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Roleplaying Tips Weekly E-Zine Issue #176
Role-Playing And Giant Robots
Contents:
This Week's Tips Summarized
Role-Playing And Giant Robots
- Keep the Players in Line
- Go Beyond Search and Destroy
- Background
- Storyline
- Tone
- Technology
- Personification
- Closing Thoughts - Some Mecha Settings
Readers' Tips Summarized
- Mines and Tunnels Tips
- A Twist on Adventure Keys
- 3D Terrain Generation Resources
- Booby-Trapped Tunnels
- Tips on Not Being a Party Killer
- Making Wilderness Encounters Interesting
- Local Flavor
Return to Contents
A Brief Word From Johnn
Supplemental #15 Now Available: Wilderness Encounters
Yippee! The wilderness encounters contest entries have been
compiled and are available free by autoresponder. Just send
a blank email to:
wilderness@roleplayingtips.com
The doc is plain text, 100k.
Enjoy!
Cheers,
Johnn Four
johnn@roleplayingtips.com
"Featherball! I mean, featherrrr........"
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Contents
BRING YOUR NPCS TO A NEW LEVEL
The reviews are in and NPC Essentials is a hit. Tips,
tricks, and techniques for designing and managing NPCs in
your games. To receive a free article from the book,
"INTRODUCING NPCs", send a blank email to:
npc-essentials@roleplayingtips.com
To buy NPC Essentials:
Print version:
http://roleplayingtips.rpgshop.com/product_info.php?products_id=32181
eBook:
http://www.rpgnow.com/product_info.php?products_id=241
Role-Playing And Giant Robots
A Guest Article by J. Kline
I love science fiction and the allure the future holds. Part
of that allure is the concept of mecha: combat robots.
According to modern physics, they are not only improbable
(lack of materials, computers, sufficient power-source,
etc.) they're also a lousy investment on the field of
combat. They have a high silhouette, less armor, vulnerable
joints, and so forth. But reality notwithstanding, the image
of giant humanoids clashing energy swords and 55mm gun pods
is great.
Of course, that presents one or two (not so) little problems
for the GM. How do you hold characters with 50+ tons of
destruction in line? And how do you create challenges
greater than "go to point X, search and destroy"?
- Keep the Players in Line
Military Hierarchy
Perhaps the most likely owner of any giant robot is the
military, and they have ways of keeping the players in line.
Promotions and medals are positive rewards; kitchen duty and
menial labor, coupled with demotions, are negative
reinforcers. Additionally, militaries are constrained by the
need to appear justified to the taxpayers, political rules
of engagement (sometimes conflicting with the reality of the
situation), and the bureaucracy that withholds ammunition or
runs out of flight suits. Hence, players can be held in
check by parts being unavailable, or faulty intelligence, or
just the enforcement of off-limit areas.
Secret Societies
The Battle Tech Clans are one of the best examples of how
this method works. Players must accumulate honor or engage
in duels beforehand to prove they are worthy of going on the
mission. If they shoot targets in the back or fail then they
receive less potent equipment.
Maybe it's a religious order and you must practice a certain
faith or go on a crusade to gain the honor of using special
equipment? Of course, if Mr. Big doesn't like you, you'll
get the worst mecha possible, and the toughest assignments.
Freelancing
Technically, owning your own mecha should be the least
likely option; after all, these things cost millions of
credits. The cheapest mecha I've seen cost about 100,000
credits, but that was still about 50 times the average
worker's yearly pre-tax salary! If the players are
mercenaries or freelancers for some reason, your best bet is
to give everything a broken-down cyberpunk feel. Force them
to spend so much of their earnings on fixing the stupid
mechanical beast and running across known space for parts
that they can barely eat!
Mecha Quirks
My stereo refuses to accept commands from the remote when
it's pointed directly at the main unit. Instead, I must
bounce the infrared beam off the far wall. If a simple
stereo can be that temperamental, how about a robot with
more parts than we could name? Overheating, misaligned
lenses, a funky air-conditioner, slow reaction time, or
warning lights that go on and off without reason are just a
few of the problems a high-tech robot could face. What if
the robots are powered by elemental spirits or operated by
an artificial intelligence? It's bad enough that the enemy
is trying to kill you, but it's just intolerable when your
robot hates you as well.
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- Go Beyond Search and Destroy
Enemy of the Week
This is by far the simplest and perhaps least fulfilling
option to providing new challenges. If continued for an
extended time, it results in a campy, "Power Rangers" or
"Voltron" feel. Week after week it's single combat and the
heroes win. If you're going to introduce something new, try
to add a role-playing element. For example, the PCs may try
to woo a scientist on the enemy side to give them the secret
weakness of the unit, or run across space to learn about a
certain bounty hunter and his mecha. If done in a military
setting, let the unit run amok amongst normal forces for a
while and don't just let the players waltz over it.
During the American Civil war, there were only four ironclad
ships in the world at the time of the battle between the
Monitor and the Virginia (usually called the Merrimack). The
other two ships were Warrior in Britain and Le Glorrie in
France, neither of which could have crossed the Atlantic.
Create a "sink the Bismarck" or unstoppable juggernaut feel,
and the players will enjoy winning so much more.
Puzzles
Now I'm not the best puzzle solver, but this is a great
challenge. How does a 50 ton mecha get across a broken
bridge that can only support 20 tons? How can the PCs
transfer a couple of trucks they're guarding across the
abyss when the trucks are too heavy to carry?
Further consideration must be directed towards the long-term
effect of the challenge. Firing missiles to clear the path
uses up ammunition and may alert the enemy, but lifting the
rocks will strain the servos and set back your tight
schedule.
Reward unusual thinking
Modern tanks have one high velocity cannon for dealing with
most targets and some heavy machine guns for light targets.
Very few have missiles, grenade launchers, shrapnel bombs,
etc. It's a well-proven military maxim to stick with one
effective weapon. So why shouldn't the players stay with one
attack? Overheating and ammunition limitations are the two
easiest limits, but how about style? Or maybe the light
lasers can hit small targets with no penalty? I allow mecha
hand to hand combat to injure the pilot as he's thrown
about the cockpit allowing my players to capture enemy
mecha battered, but intact.
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- Background
Establishing a character's history is always important, and
more so in a mecha game. Do their parents encourage them to
find a safer job? Is their sister a pacifist on her campus?
Did their grandfather die in the last war? Mecha (usually)
can't solve personal problems. One of the best sessions I
ever ran involved a mecha pilot meeting a Spanish girl and
protecting her, going so far as to break into the apartment
of her abusive ex-boyfriend.
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- Storyline
Give the players a world to explore. Let them be a small
part of things and build up. Have them begin ostracized to a
broken down ship on the outskirts of the empire, fighting
pirates. Then they find a pirate ship ripped apart, everyone
aboard dead. Find clues to this mystery that hint of a mecha
elsewhere, but one never seen before (e.g. organic spines
lodged in meter thick walls). Or perhaps their powerful
mecha has a hidden AI that reveals the plans of a secret
organization ready to conquer the planet. Create a world
that must be explored and prodded.
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- Tone
A plasma cannon and a giant bastard sword have the same end
effect on the target, but the feeling is a bit different:
instant white hot annihilation versus a chivalrous duel in
close quarters. Do their wingmen die, despite their best
efforts, or are the NPCs lucky SOBs who waltz through a
bullet storm and crack jokes all the way? Can the players be
killed, or does fate favor them? Remember, there are no
sunny days in a cyberpunk campaign.
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- Technology
Personally, I prefer the technology to be well explained and
probably well understood: a high school recruit with 18
months of training can repair the robot. Then again, you
could say all the robots are animated dragon skeletons
brought to life by a guild of necromancers. Robots that are
hard to understand and repair give an air of mystery or
suspense. On the other hand, if every PC can soup up their
steed then desired upgrades become more common. What about
the computers: childish AIs or business suit holograms?
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- Personification
Yes, you read that right. It's quite possible for a robot to
be lost yet for the pilot to survive, meaning they can
fail but still try again. However, you must look at how
this fits into the story. In Macross, the SDF-1 was nearly a
character, serving in the face of great odds, and it would
eventually become the center of a city bearing its name. On
the other hand, military robots are just general issue
equipment, and if one is lost, it can be replaced. It is
possible to create a sense of imminent death by damaging his
robot, but not him.
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- Closing Thoughts - Some Mecha Settings
30 tons of Vietnam mud
The characters are soldiers in a politically unpopular war
far from home in an inhospitable environment. Your laser
ports and targeting camera are constantly blocked by mud,
the enemy fires rockets at your knees from the underbrush,
and one stray missile could cause a massacre of innocent
civilians. Robots are not well suited for this environment,
but can usually be made to work. However, woe be it to the
pilot of number four; it can be 105 degrees in the cockpit
with no air conditioning!
Knights in shining power-armor
It was hopeless! The goblins had tunneled under the wall,
trolls were smashing through, and every time one of our
friends fell, he rose as an undead horror bolstering our
enemy's ranks. And then this - giant - came. It was nearly
the size of a castle battlement; its silver hide reflected
the fires like a crystal in the sun. It drew a mighty sword
and cleaved the biggest of the enemies in two. It saved our
kingdom! I hear it's run by some magical source, but you'll
need to buy me another drink first.
SWANSS- Special Weapons & Armor National Security Service
The Suspect is a Caucasian male in his late thirties,
believed to be in possession of a type-7 Prometheus unit and
a stolen class G weapon system. You are advised to approach
the warehouse with extreme caution, but there are no known
hostages. The subject is wanted for several counts of
robbery and non-lethal force is preferred.
* * *
About the author: J. Kline is an English Major who has
roleplayed for about 5 years and would rather get a VF-1
Veritech (Macross) than win the lottery.
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Contents
Readers' Tips Of The Week:
- Mines and Tunnels Tips
From: Keith M.
Hi Johnn,
I recently had the pleasure of visiting the Great Orme
Copper Mines in North Wales. These mines were in action 4000
years ago and are one of the oldest such mines known to man.
There are almost 8 kilometres (5 miles) of tunnels, all
carved out by hand with only stone tools.
While travelling down the long tunnels I started to think
about D&D, and after my visit I wrote some observations down
which may be of use to anyone with a mine or man-made
setting in their game.
- The tunnels followed the veins of ore, in this case
Malachite, which after a smelting process purifies to
copper. In practical terms this means that the mined
passages are not uniform: they bend, dip, and increase in
height, widen out, and narrow at random. A main tunnel is
created in mines that have multiple veins, permitting air,
food, and miners to travel in and mined material to be
carried out. Side passages can appear overhead or below the
level of the main tunnel. Also, the main tunnel is rarely
level, rising and falling gently or steeply, depending on
where the veins of ore run.
- To reduce the amount of material being hauled out, old
tunnels were filled with spoil from the new excavations.
This allows the opportunity for hidden passages or secret
chambers for observant adventurers to find.
- Smaller veins were mined by children, some as young as 6
to 8 years old, yielding tunnels that a full-grown adult
would have difficulty entering. Think of the possibilities
of a section where the PCs have to magically shrink to
enter. In such places ordinary creatures inhabiting the
tunnel, such as rats, lizards, or spiders, become giant
monsters. Cracks become wide ravines, gravel becomes boulder
fields, and spider webs become hideous traps.
- A large mine will have a thriving community outside and
will be a centre for commerce, with traders bringing goods
and food to sell in return for either the raw materials or
finished goods. If there are sufficient raw materials in the
surrounding area, such as water to clean, polish, provide
power for mill wheels, etc., and wood for building, burning,
and charcoal, then it is likely that craftsmen and artisans
will be present to work the mined material into finished
goods. Finished goods cost more; consequently, if the quality
is high, then the community may be quite wealthy. Maybe they
store some of their wealth down in the mines in an abandoned
or concealed tunnel.
- A standard 3-5 foot wide tunnel is very restrictive in
terms of movement. Those carrying bulky equipment and armour
will have difficulty maneuvering. Combat will be restricted
to thrusts with bladed weapons, short spears, or staves. It
would be impossible to swing a blow overhead or from side to
side except in larger tunnels or chambers.
- In tunnels, combat will be restricted to those at the
front of the group. In a normal passage it would be
impossible to get past or to aim a blow over the heads of
those in front. If a colleague is wounded or dies you may be
able to clamber over, but those attacking would be able to
get at least one free attack.
Well, these are my thoughts from my visit; if you're in the
area I recommend taking a tour. The guides are excellent and
the gift shop sells a lot of geological goodies, and a cool
line in cheap secondhand books, too. Their website is:
http://www.greatorme.freeserve.co.uk/
It gives a lot of background information and pictures.
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- A Twist on Adventure Keys
From: John G.
re: http://www.roleplayingtips.com/issue175.asp
I liked Dariel R. A. Quiogue's article on writing
adventures; he had some good ideas.
Under the heading of "Keys", one cool twist is this: the
great key to everything that the party has been seeking
throughout the campaign is an innocuous-looking item that
they have been carrying around the whole time. When they
find out they've had the "key" all along, their reactions
should satisfy that nasty streak we GMs all have.
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- 3D Terrain Generation Resources
From: Don F.
http://www.3dlinks.com/software_landscape.cfm
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- Booby-Trapped Tunnels
From: oo7ofnine
I recently saw a show on the History Channel about the Viet
Cong tunnels. They had all kinds of ingenious booby-traps,
such as water traps at the entrance, pit traps with spikes,
multiple exits disguised as huts, twisty passageways for
ambushing invaders, etc. These people actually lived down
there for weeks at a time! American and Australian forces
found hospitals, command centers, even recreation rooms in
the tunnels. They were built in multiple layers that one guy
said reminded him of the ant farm he had as a kid.
It occurred to me that this tactic could be used by
intelligent but weak monsters, like kobolds in D&D. Instead
of your typical dungeon-crawl through a dungeon built by who
knows, send your players through a kobold-built tunnel
complex.
The Viet Cong made booby traps with explosives scavenged
from unexploded American bombs and grenades taken from dead
soldiers; kobolds could similarly make traps with magical
items scrounged from dead adventurers.
With any luck, your players will be quaking in their boots
when they hear the word kobold! Here's a web sites with
descriptions and diagrams of some of the tunnels:
http://users.mildura.net.au/users/marshall/tunnel/tunnel.htm
If you need more info, just point your search engine to
"Viet Cong tunnels".
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- Tips on Not Being a Party Killer
From KillerGM:
Here are a couple of tips on not being a party killer:
- Take a longer term approach.
Wear the party down through several easy encounters and then
hit them with a tough encounter. Not every encounter needs
to be to the death. The players will never tire of, and
always get excited over, easy victories. Easy combats also
take less time so they don't drag the game down. In fact, if
you add clues, hooks, and consequences, short and easy
combats can make a huge, positive impact on a game.
The goal is to make the spell casters use up a couple of
spells each time, have the warriors lose a few hit points,
use up a few once-per-day abilities, whittle down missile
weapon inventories, and so on. Eat away at the party's
resources slowly. If the party rests frequently, counter
with wandering monsters (more easy combats).
- Look out for monsters with low challenge ratings but
powerful abilities based on the throw of the dice. Bad luck
can wipe out a whole party. For example, in D&D a ghoul with
its paralysing touch can easily overcome a higher level
party that fails their savings throws. Other powers to
beware: petrification, paralysis, hold person, stunning,
insanity.
- Give the PCs more one-use items like potions and scrolls.
These items give the characters a chance without unbalancing
the campaign - if the PCs get too many of them, just cut off
their supply for a bit. Defensive potions are particularly
good for campaign balance.
From Travis B.:
- Not all encounters need to be life threatening.
Try a hit-and-run attack from a thief in the street. The
party strikes back but the thief has stolen something from
them and escaped. Pick the item at random: it may be money,
an important quest item, or even the player's favorite
weapon.
- Capture may be the idea.
A powerful necromancer may want a meeting with the group. He
sends a massive number of undead that are capable of
paralyzing the group. Once captured, the group are bound and
led before the Necromancer who then offers them a choice and
sets them free. They must decide for themselves whether to
take the offer or not. This choice may even be an offer for
work.
- Introduce the players to strong allies.
Give them a suitable opportunity to earn those allies' favor
and then, if needed, allow them a rescue by that ally. Be
careful not to wear this out! I make sure that every time
the players are rescued I add more work to their goals as a
price for the rescue. For example, the sheriff rescued the
party from a band of brigands and now expects them to join
his search for a pair of notorious killers.
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- Making Wilderness Encounters Interesting
From: Christopher in Des Moines
Have the enemy attack from the shadows so that the PCs are
uncertain about the nature and number of enemies being
faced. This can be especially interesting if the enemy is
weak but gets the drop on the PCs. Imagine a medium to high
power party getting shot up by ordinary goblins (very weak
in most systems) using either bows or darts. You can play
this up by rolling twice as many dice as there are monster
attacks.
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- Local Flavor
From: Jeanne R. J.
Johnn,
For giving local flavor to my Forgotten Realms campaign, and
to sprinkle a few errors in here and there, I used
inspiration from the AAA tour guides. I came up with the
Guide to the Heartlands. This book is available for sale
only in the large cities, but most cities that are written
about have their own copy of their write up, which is
usually at the best inn in town, or the city offices.
In this Guide, you'd find information on the general
population, interesting facts, tourist destinations, best
inns, best food, seasonal events, etc. A fun thing about it
is, when your players travel, they can meet up with the
people who write for the Guide. So it's a bit from AAA,
Douglas Adams, and the published Forgotten Realms materials,
but I am sure it could be adapted to any setting.
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