 |
Roleplaying Tips Weekly E-Zine Issue #157
6 Tips On How To Bring Disparate Characters Together
Contents:
This Week's Tips Summarized
6 Tips On How To Bring Disparate Characters Together
- Because They Were Ordered To
- Because They Are Friends
- Because They Are Involved For Different Reasons
- Because They Are Involved For The Same Reason
- Because They Have Been Thrown Together By Fate
- Common Problems With Running Disparate Groups
Readers' Tips Summarized
- Encouraging Role-playing vs. Roll-playing
- 5 Room Model Good For Castles Too
- Dungeon Time Limits
- An Easy Solution For Player Stalling
- 10 Category World Design Checklist
Return to
Contents
A Brief Word From Johnn
Supplemental #13 Posted: GM Aid Review
David "Da Pit Fiend" M has kindly sent in a thorough review
of his experience with running an online game session using
the GRiP software. I've placed his review in Supplemental
Issue #13. You can get Sup. #13 by sending a blank email to:
gmaides@roleplayingtips.com
Thanks Pit Fiend! Thorough reviews, like Mr. Fiend's, of
other GM aides and tools are welcome (and requested :).
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
6 Tips On How To Bring Disparate Characters Together
By Jonathan Hicks
Games and campaigns revolve around a core group of player
characters all working together to either complete their own
agendas or a larger quest. Usually, when the players are
creating their group, they share out careers, abilities, and
skills to make a balanced bunch of PCs who can handle almost
every eventuality thrown at them by the GM. However, this
may not always be the case.
While players can work as a team and design their characters
that way, they have almost total control over the creation
of their PCs as far as personality, trade, and background is
concerned. In some cases, GMs may ask the players to create
whatever they like and then bring the PCs together in the
first game. This gives the players free rein as to how they
want their PCs to be, but can create a problem as to how
these PCs come together.
So, let's say the players have designed a group of PCs who
comprise of a baker-turned-mercenary, a nurse, a noble from
a high-born family, and a horse thief. What do these PCs
have in common? At first, nothing. So, how on earth do you
bring them all together?
- Because They Were Ordered To
There's nothing more decisive than the Queen/Emperor/Ruling
Faction pointing a long bony finger at the PCs and saying,
for example, 'I command you to walk to the Ring of Fire and
defeat this evil!' Already the PCs have been given a good
reason as to why they should adventure together – they've
been given their orders!
Of course, you have to ask the question, in some respects,
as to why a certain PC should agree to such a thing. Let's
take the example group:
- The mercenary might go because that's his job.
- The nurse might go because the group might need aid on a
perilous journey.
- The noble might go because, as a relation to the ruling
body, it might be a requirement, a proving of the ability to
defend the family/realm.
- The horse thief might have to go to pay for a crime. 'You
will prove your loyalty or you will hang, horse thief!'
The group has been given their orders by their ruler and
will do all they can to win through, even though they are a
mismatched group of PCs from very different backgrounds. It
makes for excellent role-playing. It's also an excellent way
to bring the PCs together and keep them together.
Return to
Contents
- Because They Are Friends
Even though PCs may come from different backgrounds, it is
still possible they might be friends. Although there might
be a class system in effect in your game world, it is still
possible that certain people might go against the grain and
mix with whomever they wish and not with their social class
or kind.
The noble in our example group might be a man who likes to
'slum it', a PC of great esteem who dresses down and walks
the lower streets of the city, mixing with what he would
usually see as undesirables. In this group he finds new
friends: a mercenary, a nurse from the local physician's
guild, and (unknown to him) a horse thief.
Alternatively, the mercenary could have gotten a job as a
guard at the noble's castle, the nurse could work as a
surgeon there, and the horse thief could 'work' in the
stables. As the three mix on a daily basis they get to know
each other.
So, when disaster does strike or one or more of the PCs are
drawn into a quest, the others are motivated or bound by
loyalty to help. Something might happen to them all when the
whole group is together and this gives them impetus, as a
group, to set out on their quest.
Let's say the PCs are all together in the Great Hall when an
attempt is made on the life of the Queen. They might become
the only witnesses who saw the assassin so they are sent as
a group to track down the enemy.
Return to
Contents
- Because They Are Involved For Different Reasons
The PCs might come together because they are all after the
same thing but for a different reason. They may be searching
for a murderer, an enemy who has affected their lives in
some way, or an item that has the ability to solve their
particular problem. Each PC has their own agenda and reason
as to why they are on the quest and they come together to
benefit each other.
This might be tricky. Of course, if they are all after the
same thing, then when they do finally achieve it they will
all have their own claim to it, especially if it involves an
NPC. Unlike an object, which may be shared between the PCs,
they will all want their own revenge or justice against the
enemy – and there is only one of them to go around. This
could make for a fantastically charged role-playing
opportunity at the end of a long campaign, but it may be
best to split enemies up and have them all part of a greater
threat so that each PC has their own closure at the end of
the game.
So, for example, the mercenary may be after a man who killed
his father, the nurse might be after the same man because he
stole her family heirloom, a Pendant of Healing, the noble
might be after him to stop him from threatening his borders,
the horse thief might be after him because he has been hired
to. Each PC has a different reason to go on the quest but,
ultimately, they are after the same thing.
Return to
Contents
- Because They Are Involved For The Same Reason
A simpler way to get the PCs together is to have them all go
on a quest for exactly the same reason. They can then work
together and share any rewards reaped at the end.
This can be anything from 'stop the bad guy' to 'find the
treasure'. They all believe in the same thing and that
shared belief brings them together. It could be a loyalty to
a religion or figure of importance, or they know that there
is a lot of gold to be made and it serves them all to work
together and split the booty. A shared goal, especially when
each player is aware that there is more chance of success in
greater numbers, is a fine reason for them all to come
together.
For example, the PCs hear in a tavern that there is gold in
them thar hills and they all share a common need for more
gold. The mercenary is up for a quest because he knows his
sword may be needed and wishes to make sure his skills are
justifiably rewarded. The nurse might want money for her
hospice and joins the quest to help finance it. The noble
might join to increase the wealth of his family's and his
personal coffers, and the horse thief might join because,
hey – it's money, and it sure beats stealing horses.
Return to
Contents
- Because They Have Been Thrown Together By Fate
Wouldn't you believe it? The PCs are all in the same place
when bang! something terrible occurs and they are all forced
to work together to solve the problem. Don't you just hate
it when that happens?
Starting a game this way gives the PCs something to focus on
straight away and also provides an excellent reason as to
why they are required to work together.
Each player has their own reasons and agenda, that much is
sure, but when events transpire against them and they must
rely on those around them then they will still have their
illusion of free will but know they have to team up to
survive or overcome the immediate problem. Once that problem
is solved or avoided, then the PCs with their knowledge of
the threat or problem can continue to work together.
For example, they could be arrested together as scapegoats
on a drummed-up charge, or be in the same village when it is
attacked, or be in the same castle when it is besieged.
Or, let's say the PCs are all journeying across an ocean on
a huge passenger ship when suddenly they're attacked by the
forward ships of an invasion fleet. The PCs, close together
in a confined area, had to fight side-by-side to defeat the
threat. The mercenary will fight because that is what he does.
The nurse will fight to defend the wounded. The noble will
fight because it might be his ship the raiders are
attacking, and the horse thief might fight because where
there are bodies, there's looting. Saving each other's lives
or aiding in battle will introduce the PCs to one another
and strengthen their new relationship.
Return to
Contents
- Common Problems With Running Disparate Groups
Although complete player control over the creation of a PC
might be great for the dynamics of the character, it may
present some problems the GM may have to overcome.
- The Player Runs The PC By The Letter
As the game progresses, a player might decide to run their
new PC as designed. Therefore, when certain things happen,
the PC might not get involved because 'it is not in their
nature to do so'.
Playing so closely to the letter can slow a game and create
a huge problem for the GM. To combat this, ask the player
two questions:
- What can you do as a GM to get the player involved a
little more?
- What they are playing the game for?
It is a game of fun and adventure, after all, unless the
group has something else in mind. If the player is going to
refuse every road, avoid every danger, and otherwise do the
opposite of what is required to complete the quest, then
there's not much point in that PC being present.
- The Group Does Not Get Along In Part Or As A Whole
Bringing such different PCs together may present the players
with some great role-playing opportunities. However, certain
PCs from certain backgrounds might not get along for one
reason or another. This may be fun but may also slow the
game as PCs bicker and argue.
To combat this, throw in a scene where two or more of the
arguing PCs rely on each other to complete a task or save
each other's lives. This will change the attitude somewhat
and make for a great story.
- Fresh Ideas
As campaigns come and go and new PCs are created the reasons
as to why disparate PCs should come together might grow
thin. Be careful not to repeat yourself or go over old
ground. On the flip side, it may not be important to the
plot – the players might just say 'yes, we're all different,
but we're mates so let's get on with the game', which would
be nice!
- Complicated Plots
Don't try to be too clever when designing the plot threads
as to how the PCs are part of the bigger picture.
Complicated reasons will slow the game as each PC will want
time spent on their own dilemma independent of the group.
This depends on the size of the group, of course, but it's
best to try and keep it as simple as you can when first
trying out this method of PC introduction.
- Introducing PCs
The problem with concentrating on new PCs, especially when
they are so different as to warrant special attention, is
that time will have to be spent building up their role. This
can be done in two ways:
- Run a single game for each player independently to come
to grips with the PC's role and position. This takes up a
lot of time and might be difficult to make sure every player
ends in a position where they will serve the plot or even
meet up with the rest of the group. This is the trickiest of
the two and contains the most work for the GM.
- Spend a game or two actually introducing their characters
and getting them entwined with the others before the big
picture actually starts. This is easier and establishes a
sense of group dynamic before the game starts proper.
Return to
Contents
At the end of the day, the players are all at the table for
the same reason: to take part in an adventure and have a
good time. Considering the social aspect of the role-playing
hobby, they'll probably want to just get involved and game
together. However, adding reasons as to why the PCs have
come together can help enhance the atmosphere and can also
give you a backup in case the PCs don't mesh as well as
you'd like.
Readers' Tips Of The Week:
- Encouraging Role-playing vs. Roll-playing
From: Jinx via The GM Master List
http://groups.yahoo.com/group/gmmastery/
As much as I hate to do it (I prefer to operate subtley
within the game), sometimes you just have to come out and
say "Okay, you guys don't seem to realize it, but if you do
X and Y, you're probably going to get killed, and your
characters would have figured that out by now."
That approach can seem kind of harsh, but it does make them
think a little bit more about "What would my *character*
do?" I think that simply suggesting to them that they try
other means to win (and sometimes avoid) their battles will
go a long way. Just as in real life, there are some fights
you fight, and some you run away from.
I hope that helps.
[Comment from Johnn: great advice Jinx. GMs, you might
consider rating each player on a Subtle Scale of 1 to 10. 1
= the smallest hint will be picked up on, 10 = you have to
take them outside the room and explain it in black & white.
Use this scale as a tool to help properly guide your
players. For example, you'll know to steer your subtle
players through omens, dreams, sense of foreboding,
flashbacks, etc. But if you try to steer subtle players with
an OOC chat, you'll probably offend them.
Conversely, hit your non-subtle players over the head with
plain advice and leave the subtle stuff to players who'll
appreciate it.]
- 5 Room Model Good For Castles Too
From: Alan C.
re: http://www.roleplayingtips.com/issue156.asp#1
Everything you wrote about the five room dungeon is
something I've felt about gaming for some time. I never
understood the giant dungeon where it all came down to the
thief in the party rolling an endless succession of dice for
traps, moving silently, listening, etc., while the rest of
the party trudged behind waiting to whack whatever shows up.
I've used a similar model [to the 5 room model] in my own
gaming although I use it for almost everything where a
limited space would work better than a huge open one, such
as castles, cities, etc.
Why have a party running around a huge castle in countless
rooms? Let's say they're chasing a thief. He slips into a
secret passage that connects to five or six rooms. Or, for a
good roleplay opportunity, let's say the King has been
assassinated. Most of the castle has been locked off and
secured so the killer is among the guests/nobles/
servants/guards within these five or six rooms. I think it
was the Prince in the library with the candlestick.
Return to
Contents
- Dungeon Time Limits
From: Knud G.
re: http://www.roleplayingtips.com/issue156.asp#3
I'm going to launch an adventure upon my players where they
will have one character slain by a vampire. In order to have
any chance of reviving the PC back to life, they will have
to do so before next nightfall because once she has risen as
a vampire, she will be lost forever.
[Comment from Johnn: good tip Knud. GMs, go through your
equipment, alien, spell, magic, hi-tech, and monster
resources and look for any effect which has a decent time
limit, and use this to base your adventure conflict around.
Not only will this effect create a great, tension-increasing
time limit for your games, but it will negate the need for a
McGuffin and tighten your story up a notch.]
Return to
Contents
- An Easy Solution For Player Stalling
From: Calinda Lucas
PROBLEM: My player thinks too long about what to do on his
initiative. Slows everyone else down. He'll sit for minutes
just considering what is the best, most advantageous, and
most risk-free strategy, when in reality a round (3rd
edition D&D) is only 6 seconds. (10 rounds/minute.) This
slows down the dynamics of combat and is unrealistic.
It is usually the most munchkin or rules-lawyer player in
the group that does this, but it can also be just someone
who is insecure and hesitant. You really need to fix both
of those problems with some motivation to act more
decisively.
SOLUTION: While you can't expect your players to say what
they are doing in a mere six seconds, you can expect them to
be timely about it and think of their moves while everyone
else's initiative is going on. Even if the person just in
front of them on initiative does something that changes
their move option completely (for instance, kills an enemy
they were planning to attack), they shouldn't take so much
time that it bogs down combat and removes the tension and
action of the game.
In my opinion, 60 seconds (10 times the round length) is
adequate time to formulate a plan and get the attack rolls
going or the spell damage rolled. With that in mind, egg
timers are an inexpensive investment.
Buy two 60-second egg-timers. The kind with sand cost about
$2-$3 each. They are available at most game stores because
people use them for chess and other games, as well as RPGs.
When you call a person's initiative, you flip a timer down
next to them. They have until the sand runs out to declare
their action, move their piece, and make their first roll.
(Or, if it doesn't require a roll, detail their action for
the round and move.)
Usually, people can finish their action in the 1 minute, but
if they are high-level, they may have more than a few
attacks or have many dice to roll and add for spell damage,
so realistically, you only need to make sure they have
declared their action and have started resolving it before
their minute is up.
If a person does not declare their action and start
resolving it at the end of the minute, you tell them they
stalled too long and their character hesitated in indecision
and you move on to the next person's initiative. After this
happens a time or two, even the most hesitant player will
pick up the pace.
Usually, after you use the egg timers for a few games,
people get in the rhythm of thinking their moves out in
advance and you can dispense with the timers unless the
problem persists. It's usually not a "permanent" necessity.
The reason you need two egg timers is that while one person
is taking their initiative with one egg timer, the other can
be "resetting" from having been used. If you only buy one,
you have to wait for all the sand to run down before
starting a new initiative, which causes a delay in and of
itself. More problem than solution there.
$4-$6 for a couple of timers is really inexpensive to add
the urgency and tension of combat back into a game that is
getting bogged down. Hope that helps someone!
Return to
Contents
- 10 Category World Design Checklist
From: John C. Feltz
Some of this is fantasy-RPG-specific, but most should be
applicable to any type of game.
- Geography and climate: gravity, atmosphere, land masses,
vegetation, bodies of water, weather patterns
- Demographics: distribution of various races (or species),
commonality, traits and features, natural racial enmities,
racial roles in society, languages, typical background of
adventurers.
- Religion and mythology: creation myths, pantheons and
gods, church organizations and hierarchies, prevalence of
belief, temples, shrines, and other structures, holy days,
religious rites and rituals, impact of religious
organizations on government and everyday life, do clerics go
adventuring?
- Economics: general level of economic and technological
development, employment patterns of the masses (individual
farming vs. serfdom vs. manufacturing, etc.), what do people
eat, level of education & literacy, currencies, inflation,
scarce commodities, surplus wealth, cultural symbols of
wealth.
- Government: government systems, NPC stats for key
government figures, current and historical relations between
various nations, role of the government in everyday life,
unusual laws and practices, particular laws that affect
adventurers.
- Society and culture: what do people do for fun, sports
and games, expressions and oaths, family structure,
etiquette, ethics and morals (alignment), music and arts,
architectural styles, fashion and styles of dress, pets.
- Magic and technology: general availability and familiarity
to the masses, interplay between the two, availability of
high-power magic and technology to adventurers.
- Non-governmental organizations (NGOs): mage academies,
thieves' guilds, secret societies, professional and
scientific societies, fraternal organizations (Freemasons,
Elks, Rotary, college fraternities), private clubs,
universities, corporations, charities.
- History and myth: ancient general history, regional
history, specific local history, news, and rumors.
- 10) Adventurer-specific: role of adventurers in society,
typical adventure opportunities/sites.
Return to
Contents
- Dungeon Tip: Add Something Players Would Never Expect
From: Christian T.
A good way to keep dungeons interesting is to put something
there the players would never, ever expect.
- An unholy temple? Try a font of holiness locked away in a
secret room that is holding a devil from breaking through.
- A prison? What if one of the prisoners is a polymorphed
dragon, but is currently stripped of its magical abilities?
- An ancient library? What if the library was the key to a
volcanic eruption that occurs when a certain person (PC)
reads a book?
- A dungeon with magical beasts? How about an antimagic
field covering the whole dungeon, so the monsters are
magically powerless, CRs reduced accordingly. (But do the
PCs know that?)
- A beautiful, helpless maiden is not a sacrifice to a dark
god but the high priestess.
The possibilities are many...
[Johnn: Can any readers think of any similar dungeon twists?
It might be cool to build a list and post it in a future
issue.]
Return to Contents
|
|
|