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Roleplaying Tips Weekly E-Zine Issue #212
Paranoia: Shattering The Trust Part II: Major In-Game Events
Contents:
This Week's Tips Summarized
Paranoia: Shattering The Trust Part II: Major In-Game Events
- Dark Prophecy
- Chase Scenes
- Secrecy
- Spies
- Uber-Powerful Enemy
- Challenge What They Know
- Misinformation
Readers' Tips Summarized
- Combat Descriptions - Provide Round-End Summaries
From: Damien
- Player Handout Ideas
From: Chris Heisman
- Roleplaying With Younger Children
From: Adam Carter
- Using A Hazard Roll
From: Dariel Quiogue
- Getting Everyone Into The Game
From: The Goblin
- Tips For PC Derangements
From: Jamie LeBlanc
Return to Contents
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Return to Contents
A Brief Word From Johnn
Organisation Contest Winners
Thanks to everyone who entered the Organisations contest!
All of the 107 entries are being edited right now and will
appear in the ezine over the course of 2004/2005.
The winners are:
Ross S mejust...@...com
A complete set of Larry Elmore: New Beginnings Collector Art Cards
http://www.tintagelonline.com/tradingcards.html
Al McF alan...@...com
A complete set of the Forbidden Arcana PDFs
By Philip J. Reed / Ronin Arts
http://www.roninarts.com/
Thijs t_van_der...@...com
Tom tomthie...@...com
Shane W swinzar@...au
3 GM Mastery: NPC Essentials PDFs
http://www.rpgnow.com/product_info.php?products_id=241
Norm norm@kn...com
C B vlad...@...com
Janis M jma...@dpw...gov
3 Roleplaying Tips GM Encyclopedia eBooks
http://www.roleplayingtips.com/encyc/
RoleplayingTips.com Possibly Down For A Bit
I'm switching servers this week, which will probably mean 1
to 48 hours of site downtime. My email should be unaffected,
but you never know. Everything should be good by the end of
the week, fingers crossed.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
Paranoia: Shattering The Trust Part II: Major In-Game Events
By Ross Shingledecker (~Acolyte)
mejustread 'at' triad.rr.com
Part I: http://www.roleplayingtips.com/issue211.asp
The use of these tactics can permanently alter your
campaign, its setting, and potentially even your system. If
you are dedicated to creating paranoia at all costs, these
tactics are for you.
- Dark Prophecy
Potentially a cliche, this tactic can be very useful.
Prophecies have two elements: the condition ("When x
happens...") and the result ("...y will occur"). If "y" is
something extremely negative, you have a Dark Prophecy.
You can make "x" a condition currently affecting the PCs. If
the players know that the "Greatest Evil will rise on a
moonless night in the Year of the Apocalypse," and their
characters are living in the Year of the Apocalypse, you can
bet their knees will be knocking every time there is a new
moon.
You can also make "x" something the players might do, or
better yet, have recently done. If the Nebulae Texts say
that spacefarers who visit the Lobster Nebulae will "carry
with them the seed for the galaxy's destruction," and the
players find this out just after visiting the Lobster
Nebulae, they might begin to distrust themselves.
Since you as the GM know pretty much everything, you can
tailor the prophecy to your players and their characters'
actions.
Return to Contents
- Chase Scenes
You can lift this tactic directly from slasher movies. In a
chase scene, the PCs can either be the chasers or the prey.
If they are the chasers, when they finally corner what they
are chasing, they would find it unnerving to discover
something utterly different than what they thought they were
chasing.
If they are being chased, they would be similarly unnerved
(but perhaps more relieved) if they turned to face what they
were afraid of and found something utterly different than
what they thought was chasing them.
Examples:
Alone in the wilderness, the PCs are attacked by a
mysterious force and begin to run away, even though they
haven't got a good idea of what's chasing them. They can
always hear it crashing along behind them, but it seems to
avoid any traps that they hastily set. Night falls and the
chase continues. Eventually, the party turns wearily to face
certain doom...and nothing happens. The noises vanish. From
the opposite direction appears a beautiful female NPC who
they've never seen before, who appears friendly, and who has
apparently not heard the loud chase. Will they trust her?
The party, alone in the vastness of space, catches the
signal of a raider ship and enters full pursuit. The chase
enters an area full of debris containing radioactive
isotopes that block sensor readings. When they come out on
the other side of the debris field, the only ship for light
years is a small luxury cruiser that doesn't have a raider
signal, but is of a type they've never encountered and which
isn't in their databases. The luxury ship's communications
officer claims that they have seen no sign of any raiders.
Will the PCs trust the crew of this new ship?
Return to Contents
- Secrecy
Tell the characters a secret and tell them to keep it at
all costs. Then introduce an organization dedicated to
finding out the secret, and have the organization guess that
the characters know what they want. Make the organization a
legitimate part of society (so killing them all isn't an
option).
Example:
The characters were given a piece of a dead god of
benevolence. They were told to keep it safe at all costs by
the dying breath of the man who gave it to them. They were
also told they'd know who to give it to when the time came.
However, a branch of the King's law courts, the Inquisition,
is dedicated to preventing the resurrection of the dead god.
They know the characters were with the man when he died, and
everywhere the players go, they are watched and confronted
by the ever-present red-cloaked members of the Inquisition,
an organization known to use whatever means necessary to get
what it wants. This example is easily applied to science
fiction (substitute a piece of ancient technology for the
piece of the dead god).
Return to Contents
- Spies
This tactic goes hand in hand with Secrecy. Once the players
have uncovered a single spy working against them, anyone
around them could be a potential spy. When the next spy they
discover turns out to be someone they thought they could
trust, they start distrusting everyone around them. They
wall themselves away from former allies and make snappish
remarks to innocent questions.
NPC: "How are you doing today, fine sir?"
PC: "Oh, wouldn't you like to know? Do you think you can
trick me so easily? Do you think I'll give up that
information without a fight? Do you!?"
This tactic works best if the players have some sort of
secret to hide or some powerful enemy.
Return to Contents
- Uber-Powerful Enemy
If the players are aware that they are up against an
extremely powerful enemy, that this enemy works through
proxies and agents, that these proxies and agents are of all
shapes and sizes, and that they can be found anywhere, the
players will become paranoid.
Perfect candidates for this type of enemy are gods (Lord
Foul), organizations (like the Inquisition mentioned above),
ghosts or otherworldly things (Osiris), unknown alien
species (Yuuzhan Vong), powerful demons or creatures of evil
(Sauron), AI (Colossus), or the like. This often works in
conjunction with the Secrecy or Spies tactics.
Return to Contents
- Challenge What They Know
Knowledge is a player's bastion against paranoia. Raze this
bastion. Wait until the players assume something about the
world around their characters and refute that assumption.
This is easier in a game where there is no magic (and thus
no explanation for why the water is running uphill).
Examples:
The characters are in a rural agricultural area full of
rolling hills and pleasant people. While traveling through
this region, they crest a hill that is a little taller than
the others. Shockingly, they see a vast, desolate wasteland
that has not appeared on any maps of the region, and indeed
was unmentioned by the farmer whose house is less than a
mile away. Strange creatures rise from the wasteland and
attack. When the characters return and question the farmer,
he pretends to know nothing of it. If the PCs insist, he
hushes them in fear. [The site could be the place of an
ancient magical/nuclear battle, and people who mention the
place are often the target of attacks by its denizens.]
Jonas the barkeep has been manning the tavern (or spacebar)
that the characters have visited for several sessions. They
have developed a small friendship with him and with several
of the other long-time patrons. One day, they enter and find
him replaced by Sheila, a sullen woman who communicates only
by grunting. The characters ask around, but no one seems to
know where Jonas has gone...one patron even denies ever
knowing anyone named Jonas. [He could have been targeted by
an Inquisition-like organization for consorting with
smugglers, and Sheila could be a spy for more illicit
activity.]
Eating food no longer sustains the people of a remote
planet, and so they eat a rare ore. They are still human,
and have no other oddities. To get this ore, they attack the
characters' homeworld or another peaceful planet. [This
could be some sort of disease or poison or deficiency caused
by gravimetric fields.] Everyone who comes in contact with
the ore-eaters also crave the ore. A group of ore-eaters
approach the characters...
One day, the sky changes color. The next, all the rats in
the village/colony die. The next, water begins to taste
brackish, even when purified by spells/technology. The next,
people's skin starts to change colors. These changes baffle
the magic users or scientists. The players live in fear of
the sunrise each day. [I wouldn't want to be them. Maybe
some ancient prophecy is coming true.]
Return to Contents
- Misinformation
Lie to your players. Or, more appropriately, have your NPCs
lie to the PCs. This could be called the "Boy-Who-Cried-
Wolf" effect, and it works even more effectively in roleplay
heavy intrigue type games. After Erica (authority figure)
lies to the PCs about the job she wants them to do, they
turn to help Lolita (underground figure) instead. Lolita
then lies to them, so they turn to Joseph (middle class
figure), and he lies to them. They turn to Pierce (paragon
of virtue figure), who is not only a liar but is Lolita's
friend Bud (other underground figure) in disguise.
The end result of all this is, after such a series of
betrayals, the PCs refuse to listen to the pleas for help
from Judy (damsel in distress figure), who really is telling
the truth. Too bad for her.
* * *
I would appreciate any comments or criticism of this
article: mejustread 'at' triad.rr.com
Stay tuned for Part III: Minor In-Game Events
Return to Contents
Readers' Tips Of The Week:
- Combat Descriptions - Provide Round-End Summaries
From: Damien
Hey Johnn,
I've been seriously GMing for about a year or two and I play
with a slightly younger crowd. They love combat, though they
still roleplay and enjoy the other aspects of the game.
They always crave fights, but two of them have *insane*
ADHD, so during the others' rolls and the descriptions of
their results, they would disrupt the game. This was
annoying, but even when it was their turn, the pause between
calculations and descriptions would be too much for them,
and they would lose concentration. Then I changed something.
Everyone would take their actions, in order, with 10 seconds
apiece, each receiving brief and sketchy information.
Meanwhile, while they were quickly moving through combat, I
would mark who hit when and the severity of the hit. At the
end of the round, I would explain the six seconds of battle
in crisp detail.
Here's an example with two PCs:
PC#1: Okay, I run here and slice with my longsword.
(Rolls dice for attack and damage.)
GM: You hit and deal 6 damage. (To other PC) Your turn.
PC#2: Uh...I cast fireball right here.
(GM rolls dice with PC.)
GM: Fireball deals half damage for 20 points.
(GM rolls dice to himself.)
GM: Green Dragon slashes you for 10.
GM: (GM stands up.) PC1, you dash up to the Young Green
Dragon and lacerate it with your blade. Dark warm blood
showers your arms, when a sudden burst of light explodes
behind the beast. PC2, your fireball nearly engulfs PC1, but
your precise aim has only damaged the Dragon. It screams in
pain and lashes out at PC1, striking his chest with a severe
blow. Roll again PC1.
I'm having more fun every game, thanks.
Return to Contents
- Player Handout Ideas
From: Chris Heisman
Some of the things I've done over the years:
- One campaign revolved around the PCs fulfilling
prophecies, and each of the 144 prophecies was engraved in
an ancient language on golden coins. I created a whole set
of the "coins" on goldenrod paper, laminated them, and cut
them out. Every time the PCs found one of the coins, I'd
give them a "physical" one. It was also nice in that the
prophecy they found was actually random, as I pulled them at
random from the bag.
- At one session, the PCs were dining with a local noble.
One of the refreshments served was a fine elven wine that
loosely translated to Golden Fire & Ice. I made "wine"
labels and applied them to bottles of apple juice that I
served to the players. An NPC had poisoned one of the
bottles, so I had discretely marked one of the bottles.
Those players who drank from that particular bottle had to
have their PCs make a saving throw against the poison.
- I've used Campaign Cartographer's Dioramas expansion to
create 3 dimensional "books" to use as props for significant
books the PCs have found.
- Using a word processor and a CD-ROM full of handwriting
fonts, I constantly have the PCs find and/or receive
letters. Typically, these "letters" have significant meaning
to the campaign, but some are red herrings. Right now I have
a long distance romance going on between a PC and an NPC, so
"love" letters from the NPC to the PC are a real big hit. In
a similar vein, I've "sent" wedding invitations/
announcements to the PCs from significant NPCs.
- I've created menu "signs" for some of the PCs' favorite
Inns.
- Speaking of signs, I've created drawings of signs the PCs
have encountered. The most significant was a broken one they
were able to assemble to find out the local lord had
outlawed non-humans from entering his lands.
- Maps are an old stand-by. One session, I took a fairly
important map and ripped it into pieces. I then mailed 2-3
pieces to each of the players several days before the game
session. One player hadn't checked his mail, and was sent
home by the rest of the group to get it. Another player
failed to show up without telling anyone, and was given a
hard time by the rest of the group for his inconsiderate
behaviour. On a side note, it was a great way to have the
players handle a player who had attendance "problems."
- Pictures of jewelry, weapons, and magic items. I
typically laminate these and decree that whoever has the
picture has the item.
- Not my campaign, but a buddy's: He was an assistant
manager of an arcade. He collected the buckets' worth of
tokens they had accumulated from other sites and used them
as coinage - the only gold your PC had was what was
physically in "your" jar. It worked fairly well, but I don't
see many people having the resources to get a couple
thousand tokens.
- For a science fiction game, I made a Powerpoint
presentation that imitated some communications between two
important NPCs and burned it to CD-ROM. I then let the
players find it, and later view it.
- For a Traveller game a long time ago, I used magazine
photos and the ID forms that were in the Forms & Charts
supplement to create various IDs for several NPCs and PCs.
If I were to do that again, I would probably get the players
to help me create an ID for each of their PCs, and I would
create them from scratch using Word or Corel Draw instead of
a Xerox and typewriter.
- I actually gave a player a sword once. Yes, a real sword
that represented the PC's sword. The PCs had done some
pretty significant stuff for the High King, and so he gave
them each a magic sword with their name engraved on the
pommel. Each of the swords came in a fine wooden box and
wrapped in a purple velvet bag.
Two weeks after that session, I got married - as a gift to
my best man (one of the players), I gave him the actual
sword I had based on the pictures for the game - and it had
his named engraved on the pommel and was wrapped in a purple
velveteen bag. I couldn't afford the fine wooden box,
however. It was probably the second most significant gift
I've ever given someone, and had a real impact on the rest
of the players at the next game session -they suddenly
connected with their PCs' new swords more. Probably not a
practical suggestion for most campaigns/GMs.
Things I haven't done, but have thought about trying:
- Medals to award the PCs/players and/or find.
- Using Sculpy polymer clay to make some miniature
"replicas" of magic items.
- Using test tube vials filled with things like apple juice
and chocolate syrup to represent potions.
- Control panels to represent a starship's controls -
similar to the ones that were found in FASAs original Star
Trek RPG.
Return to Contents
- Roleplaying With Younger Children
From: Adam Carter
Hi Johnn!
re: http://www.roleplayingtips.com/issue185.asp
I recently started hosting a fortnightly group at our house,
and found a great way to integrate my son into our group: I
let him play my wizard's familiar!
My son is 11 and has shown an interest in the game, and I've
DM'd some stuff for him alone, but I wasn't sure what the
rest of the group would think if I asked them if he could
play.
A few of sessions ago, my son quietly pulled a chair up to
the table and just watched us play. The next session, during
a frantic battle, I handed him the character sheet for my
badger familiar and said, "here, you run Chief." Just like
Cris' article described, he knew what a badger was, and
more or less what it was capable of, and was able to
contribute to the rest of the session. One of the other
players has since suggested that he roll up a frontline
fighter type to help bolster our combat skills a bit more.
The result: my son gets to play, I get to share my hobby
with him, and our party is that much more capable! A win for
everyone!
Thanks for the time you put into the newsletter, keep up the
great work!
Return to Contents
- Using A Hazard Roll
From: Dariel Quiogue
re: http://www.roleplayingtips.com/issue176.asp#r6
Imagine a medium to high power party getting shot up by
ordinary goblins (very weak in most systems) using either
bows or darts. You can play this up by rolling twice as many
dice as there are monster attacks.
I have a mechanic in my homebrew RPG, Cineflex, that allows
for this. It's called a Hazard Roll: basically a Dexterity
check to see if a PC can make it through a "zone of danger"
safely. Failure means the PC is hit; critical failure =
critical hit. This frees me from having to roll separately
for each attacker and so revealing how many there are.
Perhaps this can give you ideas for your games.
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- Getting Everyone Into The Game
From: The Goblin
I run a beginner's game on Fridays and my group's gotten
quite large, so I had a more experienced player join to help
the group out. Unfortunately, he gets into it a lot and ends
up doing many of the battles by himself and roleplays most
of the encounters by himself.
So, I decided to throw some stuff in that would be hard for
him to handle. For example, he's a dwarven wizard (weird) so
I threw in an elf who is a very important NPC but has a bad
dislike for dwarves. Whenever the dwarf tries to talk to him
the elf just insults him or ignores him all together. This
creates a good opportunity for other players to get in and
do some roleplaying.
I've also singled the PC out in some combats with attacks
that incapacitate him or take away his magic capabilities.
This lets others participate in combat.
I don't do this stuff all the time cuz' I know what it's
like to play and he's there too have fun too, so if you need
to do something like this don't take it too far.
Return to Contents
- Tips For PC Derangements
From: Jamie LeBlanc
I was having some problems with my players playing
characters who had in-game derangements, so I created the
following set of guidelines to help them through:
Instead of just saying "my character does this because it
seems crazy," start with defining what is affecting the
character and how that happened. After that is defined,
figuring out how the character acts is easy. I usually
recommend that characters consider the derangement in the
following order:
- WHAT is the derangement? Does the character hear voices
or see apparitions? Does he feel uncontrollable urges or
emotions? What exactly affects them?
- WHEN did the derangement manifest? This is very
important to understanding how a derangement manifests. Was
it caused by a magic spell, or did the character endure a
horrible experience that left her mentally scarred?
- HOW does the derangement manifest? A character that hears
noises is not going to go around saying "I hear noises."
They may talk to the noises, or run away from them, or try
to pull up the floorboards in inns/hotel rooms to get at
whatever is making the noises. It is hard for anyone but the
character experiencing the derangement to connect the
physical manifestation (like pulling up floorboards) that
the other characters see, and the actual cause (hearing
noises).
- WHAT prompts the derangement to manifest? Is there a
trigger that's possibly connected to when the derangement
manifested? If a teenager developed schizophrenia after
using illegal substances, she might see apparitions every
time something reminds her of the party where she used the
drugs. Alternately, the derangement may manifest in times of
stress or whenever the character is faced with something
they want to avoid.
- REMAIN consistent. It is unrealistic for a derangement to
be triggered by avoidance one week and then from reminders
of a car crash the next. It is also unrealistic for a
character to feel obsessive one week and hear voices the
next. Keeping consistent will also allow the other players
to slowly figure out what is going on with your character
and to possibly help them.
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