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Roleplaying Tips Weekly E-Zine Issue #213
Paranoia: Shattering The Trust Part III: Minor In-Game Events
Contents:
This Week's Tips Summarized
Paranoia: Shattering The Trust Part III: Minor In-Game Events
- The NPCs Know Something The Player's Don't
- Be Unique
- Be Easy
- "As soon as you..."
- Inexplicable Phenomena
- Player Phobias
Readers' Tips Summarized
- Horror Adventure Ideas
From: Neil Faulkner
- Making The Transition From Player To Game Master
From: Ross Tony Shingledecker
- Classic Tip: In-Character Journals
From: Nick Maggs
- Personalized Pencils
From: Pahl
- Plastic Tokens Source
From: Jeff
- Yahoo! Content Heads-Up
From: Lea Hall
- Use Retired PCs As Guest NPCs
From: vtgamer
Return to Contents
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Return to Contents
A Brief Word From Johnn
Campaign Design Begins - Rules First
I'm taking a different approach for my latest D&D campaign:
designing the rules first. My personal preference is to try
and keep game content within the boundaries of the rules. If
a plot element, encounter plan, background event, or
whatever, cannot be reversed engineered and explained by the
rules, then I'll attempt to tweak things so they do.
For example. A D&D module I'm planning to run begins with an
NPC who stumbles into the tavern, bleeding from numerous
wounds. He blurts out the plot hook (about a half page of
text) and then dies. Whoa, red lights went off in my head
when I read that.
I repeated the NPC's plea for help out loud and timed
myself: 25 seconds, or, roughly 4 rounds in D&D. D&D 3.x
doesn't have bleeding rules that allows someone to wander
about doing stuff, slowly losing hit points for 4 rounds,
until they fall unconscious. What gives? Is this dramatic
license or just poor design? Does that mean the PCs should
be allowed to wander around, half-dead, delivering warnings
to each other? Wouldn't it be weird that, during the whole
campaign, it was just that one NPC out of all the monsters,
NPCs, and player characters who lost hit points due to
bleeding?
That's only an example of how I want to make sure things in
the game can be backed up by the rules. It's a fun puzzle,
really, when you get into it. And it's a personal GMing
style choice.
So, step one is to consider what variant, optional, and
house rules I want in my game before I start world design.
That way, my game world will be better able to reflect its
"rules reality", as opposed to building the world first and
then customizing the rules.
I'll let you know how it goes.
Site Transfer Complete - Thanks Gavin!
The RoleplayingTips.com site was transferred to a new server
last week. All the credit and thanks goes to uber-supporter
Gavin Hoffman for doing such a great job!
[Things never go as smoothly as we'd like, so if anyone discovers a problem with anything, please let us know so I can get right on it!
-- Gavin]
Have more game this week! :)
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
Paranoia: Shattering The Trust Part III: Minor In-Game Events
By Ross Shingledecker (~Acolyte)
mejustread 'at' triad.rr.com
Part I: http://www.roleplayingtips.com/issue211.asp
Part II: http://www.roleplayingtips.com/issue212.asp
This group of tips refers to small things that will unnerve
your players without radically altering your plot or
campaign story. Some of the Major In-Game Events can be used
small scale, and similarly, some of the following can become
Major In-Game Events. Remember, be subtle and don't overuse
any single device.
- The NPCs Know Something The Player's Don't
Attack the players' knowledge base by convincing them that
it's not extensive enough. The best way to do that is to let
them know about people who know more than they do. Make
those people not just sages and wise people, but lowly rural
peasants and beggars to drive home the point of the PCs'
vulnerability.
For example:
- The PCs visit their patron after a particularly nasty
mission and they find him on the phone. They hear him say
"I'll be sure to take care of--" before he sees them, hangs
up the phone, and shoves the papers on his desk into a
drawer in a mad frenzy.
- The PCs are looking for a certain individual. They turn
onto a street of numerous homes with adults working in front
while children play outside. As the players walk down the
street, they receive odd stares. When they reach the middle,
as if on cue, the parents hustle their children inside and
slam their doors. The players can hear the bolts falling
into place. In seconds, the street is empty, except for one
lonely ball bouncing down the roadÉ
- The players want to know who lives in a tower at the edge
of town (or who lives on the docked spaceship). Whenever
they ask, the townspeople tap their noses and say "Good
joke. I'll have to remember that one. Ha!" Or "Fancy that,
pretendin' not to know." In a more sinister fashion, they
could gasp, spill their drink and hurry away. Regardless,
the players are left without info.
- NPCs can hint at things, use metaphors, or use code words that
the players don't understand.
NPC: "So, did you guys visit the castle?"
PC: "On the hill? Yeah, it was just an old ruin."
NPC: "No, that's not what I meant. Did you (makes quotation
marks with fingers) visit the castle?"
PC: "Umm, yeah, we did, like I justÑ"
NPC: (shouts) "Fools! They've never visited the castle!"
NPC nearby: "Hahahaha! I can't believe it!"
PC: "Umm, will someone show us where this (makes quote marks
with fingers) castle is?"
NPCs: (utter silence...they turn away and ignore the PCs like
the plague).
- An interesting twist is to let the PCs know something that
should be obvious to everyone but that the people ignore. If
the PCs see a dragon fly over, or a UFO, or a TIE fighter
where it shouldn't be, or virtually anything loud and
visible and out of place, the PCs might scramble for cover.
When they come out, the people around them ask why they were
hiding, saying "You look like you've seen a dragon. Ha!" or
"What's the matter, seen a dragon or something?" When the
PCs insist that there was a danger, the people dismiss them
as crazy. Even worse, the people might not notice that the
PCs were hiding, and any references to dragons are simply
ignored. Not mocked or shook off, but ignored. Their faces
glaze over at the word dragon and cannot comprehend any PC
reference to it.
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- Be Unique
Players feel comfortable when their characters are running
up against familiar enemies. Even if they fear the effects
of fighting vampires, they know and can expect them.
So, sidestep that comfort with new monsters, technologies,
spells, ships, villains, races, and items. While you could
take the time and effort to create all these things
yourself, it is much easier just to look for them. Many
great ideas are posted online. Also, look at your own
sourcebooks. Take a monster from a book such as Urban
Arcana, alter it a bit, and make it a new alien race for
your Star Wars game, or vice versa.
Furthermore, you can take ideas from books you have read,
art you've seen, or games you've played. Take the MiB from
"Deus Ex" and ally them with the strange organo-mech units
from the Brooks' Sword of Shannara. This tactic may require
a bit more work from your end, but it is sure to give pause
to even the most cynical, experienced, been-there-done-that
veteran gamer.
Return to Contents
- Be Easy
This is the "reverse psychology" of the paranoia tactics. It
is also one of the easiest, and one of the most rewarding.
Rather than crafting your next adventure with difficult
pitfalls, plot twists, hidden surprises, and obscure clues,
create a problem that a six-year-old could solve--easily.
Set it in front of your players and watch how long they
dither over the "obvious" deviousness of your "apparently"
easy adventure. Another way to think of it is this: craft an
adventure that is designed to trick the players, and then
remove the trick.
For example:
The characters are hired by a powerful, mysterious figure to
retrieve an object. They enter the complex (be it a cave, a
dungeon, an asteroid, or the sewers of New York) that
contains the object, and fight their way past the many
denizens and guardians. Finally, they break into the
treasure vault, a room roughly the size of a football arena.
On a pedestal, in the middle of the vault, lies the object.
The room is otherwise empty. The only lighting is a pale,
eerie green glow. After describing this, all you have to do
is wait as your players deliberate for hours over the myriad
of traps and protections surrounding the object, and over
all of the ways the party can overcome them.
When they do make it to the object (after dozens of
meaningless safeguards) and pick it up, have the lighting
change to an electric purple. Look into their eyes and see
the fear. Eventually, they will move toward the door. When
they near it, have a chime sound, followed by the noises of
sliding ropes and gears. Let them exit the room, shivering
nervously.
Return to Contents
- "As soon as you..."
This phrase is an effective tool. Whenever the players
direct their characters to do something, you can use this
phrase.
"As soon as you crest the hill..."
"As soon as you grasp the drawer handle..."
"As soon as you begin to speak..."
"As soon as you press the button..."
Even if the resulting action isn't negative, you can pause
dramatically before telling the players what it is.
For example:
Jon Quickfingers has checked the vault door for traps
several times over. He has carefully greased the hinges and
has even picked the lock. Robert, his player, says, "I open
the door." You say, "As soon as you touch the handle..."
(Robert looks at you in dismay) "...you feel a strange
thrill, knowing that the treasure will soon be yours."
Return to Contents
- Inexplicable Phenomena
Your players like to know things. When you describe
something happening, they want to know why. If they don't
know, they jump to conclusions...sometimes, irrationally
paranoid ones. There is a wise saying: "When you assume
something, you make an "ass" out of "u" and "me." Use this
to your advantage:
- When the characters enter a cave system, tell them they
catch a whiff of sulphur. You know that it's because sulphur
dioxide gas is leaking into the caves, but your players
assume they are going to encounter dragons or evil demons.
- Listening outside of a door, the characters hear moaning.
You know it's from a nearby underground river, but they
assume there are ghosts or wounded people nearby.
- Camping in the forest at night, the characters hear a twig
snap. You know it's just a small nocturnal animal, but they
assume there is an ambush, wake everyone up, and proceed to
beat at the bushes until dawn.
Return to Contents
- Player Phobias
This can be a dangerous tactic, but a profound one. If one
of your players is afraid of spiders, trap his character in a
giant spider tunnel, or have him captured by the spider
aliens of Alpha Centuri. If one is afraid of heights, go
into great detail about the view from the Spire of the World
(and describe the biting wind and the lack of a railing). If
your players are extremely sensitive, though, this approach
should be left alone.
However, you can capitalize on player phobias in a
different, less personal way. Attack not the player's
phobias but his character's phobias. If Jon Quickfingers
fell nearly to his death while creeping along a wet parapet,
then he will have a healthy respect for similar maneuvers in
the future. If Jon and his friends are running away from a
powerful monster and they have to clamber across a wet ledge
over a chasm, turn to Jon's player Robert and say, "The
dizzying height and slick surface remind you of that botched
assassination attempt where you fell from the parapet of the
Ducal Tower...It looks like this is an even longer way
down."
* * *
Another Reference: Recently, Roleplaying Tips Weekly Issue
#200 dealt with scaring players. Many of the same tactics
that inspire fear in players also inspire irrational
distrust in them. Particularly useful are the sections on
mystery, character diminishment, traps, horrific dilemmas,
plot uncertainty, player fears, and NPC death (especially
that last one). Look there for more ideas.
http://www.roleplayingtips.com/issue200.asp
* * *
Conclusion
Whether you want to center your campaign on your players'
irrational distrust or just use it in moderation for flavor
reasons, I hope you'll find these tips useful. Remember the
essential rules: don't let your players catch on, remove
their knowledge base, and ignore the escalating signs of
paranoia. Good luck.
I would appreciate any comments or criticism of this
article: mejustread 'at' triad.rr.com
Return to Contents
Readers' Tips Of The Week:
- Horror Adventure Ideas
From: Neil Faulkner
via the GMMastery Yahoo! Group
- Don't reveal the nature of the danger too soon. Rather
than tell the players that their characters are dealing with
werewolves, let them piece the facts together and draw their
own conclusions.
- Backstory. Let the local with the thick accent tell the
PCs a local tale of what happened on this very spot ten
years ago on a stormy, moonless night, just like this one as
it happens...
- Where's the puppy? Being one of those people who worries
more about the fate of the cute furry animal in a horror
movie than whatever might happen to the human protagonists,
I start getting twitchy if the lonely farmhouse puppy dog
suddenly wasn't there anymore.
- Dead simple one, this - the characters venture into an
unlit room and the door slams shut behind them. Just a
sudden draught, of course.
- There's writing on the wall - *but who wrote it?* An
example of poltergeist-type activity, such as things
appearing or disappearing, objects falling off shelves or
walls, musical instruments playing a note by themselves,
electrical appliances turning themselves off or on, etc.
Obviously, there needs to be a background rationale for this
and any other weird stuff, but you don't tell the players
that.
- The herald of doom. There's a whole sub-genre of ghost
stories in which an imminent death in the family is presaged
by a ghostly piper or drummer. Any signal, musical or
otherwise, could be pressed into this role (Conan Doyle used
a big noisy dog). Hint: introduce the signal first, then let
one of the PCs find out s/he's one of the family...
- Have a PC (or all of them) meet an apparently ordinary NPC
in an unremarkable encounter. Only later do they hear about
the ghost.
Return to Contents
From: Ross Tony Shingledecker
via the GMMastery Yahoo! Group
- For the first session, be over prepared--have everything
written down, organized, and accessible. That first session
requires the most planning (for any campaign). Once you are
able to figure out your style, you can see how much you need
to do beforehand and how much you can wing it.
- Be flexible--be willing to change your carefully prepared
notes during play, and allow the players to go off away from
where you have mapped and what you have detailed. It may be
irritating for you, but your players will be a lot happier.
- You are the GM and you are always right. Listen to your
players before making your call, but make your call, and
stick with it. If the issue needs to be revisited between
sessions, that is the time to do it. If you are wrong, then
at the start of the next session, say "I was wrong. It
should have been like this. From now on, it will be like
this." But work hard to learn the rules.
- Speed is important. You have to manage a lot in your head,
which takes time. You can't afford to take out a string and
see if Miniature X has a clear line of sight to Miniature Y.
Eyeball it and keep moving. Lots of prep time often results
in a fluid and efficient game time, which means more fun for
everyone.
- At the beginning, keep it simple. Don't start off with
high powered characters involved in a political scheme with
30 NPC aristocrats and courtiers. Don't start off in a large
city unless you have it pre-mapped and detailed. Keep the
plot for the first few adventures simple.
You might not want to even think of the start as a campaign,
just as a collection of adventures. There's nothing wrong
with stereotypes as long as you are flexible with theme. The
PCs can meet in a tavern, or join together in a coming of
age ritual, or all sign up for the same job. There's nothing
wrong with that--most probably, that first adventure won't
take that many sessions and you can move on to bigger and
better things.
- Let your players do the work: mapping and note-taking yes,
but also for the start of a campaign. Let them decide how
their characters meet. Have them make up back stories about
their characters. Have them describe, and indeed, draw the
hamlet you start in, complete with NPCs. Reward them for
their work, but ask them do it.
- Give your players stuff. This follows an earlier thread.
Players love getting stuff, be it a coffee-aged map or a
lemon juice secret message. Draw those indecipherable runes
and give them to the players. It will make them think you
are a great GM.
- Remember that this is supposed to be fun. If you make
mistakes, admit them and move on. If you underestimated an
encounter's difficulty, fudge the die results a bit and let
them win anyway. Oversights shouldn't kill the PCs in the
first session...that leaves a bitter aftertaste. Later on,
you can either not fudge or fudge according to your
preference.
- Keep it simple at the start. Ask your players what they
want--hackenslash or in-depth roleplay--and deliver it. If
they say they want mostly hackenslash with some roleplay,
give them the standard evil temple fight (or whatever), but
with a run-in with some prisoners who they might free. But,
if the prisoner is a former member of the evil cult that ran
the temple, and he got jailed only for disobeying a
draconian rule like stepping on the 5th block from the East
side of the Chapel of Blood, do you really want to release
him for the info he could provide...or is that a greater
evil?
Throw in a nearby hamlet with one or two minor missions
among the notable NPCs, such as a conflict between two
adults or teenagers engaged to be married but who don't want
to and you have a basic combat, problem solving, roleplay,
and lesser-of-two-evils problem solving.
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- Classic Tip: In-Character Journals
From: Nick Maggs
The world that my players and myself have created has become
very detailed with a huge timeline of events. Keeping a list
of who did what has been a bit of a headache - yet another
task for a busy GM...
So, I've come up with a tip - ask the players to write an
"In Character Journal" after each session. This is then
distributed via e-mail. To encourage my players to write,
and reward interesting / accurate / fun Journals, I give a
small XP bonus.
So far, it's worked really well with at least 2 players
sending their own version of events each week. As a GM, this
Journal has not only helped me keep track of who is doing
what, but it has also helped to get events 'lodged' in the
players' minds. As an added bonus, the journals help me keep
a track of what information the PCs have picked up on and
what clues they have misunderstood / forgotten /overlooked.
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- Personalized Pencils
From: Pahl
Johnn,
Here's a tip for groups that have a tendency to lose pencils
between sessions, and GMs or hosts who get tired of handing
them out.
If your gaming group is like mine, then you tend to hand out
pencils at nearly every gaming session. Someone forgets
theirs, no one brought extras, etc. Well, here's a tip to
keep you well stocked and at a great price! Buy your pencils
from the Oriental Trading Company [ http://www.oriental.com ].
Just go to their site and search for "personalized pencils".
There, you'll find that you can get personalized pencils
(with your campaign name, character name, your name, etc.)
for $3.95 for 2 dozen. That's enough pencils to pass out,
keep a few on hand and have plenty left over.
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- Plastic Tokens Source
From: Jeff
Johnn, just an fyi on a tokens deal for use for in-game
coins. I have used plastic coins from the Oriental Trading
Company. They have many different types and you get them in
bulk. Just do a keyword search for "coins".
[ http://www.oriental.com ]
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- Yahoo! Content Heads-Up
From: Lea H.
If you use a Yahoo! group for your campaign stuff, be sure
to check the legal-ese on the use of Yahoo! Groups and
ownership of the material. I am not certain, but if you are
planning to publish your campaign material later, make sure
your use of the group site does not compromise your
ownership, resale, publication, or distribution of your own
material.
Return to Contents
- Use Retired PCs As Guest NPCs
From: vtgamer
Make "retired", high-level characters primary NPCs for the
area they have retired to. When you have an adventure in
that area, invite the player of that character to play the
NPC. This has the double-effect of allowing them to play
their character in a new role (albeit directed in part by
the DM) and take the burden of playing the NPC off of the
DM's shoulders.
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