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Roleplaying Tips Weekly E-Zine Issue #217
Crossing A War Torn Land
Contents:
This Week's Tips Summarized
Crossing A War Torn Land
- Bluffing And Enemy Organization
- Sign The PCs Up
- Identification, Confiscation, Starvation
- Consider The Civilians
- Chase The PCs
- Spawn A New Plot: Revenge Of The Enemy Commander
Readers' Tips Summarized
- Campaign Quest Tips
From: Kenneth Gauck
- Great NPC Deception Story
From: I. C. Erickson
- Magic Coin Debugged
From: Mark C.
- Free Photoshop Substitute
From: James Houston
Return to Contents
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Return to Contents
A Brief Word From Johnn
Idea List Generation
It's been awhile since the 13,344 of us put our heads
together to come up with a useful list of some sort. So, I'm
putting a call out for ideas of lists we could generate
together. In the past, for contests and for fun, we've
created such things as plot hook lists, NPC quirks, and
(most recently) game world organizations.
If you could have 13,000 people help you generate a useful
chart or table or idea list of something, what would it be?
Big Move To Edmonton
The Big Move happens next weekend. While I've been here in
Edmonton for three moons now, my belongings have been living
in Vancouver. But soon, movers will be carting boxes of RPG
books under my stern gaze (and other, less important stuff,
like furniture and clothes) into my new pad. Who cares about
the china, just don't drop my books! (Don't shmushed corners
suck?)
In addition, my internet connectivity is in question for the
beginning of May, so I might be delayed in replying to
emails starting at the end of this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
Crossing A War Torn Land
This issue was inspired by a thread on the GMMastery Yahoo!
Group. With permission, I've formatted and posted the
contributors' great ideas and advice here. For the full
thread, visit:
http://games.groups.yahoo.com/group/gmmastery/messages/4830?threaded=1&viscount=-30
Here is the initial post from Chris Heismann that started
the thread:
"Leave it to players to be unpredictable...
For the sake of adventure, I've "stranded" my players' PCs
on a section of deserted coastline of the country that is
currently the "bad guy". This is the country whose leaders
are in a pact with evil forces and are attempting to take
over the world, beginning with an invasion of their
neighbors.
While the PCs' ship was undergoing repairs, the group went
adventuring and managed to capture a convey carrying war
loot. Now it appears that, instead of going back to the
ship, they are going to try and go by land so they can keep
even more of the stuff they plundered rather than having to
pick and choose what to take with them as I originally
intended. This means crossing a couple hundred miles of
war torn countries and then "the front" to get to friendly
territory. Their "convoy" won't be too inconspicuous, either:
5 mounted PCs, 2 fully loaded wagons with four horse teams,
and a dozen extra horses.
Obviously, it will be difficult for them to succeed in
getting to safety should they choose to go overland. My
first impulse is to make it impossible and give them
increasingly difficult encounters until they are finally
caught or killed. However, they are a resourceful bunch and
deserve a fair chance of making it. I have some ideas, but
I'm having trouble seeing things clearly. I need to get all
my ducks in a row and try and view this from different
perspectives.
Chris H."
- Bluffing And Enemy Organization
From: Acolyte
Well, a lot of the issue depends on two big things:
- How well can the characters lie?
- How organized is this "enemy"?
If a country was attacking all the other ones around it,
several things could be happening:
- Far from the front, there would be very few men/boys,
since they would be in the army.
- The economy would be as centralized as possible (this
happened in both WWI and WWII in the US, and in Britain I
think).
- All blacksmiths would be making weapons.
- People would be eating less (food and rare things like
metal would be rationed).
- Farms would not be growing sugar but wheat.
- Storehouses would be empty and any available food would be
sent to the front.
The kicker is this: the government could take the stance
that, as long as the "trains were running on time" (to
borrow Mussolini's expression), they don't care what was
going on. Crime could increase therefore, and the characters
would have to deal with increased banditry, government
corruption, and resource shortages.
Alternatively, the government could take a high regulation
stance, police-state esque, like Nazi Germany, which would
make it very hard for a non-government group to travel
through various checkpoints and such. The PCs would need lots
of info about how the government works, what papers to
forge, and what passwords to give.
Also, don't forget displaced persons from the war fronts.
Conflicts between refugees and locals over dwindling
resources could also be happening.
Closer to the front, the party might have to deal with small
incursion groups from the "good" side. They might assume
from the party's disguises that they are with the "bad"
people, or saboteurs, or cowards avoiding the pitched
battles. In fact, the closer the PCs get to the front, the
more they'll encounter units of the "bad" army, and the
chance of them being exposed goes up.
Crossing the front could be as easy as walking past the army
besieging a castle held by the "good" people, or it could be
as difficult as crossing a magically-blasted no man's land
vaguely reminiscent of WWI's western front.
Remember that the average military guy on both sides doesn't
really care either way, and that even some of the higher ups
in the "bad" organization might be sympathetic to the enemy.
On the other side of the front, the characters will have to
deal with refugees, people fleeing the army advance,
suspicion from the "good" people, and all out chaos,
especially if the "bad" guys are winning.
Return to Contents
- Sign The PCs Up
From: Travis
I would be looking at this from the point of view of the
evil force aligned with the rulers. Firstly, a bunch of
characters are normally very resourceful, and an evil power
would more than likely try to persuade them to his side. If
they like plunder (as they obviously do) then offer them
some booty for performing more and more wrong deeds that
effectively help the "Baddies".
How would each character feel about blood money
(essentially, that is what loot is)? Paladins and clerics
should almost immediately start having a bad feeling about
the whole idea.
What about a magical item to bend their will, placed into
some loot for them to find? A curse that will only be
released should they work with the evil powers. Another path
might be providing misleading information planted in the
PCs' way to guide them to do the wrong things.
Return to Contents
- Identification, Confiscation, Starvation
From: Bill
Neat situation.
Is anyone going to notice the missing convoy the PCs
captured? Is there anything key in it that will be missed?
If so, what/who gets sent to retrieve it?
Do they have something to identify them? In a medieval
society, the landed (i.e. armored) nobility more or less
knew who each other were. During a war, they might actually
receive those from the other side, under the right
circumstances, as guests. However, people skulking about in
disguise, once caught, are going to raise the alarm.
Any chance of confiscations? Historically, press gangs
sought out recruits for the navy or army. No reason why, in
a world with magical weapons, there wouldn't be teams out
confiscating those "for the war".
Do they have food? What are the starving commoners that they
are traveling near going to do if they see that?
Good luck with this! Bet it's fun.
Return to Contents
- Consider The Civilians
From: Aki
Bribing the PCs to stay hooks the evil ones. Moral dilemmas
could work nicely for the good guys.
A war-torn land would not only be PCs vs. homefront patrols,
the latter of which would, for the most part, be far from
the elite. The civilian population could prove much more of
a problem than actual efforts to stop the PCs from
trespassing:
- Units and individuals resting after a time on the
frontlines
- Wounded soldiers in convalescence
- Elderly
- Militia
- Retired soldiers
- Spies
A war-torn land is likely to have martial law in at least
some areas. Curfews, civil rights even more limited than
usual, xenophobia. Add a grueling taxation paid to keep the
soldiers able to fight, storages confiscated, combat able
people widely missing. Those most suited for labour are
largely absent, while those that remain could be oppressed,
poor, defenseless, worried sick, heart-broken with sorrow
and loss, terrified, lonely, exhausted, hungry, ill, or all
of the above. And certainly hungry for news.
And of course, there is propaganda. With the general level
of ignorance, it could take rather ugly forms. As a slight
sample, here's the text of a pub sign that refers to a
(genuine? fictive?) naval recruitment ad of King George III,
who reigned from 1760-1820.
"Let us, who are Englishmen, protect and defend our good
King and Country against the attempts of all Republicans and
Levellers, and against the designs of our natural enemies,
who intend in this year to invade old England, our happy
country, to murder our gracious King as they have done their
own;...to rob us of our Property, and teach us nothing but
the damn'd art of murdering one another. If you love your
country, and your liberty, now is the time to show your
love. Repair all who have good hearts, who love their King,
their country, and religion, who hate the French, and damn
the Pope."
Source: http://www.midlandspubs.co.uk/pubsigns/l.htm
In an evil nation, the town criers might give an even more
hate-fostering message.
Return to Contents
- Chase The PCs
From: SoulLord
Unless the bad guy mistreats his people (and assuming they
don't know about him consorting with evil forces) the
populace probably sees their war efforts as needed and just.
While at war, people will usually notice armored people who
don't wear the colors of the kingdom and will notify the
proper authorities.
Based on this premise, and if what you want to motivate the
PCs to flee, here are a few ideas:
- Have the PCs encounter a small, armed militia (after being
tipped off by the populace) who demands they surrender.
- Once the fight starts have a couple of the militia flee to
warn the army.
- Send a regiment after the PCs. Make the soldiers advance
slowly and loudly, blowing their battle horns and beating
their drums, while they approach the PCs.
- Have the PCs face a party of NPCs who defend the kingdom
(i.e. an anti-party).
- Have them face villagers armed with pitchforks and other
crude weapons who are just trying to protect their country.
From: Mark
I would expect your PCs to run into other roving bands of
opportunists. In fact, their group of five would probably be
on the small side... Outlaws would grow bolder in the
absence of the local lords, and mercenary companies whose
contracts were up might be scrounging for food/plunder,
traveling to a more active front, or even crossing over to
fight for the enemy. The mercs in particular would be
plausibly difficult opponents for your PCs.
Return to Contents
- Spawn A New Plot: Revenge Of The Enemy Commander
From: Andy
Here's how I would play it. They PCs are conspicuous, sure,
but in relative terms they're a small group and should
easily be able to avoid concentrated forces. "The Front"
won't be a solid line of forces, but large groups of
soldiers holding major cities and crossroads. If the party
sticks off-road, the only problem would be the occasional
patrol. (Note that sticking off-road has its own set of not
insignificant problems.)
The real kicker to me is that they've stolen war prizes.
These, historically, were very important. They served to
fuel the ongoing war and to prop up leaders. Field
commanders who could generate a steady supply of loot often
were able to fight the war on their own terms with less
government interference, and this would often provide a
great deal of prestige (even leading to the military
commander overthrowing the current government).
With this in mind, the party's main challenge could be an
irate, evil army commander who has taken this theft very
personally.
Instead of looking at this as how party has waylaid your
adventure, you now have a chance to create an interesting
new, powerful NPC with a personal grudge against the PCs.
He comes after them, maybe personally, trying to track them
down.
Maybe the party comes upon a village that has been ravaged
and the villagers tortured by evil monsters, all in an
effort to find info about the party.
On the flip side, maybe the current ruler fears this officer
is growing too powerful and wants to see his humiliation
succeed! Evil royal envoys are sent to assist the party's
escape! Will they accept the help? What would the party's
reaction be if the evil King wants them to succeed? Will the
envoys betray their master and try to acquire the treasures
for themselves?
Frankly, this sounds kind of cool to me...good luck, have
fun!
* * *
Thanks goes to all the thread contributors whose advice,
directly or indirectly, formed this Tips issue:
Aki T Halme
Andy Cowell
Benkoe Pal
Chris Heismann
Chris J. Whitcomb
Garry Stahl
Soullord
Mark Peterson
Paul Cardwell
Ross Tony Shingledecker
Shandy P. Smith
Travis B.
Varianor
(I hope I didn't forget anyone! If so, my apologies and send
me a private email so I can add you to the list.)
Return to Contents
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Readers' Tips Of The Week:
- Campaign Quest Tips
From: Kenneth Gauck
When beginning a campaign, there are several kinds of quests
that can be part of the campaign backdrop.
Object Quests
One familiar kind of quest is the presence of some great
object, such as the Holy Grail, that the players might begin
to collect information on with the intent of one day
obtaining it.
This is a familiar kind of quest. Players will take to it
immediately, and it requires little in the way of trust or
understanding between players and the referee. It's only
real drawback is that it may be so familiar to experienced
players that it's no longer as exiting as it once was.
This kind of quest can be varied so that the object sought
is not a thing, but a secret word, such as the true name of
a dragon, or it could be an idea, such as the secret to
eternal happiness.
Make the object meaningful to the players. It's easy to make
an object powerful, but sometimes the best objects are those
that have their own storied history, seem tailored to the
character, or are especially interesting. Ideally, not every
campaign hook will be a quest, and not every quest will be
the same type.
Revenge Quests
A second kind of quest is the revenge campaign. Here, the
party, or one or more PCs, quickly acquire a deep desire for
revenge against someone who will be the main villain. There
are some advantages to this kind of quest, namely that it
instantly creates a rival for the party in the form of the
villain. The Iliad is based on this kind of quest.
A quest of this kind requires some cooperation from the
players, since at least one of them must roleplay a
commitment to revenge, else one of the motivations for this
campaign is lost. Such a quest will appeal more to role-
playing players.
Romantic Quests
A third kind of quest is the romantic quest. Here, a PC has
been separated from one he loves, either because his duty
takes him away or because she is under the control of
hostile forces. The PC seeks to overcome the obstacles that
stand between them.
This kind of quest can be hard to arrange because the
players must agree to several conditions. First, the player
who is supposed to be in love must roleplay the affection
that is the mainspring of the quest. Players normally like
to be in control of their characters' inner states, so
referees can't really use this kind of quest without
cooperation.
Second, players must be willing to pursue unsuccessfully as
long as the campaign's needs demand. Of course, the campaign
can move on to other goals, and it's always possible that a
PC might be reunited with his love only to be separated by
new obstacles.
The romantic quests of literature are just as long and
complicated as quests for revenge and objects. One can
read the Odyssey as this kind of quest in which the hero is
seeking not only his home, but his wife as well. Tristan and
Isolde have a long and difficult quest, even though they are
in close proximity.
This kind of quest requires a great deal of trust by the
players in the referee's judgement. They need to know that
the campaign won't just be failure and disappointment, but
that even if their quest remains distant, they are either
making progress or getting other kinds of rewards, perhaps
acquiring allies or abilities that will make the solution to
their quest easier. Another drawback is that this kind of
quest tends to focus on one character.
Epic literature generally involves combinations of these
three kinds of quests with a handsome dose of adventure. The
Arthurian legends have the object quests for the Grail as
well as Excalibur. They also have the revenge quests of
Mordred and Morgan as well as other aggrieved figures who
either pursue or are pursued by Arthur and his knights.
Then there is the romantic quest involving Arthur, Lancelot,
and Guinevere. Specific knights sometimes have their own
romantic or revenge quests. Likewise, the Iliad can be seen
as all three in which Helen figures as the object as well as
the romantic figure, and Paris as the revenge figure of the
story.
Different characters can be given different motivations and
separate quests that happen to overlap. This handily
provides a pretext for the existence of the adventuring
party. Imagine a villain, Jormungand, who killed the father
of PC #1, stole the beloved of PC #2, and possesses some
object desired by PC #3. Everyone has their own motivation
and separate quests to fulfil, but everyone also has a
common enemy and a reason to cooperate against him.
Return to Contents
- Great NPC Deception Story
From: I. C. Erickson
http://www.roleplayingtips.com/readissue.php?number=216#tips
In issue 216, Ian wrote that you could use NPCs as traps.
This brought to mind an adventure I ran about 7 years ago
with two NPCs in the party. The first was a greasy haired,
shifty eyed, rat faced fighter. The other was an alluring
and exotic female thief.
Neither of their professions was known to the party and they
assumed the fighter to be a warrior and never guessed the
female to be a thief. The warrior had been assigned to watch
and observe by his employer, but not to interfere with the
progress of the party. While he disobeyed and did help the
party more then his orders would have allowed, his initial
reluctance was always seen in a negative light.
The thief, whose motivations were always to hurt and steal
from the group, always helped without question and quickly
won the group over. The warrior and her never got along
(further convincing the group he was not to be trusted). The
thief played it up to this and continued to manipulate
events until she convinced the group that the warrior was
out to get them, and they sent him away.
Once her opposition was removed, she stabbed them all in the
back (by leading them into an ambush with sabotaged gear),
nearly got them all killed, and took off with a large chunk
of loot.
Return to Contents
- Magic Coin Debugged
From: Mark C.
http://www.roleplayingtips.com/readissue.php?number=216#r1
Johnn, upon reading about the magic coin, I realized that
this could be a seriously unbalancing magic item if the
owner of the coin were clever enough.
It's a basic binary logic puzzle.
- Start with the magic coin in an otherwise empty coin
purse.
- Check it daily until there are two coins.
- Put one of the two coins in a different (empty) purse.
- Repeat step #2 on both purses.
- As soon as an additional coin appears in one of the coin
purses, remove the single coin from the *other* purse
(you can spend it now) and split up the 2 coins in the
first purse. You're back to step #3 now.
- Repeat steps 3 through 5 indefinitely, until you become
sufficiently wealthy.
Even innocuous magic items can be used to exceptional effect
by the sufficiently clever PC.
Return to Contents
- Free Photoshop Substitute
From: James Houston
http://www.roleplayingtips.com/readissue.php?number=216#r2
In issue #216, Jared Dyche submitted a tip for using
Photoshop for game maps. I wanted to let him (and your
readers) know about the "GIMP" (Gnu Image Manipulation
Program). The GIMP is an open source image editor that
supports most common image formats (including Photoshop psd
files), utilizes layers, filters, and many of the other
tools that make Photoshop so great. The GIMP runs on most
linuxes/bsd/unixes, Windows, and Mac OS X (Yeah, I know it's
just another BSD!)
The official website provides more complete information
than I can, so here are a couple links:
While not a complete Photoshop replacement for the hardcore
graphic designer, the GIMP shines as a free alternative to
Adobe's $500 image editor.
[Johnn: thanks also to Elena of Valhalla, Robert Uhl, Juanjo
Aparicio, Bartlett, and Paul A who wrote in with the same
great advice!]
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