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Roleplaying Tips Weekly E-Zine Issue #145
10 PBEM Etiquette Tips For Beginner Players
Contents:
This Week's Tips Summarized
10 PBEM Etiquette Tips For Beginner Players
- Post
- Write In Third Person, Past Tense
- Use Proper Spelling And Grammar
- Avoid Bad Posts
- Follow Syntax Conventions
- In His Own Game, The GM's Word Is Law
- Treat The Game As If It Is A Game
- Be Heard, But Don't Shout Others Down
- Avoid Time Crunches
- Always Remember The Most Important Rule
Readers' Tips Summarized
- Spicing On-The-Fly Adventures
- Co-GMing Tip: Special Effects Person
- Player Metagaming Tip
- Helping Hack 'N Slashers Roleplay
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Contents
A Brief Word From Johnn
"Feedback For Johnn" Contest
Prizes--Up for grabs in this contest are a bunch of d20 GM
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Contest Details:
This summer my 82 page eBook, NPC Essentials, was published.
So far, it's receiving rave reviews. The most recent review
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I'd like some feedback from you as I'm considering writing
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didn't know the book was out, who cares about NPCs, price,
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Contest deadline: Saturday, November 2nd.
One email entry per subscriber.
To enter the contest, send an email with feedback about why
you didn't buy the eBook or, if you did buy the eBook, what
you thought of it and/or how you'd improve my next one.
Send your email to:
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Thanks!
(For more info about the eBook, visit
http://www.gmmastery.com )
Free Online Map Links Doc Is Ready
Thanks to some fast work by Scorpio and some great
submissions by Tips subscribers, Roleplaying Tips Weekly
Supplemental #12 is ready for download. It contains 80+
links to campaign maps, demo maps, real world maps, mapping
software (free and commercial) and more. Download it, for
free of course, by sending a blank email to:
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Johnn Four
johnn@roleplayingtips.com
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RolePlayingMaster is the complete suite of integrated D&D
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10 PBEM Etiquette Tips For Beginner Players
A Guest Article By Jack Butler
jackbutlerjr@netzero.net
http://www.globalguardians.com
Follow these basic rules and, generally, you can't go wrong.
- Post
Yes, this is simplistic. So what. Make sure you respond to
every move, even if it's a quick note saying "I don't really
have something to do so I'll just do research". There is
nothing a PBEM GM hates more than setting up the game,
sending out an exciting and gripping move, and then
receiving no replies. Your character isn't going to be
center stage all the time, but when he's not you still need
to let the GM know that you are still interested in the
game.
There will be times when life prevents you from posting.
Maybe you and your family are going away on a trip. Maybe
you're in the hospital having a baby. Maybe you're flat on
your back with pneumonia. If possible, always warn your GM
about times you're going to miss posting. If you can't warn
him, send an note fully explaining why you missed responding
to the game as soon as you are able. This is polite, and
might save your spot in the game.
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Contents
- Write In Third Person, Past Tense
Say "he did", "she did", and "it did". Avoid first person
like the plague. Never write your narration with "I did
this" and "I did that". And whatever you do, don't write "I
do this" and "I do that". Remember, you're trying to tell a
story, not write a diary.
The primary reason this is so important is because GMs tend
to write their moves in third Person, past tense. When he
tries to integrate your responses into his moves, and you've
been writing in first person present tense, the tense and
perspective clash. Making life easy on your GM is a good
thing.
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Contents
- Use Proper Spelling And Grammar
Regardless of what language you are writing in, choppy
paragraphs and badly constructed sentences make for
difficult reading. People won't read your posts, or respond,
if they cannot decipher what you write.
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Contents
- Avoid Bad Posts
There are several different types of posts to be wary of,
each with its own problems:
- Non-Game Related Messages
If you feel you've got to say something to the people on the
game's mailing list, as opposed to your character saying
something to another character, say it quick, get to the
point, and make sure everyone knows it's an out of character
post. Use OOC ("Out of Character") to indicate such
comments. If you get the compulsion to respond to one of
these OOCs, go ahead, but respond directly to the player--
it's considered bad form to respond directly to the list.
- Rambling Messages That Say Nothing
These messages usually consist of five miles of unremoved
quotes followed by three lines of new text. This is not only
impolite, it's incredibly annoying. It borders on spamming.
It's a good idea to quote the message you are replying to in
your new response, but only quote applicable text.
- Messages From The Willingly Oblivious
These messages come about when one player totally ignores
something posted by someone else, be it another player or
the GM. If you don't like something that's been posted, you
are NOT allowed to just ignore it and move on... especially
if it came from the GM. Feel free to voice your objection to
the GM, in a private message.
- Super-Hero Syndrome
Basically a post of this sort involves your character doing
things he simply isn't capable of doing and not responding
correctly to his weaknesses. The best example would be a
character who should be hobbling around in pain after being
wounded, but instead is prancing around like he was Errol
Flynn in Captain Blood. This is a serious issue, even in
games set in the superhero-genre.
- Flames
Now, when I say flames, I don't just mean two players
hurling insults at each other. That's generally enough to
get you booted from most PBEMs out there. I also mean the
dirty trick known as the In-Character Flame War. In such a
flamefest, two or more players will use their characters to
fight each other over problems they are having in real life.
You can tell this is going on when two characters who have
no reason to be hostile to each other suddenly start
fighting. Not good. It screws up the GM's storylines and
annoys the hell out of everyone else.
- Assassin Posts
To put it simply, do not kill, maim, or otherwise destroy
another character without the express permission of both the
GM and (if it's a player character you're aiming to hurt)
the other player. It really upsets people when you try to do
this, so much so that you are inviting retribution by merely
considering it. If you want to seriously hurt a character,
remember that the only PC you don't need permission for is
your own.
- Plot Changers
Do not post a message which drastically changes the plotline
the game follows. The GM is there for a reason, after all,
and it's his game, not yours. If you have a good idea for a
plotline, contact the GM. Maybe he'll like your idea and run
with it. But if he doesn't, let it go. Don't try to force
him to accept your idea by jamming it into his game on your
own.
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- Follow Syntax Conventions
When presenting dialog, use the correct encapsulating
characters to help identify how the dialog is being heard by
others. It varies from game to game, and GM to GM, but it's
almost certain that there is going to be some accepted rules
about dialog conventions. Some commonly used conventions are
as follows:
"Use quotation marks here," the speaker said aloud.
*Asterisks are used here,* came a voice over the radio.
<<Double angled brackets are an indication of a foreign
language being spoken,>> said a voice in perfectly accented
Russian.
::Typed text, such as that appearing in a book or in a
newspaper, should appear in double colons::, the hero read.
(Parentheses are used here) the man thought to himself.
{Squiggly brackets are used here}, came the mysterious
telepathic voice.
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Contents
- In His Own Game, The GM's Word Is Law
Most Game Masters are willing to listen to opposing
opinions, but never, ever present your opposing opinion to
them on the game's mailing list. And if a GM ever says
something along the lines as "my decision stands", let the
issue go. We mean it, let it drop. Continuing to argue after
he's reached a final decision is not a smart thing to do if
you intend to continue playing in his game.
On a related note:
6a. Don't Be A Rules Lawyer. Most GM's hate this. If the GM
makes a rules mistake, politely inform him of it out-of-game
and hope he doesn't repeat it. Do not demand that he
reverse himself, especially if he already made his final
decision.
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Contents
- Treat The Game As If It Is A Game
No one is going to come up with a cure for cancer while
typing away at a PBEM. And PBEMs don't promote world peace.
They're just games.
This has three meanings:
- Never forget, life doesn't change just because your
character gets reamed.
- Your actions can contribute to the group enjoyment or
take away from it. It's up to you whether or not you have
fun.
- If real life is interfering with your game play, see to
your real life first, even if it means dropping out of the
game.
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- Be Heard, But Don't Shout Others Down
If you're naturally quiet and generally only post the
minimum amount to stay in the game, try to post more
often...at least enough to be recognized as being around.
If you're a big talker who responds to everything vaguely
connected to your character, shut up once in a while and let
someone else get a word in edgewise.
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Contents
- Avoid Time Crunches
Reply to a new move in a timely fashion. Sure, it's
sometimes impossible, but at least make the effort. It also
means avoid spiraling time scales. It is rare that an action
CAN and MUST take place at such and such a time and no
later. If you can do something later and thereby avoid
wedging in an unnecessary action now, you'll be the GM's
friend for life. The game cannot move forward if everyone is
always trying to get the last word in. Don't do this if you
can help it.
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- Always Remember The Most Important Rule
This rule reads: "If You Become A Problem, You Will Almost
Certainly Be Removed From The Game". This means be polite.
It's not that hard. In the words of Benjamin Franklin,
occasionally doubt your own infallibility. This has nothing
to do with what your character does with the other
characters. It involves other real people and whether or not
they're enjoying the game with you in it. Be considerate
and polite whenever possible.
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d20 WEEKLY - THE PRO d20 GAMING ZINE
Each issue contains articles, columns, reviews, news, and
more for your d20 campaigns. Contributors include Steve
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Kohler. The Editor is Dale Donovan, former editor of DRAGON.
Check out the four free issues and other previews at
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Readers' Tips Of The Week:
- Spicing On-The-Fly Adventures
From: Omar Lazaro omar_lazaro@yahoo.com.mx
http://www.geocities.com/ddragones
Improvised adventures can be troublesome for even the most
experienced game master. These adventures may lack
continuity, clear goals, or proper pacing. With a small
amount of spice to occupy the players' minds, however, the
players may not even notice such problems.
As a GM of Dungeons & Dragons I have learned three simple
rules that have aided me in my campaign.
- Give Them Interesting NPCs
Remember that the PCs are not the only people who make an
impact on the world. There are other heroes, villains,
scholars, and common people living around. Some of them even
more powerful than the PCs. When you describe an NPC, give
him some interesting features.
Before you describe your next NPC, try asking yourself these
questions:
- Does he have an important physical mark? (Tattoo, obese,
greasy hair, skinny, dumb, blind, missing limb, beautiful
eyes.)
- Is he powerful or only a commoner?
- Is he more powerful than the PCs?
- What's his alignment? (Good, Bad or Neutral would be
enough.)
- Does he demonstrate a distinctive mannerism? (Mumbles,
whispers, shouts, gesticulates, involuntarily moves an
eye.)
- Does he have special abilities? (Can see past-lives,
premonitions, breeds a special lineage of an animal or
plant, distills a green beer, knowledge of the region,
political power.)
- Is he wearing special garments? (Fabric, design, color.)
Interesting NPCs are especially important in improvised
adventures. If you frequently create your NPCs with the
above questions, don't be surprised if your players find
them special enough to involve them in adventures in ways
you don't expect!
Here is an example of a PC encountering a generic NPC.
Player (Knight of Kalas): Is the bartender around?
GM: Yes, behind the counter.
Player: I ask him for ale.
Now here is the same situation with more spice.
Player (Knight of Kalas): Is the bartender around?
GM: Behind the counter a corpulent man is filling a jar with
beer. His arms are as huge as his prominent belly, his hands
looks filthy, and the rotting teeth in his grin don't help
to improve his appearance. On his right hand, a faded tattoo
of the Kalas' Knighthood refuses to disappear.
Player: Is he an outcast or a former brother?
Your players will remember this NPC and perhaps he will have
a special appearance in another adventure. If you make this
NPC a regular character, take the time to develop him
further. Think about his motivations: what happened in his
past to make him choose this life?
- Always Listen To The Ideas Of Your Players
Sometimes, when I'm improvising an adventure, I don't have a
clear idea of everything that would or should happen. I
have, however, a remedy for all my headaches: my players!
Player1: I use "Magic Mirror". I'll try to contact the King.
GM: On the silver surface you see the image of the King. He
is standing next to Evirae, your hated foe. They smile at
each other and Evirae gives the King a ring made of mithril.
The image vanishes.
Player1 (out of character): Treachery!
Player2 (out of character): Perhaps Evirae is forcing them
to work together.
Player3 (out of character): Also remember that Evirae has
shapeshifters at his service.
Player2 (out of character): And the ring?
Now I have several options for the adventure:
- Treachery: If this is true, why would the king do that?
Is there a political reason? Is it religion? Does the king
hate one of the PCs?
- Pressure over him: Of what kind? Family? Economic burden?
- Shapeshifters: Hmmm? And who else is a shapeshifter? A PC
maybe?
- The Ring: ONE RING TO RULE THEM ALL! No, no, no I think I
heard that somewhere else. But what about a wedding ring? A
magical ring? A personal possession of emotional value?
By allowing the players to create their own conspiracy
theories, they created choices for me. I even got to see
what story twist the players found most interesting.
Decision making on my part like this wouldn't be possible in
most well-planned adventures, but in an improvised game,
it's easy to change the direction of the adventure.
One last piece of advice on the matter of listening to your
players' ideas: Never hesitate. Your players must believe
that you already know the plot of the adventure.
- Never Restrain The Actions Of Your Players
This last rule is complementary. If you observe the earlier
rules, you will find that your players will try to follow
paths that you never expected. Don't be afraid! In my
experience, these paths are the most memorable and sometimes
even better than the prepared plot. Pursuing their own
interests is an important part of allowing your players to
develop their characters.
Don't be afraid that the players will permanently derail
your campaign. Besides, your players will often return to
the main adventure on their own after pursuing their own
interests.
If, for some reason, they don't try to unravel the main
mystery there are two things you can do:
- Let it be. If they don't return to the main plot, it is
because they don't care. Move to another thing. Yet, don't
forget that life continues without them. The next time your
players find something that is related to the previous
adventure, it must reflect the fact that they didn't care at
the time.
- Tempt them back. If they don't care, give them something
related to the main plot that calls for their attention.
Never force their actions. If you do that they would feel
like pawns and all the sense of reality your campaign had
will turn to dust. Consider the following examples:
Player 1 (in character): We'll go south!
GM: But you have to rescue the princess at the Northern
Fortress!
Player 2 (out of character): Later. I think the half-orc
that rode to the south is a spy.
GM (Suffering): You ride to the south for a couple of hours
and find a very large and turbulent river. The bridge is
down and a totem on the shore reveals that it's a Wild Magic
Zone.
Player 1 (out of character): Ok, ok, we'll go to the
Northern Fortress.
Here is a different way to handle it:
Player 1 (in character): We'll go south!
GM: Why?
Player 2 (out of character): I think the half-orc that rode
to the south is a spy.
GM: You ride to the south for a couple of hours and find the
half-orc that you were chasing. An arrow is protruding from
his chest. In one of the pockets you find a fragment of
cloth, lingerie perhaps. You find a message written in blood
and in a secret code.
Player 1: I'll try to decipher the script.
GM: It reads, "Bearer of message...Sir Victor altered by
magic...Great magic device in fortress...Poisoned River...
Knight of Kalas traitors...I can't hold...more time"
- Co-GMing Tip: Special Effects Person
From: Johinsa
[re: http://www.roleplayingtips.com/issue144.asp ]
Regarding the tips in issue #144 on GM Assistants, I have
another one: the Special Effects Person. They help you use
props and things to create the right mood, leaving you free
to concentrate on the story and interaction.
My personal favourite is having someone run the sounds. I
love having sound effects and background music in a game,
but the times you really *want* sounds are generally the
important/dramatic/climactic moments, which is exactly when
you *don't* want to say "Hang on a minute, guys, I can't
remember what CD I need."
Luckily for me, one of my players has volunteered herself as
Sound Person. We'll make up a CD beforehand and I'll tell
her in a general sort of way what we need, without giving
away plot points: sad music, fight music, music you'd hear
in a bar, sappy music, tribal music, etc. Then she uses her
judgement as to when to play it during the game and I don't
have to worry about it. I find this is a huge help.
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Contents
- Player Metagaming Tip
From: Eric A.
One problem I've always had in every group I've GM'ed has
been the player who uses his knowledge of the game to aid
his character or group unfairly.
An example: said player has a wizard character but is
constantly giving advice to the thief or fighter on what to
do, even though his character knows absolutely nil about
thievery or fighting, because the player usually plays a
thief or fighter. Alternately, he correctly identifies the
magic item just by the description given without any
research or identifying spells being cast.
My solution to this problem was simple: NPCs. The group
tended to travel with at least two NPCs since it was such a
small group. The NPCs started to remark upon the character's
almost psychic ability to know things he could not possibly
know. When they reached a sizable city, the NPCs told
stories to the locals about the character's powers and soon
the group was followed around by tens, then hundreds, of
"devotees" of the character. And, of course, these followers
got into all kinds of trouble with the player's character to
blame for not being able to control his "followers".
Eventually, some of the campaign villains took notice of the
character's unusual "powers" and tried to kidnap him (in
order to learn his secrets) or assassinate him (to prevent
him from spoiling their plans).
When it dawned on the other players that the only reason
they were being followed around by hundreds of useless NPCs
and were the targets of every assassin and kidnap gang in
three kingdoms was because the player wouldn't stop using
his player knowledge (metagame thinking), they confronted
him and politely asked him to knock it off. When his powers
mysteriously disappeared, his followers did likewise.
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Contents
- Helping Hack 'N Slashers Roleplay
From: Jason W.
I am DMing a varied group of PCs who range from newbies to
hack'n'slashers and I want to ever-so-subtly teach them the
joys of a good roleplaying game (mixed in with some good
combats, of course). After much thought and hair-pulling I
came up with a simple way to entice players to roleplay well
without forcing them into it.
Based on previous experience, the key to good roleplaying is
to have a good feel for your character. Once you know how
your character acts and why s/he acts that way, making
decisions becomes natural and instinctive for the player.
So, I wanted my players to have good background information
written up but I didn't want to scare them off by asking
them to type up a couple of pages at the beginning. The
compromise? I asked for answers to 7 critical questions at
character creation. Then, at the end of each session, I hand
out optional homework questions to be completed off game
time.
Doing the HW is completely optional and it can be turned in
any time for full credit (thus letting the players go at
their own pace). For answering the questions, they earn
Development Points (DPs) that can be exchanged at any time
for experience points.
Other benefits of this system I discovered include the
ability to adjust the questions on a per character basis as
well as base them on answers to previous homework--something
that is hard to do with writing up 'Character
Questionnaires' at creation time.
Also, you can include homework for more OOC stuff that needs
to get done. I got a good response when asking my players to
bring personalized miniatures and props to the games for
homework.
Worked for me at very little cost in time.
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