Roleplaying Tips Weekly E-Zine Issue #164
9 Ways To Bring Town Guards To Life
Contents:
This Week's Tips Summarized
9 Ways To Bring Town Guards To Life
- Halt! Who Goes There?
- State Your Business.
- You're Coming With Me.
- Throw Down Your Weapon!
- So, You're Offering Me A Bribe...
- He Fell On My Sword, Captain." "Eight Times?
- Lock Him Up.
- The Unnaturally Long Arm of the Law
- Nothing To See here!
Readers' Tips Summarized
- Running Games For New Players
- Tips For Playing A Gangster
- Creating Adventure Maps
- When Players Attack Tip
- SF Ship Plans
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Contents
A Brief Word From Johnn
Last Week Of Contest
March 15th is the last day for the Interesting Scenes
contest. Unlimited entries are allowed with each scene
representing one entry.
To enter, send in a 1-2 sentence cool combat or roleplaying
scene like these ones:
"The PCs are fighting the bad guys inside a giant clockwork
golem where it's dark, hot, and dangerous. They must dodge
gears, levers, and chains, as well as deal with the heaving
motion of the moving creature."
"The PCs must coerce information out of the Princess as her
parents look on disapprovingly, daring the characters to
misstep so they have an excuse to summon the royal guards."
Up For Grabs:
Send your entry(s) to: johnn@roleplayingtips.com
Good luck! And feel free to email me if you have any
questions.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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9 Ways To Bring Town Guards To Life
A Guest Article By Pahl
President of Black Shamrock Games
jinxmahoney @ yahoo.com
- Halt! Who Goes There?
This is a question guards might ask hundreds of times during
their career without ever being asked themselves. Who are
your guards, anyway?
Guards come from all walks of life. The son of a wealthy
merchant might feel the need to prove himself, or a muscular
farmhand might decide that he's pounded his last fence post
and wants to take up arms in defense of his home town.
Whatever the case, there's one rule of thumb you can count
on: the smaller the town, the more likely that any given
guard is going to be emotionally tied to that town, and the
more personally they're going to take any threat to their
home town.
In the bigger cities, however, you find a little more
emotional distance and/or corruption. Guards range from
former mercenaries needing an income to average citizens
looking for a decent job to thugs who enjoy beating people
up.
Bear in mind that guard duty seldom pays well. Criminals
almost always pay better. So, the poorer a city's economy,
the poorer the guards and the higher the rate of corruption.
The more a guard cares about his home, the more thorough a
job he's going to do. The less a guard is paid for his
dangerous work, the more likely he will be to accept a
bribe.
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Contents
- State Your Business.
So why are city guards there, anyway? A big reason is to
help maintain social order. Without guards there would be
rioting, looting, and an eventual breakdown of peace,
commerce, and personal safety. That's their primary job.
But players and GMs alike tend to forget that guards can
also be public servants. Chances are few that you can find
someone who knows their district better than a local guard.
They can give PCs directions, break up fights, settle
disputes, and keep their city beautiful by cracking down on
litterbugs.
Sometimes guards are specialized for a certain task.
Inspectors, detectives, spies, and bounty hunters are all
specialty jobs a guard could have in order to break up a
smuggling ring or find out who's been selling that dangerous
new drug at the bazaar.
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Contents
- You're Coming With Me.
How strong are your guards? In general, a big city should
have a group of people available to deal with any threat
that might arise--even a rampaging party of player
characters. The guards should be prepared to deal with
large-scale threats and have certain people assigned to do
these jobs specifically.
For example, some experienced PCs decide to steal a jewel from
a local store, and their attempt botches, drawing the
attention of some nearby guards. It becomes apparent that
the passing patrol is no match for the PCs, so an alarm is
raised. A few minutes later, rather than sending a throng of
inexperienced guards to their doom, the magistrate looses
two tough wizards with a pack of blink dogs to track
down the thieves.
Your run-of-the-mill town guards are only physically
effective against the PCs for a short while, but in later
power levels they are still the long arm of the law, and
failure to cooperate with them will almost invariably draw
the attention of their more powerful superiors.
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Contents
- Throw Down Your Weapon!
How do guards do their job? Few guards simply love to fight
(although there are certainly a few that do!). Like anyone
else, they want their job to be as easy as possible, and so
usually request a simple disarm so that they can arrest the
individual and be done with them. For the most part, only an
evil guard would kill someone simply for the sake of doing
it.
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Contents
- So, You're Offering Me A Bribe...
The D&D 3E Dungeon Master's Guide suggests that guards make
about 2 silver pieces per week. That isn't a lot of money,
especially not enough to get killed for. In fact, it's hard
to make ends meet on that sort of pay. Enter the bribe.
Sometimes, offering a bribe could pay off, though it might
result in an even harsher sentence. Most of this has to do
with the amount of the bribe in proportion to the risk the
guard takes in receiving the bribe. It would be easier, say,
for a pickpocket to get off the hook by offering his captor
all of his pilfered gold than it would be for someone whom a
guard just witnessed commit murder in an alleyway. Minor
crime + big pay out = likely acceptable bribe.
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Contents
- He Fell On My Sword, Captain." "Eight Times?
How far will a guard go? As mentioned earlier, 2 silver
pieces a week for a guard's wage is a pittance and not worth
being run through. Therefore, your average town guard is
going to be reluctant to carry out his duties when there is
an immediate bodily threat. This is why guards travel in
groups. Even if outmatched one to one, they can overpower a
tougher opponent as a group.
Big city guards are just doing their job, whereas smaller
town guards are often sticking up for the very place in
which they live. It is these guards who will throw
themselves at danger sometimes, just for the sake of
protecting their town. How far a guard will go depends
heavily on his emotional investment in the town and the
town's financial investment in him.
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Contents
- Lock Him Up.
Crime and Punishment. Guards don't have much to do with PCs
after their arrest, but the more mean spirited ones tend to
have some fun taunting and provoking individuals who are
locked in stockades or some other form of public display. A
healthy kick or spit for good measure does wonders for their
morale. Sometimes the arresting officer is charged with
overseeing the imprisonment of their quarry and
occasionally is commanded to guard the prisoner directly
(especially in the case of more powerful criminals).
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Contents
- The Unnaturally Long Arm of the Law
Magic completely revolutionizes crime and punishment. It is
little wonder that clerics and wizards often serve as
judges. A simple "Detect Lie" can do wonders, and a crystal
ball can track any enemy of the state with ease. In a good,
magic-filled society, justice is almost always fair and
evidence easy to come by. In some particularly potent
cities, one might find guard captains are issued medallions
of thought detection, or boots of speed to aid in the
interrogation and capture of criminals. Conversely, magic
can also be used in the imprisoning of particularly nasty
criminals. There are certainly several spells that could be
used to contain a prisoner effectively.
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Contents
- Nothing To See here!
Finally, all of the above having been said, guards are an
ever-present part of the background, slow and sleepy in
small towns, perpetually moving in big cities, interrogating
this or that suspected smuggler, or pulling apart two drunks
in front of a tavern somewhere. They can be almost anyone,
with their own personalities, likes, dislikes and quirks,
and they can work for love of their town, little pay,
kindness, or some combination thereof. They range from
saints to thugs, but the bottom line is that they are there
to uphold the law, which is their first priority. Usually.
Whether using magic to drag in the bad guys, or dragging in
the bad guys for using magic, guards are the lifeblood of
law and order, and deserve respect, because somewhere up the
line is someone that won't hesitate to haul you in.
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Readers' Tips Of The Week:
- Running Games For New Players
From: Andrew
Tips for new player story lines:
New players tend not to know much about anything (funny
that). I tend to teach them the rules, etc., as we play,
because if you bore them with too many complications they
decide the game isn't worth the trouble. So, you need a
story line that will be able to teach them the intricacies of
the game.
I find that a solo game is usually the best to teach. If you
introduce them too early into the game with other players,
they quickly become overwhelmed by the evil wizard
counterspelling the PC's best efforts, and the baffling
extra damage a seemingly wimpy, unathletic character with a
crossbow has just inflicted, due to a weird phenomenon
called "flanking".
Always remember that the DM is the best judge. You know your
players the best. Having said that however, I tend to find
that the best story lines for new players tend to fall into
two categories:
- Simple
You and the player decide that you really want to get on
with it and play the damn game. This sort of player is
often interested in accumulating experience and getting
up a level. They also tend to play combat-orientated
classes, as these fit the straight forward attitude typical
of this sort of player. A good one for these players is an
arena type game. Make up a story line that puts the PC
into a gladiatorial arena where they can fight to their
heart's content.
Provide their character with a background too:
They were captured, are slaves, and must fight for their
lives. They have wanted this since birth, and want nothing
more than to hear the roar of the crowd and see the blood on
the sands. They see gladiatorial combat as the epitome of
the duel and believe there is no more honorable way for
their character to exist, or die. They are honing themselves
to become a commander of an army and believe it would be
unfair to demand something of the troops that they
themselves would not do or have not experienced.
These sorts of things help to give their character
motivation and help this sort of player become a better
roleplayer.
I used this on one of my players, who previously had not
much imagination in that department to speak of, but now
has taken to hunting down foul legions of unnatural
creatures (he's a paladin)...and mooning them. Yes, perhaps
not ideal, but he's having fun, and that's the most
important thing.
- Involved
This type of player is very much interested in the fantasy
aspect of the game. They expect an in-depth plot and world,
and dragons and magic are their meat and drink. However, do
not go overboard. Most likely, in a starter session of this
sort, you want it to be short so that you are able to put
the PC through it and get feedback on what they think of the
game. An excellent scenario is that of the typical dungeon
crawl with a bit of flavor, such as:
- The evil necromancer who is raising zombies to carve his
own little empire.
- A Drow faction rising from the Underdark to take on the
Surface Elves.
Also, this sort of player appreciates roleplaying
opportunities:
- The dwarves have had a political dispute with the nation
the PC resides in and are now cutting off their trade of
valuable metals, gems, ores, etc.
- The elven warband sentinels have been attacked of late,
and now the new recruits require training. This can
also lead to a "hunter => hunted" scenario.
If you find that the player doesn't want these sorts of
story lines, then you are able to tailor stories to their
needs--the advantage you have over any author or
screenwriter is that your story is interactive. Also, don't
be afraid to ask your new player what appeals to them.
- Tips For Playing A Gangster
From: Justin Gibbs
- Street People Are Your Friends (For A Price)
These people can be very loyal for a price. You must
understand that these are people with no friends and no
family and they will do anything for a couple silver and an
ear to talk in. They have little dignity left and will do
almost anything as long as it doesn't cost them their life
or imprisonment.
Street people are often a tight knit group. They might lay
claim to old abandoned warehouses, sewer tunnels, or
alleyways. They are all very close to one another so a
slight to one is a slight to all. And a helping hand offered
to one is a helping hand offered to all. They look out for
one another and word of a helpful stranger will quickly pass
to all street people. They are suspicious of strangers and
it will take some good role playing, a few silver and maybe
even a mini quest to help them before they consider you a
friend.
Some quests could be:
- Find a missing street urchin and return him to his
friends.
- Clear out the sewer tunnels of some fiendish creatures.
- Chase a rival begging guild out of town before they suck
up all the street people's funds.
- And of course, never forget that gold works great. Street
people's eyes always light up at the sight of gold. They
may not trust you but they will help you.
- Don't Trust Anyone
Every one is out to get you and that's a thought you should
get used to. In this world it's all about the coin and as
long as your friends are paid they're loyal. That is, unless
someone offers them more money or bargains with their life.
So, even your closest friends should be kept under close
watch.
- Every Thing Comes With A Price Tag
Closely related to Tip 1. Everyone has their price whether
it be money, pain, or family threats. You can always get the
info you need--just be creative. If you need anything don't
be afraid to ask just make sure you have some silver in your
hand.
- Information Is Everywhere
Information is what makes this world go around and it is
everywhere. But once again (I hate to sound like a broken
record) make sure you have some money. Below are a few
sources of info:
- Bartenders
- Barmaids
- Ladies in waiting
- Servants (most hate their masters so they are easily
bribed)
- Prostitutes
- Urchins
- Men at arms
- Priests (some may be corrupt and easily bought)
- Competition Is Everywhere
You are not the only ones out there committing these crimes.
So watch your back and try to dig up as much info as possible
on competing guilds. Most don't take too kindly to newbie's
pushing in on their turf.
When designing rival guilds, be sure to include info such as
guild leaders, membership numbers, activities, guild houses,
and political power.
Guild leadership is very important. Is the leader strong or
weak? Cruel or just? A business man or a power hungry mob
boss? Remember, a leader reflects the guild and a poor
leader can result in a guild tearing itself apart in a power
struggle.
The amount of members also greatly affects the guild's power
(although this is not always true) the members are the
guild's soldiers, spies, and underworld contacts. This all
has an effect on how much the PCs must go though before they
bring down the guild.
Activities are probably the most important parts to guild
creation. Is the guild into drug trafficking, prostitution,
gambling, forgery, pick pocketing, burglary, protection
rackets, etc. This will help the PCs know what kind of
things the guild is into.
Guild house. This will show where the guild house is, the
layout, traps, and where all the members stay. The creation
of the guild is very intricate and will take a lot of
imagination to create. Use your imagination, maybe it's an
invisible fortress in the center of town, or a secret
underground palace. Do whatever suits your fancy.
Political power can be one of the most influential parts to
any mob campaign. IS the guild leader in cahoots with the
city councilor, or is the mayor a general looking to purge
the city of its guilds? This part can go any number of ways
but whatever you choose make sure it suits your playing
style.
- You Are Nothing Without Your Contacts
Without contacts you can do nothing. You can't buy illegal
weapons, can't get jobs, and can't sell your stolen swag. So
treat them good and keep them safe. If anyone has a problem
with you then they have a problem with you and vice versa.
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- Creating Adventure Maps
From: John C. Feltz via the GM Mastery List
Follow the architect's credo: Form Follows Function. Don't
start by drawing anything at all. Instead:
- Make a list of all the rooms you want to have.
- For each room, decide how big it is, what shape it will
have, and what things will be found in it.
- Then decide where rooms should be placed relative to each
other.
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Contents
- When Players Attack Tip
From: Todd H.
re: http://www.roleplayingtips.com/readissue.php?number=163
In Issue #163 "When Players Attack: Tips For Encouraging PC
Co-Operation" I noticed that no one mentioned hitting the
players where it hurts the most... experience points.
In my campaigns (well, the ones where the players are
expected to get along as a team) I have let the players
backstab and kill each other. However, when the fight is
unfair or unjustified, I have attached an experience point
minus when the combat ends in the death of the other
character(s).
Usually, if the attacking PC just beats up the others, but
lets them live, then it's no problem (until the real enemy
shows and the group is under strength, which reflects badly
on the attacking player). When a player is killed for no
reason by another player or for lame reasons ("He was
looking at me funny") out comes the penalty. Usually, the
basic penalty is what the character is worth will be
subtracted from future experience till paid off.
For example, Bob kills Jim "just because". Jim was worth
2000 experience. Rather then award these points to Bob, Bob
will have to lose the next 2000 points before gaining any
new experience. Say, for finishing the current adventure,
Bob is supposed to get 500 experience. This doesn't get
recorded on his sheet, and he still has 1500 to go before he
can advance levels again.
Eventually, the player will get the hint when they do not go
up any levels while the rest of the party is advancing.
Just my two cents.
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- SF Ship Plans
From: Don F.
For the hard core SF enthusiast....
http://www.shipschematics.net/
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