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Roleplaying Tips Weekly E-Zine Issue #137
4 Tips From Your Fellow Subscribers
Contents:
This Week's Tips Summarized
4 Tips From Your Fellow Subscribers
- Modern Gaming Tips
- Go For The Money Shot
- Cinematic Mass Combat
- A Different Perspective On Ancient Ruins
-
Readers' Tips Summarized
- Playing In A PBEM Game Tip
- IRC Tips
- Use Thesaurus.com To Generate Thematic Names
- Online Weather Tool
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Contents
A Brief Word From Johnn
Free Article Available From The NPC Essentials eBook
Well, at long last, I've finally finished my book on
roleplaying, GMing, managing, and designing NPCs. Woohoo! I
was originally commissioned to produce 50 pages. However,
there was just too much I wanted to say, so I ended up
writing 82 pages. It was a lot of fun to do and I hope you
get years of GMing value from it!
One buyer left this comment at the site: "This book was
absolutely invaluable to me. It is written unbelievably
well, getting to the point on the very first page and
ensuring that every one of the following 82 pages is full of
useful information. It was uncanny how a question I'd ask
while reading one section was answered a few pages later
(even going into fantastic detail in many cases - the
section on NPC power bases most especially). The intuition
that went into writing this is great."
If you can't wait any longer, follow this link to buy and
download it instantly :)
http://www.rpgnow.com/product_info.php?products_id=241
If you'd like to find out more info about it, I've created a
report that includes the table of contents, article titles,
and an entire article pasted in, titled "INTRODUCING NPCS",
that discusses how to make killer NPC entrances, good first-
impressions, and smooth campaign introductions.
To get the freebie article and report about the eBook, send
a blank email to: npc-essentials@roleplayingtips.com
Supplemental #10: Internet RPG List
The list of subscribers' PBeM, forum, chat, IRC, and other
online games is finished and available by email! Just send a
blank email to: onlinerpgs@roleplayingtips.com
Readers' Tips Special Issue
This week I'm publishing several Tips submissions that are a
little too long for the Reader's Tips section and a little
too short to make up an entire issue. I hope you enjoy and
get value from all the great advice from your fellow
subscribers!
Cheers,
Johnn Four
johnn@roleplayingtips.com
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RARE OUT-OF-PRINT RPG MATERIALS!
As a special bonus to Roleplaying Tips subscribers, all
orders from The Hero Factory get a free item from our secret
Resurrection page! This month we are featuring some rare
Planescape and Shadowrun materials, along with T1-4, Q1-7,
Rary the Traitor, and The Complete Book of Necromancers!
http://www.TheHeroFactory.com
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4 Tips From Your Fellow Subscribers
- Modern Gaming Tips
From: Jonathan Hicks
- A lot of gamers want to game in the fantastical, but
gaming in a contemporary setting is a mirror of real life,
so you have to ask the question - what's the point? I've
combated that by placing the players in a setting they
hardly know from experience, such as a Vietnam game and
special ops in South America. Removing the players as far as
possible from their real life environment can be as
effective as placing them in a fantasy world.
- Because the world you are in does not require a lot of
imagination (as the details/settings/items are all provided
for you) it can be difficult for the GM to maintain that
suspension of disbelief. In a fantasy setting, the players
know none of it is true and they allow themselves to be
immersed in the setting. With contemporary games, the real
world can pretty much drag the players 'back to reality',
and they can feel the limitations and constrictiveness of
normality.
To combat this, I try to keep the game moving at a good
pace. This is possible because I don't have to spend time
describing the appearance and function of many of the items
and locations. If you can't keep the game going with
atmosphere then keep it going with plot and action. The
problem is, burn-out usually tends to come sooner rather
than later because of the pace.
- The players may feel restricted in their actions and
capabilities because they are within a real world
environment where all those real world rules and regulations
are going to apply. So, the players will have to be wary of
actions involving the police, their own skills, and the
impact of their actions (because the GM is more likely to
realise the effects in a world they know inside-out). Also,
most gaming systems I've come across reflect this real world
feel, where there is great danger in over-zealous actions
and a high payment (death) for certain mistakes in judgement
or hits from weapons. With these kind of restrictions, the
players will soon get bored, tired, or frustrated.
My answer to that is to throw out the rule books. Be more
forgiving to the players, allow them to do James Bond-style
stunts and Indiana Jones-style rescues. The more latitude
they are given, the more 'into' the game they will get.
- Most games in contemporary settings are a mixture of the
real world and the fantastical, involving alien
conspiracies, vampires, magic, and great old gods come back
to reclaim their world. This is good news because it puts
the players within a familiar environment whilst allowing
their imaginations to work on the fantasy elements of the
game.
However, the game can be limited because the game world
limits the exploration of the chosen genre. How many
vampires can you dust in different ways before it gets
repetitive? How many times can the "truth" about the
government conspiracy slip through your fingers before you
just give up? How many sacred artifacts do you have to
recover before you begin to think "hold on... this is all
very familiar"? Once you've defeated the foe and saved the
world - where do you go from there?
A great way to get past this problem is to have a deep well
of imagination, which is why I started GMing in the first
place! Fantasy and Sci-Fi games open up many possibilities
in their own realms of fiction, but contemporary games
consist of the same setting, the same world, the same
attitudes. This can limit the adventure, sure, but it can
also help you in your quest for a new idea. After all, the
world is set and you already have your guidelines as far as
the setting goes - all you have to do is come up with the
plot. Sure, the game may be another murder-mystery, but it's
the reason and circumstance surrounding the murder that
makes it unique.
[Comment from Johnn: another way of putting this is, because
you are already intimately familiar with the setting of the
modern world, you can focus on deeper thinking about setting
elements and come up with rich ideas for stories and
encounters.
For example, in a fantasy world you need to do some design
work before you're familiar enough with the campaign area's
power structure and villains to create top-down stories. In
real life though, you already know about the power and story
possibilities of politicians, lawyers, money, guns, Mafia,
gangs, drugs, and foreign powers. With this large base of
knowledge, you can build great plots, twists, stories, and
webs of relationships in great detail.]
- My favourite idea is turning the world up on its head. A
vast plague leaving few survivors, a new Ice Age, a
holocaust, an alien invasion, the Rise of the Machines...
You take the world and twist it all out of sense and
proportion. This works great because then the rules don't
apply any more. There's no restrictions on society or law,
and you can change the rules to reflect that.
Hope these few ideas help!
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- Go For The Money Shot
From: David F.
Hey Johnn,
Here's some tips on how to make a memorable session:
- The Money Shot. Create a mental picture of the scene you
want to be memorable for the players, such as the PCs lying
wounded in a rainy courtyard as their nemesis walks off,
covered in their blood, gloating about how he'll finish them
later but that he must attend a ceremony that will endanger
the world first. This scene is your money shot, your goal.
(Lacking inspiration? Listen to some music. The scene I
just depicted came to me while I was listening to, of all
things, wrestling entrance music.)
- Getting to the Money Shot. Now that you have your
memorable scene, go backwards in time and envision how the
PCs could get to it. Don't skip any parts and envision as
much of the sequence and detail as possible, including
scenery, props, NPCs, and so on.
- What are they trying to do? What are the party's
intentions that would motivate them to follow your
envisioned sequence of events? You don't want to railroad
the PCs, so run through your imagined plot line forwards
now, start to finish, and ask "Why?" at each step along the
way to ensure the PCs will want to advance to each scene.
- The details. Okay, you've got the PCs into the mess you
wanted them in, so now draw up the map, flesh out NPCs and
locations, and voila! Instant memories!
It's a good idea to have an alternate ending handy, just in
case. I can also picture the villain lying there in the
rain, in a pool of his own blood, his armor dented and
shattered, the PCs clutching their sides in pain and
standing over him as the villain utters his deep, meaningful
last words, then quietly passes away. Have a bunch of money
shots ready, just in case.
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Contents
- Cinematic Mass Combat
From: Jay Steven Anyong
Hello,
I've gotten to thinking about the many ways to handle
Cinematic Mass Combat. Being a pretty standard situation
that GMs will have to face sooner or later, I've decided to
type out how I handle such situations.
Take note that we're talking about combat on a huge scale of
armies taking up the horizon. For consistency, I'll use a
fantasy setting for my examples.
- Cinematic Battles are still Cinematic. One of the best
rules for running Cinematic mass combat is to keep it as
simple as you can, avoiding rolling and rules that might
break the tension and the excitement of an otherwise well-
paced battle.
- Zooming In and Zooming Out. Another concept that's good
to keep in mind is that you can use two "lenses" to cover
the battle, which I prefer to term as Zooming In and Zooming
Out.
Zooming In is keeping your descriptions to things immediate
and personal to the characters. This is usually used when
the characters find themselves stuck in the middle of the
combat. As with all things, be descriptive here: blood
spurts, weapons clash, and the screams of the dying fill the
air. The smell of blood, bile, excrement and sweat mix as
the two sides devolve into a (usually) chaotic mess of
people determined to walk out of this fight alive. This is
the lens by which you handle hand-to-hand combat.
Barbarians, Fighters, and Dawn Caste Exalted players love
this kind of stuff.
Zooming Out, on the other hand, deals with the tactical
view. This is the lens that I use to describe the battle to
the players on the castle walls, away from the melee. When
I'm detailing the battle using the Zoom Out lens to a
player, I focus on the movement. Battle is dynamic and
should always be portrayed as such. For the "feel" of this
lens, think back to the last time you've played a Real Time
Strategy game (like Starcraft, Red Alert, Battle Realms, or
Warcraft 3) scrolled up to the bunch of red dots crawling to
your base and you went, "OH CRAP!"
In the Zoom Out lens, the player on the castle walls gets to
see the big stuff... The sudden appearance of enemy cavalry
from a hiding spot in a nearby forest to flank the infantry
on the side, the explosion of magical energy that tears
apart a friendly formation like so many toy soldiers, and
the great flaming chunks of burning pitch streaking across
the sky in great arcs to smash against the castle walls.
Never confuse this lens with a dry description of events.
Even if they're on the castle walls, they are still
participants of the fight, and time is of the essence.
- Split them up (related to Zooming in and Zooming out).
Another method I use is to split the party up. I GM some to
become officers of their own (vanguard?) units and I GM the
less combat intensive PCs to get involved in events on or
behind the castle walls.
This makes for some great roleplaying opportunities for all
involved. The front liners can lead their units to victory,
and feel the joy of having men respect (or fear) them,
following the PCs' orders because they know that the PCs
will (somehow) get them out alive. Meanwhile, the Mages,
Thieves, and Bards can watch from the castle, overseeing the
situation from a tactical point of view. From their vantage
point, they can cast spells, issue orders, and go off on
"secret missions" (really fun for thieves).
Think of the possibilities:
- Fighters get to kill as many other soldiers as they can.
- Paladins get to ride around on a horse, probably lead the
cavalry, and save the infantry just in time.
- Rangers can lead a small group to ambush the supply lines
of the enemy.
- Clerics heal and call for divine intervention (and hit on
the pretty priestesses in the sick tent too).
- Mages cast spells with impunity! "Look! A unit of 30
infantry. Fireball!"
- Thieves can sneak into the enemy command tent and kill a
few officers or poison the enemy's water supply.
- Bards can do everything from keep watch, maintain morale,
demoralize the enemy, secure the supply lines, and pass
along orders.
Each PC type can do something that will benefit the battle,
and make *all* the players heroes.
- No plan survives contact with the enemy. Not everything
goes according to plan. There will be ambushes, underhanded
tactics, elite bands of enemy soldiers magically teleporting
into courtyards, and the ever-happy feeling of watching the
battle from the castle walls only to realize that those
steadily-growing dots on the horizon are dragons.
This will keep the battle from becoming stale. Fighters are
suddenly flanked by enemy units, mages suddenly have their
spells countered, and the solo ranger might be misled to
ambushing the enemy's reinforcement wagons rather than their
supply train. Nothing adds more fun to a game than
uncertainty.
- Dying is for the stupid. This being a discussion on
Cinematic mass combat, I'd like to make things clear: dying
is for the stupid. If your fighter constantly ignores your
paladin's pleas to, "fall back before it's too late" even if
his men are dead and he's in the middle of the opposing
army then there's something wrong. Perhaps you could
help give him a few moments to try and make a run for it,
but if he ignores those...then perhaps the PC will be
better off dead. If not because of the impossibility of
saving him, then for the added shock value it will have for
the other players.
Sure it might not be fair to the player of the fighter, but
five different second chances are more than enough. Be sure
to make his death as heroic as possible to help soften the
blow (think Boromir). The player of the fighter will be
proud of his epic demise at the end. This will also make
the other players jumpy as death is something that's
suddenly become a little too real. A win-win situation on
my book.
- Time is crucial to Victory. The last tip for running
Cinematic Mass Combat is setting a time limit. This is
crucial for players who are in the Zoomed Out lens more than
the others, as their decisions have major effects on the
battle. If a player is ever stuck in a moment of
indecision, give them a five second count. If no response
is given in time, then the situation goes unchecked and
he'll have to live with the consequences of his
indecisiveness.
Watching allies get mowed down by the barn-sized golem
summoned by the enemy mage, just because you didn't know
whether to tell your men to shoot with their bows or try to
dispel the summoning by yourself is never a happy
experience.
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- A Different Perspective On Ancient Ruins
From: Johinsa
"This place is not a place of honor. No highly esteemed deed
is commemorated here. Nothing valued is here. This place is
a message and part of a system of messages. Pay attention to
it! Sending this message was important to us. We considered
ourselves to be a powerful culture."
I found this site today, and while it isn't exactly gaming-
related, it started me thinking. The page is
http://www.halcyon.com/blackbox/hw/wipp/wipp.html and is the
website of the Waste Isolation Pilot Plant, a disposal site
for nuclear waste. The task of the experts involved in this
project was to design a marking system for the site that
would still be understandable after 10,000 years (the
projected lifetime of the waste).
This seemed like a fascinating idea to me. So often in games
we have players run across ancient tombs, ancient religious
sites, lost cities, etc., and this page provides a really
neat look at some of the problems involved.
- "Each component of the marking system should be made of
material(s) with little intrinsic value. The destructive (or
recycling) nature of people will pose a serious threat to
the marking system."
Other people have probably been here before the PCs. Be they
grave robbers, other curious explorers, or just peasants
who've settled some unclaimed land, the site is not going to
be undisturbed. If something valuable is known to be there,
people will come looking for it. Less obviously, even if
there's no great treasure known to be there, people might
well cart off bits of the place anyway; an abandoned city
makes a very convenient stone quarry. If people have done
this, there might not be much left of the place for the PCs
to explore. If they haven't done this, there's probably a
reason why not, whether it's marauding undead, superstition,
or just the fact that the locals don't build with stone.
- "These standing stones mark an area used to bury
radioactive wastes. The area is __ by __ kilometers (or __
miles or about ___ times the height of an average full-grown
male person) and the buried waste is __ kilometers down."
Systems of measurement change; try reading the King James
Bible and figuring out how big things are. Even in context,
you can only get a general sense of things. Warnings using
measurements that the PCs can't decipher exactly could be a
neat way to generate tension ("Danger! These tunnels
unstable, next twelve daywalks!") or perhaps a puzzle that
needs to be solved by logic or experimentation.
- "Do not destroy this marker. This marking system has been
designed to last 10,000 years. If the marker is difficult to
read, add new markers in longer-lasting materials in
languages that you speak."
If the civilization that built these ruins lasted a long
time, its monuments may have been "updated" to reflect
cultural changes. This may have changed the meaning of signs
and inscriptions, either accidentally (through bad
translation) or deliberately (perhaps the king buried here
fell out of historical favour, so the list of his
accomplishments was considerably shortened?).
Clues that the PCs need to solve some mystery may have been
altered in the intervening centuries. Puzzles that are
language-dependent may no longer be solvable by anyone but
classical scholars. Even if the words seem the same, they
could have acquired different meanings over the years, or
perhaps they have some meaning in the local idiom that PCs
from another region might not understand.
- "We decided against a large radiation symbol prominently
displayed on a marker lest the potential intruders take a
quick reading, find nothing more than background radiation,
and ignore the rest of the message."
Perhaps some of the traps are no longer active, or were
designed to trap something other than the PCs' species.
Finding traps that are inactive, obvious, or not
particularly threatening could lull the PCs into a false
sense of security, setting them up for quite a shock when
they blunder into the next level of traps, ones that *are*
specifically designed for them.
- "We did decide to include faces portraying horror and
sickness... Such faces would relate to the potential
intruder wishing to protect himself or herself, rather than
to protect a valued resource from thievery."
What sort of warning symbols are present? Do they mean the
same thing to the PCs--or have the same impact--that they
would for the people who originally built the structure? A
human figure with a stern expression and one hand raised,
palm outward, may convey the message "Stop!" to us, but how
can we know what it would mean to people ten centuries from
now? Alternately, would pictograms devised by the Spider
People be even remotely comprehensible to PCs of the
standard races?
- "What is here is dangerous and repulsive to us. This
message is a warning about danger... The danger is still
present, in your time, as it was in ours."
Many of the abandoned sites the PCs will encounter, such as
ancient temples and lost cities, were at one time in common
use. Why were they abandoned? Does the reason for their non-
use still persist? If the town was stricken with plague and
evacuated, this is probably no longer a threat once the
bodies have decomposed. If the temple contains an imprisoned
demon, it could be dangerous indefinitely.
- "The danger is unleashed only if you substantially
disturb this place physically. This place is best shunned
and left uninhabited."
What level of disturbance will cause the danger to appear?
Just entering the area? Walking on the surface? Digging and
excavating? Living there for a substantial period of time?
Perhaps the site is only dangerous in certain seasons, or
during certain phases of the moon, or in specific years.
There's a lot of interesting stuff on this website, and it
could provide some great story ideas. I suspect I'll never
look at ancient ruins in quite the same way...
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Contents
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. :) Now available!
Readers' Tips Of The Week:
- Playing In A PBEM Game Tip
From: Michael Kenner
Something I have found useful when playing in a PBEM game,
where responses are often a week apart, is to cover not just
my character's immediate actions but also to try and
communicate his overall plan to the GM. This way, the GM can
assume my actions, if necessary, which can save a lot of
back and forth emails.
Here is an example from an Amber PBEM game that I played in:
"Tobias runs towards the creatures feigning an attack at one
of them. At the last moment he shifts to the side trying to
run between the creatures. He will attempt to get to the
window without fighting either of the creatures. Once there
he will jump out the window and use the motion to fall
through the shadows in a hellride, shapeshifting into a hawk
and pulling up before he hits the ground. He will then
continue to travel through shadow randomly for several hours
in the hopes of evading any pursuit."
In an email such as this I make a lot of assumptions, the
main one being that I succeed in getting past the creatures
and if I do that I will get out the window, and another
being that my idea of falling through shadow will work as
well as walking through it. Describing my actions for the
next few hours after that is optimistic at best. As this was
a weekly game however, if I covered actions one by one, then
that same plan would take over a month to communicate.
Another technique is to use contingencies, thinking of all
the possible results of your action and describing what your
character would do in each of them. Even if the result was
one you would have never thought of, you will hopefully have
expressed your character's thoughts well enough for the GM
to anticipate your actions and assume them if he needs to.
Obviously, whenever people make assumptions such as these
the other person may object, but if only 20% of these
assumptions are wrong then 80% of the time your game will
still be moving on faster than if you waited a week for each
action that your character undertakes.
- IRC Tips
From: Rexides
Hi Johnn,
I live in a small town with a nearly non-existent role
playing community (it's just me and my 10-year-old brother)
so my only role-playing experience so far is with IRC.
I read the last article, and I decided to share my wisdom on
the matter:
- Even if you are on IRC, you are still not talking in real
time. There is the time lag demon that can ruin a good
planned session. The worst thing is when players interrupt
the GM in the middle of an important description. They don't
mean to, but the lag demon made them think the GM was
finished.
To solve the problem, when the GM was typing descriptions,
he would put an "$" character in front of every line. This
worked like a "stop" sign, and really helped.
- Off topic discussion is a real menace in IRC rpgs. At a
table, if a player says a funny remark, it just disappears
the next second, no harm done. In IRC, it stays on the
screen, and it can be really annoying. So, we all enter
another chat room for off-character discussion, keeping the
important role playing dialogue in the main game room.
- A nice thing about IRC is that you can change your
nickname at will. When the GM is playing an NPC, it helps if
he changes his nick to the NPC's name. Just look at this:
<Rexides_DM>Johan says he will follow you.
Nice, but look at THIS:
<Johan>I will follow you.
It helps get the players into their characters and then they
too will start acting in character.
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Contents
- Use Thesaurus.com To Generate Thematic Names
From: Seph G.
Hi,
I'd like to share this website: http://www.thesaurus.com
It's an excellent resource for generating names for specific
themes. Just type in a word and use the synonyms--some of
which are not commonly used in the English language. This
method also inspires excellent names for cities and towns.
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- Online Weather Tool
From: David Reeder
This is a cool site for gamers and referees. It generates
random weather tables with reports on daily high
temperatures, low temperatures, precipitation, wind speed,
and special weather conditions.
http://www.sdzc.net/weather.html
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