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Roleplaying Tips Weekly E-Zine Issue #211
Paranoia: Shattering The Trust Part I: Meta-Game Events
Contents:
This Week's Tips Summarized
Paranoia: Shattering The Trust Part I: Meta-Game Events
- Mood
- Pretend To Know Something They Don't
- Ask Leading, Rhetorical, And Skeptical Questions
- Pretend To Be Scared Yourself
- Ignore Growing Paranoia
Readers' Tips Summarized
- Bard Tips: Archeology And Trivia Contests
From: Laura Thurston
- Ideas On Getting Games Off To A Quick Start
From: Michael Anderson
- Renaissance Information Link
From: Lord Damian
- Fighting Fantasy Books
From: Laurence McNaughton
- Sympathy For The Devil (Or The Goblin)
From: Kenni Littlefield
- How Much Detail Is Reasonable
From: Chris Heismann
Return to Contents
A Brief Word From Johnn
Organisations Contest Over
Thanks for the great organisation synopses from all who
entered the contest. They'll grace the pages of this ezine
in the future. I'll be selecting and notifying the winners
at the end of this week and posting the results next issue.
Unearthed Arcana
I bought a copy of Unearthed Arcana for D&D 3.5E the other
day. I'm liking it a lot and I have big plans for it when I
start my new campaign here in Edmonton. I'm not finished
reading it yet, but so far so good, though I would have
liked to have seen Prestige Paladins done for every
alignment. Anyone else have any thoughts on the book?
d20 Conan Updates
Thanks again to everyone who wrote in with their thoughts
and opinions on the new d20 Conan game. I see Mongoose is
making some special content available to those who purchased
the first printing.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1235&start=75
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
Paranoia: Shattering The Trust Part I: Meta-Game Events
By Ross Shingledecker (~Acolyte)
mejustread 'at' triad.rr.com
"Hastur was paranoid, which was simply a sensible and well-
adjusted reaction to living in Hell, where they really were
all out to get you."
- Good Omens, Terry Pratchett and Neil Gaiman
According to Dictionary.com, paranoia is either:
- "A psychotic disorder characterized by delusions of
persecution with or without grandeur, often strenuously
defended with apparent logic and reason."
- "Extreme, irrational distrust of others."
For our purposes, we will focus on the second definition
(although the first does provide several key words:
"disorder," "grandeur," and especially, "persecution").
As far as RPGs are concerned, this type of paranoia can be:
- In-game: Jon Quickfingers believes that nearly everyone he
meets is a police spy, and Jon's player, Robert, created
this trait to have in-game fun.
- Out-of-game: Robert thinks that the GM is actively trying
to dispose of Jon Quickfingers, and he views any info from
the GM as circumspect.
- Both: Robert thinks that the GM is trying to get rid of
Jon Quickfingers through a ring of assassins, so the
character and the player both act strangely.
As a GM, you can't force your players to play paranoid
characters, BUT you have plenty of tools available to help
inspire in them "irrational distrust." These tools can be
largely divided into three broad groups:
- Meta-Game Events
- Minor In-Game Events
- Major In-Game Events
Disclaimer
Take care when shattering your players' trust. They will, at
some point, realize that they have been manipulated. Not all
of these tactics are appropriate to every group; some may be
appropriate only for those with a long gaming history of
"evil GM" tactics. That said, some of these approaches are
quite benign, and can be used in moderation to 'spice up' an
otherwise dull session.
Acolyte's Essential Rule of Paranoia
When employing any of these tactics, you must remember
Acolyte's Essential Rule of Paranoia: "If your players know
that you are trying to make them paranoid, your attempts
will fail." Abusing any of these devices, or using too many
of them too close together, will alert players as to your
goal, which is self-defeating. Players and characters can
quickly become jaded against the effects of paranoia. Be
careful. Exercise moderation and subtlety, and watch the
"irrational distrust" grow.
Part I: Meta-Game Events
This group refers to the actions that you can take outside
of the theoretical adventure world. Often, they are the
most obvious, and must be used with subtlety.
- Mood
By skillfully manipulating elements such as light, music,
and off-topic conversation, you can weaken your players'
defenses against your scare tactics. Dark lighting and
shadows make people uncomfortable, but extremely bright
lighting can make people feel equally uncomfortable, often
without seeming as cliche. However, this is the least subtle
method, and implementing extreme changes will give your
players a heads-up.
Off-topic conversation is also a useful, if risky, method to
open up your players for emotional manipulation. By steering
conversation to darker, scarier topics, you can unsettle
your players. A "Hey Robert, did you hear about that rash of
break-ins in your neighborhood?" or "Wow, Rob, what did you
think about those murder statistics in the paper? Pretty
scary, huh?" is usually sufficient.
Music, however, is far more useful, not only to set the
stage for paranoia, but to begin its creation. There are
certain songs that, when played at barely audible levels,
make most people disconcerted, especially when the songs
repeat over and over again. Listening to Radiohead's "Exit
Music for a Film," for example, always manages to unnerve
me, even though I am expecting the effect.
You can also use music to play off your players'
intelligence. If you play spooky (especially organ) music,
most players assume that they have a reason to be wary and
afraid. When you play that same music in a perfectly mundane
situation (the friendly village, safe in Earth orbit, etc),
players assume that something is wrong. When they leap
around the corner and you abruptly switch off the music,
acting as if nothing is wrong, they start to worry.
Return to Contents
- Pretend To Know Something They Don't
Knowledge is the enemy of paranoia. To create paranoia, make
players insecure in their knowledge. Most GMs roll dice at
seemingly (to players) random intervals to check for random
monsters, set up encounter distances, figure out where the
pit trap up ahead is, and so on. Most of these rolls
indicate negative consequences for the players. It may seem
cliche, but you can occasionally roll a die for no other
reason than to see them squirm.
This applies beyond die-rolling as well. Take notes. When
the players fail to give a coin to the beggar, or choose not
to explore a particular solar system, make a show of writing
down this "pertinent" info.
Your acting abilities can enhance the paranoia tactic of
both taking notes and rolling dice. Roll the meaningless die
and then wince. Say "ah-ha" under your breath while making
that note about the beggar. Don't overdo this. However, it
can be very useful if, immediately after wincing or
muttering "ah-ha," you look embarrassed, as if you didn't
mean to give the extra info away.
Return to Contents
- Ask Leading, Rhetorical, And Skeptical Questions
This tactic is akin to Regis Philbin's "Is that your final
answer?" It is designed to unnerve people and get them to
make mistakes because they second-guess what had originally
been the right course of action. These questions can range
from "Are you sure you don't want to check that door for
traps again?" to "Do you really want to risk that?" to "You
use what spell?"
Even if the players go through with their initial decisions,
they will be unsure that they chose the right course of
action. They will distrust even themselves.
Return to Contents
- Pretend To Be Scared Yourself
When the characters come face to face with typical evil
minions, don't say: "At the other end of the room are four
goblins, just like all the ones you've seen before. They
charge."
Instead, grimace as if you didn't expect the characters to
make it to the room, shuffle your notes, drag a paper out of
a dusty binder clearly labeled 'Killer Encounters,' roll a
die, wince again, look up at your players' faces as if you
are sorry for the terrible crime you are about to commit,
and say in a hoarse whisper: "Before you are several
goblins, and although they appear no different from the ones
you've seen before, rather than run at you to die on your
swords, they stare at you coolly."
Allow your fear to inspire the players' own, and you've
started a very nice downward spiral of paranoia.
Return to Contents
- Ignore Growing Paranoia
This is a vital step in creating paranoia, even if you don't
use any of the other Meta-Game Events. As suggested in the
definition of paranoia, the players MUST believe that their
suspicion and fear are totally logical and reasonable. Don't
act alarmed when the players order their characters to do
irrational things. Smile to yourself and consider it a job
well done.
* * *
I would appreciate any comments or criticism of this
article: mejustread 'at' triad.rr.com
Return to Contents
Readers' Tips Of The Week:
- Bard Tips: Archeology And Trivia Contests
From: Laura Thurston
I run a D&D 3rd Ed. campaign in which one of the players
plays a bard. Here are some of the things I've done with his
character and the rest of the party. Since a bard usually
has the highest charisma in a party, the bard often ends up
being the party spokesperson.
Archeology is an adventure in itself, and placing
archeological finds in dungeons will keep your PC
historians, bards, and mages happy. Other PC classes will
find anything that ties into their history fascinating.
Sometimes the dungeon itself can be the treasure. Combining
various Knowledge skills amongst several PCs to solve a
puzzle is satisfying to the PCs because each contributes
their own piece. Bardic Knowledge is useful for that bit of
important trivia without which nothing seems to fit
together.
It doesn't take a lot of time or extra planning to add
ancient history features into an existing dungeon. Consider
who built the dungeon, what it was originally used for, why
it isn't used anymore, who took it over, who abandoned it
and why, how many times it changed hands. Then, choose
treasures to reflect this. A complete history isn't
necessary. If the PCs seem interested, that history can be
fleshed out later and built upon to become the seed of
future adventures.
If your PCs meet a group of NPCs, consider including one or
more bards with conflicting stories of the same event.
Alternately, an NPC bard can talk up a group of NPCs before
the NPCs arrive the next day and the PCs know the not-so-
nice truth. How to debunk the PR without being seen as
jealous upstarts.
The Bardic Knowledge Trivia Contest. I had an NPC bard
challenge the PC bard to a friendly trivia competition.
Anyone could enter. Non-bards couldn't roll on Bardic
Knowledge, but they did get a straight d20 roll to reflect
what they remembered from the songs and stories the PC bard
might have performed. All non-participating players could
toss out trivia topics. It's a fun way to pump the DM (me)
for info and for me to see what the party was most
interested in. What they asked about most will end up in
future adventures.
Return to Contents
- Ideas On Getting Games Off To A Quick Start
From: Michael Anderson
Hello Johnn,
I am a relatively new reader to your ezine, and I like it
very much. I wanted to make a comment about the section you
titled "A Quick Start" in issue:
http://www.roleplayingtips.com/issue198.asp
I run a campaign with between 8 and 12 players (depending on
attendance), one of whom is almost always remotely connected
to us via the Internet. We use a live voice chat program
called Team Speak--people who play a lot of online video
games may be familiar with this.
It wasn't my intention to have such a large group, but
everyone seemed to want to play when I started my world.
Sooo, I have learned a lot of techniques for keeping a big
group on track. Getting a "Quick Start" is one of the most
important ones.
What I find works best is to inform the players before the
game day, usually via email, that we will be starting
exactly at noon on Sunday. With this in mind, I can usually
get started playing by 12:30 ;).
I also make it a policy that any player who has not done all
of the accounting work for their character by start time
(raising levels, and all that that involves) must play with
their character as they were at the end of the last game
session.
I make it a point to arrive by 11am to get everything set up
and be available to any players who may have questions they
need to ask me one-on-one.
And then at precisely 12:30, I make my announcement:
"If I could have your attention please! We are now
starting... When last we left off..."
And then I give an account of what happened in the last
session.
Return to Contents
- Renaissance Information Link
From: Lord Damian
http://www.sirclisto.com is an excellent resource for
anything related to Renaissance. It's got links to
everything from stores, to guides, to information sites.
He's also a friend of mine, a Rennie, and a gamer. :)
Return to Contents
- Fighting Fantasy Books
From: Laurence McNaughton
Johnn,
I stumbled across http://www.advancedfightingfantasy.com and
thought others might like to hear about it. It's a nifty
website devoted to the old Fighting Fantasy game books (e.g.
The Warlock of Firetop Mountain).
I was a big fan of the Fighting Fantasy books back in the
80s. I didn't know this, but apparently there's also an RPG
version called (astoundingly enough) Advanced Fighting
Fantasy.
Just thought I'd pass the word along!
Return to Contents
- Sympathy For The Devil (Or The Goblin)
From: Kenni Littlefield
I had a campaign adventure where I tried creating sympathy
for a goblin encampment by demonstrating the horrible living
conditions of the women and children.
Well, the PCs went ahead and burned the goblins' barn down
anyway, knowing there were fighting goblins inside. Female
and young goblins ran everywhere, while male goblins ignored
their families and came running out to fight the intruders.
So, during the later 'mop up', I had a toddler goblin just
stand there, watching the players. One of the players saw
him and that player silently scooted him off. I felt good
that he felt bad for the young goblin.
Later, I had a goblin wave a white flag, declaring peace. He
was wearing nothing but a loin cloth because he was afraid
that the players might be wanting to attack him if they
thought he had weapons. He declared that he and some few
members of his clan wanted to become citizens of the empire,
and that the others were hidden in a cave some ways away.
After some tense negotiations, he led them to the cave,
retrieved the dozen or so others, and took them back to the
nearest city. There, he protected them until the time came
to decide whether the empire would let them live as citizens
or die as prisoners of war.
To sum up, I took traditional villains from an encampment
destroyed by the players and tried to make them people to be
protected.
Return to Contents
- How Much Detail Is Reasonable
From: Chris Heismann
via the GMMastery Yahoo! Group
The actual number of details I give out in a session really
varies with my plans for that session. Slower paced sessions
usually have more details, faster paced ones don't. I feel
the ratio of significant vs. insignificant is most
important. My basic rule of thumb is about 50/50 overall.
Half the details I give mean something, half don't.
The number of significant vs. insignificant details in any
given session varies - some sessions are mostly significant
details, others mostly insignificant, most are equal. I try
to "link" details so that players don't look at each
individual detail so much as they look for patterns. i.e.
instead of just finding a fancy sword, they find a sword
with a mark that looks similar to a tattoo they saw on a
guard a few sessions ago.
I've found this gives a reasonable balance. With a 50/50
chance of something being important, the players are more
likely to take note of details but not analyze them until a
pattern emerges.
Another key is my presentation of a detail. Is it a
carefully prepared handout, or apparently the result of a
random die roll I hastily thought up? Try as they might,
even the best players will often pay attention to the
presentation. Fool them a few times so they don't take your
presentation of a detail as a clue to its importance.
Prepare a few fancy handouts that mean nothing. Fake a die
roll and some hasty scribbling before giving them an
important detail. Create an important NPC, but don't give
him a name until the last moment. Look intently through your
notes before giving a random barkeep's name. Mix it up.
Stuff like that keeps the players on their toes and helps
keep them in character when analyzing details rather than
metagaming.
The hard part is getting a new group of players used to that
style. In the first half dozen sessions of my current
campaign, my players were doing a lot of over-analyzing. Now
that we're two years into the game, they don't do that.
Another technique I use is to give rewards for the players
being true to character when they analyze details. Would the
fighter really pay attention to--or even care about--magical
runes the way a wizard would? Would the thief find the same
significance in an obscure religious text he chanced across
as the cleric would? Would the wizard be as intent on that
unusual sound behind the door as the thief and fighter
would? Probably not. Reward accordingly and good players
will react in a reasonable manner.
Finally, I don't worry if they over-analyze an insignificant
detail. I like to sit back and listen to them discuss it.
Often times, the players will point me in a direction I
didn't consider. Where appropriate, I take their ideas and
run with them. Some of my best plot lines have been the
result of players making connections between details that I
overlooked. It can ease the workload for you, and give the
players a sense of satisfaction that they figured out a
particularly difficult connection. Only you need to know it
didn't start out that way.
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