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Roleplaying Tips Weekly E-Zine Issue #223
Mission-Style Roleplaying
Contents:
This Week's Tips Summarized
Mission-Style Roleplaying
- Add Conflict
- Adopt A Mission Style For Roleplaying
- Make The Mission Objective Clear
- Establish A Reward
- Death Should Not Be A Route To Success
- Mission: What's The Back-Up Plan?
- Mission: The Promise
- Mission: Change An Opinion
- Mission: Lose Face
- Mission: Improve Reputation
Readers' Tips Summarized
- Tricky Random Player Selection
From: Dwight Durmon
- NPC Parallels
From: Bryan Davidson
- Employ Gross Displays Of Power
From: Bryan Davidson
- Dealing With Loud Or Overbearing Players
From: Keith L.
- Use Flowcharts For Maps And Keep Things Free Form
From: Leonard Wilson
Return to Contents
A Brief Word From Johnn
Thanks to Mythosa.net & Bruce Gulke
Thanks to everyone who offered server space and bandwidth
for Tips downloads! Bruce Gulke, of TableSmith fame, kindly
offered me room at his site and I've got my first file up
there already.
Weeks ago I had to take down all the autoresponder files due
to viruses and spam spoofing. So, this weekend I zipped them
up and you can now download them here for free:
Roleplaying Supplemental Issues #1 - #16 (268KB):
http://www.roleplayingtips.mythosa.net/Supplemental_Issues.zip
Thanks for the space Bruce!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
Mission-Style Roleplaying
By Johnn Four
Combat in RPGs is a physical, tangible, visceral thing. In
many games, combat stuff takes up 75% or more of a character
sheet. When the fighting breaks out, you have concrete
numbers, specific skills, exciting attacks, and pages and
pages of rules. Damage lets everyone know how much they've
dished out and how much they can take. It's measurable,
pleasurable, and definite.
Roleplaying, on the other hand, is much more ephemeral and
undefinable. It's harder to quantify, which puts many
players off. It can require real-life acting and speaking
skills, depending on group play style. There's often no
clear winner or loser, and it's harder to know how well
you're faring in the encounter.
In fact, in many styles of gaming, roleplaying is mostly
about being in the moment. Players want to put on their PC's
shoes for awhile, escape reality, and _be_ someone else. For
others, it's a chance to flex their acting skills, use their
imaginations, or live out their favourite movie and book
scenes.
Because roleplaying lacks the physicality of combat and is a
highly social activity it makes many gamers
uncomfortable. Board gamers, wargamers, and "gamists"
sometimes get quite dissatisfied with roleplaying encounters
and they pine for some action.
There is no right or wrong way to play. A dungeon crawl game
format is just as valid as a roleplaying format where not a
single die is cast. However, groups often consist of a mix
of players and GMs who want one or the other style.
Hopefully, the following tips can make both sides happy some
of the time by focusing on adding conflict and a "mission"
style to roleplaying encounters and plots.
- Add Conflict
One thing you can do to bridge the gap between role-players
and roll-players is to add conflict. It's not enough to just
interact with each other in-character. For example, a tea
party encounter with some influential nobles would make some
players quite happy. Exchanging pleasantries and gossip, and
using the words and body language that their characters, the
game world, and the genre would use would be enough for a
satisfying experience. Other players would start to yawn
almost immediately though. A few players would even draw
their weapons and start hacking!
One solution is to add conflict. Make the encounter an "us
vs. them" situation. This creates potential winners and
losers and makes the encounter a bit more tangible for some
gamers.
This might also introduce some skill-based dice rolls, which
will appease action-oriented players. Yet, the action will
occur within a roleplaying context--conversation and in-
character references--thus satisfying many roleplayers. In
addition, players who focus on character advancement and
characterization will enjoy employing the game mechanics.
Return to Contents
- Adopt A Mission Style For Roleplaying
A roleplaying encounter often lacks focus. The party
encounters an NPC (or several) and a conversation ensues.
The encounter might be premeditated (i.e. the party is
conducting an investigation), coincidental (i.e. a random
encounter or the GM just planted the NPC for flavour), or
predestined (i.e. it's a planned GM encounter), but the
roleplaying is unstructured and chaotic. The party isn't
100% sure of what it's doing or trying to accomplish.
Several PCs are trying to talk to an NPC at once. The
conditions of success, failure, and progress are unclear.
This drives many players crazy.
A fun solution is to adopt a mission style for roleplaying
encounters some of the time. The players are given a
"quest", or a reason, to approach and parley with one or
more NPCs.
For example, one mission might be to discover a wealthy
merchant's greatest fear. This would require the party to
roleplay discussions with those who know the merchant, the
merchant's family, and/or the merchant herself. The PCs
might pursue other forms of investigation, such as breaking
into the merchant's house hoping to find a diary or other
clue, but eventually they'll need to parley to get the
information they seek (assuming you've designed things this
way to encourage roleplaying, but perhaps there is a diary).
With a roleplaying mission, the PCs have a unified purpose.
Consequently, there is an implied condition of victory
(mission success), and this style leaves plenty of room for
"us vs. them" type missions as well as cooperative goals.
The increased tangibility will make many action oriented
players happy. The conditions of success help players grasp
what they're supposed to do--reducing the chaos a bit--and
whether they're getting closer or further away to
accomplishing their task.
At the GM level, roleplaying missions have numerous
benefits:
- Closure. There is a "mission accomplished" feeling once
the PCs have achieved their objective. This not only
increases player satisfaction but yours as well.
- Pacing. Once the PCs have succeeded or failed, you have a
solid cue for moving the game along. In encounters where the
party is roleplaying just for the sake of it, it's sometimes
difficult knowing when to end things to keep the story
progressing.
- Victory points. If your game rules use an experience or
victory point system, having a tangible mission lets you
evaluate difficulty level and, consequently, reward levels
much easier. It also gives you something specific and
discreet to evaluate.
- NPC preparation. A mission makes a good seed or hook to
prepare and design NPCs around.
- Encounter design. A mission gives you a distinct purpose
to design for. It creates boundaries and parameters to help
you tweak things to be more entertaining.
Examples of roleplaying missions follow in some of the tips
below.
Return to Contents
- Make The Mission Objective Clear
Make loud and clear what the players are supposed to
accomplish. Feel free to experiment with different levels of
subtlety, but you can never go wrong by explicitly informing
the players what they're goal is.
Note that you're only providing the goal, the purpose, the
condition of victory. You do not have to tell the PCs how
they're supposed to accomplish their mission. That's the fun
part for them! So, you're not spoiling anything by providing
a clear objective.
Some ways to make a mission objective clear:
- A NPC hires the PCs and describes exactly what he wants.
- An NPC, perhaps a friend, makes a perceptive comment about
what the PCs are doing. He summarizes the PCs' objective for
them or describes them in a different way. "So, it sounds
like all this boils down to finding out the merchant's
greatest fear!"
- Tell the group directly, player to GM. Though this might
seem to be a clumsy method, but it sure beats GMing a
confused or frustrated party.
- Player handout. Give the PCs a prop, such as a letter,
that describes their mission.
By establishing exactly what the roleplaying mission is, you
gain all the benefits of this style of quest. Hiding or
blurring the party's goal tends to frustrate action oriented
players while the others are blissfully chatting and acting
away.
Return to Contents
- Establish A Reward
Ensure the PCs know what's in it for them. Establish what
the reward will be for a successful mission. A reward will
sometimes drive hack 'n slashers to participate more in the
roleplaying as well as give those players who crave action
more patience during the encounter.
Players who enjoy combat are used to immediate
gratification. First, their PC survived--a small but
important reward. Second, there's usually a body to loot.
Next, there's often a lair to loot. Finally, there's
experience points to tally.
For this type of player to go along with a roleplaying
mission, they need to understand what the reward(s) will be.
What do the PCs get if they're successful? Now that you can
actually say if the PCs were successful in their roleplaying
encounter or not, you have an opportunity to provide a
conditional reward.
- Experience points. When handing out experience or victory
points, make sure you identify which ones (or how much) came
from the roleplaying mission. That will help you generate
buy-in for future roleplaying encounters as the players will
know there'll be a form of character advancement reward.
- Payment. Someone is willing to pay the PCs to perform the
mission. Alternately, what is gained from the mission, such
as information, has value and can be sold for profit.
- A link to treasure. If successful, the mission will bring
the PCs closer to a valuable reward.
- Action. Completing the mission will bring the party closer
to a stage boss battle or some other cool potential for
action. Combat junkies love to feed the beast and will even
suffer through roleplaying encounters to get their fix. LOL.
Seriously though, if a player is motivated by dice and
combat, a good reward for roleplaying is to bring the party
closer to a combat encounter.
Return to Contents
- Death Should Not Be A Route To Success
Design roleplaying missions so that death will not bring the
PCs success. This will help keep the players focused on
using roleplaying and imagination to accomplish their goal
rather than steel.
Don't hesitate to make this point clear to the group. Even
though you might feel it's important for the PCs to make
their own mistakes and choose their own actions, emphasizing
the fact that combat won't solve things will prevent session
frustration or poor player meta-gaming (i.e. even if we kill
this guy the DM will rescue the plot somehow).
In general, there are two situations you can design
roleplaying missions around to ensure death won't be a valid
choice:
- The NPC(s) knows something. Unless the PCs have access to
some form of speak with dead, pretty much the only way to
get information out of somebody is to roleplay with them
(persuasion, intimidation, trickery, coercion) while the NPC
is alive. :)
- The NPC is a key. The non-player character has some aspect
or element that is only valid if he is alive. For example,
social status, employment status, a critical relationship.
Return to Contents
- Mission: What's The Back-Up Plan?
The PCs need to find out an NPC's back-up plan. Someone or
something wants to take action against an NPC and they need
to ensure the NPC won't slip away or find an alternate means
of victory.
This is a cool mission because it has an air of subterfuge
and subtlety. Whoever is sending the PCs on this mission
will be perceived as cunning and subtle. "It's not enough to
simply corner the villain, we have to ensure he has nothing
up his sleeve as well."
This type of mission is also good because it gives you more
life out of your existing building blocks. By that I mean
you'll be able to re-use NPCs, locations, plot threads, and
various items, with the exception of what you need to invent
for the back-up plan.
You might want to ensure that the final plan for the PCs'
side is not to actually kill the target NPC. Otherwise, if
the opportunity presents itself, the party might just kill
the NPC directly, negating the need for discovering a back-
up plan and for planning a final confrontation altogether.
For example, perhaps the long-term goal is to win an
election, bring an NPC to justice, or to discover the final
word of a soul trap spell.
As an NPC could have several back-up plans, and back-up
plans are often created in response to anticipated forms and
configurations of attacks (which then change once back-up
plans are discovered), this type of mission can be used over
and over again.
Mission examples:
- What will the villain do when we attack him in his lair
and defeat his traps and guards?
- What will the ambassador do if we succeed in proving to
the King he is a spy?
- We are about to win the lucrative royal contract, but our
rivals, the Street Cleaners Guild, who are also bidding on
the job, don't seem very worried. Why?
Return to Contents
- Mission: The Promise
The PCs' mission is to get a commitment or promise from an
NPC. The party must roleplay things in such a way, though,
that the NPC is sure to honour the commitment. Otherwise,
the mission would ultimately end in failure as those who are
depending on the commitment will not accomplish their own
goals.
Usually, there is some resistance in the NPC for making the
promise. There might be risk, cost, or danger associated
with either making the promise in the first place or in
carrying through with what was agreed upon. The greater the
possibility of loss, expense, or threat the more resistance
the PCs will have to counter.
While intimidation will often get an NPC to make a promise,
it's no guarantee that the promise will be kept. Therefore,
it's not always the best tactic, making this type of mission
a lot of fun.
Be sure to arm the PCs with the ability to convince the NPC
to make and keep his promise. Ask yourself, what can the PCs
do after the NPC initially refuses to make the promise? This
mission might even spawn pre-missions to find the clues and
information required to arm the PCs with their needed
leverage.
Even if the PCs are armed with a plan, offer, or leverage to
make the NPC's promise the logical best choice for him, not
all NPCs will listen to logic. They'll hesitate out of fear,
greed, pride, or some other emotional reason, thus making
the PCs roleplay a little harder for victory.
Mission examples:
- Get the senator's vote in the upcoming ballot.
- For this caravan to make a profit we need to make sure
Boris will give us good price on the wool we return with.
Make sure he gives us that price in two months time when we
return.
- Last night the barmaid heard something she shouldn't have.
If she tells the wrong person she's as good as dead. Please
convince her to tell no one of what she knows, even though
the information could be valuable!
Return to Contents
- Mission: Change An Opinion
The PCs must convince an NPC to change their mind about an
opinion they've formed about someone, someplace, or
something. This is different and trickier than just making
an NPC like you. The NPC might like you but that won't
necessarily change their opinion about something.
In general, this challenge has two axes:
(x) Amount of proof and information the PCs can bring to
bear to help their case.
(y) Firmness of opinion - how likely is it the NPC will
change his mind?
The more firm an NPC's stance is, and the more insubstantial
the PCs' leverage is, the harder it will be to change an
NPC's opinion.
Mission examples:
- Convince the innkeeper that mages should be allowed to
stay at the inn.
- Persuade the moneylender that I'm not such a high risk for
a loan.
- How can I demonstrate to Loreille's father that I'd make a
good son-in-law?
Return to Contents
- Mission: Lose Face
The PCs are charged with making an NPC lose face in public.
Name calling is usually the most direct, but least effective
tactic. The PCs will have to come up with something creative
to embarrass, humiliate, or socially injure the NPC.
Watch out for the dueling option. Consider making dueling
illegal, losing duels non-disgraceful, or the NPC an expert
fighter.
Mission examples:
- Trick the priest into admitting his lies before the
council.
- Convince Boris to do something foolish at the dance so
that Loreille will lose interest in him.
- Make Boris refuse when I challenge him to a duel so that
everyone thinks he's a coward.
Return to Contents
- Mission: Improve Reputation
The PCs are charged with the task of improving opinions
about a certain NPC. While the party might come up with
action-oriented plans, such as faking an event or
masquerading as the NPC and performing good deeds, this will
still require some roleplaying support to ensure that
reputation-increasing situations are perceived in the right
way and to measure success.
Enable the PCs to tap into a community grapevine so they can
roleplay through this to achieve their goal. You can also
fine-tune this mission to a target group whose opinions
about the NPC's reputation must change. The more elite or
remote this group is, the tougher the challenge.
Mission examples:
- The PCs' newest friend wants to be accepted into the "old
boys' club", but they think he is too young and
inexperienced.
- After a few bad deals that "weren't his fault", a merchant
wants the PCs to convince the guild he's an honest
businessman.
- A shy scribe wants people to think he's brave and
courageous.
* * *
Not all players enjoy roleplaying, parleying, and acting.
Some come to the table to kick some ass, roll the dice, and
see some action. By adopting a mission style for some
roleplaying encounters, you can create a middle ground
between various playing styles to keep your players
entertained and satisfied.
Return to Contents
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Readers' Tips Of The Week:
- Tricky Random Player Selection
From: Dwight Durmon
If you (the GM) provide any type of liquid refreshments to
the players, such as cans of soda, you could discreetly mark
the bottom of the can or bottle and allow the player to
choose his or her drink during the game.
Then, at the crucial point, tell the players to look at the
bottom of their drink to see if they've been poisoned (and
roll a saving throw). Might create a little distrust in GM-
provided refreshments, but it would encourage players to
bring their own. :-)
Return to Contents
- NPC Parallels
From: Bryan Davidson
This is a tip taken from a friend of mine. When creating
NPCs, I take a person that I know in real life, base the NPC
on that person, and rearrange the letters in their name to
create the name of the NPC. This makes NPC creation easy. It
also creates a cool minigame to have the players try and
figure out who the NPC is based on. It is also a nice twist
to have the PCs interacting with an NPC that all the players
know.
Return to Contents
- Employ Gross Displays Of Power
From: Bryan Davidson
To make any villain a bit more evil, simply have them show
off their power. It is one thing to simply devise and
execute an evil plan. It is quite another to do it with
finesse. A villain can demonstrate his finesse for evilness
by calling forth numerous huge monsters, having all the
flunkies attack at once, or by causing some huge world
changing event, such as removing the sun from the sky.
Roleplayed well, these power displays will become favorite
adventures.
Return to Contents
- Dealing With Loud Or Overbearing Players
From: Keith L.
If you have a player who talks over everyone else (perhaps
including the GM) while at the table, try whispering or
passing notes to the other players while the loud player is
carrying on.
Make these transactions lucrative for the quiet and/or
patient players by revealing little tidbits of knowledge,
such as things they notice about the surroundings, so that
they then have a bit of an advantage going into a current or
future scene.
This may even be elevated to monetary reward if the
character type fits. I rewarded the rogue in my group by
keeping my voice low as he searched the inside of a chest.
Two other players bickering at the table made it so that
only he heard me when I described the bit of treasure he
found. If the other players hadn't been overbearing and
bickering about something, perhaps their characters would
have noticed the rogue pocketing the valuables.
This happened to me by accident a few times, so I think I
started incorporating the strategy into the game based on my
experience. It has increased the level of attention the
players give me significantly for fear they'll miss some
valuable piece of information.
Return to Contents
- Use Flowcharts For Maps And Keep Things Free Form
From: Leonard Wilson
re: http://www.roleplayingtips.com/readissue.php?number=1
Referencing all the way back to issue #1, Mapping Dilemma:
How To Stop Your Players From Yawning:
Hard experience has taught me what in hindsight looks bloody
obvious: the only time that players get any tangible good
out of a slick, highly detailed map is when it's laid out in
front of them Ð so all a GM's most detailed maps should be
either hand-out props, or battle boards for tactical
miniatures.
And while tactical miniatures games can be a lot of fun, I
personally find them too cumbersome to integrate into
everyday roleplaying. My best games have always come from
keeping things fast-paced and snappy, letting the action
scenes flow and change direction on the proverbial dime in
response to player decisions.
Predictably, then Ð though I once reveled in drawing
precise, convoluted, and painstakingly detailed maps Ð few
of my maps any more consist of more than a few hastily
sketched symbols.
When I do take time to make a permanent map of some locale,
I've thrown out all pretense of scale and precision. My
players aren't going to care whether the distance between
point A and point B is fifty miles or fifty-five. They're
going to care how long the trip takes. They aren't going to
care if a room is 30' x 40' rather than 30' x 50'. They're
going to care whether it's the size of a closet or a vaulted
cathedral.
There is nothing inherently thrilling about numbers. Or did
I blink at the point when accountants had to start hiring
bodyguards to beat off all their groupies?
Words, not numbers or images, are a GM's stock in trade.
Words. Nouns. Adverbs. Adjectives. Numbers are just the
glue that hold the game together, and images can't be
produced quickly enough to ever be more to your players than
eye candy. Very pretty, hardly filling.
So the best map for roleplaying is one that lends itself to
verbal use.
For my money, that means using a flow-chart map Ð the kind
pioneered by the word-based worlds of the old Infocom text
adventure games, and used to this day by players of online
text RPGs all over the internet.
In a flow-chart map, one box (or circle or octagon or
whatever) equals one "room" (i.e. a distinct area where
action can take place, like "alcove", "study", "footpath",
"clearing", "forest", "kingdom", or whatever you please).
The boxes are then strung together with connecting
entry/exit lines to indicate what rooms on the map are
adjacent to each other, and what direction one must travel
to get there. Few flowchart maps ever adhere to a tight
grid formation, much less a reliable scale, so you can end
up with a real tangle of room connection lines that twist
and turn and wander about the map.
For added detail, different icons and line-styles can be
added to the entry/exit lines to show at a glance if the
line represents a door, a footpath, a hallway, a gate, a
bridge, etc.
You can also tag the entry exit lines with numbers to
indicate distance in whatever units would be meaningful
(i.e. working with a map of "rooms" large enough to take
hours to travel between, I slap a three on the entry/exit
line between the Barony of Barstow and the Rollicking Ruins,
so I'll know it takes about three hours to go from one to
the other on horseback).
To help keep some size consistency in my maps, I do assign a
general scale to each based on the area I expect a typical
room to represent.
In my current campaign, for example, I use ten standard (but
abstract) scales: room, building, village, manor, barony,
shire, duchy, kingdom, continent, and world.
A room-scale "room" may actually represent a section of
hallway or a small forest clearing. A "village" scale room
may actually represent a neighborhood in a city, or a good-
sized pond. A kingdom scale "room" may actually represent a
sea or a major mountain range instead of a kingdom.
When the PCs embark on a major cross-country journey, I may
choose to zoom out to my duchy-scale maps. Then when they
arrive at their destination city, I can zoom in to let them
explore the city one neighborhood at a time. When thugs
jump them in the rough part of town, I can go to a "room-by-
room" look at the alley and nearby buildings.
In this way, I build a coherent, consistent world for
players to explore, and in exactly as much detail as I need,
without ever wallowing in irrelevant facts and figures no
one will ever use or care about.
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