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Roleplaying Tips Weekly E-Zine Issue #160
6 Techniques For Maintaining Player Interest
Contents:
This Week's Tips Summarized
6 Techniques For Maintaining Player Interest
- PC Motivation
- PC Background
- PC Dynamics
- Atmospheric Changes
- Presentation
- Plotline
Readers' Tips Summarized
- Another 6/666 Tips For GMing A Group Of Evil PCs
- Guide PCs Through Intelligence Checks
- Dream Tips
- Adding Flavor To Magic Items
- Fleshing PCs Out Each Session
- Starship Design Tips & Template
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Contents
A Brief Word From Johnn
NPC Essentials Is At Game Stores Now!
My eBook has made it to print! More info below in the
Shameless Self Promotion section.
This Week's Article
Amongst all the game planning, design work, and game session preparation, a busy GM sometimes forgets to check-in with their players to ensure they're still interested and excited about playing.
Keith's article this week has some good ideas about creating interesting games, but his article can also serve a great checklist for those mid-campaign workhorse games to ensure you're keeping things entertaining. Enjoy!
New Articles Posted At GMMastery.com
I'm the "article posting guy" at the GM Mastery site, so I thought I'd let you know several cool new articles have been posted there:
- The Big-City Guard - A Cityscape d20 article
By John Simcoe
- Riddles and shields - A Tome of Troubles d20 article
By Justin Gasal
- Rewarding Your Players - By Doug Lochery
http://www.gmmastery.com/
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Contents
MYINFO - ASSISTANT FOR GAME MASTERS
If you are a GM who can't stand their campaigns made up of loose sheets of paper that possess the unique ability to get lost just when you need them, MyInfo will help you put an end to it!
MyInfo for Windows makes organizing campaigns, adventures, NPCs, and sites easy. Search for any information fast. All you have to do is convert your ideas into entertainment for you and your players.
[Comment from Johnn: Milenix didn't pay me to say this, but
I thought I'd chime in and say that I've been using MyInfo
for gaming, work, and personal organization for over a year now. I vouch for their software.]
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Contents
6 Techniques For Maintaining Player Interest
A Guest Article By Keith Earley
It's going to happen in the best of campaigns...the slowdown
in intensity, the acceptance of the "set" adventures, or
just a lack of general enthusiasm for the game, that only a
few months before was the talk of the local gaming circuit.
The following ideas should help you keep the interest
flowing in a group, especially one that's been together for
awhile, both in and out of game:
- PC Motivation
This may be the most direct method for keeping the game
flowing and alive. Focusing on one or more of the PC's
personal interests alone can provide for a new direction in
a group.
A few questions you may want to ask yourself or
them are:
- Why was the group formed in the first place?
- Do they have any common interests?
- Is there a long-term goal in mind for them?
An example of this would be in a newly formed band of
adventurers who just happened to have been hired by a local
merchant as Cartographers. Not only was this fledgling group
given great adventuring opportunities, but they also had the
added incentive to go out and explore previously
undiscovered areas of the local terrain.
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Contents
- PC Background
The second method to bring a group back into the game is to
focus on a PC's background. How an adventurer came into his
or her own in their chosen profession gives the player a
good chance to delve into the character while giving his or
her companions an adventure or two to follow along the way.
For example, a fighter whose village was wiped out by orcs
when she was young and who subsequently fled into the
bordering elven woods. She was later adopted and trained in
the ways of an orc-slayer...this not only helped get the
campaign off to a good start when they began the adventure
exploring her abandoned village, but also established her as
a very, very scary combatant to her enemies later on in the
game.
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Contents
- PC Dynamics
Another method to keep things going would be to explore PC
interactions and group dynamics: love, tension, loyalty,
friendship, even conflict at times. All of these help make
the group what it truly is and can be used to keep them
glued to the gaming table, waiting for the next dice roll
that could influence their relationships.
Some examples of this would include:
- The friendly rivalry between a fighter and ranger on how
to truly destroy your enemies while wielding two swords
- An almost brotherly relationship develops between the monk
and druid in the group, especially after the monk starts
teaching the other some defensive techniques
- An all-out rescue attempt when the sorceress of the group
is abducted by a former "love interest" who is now a
dangerous mercenary.
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Contents
- Atmospheric Changes
Sometimes the problem isn't with the group but with the
overall feel of the game. This can be resolved by a simple
change in tempo or mood for a session or two. This helps the
PCs change and adapt from "The Same Old, Same Old".
A good example of this was in a group getting bored and
complacent with the way the campaign was heading. This
changed with the sudden re-appearance of a major villain who
managed to force them into a dimensional gate, sending them
to a very evil pocket dimension. This dimension was broken
up into several smaller holdings each held by its own
faction.
Just getting out of this dimension cost them dearly, as one
of the adventurers got left behind, buying time for his
companions to escape through an exit portal. The return trip
to this dimension to bring the adventurer home was a long
time coming, which was greatly appreciated by the player
when it happened.
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Contents
- Presentation
You can have a great group, incredible story line, even the
best dice set ever, and it will all crumble to pieces if you
present it in a monotone that will make even the most
enthusiastic player, who just downed a double-espresso, fall
dead asleep at the table. This is not saying that you need
to become a professional actor, but try to keep it
interesting and exciting. Make the game your own true
creation and it will show to your group.
This can be accomplished with even a simple exchange between
a PC and a local merchant or barkeep. Actually stand up, get
out from behind the screen, and really play out the
encounter. Shake the player's hand as you introduce yourself
as a humble dealer of goods and services, pick up a cup and
towel from the kitchen, and act like you're closing up shop
for the evening, or ask the PC "What will it be, my friend"?
You can even look with disdain at the dwarf or elf player
and state "We don't serve your kind in here". Giving an
occasional boost to even the most mundane situation can help
wake those bored players up.
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Contents
- Plotline
Maybe the most important way to keep a campaign and the
player's interests going is in the plotline. A great theme
or idea can carry a group through thick and thin, good and
bad times, personal triumph and tragedy.
A plotline can be simple or complex, one base idea, or a
string of inter-connected plots that weave and entangle the
players as they delve deeper and deeper inside it.
Here you need to be careful, and "gauge" your players. If
they want a major land war, forcing them to deal with
intrigue in the local lords' court week to week simply will
not work. Running a game that both you and your players want
to play in can keep a group together for weeks, months, or
in the case of my group, even years. Good continuity can
breathe life into games all by itself at times and help
things along almost naturally.
A game doesn't have to be an exercise in frustration; it
needs to be fun for everyone involved. After all, this is
why we all play in the first place, right? Make the game as
fun and interesting for everyone, and the experience and
results will be that much greater, maybe becoming the stuff
of future gaming legends.
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Contents
Keith Earley is the creator of The World of Elkor.
http://www.fantages-studios.com (under the Genesis Product
Line, look for "Elkor").
Fantages Studios is a site that highlights a few D20 System
gaming supplements that are sold online. The site's been up
and running for almost a year now, and has several links
inside for a variety of interests.
The World of Elkor is the first published gaming supplement
by Keith Earley, who has been playing Role-Playing Games for
over two decades. Published under the Genesis Product Line
of Fantages Studios, he hopes that this is the first of many
successful publications for him.
SHAMELESS SELF PROMOTION
NPC Essentials Is Now In Print!
Woohoo! My first RPG book is hitting game store shelves as
we speak. Now I've got something to set coffee mugs on, hold
windows open, and prop-up lopsided table legs with. Cool.
What's interesting is that the publisher and I decided to
publish it in Pocketbook format. That means it'll fit in
your pocket like a regular paperback. It's a bit of a risk,
I guess, producing "a book that's not like the others", but
I personally felt it suited the content much better.
I packed NPC Essentials with tons of fluff-free tips and
advice, and it definitely has lots of meaty text. So, I felt
it was more of a read and re-read on-the-go book than a game
table reference. Therefore, we made the book convenient and
portable so you can take it anywhere and read it during the
gaps of your busy life.
When you buy the book, let me know what you think of the
format. I'm currently writing Book #2, so your opinions will
definitely count.
Book ordering options:
Online at my RPGShop.com store ($13.46): http://www.roleplayingtips.rpgshop.com/
Through your Friendly Local Game Store (International):
Title: NPC Essentials
Publisher: RPGObjects
ISBN: 0-9724826-3-6
SKU: IMP RPO2001
Supporting and ordering through your FLGS is a big help
actually. In the weird world of RPG book publishing, game
store requests make the distributors take the book seriously
and stock it up.
Tips Request: Game Master's Book Shelf
Expanding on last week's Tips Request for GM reading
materials (non-fiction), why don't we put together a list of
cool reference books every GM should have in their
bookshelf?
To make this list useful, send along:
- Title and author
- Publisher and date of publication (if known),
availability (if known)
- Brief description of contents.
- Relevance/usefulness to RPGs
Send your book recommendations to johnn@roleplayingtips.com
and, with Neil Faulkner's help, we'll put them in a freebie
Supplemental Issue.
Thanks!
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Contents
Readers' Tips Of The Week:
- Another 6/666 Tips For GMing A Group Of Evil PCs
From: Marin S.
- They Needn't Be Evil
At first, this headline looks like a bit of a contradiction,
considering that you're planning to GM an EVIL campaign,
after all. But look at it like this: evil people rarely
think of themselves as being evil. Hardly anyone could stand
being truly evil and having to face it. Thus, especially in
settings that don't espouse the classic fantasy view of Good
versus Evil (watch the capitals there), it might be worth a
try to ask your players about their 'non-evil' motivation.
Look, for example, at the brilliant scientist who is on the
way to find the Ultimate Cure For Each And Every Disease...
but who would kill babies (or competitors) without a second
thought because he's working for the 'Greater Good'
(capitals, again). This Greater Good makes for an excellent
excuse for Not-Exactly-Evil characters -- to make an
omelette, after all, you have to break a few eggs.
This is what these tips are all about: moral ambiguity and
how to exploit it for your evil groups.
- Different Systems Of Good And Evil
"One man's fun is another's hell", so they say. And if you
look around human society, you'll probably see a lot of
people considering a lot of other people as evil; this seems
an inevitable effect of clashing cultures. An "evil" PC
might be evil simply by virtue of him following a certain
philosophy or belonging to a certain group that's considered
unclean or otherwise evil by the majority of your game
world.
Take, for example, the Teragen from White Wolf's "Aberrant"
roleplaying game. Most people think of the Teragen as an
organization of terrorists and super-villains, a kind of
'Brotherhood of Evil Mutants' -- but in fact, the Teragen is
simply a group of super-beings who doesn't want anything to
do with humanity at large, which isn't that far-fetched a
view, considering the Evil Things [TM] humanity has done in
the past. Yes, there ARE terrorists and nutcases in the
Teragen -- but whether the terrorists are a product of the
Teragen's bad reputation or the other way around is just a
matter of whom you ask first.
- Evil vs. Amoral
"Do what thou wilt", those were Aleister Crowley's words.
They're a nice starting point for examining what exactly
makes evil -- after all, most stereotypic 'evil' guys in
novels, movies etc. seem intent primarily on harming others,
causing havoc, and so on. What about people who simply don't
CARE about other people? What about those who don't
subscribe to the moral codes of either good or evil? Or,
differently put, what about those characters who would
probably classify as Neutral on the classic AD&D scale?
There may be characters in your group whose morals don't
match either good or evil. There may be characters who are
simply unaware of the consequences of what they're doing.
And there may be those who simply don't care. What to do
with them? After all, they'd surely be considered evil by
the 'good guys' standard. You might want to try having one
or two characters who are interested neither in the 'good'
nor the 'evil' side, but simply in their own affairs -- they
might make for excellent hooks for reflection, temptation or
redemption.
- When Good Becomes Evil
The road to Hell is paved with good intentions, so they say.
So, why not have a good character who's gone bad? I'm not
necessarily talking Fallen Paladin here. I'm not necessarily
talking Fallen at all! The character might still be pursuing
his old good goals, but using means that his former
colleagues consider evil. Think, for example, of the
monster-hunter who has become a monster himself on his
fanatic quest... and yes, the scientist from Tip 1 also fits
in here.
A variation on this one is the fallen zealot (okay, okay, I
AM talking Fallen here) -- a PC who strove for good goals
before but for various reasons (internal corruption on the
'good side', burnout, temptation, helplessness) fell from
those goals, realized their fallacy and is now heading full-
power into the opposite direction.
Got an example here, too -- think of the monster-hunter
again, intent on saving the world and destroying all evil.
Some day, he realizes how impossible a goal this is, how
unthankful and unjust people are towards him for attempting
to tackle it, and how much better the prospects are on the
other side of the fence... to which he has already come as
close as only nemesis can come to each other.
- Evil's Not Always Fun
Let's take a completely different direction here -- the
tragic evil character. As mentioned above, hardly anyone is
able to stand looking at themselves and seeing evil... and
yet, some people have to. These people don't do evil things
for fun or out of conviction; they do evil out of
compulsion, and they're not necessarily happy about it.
Think, for example, of the guy who does drug runs because
the local crime syndicate threatens his family. Think of the
poor wizard who has accidentally given over his soul to a
demonic overlord who now forces our wizard to commit the
most vile atrocities. Think of the 'murder addicted' serial
killer, the vampire who kills to sustain himself, the
brainwashed government soldier... there are numerous
examples all over literature and movies.
- The Classic: Up-Front Evil
Now, last but not least, I have to include the most obvious
thing that comes to most people's minds when they hear
'evil': the monster, who does evil things just for the fun
of it. Those are usually people with serious derangements,
mental or otherwise. This kind of evil guy not only doesn't
care about other people, he's already beyond that -- he
WANTS people to suffer. Keep in mind, though, that very few
evil people are actually like this... even though that's
what 'non-evil' people make them out to be.
It's somewhat hard to truly breathe life into this kind of
character, quite simply because he's highly stereotypical.
So, even if it's fun to play a sadistic monster, think of
creating a good reason why he is like that -- only
psychopaths, demon-children and people with a Truly Bad
Childhood become this Evil.
- Guide PCs Through Intelligence Checks
From: Neville P.
The players themselves are about to take a course of action
that is 'patently stupid'. Something has gone wrong because
the GM has run out of chances to provide any extra clues
without being accused of railroading, but the characters in-
game are meant to have been smarter than this.
I find a useful technique is to heave a long-suffering sigh
and ask for Intelligence rolls (or Intuition rolls) all
round. Any player who is bored enough to want to be
railroaded towards the next chance of some action will
happily roll. The rest promptly refocus their thinking
without the GM having to say anything further. The mere
threat of the dice roll is often enough to shake them out of
their current rut and they often realise what the GM was
hoping they'd grasp all along -- without even having to
resort to the dice after all!
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Contents
- Dream Tips
From: Ryan H.
- Dream interpretation books are a good resource for
symbolism in dreams and give the dream a genuine "random"
quality.
- Trick the players into thinking the dream/nightmare is
real and give them complete control over their characters
during the course of the dream. This is a device used in
movies all the time where the viewer is lead to believe the
dream is reality. This can be fun because as a GM you can
get away with all sorts of things that you might not want to
do during "real" game play, such as killing the characters
in horrible ways, having them get cursed/diseased/etc. At
an opportune moment of drama make the characters awake from
their dream state. This can be good fun if used VERY
sparingly.
As a twist, maybe certain effects in the dream state carry
over into the waking world: a mortal wound leaves a bruise,
a touch from a god leaves the character under the effect of
a Bless spell for the next day, etc.
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Contents
- Adding Flavor To Magic Items
From: Mathis B.
Hello there,
I use a special concept in creating magic items for my
players. I had the problem that when my group improves their
abilities the magic items they possessed were not equal to
their special abilities.
Then I got the idea to create items that become better when
the PC becomes better. So, the paladin first finds a +1
longsword. When he gets more experience/levels, the sword
adjusts to him, becoming a +2 longsword at 5th level, then a
+2 sword of holy smite at 10th level, and so on.
You can explain it as the magic item getting some of the
spirit of its holder. This helps a player build a connection
to his weapon.
Another point is that the PCs can focus on more important
things than searching better weapons all the time. It also
creates tension not to know what ability the item will show
next. And it's fun to see the PCs running around when the
item is stolen.
This idea also functions with other items, such as holy
symbols for clerics or wands for wizards.
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Contents
- Fleshing PCs Out Each Session
From: Kelsey via the GM Mastery List
I give each player a note at the beginning of the session
asking a question that relates in some way to character
development. The idea is that they'll write it up during
times when they don't have anything to do during that
night's gaming, then give it back before everyone leaves. I
ask open-ended questions that usually involve telling me
some kind of story. Ones that relate to the PC's past or
inner life.
Some examples are:
- "Tell me a secret: What don't you want the other members
of the party to know about you?"
- "Tell me a funny story about your childhood"
- "Tell me about a childhood hero of yours."
I've found that my players love the questions and often
write upwards of half a page. I can see it really adding
depth to their characters and it often challenges them to
think of their characters as whole people, making it harder
to stereotype (the best question for this was when I asked a
very Machiavellian and serious character about a funny story
from his past) and easier to role play.
I don't know how well this would work for players who don't
like to roleplay, but you might be able to pull it off with
modifications for your group.
[Comment from Johnn: this is a great tip! Thanks Kelsey.
What I'd love to see is someone to create a Word doc or HTML
doc with 25+ questions formatted for index cards. Then, GMs
could print out the cards, keep them in a box, and
randomly/specifically select a card for each player each
session. Next session, the GM shuffles the cards and
distributes them again.]
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Contents
- Starship Design Tips & Template
From: MGCJerry
As I was working on a concept for a space vessel in my game
at school, it occurred to me to use a real "fact sheet" as a
basis for what *basic* information to provide. This type of
information is usually the span, length, height,
power plants, top/stall speed, etc. While you don't need to
worry about aerodynamics in space, it should be considered
for ships/craft that are capable and/or permitted to land on
a planet. Again, the GM can choose if real life physics
and/or dynamics are used.
Also, I found another useful reference is an encyclopedia or
fact books concerning aircraft. De-classified plane
information is helpful too.
I can easily write a 20 page description and technical
reference for any of my ships and the technology they can
utilize. Some of the details I include are: Name, Make,
Model, Developer, Street Price, Designation, First Rollout,
Length, Span, Height, Empty Weight, Total Capacity, Life
Support, Crew, Weapons, Loaded Weight, Power Plants Info,
Systems (sensors, radar, etc), Weapons (defensive,
offensive, and countermeasures), Structural Layout (deck
count, rooms, room locations, etc), and many other types of
info. For each type of descriptive info, I include a couple
paragraphs on each item in the category and its
upgradability.
Another thing I make my players aware of is the
"compatibility" among the manufacturers, and between ships
themselves. This includes targeting modules, radar systems,
core systems, network systems, communication, etc. Something
else I toss in are "older" types of technology long
forgotten (nuclear drives is one of them) and older type
ships with very high incompatibility with modern technology.
I treat all ships the same as the PCs' ships.
Having different races on a ship surely makes for some
interesting encounters relating to sector size, food, and
general space attitude. I usually have large cruisers and
such have segregated living decks for each type of race,
since most of my game's races generally prefer not to live
on the same ship. Also, the race that designed/built the
ship should play a major role in the appearance and size.
How well would your PCs fit into a ship developed by a race
twice your PCs' size or maybe half their size?
Another thing I toss in is the "repair" shops for smaller
ships and large vessels. In my game, I have ships that range
in size between an FA-18 and 490 mile long battlecruisers
and planet evac/rescue ships. Most of the larger ships are
created by races with the technology, and the resources to
construct such monsters. I also throw in some structural
failures for improper modifications, sub/hyper light engine
failures, communication failures, navigation failures, and
even complete gravity generator failure could cripple, if
not kill, the crew on board.
Customization on a ship is good, but it is up to the players
and the GM to find an acceptable limit. One of my players
can spend 3 to 4 sessions customizing his ship, and even
develop "custom controls". I generally give him access to
engine compression methods, compression ratios, engine
customization, and deck customization, among other the
things he loves to do, but others get lost in it.
This brings me to my final tip. The core technology used in
vessel construction should already be documented by the GM
so it is easier for people to remember or keep records of
technology they want or will need. I currently have a "pool"
of about 50 different technologies (communication, gravity,
propulsion, sensors, etc.) and these core technologies are
generally known by different names by different races which
can make some messy repairs adventures ;). I usually spend
about 5-10 times more time on a ship design than an
important NPC.
[Johnn: Check out the starship design template MGCJerry
created:
http://www.roleplayingtips.com/downloads/ship_template.html
]
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