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Roleplaying Tips Weekly E-Zine Issue #181
5 Tips For Sci-Fi Campaign Preparation
Contents:
This Week's Tips Summarized
5 Tips For Sci-Fi Campaign Preparation
- You Are Here: Gaming Within Your Chosen Setting
- The Game: Using And Implementing The Rules
- NPCs
- Locations
- Common Problems
Readers' Tips Summarized
- 100 Items Found In An Abandoned Mine
- Thorns and Roses for Post-Session Review
Return to Contents
A Brief Word From John 1 & 2
Voting Has Begun!
The voting has opened for the ENnies at ENWorld. My book,
NPC Essentials, is up for a Game Aid award. Even if you
don't intend to vote for the book (gasp!) please swing by
the site and support your favourite products. The voting
ends Sunday, so there's not much time left.
Here's the link: http://www.enworld.org/voting/
Early Issue
It slipped my mind that I have a wedding to attend this
weekend, so I'm shooting this somewhat shorter issue out a
bit early. While the ceremony will be most enjoyable, of
course, I'll be profiling the guests for NPC inspiration for
my campaign as well as taking mental notes about the event
in general. While I don't expect a hoard of undead to crash
the party, it never hurts to be observant. ;)
Cheers,
Johnn
A long time ago, in a basement far, far away...
Back in the old days, Dragon Magazine, the TSR house organ,
used to publish much more than just D&D stuff. You could be
charitable and call them eclectic, but 'unfocused' was
probably more accurate! About 25 years ago, they included a
fun, tongue-in-cheek board game for 2 players called "The
Awful Green Things from Outer Space." When our D&D group
couldn't all get together, or if we just wanted something
different, we'd play a variety of games; Awful Green Things
was one of the favorites.
It seems like it didn't matter who my opponent was, or what
strategy I used, or whether I played the side of the awful
green things or the spaceship crew, I *always* lost. Usually
it was quick and painful. As I was nearing yet another
defeat, one of the lookers-on burst out laughing and said
"John, you must be the worst Awful Green Things player of
all time!"
I ruefully accepted the title and it stuck with me for as
long as we gamed together. So what's your most embarrassing
gaming moment, huh?
John C. Feltz
editor@roleplayingtips.com
"It's a GAME MECHANIC, not reality!"
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Contents
"If you're a DM and running a D&D game,
you should have this book. Period."
~Monte Cook, from his first perfect 10 review
A Magical Medieval Society: Western Europe has been praised
like no other d20 supplement. Its content is up for three
ENnies awards, including Best Setting Supplement. Pick up
your copy today at www.exp.citymax.com or www.rpgmall.com
and you'll agree: it is simply the best.
http://www.rpgmall.com/product_info.php?products_id=32594
Return to
Contents
5 Tips For Sci-Fi Campaign Preparation
A guest article by Jonathan Hicks
To be fair, there are plenty of ideas in this article that
GMs playing any genre can use to help prepare for their all-
important campaign, but the idea of this is to aid GMs new
to the sci-fi genre and perhaps the realm of campaign
building as a whole.
Sci-fi opens up so many opportunities for setting and scope
that the sheer numbers of plot ideas cannot be covered by a
single article. This short list covers the basics and throws
a few suggestions around as far as the preparation goes for
things such as locations, NPC creation, and game pace.
- You Are Here: Gaming Within Your Chosen Setting
So, you've got the plot idea and the story germinating in
your head, but where to set it? You have a choice, a large
choice, but as a GM, you have to be familiar with your
chosen setting. That's a given.
In addition, not only must you be familiar with the setting,
you must also be aware of its limitations. The limitations
of the setting means the boundaries covered within the game
that you may be restricted to.
A certain choice of setting or system may limit you to one
planet or one solar system, but always be aware that you are
the GM, it's your game and you are well within your rights
to break those boundaries and go further. It may also make a
nice surprise for the players to be allowed that amount of
free rein within a game they thought constrictive.
As a first-time GM, it may be wise to stick to the
boundaries of the game, as then you're within the area you
know and some of the pressure is off as you concentrate on
what you have. The course of the campaign should help to
keep the players on track as they follow the plot. Players
can be unpredictable though, so at least be prepared to
improvise with a couple of ideas in case they leave the
course of the game.
Return to Contents
- The Game: Using And Implementing The Rules
There won't be much of a game if you don't know much about
the rules, so make yourself aware of all the rules that will
matter to you the most.
- Using Rulebooks
For clarity, highlight certain sections you think may be
necessary, and for ease of reference place titled bookmarks
in the pages of the books you are using. This saves you
having to flip to certain areas, slowing the pace of the
game. So make sure you have bookmarks 'Combat' or 'Skill
List' at the pages you need.
- Use Of Initial Rules
Try to keep dice rolls to a minimum for the first game or
two as you settle into the role of GM. If you do have to get
into a lot of dice rolling, take it slowly and calmly. Many
first-time GMs tend to panic when an action sequence heats
up. They feel that taking their time or searching for rules
in books will slow the game down and ruin the atmosphere.
Don't be concerned about that.
As a first-time GM, the players will be aware that a little
time will be needed to settle in. GMing the same rules that
you have previously played in will make things easier, as
you will already be aware of the system and know most of
what will be required.
- Using Different Rules Within The Game
Sci-fi games are usually more complicated rules-wise than
fantasy or contemporary games. Not only do the rules
encompass the world and all its peoples, they often have to
cover different weapons types, starship capabilities, and a
variety of ground and airborne vehicles. Not to mention the
possibility of psionics or pseudo-magic. To deal with these,
and to not overload yourself in the first gaming session,
try to space out the different aspects of the game across
the first few adventures.
In the first game, deal with fist fights and maybe ranged
combat, coupled with skill use and any of the run-of-the-
mill game mechanics. The next game, insert a bit of vehicle
combat or use, building up the encounters so that you can
use a different aspect of the rules. Then you'll be
confident in going all the way up to starship stuff and the
rules encompassing larger things. Don't just throw them in,
make them part of the plot so that the game flows along with
the learning curve. This way, you can get used to the rules
and build the game to a satisfactory climax, with lots of
different things happening.
- Choosing Which Rules To Use
Don't be afraid to disregard certain rules if you cannot
fully come to grips with them in the first one or two games.
There may be a complicated chart or interpretation that
slows down the action, and if the roll isn't too important
then just roll the dice, don't look at them, and adjudicate
things in favour of the PCs. This fudging shouldn't be
repeated too often, as the players will feel that chance is
no longer a part of the game and that the GM is deciding on
success and failure. This should mainly be used when the
game comes to a standstill because of a ruling.
After the game, read and re-read the section you became
stuck on, set up some examples with NPCs, and make the rolls
yourself several times until the rule is clear in most
circumstances. This can lead to the use of 'House Rules',
modified rules that are used within your particular gaming
group. But don't make that a priority at the moment. Try to
use the rules as printed and see if you're comfortable with
them.
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- NPCs
Designing and fleshing out NPCs can be a long, drawn-out
prospect when designing the campaign. The details of NPC
design could be covered in a huge tip all of its own. But
what about all those smaller characters the PCs may come
across in the course of the game that you never allowed for?
There are two ways to handle this:
- Design Stock Characters
There are a lot of NPCs of varying skills, so designing
those ones that the PCs may come across during the course of
their adventure may be a good idea. The merchants,
bodyguards, specialists, and average citizens will be
everywhere, and the PCs will ignore most - they might ask
some simple questions but that's it.
Having a few stock NPCs with the basics listed for their
personality and skills may be a good idea if you see the
game going in a certain direction and you need someone to
get the PCs back on track, or to accompany them on their new
course. A stock NPC will have limited details, but will have
all the important statistics needed to run the game. Some
games have Character Templates within their rulebooks, so a
lot of the work may be done for you already.
- Using NPC Lists
The second way to handle NPCs is to create three lists:
- Templates covering trades and skills
- A list of male and female names
- A brief personality note
When the PCs come across an NPC and it looks as though the
NPC may become a permanent fixture, take a template, choose
a name and a personality, and that's it: instant NPC. The
great thing about it is, once you've created the lists, you
can use them forever, even in future campaigns. This also
means that any holes you may have left in your initial
campaign design can be instantly plugged.
- Using Index Cards And Filing Systems
A great way to keep track of all those NPCs, even the off-
the-cuff ones you created using the lists, is by writing the
details of the NPC on a filing card or a single sheet of
paper and placing it in alphabetical order in a filing box
or folder. This makes life much easier when you need to find
the NPC. Filing cards are especially good because you can
flip through the box to the desired NPC. This cuts out the
long-winded searches for misplaced characters and reduces
the amount of clutter in front of you.
Return to Contents
- Locations
The PCs will probably be jetting off to one place after
another, and the fact is, in a sci-fi game, they can usually
get to where they're going pretty quickly.
Make sure you have the main locations created and detailed,
but also ensure you've got some fall-back locations in case
the players go in the wrong direction or decide to head off
to rest, recuperate, and plan their next move. To do this,
create a few stock locations, from a normal everyday shelter
and the surrounding area, to huge cities, to generic space
stations.
Design the locations so they can fit into any environment so
that continuity isn't disrupted. By this I mean you should
be able to slip the location into any environment, be it
forest, snow, or desert. This is a necessity, as sci-fi
games usually cover longer distances faster than any of the
normal fantasy genres. In fantasy the GM has the luxury of
being able to stretch out the long journeys between
locations, stalling until the next game so he or she can
design the place the PC's are heading for.
In sci-fi games, it's usually a flick of a switch and Ð pop
Ð there they are. Having several locations designed and
ready is a good idea. You can just grab one, change it to
suit the environment the players are headed for, and put it
in place. With your NPC lists, it should make creating a
location easier, either off-the-cuff during the game or in
advance of a session.
Return to Contents
- Common Problems
There will be a few problems a new GM may come across in
their first few games. Here are a few pointers to help you
through it.
- Don't panic! Try to keep yourself calm and think through
everything that challenges you clearly and methodically.
Pace it out, don't try to handle everything all at once.
Before the game starts, let the players know that you're
still settling into your role. Never forget that if it's a
completely new system, the players will be as confused as
you are. It'll be a learning experience for all of you.
- Try to keep your GM's area tidy. Notes and papers and
scraps of info hurriedly written down can make things
difficult, and clutter can get in the way. If you need
something quick, and there's all kinds of scrap lying about,
it'll make things harder for you.
- Don't let the players control the game. If it is a system
you've played but not GMed, don't always listen to the
players' interpretation of the rules as it will almost
always lean in their favour. Check and double check rules
either during or after the game, but don't dwell in the
books. If you think the ruling may take a while to check
out, make a fast decision and then check on the ruling after
the game is finished.
- On the flipside, don't be afraid to ask for a little help
from anyone who may know the rules better than you. This is
especially true if one of the players is a former GM. When
you hit a snag or a problem, a quick word or piece of advice
from the players may help push things along.
- If you get to a point where you are stumped, just hold up
your hands and call a timeout while you figure out the
problem. The players will be a lot more appreciative that
you stopped the proceedings to smooth things out properly
rather than blundering through and hoping things would sort
themselves out.
- Don't push the players in the direction you want them to
go. A gentle guiding hand with scraps of information, clues,
and leads should be all they need to follow your game. Make
sure you always have at least the illusion of free will.
Blatantly pushing them along a set path can frustrate the
players.
- The players are part of your roleplaying group. They are
not your enemy, so don't treat them as such. If all you want
is a simple combat simulator then you should be playing a
wargame, not a roleplaying game. GMs are not there merely to
throw the players into death-dealing battles and traps, but
rather to supply an enjoyable adventure and gaming
experience. Don't be out to get them.
- Try to be fair and consistent with each player, and be
attentive to each of them. You don't want players feeling
ignored or picked on, so try to spread your attention
equally between them.
- Most important of all - be prepared! Make sure you have
your plot notes, locations, characters, ideas, maps, dice,
books, sheets and all the other stuff you'll need present
and accounted for.
Take a deep breath and get in there. Don't be thrown if the
players decide to go off in different directions or miss
leads. Go with the flow. If the players are enjoying a
certain aspect, go with it. If you see they're not too
impressed, then don't try to force the issue. Veer off in a
different direction instead. As long as the story isn't
unduly affected by the change of course, then things should
be fine. If it does go so far off track, then don't force
the players back on path. Move the story slightly to
intercept the player's path and draw them back into it.
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Contents
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Contents
Readers' Tips Of The Week:
- 100 Items Found In An Abandoned Mine
From: the GMMastery list
1. Broken pick
2. Rusty shovel
3. Broken lantern
4. Small nugget of <mineral>
5. Rats
6. Turned-over ore cart
7. Shards of glass
8. Burnt out torch
9. Filthy rags
10. Broken beam
11. Abandoned helmet/hardhat
12. A bone!
13. A rusty spoon
14. Sharp rocks
15. A piece of rope
16. A hole
17. A dead canary
18. A broken bird cage
19. Candle stumps
20. A broken chain
21. Rusty wheel barrow
22. Wooden lockers
23. A boot
24. Hole covered with planks
25. Puddle of filthy water
26. Rats' nest
27. Snake's shredded skin (perhaps a really big one)
28. Rusty old tinder box
29. Scorch marks
30. Oil spill
31. Simple wooden crane
32. Broken ladder
33. Piece of old rope
34. Old water skin
35. Bucket and ladle for water
36. Broken old table
37. Old abacus (used for tallying wages)
38. Half a copper coin
39. Old blood
40. A barrel
41. Boxes
42. Rotten fruit in a box
43. Water trough
44. Animal pens
45. Rickety scaffolding
46. Small cupboard
47. Long table
48. Manually powered lift (block tackle and rope)
49. Air shaft
50. Rusty old steel grill
51. Key
52. Map of tunnels (old and almost impossible to make sense of)
53. Journal of a miner
54. Production notes in leather bound books on shelves
55. Guide to safe mining practices (book)
56. Duty roster
57. Old padlock
58. Locked chest (inside is an expensive scale)
59. Wooden cup
60. Chalk (used for marking walls)
61. Narrow tunnel or crevice leading down
62. Old cave paintings (origin unknown)
63. Small cave-in
64. Leather map of tunnels hanging on a wall in a wooden frame
65. Shredded whip with blood stains
66. Tool rack
67. Warning sign that the tunnels ahead are unsafe
68. Symbols on the walls painted there to tell miners where to
dig next
69. Broken stalagmites and stalactites
70. Hay
71. Cloth dust mask
72. Gloves
73. Torn fabric from a jerkin
74. Roots from a huge tree above
75. Mushrooms (eat don't eat?)
76. Sawdust
77. Carpenter's tools
78. Smith's tools (rudimentary)
79. Horseshoe (small, for a mule)
80. Nails
81. Small animal's skull
82. A turned-over handcart
83. A few feet of cart-tracks
84. Bats
85. Rusty old air filtration machine (mechanical or magical)
86. An underground stream
87. An ancient magical artifact--broken
88. Mementos from the last miners
89. Bits of clothing from the last miners
90. Bits of the last miners!
91. Broken mirror
92. Broken pair of glasses
93. A rickety wooden cage in an old shaft
94. Moldy cheese and weevilly biscuits
95. A broken block and tackle
96. Cracked ceramic chamber pot
97. A swarm of insects
98. Cask of old wine, now very vinegary
99. Broken dagger
100. A letter home never finished
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- Thorns and Roses for Post-Session Review
From: Andrew
re: http://www.roleplayingtips.com/issue178.asp
One thing I find has worked very well in my roleplaying is
to do "thorns and roses." This is where every single player
and the GM state something good and bad about the game. I
got the idea from Boy Scouts and have used it routinely for
several years now. This allows everyone to see what people
want and don't want from the game. It has helped out our
current campaign immensely, allowing two of us to see how
destructive our side-talk is without there being a nasty
fight about it.
Just my $.02 usd.
Return to Contents
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