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Roleplaying Tips Weekly E-Zine Issue #138
11 Dice Rolling Tips
Contents:
This Week's Tips Summarized
11 Dice Rolling Tips
- Open Rolls
- Secret Rolls - Perpetuate The Mystery
- Mixed Rolls - Open And Secret
- Open Rolls - Hidden Die
- Roll Behind The Screen And Roll Loud
- Intimidation: Roll As Many Dice At Once As Possible
- The Semi-Automatic Roll
- Create A Dice Strip
- Lift Your Screen Once In Awhile
- Reveal Secret Player Rolls When The Time Is Right
- Dice Rolling With Body Language
Readers' Tips Summarized
- Using A Player Character As The GM's "Mole"
- IRC Tips
- Lists Of Names
- The World Moves On (Campaign Tip)
- Getting Ideas For Games
Return to
Contents
A Brief Word From Johnn
NPC Essentials Review
My eBook about GMing, designing, and managing NPCs received it's first review. Cool! Check it out at: http://www.gamewyrd.com/review/113/GM_Mastery%3A_NPC_Essentials
On Holidays - #139 September 8th
It's time for a little vacation next week and there will be
no issue sent next weekend. Issue #139 will be in your Inbox September 8th. Have a great long weekend!
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Contents
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Contents
11 Dice Rolling Tips
By Johnn Quatre
johnn@roleplayingtips.com
On the surface, the dice rolling tips discussed below might
be better served up in an April Fool's issue. Dig a little
deeper though, and you discover a fun, simple, and effective
GMing tool.
Dice rolling is a meta-game issue. The characters and NPCs
don't actually roll the dice, we do. It's a GM <--> Player
situation; however, any opportunity to increase session
tension and be a better entertainer is worth looking at,
imho.
Next time you roll the dice, consider yourself an
entertainer, much like a magician. If a magician performed
all of his tricks without embellishment, his/her show would
last about 5 minutes. It's all the dancing around, the
melodramatics, and the props that create the high
entertainment value and drama of magic shows.
In this same spirit, pause for a moment before you next
throw d'em bones at the game table and look for
opportunities to entertain your players and make a dice roll
at the same time.
- Open Rolls
Many GMs already roll their dice out in the open for all to witness. If you don't, then you might consider it for the following reasons.
- Increases Tension
The players know there's no mercy any more if the GM reveals all rolls. No fudging, no take-backs, no overlooked bad results. The dice call the shots, and that can greatly increase tension.
- Creates Or Restores Player Trust
If you're in a situation where the players think you're cheating or fudging and they wish you wouldn't, then open dice rolls are an answer. The players can see the dice and are happy that things are on the up-and-up.
Note, this is often just a style issue. Some players and GMs expect secret rolls and fudging, while others abhor it. Discuss it with your group, as there's no right or wrong answer here--just personal preferences.
- Brings Back The Game
At one point, many years ago, I was fudging so much behind
the screen that I wasn't even looking at the dice. I might
as well have gone diceless. I felt the dice were in the way.
I wanted the best and most dramatic results to occur and the dice didn't always cooperate. The only reason I was rolling at all was because the players expected it.
I eventually began to crave the dice again though. Part of
the fun of GMing for me is being a spectator as well as a referee. I wanted to bring back the dice and let them arbitrate success and failure again--"bring back the game" I called it at the time.
The best way to do this was open dice rolls--no fudging
is allowed when your rolls are bared.
- The "20" Effect
For my group and myself, at least, a 20 is a magical number
on d20s. It has a special effect on us when we roll it, regardless of the game system we play nowadays. Arms fly up in the air, players shout, everybody's excited. I believe it stems from years and years of D&D attack-criticals house rules. Pavlov would have had a good chuckle at us. [ http://www.pbs.org/wgbh/aso/databank/entries/bhpavl.html ]
Open dice rolls makes this effect a group experience. When I roll for NPC allies in a critical situation, and the d20 rests with a 20 face-up, there's much celebration. It's an instant reaction, which I feel is more powerful than if I roll behind the screen and then announce a natural 20 roll.
The downside to open rolls is that you have less ability to arbitrarily manage events. Whatever is rolled before the players is what you must use to make your decisions. Clever players can also use rolls and results to reverse engineer their foes' abilities. It's a GM and group style issue, so weigh the pros and cons carefully.
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- Secret Rolls - Perpetuate The Mystery
Rolling your dice behind your hands or a GM screen is also great for creating tension. It makes the players wait with baited breath to learn whether their characters live or die, are successful or are failures, perform like heroes or fail like fools.
As an entertainer, your job is to make the world behind your screen mysterious, wondrous, and compelling. It's forbidden ground to the players, which therefore makes that territory worthy of their curiosity and interest.
Use this to your best advantage. Many players greatly enjoy knowing there are maps, notes, and information tucked away behind a barrier that they can only discover during the game.
In the same spirit as magicians then, turn your secret dice rolls into entertaining "magic shows" with props, drama, and great showmanship.
For example, picture this scene:
The characters have finally discovered the throne room and
are charging the orc king and his elite guards. The PCs hack first and take a couple guards down, and the party's toughest warrior smashes through to reach the first throne step.
You cry "the orcs attack back!" and perfectly time the first die roll with the end of your last word. "Aha!" you exclaim, but provide no further explanation. More dice rolls, more exclamations.
The players are getting nervous now. "He's rolling a lot of dice back there," comments one. "Yeah, and a lot of aha!'s too," says another.
Time drags out and tension mounts, though it's just been a
few seconds in real time. You glance up at the warrior's
player and grimly shake your head and roll more dice. You
scan the results, leap out of your chair, scream and yell,
and do a little victory dance.
Players are hanging their heads now, afraid to hear the results. The warrior's player has his face in his hands. The table grows deathly quiet.
Still standing, you grab a sheet of pink paper from behind
your screen and consult it. To the players, the paper has magically emerged from behind the screen and they wonder what its colour signifies and what its contents mean to their PCs.
You pick up a d10, take a few steps backward, swing your arm
in a pitcher's wind up, and hurl the dice at your screen.
You run up to check the result, consult the pink sheet, and then perform a few bodybuilder poses in smug victory.
The players are beside themselves and start demanding to
know what the hell is going on. That was the cue you've been waiting for, and you finally begin to deliver the results. The PCs are still alive, but just barely, and the orc king has just quaffed an interesting potion...
That example was a little over the top, but it works, and is ideal for important story points, big battles, and other special campaign moments.
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- Mixed Rolls - Open And Secret
These days, I've adopted a system of using both open and secret die rolls. I'll roll behind my screen until a particularly important moment arises and then I'll make rolls public for all to see to increase tension.
For example, if an injured character is down to just four remaining hit points/health and their foe scores another hit, you could make the damage roll in the open and in front of the PC's player.
You could also make a point of letting everyone know that if you roll higher than a four, the PC is going down. That's an obvious calculation, but you increase tension even further by announcing it.
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- Open Rolls - Hidden Die
Sometimes the game's location or circumstances prevent
secret rolls, yet you want to keep the particular dice
rolled a secret to prevent player meta-gaming.
The solution is to roll a bunch of dice at once and just
track the result of a particular die that you mentally pick
out before the toss.
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- Roll Behind The Screen And Roll Loud
When you make important rolls behind your screen, try to
make them as loud and noisy as possible to capture player
focus and attention, and to increase tension.
For example, roll:
- On the table surface
- In a cookie tin
- In a can
- In a glass or cup
- On a ceramic plate
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- Intimidation: Roll As Many Dice At Once As Possible
Whenever you have an opportunity to roll multiple dice, make
an effort to do it all in one roll. This will have a
positive visual and physical impact on game tension.
For example, if a foe has just unleashed a 12d6 attack on
the poor PCs, avoid rolling three groups of four dice, or
rolling one die and multiplying it by 12. Instead, gather up
all 12 six-siders, hold them up high over your head, and
roll them all with one grand flourish of the arms.
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- The Semi-Automatic Roll
Got 20 arrows or bullets to roll for? Consider the semi-
automatic roll where you roll each attack rapidly, one at a
time. After each roll, yell "Bang!". And after each
successful hit, cry "Ouch!". After 20 rolls, and several
ouches, the players will be sweating in their seats.
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- Create A Dice Strip
It's faster to roll for several PCs at once, but keeping
track of which dice result was for which PC sometimes gets
confusing.
One solution is to create a labelled dice strip that you can
place your rolled dice on or push dice up against.
Write each PC's name on a piece of paper or cardboard. After a
multi-PC roll, just place one die on each PC name for fast
sorting and on-going reference.
You can accomplish the same thing by putting sticky notes
near the bottom of your screen and placing dice rolled
underneath each sticky and against your screen for
stability.
This method also works for foes. Create a numbered strip,
roll for all the foes at once, and place one dice on each
number for quick calculations. You can associate the numbers
to your notes or to numbers on miniatures, if you use them.
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- Lift Your Screen Once In Awhile
Don't be afraid to show players particularly interesting
rolls for dramatic effect by lifting your screen for a brief
moment. Players will spot the natural 100, 20 or 1 roll and their
hearts will beat faster.
They'll also be intensely interested in getting a peek
behind the screen and into the secret world of the GM--the
real reason for momentarily lifting the screen. It's the
forbidden zone suddenly revealed, which creates even more
game excitement.
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- Reveal Secret Player Rolls When The Time Is Right
Players must make secret rolls too. In many situations, you
don't want to reveal a result because the character wouldn't
know how successful they were and so the player shouldn't
either.
If a player's secret roll is interesting however, feel free
to reveal it to them to increase excitement and tension. For
example, if a character tries to detect traps and the player
rolls the best possible result, show them their great
success and let the player celebrate.
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Contents
- Dice Rolling With Body Language
We've already touched on the topic of using body language to
enhance dice rolls, but it's a subject worthy of it's own
tip.
A survival trick I once read when dealing with wild cats is
to stand your ground and slowly spread out your arms and
legs to make yourself look as big as possible. This could
make the animal think twice about attacking, something that
turning your back and fleeing might not do. :)
Apply this tactic to your dice rolls as well. Be an actor.
Seek to intimidate, enthuse, excite, or enervate through
your body language:
- The Arms
Rolling generally involves arm movement. How many different
arms movements are there to shake and dramatically deliver
dice to a flat surface?
- Windmilling
- Pitcher's Wind-Up
- Around-The-World
- Piston
- The Wrist
While your arms are flailing, you can get even more rolling
action by using your wrists as well to gyrate your hands and
whatnot.
- The Legs
Crouch, bend, kick, or move your legs however you like to
enhance your roll.
- The Body
Throw your whole body in to it! Dance, shake, rattle, and roll.
- The Face
Deliver your best evil grin, smug look, or grimace of fear
and worry while rolling. Don't forget the post-roll
expression either:
- Relief
- Fear
- Worry
- Humorous
- Sound
Feel free to grunt or make a noise while rolling and during
the release. Pretend the dice are a heavy burden that you're
finally unloading and grunt as you roll. Laugh maniacally.
Give your players the raspberry. Whatever works to
entertain.
Put all this body language together into your Dance Of Dice
and make your rolls memorable ones.
Consider mimicking various foes with body language to
deliver rolls. For example:
- The Puke Roll. Are the characters facing a disgusting
opponent? For each roll, act like your puking up the dice
and roll from your chin onto the table in one final stomach
heave.
- The Snake Bite. Whenever the characters fight snakes,
extend your arm fully outwards and bend your forearm back
from a stationary elbow. Wind your forearm slowly back like
a cobra about to strike. When your arm reaches a 90 degree
angle, lash out suddenly, throwing the dice in the same
movement. Making hissing sounds also helps here. :)
- The Hack Roll. Pretend you're swinging the same weapon as
the foe and release the dice at the point of imaginary
contact between foe's weapon and PC's body.
Another trick is to associate a certain rolling move or
dance with a villain or rival NPC. This will endear the PCs
to their foes even more!
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Contents
For some additional, humorous dice rolling techniques,
check out this article, "Fun With Dice":
http://www.criticalmiss.com/issue8/funwithdice1.html
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!
http://www.GMMastery.com
Readers' Tips Of The Week:
- Using A Player Character As The GM's "Mole"
From: R. D.
kraagun@yahoo.com
As a GM for the Star Wars RPG, I had a player, whom we will
refer to as John, who was difficult to deal with while
gaming. John could be described as the self-
preservationist/powergamer. He was a rules and stats lawyer
who examined the books in detail to find the most powerful
combination of stats, skills, and abilities with which to
arm his character.
He also had to have the most powerful weapons and best
equipment and actively sought such things out during the
campaigns. Another problem was that he loved to gain info
and keep it secret from the other PCs just in case he needed
an advantage over them or could barter it for something he
wanted.
John was also disruptive to the flow of the adventure. He
would put other PCs at risk in order to keep his character
from injury or death. He also would not take risks or go
into situations where he felt his character would be injured
or killed. Taking the easy way was his norm much to the
dismay of the other players.
For example, one situation required that the party confront
a Hut crime lord that had vital information pertaining to
their mission. John, fearing an ambush, chose to stay on the
ship. When the other PCs debarked, he lifted off,
effectively leaving them stranded and at the mercy of the
Hut's henchmen. The other players were upset but I assured
them this was good roleplaying, which they grudgingly
accepted.
When the conversation got ugly and the Hut's guards drew
their blasters, John swooped in and blasted the Hut with the
ship's cannons thereby destroying the only source of the
information the PCs had and throwing my campaign into a
spiral because I needed the Hut later for another encounter.
So how did I deal with John's play style?
Simple. I made him my mole.
When I started a new campaign, I met with John before the
session started and had him roll up a powerful new Dark Jedi
character roughly the equivalent of Obi-Wan Kenobi (the
other PCs had eventually killed John's previous character).
This character was to be an agent of the Emperor yet was to
pretend to be a Light side Jedi character during the game.
This would be the grand secret John could keep from the
other players.
During the campaign, I often met with John before everyone
else arrived and roleplayed an exchange of information
between John and other agents of the Emperor or the Emperor
himself. These were mainly secret instructions for a
particular goal he was to accomplish.
John played the role of the Light Jedi well, acting nobly,
for the most part. Sometimes he seemed to have more
information about enemy doings than he should have making
the other players suspicious. We began covering this by note
passing or rolling the dice to simulate John using the Force
to divine information. Since his stats were so powerful no
one usually questioned it, thinking it was great they had
such a powerful tool in one of the party members.
John even took another Force-sensitive PC under his wing as
an apprentice! Through subtle roleplaying, John tried to
steer the young Padawan toward the Dark Side. This did raise
suspicions in some of the players, but overall nothing was
ever brought up. John, deceitful creature that he is, played
his role well.
Eventually, John was revealed to be a Dark Jedi when, on
order from the Emperor, he turned on the other PCs and tried
to kill them. He offed one PC but wound up in a saber duel
with his own apprentice and was killed (John actually let
himself be killed in an unusual turn from his normal play
habits). The other players were mostly caught off guard but
a couple had been expecting something like that to happen.
Hey, if some were surprised then I consider it a success.
The mole tactic will probably never work again with that
group but I will definitely try it again with another group.
After the experience of doing it once and a little
refinement, I bet I can surprise the whole group next time.
Some tips based upon my experience:
- Don't let your mole's character be too powerful. This
unbalances the game for the other players. Give them enough
power to have an advantage without making them nearly
invincible.
- Meet with your mole away from the other players and give
him/her only the information pertaining to their particular
goals for the next session. Don't divulge too much info
about your plans for the game. The mole needs to have fun
figuring things out as well. That's roleplaying! Also,
roleplay these meetings to keep in context with the game and
the campaign.
- Don't pass an overabundance of notes to the mole while
playing. This makes the other players suspicious of what's
going on. It also looks like you favor the mole's character
over the other PCs.
- Reveal your mole to the other players only at a climactic
event. This helps increase the tension and surprise,
particularly if they are in mortal danger and suddenly
discover that one of their own is really an enemy whom they
must suddenly deal with.
- I recommend that only an experienced roleplayer be your
mole. Newbies don't have enough experience to keep a poker
face or to come up with creative excuses and ways to allay
other players suspicions.
- If your mole gets himself/herself into mortal danger,
don't compensate for them or bail them out! Showing that
kind of favoritism REALLY builds suspicion that you favor
that character or, at the very least, have something special
in mind. If the mole gets killed, too bad. Go with it. I
also would advise that you don't reveal to the group that
you had a mole and make sure the mole keeps his mouth shut,
too. Wait a while and you can let him/her be your mole again
and maybe the final surprise can be salvaged.
- Finally, secrecy between you and your mole is ALL-
IMPORTANT! Stress to your mole the ultimate importance of
this secrecy. If even one player voices suspicions, then the
ultimate surprise will be spoiled for everyone, most of all
YOU!
- IRC Tips
From: Dave R.
This is a quick pair of tips for people who are running IRC
games.
- If you are running an IRC game and have one or more NPCs
who are going to be interacting with the players throughout
the session, use multiple instances of your IRC client, so
that rather than changing your nickname, you just change to
that character's own client and type there.
This way the players know who the important NPCs are
throughout the session. It works very well if you have a
major villain in mind.
- This tip is for anyone using multiple IRC clients or
windows for different characters when running a game. Make
sure each window has its own color scheme. That way you can
tell at a glance who's going to be saying something and make
a lot fewer mistakes.
I hope these help keep people in the moment for an IRC game.
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Contents
- Lists Of Names
From: Anarchy Scott
Hey, about the names thing - another good way to get names
is to pick them from one of these two word lists (they're
mainly used for programs that guess passwords).
There are two files, one for male names (3901 of them) and
one for female names (4955 of them). I have them up on my
site at:
http://www.agentsofchaos.org/dnd/malnames.txt
http://www.agentsofchaos.org/dnd/femnames.txt
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- The World Moves On (Campaign Tip)
From: Lyos
First off, thanks for such a great E-zine, it's helped me
out of trouble so many times it's not funny. Keep up the
good work.
I've noticed that some GMs think the PCs are the only people
that make an impact on the world. Their worlds tend to be 2
dimensional rather then 3 dimensional. NPCs have lives away
from when the PCs interact with them though, and this should
show in game play.
Take for instance, a GM who has designed a villain with a
goal of taking over the kingdom. The GM drops hints through
the game session about this evil villain, but instead of
running off to save the kingdom the PCs find something else
more interesting to do in another kingdom.
Forcing the PCs to go fight the villain is the wrong thing to
do. It takes away from the enjoyment of the game as a PC
should be free to go wherever he pleases.
But what about when the PCs eventually find their way back
to the kingdom? Some GMs will keep their villain open so when
the PCs get back they can go fight him. That would mean the
villain has basically gone into stasis for months or years
though, just waiting for the PCs to come back.
Instead of the world standing still while the PCs are away,
the world should move on. Using the same example, the PCs
have been gone for months but now the villain has moved on
with his plans and perhaps has even succeeded in taking over
the kingdom.
Now, instead of the mission being "stop the evil villain
taking over the kingdom", it becomes "get the evil villain
off the throne". Or maybe the evil villain is thwarted by
another group of adventurers while the PCs are gone, and upon
their return they hear all sorts of stories from other NPCs
about the valiant heroes who saved the kingdom and are now
getting all the rewards and respect the PCs should be
getting. Can you say jealousy ;o)
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Contents
- Getting Ideas For Games
From: Michael 'Bloosh' Leger
http://groups.msn.com/ADDPlayersNeeded/
I was recently on holidays, visiting my hometown. I decided
to see what there was to do by checking out the local
tourism booth. Well I started checking out their *free*
booklets and found a section on ghost walks and day
adventures. I got so many ideas for adventures I thought my
head was going to explode. I was up all that night writing
on scrap paper for a full campaign. All based off of a
tourism booklet, go figure.
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