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Roleplaying Tips Weekly E-Zine Issue #218
Drag & Drop Game World Organizations Part II
Contents:
This Week's Tips Summarized
Drag & Drop Game World Organizations Part II
- Gnomic Shipping Guild
- Shield Husbands/Shield Wives
- The Arabathil Brotherhood
- The Sybaritic Monks
- The Soporific Order
Readers' Tips Summarized
- Quick Rumour Tip
From: Laura Thurston
- Paranoia Tip
From: Roger Barr
- Matched Die Descriptions
From: Lord Damian
- Speed Up Your Game: Use Static "Dice Rolls"
From: Lord Damian
- Limiting Multiple Enchantments On Weapons For Game Balance
From: Tommy HH
Return to Contents
A Brief Word From Johnn
Drag & Drop Game World Organizations Part II
This week's issue features five more entries from the recent
game organizations contest. I hope you can find some room
for them in your campaign. Perhaps they might be useful for
a side plot, a background event, or a history item?
What To Do With 100 Cardboard Boxes
I'm thinking...a massive fort! The Big Move to Edmonton
happened today without any problems or injuries (to people
or stuff). Whew, I'm glad that's over. Now comes the fun
task of unpacking boxes, boxes, and more boxes. Hmmm, maybe
I should build a cardboard golem?
Here's a stumper. What does one pack boxes in? :)
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
Drag & Drop Game World Organizations Part II
- Gnomic Shipping Guild
From: Thinkanalogous
Group Purpose: The Gnomic Shipping Guild has two
objectives:
- Trade and gain money.
- Further the technology of the gnomic civilizations
through exploration, discovery, and theft (ahem, I mean
copying) if necessary. Though entirely peaceful, and anti-
colonial, the Gnomic Shipping Guild has established a world-
wide shipping trade. Their ships are the fastest, their
naval warfare technology is the best, and their abilities at
trade have enabled them to deal with even the most reluctant
nations. They are a maritime Switzerland in politics.
Membership details: Membership in the Gnomic Shipping Guild
is generally gained by birth (that is, one must be born a
gnome). Rank is determined by skill above all else.
Roleplaying Ideas:
- The party needs fast transport and GSG seems to be the
best option.
- The PCs are hired to steal siege craft technology (the
only act known to make gnomes incoherently violent) from the
GSG.
- The PCs have discovered an interesting piece of loot and
it's said the GSG will buying anything and pay the best
rates.
- The group needs access to an isolationist culture/nation
and must persuade the GSG to put in a good word for them or
even broker a meeting.
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- Shield Husbands/Shield Wives
From: Thinkanalogous
This elite military branch of men and women is known for its
fierceness in combat. A married couple is trained from
courtship on how to fight together. She carries a large
shield and a short sword, he a small shield and a longsword.
When fighting adjacent, they gain a defense bonus due to a
feat, ability, or skill that teaches them how to cover each
other's backs.
If their partner dies, they take vows of celibacy for the
rest of their lives. Members of this group are self
selecting. Couples apply together once per year. This
fighting force was created in a time of great military need
in its nation's history and is the reason that women were
allowed, and welcomed, into military service.
In the country's most desperate hour, it was these fighters
who saved it with a crucial victory. Since then, this
fighting unit has been revered for its holiness and battle
prowess. Now it serves to protect the most important
members of the church or state.
Roleplaying Ideas:
- The party is hired to help a shield wife find her
kidnapped/captured/missing husband; she, of course, joins
the party temporarily as an NPC.
- A member of party is hired to seduce a widower shield
husband (celibate).
Return to Contents
- The Arabathil Brotherhood
From: Alan Jones
This is a group of sages, mages, and clerics who are
fascinated by the variety of forms of life in the world and
the planes beyond.
Daemyr Rheoddyn is the leader and founding member. He has a
mansion in the richer part of the city with a fine library
and an extensive underground menagerie. He suffers from
sporadic dizziness brought on by the breath of a creature he
encountered years ago and now relies on other members of the
Brotherhood to bring him knowledge. He is in his late
twenties and uses his dashing good looks to gain favours
with the women of the city.
The Brotherhood's name is taken from one of Daemyr's
adventuring partners, a paladin who died protecting the
mage. A statue of Arabathil stands in the library.
Membership details: To gain admittance, a member must
produce a detailed document describing a new or unusual
monster. If possible, an example (dead or alive) must be
presented to the Brotherhood.
Roleplaying Ideas:
- A mage who is seeking entrance to the Brotherhood
approaches the PCs and offers to buy a notebook they have
found for a huge sum. The mage is desperate to join the
Brotherhood but lacks the courage to go on his own monster
hunts. If the PCs decide not to sell the book others try to
steal it from them.
- A creature escapes from the menagerie and terrorizes the
city. The Brotherhood wants it captured before it is killed
or before the city militia find out where it came from.
Return to Contents
- The Sybaritic Monks
From: Tyler Elkink
The Sybaritic Monks began 300 years ago as an offshoot of
major pleasure-god worship. In their dedication to physical
pleasure, which led to some strange philosophies, the Monks
encountered the new science of economics. "Trade-off", or
"greater pleasure gained for lesser pleasure abstained"
become the core concept around which the monks built their
new ideas.
The Sybaritic Monks seek nothing but pleasure and have a
broad range of definitions. In fact, anyone of any alignment
may join them and prosper. Illegal or perverse activities
are restricted on the basis of local law enforcement. The
less likely a Monk is to be caught, the more lax the order's
local house is.
Some of their order are those with long-term, terminal
diseases who plan their physical breakdowns from abuse to
coincide with their expected death date. They have, as a
result, become very good at understanding and treating
overdoses, poisons, exotic drugs, etc.
The Sybaritic Monks, far from being a dissolute band of
miscreants, are frequently regarded as a trusty group who
are willing to do favours for others in exchange for very
little. For example, most Monks are willing to perform
healing or restoration spells in exchange for a night or two
with an attractive member of the party. This makes them
exceptionally popular with the poor.
Sybaritic Monks worship a small pantheon of pleasure gods;
Bacchus, Dionysus, Lev the Triple-Breasted Whore and her
lover Great Nas, Elriccan the Creative Alchemist, etc.
Return to Contents
- The Soporific Order
From: Tyler Elkink
This group of somnolent mystics and seers based in a major
crime city are difficult to find. They are renowned for
their accurate and even occasionally straightforward
predictions of the future. Their fees are enormous and go
almost entirely towards maintaining a huge amount of beds
designed for long-term care hospital patients.
They predict the future in their dreams. They are trained
for years in maintaining a state of subconscious relaxation.
When they are ready, they lay down in a bed for years at a
time, kept nourished by an intravenous feed of addictive,
psychotropic sedatives and more mundane components. Their
dreams are heavily affected by the presence of conscious
people near them, and typically speak out loud regarding a
person's future when they're near. The seers are wheeled out
into a private room for tellings.
It has been postulated, but never proven, that a break-in to
the sleeping beds where the seers are all stored would
trigger a huge, possibly cataclysmic, foretelling that would
not only predict but predetermine the future of the break-in
artist.
Return to Contents
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Readers' Tips Of The Week:
- Quick Rumour Tip
From: Laura Thurston
Hi Johnn!
Here's a quick tip that got rave reviews from my gaming
group.
When I know that my PCs are about to meet a large group of
people from arriving at a village, having a ship land, the
circus comes to town, a group of pilgrims stops by, or other
influxes of new NPCs, I assume that the PCs are going to
want to chat up the NPCs.
First, I consider various gossip generators:
- Where the NPCs have recently been
- Information about the area
- Interpersonal relations
- Local disputes
- Who has recently been in the area
- Religious and political disputes
- Petty crime
- NPCs being made fools of
Next, I write up as many rumors as feasible and cut out each
rumor into its own slip of paper for player handouts. Each
rumor gets rated according to plot relevance, usefulness of
information, and roleplaying hook potential. Each rumor gets
a point value based on its rating.
During the game, when I have the players roll to Gather
Information, I add up the rumor point values on the paper
slips to equal the Gather Information roll and give the
collection of handouts to the players.
Rumors can also be specific to a particular type of
character. For instance, some rumors will only be obtainable
by bards while others might be obtainable only if the player
declares that the character is talking to the village
children (who see and hear things and will talk about things
the adults want kept quiet).
Return to Contents
- Paranoia Tip
From: Roger Barr
Johnn,
One of the best ways to encourage paranoia and distrust
within the party is to share information with a player
privately, and then have him not share it when he returns to
the table. (Give him a reason not to, or link it to a
background piece of information that's not a good thing to
share).
It really sows the distrust, particularly if you have a
player who is known for less than lawful tactics upon
occasion.
Use this tip wisely though.
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- Matched Die Descriptions
From: Lord Damian
Use the numbers on the dice when you roll them as a gauge of
when to add something "extra". For example, in a game that
uses 3d6, such as Hero, when the roll comes up 2-2-2, 3-3-3,
4-4-4, or 5-5-5 (triple 1s and 6s are reserved as criticals
and botches) add something extra into the resolution
description. Introduce some new information, add a bit of
flair to combat, be dramatic on chases, etc.
The same thing can be used in single die resolution games.
In d20, for instance, when a DEX check is rolled and if the
result is equal to the PC's DEX, emphasize the description
in terms of their dexterity.
If a player rolls a matched die result, he should tell you
he has a "Matched Die" and what it matches with (i.e. a
skill check, attack, or attribute check). He then can craft
his own expanded description.
Keep in mind that the player's description should only
correspond with the skill and attribute in use at the time,
though you might want to factor in any synergy skills.
[Comment from Johnn: one reason why I like this tip so much
is that the mechanics create a great "reminder service".
You know how you get tired and a bit uninspired as a game
session wears on? You start to forget to add details and
your descriptions might not be as fresh as they were a
couple hours ago. By having the dice remind you to wake up
and inject the flavour again from time to time, your game
session quality and GMing will remain consistently
interesting.]
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- Speed Up Your Game: Use Static "Dice Rolls"
From: Lord Damian
This rule is a touch involved as it requires a bit of
reverse engineering of the rules. The goal is to free up the
GM so she can give more attention to the story and track
what's going on better. The example below is targeted at
d20, though it's actually a rule I use in Fuzion, and it can
be used for many other systems.
First, look at what you as GM have to roll during games:
- Skill checks
- Attack checks
- Saves
- Caster checks
- Spell resistance
- Damage
- Initiative
That's a lot of dice rolling and calculating when you look
at it.
Now, here's where it gets a bit difficult. You need to find
the average success number (average roll + static bonuses)
for each NPC and monster. In d20, since most everything is
resolved by rolling a d20, your average roll is 10.5, which
we'll call 10. Then add a base of 10 to all skills, attacks,
and caster check mods.
This gives you a list of difficulties for your PCs to roll
against so that you now only have to worry about saves,
spell resistance, damage, and initiative (which I suggest
stays rolled to keep it fluid).
On the player side, just use the rolled defense rule from
the DMG. i.e. do _not_ add the base 10 AC modifier. Roll a
d20 and add modifiers for every attack targeted at you
instead.
Now keep in mind this isn't fool proof. Some skills aren't
opposed, and some rolls you might not want to make static or
you might reserve the right to use GM fiat on them. For
example, major villains should always be rolled and not use
pre-determined static calculations.
Use your best judgement though, and with this tip, you
should be able to cut your die rolling and in-game
calculating in half.
Return to Contents
- Limiting Multiple Enchantments On Weapons For Game Balance
From: Tommy HH
In my game, weapons and magic items can have multiple
enchantments laid upon them. While this creates very
interesting artifacts, it can be a game unbalancer from time
to time as well. Here is my solution to over-enchanted
weapons.
Every single enchantment that targets somebody or something
has one weakness: when the enchantment is cast roll a d6. On
roll of 1 or 2, all previous enchantments on the target are
destroyed.
So, if a dwarven mastersmith wants to create a mastersword,
there is a one out of three chance that he has to start all
over again each time he tries to add an enchantment to the
weapon. This makes it very likely that the creation of a
super-weapon may take a lifetime...
In my game, there is a second consideration to this. Casting
an enchantment permanently removes spellpower from its
caster (which may be restored by extremely rare potions).
This turns most multi-enchantment items into projects that
take years instead of weeks.
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