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Roleplaying Tips Weekly E-Zine Issue #207
Conversations In Roleplaying: Agenda
Contents:
This Week's Tips Summarized
Conversations In Roleplaying: Agenda
- What's Agenda?
- Active And Passive Agendas
- Agenda Elements
- Initiating The Agenda
- Defending The Agenda
Readers' Tips Summarized
- Bard Tips
From: Kaspar Lundsby
- More Bard Plot Hooks
From: Blair and SoulLord
- Retiring High Level Characters
From: Jot Savage
- WOD XP System Tweak
From: Brian Escobar
- Quick Start Tip For Online Games
From: GeneT
- Making A World Memorable
From: gscholfi
Return to Contents
A Brief Word From Johnn
Autoresponders Taken Down
Unfortunately, due to the MyDoom virus and its ability to
spoof From and Reply-To addresses, I had to take all the
supplemental issues and submission guidelines autoresponders
offline.
New City, New Job
I started my new job as web monkey #4 at BioWare last week!
I've moved to Edmonton, Alberta and am enjoying the new
digs. My next mission is to find a new gaming group.
Last Week's Plot Hooks Were From GM Mastery
Just a quick note to say that many of the plot hooks from Tip
#6 in last week's issue about Bards were from various
contributors from the GMMastery Yahoo! group. My apologies
for the omission!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Return to
Contents
Conversations In Roleplaying: Agenda
- What's Agenda?
An agenda is the topic or subject of a conversation.
Although the word agenda is sometimes used to convey
negative implications, in this article it simply refers to a
conversation topic. While it's hard to imagine having a
parley without an agenda, we've all experienced it.
NPC: Hello bold adventurers!
PC: Greetings oh Great Alchemist.
[Dead silence]
PC: [whispers to group] Hey, why did we come to see this
guy?
Therefore, 99% of PC - NPC conversations should have an
agenda because a parley without one would become boring
fast. In addition, understanding and using agendas is a
great way to guide players, manipulate PCs (i.e. a villain
getting his way), and add exciting tension and conflict to
roleplaying encounters.
A conversation can have a single agenda or several with each
battling for dominance and sway. For example, the characters
are dining with a prospective patron. Each PC has questions:
the fighter wants to know about acquiring a complementary
suit of armour, the mage wants a new wand, the rogue wants
to negotiate the monthly stipend (upwards, of course ;), and
the priest needs to make sure the relationship will sit well
with his faith. The patron has an agenda too: the party's
agreement to take on a new quest.
It's even possible that each participant could have more
than one agenda, thus creating a complex fabric of
conversation.
In roleplaying situations, agendas are fascinating because
someone must initiate one and the others must understand and
follow it. If an agenda isn't put forth, conversation soon
dies. If participants can't understand the agenda, they
can't contribute, and the parley becomes boring or the topic
dies. If multiple agendas compete for discussion and no
winner emerges, or if participants can't follow an agenda's
progress, conversation again soon stops or splinters.
It's a good technique to approach parleys between NPCs and
PCs with agendas in mind. This will not only give you some
structure to work with, but will also help you come up with
words to fill NPC mouths.
In the real world, people often unconsciously put forth
agendas as part of a natural conversation give-take, speak-
listen process. In-game, however, there are fewer queues
(i.e. facial expressions, body language), topics (i.e. the
myriad experiences of everyday life), and areas of common
ground (i.e. dungeon delving versus the price of bread), so
for RPG conversations to be fun and compelling you should
consciously employ agendas.
Example agendas:
- Gain specific information
- Make a new friend, ally, or acquaintance
- Garner support, sympathy, or empathy
- Change others' opinions or beliefs
- Convince the other party to take a specific action
Return to Contents
- Active And Passive Agendas
When NPCs enter conversation with one or more characters,
they're usually in one of two situations:
- Passive. The parley is unplanned, the NPC is a minor one,
or the timing of a planned agenda isn't right for some
reason.
For example:
- Your average innkeeper or bartender parley
- Generic merchant encounters
- The PCs approach a random city or village resident
- The party gains audience with the Mayor/King/Lord/Villain
but are not (yet) known to him or have any perceived value
to him
In this case, you have no story or encounter relevant agenda
and you're happy to let the PCs "drive" until the
conversation ends.
If the PCs have no agenda then you should either quit the
parley as soon as possible, or try to figure out why the
player characters approached the NPC(s). This is where
knowing about agendas comes in handy. The PCs must have
started the conversation for some reason, and a correct
diagnosis can help you fix a growing problem or guide the
game to greater levels of entertainment.
Potential reasons why PCs might initiate conversations
without an obvious agenda:
- They're stuck, hoping to receive a clue, but aren't sure
how to go about it. Wily players know a GM might provide
clues via random NPCs if approached out of the value. If this
works for you then let the ploy succeed so the game can
progress without further delay. If there's reason why the
particular NPC wouldn't or shouldn't have a clue, try to
have them provide a clue about how to get a clue. Perhaps
the NPC reminds the party about who the major NPCs are ("I
have no idea what you're talking about, the sheriff usually
deals with anything orc related), or they do something the
PCs pick up on and could pursue ("The peasant seems shocked
by your question and makes the sign of Pelor before turning
to flee into the fields").
- They're bored.
- One or more players are tired of dice-rolling, combat, and
such and want to roleplay for awhile.
- They're acting before thinking.
- They're confused. They might know what they should do to
accomplish a goal, but not how or why.
- Active. You have goals, motives, or plans for the NPC;
the players have value to the NPC; or you need to "possess"
the NPC to move the plot forward or for some other purpose.
In this case, the NPC is an active participant in the
conversation and he attempts to initiate and succeed with
his agenda(s).
Be aware that the state of an NPC can often change from
passive to active or vice versa. For example, in mid-
conversation with a bartender you get an idea for a plot
hook, so you steer the conversation around so the bartender
can let it fly without it seeming forced. Alternately,
you've started the conversation with the bartender's plot
hook in mind (he wants the back alley cleared of rats) but
the players indicate they want to pursue something you think
is better for the moment, so you switch the 'tender to
passive mode.
Return to Contents
- Agenda Elements
A compelling agenda should have the following elements:
- Relevance
- Purpose
- Conflict (optional, but recommended)
- Style
Relevance
An agenda is simply a topic and there are many potential
topics of conversation, such as the weather, local sports
teams, and current events. Some topics are more interesting
than others, so ensure your agendas have meaning and
relevance, especially to the PCs. Most players will lose
interest in agendas that aren't relevant to their
characters.
Purpose
One or more participants should have an end goal in mind for
their agenda. If it's an NPC agenda, you might get by in the
short term without having a purpose, but inquisitive PCs or
repeat encounters will soon make the agenda seem flimsy. For
example, it's not enough for your NPC to want to make
friends with the PCs. You need to answer the question, why?
The sooner the better too, because having a solid purpose
helps you roleplay and converse better.
Conflict
It's fine if everyone agrees with each other about a
conversation topic. After several amicable discussions
however, game play can get quite boring. A little conflict
always helps to keep conversation lively and fun. Even if
the primary NPC(s) and PCs agree, you can always throw in a
minor NPC dissenter to stir things up.
In addition, it often helps to talk things through during
the game in-character to reveal flaws in plans, analyse
potential negative consequences, or realise present but
unnoticed clues. When everyone agrees, conversations tend to
be shorter, details get glossed over, and drawbacks go
unanalysed.
Note that conflict can happen between allies on a short-term,
non-permanent basis as well as between rivals and enemies.
Allies might disagree over specific tactics, have
conflicting end goals but common agendas, or be competitive.
So, even conversations between friends can use a little
conflict to spice agendas up.
Style
How you roleplay and portray NPCs and their agendas in
conversations in important. You'll be setting an example and
encouraging the players to roleplay better, and you'll be
making NPCs, theirs words and their agendas memorable. GMs
commonly get frustrated when players forget clues, but
conversing with style will help facts lodge in their brains
over the long term.
By style, I mean the standard elements of good roleplaying:
- NPC quirks, mannerisms, and distinguishable behaviour
- Hand and facial gestures, body language
- Accents and nature of speaking
- NPC descriptions
- Speaking with feeling, enthusiasm, or emotion
- The cleverness of NPCs to introduce their agendas and get
their way
For example, an NPC wants the characters to reveal the
location of a hidden cave. Imagine how you'd portray the
following NPCs in this situation:
- Agent Smith from The Matrix
- Gandalf
- Beavis from Beavis and Butt-Head
What tactics would you use the get the secret information?
Would you ask directly, employ a trick, be indirect? What
words would you use? How would you speak them? What would
your posture be? What would you do with your hands as you
roleplayed?
Return to Contents
- Initiating The Agenda
How you introduce a topic to a conversation is very
important. For sensitive agendas, you want to avoid tipping
the PCs off as to what you're really after. Angering or
offending conversation participants might make having your
agenda introduced and followed more difficult. Abrupt
subject changes might make parleys awkward or unproductive.
Here are some ideas and guidelines for initiating agendas:
- Having a higher social status generally means one can
introduce agendas easily. Often, the highest ranking
person is expected to start a conversation or be provided
an opening early on to direct it. PCs are known to
disregard authority however, so this might not always
work.
- Contribute to the PCs' agendas first. This generates trust
and temporary conversation alliances and makes it easier
for NPCs to introduce their own agendas mid-conversation.
- Have an event or related interruption occur. This is a GM-
heavy option but, if executed with grace, is an effective
method. For example, you might point out the entrance of a
new NPC at the bar, provide a short narrative, and then
resume in-character discussion yourself, "That's the guy I
was talking about. You see, I think...". The interruption
will let an NPC change subjects without being too rude
and the players will probably be interested enough in the
new development to listen.
- Jokes are a good way to change the subject. The pause for
laughter can derail an agenda, letting an NPC slip in and
introduce their own.
- Wait until the end of the conversation.
PC: "Well, we must be off now..."
NPC: "Oh, wait, there's one more thing we should
discuss..."
- Look for related topics or points to be made and have the
NPC jump in with their topic. It's less of an abrupt
subject change and will avoid offending the PCs.
- Disagree with a point and make the NPC's agenda a counter-
point.
"Before we get into all that, let's first consider..."
"I disagree. What about..."
"Yes, but have you thought of..."
How an NPC introduces his agenda is part of his parley and
character style, so consider this carefully. When you plan a
roleplaying encounter, give thought to how the NPC(s)
involved will either start the conversation out or steer the
conversation in the direction they want.
Some points to consider when planning:
- What will the previous encounter most likely have been?
What kind of mood or disposition will that have put the
PCs in? Will they want action, be frustrated, be stubborn?
- How will the PCs regard the NPC(s)? Friend or foe? Truth-
sayer or liar?
- Will the PCs be in the mood to talk?
- What will the PCs want to talk about? Will their agenda
conflict or clash with the NPCs'?
- Will the conversation occur at the beginning or end of the
session? Player attention is usually poor at the start and
sessions should generally end on a compelling note.
Return to Contents
- Defending The Agenda
NPC agendas tend to be fragile things for several reasons,
and it's important to be able to successfully defend them
when you have the need.
- There's just one voice and mind (the GM's) compared to the
players' combined voices and agendas
- The GM must handle other tasks at the same time as
roleplaying
- Without the benefit of really being in the scene, players
and GMs often miss conversation subtleties
- Many PCs have low charisma or communication skills
- Some players have poor communication skills
Here are a few tips on defending NPC conversation agendas:
- Focus on winning one PC at a time, not the whole group at
once
- All the "Initiating The Agenda" tips can be repurposed for
defense
- Put yourself in the PCs' shoes. What do they want and how
can the NPC relate his agenda to that?
- Ask leading questions slanted to make the NPC's agenda
worth discussing. "You want to discover the evil force
behind the attacks, don't you?
* * *
Agendas are a game within the game and add entertainment
value to any parley. Consciously adding them into NPC-PC
conversations creates a new dimension, a sense of purpose,
and if applicable, a fun challenge for players so inclined.
It's a refinement and complexity worth experimenting with
and employing as often as possible.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Bard Tips
From: Kaspar Lundsby
I'd just like to state a few general observations about
bards in roleplaying settings that I've made.
Firstly, a bard doesn't have to perform only with his/her
voice or only through song. The bard could be a musician, a
story teller, a dervish, a dancer, or anyone involved with
artistic performance. Accepting this should open up to many
variations over the plot hooks you are gathering.
Secondly, a bard doesn't have to be only a performer.
Historically, bards have also been carriers of knowledge and
rumors. This is why they were often welcomed in the more
secluded regions - they gave those areas a chance of keeping
up with what was going on elsewhere in the realm, and it was
often possible to trade information for a meal and a bed.
All this can lead to a couple of plot hooks for the
wandering bard.
Thirdly, I find that the trouble with bard characters is
that they are very independent characters, so creating plots
that focus on them while also including the rest of the
group is not that easy. Therefore, I find that bard plots
must be quick to solve - otherwise the other players can
easily loose interest in the game - or they must require the
whole group's cooperative effort to be solved.
And to sum this up, as requested, a couple of plot hooks or
challenging situations for bard characters.
- A bard must make certain that the person who ordered a
certain performance (or piece of work) is pleased with the
result. This can especially be hard to accomplish when
dealing with people from other races and cultures.
- How do you describe a new dance? Music and poetry is easy
to write down, but try describing something that has to do
with bodily movement or some other thing that has not been
formalized.
- How would a "domesticated" bard, i.e. one who knows only
how to act in a city and who has only been in the service of
an employer, react to becoming unemployed and forced to
become a traveling bard?
- Force the bard to use his/her skills as a means of paying
(ransom) for something. The classic example is a large
monster who will eat (or just kill) the bard unless he/she
performs to the monster's satisfaction. 1001 Nights is a
great example of this...
- It's not nice to be the bearer of ill news, so how will a
wandering bard handle such a situation? i.e. the news that
the good King has died and his malevolent son has inherited
the throne, or the news that the main market for the goods
of the region has been destroyed.
- A bard can be asked to negotiate between two factions who
cannot seem to reach an agreement on their own. This will
challenge the bard's understanding of the "cultures" of the
different factions as well as his/her empathic capabilities.
Return to Contents
- More Bard Plot Hooks
From: Blair and SoulLord
Via the GMMastery Yahoo! Group
- The bard arrives in a city where several bards have been
murdered in the past few months. He is approached on his
first night in town and informed that a new bard's guild has
been set up in the city, and unauthorised performances are
not allowed.
- A local priest denounces the bard for his carousing and
sinful ways.
- The (male) bard learns that the local lord's daughter is
pregnant, and now she's claiming that he's the father.
- The bard is approached by one of the gods of his religion
and asked to perform a favour, such as fetching an artifact
from an opposing deity (Life vs. Death). The deity asking the
favour offers the bard an artifact musical instrument, or
scroll.
- The bard is approached by one of the gods of his religion
and asked to become a Champion of the Faith, to protect them
against a rising enemy religion by spreading tales of their
own religion and countering the lies of the prophets of the
false religion.
(The two hooks above are drawn from a fantasy trilogy called
'Tales of the Bard' by Michael Scott. A must read for anyone
seriously contemplating running a bard campaign.)
- The bard's estranged father (or mother, uncle,
grandfather, etc.) dies, and in his will requests that the
bard perform the eulogy.
- Two lords have a wager that neither can resolve
satisfactorily. A reward is offered to anyone who can
provide proof, and it just so happens that the bard knows
the answer. But can he prove it...
- A gnomish artificer has developed a machine that can
store sounds and he wants to record the bard's voice to
prove it.
- After performing at an inn, the bard wakes in the morning
to find that his musical instrument has been stolen.
- Battle of the bards! Winner gets to perform before the
King and gets the title of bard of the year.
- An ancient, lost script of a famous bard is said to be
among the plunder of a dragon. If you recover it you can
claim the work for yourself...or do the right thing.
Return to Contents
- Retiring High Level Characters
From: Jot Savage
http://www.angelfire.com/dragon/praxis/DoomLoungeFrame.html
re: http://www.roleplayingtips.com/issue202.asp#r3
Johnn, I've enjoyed your newsletter since I received the
first one. In a recent issue, Spike discussed retiring high
level characters. Many players do not enjoy losing their
characters after so much investment in time and imagination,
so instead, why not use these high level characters in
campaign building?
For instance, Tim plays Ironhead Mountainroot, dwarven
cleric. Around 9th level, he became involved in building a
shrine for St. Murphy at the Keep for the promise of easy
experience points. Currently, he is upgrading to a chapel
and has a growing staff and congregation to run. This keeps
the character more than involved and builds to your campaign
world. Once Ironhead was firmly entrenched, it was easy to
get him involved in his followers. The halfling temple guard
with dreams to be a paladin, the acolyte with the dark
past... Some were pre-existing NPC henchmen, the others
created by Tim, and now Tim has a chance to play these
lower-level characters.
This way, instead of killing off a good character, players
are allowed the chance to add to their influence and impact
on the campaign world.
Return to Contents
- WOD XP System Tweak
From: Brian Escobar
Hi Johnn, I'm running a Vampire:tM game and at least five
out of ten of the players are power gamers/war gamers who've
mainly only played hack-and-slash D&D and wargames before
and are having trouble roleplaying. They'd like to be better
at it but they seem to think RPing is harder than it really
is and that leads them to give up on it.
Up till this point I've used the standard WoD XP system:
every session players get 1 automatic point (unless they
cheat), they get 1 point for RPing well, 1 point if they
survive an extremely dangerous encounter, and 1 point for
extreme heroism. Up till this point most of them have been
only getting the automatic point and occasionally the
survival point. Only one player has consistently gotten the
roleplaying point (and he happens to be the lead in his high
school's play). The rest have pretty much accepted that
they won't be getting the RPing point.
My solution, in combination with other tips from this site,
is to temporarily lower the standards for the roleplaying
point. Now a player must only do 1 of the following things
during a session to get the point:
- Use a distinctive voice, accent, or manner for your
character.
- Roleplay a non-clan weakness that applies to the present
situation.
- Describe and roleplay conflicting feelings.
- Describe and roleplay the hunt and Kiss (vampire-speak
for seeking of and feeding from prey) in detail.
And the list goes on a bit. But a player cannot get the
point for any one of these more than a prescribed number of
times. For 1) you only get the pt once, for 2) twice and for
3) thrice. This allows the players to build up a repertoire
of roleplaying skills while still feeling rewarded for it. I
think if they do this the troupe will also learn the
intrinsic rewards of roleplaying. Once this occurs I'll
raise the standards back to the way they were before.
Return to Contents
- Quick Start Tip For Online Games
From: GeneT
Here is one little thing I do to get everyone ready, or my
version of a "Quick Start."
Presently, I GM a D20 Modern game on Open RPG. Once the
players are present, I set the start by sending an "Ending
and Beginnings" message. In it, I discuss very briefly how
the last session ended and what difficulties or
opportunities such an ending placed upon the characters.
Usually, because of Open RPG's limitations and my style, the
group's direction has been set in pre-game forum
discussions.
So, I show the conflict or the goal and the beginning of the
path chosen to reach it. I tell how it relates to them and
why they seem to have chosen this goal. What success may
entail and what failure may bring. I'm sure many use this
type of "summary" technique to start. I make sure it adds
tension and conflict even if they're not staring down the
barrel of a gun by making it poignant and full of purpose
rather than just restating facts.
Return to Contents
- Making A World Memorable
From: gscholfi
There have been a great many articles written on how to
build a new world for your players to explore and enjoy. One
thing that many miss, however, is how to make the world
something that your players will remember for years to come.
After all, if the world you make is basically just another
Europe set in a different land mass, how is it any more
exciting then the real world? Hopefully, this paper will
give you ideas on how to make your world memorable and able
to come alive for your players.
- Quirks
Every world you create should have a few quirks of its own,
special and slightly odd things that set it apart from
things your players have seen elsewhere but also aren't so
far fetched that your players find it funny. In general, you
should have one or two major quirks and perhaps four to
eight minor ones. The difference between a major quirk and
a minor one is that a major quirk will have far reaching
consequences in the campaign world while the minor one
mostly adds flavor.
An example of a major: my most recent world has a taint in
the land that is slowly spreading. As you get closer to the
source of the taint you encounter steadily stranger things.
One of the hallmarks of the taint, however, is that it can
cause people to get lost by altering the very terrain of the
world. As a result, there are very few established roads and
the inhabitants have taken to using star charts as well as
the position of the sun and moon as a method of navigation
rather than using land marks.
Minor quirks take less time to think up and implement than
major ones, but they are just as important because they show
that your world is different in more then one way and that
not all of the ways are earth shaking. Perhaps dinosaurs
still exist in the world, but only smaller species and
people have taken to keeping them as house pets instead of
dogs and cats.
Maybe people believe that seeing a bird after night is a bad
omen and that the only way to avoid some sort of bad luck is
to run through the streets the next day in a special type of
outfit while singing a silly song (and wouldn't it be
amusing if your players found out the hard way that this
silly superstition was true). Maybe some animals in your
world have even learned to speak and have formed their own
little cities in the forests.
- The Tangible
There are a great many roleplayers out there with wonderful
imaginations, but I have found that the more you can bring
something out of the intangible game world and make it
something they can touch, see, feel, and hear the more
vividly they can imagine the rest of the scene. I usually
have a box that serves a double function for me. One, it
lets me roll dice in a hidden fashion without chasing them
down. Two, I can keep various props and other 'tools'
hidden in it.
One of my favorite things to do is create maps that are
artificially aged because it is fairly easy to do and gives
the players something that could be authentic that lets them
see what the world looks like. What's more, perhaps a war
happens and borders change so your players have to buy a new
one, reinforcing the idea that things happen in the world
outside of what they do. You can add a touch more realism by
making the maps not 100% accurate if you are in a low tech
world, and maybe have people selling bogus maps!
Sound effects are another way to go. Some people like to
have mood music playing quietly in the background, but I
personally prefer 'true' sound effects. If the party is
going up against something with suckers on its body I will
keep a suction cup and some water handy so I can make the
wet noise that goes along with the visualization. If someone
is going to be sneaking up on the party in the forest I keep
some dry leaves handy. And if someone hears the guy then I
start to slowly crush them in my hand as I describe what the
person hears. Once, I hid a heater under the table, and when
the building the PCs were in caught on fire I turned it on,
causing them to all feel the heat of the flames. There are
all sorts of things you can do.
- Famous Guys
Every world has its famous people and heroes. Make your
world have a few of them too! Your characters never have to
run into them, though if they do they will forever more be
able to brag about how they met the hero of the last war
against the hated insect men!
Maybe the PCs actually got to see the new King as he was
looking out from his carriage for just a moment while
passing them by. If you have clever players they might try
to exploit any acquaintances they have with the very famous
by mentioning that they need to get back to the much loved
Duke; though nothing says that NPCs cannot do the same.
When creating famous guys remember that there are several
types. The first is the hero. Everyone knows him and loves
him because he did something wonderful. Keep in mind a hero
does not have to be a war hero, maybe he is the doctor who
came up with the cure to some common illness or the Duke who
is fighting for the rights of the lowly peon. Long story
short, the famous hero is a guy most people know and love.
Next are the famous rulers. Rulers get famous by doing one
of two things. They take high profile actions (though these
actions don't have to be good) or they suffer such a rash of
scandals that everyone pays rapt attention in the hopes of
more entertainment. Support for famous rulers tends to be
fairly divided because there is always a group that is
unhappy with what he is doing.
Finally, the last major class of famous people is what I
like to call 'Rich Guy.' Rich guy is famous merely because
he has more of something then anyone else, usually money,
though the rich guy can also be the most talented mage or
something along those lines. Although rich guy can be loved,
I like to think that most of them have an image more akin to
what Bill Gates has.
Although there are many more ways to make a world unique and
memorable, these 3 ideas are a good start. All you have to
remember is to make a few quirks in the world, try to bring
the world into real life as much as possible, and create
some famous people unique to that setting. Hopefully, during
the process of pursuing some of these ideas you will be
inspired with several more things you could do, and if so,
it will not be long before your world is very rich and
unique in its own right.
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