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Roleplaying Tips Weekly E-Zine Issue #151
11 Tips For Creating Character-Centered Subplots
Contents:
This Week's Tips Summarized
11 Tips For Creating Character-Centered Subplots
- Educate Your Players
- Closet Skeletons
- Family Life
- Trouble at Work
- Murphy's Law's Ugly Head
- Love
- This Time, It's Personal!
- Mistaken Identity
- Make Subplots Voluntary
- Keep Subplots Character-Centered
- Rewards
Readers' Tips Summarized
- GMing Racism
- Tips About Alien Senses
- Five GM Dice Tactics To Drive Your Players Crazy
- Pros To Running Call Of Cthulhu Campaigns
- Analyzing Movies
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Contents
A Brief Word From Johnn
A Good Fantasy Novel
Even though overtime at work has put a serious cramp on my recreational activities these days, I still had time to finish an excellent book that I'd like to recommend to you. It's called "The Curse Of Chalion" and it's written by Lois McMaster Bujold.
It takes place in a Medieval European-esque world and
features well written NPCs, er, characters, great politics,
and a neat religion. Bujold kept me glued to her book till
the very end.
For you George R.R. Martin "Song of Ice And Fire" fans, I
think you'll find this book quite similar and it could help tide you over until he finishes #4 in the series, "A Feast For Crows." :)
Have a great week,
Johnn Four
johnn@roleplayingtips.com
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11 Tips For Creating Character-Centered Subplots
A Guest Article By Mark L. Chance
http://www.anubium.com/
- Educate Your Players
Regardless of game genre, subplots are an effective way to
increase player investment in a campaign and to inject
verisimilitude into your game sessions. A subplot is an
additional story line that occurs simultaneously with the
main plot of a game session. Subplots add depth and variety
to the main plot, but the absence of a subplot does not
prevent the main plot from occurring. Also, a subplot is
character-centered, meaning that one or more player
characters are the principle actors and that the subplot
includes personal consequences for the involved characters.
As with any plot, a subplot revolves around a conflict. When
a subplot is introduced into the main plot, the first thing
that needs to happen is that the characters become aware of
the conflict. The subplot then follows normal plot
structure. Character actions lead to further consequences,
all rising toward the climax in which the conflict is
resolved in one manner or another.
Before introducing subplots into your game, take time to
explain the basic types of subplots to your players. Then,
if the players wish, they can choose one or two types of
subplots relevant to their characters. This gives you, the
GM, a working set of possible subplots for use in your
campaign. When you and your players are working on possible
subplots, keep in mind that not all plot conflicts need
involve violence or even high drama. Comedic subplots are
useful in a wide variety of genres.
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- Closet Skeletons
Everyone has secrets. Sometimes those secrets involve the
sorts of things that come back to haunt a person later in
life. This sort of subplot involves a character's past
returning to cause problems.
For example, Rogero the White, only child of the Duke of
Avignon, turned his back on his father's wealth and
privilege. Rogero gave away large amounts of family monies
and possessions to help the needy of Avignon, and then left
his home to travel the land in search of just causes to aid.
He has kept his noble birth secret because, in the society
of medieval France, a noble is subject to too many
exigencies that would make his chosen life of service
difficult at best. What happens when the Duke of Avignon
dies and has no heirs? Does Rogero let his family and its
holdings fall into ruin? What happens if the Duke orders
Rogero arrested and charged with the theft of the family
monies and possessions Rogero gave to the poor?
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- Family Life
Any character with a family has problems. The list of
possible family-related subplots is lengthy. Enemies might
strike at a powerful character's loved ones. Illness could
strike a child or a spouse. A character with an older
daughter may find his adventuring life interrupted as he
plays father of the bride.
Maybe a character has no family, but longs for the sense of
belonging provided by one. What does such a character do
when presented with the complications of a foundling child?
Or the stunning revelation that her father was not killed,
but is being held prisoner by the evil Rajah of Kaltamoor?
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- Trouble at Work
In some genres, especially modern ones, characters are often
not full-time wandering adventurers. They have jobs, and
jobs are like families: if you have one, you have problems.
Work often creates conflicting obligations and the attendant
necessity to compromise between those obligations.
As they are a staple of comic books, work-related subplots
seem especially appropriate for super hero games. For
example, how can Captain Atomic rescue nosy ace reporter
Louise Overstreet from the dark, sorcerous clutches of
Tyrannosaurus Hex while at the same time defending his
company against a hostile takeover bid from a competitor?
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- Murphy's Law's Ugly Head
In many genres, characters have supernatural abilities or
powers that far exceed those of mere mortals. In most cases,
these abilities and powers are reliable. A subplot involving
the character's abilities and powers becoming unreliable can
make for an interesting game. It can also inject an element
of mystery to the game. Why are the wizard's spells slowly,
increasingly unpredictable in their effects? How does
Captain Atomic cope with the sudden loss of his atomic
vision after exposure to a strange gas, and just where did
that strange gas come from?
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- Love
"The course of true love never did run smooth." One of
the most enduring plot devices deals with the obstacles
placed in the path of people in love. Shakespeare's A
Midsummer Night's Dream provides a laundry list:
- Lack of interest by the object of one's love
- Family rivalry
- Socially inappropriate age differences
- Interference by friends
- Calamities such as war and sickness
- Death of one of the lovers
Love subplots are also good fodder for comedy. Something as
simple as one emergency after another interfering with a
character's commitment to keep a dinner date can provide a
few hours enjoyment during a game.
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- This Time, It's Personal!
This sort of conflict, which drives nearly every kung-fu
action movie ever filmed, gives a character a personal stake
in the situation that involves revenge or some other form of
redress. I'm planning one of these right now for my D&D
campaign. One the players is the orphaned son of minor
nobility who will soon discover that the leader of the anti-
slavery resistance in a frontier area is also the man who
murdered his parents.
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- Mistaken Identity
Everyone has an identical twin somewhere in the world, says
the modern myth. A mistaken identity subplot takes advantage
of this myth one of two ways. First, the character can be
mistaken for someone famous or someone more than famous (in-
famous!). Consequences ranging from deadly to absurd result
as person after person reacts to the character based on the
mistaken identity.
For example, gentle and genteel occult scholar and
investigator Milo Throckmorten arrives in Chicago on a case
and is mistaken for the notorious and exceedingly deadly
hitman known only as the Icepick. Everyone from the coppers
to lusty molls to vengeful wiseguys looking to make a name
for themselves start interfering with Milo's investigation.
Second, a non-player character can be mistaken for a
character. What happens when a charming rogue with an
uncanny resemblance to the heroic character paladin arrives
in town three days before the real paladin?
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- Make Subplots Voluntary
Avoid forcing subplots on your players. Subplots are a real
chance for you and your players to collaborate on enjoyable
additions to your ongoing campaign without you revealing too
much of your campaign-hand ahead of time. It isn't necessary
to give a player a detailed synopsis of a subplot, but at
least see if the player is interested in exploring an aspect
of his or her character's background.
Since subplots are voluntary, be prepared to pull the plug
(to borrow a phrase from Mayfair Games's 3rd edition of DC
Heroes). A player may decide that a particular subplot isn't
quite what he or she was looking for. There is no need to
push a subplot on a player. Of course, just because the
subplot goes south and things are working against the
character is not sufficient grounds to pull the plug. You
put time and effort into the subplot and shouldn't feel
compelled to protect a character from bad in-game decisions.
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Contents
- Keep Subplots Character-Centered
Keep the character at the center of the action in a subplot.
Make sure that the character's actions or inactions have
real impact on the subplot. Subplots are not runaway
narrative trains that barrel over characters no matter what
those characters do or don't do. Also, even if a subplot
involves only one character specifically, do not forget you
have other players. Their characters also deserve time "on
camera."
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- Rewards
The greatest reward coming from a subplot should be the
sheer enjoyment of the game. That's what games are for,
after all. On top of enjoyment, rewards for characters who
participate in subplots are quite appropriate. The type of
reward varies from game system to game system, of course,
but should be of the same type of reward acquired for a
minor adventure or story. In d20 terms, minor roleplaying XP
awards, over and above any normal rewards for CR-based
encounters, should accompany a subplot.
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Shameless Plug Time
If you'd like to see an example of an extended subplot
worked into a d20 module written for the fantasy genre, I
heartily encourage you to purchase a copy of The Office &
Affairs of Love, written by yours truly. In addition to the
trials and travails of the main plot, I've also included a
romantic subplot based on the "merry war of words" between
Benedick and Beatrice in Shakespeare's Much Ado About
Nothing. The Office & Affairs of Love can be purchased for a
mere $7.00 U.S. from http://www.rpgnow.com
Readers' Tips Of The Week:
- GMing Racism
From: Joshua L.
I was thinking about the issue of racism while trying to
type up some notes for a role playing adventure set in the
world of FX's TV show: THE SHIELD. That show (a cop
drama), deals with ethnicity and racial groups all the time,
yet it does not have a racist feel (at least to me). I was
thinking about why that is and I think it has to do with
the following rules:
- Make sure that every group supplies good guys and bad
guys in the same adventure. If the gang bangers are latinos,
then either have the victims, some of the cops, or some of
the informants/helpers be latinos. Best to have latinos
spread throughout the adventure.
- Do not focus on one ethnic group. Best to have more than
one in each adventure, and certainly have different ones in
the next adventure. If the robbery gang is Korean, have the
fence be Russian, and so on. Have the crooks in the next
adventure be whites, or Vietnamese or blue-bloods or
rednecks or anything but the Koreans and Russians. Do not
have a long running feud with one particular ethnic or
racial gang.
- Make sure some of the player characters are members of
the same ethnic groups involved in the crimes.
- Tips About Alien Senses
From: Jeremy G.
I've noticed plenty of good suggestions for people who are
building their own aliens from scratch, but there's one
subject that wasn't touched (or, at least, not that I
saw)...senses.
As we all know, human beings have five senses (I don't
personally believe in the so-called sixth ;-)).
Respectively, that would be touch, taste, hearing, smell,
and sight.
Each of these senses has a different method of gathering its
information from the environment -- taste and smell are
chemical in nature, touch and hearing are physical in nature
(touch is a ton of different senses lumped into one broad
category), and sight converts reflected radiation to its
viewer.
Taste involves dissolving particles into their base
components, then dividing them over specific receptors on
the tongue and providing a basic taste according to what the
brain is programmed to seek out to feed the body. I
wouldn't doubt for a second that cows love every blade of
grass they eat.
Smell involves inhaling fine particles from the atmosphere
(which are separated from the point of origin by diffusion
into the atmosphere). Receptors in the nose absorb the
particles and translate their sequences into nerve pulses.
Touch is a series of sustained nerve impulses when a nerve
gets vibrated or compressed (which occurs when your skin
contacts something). There are also other kinds of nerve
impulses related to touch -- feeling pain when nerves are
destroyed, gathering an idea of temperature based on the
deviation from the norm, soft textures and interesting
patterns of textures bringing pleasure, etc.
Hearing is the receiving of compressed and rarified waves of
air in the ear canal, which in turn vibrate the eardrum and
get converted to nerve impulses through the cochlea.
And, last but not least, sight is sensitivity to radiation
on the visible spectrum -- light, as we'll call it, is
nothing more than a massive outpouring of radiation that is
harmless -- at least in moderation -- to us and every other
known life form on this planet.
My point here is that aliens and other xenobiota aren't
restricted to -- nor should they be restricted to -- picking
up waves of air, pressure, heat, etc. There are even
examples on this planet which sense things differently than
humans do. For example, a snake's tongue picks up both taste
and smell, as do an ant's antennae.
On an alien world, what if a special chemical compound in
the air is so utterly vile that no creature could survive
without natural filters? They wouldn't need to be capable of
smell as the only thing that would make it into their
respiratory system unfiltered would be the raw elements. The
planet would certainly be a horrible place to be if you're a
human, but an alien might think nothing of it as it doesn't
"smell" suspended particles.
Likewise, a creature might not be able to taste anything it
eats (which would typically mean it eats indiscriminately --
metal, organics, anything it knows to be non-poisonous,
etc.).
(Chemicals and poisons would be preferred weapons in those
respective examples -- why punch through an armoured
carapace when you could simply melt their natural filtration
system and cause them to die from the poisonous atmosphere?
Why bother with overtness when you can simply cover
someone's meal of iron and hydrocarbons with a poison? In
those worlds, combat with physical weapons could even be
unheard of -- assuming humans could survive in either of
those environments without getting suffocated or eaten, they
could certainly burn, blast, and destroy a lot of critters.)
And you don't have to remove senses either -- you could
easily add new ones. A creature could very possibly "feel"
ultraviolet radiation, "hear" EHF waveforms, "taste" the
quantity and type of atmosphere that's present (imagine if
you could tell how much carbon dioxide is in the air by
sticking out your tongue!), or "see" infrared radiation.
Whatever the stimuli may be, you can always make a specific
sense for it due to circumstances on their home world that
dictate requiring it. Something that is killed by exposure
to ultraviolet, for example, could very well sense it
without actually coming into contact with it (remember that
when we see something, we see *bouncing* radiation -- that
means that something killed by UV would technically be
killed if a white spaceship flew by their planet =P).
Creatures could also sense the presence of any other number
of possible waves of radiation or other stimuli, especially
for planets with excessive amounts of a particular
phenomenon.
Anyway, something to think about. =)
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- Five GM Dice Tactics To Drive Your Players Crazy
From: Chris Brantley
Here are five dice-related tactics designed to help the game
master add zing to a gaming session. They are admittedly
"gamey" and should not be overused, but each has a time and
a place and will serve to draw gamers out of their usual
comfort zones, adding suspense and uncertainty to the game.
- Calling Colors
When making a critical roll whose outcome is crucial to the
party, pick up 3-5 different color die and invite a player
to call out one of the colors just as you roll the handful.
Roll the dice so that the players can see the results. This
gets the players more involved in the action, while at the
same creating suspense in the form of relief at avoiding, or
disappointment at not choosing, the results on the other
colored dice.
- Meaningless Die Rolls
All of a sudden and for no apparent reason, suspend your
dialog with the players in mid-stream and start rolling die.
Be sure to reference a chart or monster manual after each
roll, and take down notes behind the screen. My old GM used
to liberally sprinkle in phrases like "very interesting" or
"on no, not that!" during the referencing process. There is
no purpose to this exercise except to create apprehension
and suspense among the players.
- Pre-Rolled Deception
Pre-roll die results and compile a list for secret reference
as you GM. Then during the actual melee, smile at the
players as you roll the die, and don't bother looking down
at the result. Instead, having already cross referenced the
next number on your list before you even roll, you can just
announce the result. The players will be confused if the
"public" roll doesn't seem to match the result they
anticipated, and may react differently than they normally
would against that type of opponent, thinking it is somehow
strong (or weaker) than normal. Of course, they may also
suspect the GM of being arbitrary, and in a bind, you can
explain your method and hold up the list of pre-rolled
numbers.
- Critical Hit Shuffle-Board
Mark a small circle or set a target somewhere on the table
surface where you are rolling your die. It should be far
enough away so that it is difficult for you to roll the die
and have it end up in that circle/target. Tell the players
that when you roll a TO HIT die for a monster, any die that
lands in the circle is a critical hit, with special damage
consequences. And then watch them squirm as you try to hit
the target. Don't do it every roll, but only for special
encounters or just now and then for effect.
- Change Of Luck
Players often become attached to a particular die because
they believe it is lucky or that it is on a hot streak.
Similarly, cold or unlucky die are consigned to the dark
recesses of the die bag or even discarded, never again to be
used. The GM can raise the anxiety level among his players
by declaring a "change of luck" and requiring players to
switch to a new die. There are several related variants.
Players could trade die with the player to their right or
left. The GM and the player can swap die for a particular
roll. Or the GM and the player can swap results without
actually swapping die, so that the player rolls TO HIT for
the monster and the GM rolls TO HIT for the player.
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- Pros To Running Call Of Cthulhu Campaigns
From: Arjen Lissenberg
Dear Johnn,
Somehow many roleplaying groups have someone who is almost
always the game master (me, for example, in my group and we
play several game systems). The problems that arise are that
sometimes the game masters want to play also but often this
results in either short or one-shot campaigns or adventures
or longer campaigns where the urge and wish to be a game
master again will pop up quickly in the ex-game master (I'm
speaking from experience) and other players have to abandon
their former characters for new ones. The feeling of being a
player in a long-running campaign seems not to be for
everyone.
Now this might not work for every game system but it worked
perfectly for the Call of the Cthulhu game. As the lethality
for player characters is quite high in a CoC game, having
several back-up characters is common practise. Our group
started our campaign with 3 characters each (at least one
with links to Arkham university) and we made a character
chart in which we linked each of our characters to 2-4 other
characters.
In our group, this resulted in some interesting character
triangles with most notable the family St. Vincent with the
rich auntie St. Vincent as head, her chauffeur/butler, her 2
nephews and a niece (military officer, coroner and madhouse
attendant).
As an overall campaign story we have the McKenzie legacy, the
yet to be archived inheritance of the late sailor, amateur
archeologist/anthropologist McKenzie which was donated to
the Arkham university. The game master has the option to take
an item of the legacy as story starter and can choose one
or more characters which are to be played.
The advantages of this system are:
- The character chart is a perfect source for story hooks.
- Few problems with absent players.
- Logical ways to incorporate the semi-retirement of
characters for insanity, disease, reading a large and/or
difficult mythos tome and of course for the characters' jobs
(you can only take that much vacation, absence or sabbatical
for so long before you are fired).
- Few how-do-we-know-each-other-and-why-should-we-be-
together problems.
- Dead characters can be replaced quickly during play and
new characters don't have to be made in a rush.
- The other characters can be the secondary sources or
assistants for information, translation, etc. (50% chance.)
And, of course, the biggest advantage is that everyone can
play and be storyteller in the same campaign while the long-
campaign feeling is retained (hence the title). Until now
we've already done 3 stories with 3 different game masters, 3
different character combinations (some characters have been
played in 2 stories), 3 different player group compositions,
and one character is currently semi-retired for reading the
"Unausprechliche Culte", while the feel of having one
campaign is not lost. This is also a good way for players to
get a shot at being game master.
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- Analyzing Movies
From: KillerGM
There's a lot you can pick-up from movies and bring to your
game. However, here's a brief list of the main things you
can note as you watch, either mentally or with paper, pen,
and the pause button on your VCR:
- Plot: what events are occurring and how do they relate to
the overall story? In other words, why did the screenwriter
and director include the scene in the movie?
- NPCs: note the traits, abilities, personalities, and
plans of the flunkies and villain(s). Also note interesting
minor characters and allies of the hero.
- Setting: note the various locations in the movie. Note
the lighting, props, time of day, and why you think the
location was used for that particular scene.
There's a lot more you can pick out, but these three
categories are a great start and can help for curing
writer's block, serve as inspiration, or be used for those
short notice games.
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