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Roleplaying Tips Weekly E-Zine Issue #205
Character Sheets As GM Tools
Contents:
This Week's Tips Summarized
Character Sheets As GM Tools
- Player Character Sheets As A GM Tool?
- Use For Game System Analysis
- Create Two Versions: Roleplaying And Combat
- Supply Creativity Materials
- Enforce Character Portraits
- Make Them Easy To Update
- Sources Of Character Sheets
Readers' Tips Summarized
- Ideas For Involving Space Phenomena
From: Kiriath Machin Ni
- Blue Vein Syndrome Comments
From: KM
- Hidden Rolls Method
From: Andrew McFarlane
- Regional Opinions Technique
From: Janis Maggs
Return to Contents
A Brief Word From Johnn
New Articles At Site
Gavin Hoffman and Michael Ullom have started re-vamping the
articles section at the Tips site. Thanks guys! Here's a
list of recently posted items:
- Gaming Group Grind
- So You Want To Be A GM?
- Managing Intraparty Conflict
- The Freelancing Life (PDF 112k)
- A Guide to Map Making
- A Cave, A Con, A Troll
- Rebalancing Your Game-Dealing With Powerful Items
http://www.roleplayingtips.com/articles/index.asp
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
Character Sheets As GM Tools
- Player Character Sheets As A GM Tool?
PC sheets are for players, aren't they? I hear you asking.
Yes. However, they can also serve the game master in
numerous ways to make games more entertaining and efficient.
Potential benefits of tweaked, optimized, and well-designed
character sheets are:
- Better organized players
- Increased roleplaying
- Speedier combats
With possible benefits like those, we should explore this
opportunity further!
I believe that PC sheets are the second most important
interface your players have to your campaigns and stories.
For most game systems, characters consist of numerous bits
of descriptive, calculated, and interpretive information.
There's too much to memorize so players (or GMs) need to
record it all somewhere. A sheet of paper is a natural
choice--but is any thought ever given to how this
information can be sorted, organized, and presented on that
paper for ideal game play?
I'm a big fan of Jakob Neilson's thoughts on web usability.
[ http://www.useit.com/alertbox/ ]. If you've ever visited
my site [ http://www.roleplayingtips.com ] you'll note that
it's quite plain, simple, and a dozen or so stages behind in
general web site evolution. :) However, its implicitly makes
it fast. Fast to load, navigate, and update (for me). It
usually just takes a maximum of two clicks to find the
information you're looking for and there's not many
distractions taking away from the reading or skimming
experience.
Characters sheets should be designed with the same goals in
mind of serving the ultimate consumers of the information--
the players and GM--and not the designers.
Return to Contents
- Use For Game System Analysis
I feel character sheets reveal a lot about a game. Whenever
I'm checking out a new game system or game world, I flip to
the back of the book, look for the photocopiable PC
sheet(s), and study them.
I also feel that most game companies don't put many
resources to character sheet analysis and design, so I don't
make any final conclusions about a game before I read it,
but the freebie PC sheet often provides a great, high level
view of what to expect or read about first.
How is the page real estate divided up? What amount of space
is given to the various types of info on the sheet?
- Statistics, stat bonuses, derivative stats. How many stats
and sub-stats are there? Does the system seem to be aiming
for realism with a large number of stats? Is it a more
interpretive game with a small number of scores? Somewhere
in between on that spectrum?
Are stats referenced elsewhere on the sheet, such as in
skill value calculations? Some games use stats as a core
calculation value for all other rule aspects of a character,
while others just want a way to describe a PC using numbers
as a rough guide. Most games fall somewhere in between.
- Skills. Has a lot of space been devoted to skills? Sheets
with a lot of real estate devoted to skill records might
indicate a detailed character management rules set. This
might mean character creation and update processes are time
consuming. It might also mean lots of potential problem
solving game opportunities as players try to present the best
skill set for the situation at hand. Other interpretations
are valid too, but the main point is judging how important
skills seem to be to the game and how complex the skill
management component seems to be.
Are the final skill values detailed and calculated on the
sheet or is there only room for a final figure? This might
indicate a character sheet style preference as some prefer
all the steps in a calculation to be clearly detailed while
others prefer a simpler interface that reveals just the
number that ultimately counts.
However, if calculations are provided via fill-in spaces or
formula crib notes, decide if they seem simple or complex.
Also note whether it seems like the calculation is based on
a lot of temporary factors, which might indicate math-
intensive conflict resolution, or static values, which may
or may not suit your GMing style.
- Is there a lot of room for equipment? Does it look like
encumbrance is a simple or complex calculation--or perhaps
it's not a factor at all? Does the game want you to note how
and where equipment is worn or does it appear that level of
detail isn't important?
- Finally, how much space is devoted to roleplaying stuff?
Your definition might differ, but by "stuff" I mean
appearance details, goals and motivations information,
history details, personality description, and so on. Some
games assume you'll record this information in your own
style on other paper while other systems' sheets give you a
couple of lines per category (or small boxes) and then get
back to the rules calculations.
Keep your study of the character sheet in mind as you read
through the game manual. Does it appear that the sheet is a
fair representation of what a player needs to know and
record in order to run his character efficiently during the
game?
Does the sheet capture the spirit of the game? Some games
have detailed sheets but then turn out to be highly
interpretive and free flowing during play. Some sheets waste
space, not providing enough sections for complete character
notation.
Character sheets are a window into a game's mechanics and
its anticipated gaming experience. Because most sheets are
not carefully designed with purpose as user interfaces, you
shouldn't analyze a game based entirely on the sheet, but
instead use it to spark your curiosity, spot potential
system strengths and weaknesses, and get curious about the
game in general.
As a fun exercise, compare the publishers' characters sheets
for Everway to RMSS's (Rolemaster). Put Amber's sheet
(including the item inventory sheet) next to D&D 3E's. Or
compare Fudge's with GURPS'.
Note to game designers: I might be the only one who flips to
the character sheet in a game book first or I might be a
rank amateur in comparison to how some people analyze sheets
and form opinions about a game's play and design.
Regardless, I strongly encourage you give some thought about
your demo, blank, or downloadable sheets and ponder what
they communicate about your game.
Well designed character sheets not only enhance game play
but serve as marketing vehicles for your system. There is no
universal character sheet design that's best, so each
designer needs to do his own analysis about what layout is
best for his game.
Return to Contents
- Create Two Versions: Roleplaying And Combat
I'm not sure why, but many character sheets scramble up
roleplaying type info with combat or action resolution type
info. A sheet might start with the character's name, then
his experience levels, then what god the PC worships, then
his ability scores and bonuses, then his hair and eye
colour, and so on. It's a mish mash of information that I
feel should be separated into two distinct sections, or
preferably, put on different pages altogether.
During a game session, a player is generally in one of two
mental states: roleplaying or rules resolution (such as
combat or skill checks). I feel it would be most efficient
to present the information most important to each state in
its own container to minimize searching and calculating and
to maximize inspiration and imagination.
When a player is roleplaying they should have their
character description, illustration, and personality notes
in front of them. Entries for "favoured saying", symbol, NPC
names, quirks, friends, and so on should not be squished
into 8 point font grids, printed in the margin, or pushed to
a small section on the back of an otherwise combat-dominated
information reference.
This type of information should be broken out, separated
from the rules heavy stuff, and given its own space to
breathe and grow. It should be legible, inspirational and
remind or encourage players to roleplay.
When combat or rules resolution erupts, a player should have
everything they need to quickly and efficiently deliver the
final result or relevant calculation info to the GM. They
shouldn't have to find a movement rate modifier that's been
tucked away between personality notes and a skill list.
For some games, such as D&D, it's also good to have lots of
room to provide the final calculations for multiple buff
scenarios. For example, when a PC has magical effects A, B,
and D running and is using a two-handed weapon, what's the
final attack roll modifier? Permutations quickly get out of
hand, so a character sheet would just need to follow the
80/20 rule--provide enough space to note the 20% of
permutations that get used 80% of the time.
Therefore, you might benefit by making character sheet
templates that organise rules information on one sheet or
side, and roleplaying info on another sheet or side. This
lets players put the information that's most important for
the current situation in front of them at any given time. It
also lets the two broad player types of roleplayer vs.
wargamer keep their preferred info in front of them as a
default.
In some games and group styles, the line between roleplaying
and rules resolution is blurred. For example, your group
might expect players to roleplay every social situation to
generate a general sense of NPC reactions and interaction
modifiers, and then make skill rolls at the end to see how
things finally resolve. In these cases, you can duplicate
the info (i.e. skills are noted on the combat and
roleplaying sheets) or create a middle-tier sheet of common
information and value (i.e. roleplaying, combat, skill
sheets).
The design is up to you. The main point of this tip is to
consider separating roleplaying information from rules
information where possible and to allow enough space for all
information to grow so that it doesn't become hard to find
or read.
Return to Contents
- Supply Creativity Materials
Characters whose sheets have been decorated are often better
roleplayed and usually well remembered. You can encourage
this activity by placing craft materials on or near the game
table. This is also a good technique for harnessing the
unfocused energy of doodlers and for keeping idle players
busy.
Some example materials:
- Crayons
- Markers
- Coloured paper
- Fancy "edging" scissors
- Stickers, stars, coloured dots
I've always thought it would be cool to use stars for D&D
character levels on a sheet. Whenever a PC gains a level I'd
hand out a star in a colour representing the PC's alignment.
A quick glance at any character sheet would indicate
levels/power. I also think stars would be a neat reward
ritual.
Return to Contents
- Enforce Character Portraits
Character pictures are amazing visual roleplaying tools and
I recommend GMs encourage or mandate that all their players
get one. A portrait is good, but a full body shot on a
separate piece of paper is best as the pose, clothes, and
other additional info will help and inspire players.
Potential sources of pics are:
- Online art
- Scans
- Online photos of modern or historical people
- Online pictures from movies and TV shows
- CCGs
- Hand drawn
A nice touch is to add labels. Lines pointing to various
parts of the picture with comments attached provide a
player with good info but in a visual way. You might have
seen an advertisement or joke picture along these lines.
Potential player label uses are:
- Roleplaying queues
- (Major) Item inventory
- Personality observations
- Rules, such as armour ratings
For some styles and preferences, a character picture might
be the best character sheet with labels and callouts
representing game rule information.
Return to Contents
- Make Them Easy To Update
You can classify character sheet items into three
categories:
- Static elements - never change (i.e. PC name)
- Slow change elements - change once a session or less
(i.e. during PC level-up)
- Fast change elements - change several times in a session
(i.e. hit points)
We don't need to worry about static elements. Slow change
elements are a bit of a problem though. If put on a
character sheet, the area will become messy, hard to read,
or worn out over time. And fast change elements will
definitely ruin a good character sheet in short order.
Some possible solutions are:
- Use Post-It notes, cut to size. Replace as needed.
- Move the scores to a separate, replaceable sheet (i.e. a
combat sheet and leave the roleplaying one intact)
- Use a temporary sheet to track all dynamic scores
- If the score is numeric, use sticks and bundles notation
(i.e. write 4 vertical lines and a horizontal line through
them all to indicate a score of 5). This lets you
accumulate scores without erasing--requires more room
though.
- Cover erasable portions with plastic, or slip the whole
character sheet in a plastic sleeve
- Use software, such as Roleplayingmaster, and print out a
new character sheet each session
Return to Contents
- Sources Of Character Sheets
Here are some reader submitted online sheets:
http://www.rpgsheets.com
d20 Star Wars RPG:
http://www.aros.net/~jbseeley/warzone/d20/d20SW/Welcome.htm
D&D 3e Dark Sun:
http://www.aros.net/~jbseeley/warzone/d20/DnD3e/Welcome.htm
Monte Cook's Arcana Unearthed:
www.diamondthrone.com
http://www.diamondthrone.com/displaycontent.cfm?iCatId=3&iConID=150
http://www.diamondthrone.com/displaycontent.cfm?iCatId=3&iConID=45
D&D 3.# fans -- ENWorld:
http://enworld.cyberstreet.com/news/modules.php?op=modload&
name=Web_Links&file=index&req=viewlink&cid=22
A whole bunch of Shadowrun sheets:
http://archive.dumpshock.com/ArchiveShowCategory.php3?category=Sheets
Whitewolf:
http://www.geocities.com/nightfort/software.html
A German site:
http://www.helden.de
RuneQuest:
http://users.senet.com.au/~kspencer/download.htm
http://runequest.netfirms.com/downloads.htm
http://www.maranci.net/sheets.htm (CoC too)
Some character generators:
http://www.rpggateway.com/Software/Character_Generators/
Champions:
http://www.herogames.com/FreeStuff/csheets.htm
Gates of Doom has a GURPS sheet:
A sweet D&D 3.5 editable PDF sheet:
http://www.rpgsheets.com/data/SSA-X2_D&D_CharSheet_v21.pdf
Das Schwarze Auge:
http://www.orkenspalter.de
Return to Contents
READERS TIPS REQUEST: Character Sheets
I feel character sheets are great GMing tools, as stated in
Tip #1. Do you have any tips on creating, using, or managing
PC sheets? If so, send them on in to:
johnn@roleplayingtips.com
Thanks!
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Ideas For Involving Space Phenomena
From: Kiriath Machin Ni
You cruise through the limitless black sea in a starship.
Whether it's a top-of-the-line starfighter or a customised
freighter, chances are that this ship has an engine that
allows it to move throughout the universe at a speed we can
only imagine.
What do you do when you're cruising through the stars? We
all know about raiders and scavengers and pirates - you
might be one of those - but what natural phenomena are out
there? What could suddenly run across a ship cruising
through the wide, wild black? And how would those things
make for interesting gaming?
- Asteroids
Shattered rock floating throughout the cosmos - anywhere
from distant space to the center of the known universe. Are
the asteroids shrugged-off debris from a civilisation? Or
are they something else?
- Run Away and Hide
There's the classic Star Wars maneuver: dive into an
asteroid field and avoid the oncoming Armada of Death. And
then there's the notorious Star Wars approach: something
lives in the asteroid and comes out to eat you.
- Battle Mines
There's the Galaxy Quest direction: instead of asteroids,
the field is actually comprised of long-forgotten mines.
Wise players characters might use the mines to repel the
attacker; sneaky ones, like my PC, might try and tractor
beam a mine for later use or research.
- Mining
What sorts of minerals could hide inside the asteroids? This
is more likely for a Traveller or day-to-day game, dealing
with exploration and mystery. It could be a volatile mineral
and threaten the ship; or it could be filled with rare and
expensive minerals that could take them on a flashback or to
a interested merchant NPC.
- Plot Dots
- The asteroid is transmitting a strange message that has
not been deciphered yet.
- Strangely, an asteroid resembles the face of the world's
leader. Coincidence?
- According to long range sensors, ships from several of the
galaxy's races are on a direct course to a large asteroid.
Why?
- Black Holes
Black holes are eerie gravity wells, one of the strongest
forces inside space or outside it. Rumored to be the center
of many galaxies and star clusters, light and nearly
anything else drawn to a black hole never leaves. Don't want
to be spaghetti? Don't wander toward a black hole.
- Underworld
As the place where nothing ever leaves, a black hole could
serve as an ideal science fiction spooky setting. Event
Horizon took this direction, and the black hole was a direct
link to the Things Man Was Not Meant to Know.
- Urban Annoyance
All across a planet, during rush hour for dramatic effect,
the lights suddenly switch off. Generators kick in, and the
reports immediately fly in. All the energy was sent to one
location, but analysis shows that there is nothing there.
- Plot Dots
- A sun is drawn toward an obscure location. Is its
destination a black hole?
- Crazed zealot. Government bashing his door. Black hole.
Uh oh.
- A wild electric storm rages. Is a black hole discharging
its buildup?
- Comets
Ice and rock streaking between the stars like a starship,
and in some campaigns a literal ship, whether deserted or
filled with aliens from a distant galaxy.
- Missiles
Is the comet truly a natural phenomena? Is it carefully
designed, the gases trailing behind it too streamlined? Is
it on a strangely deliberate course to annihilate a planet?
Or is it a decoy? These questions must be answered quickly
as the true warhead inches ever closer.
- Mobile Base
Comets travel through system to system. What better disguise
could there be for a renegade base? At the most dramatic
time, as a cliffhanger, the comet could shatter and reveal a
never-before-seen spacecraft, weapons primed and ready.
- Plot Dots
- Unusual rocks are left in the comet's wake. Why?
- The comet leaves no trail, or is vanishing. What's wrong?
- The comet's tail is colored strangely. Energy? Laser
beams?
- Nebulae
Even to a starship, nebulae are all around. Peek through the
cockpit and the nebulae mingle with the lights all around,
sometimes shining brighter as a new segment of the cosmos
opens up to one's eyes. But is this always a good thing, and
it always mere scenery?
- Call
Like the female vixens called the sirens a nebula might
beckon to a man. Whether it be the nebula itself, a mystical
calling from the Force, or a new alien species, it is not
known. Sounds like a campaign start to me. :)
- Collective
Nebulae could be a linked, enormous collective of alien life
forms. Like the Magog or the Borg or the Zerg, an alien-
filled nebula can be the ultimate foe of a campaign. The
heroes are forced to ensure the enemy never reaches their
universe and keep it from destroying all they hold dear.
- Distraction
Your enemy winks cruelly across the viewscreen and blinks
from your sight as he dodges your missiles below you. You
swivel to avoid his riposte, and suddenly, a bright star
appears in the viewscreen. You are blinded and your enemy
now has the upper hand... can you overcome the distraction?
- Harbinger
Space is like an infinite sea and some nebulae are like its
coral reefs - vast, deep and mysterious. Nebulaic stars
could appear as strange alien faces or hallucinatory
entities - a dark harbinger in a bleak, moody campaign.
- Plot Dots
- A nebula starts to follow your ship and trail it. Why?
- Faces appear on the nebula, phasing in and out. These
faces are very familiar to you. Why are they there?
- A surreal nebula flash shows a somehow more real universe.
Which is the true reality?
- Supernovae
Every epic Sci Fi story has an explosion somewhere, such as
the Death Star. Supernovae are the last breath of a star as
its long-lasting energies are at last diminished. There's
millions of stars, and potentially millions of supernovas.
What happens if it goes off when you're there?
- Glowing Suns
In the Fading Suns universe, the stars are fading and the
religions harp on the occurrence as a harbinger of a finale.
Supernovae are much the same but the lights are going on
rather than out. It could potentially alter the entire mood
as the stars go out with a bang, not a whimper.
- Meltdown
The larger the habitation, the more power it needs. If a
planet powered by a star were to have its star explode - or
even its sun explode - it would be a disaster on amazing
levels. If terrorists set off the explosion, it could be a
9-11-01 in space.
- Science
A science academy is studying a supernova or a star inclined
to become one. Will this unveil a mystery that has remained
unanswered for eons? Is it an analysis frenzy? Or are the
scientists using the situation to elevate their standing?
- Plot Dots
- Are lightsabre crystals designed with supernovae?
- There's no asteroids. Flee through a supernova?
- Scanners indicate a large energy source near you. What
is it?
- There's a supernova nearby and your hyperdrive is down.
What do you do?
- Worm Holes
These fluctuations in time and space have been used in many
ways, such as in video games and the Farscape and Babylon 5
series. Sometimes worm holes are used as controlled
pathways between the stars and are imagined as scattered
segments of a continuum.
- Bermuda Triangle
In Farscape, worm holes lead to different realities. The
space-time continuum can be shattered through this variation
on the worm hole, and the effects could potentially support
the entire expanse of a campaign. Much like the Bermuda
Triangle, whirlpools and all.
- Pathway
Much like an interstellar Suez or Panama Canal, worm holes
are often imagined as a traveling point. Space stations
often line worm holes, as a federation base or a wayside
rest. Pathway worm holes are best used in day-to-day games,
as they could be considered railroading in something like
Star Wars.
- Plot Dots
- You hear a transmission from inside a worm hole. Do you
follow it?
- A creature emerges from a worm hole and chases you. Are
there others?
- A supernova explodes in or near the worm hole. What
happens to it?
[Comment from Johnn: what a great article! Thanks Kiriath.
Would anyone want to try the same format for fantasy or
modern genres? If so, let me know and I'll reserve the topic
for you.]
Return to Contents
- Blue Vein Syndrome Comments
From: KM
re: http://www.roleplayingtips.com/issue203.asp#r1
The author's approach is clever but it's not as workable
for non-fantasy campaigns.
When I have players that don't show, one tactic I use is to
send them on a side quest that may or may not be related to
the story line at hand.
For example, in my Vampire game, I have one character who
has the flaw Ward (meaning they have a human they have to
protect). When he's away from the group, I often use the
disappearance of his Ward as an explanation.
Other times, it may be something as simple as having the PC
leave a voice mail message for one of the other PCs saying
they're unavailable.
Now if the PC is currently involved in the scene at hand, I
will often try to get permission from the player to play the
PC as an NPC for the night, and then make some excuse for
leaving the party immediately afterward.
For example, the group starts the session searching the
sewers. One of the PC's players is gone, so I play the
character as an NPC, and when the others leave I announce
that the absent PC is going to spend the rest of the night
searching, or perhaps they simply go home to shower.
For any of these, I do suggest working with the absent PC,
and have something 'in it' for the player's PC (information,
money, etc.).
Return to Contents
- Hidden Rolls Method
From: Andrew McFarlane
I use a simple strategy to deal with "hidden" rolls for
players (noticing that their pocket is being picked, seeing
the orcs waiting in ambush, etc). At the start of each
session, I take 6 or 10 rolls from each player and write
them in a little table. Then, when I need a roll, I put my
finger on a row and roll d6/d10, count to that row and read
the rolls. I find that in addition to not letting them know
something's up by having them roll, making the rolls also
helps to focus the players that the session has begun.
Return to Contents
- Regional Opinions Technique
From: Janis Maggs
I'm in the process of developing a new game world for my D&D
players. While doing so, I tried to think of a way to convey
some basic information on the world to my players, who are
not the types to sit down and read page after page of
background info. I actually don't want to give out too much
information about the world up front anyway so that the
players can learn about the world in a natural, organic
manner as they explore.
I first thought of writing a short "what you know about the
world" page for each player depending on where each
character is from, but this seemed like too much work and I
won't even know where everyone hails from until character
creation, which is still down the line a bit. I settled on
writing a sheet of regional opinions, where a native of each
region gives his or her thoughts on all of the other
regions.
Each native is somehow typical for their land but also has a
way to know about other lands (perhaps a relative was an
adventurer, or maybe they live in a trade center). They also
have typical traits for their land (revere nature,
conceited, etc.) and I've tried to give each a distinctive
voice and attitude, to the best of my pitiful creative
writing abilities.
Obviously, each native knows the most about the lands
neighboring their own, and only the barest rumor of the most
distant lands. I'm still not finished with the project, but
it's turned out to be a great way to express the
international relations, conflicts, imports/exports, popular
expressions, and attitudes for the game world, as well as
allowing me a way to slip in some adventure hooks and red
herrings.
It's also been a lot of fun getting to know the "average
Joe" in my world, and I think this will make it easier for
me to develop NPCs in the future (a traditional weak point
for me as a GM).
[Johnn: Janis kindly sent me her opinions document so we
could see an example. It's a work in progress but I think
you'll get the idea clearly:
http://www.roleplayingtips.com/downloads/RegionalOpinions.doc ]
Return to Contents
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