Roleplaying Tips Weekly E-Zine Issue #134
When Powerful PCs Adventure With Weak PCs
Contents:
This Week's Tips Summarized
When Powerful PCs Adventure With Weak PCs
- Create A New Campaign Paradigm
- Establish Player Expectations
- Encourage Scouting
- Debrief Players Who Have Powerful PCs
- Stratify The Foes
- Employ Single, Powerful Foes, But Watch The Area Effects
- Hand Out More One-Off Magic Items
- Have Players Make Up A Bench Of PCs
- Modify The Experience Points Curve
- Add In Mid-Level NPCs To Act As Buffers
Readers' Tips Summarized
- Cliche Is OK
- Oriental Adventures Campaign Hooks
- Using Online Translators To Add Flavor To Campaigns
- City Names Resources
- An Interesting Plot Line
Return to Contents
A Brief Word From Johnn
More GM Burnout Tips
Heather Grove over at the Twilight Time newsletter has
posted a great article covering GM burnout advice. As issues
#130 & #131 dealt with the topic I thought you might also
find this article valuable: http://two.pairlist.net/pipermail/twilighttime/2002/000007.html
HackMaster Contest Update
Thanks to everyone who entered last week's contest. I'll be
emailing the winners as soon as Kenzer selects them. Noah,
at Kenzer, let me know on Friday that all the modules won
from the first contest have been shipped.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
When Powerful PCs Adventure With Weak PCs
- Create A New Campaign Paradigm
Typical campaigns that I've run in the past involve a peer-
to-peer paradigm. The PCs are the same level and treat each
other as equals. If you also game the same way and have
powerful and weak PCs in the same party, consider throwing
this paradigm out the window.
In the new paradigm, powerful PCs should be leaders and weak
PCs should be followers. Ideally, this should occur
naturally during game play.
For example, after a hard battle where wights decimated the
party, the surviving PCs in my campaign put up notices in
the nearest town advertising they were looking for
hirelings. They held interviews at the inn where they were
staying and interviewed each of the new newbie, 1st level
PCs. Fortunately, the players were good sports and all the
PCs were hired (I wonder what would have happened if a
player didn't get hired?).
The leader/follower set-up implies certain responsibilities.
The followers must agree to obey their leaders. Some players
might have issues with obeying other players in their group,
but most players will accept this situation. Position it to
the follower PCs as a great chance to relax and roleplay.
All the tough decisions are out of their hands and they need
to simply follow orders and have fun.
The leaders must look out for their weaker followers,
henchmen, and hirelings. Their job is to protect, train, and
help the rest of the party. A stronger and wiser party means
a greater chance of survival or success.
Leaders should consider supplying weaker PCs with whatever
equipment, and goodies they can spare or afford to buy to
bolster the group. If the leader PCs are greedy, some form
of loan documentation can be signed. :)
If this set-up is followed, various checks and balances come
into effect which I feel add greater depth and realism to
games. If the leaders are poor then their followers should
abandon them. If the followers are lazy and rebellious, then
the leaders should find new hirelings. If the players all
want to respect each other and each other's characters, then
they should try to roleplay so that the leaders lead and the
followers follow.
Sitting in the GM's chair, I watched the players wrestle
with this for a couple of sessions, but then it started
working out. At first, the players played as if their PCs
were all on equal footing (i.e. acting chaotically and/or
independently). A few battles and challenges made everyone
realize the party needed to support each other though, else
new PCs would start filling mass graves fast. So, followers
started following, and leaders started leading.
The group stabilized but never became a well-oiled machine.
This added to the campaign though, as leadership decisions
were being questioned on ethical and alignment issues, which
added party tension (the good kind) and some memorable
roleplaying moments.
In a nutshell, the in-game social structure has changed
(mixed PC power levels), so why shouldn't the game table
social structure change as well?
Side note: this approach has worked well in my campaigns
over the years. It's not ideal in all circumstances though.
For example, if the powerful PCs are non-leader types (i.e.
rogues), then it's not going to work.
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- Establish Player Expectations
The more I GM and plan adventures around mixed groups the
more I enjoy the situation. It feels realistic to me that
groups of different power levels would experience stories
together. Maybe not every time, but your game world isn't
homogeneous, so why should the PCs always be that way?
I also like campaigns where the PCs could face any level of
threat at any time. Weak PCs could brush up against powerful
foes, and vice versa. Not every encounter is going to be
perfectly balanced against the capabilities of the party.
Some victories will be easy, others will require avoidance
or flight.
However, it's important to communicate this stuff to your
players before the game starts if you're going to GM this
way. Many players have been conditioned to expect that most,
if not all, encounters can always be potentially "won" by
the PCs. If you run games where PCs and encounters are
always evenly matched that's OK! This is purely a style
issue and not a right vs. wrong issue. If you're going to
change things up though, tell the players before you start.
Communication like this will thwart player meta-game
thinking that goes: "the GM would never give us an encounter
we couldn't handle so let's charge in". This kind of
attitude is dangerous because the PCs will get blasted to
smithereens and they'll be upset or frustrated afterwards.
Making sure the players know encounters could be way out of
their league beforehand will clear you of any wrong-doing
when you do run a powerful challenge that the party won't be
able to handle and should roleplay their way out of, or
avoid.
Therefore, give your players a heads-up that some encounters
could be too difficult at this time and should be avoided
because the party is of mixed-power levels.
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- Encourage Scouting
If the players never know when an encounter could be suicidal
or not they'll lose confidence, hesitate, and stop taking
action. They'll wait for some clue from you before breathing
a sigh of relief and proceeding. This isn't good because you
want the players being decisive and taking action.
One solution is to encourage scouting and information
gathering. Armed with good info, PCs can make confident
decisions. Weak PCs are perfect for these tasks! It gives
them experience, something to do that's important, and casts
the spotlight on them when they deliver their reports.
To encourage scouting, give broad hints at first. Let them
know the situation is extremely dangerous and requires
scouting and information gathering. Even tell them outright
if you like. Your goal is to get them to try it out a few
times until they start thinking of it by themselves.
Next, let them be successful. Fudge rolls if necessary
(unless the PCs are using really bad tactics or making awful
mistakes, like bickering loudly). If the players fail then
they won't feel being cautious and checking things out first
will ever be beneficial. They'll stop doing it, they'll go
back to charging in again, and you'll be faced with the
difficult decision of scaling back the encounter or letting
the dice fall where they may.
Make scouting a fast process. Chances are, the info
gathering activities are going to split the party up. So,
resolve each mission quickly and get the party back together
again for debriefing ASAP and let the game continue.
During important encounters though, it's ok to take your
time GMing scouting actions. For example, if the PCs are
checking out the villain's base and there are patrols,
sensors, etc., all around, then it's OK to roleplay each
PC's scouting mission and build up the tension. Otherwise,
carry on and get things moving.
A great way to speed up scouting is to get a detailed
explanation of what each PC is doing and boil it down to a
single die roll. Give good explanations and plans bonus
modifiers, and then make a single die roll for the whole
scouting mission for each player. Players will soon learn to
provide wonderfully detailed descriptions and explanations
to qualify for bonuses (keep your note pad handy to write
their ideas down for future use) which will enrich the game.
You can also skip the die roll. Congratulate the player on a
well conceived and well described scouting plan and tell
them they were successful. Let poor plans and description
fail, though not fatally so.
Next, give them something to report. If you simply say
"yeah, it looks like you can take these guys on" then that
will be a let down for all the planning, describing,
success, and anticipation.
Please also consider the many forms of information gathering
and scouting. PCs can physically sneak around and find stuff
out by directly observing the foe/challenge. They can
also go to the library, ask an expert, listen for gossip and
rumours, use divine magic and occult methods, and make
skill/lore/knowledge checks.
For example, the PCs are merrily tramping along when they
spot a family of beholders hovering in the distance, happily
chewing on an animal carcass. The characters have no idea
what these creatures are but decide to be cautious (wise
choice, as these D&D monsters are powerful). They send the
rogue up close to make a sketch.
Sketch complete, the party returns to town and shows the
drawing to various experts until they get a hit. They learn
a little about beholders and their abilities from a grizzled
veteran. He explains that magic rays shoot out of the
creatures' eye stalks and these rays can petrify,
disintegrate, and mind-control victims. He also says that
the eye stalks can't aim their rays directly beneath the
creatures' airborne bodies--a safe zone.
The characters are not told anything in definite terms (i.e.
"these creatures are too powerful for you"), so it's up to
them to decide if they can handle disintegration,
petrification, and mind control.
All of this research, from first sighting to expert advice,
could take as little as five minutes of real time. You might
fear the game will suffer because you're making things too
easy or glossing over stuff. That's your call, but the true
adventure should be in figuring out how to handle the eye
stalks and getting underneath the creatures rather than in
blind combat and PC decimation.
Return to Contents
- Debrief Players Who Have Powerful PCs
Regardless of whether the group enters a leader/follower
situation or if everyone stays at the same peer level, it
would be wise to counsel the powerful PCs in the party away
from the other players, GM to player.
Advise them to:
- Be considerate of the weaker PCs.
- Avoid walking into dangerous situations unprepared.
- Protect the weaker PCs when possible.
- Be generous with treasure, magic items, technology, and
equipment to help bolster the weaker PCs.
- Look for ways the weaker PCs can be important and useful.
Let them know that the new characters will be watching,
learning, and possibly mimicking the powerful PCs' actions.
If the experienced characters engage in chaotic behaviour,
hack 'n slash, torture, rudeness, and so on, then they have
only themselves to blame if "the little ones" do the same.
For example, in a mixed group, the powerful PCs are three
warriors who wish the party had more spell casters and
brains, so the players with new PCs make up these types of
characters. But then the warriors start looking for
dungeons, kicking down doors, and hacking everything in
sight. To survive in this environment, the new PCs are
compelled to take more fighting skills and abilities. Soon,
the whole party ends up consisting of fighters from
converted spell casters or replacement PCs whose players
know only fighter PCs will survive.
If weak PC players don't enjoy game sessions you'll get
pressure from them to do something about it. The experienced
PCs' players might be forced to retire their characters and
join a new group of PCs, so it's in their best interest to
nurture and share the glory as much as possible as well.
You might also get good results if you position the
situation as an opportunity for the powerful PCs to shape
the party the way they want. These characters might have
contacts and resources they can use to train the weak PCs
and develop the skills, classes, and abilities the powerful
players desire for the party. The powerful PCs can somewhat
control who the weak PCs meet, what missions and adventures
are pursued, and how various situations are dealt with. Some
players might enjoy this opportunity and roleplay or
strategize their influence to the hilt.
Return to Contents
- Stratify The Foes
Present multiple foes who differ in power levels. This gives
each PC an opportunity to match themselves up against an
opponent they can handle.
- A villain's servant gathers up a few troops of mixed power
levels and heads to the village to cause trouble.
- A roleplaying encounter with merchants also involves the
Merchant Guild's leader.
- A rival band of NPCs that has weak and powerful members.
- A squad of goblins lead by a giant.
Make it easy to identify who is strongest and hopefully the
powerful PCs in the party will take on those foes first,
leaving the weaker minions for the weaker PCs.
For example, the PCs are hired to investigate rumours of
corruption at the market. The powerful PCs would have little
trouble using their high perception and social skills to
root out the evil vendors, so you add in the Merchant Guild
leader who notices the PCs investigating and decides to
accompany them and run interference (possibly because the
leader is corrupt too, or possibly because he always takes
the merchant's side).
Return to Contents
- Employ Single, Powerful Foes, But Watch The Area Effects
PCs can gang-up on single foes, letting the powerful PCs go
hand-to-hand while the weak PCs provide support or take
advantage of weak spots, making this a good GM tactic for
mixed groups.
Be careful of area effect capabilities though, because weak
PCs will just get mowed down. Spend a minute before the game
and calculate the potential damage of the foe's breath
weapon, bazooka, or area of effect attack. Don't count on
resistance rolls or saving throws being successful if your
game system allows them. Assume weak PCs will fail such
rolls. Do they all die? If so, consider switching monsters
or warning the PCs ahead of time so the party can plan for
it.
Make sure the weak PCs can contribute in some way as well. A
well-protected foe who is immune to most weapons will just
frustrate weak PCs who can only stand by and watch.
Return to Contents
- Hand Out More One-Off Magic Items
"Bah! It's just a potion of growth," growled the mage,
throwing the vial over his shoulder. The new members of the
party dive after the discarded magic item, knowing the
temporary growth will increase their strength, damage, and
survivability during the next combat.
One-sht items like potions, grenades, single use cred
chips, scrolls, and so on help weak PCs survive or compete
in mixed level campaigns. Sprinkle them throughout your
adventures generously so that the items get used and not
hoarded. Have the PCs' foes use them as well so that the
party is encouraged to act fast or plan carefully, lest the
NPCs use up all the booty.
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- Have Players Make Up A Bench Of PCs
Simon Moore first introduced me to the concept of a PC
bench. Putting my own spin on the idea, it's like having
second and third string players on a sports time who sit on
the bench until a first string player gets injured and a
replacement is needed.
You might decide to match campaign power levels to the
average level of the party regardless of the presence of
weak PCs. The players are expected to fight tooth and nail
and bring up new characters from their bench to replace
incapacitated ones. This might suit your group's style and
it's worth discussing it with them before you start.
Creating back-up characters also helps set player
expectations. :)
One upside to this style is that players will feel like
they've accomplished something great if their character
makes it. Ironically, if PCs always survive, life becomes
cheaper than in high-mortality campaigns.
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- Modify The Experience Points Curve
Feel free to give weak PCs more experience points in mixed-
level parties than you would if all the PCs were weak. This
can reflect the benefits from hanging around experienced
party members. It certainly helps weak PCs survive in the
long run.
Return to Contents
- Add In Mid-Level NPCs To Act As Buffers
Another good tactics for mixed parties is to add moderately
powerful NPCs to the group. These NPCs can be sergeants,
guides, or guest stars, and their role is to act as a buffer
between the weaker PCs and the powerful ones.
For example, if the powerful PCs refuse to get organized and
constantly put their weaker party members in mortal danger,
the mid-level NPCs can take control of organizing the lower
ranks and providing support, healing, and advice. They can
also confront the powerful PCs about their bad tactics and
life-endangering behaviour. This all makes for good
roleplaying and lets you intervene in-game on the weak PCs'
behalf when necessary.
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Announcing A New Book Series: GM Mastery
A Collection Of Game Master Help Books
Our first book: NPC Essentials is a collection of tips,
techniques, and aids designed to help game masters inject
detailed NPCs into any role-playing campaign. Inside,
readers will find advice on designing, role-playing, and
managing NPCs during the entire lifetime of their campaigns.
Also included are NPC archetypes, charts, and an example
NPC-centric adventure. Written by that hack writer
Johnn Four. :) Release date is August 8.
Readers' Tips Of The Week:
- Cliche Is OK
From: Ted O.
DON'T fall into the trap of thinking "cliche is bad." Cliche
allows people to form a mental image of what's going on, an
"icon" in their mind, and gives them a framework for forming
ideas. Completely off the wall things leave players (and
GMs) thinking "ok, *NOW* what the heck are we supposed to
do?!"
- Oriental Adventures Campaign Hooks
From: Serdar Aldanmazlar
Hello,
No folks, it's not the samurai or shugenja battling Oriental
Adventures. No katanas, no daimyos, and no geishas. It's the
Arabian, Saracen, Turkish and Mongol "Oriental Adventures".
These cultures contain detailed, exciting adventures, and
great mythology perfect for roleplaying. Forget the blue
djinn in Aladdin. These cultures have serious, kick-ass
heroes, and uglier-than-Darth-Vader villains, strange
magics, fantastic creatures, and riches beyond imagination.
Below are some campaign and adventure ideas inspired from
the mythology of old and fantastic civilizations.
From: "Atlas of Misty Continents" by Ihsan Oktay Anar (not
translated into English yet. Its original name is: Puslu
Kitalar Atlasi).
Bunyamin, son of a famed philosopher and nephew of the great
pirate, Black Abdullah, lives in mid 1600's Istanbul. His
father vanished from Istanbul one day and left only one
clue: the book named "The Atlas of Misty Continents".
When he follows the prophecies in the book he finds:
- A secret organization dedicated to stopping an apocalypse
by killing the messiah when he arrives in Istanbul.
- A thieves' guild operating since the Byzantine Empire.
- A "little emperor" named Ebrehe.
- A collection of bizarre people (a beggar who draws
thunderstorms where he travels, a gambler who traded his
soul for the ultimate gambling skill, and a cursed kid who
becomes the little 'Efresiyab'--the legendary hero of
Saracens).
At the very end of the book, Bunyamin finds that everything
in the whole world has been created by the dreams of his
father.
RPG Ideas:
- The party finds a book named The Atlas of Misty
Continents. When a PC opens the pages, the PC can read a
diary of their current actions and a prophecy about their
future actions. How can you deny the prophecies of a book
that "knows" your past and present?
- A secret cult controls the wealth of an entire nation by
forging fake documents from the Emperor, sending armies to
war with a single order, etc. The supreme goal of the cult
is "killing" the prophet before he starts the destruction of
world. However, an unlucky player matches exactly
description of the prophet and now the cult seeks to destroy
him or her.
- An important book contains the operation times, thief and
beggar names, disguises, and tricks of their guild. It is
worth thousands of gold to the local guards. Even if the PCs
manage to steal it, they must hide from the all-knowing eyes
of the cutthroat guild's members.
- The PCs find a mysterious token made from unknown
material. Once they try to figure out the properties of the
token, the bad guys (the cult, remember) rushes in and tries
to steal the token. The token is really the key to a strange
artifact that can travel through time, through the planes,
and through dimensions. The guild leader wants a way to
escape in case the world does end.
- After a great war (or adventure), the group finds a kid
who claims he or she is the creator of the world. If the
child stops dreaming, everything in the world disappears,
forgotten in memory. When asked, he reveals the secrets of
PCs, long forgotten knowledge, etc. After the players become
convinced that the fate of whole world does stand before
them, the boy starts to abuse this, jumping from canyons,
provoking the dragons, trying to swim in pools of lava, etc.
(be creative :).
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- Using Online Translators To Add Flavor To Campaigns
From: Ebanon
Recently, I came across a line from the poem, "Elegy Written
In A Country Churchyard," by Thomas Gray that seemed to fit
with my current horror campaign. I had already decided that
I would have a death cult involved in the mix of intrigue
that my players were facing, and the line "The paths of
glory lead but to the grave" seemed very much to fit with
this theme. However, I wanted to broaden the scope a bit. I
browsed over to the translator function of Alta Vista
[ http://babelfish.altavista.com/ ] and did a little
translating.
Now I have an identifying motto for my global death quote in
a variety of languages:
- I percorsi di glory conducono ma alla tomba – Italian
- Die Wege des Ruhmes führen aber zu das Grab – German
- Les chemins de la gloire mènent mais à la tombe – French
- Las trayectorias de la gloria conducen pero al sepulcro
– Spanish
- Os trajetos do glory conduzem mas à sepulture – Portuguese
Now I can have my characters run across these groups in a
variety of places. I'm looking forward to seeing their faces
when they first make the connection as to the far reaches of
this cult!
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- City Names Resources
From: Keith M.
This is a good site for city/place names and I have also
found it useful for PC/NPC names. It is a directory of
2880532 of the world's cities and towns, sorted by country
and linked to a map for each town.
http://www.calle.com/world/
Return to Contents
- An Interesting Plot Line
From: Greg S.
I originally sent this rather untraditional story idea to
the dmadvice list http://groups.yahoo.com/group/dmadvice/ and
and thought I'd share it with RPTW too.
The characters, who report to the 1st Duke of Thorin, are
given a mission: without knowing why, they must get 4 bolts
of sage green cloth.
The background story is that the Duke's eldest son is
engaged but it has not been announced yet. In an effort to
relieve some of her stress related to wedding planning, the
son agrees to "help out" and is given the task of finding
the material for the bridesmaid dresses.
The interesting elements:
- Who are good cloth suppliers?
- What KIND of cloth are they supposed to get?
- How do they get it dyed the right color? (And what IS the
right color? Light sage? Dark? More blue or gray or
brown?)
- They don't know why they are doing it...though they could
try to guess.
- Because of the secrecy, they couldn't know more details
without a little investigation and roleplaying.
Anyway, it was silly and fun. It took the whole night with
all their brainpower to pull it off.
And while this was very specific to my campaign, I thought
it was an interesting story that didn't involve saving the
world, finding the artifact, negotiating the settlement, or
any of the other standard story lines.
Hope you all enjoy.
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