charge in, that
is. Try to ascertain what the other's motive is. A bunch of
snarling Hobgoblins normally means aggression but this does
not mean that you have to fight them.
- Encounter
Always use the encounter to interact with the relevant
parties and base your future decisions on these results.
There is nothing worse then attacking a group of armed men,
never realizing that the uniforms they wear are the same as
the gate guards you passed earlier on.
- Efficient
Remember that your character is a living being and would not
throw their life away just because of the situation. Be
efficient with your life. Saying that my character would
sacrifice himself or herself just isn't adequate, no matter
what, any living creature would think twice before throwing
themselves in front of a dragon.
- Eggplant
b
Don't just sit there, do something. Procrastination is a
sure fire way of getting yourself, somebody else, or even
the entire party killed. Just because your character may be
a lowly 1st level wizard or thief doesn't mean you can't add
value to the encounter.
- Empathy
Have empathy for your fellow PCs and don't do something to
them just because it might be funny. Humor, although
warranted, can sometimes lead to complete chaos during a
gaming session. Ask yourself if you would want this to
happen to you before doing it. If the answer is NO then
don't do it.
- Experience
Not all encounters are about experience points. Most are
normally ways of gathering information, building your
character, or learning something new. Use the encounters for
what the DM intended. Chances are excellent that the DM has
filled the local dungeon with many a monster for you to hack
and slash so don't slaughter an entire marketplace just for
the XP.
- Enjoyment
Because that is what it's all about really...
Conclusion
In short, you are role playing to have fun and to pretend
you are in another world. Treat the character as if it was
actually you. You wouldn't charge head first into a group of
howling wolves, so why would your character do it? Remember
that your character is mortal. He is NOT a super-hero and he
is there to earn a living and make a name for himself.
History is not filled with people who rushed foolhardily
into situations; it is filled with tacticians and people who
took time to understand their environment and then acted
upon it. Even Zorro knew when the situation was impossible
and then escaped it in some spectacular fashion. Just
because you have to run away does not mean you can't make it
heroic looking.
It is far more rewarding watching your character grow over
the course of many gaming sessions then it is having to
restart a new character every couple of sessions. Nurture
your character and try to outsmart the DM.
Remember, DMs don't kill characters, players do!
- Prophecy Tip
From: Arkanabar
I will read almost anything and see how it applies to
gaming. I came across something interesting recently, but it
was too late for your religious tips newsletter.
I doubt that I'm the only GM who has trouble coming up with
prophetic or apocalyptic metaphor. The trick is to start
with the event or person and then come up with sufficiently
vague and/or confusing metaphors to describe it.
Additionally, do not have prophecies about PCs, unless the
player has written them. Let the prophecies be general
warnings about the evils that will be inflicted upon the
world if nothing is done to stop them.
I have found a group that excels at looking at biblical
prophecy and finding correlations to the modern world. This
is the Philadelphia Church of God [ http://www.pcog.org/ ],
and they distribute free a newsletter (The Trumpet) and a
surprising number of books. You can take what they do, which
is to look at every verse in the Bible and try to apply it
to the people and events they see, and turn it around --
look at the verses they say apply to people and situations,
and use similar metaphors for the NPCs and plots that will
have prophecies assigned to them.
Hope this is of use.
Return to
Contents
- Another Online Name Generator
From: Andrew C.
The BEST place to get Fantasy names for a character is
definitely [ http://www.squid.org/tools/names/index.html ].
It has one of the most extensive name generators I have ever
seen. I just thought I would share this with everyone, as it
has helped me out more than once.
Return to
Contents
- Gods Tip: The Manifest To Schismatic Ratio
From: Karl
Just a note about gods in a game.
There is a relationship between schism and how tangible a
deity is going to be.
If you've got an abstract kind of deity whose miracles are
obscure and whose presence is largely inferred from how
bloody nice a flower looks then the potential for schism
within the religious institutions of this deity is fairly
high.
Priest 1: God on high has revealed him/herself to me and
says we should eat turnips.
Priest 2: God on high has revealed him/herself to me and
says we should not eat turnips.
Who is right and who is wrong? It all comes down to which
priest has a more direct route to an army, doesn't it? :)
This style of deity (abstract and remote) therefore suits a
game where temporal power ultimately comes down to access to
mundane resources.
However, if you've got a deity whose miracles are obvious
(The angel of the lord turns up and heals the pope, counsels
the king, entertains the crowd, and causes milk and honey to
flow from the temple) then the potential for schism is low.
Priest 1: God on high has revealed him/herself to me and
says we should eat turnips.
Priest 2: God on high has revealed him/herself to me and
says we should not eat turnips.
Angel of the lord: Both of you, pull your heads in. God said
eat only the turnips you can carry.
I call this the Manifest: Schismatic ratio.
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