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Roleplaying Tips Weekly E-Zine Issue #215
Ideas For Involving Fantasy Phenomena
Contents:
This Week's Tips Summarized
Ideas For Involving Fantasy Phenomena
- Pocket Of Altered Reality
- Forgotten Crypt
- Wizard's Tower
- Bizarre Magical Item
- A Beast
- Nature
- Gods
- Exotic Elements
Readers' Tips Summarized
- Actions Have Their Consequences
From: Sean Futch
- Time Travel Tips
From: Manuel Ebert
- Single Player Campaign Tips
From: Simon Woodside
- Useful Wizards.com Links
From: Marlon Goese
Return to Contents
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Return to Contents
A Brief Word From Johnn
Game Of Thrones Is A Great Game
I had the good fortune to finally play the Game of Thrones
(GoT) board game. I had asked for reviews awhile back and
they were mixed, so I held-off purchasing the game blind.
Luckily, I got in on a game Saturday and it's now on my buy
list! I found it a well put together combo of existing
games, such as Diplomacy, Shogun, and Settlers of Catan--a
mechanic or two borrowed from each game and put together in
a great way.
Playing this made me yearn again for a good board game to
help manage my new game world. I can't help but think
there's a sweet spot between board game and GM tool for
campaign design and maintenance.
For example, in GoT, players bid for ownership of three game
controls: Iron Throne (turn order), Valyrian Steel Blade
(battle bonus), and the Messenger Raven (wild card). As
ownership switches during the game from various bidding
opportunities, I could see that translating into RPG
campaign terms of political upheaval, military manoeuvres,
and spy games, which would in turn trickle down into
background events, encounter flavouring, and plot hooks.
I guess I'm envisioning my campaign world laid out in the
same appealing and visual way as a Risk, Axis & Allies, or
GoT board so I could clearly see borders, alliances,
military strengths, diplomatic strengths, PC movement, and
more to get a high-level view and make world control easier.
Feasible? I dunno. It's fun to ponder though. :)
Hellboy Is Great
I saw Hellboy this weekend and loved it. Pure, fun fantasy
action. Good monster guts and great monster scenes.
Have a great week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
Ideas For Involving Fantasy Phenomena
By Strider Starslayer
http://www.quickclic.net/~strider
ICQ: 7641595
MSN: strider_starslayer@hotmail.com
Yahoo: Zefnib
[Comment from Johnn: Strider has told me that this article
was inspired by Kiriath Machin Ni's excellent Reader Tip
in Issue 205, "Ideas For Involving Space Phenomena"
http://www.roleplayingtips.com/readissue.php?number=205#r1 ]
In my opinion, the fantasy genre, more than any other, has
more room for GM imagination in the things that the party
encounters. Once you add the element of magic, even if it's
well understood scientific magic, then virtually anything is
possible.
Magic is very similar to technology in the sense that it can
be 'built upon itself' to make even better and more
impressive magics. However, unlike technology, magic is
often practiced by individuals who have no desire to share
their discoveries. So, there can be small pockets where a
powerful wizard has accomplished things that literally will
not be reproduced by magic or technology for hundreds, if
not thousands, of years. In addition, the technology of
magic is also prone to spectacular failures that might
simply be impossible to reproduce.
With this in mind here are some Fantasy Phenomena:
- Pocket Of Altered Reality
Whether created by some natural effect, the remnants of a
mage war thousands of years ago, or a spectacular spell
failure (or perhaps a spell success by a particularly
deranged wizard), this area no longer follows 'normal'
rules.
Perhaps water no longer quenches thirst but sand does.
Perhaps your intelligence stat replaces your strength stat
(as what you think you can do replaces the limits of your
physical body). Maybe the relative strengths of creatures
are reversed inside (with dragons barely able to keep their
massive frame from collapsing inward, and the lowly ant able
to tear a castle to crumbs). This area would prove
entertaining, curious, and dangerous to any party to enter.
Other examples:
- An extended altered reality stretch that 'fails'
intermittently. For example, crossing a dessert of altered
reality where sand changes properties with water, then
randomly changes back, could require careful planning and
resting cycles lest the current contents of the PCs'
stomachs become rather inedible.
- A place where gravity is relative to your footing (like in
a Fermnat painting).
- A mobile pocket of altered reality that is about to roll
over a town. How do you prepare, can you protect the
denizens inside?
- A trap. A pocket of altered reality can be a trap to stop
a certain technology--or magic--from working within, perhaps
to hinder travel or to capture travelers. For instance, an
anti-magic bubble on a known magical airship route is a
sure-fire way to gather interesting items and people.
An important note to GMs: avoid having a pocket of altered
reality alter who the characters are. For example, don't
change their personalities or memories, as many players
resent this level of GM meddling in their characters.
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- Forgotten Crypt
Tried and true, this is a graveyard or place where the dead
are kept that is far removed from the source community.
Usually, this is because the founding community is no more.
Other times, it's because the community feared the dead or
undead (perhaps rightly so!). These crypts are often full of
interesting items, especially if the customs of the time
dictate that the dead should be buried with their
possessions.
Ideas:
- An important quest item is said to have been buried with
the body of an ancient hero. You know where the grave of
that hero is, now all you need is to go in and get the item.
- The party has been hired to _prevent_ grave robbing, and
is responsible for setting up the traps that will prevent
the grave from being desecrated for centuries to come.
- The party has entered a crypt and been found by the
authorities upon exiting. Now they are sentenced to repair
the traps they broke, and as part of their punishment, set
things up so that 'heroes' like them can't get in again!
- The 'crypt' is actually the home of a necromancer who
likes to 'live with his work'.
- The 'crypt' is actually a city of undead who use it as a
home where they will not be bothered by the living or
parasitic undead, such as ghasts, wraiths or liches.
- The 'crypt' is actually a large corpse-eating beast
disguising itself as a crypt.
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- Wizard's Tower
Another tried and true staple of fantasy gaming, the
wizard's tower often overlooks a small, unassuming city, or
situates itself somewhere obscure, stretching out like a
giant finger poking fun at the gods who think they can
accomplish more than a wizard.
Like the Crypt, wizard towers often contain much in the way
of riches, but since they serve as the experimentation
grounds for the wizard who built them, they are often more
insidious in their deadliness. Wizards also often prefer not
to be disturbed, so there may be traps outside the tower and
on the first few levels (but unlikely to be later on, lest
the trap interfere with experiments).
Ideas:
- Any wizard building such a tower probably has several
interesting magical creations on hand, such as chimeras,
animated objects, or golems. Alternatively, there might be
long-standing magical effects that the mage is studying,
such as reversed gravity, negative light sources, wild magic
zones, or slowed/hasted areas. These things can both
challenge and reward players. A tame chimera would provide
an excellent mount for any warrior or wizard who can earn
its trust, which might require defeating it in combat.
Negative light sources could be potent siege or stealth
weapons.
- The wizard who built the tower might still be there, and
probably won't appreciate some adventurers wandering through
his domain.
- The founding wizard might still be there and might enjoy
the coming of adventurers and be very nice to them. These
encounters can be even more dangerous than hostile ones.
Items the wizard gives away freely might still be 'untested'
in field conditions, and while they behave perfectly in a
lab setting, they might not do so outside of one. (Of
course, the same is true of anything removed from a wizard's
tower, but the party would be more cautious for problems
with items they stole, and less so with items that were
explained, demonstrated, and given to them by a friendly
wizard.)
- The wizard present has spent too much time in his tower
and might no longer be in full control of his faculties.
- The inside of a wizard's tower is a great place to
encounter pockets of altered reality!
- I've had excellent success using a wizard's tower, complete
with a friendly wizard as a base of operations for the
party. When things get slow for me thinking things up, I
throw together a quick adventure using something inside the
tower.
- Silly things can be encountered in a wizard's tower if you
want to break the tension after a long quest. Aquatic
martial arts hamsters, giant dragons kept as pets in cages
eating nothing but bird food, etc.
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- Bizarre Magical Item
Often a potent item created by a forgotten mage in a time
long past, or a relic crafted by a deity for some unknown
reason, the bizarre magical item is a wonderful fantasy
campaign phenomena.
Examples:
- A fairy realm item
- An intelligent device
- A deadly killing machine made entirely from magical might
Ideas:
- The artefact is 'alive' in a magical sense and might not
want to be 'owned' by a party of adventurers.
- The artefact is intelligent and has a rich history it can
share (a good prize for historians).
- The artefact is a weapon of terrible power that was kept
hidden away for a reason.
- The creator of the artefact still lives and might want it
back!
- An bizarre artefact encountered by my own players (GURPS
item) is a silver candelabra:
- imparted with magical intelligence
- granted the shape metal spell
- has a special, constantly on version of the repair spell
- has several levels of pursuance (ability to penetrate
armour), damage, and defence
- A magic stopwatch that was told to restore life to a
princess.
- A 'self-replicating' magical item (it makes copies of
itself). That may be _all_ it does too, which would make for
an interesting puzzle for the players as they attempt to
discern its 'true purpose' when all it really does is, for
example, cut exact replica spoons out of silver, which cut
more exact replica spoons, and so on.
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- A Beast
The beast might not necessarily be evil or bad for the
party. A good encounter with a fantasy beast can really
restore the party's realization that they are in a strange
and fantastic world.
For example:
- A chimera
- Giant skeletal scorpion/T-rex hybrids
- Pumpkin-headed scarecrows
Be sure to stress the majesty, wonder, or strangeness of the
creature. Detail how impressive it looks and be sure to not
make it a 'human in a dragon suit'. Give it abstract
motivations as well.
Ideas:
- My personal favourite beast encounter is the 'friendly'
beast. A dragon that's not out to kill you can be almost as
devastating to the party as one who is trying. For example,
its massive, booming voice might cause glass potion vials to
shatter and deafen all within hearing. Its landing and take-
off shake the earth enough to cause a landslide. And the
idle sliding of its tail provides a constant danger of
decapitation for those it's speaking with.
- Small things in large numbers can be just as effective as
a single large thing. For example, swarms of insects with a
common purpose, hoards of rodents with a strange hunger,
schools of fish in great agitation.
- The 'beast' could actually be an extra-terrestrial or
extra-planar entity.
- Beasts can have alien motivations and values. For example,
cunning PCs might be able to trade nothing more then a few
dozen slain deer for whatever magical items that are
currently stuck in the dragon's teeth from the last few
knights who were foolish enough to challenge it.
- A large, non-sentient beast (maybe a worm) is approaching
a city. It's very, very big, and while the party could
possibly kill it, it hasn't done anything wrong in and of
itself and will only crush the city by nature of the city
being in its chosen path. The PCs could try to change the
creature's path or they could attack it. Killing the
creature might have unwanted results though, such as having
a _large_ rotting carcass around, which might attract bad
things.
- A beast's appearance could be the precursor to a natural
disaster. For example, a rain of fish might indicate a
massive storm.
Note that beasts are often confused with 'monsters', and by
the nature of what many players' expectations are, they
might focus more on coming up with interesting ways to kill
the beast rather than interacting with it.
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- Nature
The volcano explodes, the tsunami hits, the asteroid strikes.
Regardless of the form, something bad happens and it's not
magical (though it may have been started by magic).
Ideas:
- Scale can vary. Is it on the 'wipe out all life on planet'
scale, or 'slow up a pair of travelers' scale, or something
in between?
- You might want to categorize its origin:
- Extraterrestrial: lunar shifts cause higher tides, asteroid
impact, comet passes
- Terrestrial: volcanic eruption, avalanche, tornado
- Aquatic: tidal waves, underwater volcanoes, hurricanes
- Put the party in a non-standard natural setting. For
example, sometimes a sea can be a far more effective barrier
then a wall. Perhaps the settings is inside a volcano (ala
20,000 Leagues Under The Sea and the like). It can be very
interesting to see how a party deals with environmental
conditions that they cannot survive normally.
- A heavy rainstorm has turned all dirt paths into mud,
making travel difficult, messy, and dangerous.
- A well-used path has a massive tree stuck in the middle of
it.
- A comet is passing overhead causing widespread panic about
the end of the world (the comet poses no danger and is only
visible at night).
- The planet is entering a dense cloud of meteorites,
normally making for a very pretty sky show during the night;
however, a few of those meteorites are large enough to touch
down, carrying with them more force than any wizard's
fireball!
- A rain of fish in a coastal town that was running out of
food makes locals believe that a god is saving them.
However, it's really tidings for a massive hurricane about
to hit!
- A battlefield heavily scarred by fire and ice magic
manages to create the necessary components for a tornado. In
addition to armies having to contend with each other,
torrential winds threaten to destroy both sides if the
magical assault continues. If one side stops though, then
the other gains an advantage!
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- Gods
Deities interfering with the world make for a rather
'charged' atmosphere that stresses the party is not the 'be
all end all' of the universe. Or does it?
Examples:
- Omnipotent deities. These often have little place in a
fantasy world. If gods exist that can do anything, there
serves no purpose but to get on this god's good side and
have them give you everything you want.
- Astral gods. These gods exist more as thoughts or ideas
than as entities. Though their very real powers can be
beheld, there is no way to 'assault' the god personally--
except perhaps by attacking its worshiper base.
- Corporeal gods. These 'gods' are real, physical beings,
and while extremely potent they share many of the same
weaknesses of their mortal counterparts.
- Mortal gods. While effectively un-aging, if killed, these
gods will stay dead. Gods of this sort will be loathe to
challenge anyone to personal combat, preferring to rely on
weaker, replaceable, minions.
Ideas:
- A god of chaos has decided that the party will be its new
avatars. This brings both power and danger to the PCs since,
by the god's dynamic nature, it can grant this power to
anyone and take it away just as capriciously (allowing for a
few interesting quests before disposing the PCs' powers
later if they annoy you or are too unbalancing).
- The party encounters a lone old man on the road who warns
them of great danger. The old man is actually a mortal god,
and there is definitely danger: namely the now wounded
<insert large beast here> he lost to in a fight where he
barely escaped with his life.
- The party, after viciously slaughtering their way out of a
situation that really should have been handled
diplomatically, encounters a god of justice who is dead set
on seeing the party stand trial for its crimes. He wants to
demonstrate that not all situations can be resolved with
'might makes right'.
- After diplomatically manoeuvring their way out of a
situation that should have been a massive slaughter, the
party encounters a god of destruction or war. He is dead set
on seeing the party slaughter their way out of a situation
in a display of 'might makes right' rather then have the PCs
work with deceptions, diplomacy, or other non-violent
tactics!
While introducing gods to a campaign can be fun, be sure to
they don't outshine the party. A good way to do this is with
mortal gods because this gives the PCs a way to strike back
if one makes their lives too difficult (though it would be
no small undertaking). Take note of the party's urge to kill
your god as an indication that it might be time to stop
using such a heavy hand with it.
Another note on mortal gods: don't put it past the party to
kill a god. They might do it when you don't expect them to.
They might even assault the power base of an astral god,
leading to much slaughter just to reduce that god's
influence (this can be because of opposing alignments or
because the god is perceived as 'evil', which may even be
true).
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- Exotic Elements
Mithril, radioactive isotopes, metals that stop magic,
crystals that radiate it--whatever the form this material
takes, it will often be in an exceedingly small or an
excessively large quantity. Valuable elements should not be
acquired en-mass, and anything that you want to be rather
useless as a packaged travel good will require high
concentrations to be effective.
Ideas:
- Feel free to put the element into any of the four phases
of matter: solid, liquid, gas, plasma. A room temperature
plasma could be an adventure of itself!
- Certain high-tech compounds would make excellent fantasy
exotic elements. In fact, mithril's properties (excluding
its reputed usefulness in magic) sound a lot like our own
titanium: lighter, stronger, and more brittle than steel. So
too, it might be neat to introduce modern materials as
exotic elements.
- The party finds a cave full of dark steel. It is
exceptionally strong and has the unique property of being
completely 'non-conductive' to magic. Of course, being
exceptionally strong, it's not easy to extract any of this
ore and even more difficult to melt it down, especially
without any magic to assist the effort. As well, these
blades can never exceed a good magical blade in pure combat
ability, but they might give a wizard a start when you stab
right through his force field!
- A certain tree's sap, when properly processed, can be made
into a thick syrup. This syrup, when poured into a mould,
will harden into a solid form as strong as steel but is only
half steel's weight!
- Mages use a certain rare element for virtually all spell
casting to reduce the size of regent they must use to
something that can be made man-portable. However, the local
mine where this element was harvested has run dry. Prices
are skyrocketing and, if another source is not found soon,
the party's mages might find it increasingly expensive and
difficult to keep themselves in fine casting form.
- A strange, heavy ore is found. It's easy to work, warm to
the touch, and much stronger then steel. However, everyone
who works with it soon becomes violently ill. The ore's
cursed status is blamed, but further research would find
that the ore actually emits some form of energy that is
harmful to most life (radiation, or perhaps something more
exotic!).
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Readers' Tips Of The Week:
- Actions Have Their Consequences
From: Sean Futch
Hello Johnn, thought some readers might find this
interesting:
Playing with your PCs, or, "Actions have their
consequences..."
I've been reading some of your reader tidbits and decided to
add one of my own for messing with your players. Last year I
ran a Hackmaster campaign and pulled a trick on the group of
PCs.
While they were back in town recuperating from the dungeon
(which still hadn't been explored all the way), a group of
NPC adventurers were in the dungeon attempting to clear it
in the same way. After the PCs had healed, they went back
into the dungeon, and wouldn't you know it, ran right into
the NPC group.
I described the party to my players, who immediately assumed
they were bad guys, and they attacked. Everything was going
their way until one of the NPCs died. The NPC group doubled
its ferocity except for one, who screamed out "murderers,
how can you do such an vile act?"
As most of the party were good aligned, this gave my PCs
pause. They finally started asking questions and were
mortified to find they had killed an innocent man who had a
family. The consequences didn't end there. After the NPC
group left the dungeon, carting off their friend to be
buried, they went to the sheriff of the town and swore out
warrants for the PCs' arrest. In the end, the party had to
give half the gold they found to the relatives of the man
they killed and learned not to automatically kill everything
that moves, breathes, or squeaks in a dungeon.
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- Time Travel Tips
From: Manuel Ebert
Although time-travelling is rarely common in roleplaying
campaigns, many GMs fear the question: "What if they
accidentally kill their grandfathers?"
Before we tackle that tricky conundrum, let's first ask why
a campaign might involve time travel.
- As a game master, you can dramatise your plot enormously
with time travel. For example, let the characters witness
the Apocalypse and travel backwards through time to make it
un-happen.
- In criminological game play, the characters might travel
through time to gather information.
- Why not play a campaign with a main focus on time-
travelling as seen several times on TV (just think of "Seven
Days", "Back to the future", and so on)?
Of course, time travelling inflicts several problems
(besides the fact that our languages don't have enough
tenses to express certain things...)
- What if I kill my grandfather before I will have been born?
- What if I meet my younger self?
- Especially for scenarios with a strictly given background
or present-time RPGs: What if I completely change the
history?
I thought about it and offer several solutions:
- Use fate. Certain things simply can't be changed. A
character cannot kill his ancestors because it is his fate
to be born.
- You can only travel through your lifetime, and the
character himself doesn't travel, just the knowledge he has
gained. From the perspective of the character before the
actual time-travel: "You suddenly know that you will travel
through time and what will happen until this moment."
- Characters only imagine they are travelling. It is as if
history is stored in an interactive game. You start playing
at any moment in the past you like, but when you've finished
your travel, you exit the game, and actually nothing has
happened, you just gained knowledge about the past (as John
Lennon sang: "Nothing is real.")
- If a character is about to create a paradox (something
that is contradictory to itself) he instantly fulminates and
disappears into the abyss of time. ;-)
I hope you have found some inspiration for your next
session. If another solution for time-travelling related
problems crosses your mind, please let me know
(RolePlayingTipsWeekly@redsdesk.de).
Return to Contents
- Single Player Campaign Tips
From: Simon Woodside
re: http://www.roleplayingtips.com/readissue.php?number=194
http://www.roleplayingtips.com/readissue.php?number=195
Hi Johnn,
It's been awhile since the single player campaigns tips,
but I just read them and I have a suggestion. I've been
running a single player campaign for awhile now and I
really enjoy it. At first, the biggest problem was sudden
player death. I've got two tricks for fixing that, though.
As a result I don't have to scale back the encounters or
fudge dice.
First: supply the character with a powerful animal
companion. I used the paladin's warhorse as a guide. The
warhorse is a constant help to a paladin, considerably
aiding the PC's strength. A lone PC can use that kind of
help. So, I supplied my player's character with a war-dog
with good combat traits that keeps him constant company. It
also bears half the brunt of any attacks. It actually saved
the character's life in his first combat. It was supposed to
be an easy encounter against a wild cat, but I rolled a few
lucky critical hits and the character went down. Luckily the
war-dog drove off the wild cat before it could finish off
the character, and he stabilized just on the edge of death.
That scenario convinced me he needed more help. After all,
I'm running D&D 3E, and the standard party complement is
four characters. I'm not up to four yet but I added another:
a sidekick. The sidekick is not a hired hand, but more like
a movie sidekick--a less-motivated NPC who's tired of his
old life and along for the excitement of being with a
"hero". I chose the sidekick's class to complement my player
character's class--the PC is a rogue, so the sidekick is a
monk. He's got more combat strength, but he can keep up when
it comes to creeping in shadows and moving silently as well.
I think it's important that the sidekick never makes any
decisions. Full decision-making power is left in the hands
of the player. The sidekick has a personality and a life of
his own though. You might say he's along for the ride. A few
things he's not: he's not a guide, he's not particularly
powerful, and he doesn't know a lot of people. So when it
comes to plot, he's fairly neutral. When my player is short
of ideas though, he's smart enough to offer suggestions and
he's an extra pair of hands.
So, now I've turned my single-player party into effectively
a three-member party. It makes it much easier to run combat
encounters. The other two members share the brunt of the
damage, but they also soak up some of the experience points
too. :-) On the other hand, I can use more deadly encounters
so the experience points balance out. And since the sidekick
is a fairly simple person, I think it actually makes it
easier for me to roleplay, since when I roleplay him I can
play dumb and take a mental break from the action.
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- Useful Wizards.com Links
From: Marlon Goese
First, I would like to thank you for providing us gamers with
such a great quality e-zine. Pretty damn useful I tell ya.
Now, off to the reason of this message: the other day I was
surfing the web and got to a very neat page...
They also provide some other cool features, such as a
terrific tutorial for fold-up paper models, and a lot more.
Well, just surf a little at the site and you'll see for
yourself. I've just pointed out the three "features" that I
found the most useful to my game.
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