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Roleplaying Tips Weekly E-Zine Issue #152
Humanizing Your Enemies – A Powerful GM Tool
Contents:
This Week's Tips Summarized
Humanizing Your Enemies – A Powerful GM Tool
- What It Means To Humanize
- Test Player Role-Playing Skills
- Encourage Role-Playing Over Roll-Playing
- Keep Enemies From Getting Stale
- Make Villains Likeable
- Change Combat
- Avoid Over-Individualization
Readers' Tips Summarized
- Riddle Tip
- Storing Miniatures
- Great NPC Online Tool
- 9-Act Structure
- Mood Music
- More Top 7 Lists
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Contents
A Brief Word From Johnn
New Contest - GMing Encounters Feedback
I'm not really supposed to tell you about plans to produce a
second, follow-up eBook to NPC Essentials in the GM Mastery
series yet. However, I'd like to start research on it early
so I can begin writing early in the New Year.
<Pssst>
So, book #2 will be all about Encounters. Creating,
designing, planning, and running encounters. Different types
of encounters. Tricks, tips, and tactics for roleplaying,
combat, and puzzle encounters, etc. But remember, you didn't
hear that from me.
</Pssst>
To enter the contest, send in any feedback on the problems
and challenges you face with planning, creating, or running
encounters. Also, send in any tip requests regarding
encounters you might have. I'd much rather write a book that
solves the problems you have than to hear myself type. :)
Each problem, tip request, or challenge feedback item is
equal to one entry in the contest. You can send in as many
entries as you like. The contest ends Saturday, December 22,
2002.
Up for grabs are:
Email your contest entries to: contest@roleplayingtips.com
Roleplaying Tips / GM Mastery Yahoo! Group
I've finally set-up a discussion list for Tips subscribers,
NPC Essentials eBook owners, and GMs in general. The idea is
to provide a forum where you can ask me questions about my
eBooks or the tips ezine. I'd also like the Yahoo! list to
act as a support group for GMs to help each other with
friendly advice and tips.
To join, send an email to: GMmastery-subscribe@yahoogroups.com
Or visit: http://groups.yahoo.com/group/GMmastery/
See you there!
Happy Holidays.
[Translation: I wish my damn holidays would start so I can
get some good gaming in! :]
Johnn Four
johnn@roleplayingtips.com
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Contents
Humanizing Your Enemies – A Powerful GM Tool
A Guest Article By Chuck Schneider
- What It Means To Humanize
I'd like to start by giving credit where credit is due: I
didn't think up this concept for myself. This tool was
introduced to me by a very good friend of mine (and a great
GM!). During one of his adventures, our characters were
creeping up on two gate guards when they began doing
something that took us totally by surprise: they started
talking.
The GM played the roles of both of these two guards and
they talked back and forth about home life, family, hobbies,
and so on. It took us a few moments to realize that these
guards were not important NPCs -– they were just normal guys
doing their job. This situation threw us a proverbial
curveball. Our party couldn't bring themselves to kill them
and we ended up threatening them with force and tying them
up before proceeding.
This tool, which I have come to call "humanization",
involves giving your NPC enemies personality traits that
transform them from mere sword-chow to people with a past
and a life. I've discovered that doing this simple thing
makes dramatic changes in the game. The following tips are
observations I've made that I believe stem from humanization
of enemies.
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Contents
- Test Player Role-Playing Skills
Giving your players a moral dilemma is a wonderful way to
put their roleplaying skills to the test. When put in the
situation of dealing with a humanized enemy, will their
characters just keep on acting as they always do? Or will
they reconsider the situation? Will the evil characters stay
in character and annihilate the enemy soldier even though he
has three wonderful kids back home? What if one of the
characters has kids, too?
The enemies don't even have to be likable. Maybe they just
have similar hobbies to the characters. "Wait, he does wood
carving? My character does wood carving. He's not so
different at all."
See what happens if you have an enemy surrender and beg for
mercy. You might be surprised at the result. Can the
characters kill someone in cold blood? If not, how do they
deal with this potential threat? If they spare this enemy,
will it come back to bite them? (Perhaps literally!)
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Contents
- Encourage Role-Playing Over Roll-Playing
This tool will do surprising things to a power-gamer. When
faced with humanized enemies, I've seen a player who does
nothing but annihilate everything that moves do the
unthinkable: he turned around and started leading the group
in a way to solve the situation non-violently!
Making enemies more real can put an end to a power-gamer
thinking of his foes as ability scores and leads them on the
path to acting in character and having the PC act as the PC
would.
You might be surprised at the reaction you get when you
first start to do this. The aforementioned bloodthirsty
player backed down from a kobold when it said that the party
could kill him, but pleaded with them to leave his family
alone. Not only did the warrior back off, he demanded that
the party acquiesce! (This has led me to believe that
there's nothing wrong with a hulking warrior who's just a
big ol' softy.)
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Contents
- Keep Enemies From Getting Stale
Yes, they're in the employ of the Blasphemous Darkmage, but
they're also people, too. Instead of a completely fearless,
over-motivated minion, what about a real person with
thoughts, concerns, fears, and opinions?
- What about the thief who steals from the characters to
feed her family?
- What about the castle guard for whom it is just a job
until he and his wife can move out to the country to start a
family?
- What about the one member of an enemy squad who is the
butt of all the jokes and is generally disliked?
- How would you feel after killing an enemy and then
finding well-read love letters from their significant other
in their pocket?
- Even taking out cannon fodder enemies like stormtroopers
or orcs can make a person feel bad, provided they were
carrying a picture of their family, or a lock of hair from a
loved one.
Enemies aren't just scowling combatants any more, they are
people, just like the characters, with families and friends
back home.
Caveat! This is not to suggest that every enemy the party
meets should be fleshed out! This would get tiresome for the
players and even more tiring for the GM who has to make up
all of these humanizing factors.
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Contents
- Make Villains Likeable
Tying in with the above, making your villains more human can
make for some interesting play. The secret here is to do
more than just humanize them –- it's to make them likeable.
There's no one so hard to fight as the likeable enemy, the
one who opposes you only because he or she feels they are
right. As with the above caveat, use this sparingly! A
cackling maniacal necromancer is still one of the best
villains ever!
But, why settle for another snarling arch-demon when you can
have a villain who only does her cruel deeds to forget the
horrible life she has lived? How about the stern conqueror
who feels he is bettering the lives of those he rules? How
will you handle the good and just queen, whose hand is
forced by blackmail? Is the leader of the gargoyle horde,
who only wishes to reclaim the species' ancestral homelands,
really as evil and bloodthirsty as the king tells the PCs he
is?
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Contents
- Change Combat
This is both a high point and a low point of the tool: when
used it makes combat more realistic, but it can dull the
sense of adventure, so be careful!
There are three main effects on combat that I've seen:
- The players will be deterred more easily
- They will enter combat more reluctantly
- They will kill less often
Deterrence: By this I mean that, quite often, characters who
are in a position to fight "humanized" enemies will go out
of their way not to fight them! One group I played with
spent 10 minutes trying to get around three guards rather
than just slaughtering them in 3 minutes like they could
have –- mainly because one of the guards just happened to
be a fan of one of the same musical groups as one of the
PCs. With this tool, the characters are more likely to skirt
enemies and be stealthy.
Reluctance: When the characters know they must fight an
enemy they have come to like or respect, they will enter
into combat more soberly and deliver the final blow more
reluctantly. One thing is for certain: after the PCs kill
the enemy soldier who misses his parents and is only serving
his nation like they are, they won't crow over their victory
like they would if they had crashed into the ranks of the
Generic Evil Hordes.
Subduing: Characters tend to be more merciful to enemies
they have an attachment to. To blatantly steal a phrase:
instead of kill, they will maim; instead of maiming, they
will injure; instead of injuring, they will subdue; instead
of subduing, they will let go.
If this tool is used in every situation, the thrill of
combat could cease to be felt. Be sparing in the use of this
tool or you might end up GMing bored players with thirsty
swords.
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Contents
- Avoid Over-Individualization
The biggest plus for this tool is that it makes the world
seem more real -- which is also its biggest caveat! This
tool helps to make a world that goes on AROUND the
characters instead of happening TO the characters. Those
gate guards don't just exist so you can slaughter them -–
they are as much a part of the game-world as the characters.
For GMs who are going for a more detailed feel to a world,
this is great. However, one of the many reasons people play
is to escape to a world where orcs are fierce, stormtroopers
are dumb, and justice is meted out by the edge of a blade or
the business end of a pistol. If you disrupt this too often,
your players could get annoyed as the fantasy disappears.
A big mistake a GM can make (which I have expounded on over
the course of this article) is to individualize every enemy
in the game. Instead, use it sparingly as a dramatic effect,
as a special challenge, or as a new kind of puzzle.
One last interesting aspect of humanizing your enemies, and
the most important: It's surprisingly FUN for both you and
your players, and isn't that what this is all about?
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Contents
Chuck Schneider is an Oakland, CA native who has been gaming
since he was seven and GMing from the age of nine. (He likes
to think he's improved a bit in the intervening years.) He
is a U.S. Navy sailor for a living and his hobbies include
working on his own home-brewed gaming system and maintaining
his sanity.
Readers' Tips Of The Week:
- Riddle Tip
From: Darrel D.M.
Hey Johnn,
Wondering if there's ever been a Tips issue on creating and
using riddles in games? [Comment from Johnn: No! Anybody
have any tips for creating and using riddles?] I checked,
though not really carefully, but if not, I have a few
suggestions.
Here is my riddle:
Rich yet lowly.
The end of every living thing.
An end and a beginning.
Guessed it yet? It's dirt.
Let me go through the process I used.
Dirt is fertile, so I came up with another word for fertile:
rich. And it is found on the ground, about as low as you can
get.
The end of every living thing. I borrowed that from the
Bible, "from dust...to dust you shall return."
Animals and plants return to the dust, but by dying they
create a beginning for plants and in turn more animals.
I create my riddles by taking common sayings, or common
sense terms, and turning them around. I found this to be
very helpful and enjoyable.
Now try this one:
5 there are.
Found in the water, on dirt, in the air.
Each one separate, but all one.
Enjoy.
- Storing Miniatures
From: Mark
Just replying to an old tip where you asked for hints about
safely carrying lead miniatures.
I found computer parts boxes work well. They are fairly
durable cardboard, come in a variety of shapes and sizes,
and have foam padding on the inside in an egg carton-like
pattern. And they are very cheap (i.e. free). Just wander
round to the local computer shop and ask to have some of the
ones they are throwing out.
Hope this helps.
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Contents
- Great NPC Online Tool
From: Yogi Bear
Hello! I subscribed to your mailing list some 30 issues ago,
and that was the best subscription I ever took out. Your
tips are great! I'm a newbie GM and your tips have helped
me be more professional as well as pointing me to many
great resources on the web.
So here's the meat in this letter: I found a web page which
has a Flash-engine for making composite faces, just like the
police artist does for wanted posters. You select ears,
hair styles, eyes, etc. from a list of thumbnails, and the
program builds a face in real-time that you can screen-
capture and save.
The web address is: http://flashface.flashmaster.ru/
You can get some great faces this way -- even if you haven't
got a smidgen of artistic talent, you can now have a mug shot
of your character; either your own PC or an NPC to show the
players. "This is what the Guild Master looks like." The
images are dithered black-and-white, perfect for printing
onto a character form.
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- 9-Act Structure
From: Alan De Smet
Tip 3 in issue #149 referred to "Brennan O'Brien's 9-Act
format". I'm fairly confident that Mr. O'Brien's source is
David Siegel's "Two-Goal Structure" and "Nine-Act
Structure", some very interesting analyses of what makes a
successful movie. I originally encountered Mr. Siegel's
ideas many years ago (around 1996), and immediately
appreciated the relevance for game masters. I heartily
suggest his articles on the topic to all game masters,
especially "the Two-Goal Structure" and "the Nine-Act
Structure." These articles provide a great deal of
additional depth to Brennan's summary.
The Nine-Act Structure: http://www.dsiegel.com/film/Film_home.html
The Two-Goal Structure: http://www.dsiegel.com/film/two_goal.html
Adventure Writing Tips: The Goal Reversal & The 9-Act
Format: http://www.roleplayingtips.com/issue36.asp
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Contents
- Mood Music
From: Alan H.
Putting your players in the mood: when I run a game I choose
a piece of theme music to go with it. I try to go for
something distinctive that we wouldn't play during the
session (we tend to have film soundtracks running in the
background while we play). After the initial greetings and
banter, the theme music goes on and it lets the players know
we're starting and sets the mood for the evening. I also
record opening "credits" over the theme music in the nature
of a radio drama, i.e. "starring so-and-so as Bert, so-and-
so as Tom," together with an episode number and a suitably
cryptic title like the cliffhanger serials. After the music
has finished I read a brief summary of the previous session
and then we're into the game.
If you choose appropriate music for the genre and style of
game it can go a long way towards creating the mood and
atmosphere you want. For the conspiracy-type game title
music I used the Huron 'Beltane' Fire Dance by Loreena
Mckennitt that I first heard on the ill-fated series EZ
Street -- very atmospheric. For space opera I used the title
music from a seventies TV science fiction series that none
of my players were familiar with.
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- More Top 7 Lists
From: GrimJesta
[re: http://www.roleplayingtips.com/issue127.asp ]
Hey Johnn,
I've been a subscriber to your e-zine for a long time now
and I have always found every article useful. But the one
about incorporating settings to your game [Issue #127], was
absolutely fabulous. The "Top 7" lists are awesome, and I
plan on implementing them right away. And to boot, I am not
using a new setting. I have been running the D&D 3E Kingdoms
of Kalamar setting for some time now, but the lists will
still help. The one that REALLY hooked me was the top 7
curses for NPCs to use. One of the things I liked about
Robert Jordan's Wheel of Time series is how the NPCs have
their own curses, most based in the history of the world.
I have some more top 7 list ideas:
- Top 7 local herbs and alchemy components. Tolkien always
had his own herbs, and in naming the regional herbs, you too
can make a realistic flora for your area. This should be
done on a region by region area for the places that you
game. It should be noted that though they have different
names in regions, many of the herbs will be the same. The
alchemical components would be monster body-parts, rare
minerals, and natural concoctions that the locals would know
about.
- Top 7 weapons and armor most commonly used. This might
seem trivial, but your region will seem much more realistic
if the people have a set range of weapons and armor most
commonly used. Of course, these aren't the ONLY weapons and
armor used, but they are the most commonly imported/exported
or used in the area. Like England with its longbow and Rome
with its pilums, creating a small list such as this will add
flavor to the region you are running your game in. It might
help to do this for the surrounding areas too, so that
someone might comment on how they carry "Nation X"'s
longswords in stock, or chainmail from distant "Nation Y".
- Top 7 games played. Again, this is pure flavor. What
games do the nobles and peasants play? When the PCs wander
into a tavern or the local Baron's court, they can see such
games in practice.
- Top 7 real-world accents. Write down the names of each
major kingdom and empire in the setting. Then give that
nation a real world accent that you and players from that
area might use to seem all the more believable. For
example, give the large monarchy an English accent, the
feudal petty-state nation a French accent, the large empire
a German accent, and the barbarians in the north a Celtic or
Norse accent. This not only makes the game world seem more
realistic, but if the PCs can only hear an NPC, not see,
they can at least tell where that person is from.
Those are just some of the ones I have done in the past
(though not in a Top 7 list format), and the payoff was
worth the little extra work I had to put into the game. The
players truly felt that they were in a living, breathing
world.
Thanks for the excellent ezine and keep up the good work.
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