Roleplaying Tips Weekly E-Zine Issue #179
The Logic Death Guide to Players
Contents:
This Week's Tips Summarized
The Logic Death Guide to Players
- The EverRookie
- The Rules Lawyer
- The Powergamer
- The Casual Player
- The Munchkin
- Logic Death's Apprentice
- The Hare
- The Tortoise
- The Sherlock
- The Sheer-Luck
- The Shakespearean
- The Geek
- Logic Death
Readers' Tips Summarized
- Inexpensive Combat Mapping
- Walk The Great Wall
- Language Resources and Tips
- Tips to Generating Sci-Fi Locations
Return to Contents
A Brief Word From Johnn
The Ezine Has A New Editor
Please welcome John Feltz as the editor for Roleplaying Tips
Weekly. Despite the fact that he just has one N in his name,
John is a great guy who's been helping edit recent issues.
We decided to make his position official and he'll be
invaluable to us all in helping to manage the ezine and its
weekly regimen of tasks.
In his own words:
John started playing RPGs in the late 1970s - his favorites
were D&D and Boot Hill. He holds the distinction of being
possibly the worst "Awful Green Things from Outer Space"
player of all time. In the last 5 years, he's been running
D&D 2nd and 3rd Edition adventures in his homebrew campaign
world, Jeux (http://johncfeltz.homestead.com/files/jeux.htm).
He's also written a number of articles for
RoleplayingTips.com and for DnDAdventure.com.
http://www.roleplayingtips.com/issue107.asp
http://www.roleplayingtips.com/issue162.asp
http://www.dndadventure.com/html/magic_items/mi_dwarf_axes.html
http://www.dndadventure.com/html/magic_items/mi_acrobat_slippers.html
http://www.dndadventure.com/html/magic_items/mi_acrobat_staff.html
You can reach John by email at editor@roleplayingtips.com
with any submission or editing questions you might have.
I'd also like to take a moment and express my thanks to
Gavin Hoffman who takes care of web site issue updates and
Michael Ullom who handles web site article editing. Thanks
gents!
Lots Of Etiquette Articles
A reader wrote in recently with a concern about the number
of etiquette-style articles being published in the ezine of
late. After thinking on it and browsing the archives for a
bit, I had to agree. So, in the future I'll be updating the
submission guidelines and calling for articles along
different veins. As always, bricks and bouquets about the
ezine, its content, and its format are welcome. Oh, and if
you have a problem with the editing, don't talk to me--I
just work here now. ;)
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
*** NEW ARRIVALS FROM www.TheHeroFactory.com ***
Some new arrivals this week include rare Judges Guild
materials, long-lost Avalon Hill wargames, many of
Grimtooth's Traps, and Q1-7 Queen of the Spiders.
Save $$ -- New in-print arrivals include Ultimate
Feats, Ultimate Equipment, LOTR Risk, and Ork!
www.TheHeroFactory.com
Return to
Contents
The Logic Death Guide to Players
This article has moved to the Articles Section.
Readers' Tips Of The Week:
- Inexpensive Combat Mapping
From: Kender
We recently came up with a great method for keeping track of
combat on a battlemat since most of us are miniature-
challenged.
We downloaded some of the PC Portraits off of Wizards of the
Coast D&D site. Using the magic of Photoshop, we resized
them to 0.8 inches on a side and added the character's name.
Then we cut them out, and ran them through the laminator,
trimmed down to 1 inch squares, and voila! Instant PC
counters!
Return to Contents
- Walk The Great Wall
Less magnificent than the real thing but a heck of a lot
more accessible, Walk the Wall lets those who have longed to
stroll on the Great Wall of China do so from their desktops
with a point-and-click 360-degree tour of the 2,000-year old
wonder of the world.
Started in the 7th century and not completed until the 10th,
the wall protected agriculture and resisted the Huns. Today
it is a mecca for travelers, and online visitors can zoom in
or out, and pan right or left through images from a section
of the wall between Jinshanling and Simatai.
http://www.walkthewall.com/
Return to Contents
- Language Resources and Tips
From: Patrice L.
re: http://www.roleplayingtips.com/issue103.asp
Hello, here's just another tip to make worlds more alive
using language.
Tolkien's love of languages and great ability to invent them
led him to write many of his stories. And eventually the
Lord of the Rings.
Each culture of course has its own language, slang, etc. I'm
not saying that you should invent a language for every one
of your nations, although that helped a lot in my games,
even if most had only 20-50 words of vocabulary. But the
phonology part is more important.
Phonology? Yes, how the language sounds. English and French
are pretty easy to distinguish, and it's even easier to
distinguish both from Chinese or Arabic. But phonologies do
follow some rules, mostly because of the way the human vocal
system works.
Here's a great website, the Language Construction Kit:
http://www.zompist.com/kit.html
The first few parts are really great in creating a unique
phonology for each culture. That way, in my games, if my
players heard a name like L”haros they knew he came from
Idz-Aur”a, while someone who was named Iokhwe was a
foreigner from distant lands. Of course, knowing the
language itself would tell you that L”haros means "young
artist", but it's not necessary. Usually, only how the words
sound is useful in determining its origin. That way, you add
to the flavor of each area.
And here are a few more resources on languages, with a lot
of info about how languages evolve, etc.
http://www.geocities.com/finis_stellae/ng/lng/how/
http://www.sys.uea.ac.uk/~jrk/conlang.html
Also, any web search for Conlangs or Constructed Languages
will point you to some interesting resources as well.
Return to Contents
- Tips to Generating Sci-Fi Locations
From: Jonathan Hicks
We've all experienced the thrill of space exploration
through science fiction movies, books and other media. We've
seen some amazing things, from imagination and from deep-
space pictures. How can you inject some of that wondrousness
into your own Sci-Fi locations?
Flying through space and having adventures is fun, but
there's another angle to the experience, and that's
discovering new things that really stick in your mind. Take
the following examples, and see which description stands out
more:
- The starship landing pad is made of slabs of metal,
overlooked by several domed hangars and a small tower-topped
control tower.
- The starship landing pad is a huge circular affair with a
great roof that opens like flower petals when ships
approach. The surrounding hangars are domed, covered in
blue-grey vines. The control tower hovers above the hangars,
continually moving on its jets to watch over the area. Great
cliffs surround the location, and green waterfalls cascade
into the crystal clear waters that surround the site.
Lizards hop from tree to tree.
Example (a) could be any landing pad on any world, whereas
example (b) is defined by the technology, the foliage and
the terrain, adding not only an identity but an atmosphere.
- Make It Big
Why make a location normal when you can make it huge? The
greatest way to inspire a player is make something large. If
the PCs are going to meet a contact on a world, then don't
have them meet in a small copse of trees next to a stream -
that sounds too much like Earth. If they are to meet in such
a place, then make it big! The trees are three hundred feet
high, fifty feet thick. The leaves are the size of men. The
ground is covered in huge four-foot fern-like growths, red
in colour. The clouds roll overhead at great speed.
Simply taking what would be a normal location and making it
larger than life increases the spectacle of it all.
- Make It Better
Why have a car when you can have a jet-powered hover
vehicle? Why live in a building when you can live in a pre-
fabricated geo-dome? Why fly your spaceship to a satellite
when you can fly it to an orbital sat-habitat, two miles
long and housing a hundred thousand people?
Increase the concept of the visuals of the location you are
trying to describe. To do this, just take an everyday object
- such as a car, a toaster or an elevator - and add a bit of
pizzazz. A car can be an air vehicle, zapping between the
towers of a future city; a toaster can be a small hand-held
unit that you just wave over bread and, hey presto - toast!
An elevator can be an anti-gravity tube - just step in it
and float to the next floor. Adding these details into a
location can add a dimension of difference to increase the
atmosphere.
- Make It Different
Let's say the PCs have crash-landed their shuttle on a
jungle world. It could be easy to simply say that they're in
a moist tropical environment, like the jungles of Earth, and
that would most likely describe the location well. At least,
well enough if the PCs actually were on Earth! If they're on
another planet you want to add some details so that they
feel they're interacting with something fantastic. For
example, let's take two places: natural and man-made:
To get across the idea of a different natural locale, you
could add details such as:
- The trees have translucent leaves, and the sap is visibly
coursing through them.
- They grow so high they bend under their own weight, so the
top of tree touches the ground and takes root, creating
strange half-hoops.
- The hills are almost uniformly high, with the strongest
trees growing straight up on top of them.
- The ground is covered in dead leaves and foliage, a grey-
blue mass of wet grime.
- There is very little sound except for the soft hum of the
wind, and a weird hooting call that echoes through the
trees.
- Lizard-like creatures with six limbs and bright
pearlescent feathers on their backs leap from branch to
branch and chitter noisily.
- Long smears of cloud stretch from horizon to horizon.
- The ringed sister planet hangs in the pink sky.
Why talk of a simple jungle when your players can have a go
at visualising that?
As for the man-made setting, you could go something like
this:
- The building is nestled into the side of the mountain as
if it grows from it, the sheer face of he rock blemished by
the ugly, six-tiered, ninety-floor construct.
- Its face is glass and steel so the rest of the landscape
is reflected in its surface.
- The waterfall that cascades from the top of the cliff
pours down half the building to the wide river below, the
only access to the place is across a single, raisable
suspension bridge.
- On each tier sits observation domes for the security
personnel, and on the third tier is an extended platform for
incoming starships.
- Vehicles swoop and hover about the whole scene like angry
bees. Cars swarm across the bridge continuously.
- Great floodlights illuminate the building, so from far off
it appears as a blinking crystal in the mountains.
Take something normal and place it in a location where it
shouldn't be, surrounded by things that shouldn't exist.
This creates a great visual for your players and also helps
define the alien, otherworldly quality of the place. Science
fiction deals with things that can be considered archetypes,
such as wheel-shaped space stations and dome-covered
moonbases. And all these things are good but can become
stagnant with continuous use. Add some flair, take some
risks; it doesn't matter if the place you create is a bit
strange and that the things you describe shouldn't work or
even exist in the natural order of things. That's what makes
a great science fiction setting.
Return to Contents
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