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Roleplaying Tips Weekly E-Zine Issue #222
4 Tips For Whipping Up Scenarios For Conventions
Contents:
This Week's Tips Summarized
4 Tips For Whipping Up Scenarios For Conventions
- Picking A Gaming System
- What's It Going To Be About?
- Ok, So Now What Happens?
- Use Pre-Gen Characters
Readers' Tips Summarized
- Horror GMing Tip
From: Gareth Hodges
- Great Greek Monsters Resource
From: Yogi
- Cater To Player Motivations
From: I. C. Erickson
- Interesting Historical Web Sites
From: Guillaume T. Boily
- RPG Manager Micro Review
From: Michael Thould
- Why Make Your Own GM Screen?
From: David Pakalnis
Return to Contents
A Brief Word From Johnn
Seeking Volunteer Excel Afficionado
If you're a whiz with Excel and have some free time, I'd
like to chat with you about whipping up a campaign calender
tool. Thanks!
Yahoo! Mail Delivery Problems
Yahoo! is pretty consistent about _not_ delivering the ezine
to subscribers. If you're finding delivery inconsistent,
check out this link about filters for a possible remedy:
http://help.yahoo.com/help/mail/manage/manage-06.html
Interview At Neverwinter Vault
Maximus at the Neverwinter Vault interviewed me awhile back
and posted the file at NWVault. If you are desperate to kill
some time at work and there's no wet paint or growing grass
anywhere to monitor, then swing by for a quick skim:
http://nwvault.ign.com/features/interviews/BioWareJohnn042204.shtml
File Space Needed
I have a file or two, plus more in the future, that I'd like
to post and share with the tips community. My disc space
with my current host is nearly full though, and I'm loathe
to take down previous downloads or to start removing some of
the 221 archived html issues to make room. So, does anyone
have space or know of a good solution? I want to avoid the
freebie services that force pop-ups or brutal ads on you.
And before you offer space on your server, be warned that
the traffic hit might be considerable and I don't want to
cost you any extra expense.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
4 Tips For Whipping Up Scenarios For Conventions
By Nik Palmer
This article deals with ways of writing an effective game
for the Convention Scene. There were several contributors to
this article from the Northern New England Gamers Yahoo!
group with the initial impetus coming from Gaylord Newcastle
of Carnage Gaming. http://www.carnagecon.com
Original thread at (Yahoo! group membership required):
http://groups.yahoo.com/group/NNEG/message/275
- Picking A Gaming System
By default, pick a game system that you know well enough to
Game Master. In general, there are two approaches for
picking a game system to run at a Convention.
- Mass Appeal
Run a game system that people are familiar with, such as
D&D. This lets players focus on the game experience instead
of the mechanics. My opinion is that the system one plays is
far less important than the game story itself. A good game
master should be able to run the story he wants despite the
system.
- Open New Horizons
Try something different and introduce gamers to new games.
This can be especially good for genre games and classic
games. A popular trend noticed at conventions recently has
been the return of many "original" rules games. Playing TOON
or Paranoia will offer a great time. Running a classic MERP
Rolemaster game could prove popular as well. Gaming
conventions are prime opportunities to try new games,
systems, or genres that you may not be familiar with.
[J4: A friend recommended this game to me. Anybody tried it?
It looks like an awesome convention game:
http://www.halfmeme.com/master.html ]
Return to Contents
- What's It Going To Be About?
Your choice of game content can help players better immerse
themselves in the game. For modern era games, select a
setting that the players would be familiar with through the
news or physical location. If you are GMing at a Midwestern
convention, for example, running a horror game in cornfields
and rural back roads can help draw players in. Playing a
popularized location or metropolitan area, such as the Hindu
Kush Mountains or New York City, can be an effective setting
tool as well. National parks, natural formations, and weird
or mysterious historical locales can also provide a more
complete roleplaying experience.
When working in fantasy settings, the generic fantasy world
is one of the best routes to go. This means that player
success is not conditional on world history or specialized
genre knowledge.
For on-going games, it is requisite to have a fleshed out
world and campaign details developed for an ongoing
campaign. Convention games, however, are run in 4-5 hours:
- Straight forward missions, clear objectives, and "dungeon
crawl" types of adventures are best.
- Cull ideas or concepts from news, history books, or your
usual sources of inspiration.
- While intrigue is great, it is easy to get convoluted in
mystery and have a less enjoyable experience for both the GM
and players.
- Stick to straight forward. KISS.
Return to Contents
- Ok, So Now What Happens?
"...plots, motives, people, monsters; things are being
sorted to maybe, yup and no way....This is the best part of
the whole process." -G.N.
The straight forward approach to con games is good because
it allows you to focus in the limited time possible. There
are many different ways to have straight forward adventures,
such as diplomacy, delivery, rescue, and exploration/dungeon
crawl. Any major plot theme can be used, but it is wiser to
stick to a select few plot points than to incorporate a
robust and detailed story line.
- Create An Outline
I start my process with outlines. Outline the basic story,
the basic characters, the basic enemies. From this a
structure will begin to form. In addition, read support
material related to the game to have a better understanding
of characters, events, and motivations. For example, if you
are running a special forces military mission in Columbia,
you should have an understanding of the factions, goals, and
players in that country.
- Stay Focused On Scale
During this process your story may take turns and develop in
different directions. Go with it. Enjoy the process of
creation. However, stay focused on the fact you are writing
for a short convention game and not an epic year-long for
you and your best role playing buddies.
- Minor And Major Events
For roleplaying, mystery, or horror games, focus on multiple
minor events. In hack and slash or combat games, focus on
major conflicts. Regardless of the type, keep an extra minor
side plot event in the wings to throw into the game should
there be enough time or group interest, or if the players
get lucky or move through the adventure too quickly.
A minor event should take the players between 15 minutes and
45 minutes to complete. These are basic group challenges,
such as puzzles, NPC interactions, or a secret area. I
typically orient these encounters around good flavor text,
role immersion, and skills that the characters have.
A major event should take the players between 45 minutes and
1.5 hours to complete. These are major conflicts,
investigations, and region-affecting situations.
Be sure to include enough original ideas and twists to keep
the challenge fresh for experienced players. One should
choose events that will challenge the party in a variety of
ways, such as diplomacy, puzzles, combat, and expression.
Develop encounters so they drive to keep the story moving
while being flexible enough to let the characters have
impact on the ending of the game.
- Example Process Outlined
Here's a good method for developing a straightforward and
flexible con game:
- Make the maps for the game
- Create an outline of the major/minor events
- Develop the challenges, NPCs, and goals
- Develop "endgame" possibilities
This series of steps affords a non-linear approach to the
scenario. If you are new to convention games, you may prefer
to have a more linear structure of Event 1, Event 2, Event
3, Event 4, Final Encounter. This style is effective for
exploration/dungeon crawl adventure types.
Return to Contents
- Use Pre-Gen Characters
With only 4 hours to play it seems a shame to waste a half
an hour making the players build characters at the table.
If a game system affords quick and simple character
generation, it may be possible to do this at a convention
game. As a whole, however, it will be far more rewarding for
the players if they have characters with the skills,
backgrounds, and interests that will help further the
story line.
By pre-generating characters, the GM can insure that PCs
have the mettle to complete the adventure. One method for
balancing character selection is to have characters each
with a high number in a different statistic. For d20, this
means building at least 6 characters, with a collective 15+
in each of the stats.
By using pre-generated characters, a GM can develop more
potent involvement of the characters. Having characters
with backgrounds and beliefs that interact, PCs can develop
trust and conflicts among themselves that lead to amazing
roleplaying experiences for the convention attendees.
Not every character will be central to every moment of the
game, but when developing a list of encounters, try to make
sure that there is something in the session aimed at every
character. If you are playing a flexible, non-linear game,
be sure to target restless or bored characters for
involvement in the next encounter. This development of
balance is important for helping players to get involved and
enjoy the convention game.
Some simple ways to build cohesion amongst the pregen PCs
are:
- Blood (relative)
- Money (employee/bodyguard/assistant)
- Affiliation (professional/service)
- Passion (love/hate)
Depending upon the familiarity of the players and tone at
the table, swapping a few skills, pieces of equipment, or
fleshing out various things (can I have an umbrella and a
top hat to round out my dance skill?) is a _good_ thing to
do. It helps the players get into their roles and have more
fun with the game.
Running an RPG at a convention is about players having a
good time. Sometimes, that means fudging rules and playing
fast and furious without rules that slow down play. As a GM,
you have to gauge your audience to try and determine if they
are long-time system players, or if it's the first time they
have played an RPG.
Never stop a PC action that will kill an entire party,
although you may wish to prohibit PCs fighting against each
other. If a player wants to do something so incredibly
stupid that it kills everyone, then so be it. The players
are the ones who need to make that choice. It is your job
as a convention GM to describe the scenario and let the
players react. It is the players that make the game.
In my history of gaming at conventions, I have only been
involved with a TPK (Total Party Kill) once. So long as the
game lasts, even a TPK can be fun. Many convention veterans
claim that how much fun they have in a con-game is largely
dependent on the personalities and calibre of the other
players involved. If it was a close encounter with opponents
who seemed animated and interested, then most likely it was
a good game.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Horror GMing Tip
From: Gareth Hodges
http://www.chariot.net.au/~amaranth/articles.htm~amaranth/articles.htm
Hi Johnn,
Your recent issue on horror reminded me of a little trick
I've used to good effect. This works best if you game where
you have plenty of space to walk around the entire group.
When describing major scenes, start out by standing up and
walking slowly around the group in a clockwise direction.
Walk around them a good three or four times as you describe
a normal, non-horrific scene. Keep it casual; make it look
like walking around gives you room to be expressive, and
even use it to give them a physical impression of their
surroundings.
Then, when you describe your first horrific scene, do the
same thing, only walk around them counter-clockwise.
Repeat this process for a few games; clockwise for 'normal'
scenes, counter-clockwise for horror scenes.
Now you have them trained and the fun can begin!
When you reach a 'normal' scene that you want to be
sinister, or when you want to convey a sense of growing
dread, stand up and walk counter-clockwise. Do everything
else the same. Subconsciously, the players will *expect*
something horrible, and start crawling out of their skins!
They'll be *sure* that something was going on, without ever
consciously knowing why.
Try not to over-use this effect. It is subtle and won't work
if you crank it out for every mundane scene. The less often
you break the pattern, the more effective it is.
Return to Contents
- Great Greek Monsters Resource
From: Yogi
Hello Johnn,
I found a website listing many Greek and classical
mythological creatures. While there are many such resources,
this one stands out by being comprehensive and well-
researched. Aside from common-knowledge creatures, such as
pegasi and centaurs, it has information on obscure things,
such as the kampe, scolopendra, and ophiotauros, all with
direct relevant quotes from the original sources. I intend
to adapt some of these to my campaign--I much prefer using
creatures from actual folklore sources for the flavor; but
it is difficult to find a good authentic monster nowadays!
http://www.theoi.com/Bestiary.html
Return to Contents
- Cater To Player Motivations
From: I. C. Erickson
re: http://www.roleplayingtips.com/readissue.php?number=220#r3
"I used to get the complaint (always from the same people)
'there is nothing for my character to do.' Eventually, I
had the epiphany that this was code for, 'I'm not
constantly the center of attention.'"
I believe these are cries for help from your players that,
if left unanswered, will result in player dissatisfaction
and ultimately the end of even the best game. When the
players get bored they stop playing. While I do not cater
every encounter to the players' whims, I do try to find a
way for all players to shine every session.
If you break down the motivations of the players you can get
a basic understanding of what is fun for the player, and
what they want to get from a session, to ensure they will be
motivated to attend the next one.
In my group:
Player 1: is a scout at heart. He wants to discover
something new each session. He will try to scout ahead, or
peer around the next corner, with the hope of finding out
something before the rest of the group does. Once he
achieves this, he is content and gets to shine by going back
to the group and warning them.
Player 2: is the figurehead of the group. He needs to be
able to try and talk the group out of a situation. Even if
this fails, the fact that he tried to do so is more than
enough to ensure he is happy with the game.
Player 3: is the builder. He wants to create a legacy. If he
can do something to build his empire (small as it is, and
mostly in his own head) he is happy.
Player 4: is a healer. She needs to come to someone's aid,
help another, or otherwise feel like her character has made
some change in the world due solely to her being there.
And so on. Note that these motivations supersede the
character the player is playing. They supersede the game
world. These are the motivations of the player themselves. I
am sure you all have the player that will be a "Ranger" or
"Healer" in any game system: Fantasy, Modern, or Science
Fiction.
Once I started to see this pattern in my games, and started
to allow the players to "have the moment", their own unique
moments, they all became more intent and focused on the
story. Roleplaying, to me, is a cooperative narration.
Return to Contents
- Interesting Historical Web Sites
From: Guillaume T. Boily
A great site on the medieval heraldry of Spain, England,
Germany, and France. It has great details and pictures.
http://www.briantimms.com
A huge list of links to help world-building.Contains info on
anything from ancient recipes to warfare and literature.
http://www.geocities.com/worldbuildingonline/
A great site on the Persian Empire from 675 B.C. to 331 B.C.
http://members.ozemail.com.au/~ancientpersia/index.html
Information on ancient and medieval weapons. This site can
be slightly confusing because there are few pictures.
http://home.comcast.net/~sylvanarrow
A site made by weapons and armor collectors. Has incredible
info on weapons of all kinds. Check out the weapon
comparison!
http://www.myarmoury.com/home.html
Return to Contents
- RPG Manager Micro Review
From: Michael Thould
Hi. I love your newsletter by the way and I just thought I
would email you to tell you of a great program called RPG
Manager. It can be used for any genre of RPG, not just
fantasy. There are a few minor bugs the developer is working
out, but it is still very good at managing your campaigns.
It allows you to make random encounters maps, skills, feats,
etc. that you make yourself. The only generators in it that
I know of are the dice rollers.
http://www.rpgmanager.net
Return to Contents
- Why Make Your Own GM Screen?
From: David Pakalnis
Whether it's because the system I play does not have one, is
a version out of date, or I just haven't purchased the
official one, I often make my own screen. Here are some of
the reasons:
- I don't use those rules!
Many times, a commercially produced screen might contain
rules that you don't use in your game. If you don't need
them there then they are just cluttering things up!
- I can't read that!
Tired of squinting at your screen, or having to pick it up
to read it, spilling dice and exposing your maps? Make your
own and it will be as big and easy to read as you need.
[J4: So David, reading between the lines, are you saying I'm
getting old? :) ]
- My favorite chart is missing!
When the designers made the screen, sure, they made some
good guesses, but you need some of the charts they left off,
so, put them on your own screen!
- Where did they put that?
When you make your own screen, you can place the charts and
tables in relation to how _you_ use them and to where they
make sense to you.
- This edition is out of date!
Often, when new supplements or editions come out, some of
the rules may supersede those on your screen. If you make
your own, you can stay up to date.
- The cool stuff I made is not on there!
If your game has house rules, or new equipment and weapons
(and whose does not?), then you may want them on your
screen. From errata to house rules to new damage tables,
make your own screen and they will be there.
Some folks just paste new screens over old, or put them on
cardboard, poster board, old binders, or whatever. There are
even some cool screen accessories on the net for sale; just
do a search for them.
By making your own screen you get the data you need, in the
format you want, as accessible as you like it, and without
the stuff you don't need for your game.
Return to Contents
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