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Roleplaying Tips Weekly E-Zine Issue #148
135 NPC Side-Plots
Contents:
Readers' Tips Summarized
- World Creation Tips
- 7 Steps For Dealing With Those Pesky Rules Lawyers
- Mobile Gaming Devices
- Alien Creation Tips
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Contents
A Brief Word From Johnn
Supplemental Issues Available By Autoresponder
I had a few subscribers write in and ask how to get the
various Supplemental Issues that have been released to date. Please find a complete list below.
These issues are available by autoresponder, which means you just send a blank email to the address provided and you should receive the requested document in a few minutes.
If you don't receive anything, check your Reply-To address
in your email software as that's where the autoresponder
will send the document to.
- What To Do When Your Players Aren't Taking It Seriously Send a blank email to: seriousplayers@roleplayingtips.com
- Alternative Forms Of Character Rewards
Send a blank email to: character-rewards@roleplayingtips.com
- Helping Players Choose To Roleplay vs. Fight
Send a blank email to: hack-n-slash@roleplayingtips.com
- The Perfect Gaming Environment
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- The Character Questionnaire
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- Minor Rewards Ideas
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- City Places
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- Running Games At Conventions
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- Remedies For GM Burn-Out
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- Subscribers' Online Games
Send a blank email to: onlinerpgs@roleplayingtips.com
- NPC Essentials eBook Info & Free Article
Send a blank email to: NPC-essentials@roleplayingtips.com
- Online Sources of Free Maps
Send a blank email to: maps@roleplayingtips.com
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Our first game, Phantasy Realm is a fantasy-adventure board
game replete with vicious monsters, treasure hordes, magic
items, and odd people. As a special bonus to Roleplaying
Tips subscribers, Phantasy Realm and its expansions are
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http://www.curiousgames.net/RPGTips.html
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Contents
135 NPC Side-Plots
Thanks to all the Tipsters who contributed their NPC side-
plot ideas! Thanks also to Zenthrus for the edit and
compilation work.
Use this chart to help you plan your sessions and NPCs, or
print it out for an in-game aid. You might also consider
picking your favourite 20, or discarding 35, to make a new
dice roll chart of an even 20 or 100 items. Sometimes,
skimming through a list of ideas doesn't stir your
inspiration, but randomly selecting one idea and sticking
with it helps you work through any NPC or plot knots you
might have.
If anyone decides to make a fancy, formatted version, let me
know and I'll post it at the site for download. Also, if you
get any ideas for other side-plots, send 'em on in and I'll
append them to the list. Thanks!
johnn@roleplayingtips.com
135 NPC Side-Plots
Roll d135 ;)
- Is feuding with neighbor over grazing rights
- Is a wandering amateur chef looking for new recipes and
ingredients
- Is a failed adventurer with much emotional baggage who
seeks to sabotage other adventurers
- Is a shrewd negotiator, but offers extremely valuable
information in trade for new information
- Is quiet, brooding, and short tempered due to medical
problems
- Is a pacifist who tries to convert the party to the ways
of non-violence
- Has a racial enemy or is banned from racially dominant
areas
- Fears being alone because of a recent incident
- Is collecting parlor games from across the lands
- Tries to recruit the PCs for some incredibly mundane
task (i.e. labourer) regardless of PC objections
- Knows of "lots of great adventures" that are,
unfortunately, all dead ends
- Is a historian, but all the facts are invented
(compulsive liar)
- Is a travelling madam with company, seeking new
employees and better (wealthier) company
- Is recruiting for the military or a special guild
- Is an outcast for forgotten crimes
- Is collecting donations for a charitable fund
- Is looking for a particular person with critical spell
components
- Is on a secret military mission
- Is in disguise (for reasons real or imaginary)
- Imagines he/she is a ghost in spite of attempts to
prove he/she is living
- Believes (loudly) that wealth should be spread among all
the citizens and tries to redistribute the PCs' wealth
- Is paranoid and over-protective of their town
- Is tracking down a villain and vows to kill him/her/it
- Has an unhealthy obsession with another person
- Is good-aligned and has recently run away from evil
parents
- Likes to play practical jokes on party members (without
revealing culpability if possible)
- Is celibate/chaste, but always attracts the opposite sex
- Is the bastard son of a famous lord (hates his father;
half-brothers would kill him on sight)
- Myopic guard -- extremely nearsighted but compensates
with well developed sense of hearing
- Is a binge drinker who tends to get in trouble due to
violent, drunken bouts
- Trying to find lost love (who is a traveling with a
troop of entertainers)
- Spy keeping tabs on party for local leader or powerful
NPC
- Extremely lucky (never seems to do anything right, but
somehow escapes any personal consequences)
- A "wanted man" sought by a particular non-human good
race (i.e. Elves, Halflings, Dwarves, etc.) for some
past misdeed or misunderstanding
- Greedy -- always demands first dibs and/or larger shares
when dividing treasure troves based on exaggerated
contributions to the party's success
- Is unhappily married and will do anything to get out
of it
- Is a fan (to the point of fanaticism) of a spectator
sport of the time (jousting, cockfighting, bearbaiting,
whatever) and has gotten into gambling/stalking trouble
- Is heavily in debt and is fleeing/hiding from creditors
- Is an outspoken advocate of a controversial political
position
- Is an aspiring bard and uses the PCs as subjects of
his/her newest songs without their consent
- Is one of the top artisans at his/her craft, but
circumstances beyond his/her control have forced him out
of the trade
- Is a proud parent and wants his/her child to become an
adventurer
- Was adopted as an infant and is in search of his/her bio-
parents
- Is an outcast in the community for no good reason
- Is a self-proclaimed matchmaker and tries to set up at
least one of the PCs
- Is an unwitting thrall to a powerful vampire
- Is searching for a lost family heirloom -- the heirloom
may not have any value other than sentiment
- Is on a personal quest for enlightenment, salvation,
vengeance, atonement, etc.
- Is on a personal quest for power and has made dark pacts
with evil outsiders to accomplish this end
- Is a vigilante who kills in cold blood convinced that
the ends (i.e. eliminating a criminal element) justify
the means (using excessive force, killing hostages,
etc.)
- Is the reluctant heir to some ancient, forbidding, or
dark power
- Will deal with the PCs only in a specific, non-monetary
currency (i.e. gems, jewels, fine art, old whiskey,
etc.)
- Wants the PCs to "accidentally retrieve" an item while
they are investigating clues
- Is tainted in some way and tries at all costs to keep
the taint a secret
- Wants the PCs to deliver a letter to his mother - but he
doesn't know that his mother is really that cackling
night hag that the local lord wants hunted down and
exterminated
- Wants PCs to "lend" him the main plot item after they
retrieve it, before they hand it over to the main plot
instigator. The motivation could be pure (i.e. item
needed to lift a deadly curse) or nefarious (i.e. item
used to raise an army of undead)
- Suffers from a skin condition which causes his skin to
burn and peel in direct sunlight -- but is not a vampire
- Is a doctor who unwittingly spreads a deadly plague even
while trying desperately to find the cure
- Suffers from black-outs and is completely unaware of his
actions, during the black-out
- Is an unsuccessful playwright who has stolen the latest
creation of a very well known bard
- Is deadly terrified of shadows. He'll only meet with the
PCs in places completely devoid of shadows
- Has a craving for rare herbs and spices that unknown to
the PCs are used to create a powerful narcotic
- Is lecherous and married. Asks the PCs for help sneaking
in and out of brothels
- Is a voyeur who happens to be spying on the house where
the PCs are adventuring
- Is a worshipper of a death god(dess) or a necromancer
who wishes to serve as a mortician of the city but needs
documents proving his/her good intentions/standing
- Is extremely obese and is attempting to travel a long
distance
- Thinks he's a duck because of a powerful enchantment
- Is an anarchist attempting to recruit followers to
overthrow the government
- Has recently broken up with a lover and now laments
- Is pregnant and the father is a noble/priest/etc.
- Cannot stop complaining, and will complain to anyone
near them but knows key information hidden among the
complaints
- Has an irrational fear of pants and attempts to "save"
anyone who happens to be wearing pants
- Sells rice cakes with magic rings inside
- Tries to pass off lousy equipment as magical
- Sells magical equipment that looks fake or non-magical
- Is a lowly beggar with friends in high places who acts
as a spy for a powerful wizard or guild
- Sells rare and unusual spells
- Is the most annoying person in town but befriends the
PCs
- Is trying to ditch the city guards, who are chasing him
for a minor crime
- Has had an operation to change his/her race, but still
manifests cultural mannerisms of his/her original race
- Used to be a powerful adventurer
- Is promoting a new religion and tries to convert all who
pass by
- Is an artist trying to sell his works
- Is a writer trying to sell his works
- Is a noble trying to swap places with a peasant for
a day
- Is a very trusting foreigner
- Acts as a local guide to the PCs
- Has distinctly disproportionate limbs (i.e. one arm
longer than the other, etc) that were altered through
magic
- Is a rich tax collector targeted by several opponents
who feel that he/she is unfair or embezzling
- Acts as a representative for the Black Market
- Desperately needs an item only available through the
Black Market
- Is a disgruntled worker recently laid off
- Is part of a group of traveling musicians seeking a
benefactor
- Believes that he is the only voice of a powerful
god
- Rants uncontrollably about unrelated things as if under
the effects of a Feeblemind
- At first sight, falls madly in love with one of the
party members and becomes obsessive/stalks
- Is in the process of creating their own masterpiece
(painting, pottery, sculpture, etc.) and wants to use
one of the PCs as a model/inspiration
- Is an opera house maestro who mistakes one of the PCs
for the lead in his production and whisks them off to
perform
- Believes that one of the party members is a long lost
relative
- Is trying to marry off their eldest son/daughter to one
of the PCs
- Is being held captive in his/her own home
- Has been replaced by a doppleganger
- Is seeking political/religious asylum
- A bitter rival was just elected into a minor position
and NPC wants to ruin his reputation
- NPC is a victim of spousal abuse
- NPC has invented a new piece of equipment and is looking
for a test subject
- NPC is seeking support and election for a minor
bureaucratic position with a long title
- Is a guard or law official who seeks information about
who, how and why he was framed for a crime that resulted
in his dismissal
- Is desperately trying to join a prestigious sports
team/league
- Is trying to find out how to join a certain secret cult
- Is seeking his muse
- NPC is squatting and claims an ancient family rite to
the site
- Is looking for his/her father who disappeared in the
area 6 months ago
- Seeks his/her father/mother/child who ran away from home
- NPC seeks an ex-lover to claim child-support for their
bastard child
- Is going out at night and mistreating stray animals
- Was recently injured in a random attack and seeks his
attackers for revenge
- Is hiding from local elves who seek him after recently
telling several off-colour elven jokes in public
- Is trying to fulfill a bizarre request of their
employer, but with no luck
- Is an informant for the local thieves' guild with
nothing to report and is ready to make something up
- Loudly and publicly complains about the local lord
- Is looking for a business partner
- Is a barber who's invented a new hairstyle and is
looking for customers
- NPC's home burnt down last night
- NPC is a merchant looking to open trade with other races
and spot a non-human PC
- NPC has an injury or disease and is saving up for a heal
spell
- A meek NPC has a valuable treasure but does not know who
to turn to and trust for the sale
- Is a skilled amateur gambler looking to break into the
pros or find the "big game"
- Has been falsely accused and has just posted bail
and is now looking for proof of his innocence
- Fears he's being watched and is looking for someone who
he can trust to recover a valuable object buried nearby
- NPC is looking to buy winter clothing and bedding for
their orphanage but wool prices are up due to a local
shortage
- Is trying to drink himself to death
- Has been given a task by his boss and his boss would
punish him if it was known he was "wasting time" with
the PCs
- Wants the PCs to promote her business by wearing or
using her product prominently whenever possible
(fashionable cloaks, very tasty trail rations, a
specific musical instrument, etc.)
- Pumps the characters for details about their exploits,
then goes around claiming that he himself did these
things
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Contents
Readers' Tips Of The Week:
- World Creation Tips
From: Strider Starslayer
Lately in the ezine I've seen a lot of references to
creating people, societies, and even alien races; however,
I've not seen much mention of the world itself. And though
environment has usually been mentioned as having an
important role, the focus is usually on the local
environment, not the global one.
Unfortunately, there isn't a lot of working material (i.e.
examples of worlds that support life) to go with when
looking at planets/worlds, so I generally just pick and mix
from a series of categories:
- Temperature
This is where the retaliative heat of the planet normally
lies. The poles will be cooler and the equator (with respect
to any heating solar body) will be warmer.
- Fusion: Superhot, generally only stars fall into this
category, but who says life can't develop/exist on a star
itself (especially a star that started off as a gas giant
but then gained enough matter to exceed critical mass).
- Thermal: The hottest of the hot planets; water separates
into hydrogen and oxygen and burns from the sheer heat; most
of the planet is molten rock.
- Hot: Temperatures are still high enough to boil water but
not melt rocks.
- Temperate: Normalized temperatures, like Earth or Mars.
- Cold: Temperatures at the equator are below the freezing
point for water; however, there may be liquid water under
high pressure beneath the ice.
- Frozen: Temperatures fall well below the level of liquid
nitrogen making the atmosphere virtually nonexistent and
consisting of hydrogen and other light elements with
extremely low condensation points; man-made superconductors
operate at these temperatures without needing cooling units
and several metals behave like superconductors (i.e.
platinum).
- Theoretical limit: Temperatures are as cold as can be.
Even hydrogen will be liquid on the surface of this world,
which is most likely not illuminated by a solar body but
perhaps belongs to a dead solar system or is a rogue planet
(i.e. planet that floats through space not connected to a
solar system). All metals behave as if they were
superconductors at this temperature.
- Supercold: Impossible under normal physics, this world is
below absolute 0. This is full of interesting options for
the physics-minded.
- Temperature Shift
This can be a combination of planet size, atmosphere
composition, proximity to a solar body, age of the planet
itself, and several other factors. It regulates how far the
temperature shifts in either direction as the planet goes
through its seasons.
Note that, the more profound the changes on the planet, the
more hearty the life there is bound to be. Conversely,
creatures from Gaia worlds will most likely be unable to
cope with even minor temperature/pressure changes without
becoming sick.
- Unnatural: Planet shifts from Fusion to Supercold; some
sort of external or internal force would have to be at work
for something like this to happen.
- Extreme: Planet shifts violently from temperatures,
covering the full scale of Hot to Frozen in the course of
its seasonal year. This could be caused by being very close
to a solar body but then being hidden from it by a larger
body for a large portion of time.
- Violent: Planet shifts 3-4 units on the temperature scale
depending on the time of the seasonal year.
- Strong: Planet shifts 1-2 units on the temperature scale
depending on the time of the seasonal year (i.e. Mars).
- Stable: Planet shifts only within the limits of a single
temperature on the scale (i.e. Earth).
- Gaia: Planet does not shift temperature. Whatever it
holds, it holds almost without any change at all.
- Size
Smaller planets tend to hold a narrow band of life while
larger planets will see more genetic diversity over time
that will be more likely to find the "perfect" combination
to survive on that world and perhaps other worlds.
For example, it is more likely that creatures on an
extremely tiny planet would barely eke out an existence,
whereas creatures on a gigantic planet might have completely
adapted to the situation, and those that did not adapt were
quickly replaced by the few that did.
Size also has a direct bearing on gravity, though
artificially created worlds may be hollow to reduce gravity.
- Tiny: The planet is barely large enough to be considered a
planet and not an asteroid (i.e. Pluto). 0.5g.
- Medium: Planets like Earth and Mars are of normal size,
and have around .5-3g.
- Large: Planets that are many times more massive than earth
but are still planets. 3-7g.
- Huge: Planets are so massive they are most likely gas
giants or artificial constructs. Gas giants will have
"islands" of material floating around in them, like a mini-
solar system in an environmental soup. 7+g.
For the most part, the "toughness" of a creature will be
inversely proportional to the pleasantness of their world.
Creatures that naturally have superior genes to humans will
come from worlds that have more unpleasant conditions than
earth. Creatures that are superior to humans in every
category will come from worlds that are downright hellish.
Of course, this only covers NATURAL evolution. Artificial
eugenics and other programs to upgrade the species may have
taken place but are beyond the scope of an article on
planets. Also, a given race may have stumbled upon a genetic
code that is inherently superior, but the odds are extremely
slim.
- 7 Steps For Dealing With Those Pesky Rules Lawyers
From: Kristyn Hammond
Roleplaying: a game, a fun pastime, a time when everyone can
gather together and be someone else in an imaginary universe
one night a week. Inevitably, when the character sheets are
before us and we're knee deep in dice of every shape and
color, between the guy with Doritos cheese all over himself
and the girl with pink hair, will sit the "Rules Lawyer". No
group is without one and everyone knows who he is but him.
So now what? What do you do when getting rid of him is just
not acceptable?
Below I have outlined a few ways to deal with rules lawyers
who are bent on practicing in your living room or local game
shop.
Rules lawyers are perhaps the most annoying of all problem
player types. This is often because they are a problem to
the Game Master and their fellow players. Several effective
ways to handle rules lawyers, and the like, without causing
a scene are:
- Make House Rules Known
Make any and ALL house rules known to each and every player
who walks through your front door with their character
sheets and dice in hand. A good way to keep these things
under control is to type up and print a list of all existing
house rules for each player. This can cut down on "out of
character" questioning.
- Warn Them Privately
There is nothing that will make you more miserable than
making a public point of your local rules lawyer and then
have him lash out at the other players out of embarrassment.
Also, consider that he could be unaware of his behavior.
- Hear Them Out
Sometimes rules lawyers are such for a reason. Perhaps he's
had an unfair GM in the past or he just can't trust anyone
but himself. Whatever the case, let him voice his issues.
Show him that you're not unreasonable and don't
automatically assume he's wrong and shoot him down every
time. Ask him to write it down when he has an issue as
writing it down will not interfere with their game.
- Show Em' Who's Boss
GMs don't just make up rules. Know your books, look things
up, and show your players where you found a rule or explain
how you came to your decision. It's true that the GM has the
final say, but don't abuse this power. Give it to the
players straight. Don't be afraid to look it up, just for
good measure. This shows you're reasonable.
- Involve Your Other Players
GMs cannot know every word in every book they own. Most
times other players are a vital resource for knowledge.
Someone is bound to know.
- Give Them A Vote
Before showing the problem player to the door, give your
other players a vote. Perhaps they can come up with a
creative and fair solution where you could not. This can be
done in different ways, such as taking them all aside or
holding an e-mail discussion where everyone casts their vote
and/or offers suggestions.
- Show Em' The Door
If, when all else fails, your rules lawyer insists on
practicing in your living room, ask them to leave. Explain
privately that you have warned them, explained yourself, and
now they are holding up the game.
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Contents
- Mobile Gaming Devices
From: Pete
Johnn,
Firstly, thanks for the great newsletter. It's definitely
one of the week's highlights for me.
In the latest issue (#147) there was a tip about using an
AlphaSmart keyboard for keeping game notes. I checked out
the site and found that my old Sharp organizer would do more
for less money. OK, so it doesn't have a spelling checker
and each note is a limited size, but it would do the
required job easily. The latest models are much smarter
(mine is about 5 years old).
Another alternative is using a PDA. I replaced my Sharp
organizer with a Palm unit a couple of years ago and haven't
looked back! Apart from the built-in functions, there are
literally hundreds of D&D related apps available for
downloading. These range from NPC generators to complete "e-
tool" suites, as well as summarised references of various
rulebooks. The price of a Palm PDA (and there are other
brands) will fit easily into the US$199 range mentioned,
even though you can spend as much as a cheap laptop on the
up-scale models. I use my Palm constantly, and a pair of AAA
batteries lasts a couple of months.
One example of using my Palm relates to introducing my wife
to D&D. In this game, we still use 2nd edition rules and my
wife could not grasp the concept of THAC0. No matter how we
explained it, it didn't register. This would slow down any
combat, as another player would have to roll the hits for
her, which didn't do much for game flow...
On one of my software hunts, I spotted a die roller app that
was designed for 2nd ed AD&D. I installed it and plugged in
her character's THAC0 and Voila! Just touch the screen and
read off the AC that the character can hit. No need to
understand the mechanics of THAC0. :)
I can already hear the screams of "handwriting recognition
sucks!" and have to say that I got used to Palm's Graffitti
in a couple of days. Anyway, there are models available with
an organizer-style keypad, or you can buy an add-on.
That's my 2 cents worth - I hope it helps.
Here's another Palm testimonial from Matthew H:
Johnn,
My "Terminal of Choice" for GMing is my Palm Vx combined
with the funky folding keyboard, also from
[ http://www.palm.com ]. It is small, sleek, and self-
contained, and when I back its content up to my PC all my
writings from the game are accessible to my desktop's
applications.
I am contemplating upgrading the whole kit to the new M505
with a Bluetooth connection. This will mean that I will be
able to network to the internet and my home server anywhere
my mobile phone can make a connection. I am probably rather
geeky but the folding keyboard is just soooo James Bond ;-)
and really fits the SF RPGs I run.
Return to
Contents
- Alien Creation Tips
From: Logan Horsford
http://www.geocities.com/logan9a/index.html
- Color The Aliens
What is the color of the aliens? Bright, cheerful colors
don't go well with moody somber aliens. Figure out a color
that has some sort of emotional attachment to your audience
and be sure to play that up as the major color of the
aliens.
If they are a warlike race, scarlet ships (shells, whatever)
may convey blood. Black (since space is black and perhaps
black ships will be ever so slightly harder to see in outer
space) may convey sneakiness. White ships can convey either
the ultra modern monster (Star Wars) or a happy race.
Note that you can't come out and tell the players the color
scheme! This is meant to work on a bit of a subconscious
level. The colors are to some extent already attached to
various archetypical emotions. Play on that.
- Fluff
How fluffy are the aliens? The more cuddly they are and the
more child-like they appear, the less likely they will be
killing machines. Attempting to make an alien with soft fur
into a rabid killer could cause the campaign to lapse into
humor. Hard shelled critters are better for that. For
example, 'E.T.' was a very child-like alien. Imagine the
problems trying to make his race mega killers. Movies that
have attempted to (Critters) end up being humorous.
- Spacecraft
What about the aliens' ships? Their location and feel should
reflect the creatures. In the movie "Independence Day" the
(single pilot) ships were small and insect like, while the
aliens were described as intergalactic cockroaches. In
Predator 2 the ship had a lot of fog in it. That helped tell
you that the creatures were 'mysterious' and synergized with
their invisibility abilities. In the TV show "Star Trek"
(and for that matter, TNG) the ship corridors are ALWAYS
clear of debris. This helps show a kind of utopian society.
- Weapons
Much like the ships, weapons (if any) should convey the
aliens' look and feel. Utopian societies (ST) create a small
burn mark and the target falls over dead. These weapons can
be set for 'stun'. What would it convey on an emotional
level to your players if the weapon could turn its target
inside out in a slow and painful method? Clearly, this
weapon would only have one setting -- maximum pain. The
weapon should look like how the society wishes to be seen.
Phasers (ST) look more like cell phones than weapons. The
Empire's weapons (SW) reflect the militant culture.
Again, it is imperative that NONE of these ties should be
vocalized to the players. They are things that only the GM
should be aware of. If it is not stated in a logical overt
method, it will work more on the subconscious/emotions of
the players. It is also important not to mix signals - cute
and fluffy aliens shouldn't ride insectoid ships, etc.
By thinking about different ways to convey emotion (not only
with aliens but in all aspects) you will bring the
culture/aliens more to life.
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