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Roleplaying Tips Weekly E-Zine Issue #185
Innkeeper Intrigue
Contents:
This Week's Tips Summarized
Innkeeper Intrigue
- Spy
- Informant
- Criminal
- Rebel
- Refugee
- Heretic
- Dreamer
Readers' Tips Summarized
- Make A Campaign Journal (The Easy Way)
- The War Story Jar - A Player Focus Tool
- Intelligent Fantasy Races Make a Difference
Return to Contents
Readers' Tips Contest Ended
Thanks to all who entered the contest! I'll announce the
winners in issue #186. And, the best part is we have several
tips to share with everyone for future ezine issues. Sweet.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
Innkeeper Intrigue
© 2003 John C. Feltz
The innkeeper or bartender may very well be the most stock,
archetypal, and boring NPC ever created. PCs interact with
innkeepers every day, relying on them as a source of food,
shelter, and information. But even if the GM roleplays each
innkeeper well, there's usually so little substance to the
NPC that players treat innkeepers like livestock: useful but
completely inconsequential, totally forgettable, and utterly
interchangeable.
The tips below are things I've come up with for making the
innkeeper central to an adventure. They are all ways to add
intrigue to this most vanilla of NPCs; ways to make the
innkeeper a key figure in an adventure. Many of them also
provide long-term hooks that make the PC-innkeeper
relationship something worth cultivating for the future.
Use these tips as the nugget around which to build an urban
adventure. You should be able to support a variety of plot
types, including combat, intrigue and politics,
investigation and mystery.
Also, don't forget RoleplayingTips issue #148, which gives
135 different NPC side plots, if you're looking for just a
pinch of intrigue, not a dollop.
[ http://www.roleplayingtips.com/issue148.asp ]
- Spy
The innkeeper is working for a foreign nation in one or more
capacities. It's vital that he keep this identity secret,
yet he may also be involved in recruiting additional agents.
He looks at adventurers as free-wheeling and self-centered,
so they make perfect potential recruits. They also are privy
to lots of political goings-on, so the innkeeper may pump
them for information to feed back to his masters.
The innkeeper could be any of the following:
- Agent: he is a citizen of the foreign nation, recruiting a
network of sources, passing on their information, and paying
them in untraceable currency.
- Safehouse manager: he allows other spies to meet secretly
in the inn, and to use it as a place of refuge.
- Conduit for supplies: he distributes weapons, money, and
information to active agents.
- Information link: he's a "cut-out"; someone who merely
passes information along a chain, with little or no
knowledge of his immediate contacts, let alone who he's
really working for.
- Source: he regularly reports to the agent who recruited
him, passing along whatever information he thinks would be
valuable.
- Invasion route: his inn hides a secret tunnel, magical
gate, or hyperspace shunt that will be used by an invading
army.
- Double agent: he works for the secret police of his own
nation, feeding misinformation back to his supposed foreign
masters.
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- Informant
Just as innkeepers are well-placed to be spies for foreign
powers, they also make great stool pigeons for the police.
They come in contact with lots of suspicious and unsavory
folks, stay open all hours of the night, and always have an
ear tuned to the word on the street.
How to play this out depends on the type of government and
the issues it faces. Is it a police state or a relatively
free country? Has it recently recovered from a revolution,
invasion, crime wave, or coup, and is thus out for revenge
or retribution? Is the society xenophobic and suspicious of
strangers, or peaceful and welcoming?
Here's how an innkeeper could be working for the cops:
- Willingly: whether it's patriotism, the money, or a sense
of self-worth, the innkeeper gladly passes on information
and suspicions to the police.
- Blackmailed: either she rats on every petty criminal in
the place, or the police will use their power over her to
throw her into jail, discredit her, or otherwise ruin her
life.
- Hypnotized: some form of mind control compels her to
inform on her customers. This could even take the form of
surveillance equipment implanted in her body.
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- Criminal
An innkeeper is often in a very good position to dabble in
lawbreaking. Sometimes he merely turns his back on criminal
activity in the neighborhood; at other times, he's an active
participant.
- Fence: he will buy stolen property from trusted sources
and dispose of it legitimately, for a 50% cut.
- Scout: he identifies targets for thieves in exchange for a
finder's fee.
- Smuggler: he handles contraband, importing and
distributing it, as part of a larger criminal syndicate.
Even less savory are the following, truly evil examples:
- Slaver: he enslaves unwitting patrons or deals in slaves.
- Drug dealer: he sells dangerous addictive drugs on the
side, in addition to his legal wares.
- Pimp: he facilitates or manages the prostitution trade.
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- Rebel
Remember all those cheesy war movies where the Resistance
was headquartered in the basement of a bistro? Meanwhile,
the occupying bad guys ate and drank right above their
heads, not suspecting a thing. Well, art imitates life.
Bars, inns, and restaurants are great places for rebels and
insurgents to make their base.
Here are ways for that spunky bistro owner to play her own
part in the revolution.
- Underground railroad: she provides a staging point for
refugees and escaped prisoners making their way out of the
country.
- Resistance commander: she leads a group of resistance
fighters, plotting sabotage, gathering intelligence, and
assassinating key political and military figures.
- Subversive: she encourages general dissatisfaction and
revolt in the populace through pamphlets, posters, songs,
and other mass media.
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- Refugee
It's natural for immigrants to get involved in the
restaurant and bar trade, regardless of the time or place.
Refugees make for great roleplaying opportunities for the
GM: an accent, different mannerisms and slang, and
completely different ideas about how things are supposed to
work.
Consider some of these refugee scenarios:
- Stranger in a strange land: he comes from a far-away land;
his accent and mannerisms are strange, and he always has one
bottle of strange liquor from his homeland up on the shelf.
So why is he here, where did he come from, and what secrets
does he keep?
- Exiled noble: he's actually a deposed or exiled potentate
from a foreign land. Every once in a while, one of his
former subjects will come in and make a fuss - remember
Eddie Murphy being bowed to in the fast-food restaurant in
"Coming to America"? Is he working to regain his throne, or
is he just using the innkeeper facade to hide the enormous
amounts of wealth he smuggled out when his regime fell?
- On the run: whether it's from his family, the law, or just
someone he owes a lot of money to, the innkeeper is trying
to keep a low profile. He'll be vague and noncommittal about
his background, and keeps a sharp eye out for anyone
snooping around.
- Amnesiac: he's forgotten a stretch of his past, or a key
event that shaped his personality. He knows obscure facts
that he has no reason to, or has an unusual skill, and is
continually searching for his past.
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- Heretic
There's nothing like a good old-fashioned religious war, is
there? Here are some specific ways to put the innkeeper at
the front and center of religious intrigue.
- Old believer: he belong to an old-fashioned, strictly
orthodox branch of the faith, which has been largely
discredited. He rails continually about the decline in
morality, and is somewhat of an embarrassment to the town
authorities.
- Evil cult: he secretly worships an evil god or demon.
Fellow cultists use the basement as their temple.
- Dissident faction: he supports a dissident faction of the
church; outright rebellion and schism are a constant threat.
- Foreign god: he worships a foreign god, either overtly or
covertly. Missionary priests of this interloper deity often
visit the inn in their quest for converts.
- New revelation: he is intimately involved with someone
claiming to bring a new revelation of the divine will. The
established church is highly suspicious of this self-
proclaimed prophet, and keeps a close watch on everyone who
frequents the inn.
- Defrocked priest: once he was a holy man himself, but he
was stripped of his authority years ago. Whether this was
due to internal church politics or his own personal
failings, he's deeply conflicted about his life in the
church.
Return to Contents
- Dreamer
Just like Walter Mitty, or 'John at the bar' in Billy Joel's
"Piano Man", innkeepers can have secret dreams and
ambitions.
- Entrepreneur: she's always coming up with get-rich-quick
schemes and trying to get the PCs to invest in them. Some of
her ideas might even work.
- Performer: in her heart, she knows she could be the
greatest 3-D starlet or poet of her generation. Everyone who
comes into the bar gets treated to an impromptu performance,
sooner or later.
- Adventurer: she's dying to strap on a sword or a laser
pistol and head off in search of treasure and glory. She
pumps the PCs for information and advice every chance she
gets, and tries to attach herself to the party, as if she
were a mascot. You can use this one for a lot of comic
effect, or just play it straight.
* * *
A final note: don't try to use these tips too often. If
every innkeeper harbors a deep, dark secret, then that's as
much of a cliche as the boring, vanilla innkeeper is. Use
these to throw a major twist into urban adventures, and to
impress on the PCs that even the most ordinary, average
person might actually be someone they should get to know.
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Contents
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Contents
TIPS REQUEST: The First Session Of A New Campaign
Sam P. asks:
"Dear Johnn, there have been quite a few good articles
on beginning GMing in roleplaying tips. However, I find
creating the first adventure itself especially hard. It
would be good to have an article in this direction. The
problem is introducing players and hooking them into a
story arc, while leaving them free will. How do the best
GMs launch a campaign?"
Great question Sam. Dear Tips readers, what advice and
tricks do you have for making the first session of a
campaign a good one?
Send your tips to:
johnn@roleplayingtips.com
Thanks! :)
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Contents
Readers' Tips Of The Week:
- Make A Campaign Journal (The Easy Way)
From: Asbjørn Hammervik
Get a subscription to an online journal or diary of some
kind, like www.livejournal.com. (Livejournal is invite or
pay only, so you may have to dig somewhere to find it.) From
then on, you've got an excellent place to put out campaign
rumors, hints and tips, or just post adventure summaries.
The great thing is that you can comment on the different
entries, which gives the players opportunity for feedback.
All without you having to lift a finger in the webdesign
appartment...
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- The War Story Jar - A Player Focus Tool
From: Darkechilde
My groups (and I) are usually long-time gamers, as well as
fans of fantasy and sci-fi media, so we tend to digress from
gaming a fair amount. When it stops being social fun, and
starts seriously interfering with the campaign (time-wise),
I pull out a War Story Jar. Once the jar hits the table, it
means that if a person cracks a one-line joke that has
nothing to do with the campaign, or quotes a movie or book
line in response to something that happens in the game
(Monty Python comes immediately to mind), they need to put a
dime in the jar. If the person tells a long joke, or a 'war-
story' from their past, that can't be justified 'in-game',
then they need to deposit a quarter.
Some limits need to be put on - for example, it's important
that you have breaks, so that people can digress from the
game and just socialize, joke and chat. As well, I've given
players more latitude, if they would tell a warstory from
the point of view of their characters, and it related to the
ongoing action; i.e. - "I heard about another group of
troubleshooters, that would use cleanerbots rigged to
malfunction as distractions when they needed to cross halls
without being noticed...".
Also, don't allow IOUs...if they don't have the cash, the
need to keep their mouth shut. And no 'pre-paying' - if you
have to put in the cash when you say something, you are
aware that you're interrupting the game.
We've used the jar a couple different ways. When enough
money would accumulate, we'd have a group feast with it. On
the other hand, I've used it to buy group resources like
game books, to take pressure off the GM's pocketbook.
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- Intelligent Fantasy Races Make a Difference
From: Sean B.
When you are building a fantasy world, determine the list of
"intelligent" races that you intend to have in your world
before you begin plotting out maps, kingdoms, and trade
routes. Many home-brewed campaign worlds seem to focus on a
dozen human, elven, and dwarven kingdoms as the center of
their world, and then toss in small pockets of every other
intelligent race as minor afterthoughts scattered around the
world. But if the gargoyles (as one example) have been
around as long as the other races, and have roughly the same
intelligence and rate of reproduction, then there is no
default reason why they would not have a greater impact on
the world than that, including having their own empires,
trade routes, etc. And if not the gargoyles, then perhaps
the centaurs, or the orcs, goblins, lizardfolk,
doppelgangers, etc.
Just flipping through the D&D monster manual I count dozens
of intelligent races that should, assuming there is no
world-specific reason preventing them from doing so, be at
least as numerous, far-reaching, and organized as humans,
elves, and dwarves.
Return to Contents
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