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Roleplaying Tips Weekly E-Zine Issue #203
Political Campaign Tips Part II
Contents:
This Week's Tips Summarized
Political Campaign Tips Part II
- Establish A Home Base
- Create Conflicting And Compelling Motives And Goals
- Theme One: Order And Position
- Theme Two: Quantity
Readers' Tips Summarized
- Disappearing Players Or Blue Vein Syndrome
From: Joshua Petersen
- Marvel Universe RPG Suits Many Player Styles
From: Adam
- Speeding Up Combat: Common Hit Points
From: CKX
- List Of Fantasy Names
From: Jonathan Hicks
Return to Contents
A Brief Word From Johnn
Happy New Year
Well, it's great to be writing the ezine again after a three
week Christmas break. It's like returning to an old friend.
Happy New Year to you. I hope you find this week's article
of value for your games.
Visa, Mastercard, Amex Options Now For GM Encyclopedia
If you're interested in the Roleplayingtips GM Encyclopedia
and don't have or want a PayPal account, I've just hooked up
a secure payment service (Canadian to boot!). After payment
has been made you'll instantly be able to download the
Encyclopedia. Enjoy!
http://www.roleplayingtips.com/encyc/
City Essentials Request
I recently posted an update and request to the GMMastery
Yahoo! group about the GM Mastery book line that began with
NPC Essentials. I'm currently working on book #2, City
Essentials. This book will be about designing and gaming
urban fantasy environments. It's focus isn't simulation or
historical accuracy, but on managing city campaigns and
making game play in city adventures as fun and exciting as
possible.
Though writing is already well underway, I thought I'd
invite topic, tips, and article requests for the book from
any Tips subscribers who have challenges or issues with city
GMing. Just drop me note with your requests and I'll try to
work them into the book.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
Political Campaign Tips Part II
By Johnn Four
- Establish A Home Base
There are different setting options for political
roleplaying, but one of the best is the Home Base Campaign
where the PCs generally stick to a particular area. The
majority of adventures, encounters, and interactions take
place in or near where the PCs call home, and many plot
threads revolve around threats against or opportunities for
the home base itself.
Politics as a viable tool and tactic needs a stable
environment to thrive, which is the main reason why home
base settings are perfect for this type of campaign.
On the game side of things, consistent storytelling in a
single locale adds to the level of detail, degrees of
interaction, and player area knowledge required for fun
politicking. It's difficult to jump into a new situation and
start handshaking, gossiping, deal-making, and leverage-
taking. Entering a new adventuring environment every story
severely curtails the PCs' options and resources and reduces
player enjoyment.
On the setting side of things, the more chaotic and anarchic
a situation is, the smaller the scope of potential
politicking becomes until it's reduced to a pure survival
level where the dude with the biggest club rules the street.
Side deals, long term schemes, subtle maneuvers, and
agreements are impossible if everyone's fighting for food,
water, and shelter and living day-to-day. In effect then, a
stable setting nurtures politics.
Fun political situations need some or all of the following,
depending on your campaign style:
- NPCs who have resources to wager, wield, lose, and gain,
such as money, land, influence, and social status
- A variety of goals, such as a trade agreements,
manipulating heirs, leadership, increasing reputation, and
gaining popular support
- A social hierarchy
- Different potential degrees of success and failure
- A social environment that respects and follows its own
social rules
There are exceptions to these guidelines, but the main point
is a compelling, detailed, and highly interactive game
setting makes for great political roleplaying. A Home Base
campaign can meet these requirements as well as provide
excellent stability and growth opportunities for your group.
Home Base location ideas:
- Village. The PCs live in a fixed semi-rural environment.
Village politics can get very personal and nasty because
rumours spread fast and community resources are often
sparse and hard fought over.
- Town or city. The PCs call a fixed, densely populated area
home. Urban settings provide unlimited story opportunities
as political situations can be simple or complex, and
large or small in scope.
- Neighbourhood. The party lives in a sub-community and can
work on behalf of their neighbourhood competing against
other 'hoods or they can follow own personal agendas.
- Guild. The campaign is focused on competing within and/or
politicking on behalf of a political entity. The location of
the guild is a factor but not the key hook to what the PCs
call home. The scope of the campaign can spread far beyond
the buildings and physical area the guild resides in as
well.
For example, a guild might have a network of locations,
control resources around the world, or have its fingers in
many political arenas.
Any social entity fits this category as well, such as a
political party, a religion, or fraternal organisation.
- Castle. Assuming the castle, fortress, or keep is a
powerbase for a region, the PCs' entire world might
consist of the many rooms, buildings, and residents within
the structure. Visitors in the form of emissaries,
delegations, special guests, and citizens provide an
influx of new plot threads and political permutations.
- Plane, demi-plane, alternate dimension. The player
characters call a region of unusual nature their home. The
specialness of the place and points of difference can help
the PCs become loyal to their Home Base and immediately hook
them into your campaign.
- Vehicle or ship. The PCs live in a moving vehicle or
vessel that's large enough to house many people and support
different internal resources, power bases, and social
hierarchies. A classic example is the starship Enterprise.
Internal and external politicking are easily supported.
Home Base motivation ideas (why would the PCs want to
stay?):
- Born and raised. There's something cool about starting and
ending a campaign in the same region, assuming the region is
fairly dynamic. The PCs are loyal to their place of birth
and struggle against villainous leaders, treacherous
neighbours, and shifty travellers and drifters.
- Contract. The party has been hired to achieve some long-
term political goal, such as destabilizing the current
government of a foreign power or community, setting up and
protecting a new democracy or government, or sabotaging a
villainous guild that employs illegal, unscrupulous, or
dangerous methods.
- Divine will or prophesy. The player characters are pulled
into a region and confined there through the will of, or an
agreement with, a divine power or prophesy. Perhaps a bit
heavy-handed, this plot line can be rewarding if the players
are given other compelling reasons to stay and pursue their
goals.
Return to Contents
- Create Conflicting And Compelling Motives And Goals
You've probably read this NPC-creation tip many times
before. However, stop for a moment and think about what it
means for a goal to be a fun game component.
First thing that comes to my mind is: conflicting and
compelling for whom? The GM? The NPCs? While those answers
are valid, the best one is for goals to be conflicting and
compelling for the players and their characters. The game is
all about them in the end.
So, next time you're creating NPCs, plots, and settings,
give each campaign element one or more motives and goals and
measure them up against how entertaining they'll be for the
group.
- Conflicting. Ensure that key NPCs, encounters, or
environments contain a conflict for the player characters to
struggle against. Make the PCs earn their experience, hero
points, or skill points. :)
In addition, think long-term where possible. Far reaching
conflicts will provide you with stable plots and NPCs for
the players to politick within. It's usually not difficult
spinning short-term goals out from long running threads, but
it's often much harder doing the opposite.
- Compelling. Players find anything that significantly
impacts their PCs compelling. If something bars the PCs'
way, enhances an ability, or provides the opportunity to
fulfil a goal, it'll be compelling. If something generates
a favoured activity, such as combat, roleplaying, or problem
solving, it'll be compelling. And if a goal or motive
offends a player, makes him laugh, makes him proud or
scared, or generates a strong emotion, it'll be compelling.
- Motives. What drives a villain to scheme and cause such
misery? What is the reason behind the reason behind the
reason for an NPC's behaviour? A motive is a big picture
insight into a game element that can inspire and empower you
to create specific goals, encounters and conflicts with.
It's a tool that'll help you think on your feet during the
game and react accordingly to the PCs' words and deeds.
For example, if the PCs foil a foe's plan, knowing his
motive(s) will help you engineer a new plan that'll be
consistent with the NPC's personality.
- Goals. These are specific plans and formulas you can use
to spawn plots, conflicts, and encounters from. A goal
should be derived from an NPC's motive(s). This extra layer
of personality will add depth to your politically oriented
games and create another dimension to the NPC for the
players to figure out.
Additional tips:
- Tweak goals and motives to make them relevant to your
campaign in addition to the players and their PCs.
- For each goal and motive, find common ground with as many
campaign and adventure elements as possible to tighten up
story lines and side-plots.
For example, you want to stir things up in the PCs' village
somehow. You start with a lazy farmer NPC. Here's a possible
series of steps you might take:
Step 1: Create a motive. You decide the farmer's motive is
wealth because he wants to retire sooner rather than later
and have servants take care of all his needs.
Step 2: Create a goal. The farmer's goal is to acquire more
and more fertile farmland until he can bank enough profits
to retire.
Step 3: Make things compelling and conflicting. You have the
farmer target the nearby farms of two PCs' parents for
acquisition.
Step 4: Campaign tweaks. You think up a few possible plans
for the villain and try to link them to other plot threads
and encounters you have planned:
- Get the PC and/or his parents in so much debt they have
to sell the farm. Hypothetical linkages:
- Sabotage the farm's equipment and buildings by
blackmailing a group of local bandits that the PCs are
already hunting
- Politick with the Royal Surveyor's assistant to have
the surveyor adjust the farm's holdings value and
thereby increase its tax base. The surveyor is mixed up
in a plot thread the PCs are investigating as well
(thanks for the idea Jared)
- A PC has recently been cursed with a drug addiction.
The farmer bribes an herbalist for the recipe and
starts his own crop to sell to the PC (and his whole
family, he hopes) until a large debt is accrued
- Ruin the farm's crops and afflict its animals with
disease season after season until the PCs' parents buckle
under and are forced to move. Hypothetical linkages:
- The local druids are unhappy with the village's
aggressive logging. The farmer calls a secret meeting
and encourages them to strike first against the farms as
a warning. The druid PC is also trying to get
membership into the local circle and does not know what
the circle is planning.
- The local dam needs repair badly. The farmer secretly
meets with several others and creates a coalition against
wasting tax money on the dam and spend it on road
improvement instead. After several village meetings and
an audience with the lord, the coalition has its way and
the lazy farmer now sits back chuckling, waiting for the
next big rain storm. A water elemental lives in the lake
as well, and PC interactions with that creature might also
inadvertently serve the farmer's plotting.
- Poison the well. Hypothetical linkage:
- The PCs discover a colony of Yuan-Ti half-bloods in the
nearby area (thanks for the idea Jeremy). On behalf of
their lord, they've been tasked with reaching a
peaceful, regional co-habitation agreement. The farmer
hears a rumour that the yuan-ti are poisonous, so he
coerces a mercenary to join the party and collect the
poison from any yuan-ti casualties the PCs produce.
- Frame the parents for a false crime. Hypothetical
linkage:
- A village elder has recently been murdered. The PCs are
investigating. You tweak your plans and decide that the
villainous farmer was behind the murder and has planted
evidence that points to one of the PC's farm-holding
parents for the crime.
- Join the family by convincing the PC to marry his
daughter. Hypothetical linkage:
- A local legend has recently come back to life. After a
pair of brutal slayings, the lord hires the PCs to
investigate as he believes one of the village elders
has been afflicted with lycanthropy. While you
originally had an elder tagged for the crimes, you
change things up by making the farmer's daughter the
lycanthrope, and she's been smart enough to hide her
disease and frame her feedings on the elder.
Return to Contents
- Theme One: Order And Position
Social hierarchy is very important in politics. For the most
part, leaders and persons of influence feel it's important
to communicate and remind everyone what their station is and
how important they are. For example, consider the following
list of potential benefits NPCs of note might reap through
ongoing status reminders:
- Remind people who's boss
- Fend off or warn challengers through intimidation
- Ego
- Advertising: let those who seek to serve know who they can
approach
- Advertising: let those who seek to solicit or entreaty know
who they should call upon
- Communicate the social order and hierarchy
- Force near-peers and underlings to acknowledge their
inferiority
- To communicate to the masses the power structure
- To bolster the morale of friends, followers, employees,
and servants and give them status as well
Therefore, the order that things are done in social and
political situations is important and you can use the
concept of order as a persistent theme to help you run any
political encounter.
Look for any opportunity where you can perceptually rank the
PCs and NPCs in any encounter. Some ideas are:
- Order of greeting. Imagine if the PCs enter the throne
room, trumpets blare, and the group stops before the King.
As one they turn and bow...to the nearby guard! Then they
turn and bow to the cook in the back row. After several more
formal greetings to servants, minor lords, and some
favoured pets, they finally turn and bow to the King.
That's an extreme example, but in a political campaign all
contestants will be highly aware of their place on the
social ladder and who should be greeted in what order. Even
one minor order mix-up could cause quite a scandal.
- Seating order. The powerful generally sit at the head,
front, or middle position. The leader should have the best
seat that forces all eyes to naturally fall to that
position.
- Who speaks first. It should be custom and protocol that
the leader or most privileged person in a group either
start the conversation, be requested to speak first by the
#2 person, or be thanked first for their presence in the
conversation before conversation begins or resumes.
- Who speaks last. Conversely, custom could dictate that one
must ask to be excused if any of higher station are present,
or that the most powerful can only call a conversation to an
end. Perhaps no one can leave until the leader excuses
herself.
Other ideas:
- Standing and seating order. Who sits when?
- Service. Who gets served first and last?
- Who can enter or leave an area, and in what order?
- Who can sit at the head table, in the first rows, or in
the balconies?
- In what order can people start dancing?
- Who makes the first toast?
- Who cannot speak unless addressed or acknowledged first?
- Who gets what room while visiting?
- Who learns important information and in what order?
Before you execute any encounter with one or more NPCs,
think of order as a theme you can layer over it to describe
and communicate the social hierarchy. Use the concept of
order as a game within the game so that PCs are expected to
discover the order of things for themselves and follow
customs without any faux pas. Use order to help the PCs know
who they should turn to, bribe, get to know, coerce, and so
on.
Return to Contents
- Theme Two: Quantity
Another theme to keep in the back of your mind when running
political encounters is quantity. The rule of thumb here is,
the most important people receive the optimum quantity and
the least important people receive whatever quantity
remains.
Examples:
- Height. The tallest or most prominent elements are usually
reserved for the most powerful.
- Height of chairs (hence the use of daises)
- Height of hats or headgear
- Position of banners, shields, and other noble wall
dressings
- Who owns the tallest building?
- Size. Larger objects generally signify greater importance.
- Size of crown or diadem (i.e. King's crown versus
Prince's)
- Size of badges worn
- The length of the herald's announcement when people walk
through the entrance
- Size of home, garden
- Amount
- Who is allowed the most personal guards and/or servants
in attendance?
- Who can wear the most rings?
- How many times must you bow to each type of social
class, position, or person?
- Layers of clothing or accessories
- Volume
- Who gets the biggest wine glass? :)
- The puffy factor of clothing
- Entrance music is loudest for the most important people
- Length
- Length of title or formal introduction
- Who has the longest driveway?
- Who has the longest gown train?
During social encounters, look for any instance of something
that can be measured and compared and try to make that some
kind of statement, custom, or protocol as to the social
hierarchy.
* * *
This issue and #201 are the first ones that have focused on
political gaming. I have a few other tips on the topic, if
you'd like to hear them. Let me know if you are enjoying the
politics theme and/or if you have any political tips of your
own to share.
Thanks,
Johnn
johnn@roleplayingtips.com
Return to Contents
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settings.
Return to Contents
Readers' Tips Of The Week:
- Disappearing Players Or Blue Vein Syndrome
From: Joshua Petersen
Some RPG groups (mine especially) have problems with people
sporadically attending sessions. This can cause a serious
break in the feel of the game and often causes the GM to
fumble around for some excuse of why the PC isn't there. In
trying to deal with this problem, I game with the following
constant in-game reason that, with some editing, can fit
many campaigns. I call it "Blue Vein Syndrome"
Blue Vein Syndrome (which gains its name by causing the
veins of the afflicted to turn blue and glow slightly upon
close inspection in complete darkness) is a magical disease
caused by too much exposure to planar energy. The typical
ways of contracting it involve spending too much time in-
between planes, getting caught in a magical experiment
involving planar energy going haywire, dimension-travelling,
tech messing up, and so on. Only very rarely does someone
actively seeking to contract the disease get it.
It is a rare malady and comes in three main strains:
BVS-A: This is the most benign of the three strains.
Contracting this disease will causes the afflicted to
occasionally disappear in a blue glow only to reappear--
typically near others with BVS-A--some undetermined time
later. During this time, they are suspended, unreachable,
and in between planes of existence.
[Gameplay: whenever a player doesn't show up to a gaming
session, the PC "randomly" fades out, reappearing later when
the player does.]
BVS-B: BVS-B has all of the attributes of BVS-A while also
causing the afflicted to lose their grip on their plane
(however, they fade in with those afflicted with BVS-B).
This will cause them to risk going unconscious (In D&D:
Fortitude or Will save, whichever lower, DC 10 + character
level) for 1d10 minutes whenever someone around them with
BVS-B fades out.
However, this DC can be lowered by taking ranks in a cross-
class skill unique to those afflicted referred to as
"Veinwalk" (no associated ability). They can also attempt to
make the save when someone is not fading to try and slip
between planes. If successful, they can cross to an adjacent
plane by walking. If they fail they go unconscious for 1d10
minutes and take 1d4 points of constitution damage curable
only by magic healing (such as cure light wounds) after 2
days have passed.
[Gameplay: this version is more useful if you want to
introduce some extra roleplaying experiences to BlueVein
Syndrome, so the players don't see it as just a corny way to
avoid incorporating real-life but as something with in-game
consequences.]
BVS-C: BVS-C is the most dangerous form of Blue Vein
Syndrome. It does not carry the positive benefits of BVS-B
(although there are rumors of an extremely rare BVS-D which
seems to combine BVS-B and BVS-C). In most aspects, it is
like BVS-A (except the afflicted will phase in with those
afflicted with BVS-C), except this form of BlueVein is
occasionally fatal as it may leave someone in between planes
without them ever being retrieved, only to phase in a piece
or two of their body or gear, leaving the rest behind,
unretrievable by almost all attempted methods.
[Gameplay: this version works well when you worry a
character may drop out completely at some point in the
future (such as someone visiting from very far away), and
thus can get rid of their character from the story line when
you believe they will not return. When you have given up
hope of them coming back, just phase in a piece of them (or
vital story line item they're carrying) letting the other
PCs know that they're gone for good.]
Return to Contents
- Marvel Universe RPG Suits Many Player Styles
From: Adam
Got a powergamer in your group? He'll love playing Thor.
Got a roleplayer in your group? He'll love playing Falcon.
Got someone who always plays a paladin in your group? He'll
love playing Captain America.
Got someone who likes to blur the line between good and bad?
He'll love playing Punisher.
Got someone who likes to think his way out of problems?
He'll love playing Mr. Fantastic.
Got a GM who has problems dealing with ALL those
personalities? Marvel Universe is perfect for that because
it's a storytelling game where the powers the characters
have are not as important as the decision making...yet are
important enough to let the powergamers in your group still
have fun.
In the Marvel Universe RPG you can either make up your own
character or play one already established. My players seem
to enjoy the ease of playing the ones they read in comic
books years ago, so only one of five made a new character.
Yet, I routinely make new ones for them to face as the GM
and it takes less than 5 minutes to make up a group of 6 for
them to fight and have all the mechanics in place.
The character creation system is very easy. You have a set
of attributes (STR, INT, etc.) that you pay for whatever
stats you want. After that you have 'abilities' and
'modifiers' that you again pay for whatever you want. In
essence you imagine the character you want and pay for the
abilities that fit your description.
Once the characters are made the adventures are quite
similar to what you have in comic books. They can involve
sneaking around, slugfests, chase scenes, and similar
things. The experience system goes by the name "add-a-line".
You get 2 to 4 'lines' of experience each adventure and may
assign them to any ability you have. When you get 10 lines
in an ability the score of that ability goes up by one. In
essence, those are the rules of the game. There just are not
that many rules as the game is focused on story telling.
There is usually plenty of action, yet the combat system is
so simple that it takes only a few pages to explain it. It
may take a few times reading through the rules to get to
where you understand it as I at first thought it was pretty
complex. But after the first couple fights I realized it was
several orders of magnitude easier than any other system I
have played.
It's worth checking out as it is quite a fun game.
[Request from Johnn: thanks for the tip Adam. Do any readers
have tips on planning super hero games, designing super hero
adventures, or running super hero games in general?]
Return to Contents
- Speeding Up Combat: Common Hit Points
From: CKX
Hi Johnn,
I am an avid reader of the newsletter (even going as far as
to print them out, highlight them, and study them like my
lecture notes!). Here is tip for speeding up combat - but
like all house rules, make sure the players are briefed and
have no problems with it. In addition, this tip probably
won't work if you run your game like a wargame.
Use a global Hit Point pool for monsters.
Say the players are fighting a group of 12 goblins. Instead
of generating each goblin's HP, just create a common HP
amount for the whole group. If the players are fighting more
than one type of enemy, track of the amount of HP for each
type of enemy.
Return to Contents
- List Of Fantasy Names
From: Jonathan Hicks
I came across some old notes and paperwork recently and I
found a long list of names I had written down for my games.
I have a lot of books about the Arthurian legends, the
Mabinogion, and some old Nordic sagas. I had gone through
the books, taken the names and twisted them slightly. I
figured they'd be put to good use by a fantasy gamer such as
yourself!
Adolware
Aelward
Aeppel
Aethelwold
Aethfrid
Afaon
Affalach
Agned
Alarch
Altandor
Altare
Ambo
Amheibyn
Amren
Anarawn
Anwas
Archfeod
Ardmachae
Argud
Ariant
Arthen
Arthwys
Aurelia
Avallon
Aylnoth
Ballivu
Bantur
Bebdulf
Bedwini
Bedwyr
Bedyn
Belacan
Belisarius
Benignus
Berend
Berthwald
Berwyn
Berydd
Bevno
Bewindla
Blathaon
Bradwen
Breten
Briagat
Briath
Brithwin
Buclit
Cadell
Cadynaith
Caerstun
Canastyr
Caradog
Cardarn
Casnir
Cateyrn
Cathen
Ceinwen
Celemon
Celidon
Clydno
Codfarch
Comigeria
Corscantewin
Cradawg
Cuman
Curoi
Cuthlac
Cuthred
Cydfan
Cynan
Cynwal
Daere
Daire
Dallben
Dathal
Dathar
Daweir
Deifyr
Digain
Drudwas
Duach
Dunstan
Dyfel
Dyfnog
Dywel
Ealmund
Earningland
Edern
Ederyn
Edgar
Ednyfed
Efadier
Egri
Eiddon
Eidin
Eidoel
Eilader
Elffin
Elfod
Elfwyn
Elidyr
Eliwod
Elsius
Enim
Enwir
Eoldar
Ephin
Erbin
Ereint
Ethelbald
Etilla
Eufron
Eurneid
Eurolwyn
Faganus
Faustun
Fendigaid
Ferlos
Filiar
Flewdur
Gadeon
Galfridus
Gallelin
Gallia
Galloch
Garanwen
Garwyn
Gaufred
Gengille
Geraint
Gloff
Glomung
Glythfur
Gofan
Gofynion
Goodfrey
Gorneu
Granwen
Greidawl
Greidiol
Grista
Gruddlwyn
Gualteria
Gwaith
Gwaldos
Gwaredur
Gweinidog
Gweir
Gweirall
Gwelliant
Gwenid
Gwestyl
Gwyddien
Gwynad
Gwynnan
Gwythyr
Hael
Hafaid
Hengisto
Henwas
Herlewyn
Ina
Indeg
Isgawyn
Isgofan
Jumieges
Kynfarch
Lambar
Lanceor
Laquin
Liberith
Llew
Mabsan
Madoc
Madrun
Maelwys
Maethlu
Marini
Mawgan
Mawrion
Medrod
Mirabile
Modron
Moren
Morfudd
Moryen
Multorum
Natalis
Nerth
Nidan
Nihilia
Noddawl
Novisseme
Oblatoinis
Olwen
Owain
Owein
Paladyr
Parud
Pasgen
Patriac
Peblig
Penarwan
Penawr
Penbagad
Peredur
Praeter
Prydain
Radulph
Rainaldus
Rathyen
Regnier
Rheged
Roesia
Royth
Sandaff
Savaric
Selgi
Seolfres
Sidegar
Soshid
Swithun
Symon
Taliesin
Taliesinar
Tangwyn
Tathal
Tatwyn
Tegau
Tegfan
Tegid
Teirgwaed
Teithi
Teleri
Tenere
Teneri
Teregud
Terynon
Tournai
Trakmyr
Tryffin
Trystain
Tubrawst
Tuduathar
Tudwal
Turstin
Uched
Unben
Unllen
Urien
Veluti
Vincebant
Visabantur
Vohdryd
Vortigern
Waldun
Walkelyn
Weldig
Weoloc
Wierdan
Worgret
Ylaria
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GMs! Tired of missing players in games?
Looking for alternative communication for traveling players?
Thinking about broadening your player base?
Email not fast enough? Sick of message boards?
Try the next big step in -your- games.
Enjoy the flexibility of the IRC medium. It's free!
http://www.darkmyst.org
We're everything you need, and more!
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