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Roleplaying Tips Weekly E-Zine Issue #209
Types Of Game World Organizations
Contents:
This Week's Tips Summarized
Types Of Game World Organizations
- The Guilds
- Police
- Armed Forces
- Customs
- Smugglers
- Beggars
- Chapters
- Slavers
- Create Relationships
Readers' Tips Summarized
- Creating Sympathy For The Devil
From: SoulLord
- Meaningful Symbols
From: Steve Comrie
- Hidden Roll Method
From: Mark M.
- Politics And Adventurers
From: Mark Moncrieff
- Giving Thanks
From: Dean Martin
Return to Contents
A Brief Word From Johnn
New Contest - Game World Organizations
Seeing as how this week's article is about crafting
organizations for your worlds, this will be the theme of a
fun new contest! To enter, send in organisation ideas, as
per the guidelines below. Multiple submissions are welcome
and I'll be publishing entries in a future edition for
everyone's benefit and use!
Prizes
Entry Deadline
Saturday, March 6th, 2004, Midnight MT
Entry Rules
- To enter, email me one or more group or organization
concepts in the following format:
- Group name
- Membership details (Who belongs or can join?)
- Group purpose (Why does the group exist?)
- Plot hook, conflict, or story ideas
For example:
- The Blind Beggars. A social club for wealthy merchants to
collude and make secret details out of sight from the law.
Members meet during late afternoons at the Silver Saucer
Cafe to play cards. They use card codes and game-speak to
make their deals while maintaining the appearance of a
public social gathering. Captain Remdon of the City Guard
has his suspicions and wishes to hire the PCs to reveal the
merchants' plotting. He hopes one of the PCs will pose as a
wealthy merchant, new to town, to infiltrate the group while
the other PCs observe and investigate through other methods.
- The Royal Ministry of Tax & Revenue. Responsible for
setting, collecting, and managing taxes, tariffs, and fees,
this group is extremely valuable to the Queen as it provides
her the funds for maintaining her war against the
barbarians. It's said that agents purposely let smugglers in
and out sometimes so they can determine who the Big Fish
are--the bulk buyers and sellers. Currently, the Ministry is
being pressured by the Cutlers' Guild to get to the bottom
of a recent rash of counterfeit--and substandard--knives and
forks. It's peak tax season though, but the Cutler guild
leader is the Queen's cousin so the Ministry is being forced
to deal with the situation.
Entries should between 25 and 250 words. Multiple entries
are welcome to give you a greater chance of winning. Send
entries to: johnn@roleplayingtips.com
(Feel free to let me know your prize preferences too.)
Anyone Use Eudora 6?
I'm thinking of switching over to Eudora 6 for the PC. It
looks like it has superior spam filtering and email
handling. I get about 850 spams a day and often a legitimate
email or two gets trashed with the others. I'm hoping a
superior email client like Eudora would help prevent that
from happening. Do any of you use Eudora 6 for PC? What are
your thoughts about it?
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
Attention Game Publishers & Companies: THIS SPACE FOR RENT
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tell 13,000 Game Masters about? Put your information and
links here! The GM subscribers to this ezine have been very
supportive of advertisers in the past and are open to
learning more about your products, especially if they're
useful to roleplayers. Contact me for rate information or if
you have any questions.
johnn@roleplayingtips.com
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Contents
Types Of Game World Organizations
By Ian Winterbottom
i.winterbottom "at" ntlworld.com
I've found one of the hardest parts of city games is
bringing the place to life in a way that gives the players
scenery to roleplay against. It occurs to me that an easy
way to combine both could be the idea of The Organisation,
which is, in America at least, a euphemism for organised
crime, as The Company is for the CIA.
Though seeming opposites, The CIA and organised crime are
powerful organisations with influence in many obvious and
sometimes even unexpected directions. It seems to me there
could be lots of other collections of people that could have
interesting effects on the lives of members, associates,
citizens, and the PCs.
What I find particularly fascinating is not just the actual
"clubs", if you like, but their interactions with other
people, and most importantly, with each other. It's a sad
fact of life, but interservice and intraservice rivalry does
happen within such organisations as the police, armed
forces, security services, and even the emergency services,
to say nothing of the various administrative departments of
_everything_! And those are just "official" organisations.
Humans have always been good at finding reasons to get
together in gangs and shout a lot.
Human nature being what it is, jurisdictional disputes are
likely to arise just about everywhere; Hammurabi's scribes
were probably arguing by letter (none better qualified) over
who should do what to whom and what with in the year Dot.
People, like grapes, tend to come in bunches! Let's consider
what "bunches" might be found in a medieval/fantasy city.
- The Guilds
In any medieval or urban setting you should consider these.
They can control and organise all aspects of life for every
craftsman or service provider. This gets the power out of
the hands of the bloke with the biggest muscles and into the
man who makes things _work_. Even a barrowboy can outrank
someone if he has connections or "knows something".
- Where is your city located?
- What is its main industry?
- Is there a ferryman's or harbour pilot's guild?
- Is there a merchant's guild that buys and sells all the
others?
- Local industry, woodcutting, fish? Shipbuilding? Mining?
- Does the assassin or thieves' guild exist? Are they
"official"? Are they patriotic? Are they baddies on the
side of the goodies, as it were? Or vice versa?
Are there any labour unions? In the medieval world, though
craftsmen tended to band together, the idea of the "mere"
labourer doing the same was fairly radical. Though you got
bands of like minded types gathering together and making
noises, they didn't have enough clout to make it stick. Most
often, they were considered rebels. Protest marchers got
short shrift in historical times, no matter how non-violent.
This said, perhaps there are at least unofficial factions in
the main local industry? Is there some particularly
charismatic leader, such as William Wallace of "Braveheart"
fame? Has he some genuine grievance? Is this dispute serious
enough to have warranted official intervention? And might it
not escalate later, perhaps leading to a clash between the
budding Union and the mighty Guild?
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- Police
There is usually one, probably more, departments responsible
for enforcing the law. Perhaps it's just ubiquitous town
guards, men-at-arms on or off duty, or "ordinary" coppers
doing it the hard way. Perhaps it's a combination of secret
police, agents, inquisitors, military police, or informers--
people watching people watching people on the lookout for
sedition, rebellion, discontent, or just plain crime.
What they're doing, and why, is your worry, but it will make a
difference to the way they act. They will _not_ tend to look
on the bright side. It's an occupational hazard as they
spend far too much time on the sticky end for that. Also,
they tend to stick together, on or off duty.
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- Armed Forces
There is most likely just the Army, but there may be a navy
if this is a port city. There could even be an air force if
you're willing to allow carpets, pegasi or whatever.
There will be an elite division of guards or praetorians
within the army--perhaps a Varangian Guard of foreigners,
such as the Vikings in Byzantium or the Turks' Janissaries.
- Is everybody in uniform?
- Is there a war going on? Is it civil or external?
- Are soldiers liked and welcomed or are they just the
"brutal and licentious soldiery?"
- How do "the common people" feel about your squaddies?
- How do squaddies feel about civilians?
- Is there a press gang for the navy or any other force?
- Are your characters likely to be slipped the King's
Shilling in the bottom of a pint of doped beer?
- Are the soldiers just the local garrison or elite King's
troops on escort duty? Do they need a local guide, maybe?
Any volunteers--yes, you'll do!
Return to Contents
- Customs
What and where are the city's borders? How are they policed?
Are there caravans arriving from far places? How are taxes
and tariffs collected? Are any particular goods, services,
or people outlawed, and why? Something has to be coming into
the city that the authorities don't like because someone is
making money out of it! And, of course, it's customs job to
stop it!
Return to Contents
- Smugglers
If it's customs job to stop goods at the border, then it's
the Smugglers' job to get it through! Whether it's dope and
booze or lace and tobacco, someone wants it. The question
is, what will the end buyer pay or swap for the goods or
services?
Are the Smugglers bringing in something as basic as food,
because the authorities can't or won't, or perhaps because
of siege or stupidity? Perhaps there's a demand for
necessities such as needles and thread and pots and pans, as
in the days of the Spanish Main?
Is there a market for illegal immigrants? Coming from where
and why? How are they doing it? Fast ships, flying carpets,
underwater? In a fantasy setting, there are all sorts of
possibilities! Are those illegal immigrants even human?
How do the common people feel about your smugglers? It
probably depends on exactly what they're smuggling! In the
18th century, the smuggler was grudgingly respected and
allowed some latitude, even by the authorities, because the
local magistrate, naval officer, or Colonel of Dragoons
wanted his luxury goods too!
Every isolated farm, empty barn, shady warehouse, or musty
basement is a potential hiding place, with even churches and
graveyards being pressed into service at times.
Return to Contents
- Beggars
Everywhere, particularly in a high fantasy setting, there
are the beggars, thieves, whores, derelicts, alcoholics,
addicts, homeless, and the people you see shoving around
supermarket trolleys and living in bus stations. They exist,
believe me. And they have eyes! They know _everything_ and
they don't cost a lot. However, they don't trust easily and
tend to vanish if pushed.
A good, streetwise thief and a little kindness can work
wonders. But, they are elusive and evasive and tend to say
what you want to hear. A good source of rumours, but are
they true, or has the informant added his own bit to get a
bigger payoff? They're hard to find to check back with, too!
Consider Sherlock Holmes' Baker Street Irregulars. Who takes
notice of a drunk or a kid? A good disguise for a spy,
informer, or thief, and you might need the real thing to be
able to tell the difference!
Return to Contents
- Chapters
The Nutters - Hell's Angels, Hellfire clubs, religious
cults. In fantasy campaigns, they could be racial
collections, such as elves, half-elves, dwarves, gnomes,
giants, dark elves, and so on.
Think about racial and ethnic factions and street gangs.
Drugs, crime, innercity violence. Victorian gentlemen's
clubs. Sports. Women's lib. Newspaper readers. Film fans.
And, dare I say it? Gamers!
People cling together for all sorts of reasons, such as
shared interests: fan clubs, Internet groups, train
spotters, Freemasons. Sometimes it gets more complex, and
you get Nazi or Communist parties or just normal political
parties. Facet on facet on facet! Take a look at your own
city and invent a few.
Return to Contents
- Slavers
Slave traders have existed throughout most of humanity's
recorded history, though not necessarily in an organised or
official guise. Sometimes it was an accepted part of
society. It's where the stock in trade comes from that is
the problem. Is it from subject peoples, conquered in
battle, as in the ancient and dark ages worlds? Or do slaves
come from the poor and destitute who can only afford to feed
themselves by selling one or more of their children to feed
the rest, as in the Middle Ages when famine or plague
struck? Perhaps people enslave themselves, to settle debt,
pay for a crime, or escape dire circumstances.
Is much of the population virtual slaves as serfs were in
feudal times? Perpas it is more complicated than that. A
particular race might be considered inferior and natural
born slaves because that's where the supply comes from and
the traders organise the coastal tribes to prey on those
inland.
Human money? The word Slave comes from slav, because at one
time the Slavic peoples were the main source of victims! Is
it catch-as-catch-can in your city where it's not safe on
the streets at night? Drink in the wrong pub late at night
and get kidnapped?
What does the group or society want the slaves for and where
are slaves taken? It's wrong and it's 'orrid and it's nasty
- but it makes for some rousing stories if a PC or
significant NPC gets grabbed! What happens if the
slavetrader concerned is a respected pillar of the
community, known for his good deeds and support of the
church, and the PCs are trying to rob him of his property?!
See the USA of the 1860s. A man could hang for trying to
free a slave - it was classed as theft! A war started over
the issue in the end.
Return to Contents
- Create Relationships
Once you have created several groups and organizations, a
good technique is to figure out their relationship and
attitudes towards each other. Armed with this knowledge, you
can generate plots, conflicts, alliances, and some juicy
encounters.
Check out the example partial table below that I use for my
town for interaction between the various organisations I've
mentioned in this article. I've divided the reactions into:
- + Positive
- - Negative
- 0 Indifferent
This method is a simple, non-game system specific way to
measure things up and keep track of the inevitable shifts in
attitude. You can use these as a basis for reaction rolls
between the organisations concerned, or their members, if
they collide. Feel free to divide them further into
percentages, DCs, or other type of reaction values are per
your game rules. Feel free to invent other groups too.
Group 1 2 3 4 5 6 7 8 9 10
--------------------------------------
1. Guilds + + 0 0 + - - 0 - -
2. Police 0 + + + - - - 0 - -
3. Armed Forces 0 + + 0 0 0 0 0 0 0
4. Customs* - + + + 0 - 0 - 0 0
5 Smugglers 0 - - - + 0 0 0 0 0
6. Beggars 0 0 0 0 0 + 0 0 + 0
7. Slavers% + 0 0 0 0 0 0 0 0 0
8. Thieves 0 - - - + + 0 0 + +
9. Assassins 0 - - - + + 0 0 + +
10. Embassies + - - - + 0 0 0 + +
* Customs dislike the guilds because they aren't above
selling their goods on the black market.
% Slavers like the Guilds as good customers!
* * *
Hopefully the above will be enough to get your cauldron
bubbling and give your players a backdrop to work against.
Or to work against them! Have fun.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Creating Sympathy For The Devil
From: SoulLord
via the GMMastery Yahoo! Group
I'm sure that we have all faced a memorable villain for whom
we have felt regret for slaying. The thing is, how do you
get players sympathize with the antagonist?
Here are a few ideas:
- Have common goals with the PCs
- Have suffered the same as the PCs
- Is a relative to one of the PCs
- Is a former friend, colleague, schoolmate, lover
- Sends part of his treasure or earnings to a town, church,
or institution
- Is not responsible for his actions (possessed,
blackmailed, dominated)
- Has a family
- Is a former hero, king, general, etc. who was
recognized for being good
- Is good, sometimes too good, and factions face each
other due to circumstances
- Is honorable
Some quotes I took from the GMMastery list:
- Villains are the heroes in their own stories
- Villains have redeeming qualities (mercy,
generosity, loyalty)
- Villains are people too--they laugh and cry,
hope and fear, and if you poke them they...well most
of the time, bleed :)
I have seen some groups who, after defeating the antagonist,
are not sure what to do with him to the point of some PCs
defending him against the rest of the party.
So, what other things can you do so your players empathize
with the villain? And how do you give the PC information
about the villain so they can empathize with him? It's easy
to make villains that the PCs will grow to hate, but its
more difficult to make someone that they love.
Return to Contents
- Meaningful Symbols
From: Steve Comrie
I was recently thinking of introducing an assassin to my
campaigns who would (as his orders state) start to torment
a particular player by first poisoning his horse. I wanted
to leave a unique, meaningful calling card for the assassin
and decided to look for a particular symbol to use, and lo-
and-behold guess what I stumbled across?
http://www.symbols.com/index/wordindex-a.html
1000s of symbols and their meanings, cross-referenced by
image type as well as meaning.
The site could come in handy for any DM who wants to add
meaningful symbols to their campaign to puzzle their
players.
Return to Contents
- Hidden Roll Method
From: Mark M.
I had an idea sparked by the Hidden Rolls method. My players
believe that you should roll the dice at the time you need
to make the roll. That is, no one wants to pre-roll any
saving throws or attack rolls - they want to do it in the
moment.
I agree. This adds to excitement.
So, when I need them to make a skill check that they would
not be sure they made or not, such as picking a pocket or
detecting a scrying attempt, I have everyone give that
person their d20s, and he rolls all of them. Before he
rolls, I mentally note which one counts.
That way the player gets to roll and can almost never be
sure he succeeded or failed by looking at the dice (unless
he rolls them all very high, or very low - but when you are
dealing with 7d20, the odds of that are low.)
Thanks for the ezine and keep up the good work.
Return to Contents
- Politics And Adventurers
From: Mark Moncrieff
Once the PCs obtain a degree of political power the issue of
other adventurers can become very interesting. Some ideas
I've run with and have worked are having two or more
adventuring parties arrive in the party's area of
responsibility (castle, keep, town, whatever). In my case a
guild master had died and all of the candidates hired
adventurers to push their cause. How do the PCs keep this
under control?
Another idea is to give the PCs so many responsibilities
that they have to hire other adventurers to do part of their
job. Players love the idea of being in control of other
adventurers. Also, every 3 months or so (real time), have
them see other adventurers doing something. They don't even
have to interact with them, but it makes your world seem
much more real when they see other adventurers doing
something like what they do.
Return to Contents
- Giving Thanks
From: Dean Martin
re: http://www.roleplayingtips.com/issue208.asp
Hey Johnn,
I've been the GM for seven years on the same campaign. The
group consists of 6 players who always come to my house to
play. As a treat for the guys, I put out a newsletter after
every game to give them some background information about
the world they play in, NPCs they may have met, locations
they may have heard about, etc.
Anyway, I held a little contest for the guys just before
last Christmas to give the newsletter a name. The Morvia
Campaign Newsletter was just too boring. To give them a
little incentive, I said the player who creates the name
chosen as the title would win two free tickets to see Lord
of The Rings: Return of the King. Well, you can imagine the
amount of ideas that flooded in. Now we have a great name
for the newsletter (The Ink & Quill) and it was my small way
of giving thanks to the guys for their efforts as players
and for their enthusiasm. I plan to do this again in the
future.
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