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Roleplaying Tips Weekly E-Zine Issue #224
Mission-Style Roleplaying Part II
Contents:
This Week's Tips Summarized
Mission-Style Roleplaying Part II
- Choose Location Carefully
- Involve Third Parties
- The Dice Double-Standard Is OK
- Mission: The Conceit
- Mission: Discover The Secret
- Mission: Discover The Weakness
- Mission: Pick A Side
Readers' Tips Summarized
- Mission: Secret Society of Heroes
From: Shahed Sharif
- Freeware Flow Chart Tool (PC)
From: Adventure Fillers Wanted
- Give Races And Cultures Alignment Labels
From: DukeDrake
- D&D Botch Rolls
From: Kevin Caldwell
- Avoid Similar Names
From: Kate Manchester
Return to Contents
A Brief Word From Johnn
Vin Diesel Plays D&D
Here's an interview with Vin Diesel where he mentions his
D&D hobby. As one of my esteemed co-workers, Colin, said,
"Bet no one laughs at him when he says it's nerd night."
http://www.darkhorizons.com/news04/riddick1.php
I saw Chronicles of Riddick on Friday. I quite liked it and
plan on seeing it a second time. I was told before going
that the reviews were bad--very bad. I love it when I hear
this because my standards are always set so low that I can't
help but be pleasantly surprised (ok, this doesn't work
_all_ the time :).
Anyway, I think it's a good movie to see when you're in the
mood to not look for plot holes or to question the hard
science of the fiction.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
Mission-Style Roleplaying Part II
By Johnn Four
- Choose Location Carefully
For battlefields, generals try to pick locations that either
gives them an advantage or gives their opponent a
disadvantage. For example, generals consider such things as
high ground, position of the sun, flanking opportunities,
and paths of flight.
Roleplaying encounters are no different! Assuming there's
some form of conflict between the parties involved, each
side should give some thought as to the location that'll
give them an edge or that'll hinder the opposition.
The PCs are most likely not going to think about strategic
location choice at first, so feel free to take advantage of
this. It's multiple PCs against your NPC(s), so take what
boons you can get while you're able--the players will soon
catch on and start influencing location as well
When this happens, give yourself a pat on the back! You've
just added an exciting new layer to roleplaying conflicts as
each group vies for best location. This can result in
encounters and adventures just over this aspect of the game,
causing sessions and conflicts to feel fuller and deeper.
Think about it. Last time the characters were pondering,
"ok, let's chat with this guy and see what happens". Now
they're strategizing, "ok, we need to separate him from his
advisor-with-all-the-answers and we need witnesses who can
back us up on the answers we'll wring out of him!"
Using the battlefield examples above:
- Higher ground. In a roleplaying context, this could be
interpreted as being on the side of truth, morality, ethics,
or divine will. Witnesses are a key component for this
location tactic, forcing opposition to do some fancy
footwork if they want to pull off lying or taking low moral
ground in front of their family, friends, authorities,
peers, or other influential NPCs.
In an alternate context, higher ground could be construed as
having a higher intimidation value. A location tactic for
this might be having home turf (and greater distance from
the nearest point of back-up or safety for one's foes). For
example, imagine the PCs attempting to wield some
conversational leverage against a rogue while surrounded by
assassins, deep underground in a hidden chamber of the
thieves' guild, that the PCs had to approach blindfolded?
Don't laugh--I let my PC fall into just such a location trap
last year. :)
If your game allows for phobias, the perfect high ground
location is a place the opposition fears or a place that
triggers the fear response. For example, if an NPC has a
fear of crowds or open spaces, hold the encounter at a
crowded fair. If an NPC fears snakes, take him to the
reptile cage at the zoo.
Let's say an inspector is trying to prove the PCs were
responsible for burning the inn down. (Gasp! As if PCs would
ever do such a thing.) He knows one of the PCs is a
pyromaniac (hopefully via one or more previous roleplaying
encounters with the party). His strategic location of choice
might be the Shop of 1000 Candles. Perhaps he sponsors a
small event there that includes flame-throwers, fireball
displays, and torch juggling. If this doesn't trigger the
pyro's weakness and get him into provable trouble, nothing
will!
- Position of the sun. On the battlefield, opponents who
must face the blinding light and tiring heat of the sun are
at a disadvantage.
In roleplaying terms, this might take the form of being in
the presence of authority. For example, the PCs might invite
a corrupt NPC out for tea and then invite his boss along as
well.
Another sun location tactic might be too distract the
opposition, or blind them to one's true intentions. The
villain might employ the PCs to act as arbitrators between
the head of his country estate and an unruly goblin tribe.
As the PCs do their best, the villain secretly observes them
from the hidden corridors of his estate and arms the goblins
with magic and information to complicate and prolong the
negotiations. He notes the PCs' weak points and standard
tactics while they're distracted by their mission.
If an evil NPC wants the PCs to consider him a friend, he
might take them to someplace the party wants to go, such as
a restricted library or exclusive feast. Alternatively, he
might invite them to his house where his mother cooks for
them a fantastic meal, his nieces and nephews play cute
games with him, and his parents speak highly of him.
- Flanking opportunities. To outflank an opponent on the
battlefield a general needs room for his troops to
maneuvre, some cover to hide his manoeuvres (often the front
line itself is used for cover), and perfect timing.
In roleplaying location terms, the PCs could be outflanked
in a number of ways. They might be taken to a remote and
private location and admit things they wouldn't in public.
The NPC outflanks them though by secretly recording the
conversation or by allowing some form of pre-planned
scrying, such as an arcane eye or crystal ball viewing.
Perhaps an NPC tries to throw the PCs off their game by
inviting their enemy to a dinner. The enemy is told to show
up late so that the PCs can settle in and start chit-
chatting. The empty chair raises their curiosity, but
nothing is said. Then the enemy shows up and does what he
does best--gets the PCs excited and emotional!
Another flanking technique is to choose a location where
help can be summoned quickly.
Having unexpected information is also a good trick--and
being at a location that dramatizes or emphasizes the
revelation can provide flanking support. For example, let's
say the PCs were recently in a battle that involved some
fatalities. The NPC has information about this battle he
wants to spring on the PCs to use as leverage if he can't
get what he wants any other way. He chooses the town
cemetery as a meeting location.
Depending on the circumstance, you could place a funeral at
the scene--which turns out to be a funeral for victims of
the battle. The NPC timed things purposefully and could play
this a number of ways, depending on the nature of
information he has (i.e. he could try guilt-tripping the
PCs, he might threaten to interrupt the funeral and work the
crowd against the PCs, or he might threaten to speak with
dead after the funeral).
Alternatively, the NPC might choose to hold the meeting
right over the buried remains of the fight's victims. He
reveals this information for shock value at the right time
in the conversation...
- Paths of flight. Good generals know not to back capable
enemies against the wall or to burn his foe's bridges. The
enemy ends up fighting much more fiercely.
This is a good principle for choosing roleplaying locations
as well. If the PCs and other party know secrets about each
other, for example, it would be unwise to force PCs into a
corner at a public place, such as a tavern or wedding
gathering, else they might blurt out the NPC's secret in an
effort to distract or fend off the NPC.
Alternately, if the NPC doesn't want the PCs to feel
pressured or forced by his manipulations, a pro-PC or
neutral location might work best. For example, a bazaar
might offer enough interesting people and goods that, should
the parley ever get uncomfortable, the NPC can change topics
immediately in a non-suspicious way by pointing out an
interesting trinket or by offering to buy a tasty rat-on-a-
stick. This prevents the PCs from feeling trapped and might
help the NPC guard his intentions better.
Return to Contents
- Involve Third Parties
For most roleplaying exchanges between an NPC and the PCs,
try to include additional non-player characters in the
encounter. Third parties are wonderful tools for increasing
the drama, helping an NPC meet his objective, or keeping a
tighter reign on inappropriate PC actions, such as wild
violence or mass area effect spells.
- Foils. A good foil serves to underscore or enhance the
distinctiveness of a PC or NPC through contrast. If there's
something you want to point out about an NPC or PC, but you
want to do it in-game, then use a third party NPC with the
opposite attribute as a foil.
For example, put an ugly NPC beside a player character to
bolster the PC's confidence, encourage the player to
roleplay his character's charisma, or provide a clue.
Introduce a grubby, menial NPC to highlight another's noble
upbringing and to remind the PCs who they're dealing with.
- Allies. The PCs will always bring allies to any
roleplaying conflict: each other. Give NPCs the same
benefit. Provide assistants, friends, bad-ass warriors, or
whatever the NPC needs.
Additionally, ally NPCs can give you opportunities to
interject "filler" conversation while you try to think of an
appropriate reply, retort, or retreat for the main NPC
involved in the conflict. In other words, third parties can
help you stall.
If you are pretty strict about players roleplaying and
keeping player knowledge separate from character knowledge,
you'll need to make your NPCs obey the same restrictions.
Having allies present can help NPCs out with knowledge and
social skills they lack.
- Witnesses. Witnesses are great for keeping players'
chaotic instincts at bay. The threat of complication
(through legal harassment or otherwise) sometimes helps
keep conversations civil and the story on track.
Witnesses can also be strategic pieces in a parley for
either side. A dare has more impact if accepted in front of
other NPCs, for example.
- Gossipers. Having news spread fast is another legitimate
social tactic. To this end, one can feed information to a
gossip. The bigger the network a gossip has, the faster news
will travel.
To further refine your tactics, consider the quality and
morality of the gossiper. It's hard for many gossips not to
exaggerate accounts to make themselves seem more important
or to give their news greater impact. Many gossipers also
slant things and provide their own views, opinions, and
interpretations on events observed and conversations
overheard.
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- The Dice Double-Standard Is OK
In many campaigns, players can choose to roll dice to
influence an NPC. D&D 3.x, for example, encourages this by
providing such skills as intimidate, bluff, and diplomacy.
A double-standard occurs sometimes though, when the players
want to resolve NPC roleplaying conflicts against them in
person instead of accepting a dice roll. For example, if an
NPC tries to bluff a PC, many players want to talk their way
through the situation rather than abide by a GM roll that
might dictate their PC is bluffed.
The point of this tip is that it's ok to have this double
standard if it's ok with you and the group. If NPC reactions
are sometimes governed by dice rolls and PC reactions are
always governed by roleplaying, that's great. Account for
this in your GMing style and move on.
In fact, you can turn this into a fun game-within-the-game
where you try to push the players in roleplaying encounters
just up to the point where they'll usually call for a dice
roll to resolve a situation. This might take some experience
roleplaying with each player to learn where their
thresholds lie. It might also take a bit of storytelling
ability to engage your players enough so that they want to
roleplay with you and call on the dice gods less. Give it a
try next session!
Return to Contents
- Mission: The Conceit
According to Dictionary.com, conceit means, "a favorable and
especially unduly high opinion of one's own abilities or
worth."
This type of roleplaying mission has a couple of possible
variants.
- Help an NPC believe in himself. The PCs must convince an
NPC of his innate value and ability. They must overcome the
NPC's lack of confidence, self-doubt, and depressed state.
This mission might be solvable in a single conversation that
lifts the NPC's spirits to the point where he'll take
action.
To make this mission a little more involved, it might
require convincing the NPC to take several actions,
supporting the NPC during those tests, and following through
with acknowledgement, praise, and moral support. The NPC
might fail, but that's part of the process and a challenge
for the PCs to roleplay and help the NPC overcome.
The mission might also involve removing serious obstacles
for the NPC until he gains enough confidence to tackle
things solo. Perhaps the NPC has domineering people in his
life who try to keep him down. Perhaps he's being secretly
administered some kind of addictive depressant drug that
requires an antidote. Maybe it's a simple matter of freeing
the NPC from a dragon-guarded prison cell. The PCs must
remove whatever serious obstacles there are first, then work
on the NPC's self-esteem.
As for what the PCs are ultimately motivating the NPC to do,
well, that's another mission altogether. :)
- Make an NPC over-confident. It's up to the PCs to trick
an NPC into taking a foolish action or to overreach himself.
They need to convince him he's more capable than he really
is. This will usually require more than flattery and false
praise. Having third parties provide the flummery will
definitely help the PCs' cause. Staging events and being
subtle about over-building the NPC's self-esteem might also
work.
Return to Contents
- Mission: Discover The Secret
This is a very tangible mission for players to latch onto.
What is the NPC hiding? Interrogation might work, but
secrets are often worth a lot of pain to keep hidden.
Discovering a secret requires guile and cunning from the
PCs. Perhaps they can trick it out of an NPC during a
conversation. Maybe they can pick up enough clues through
investigation to gain a bit of helpful leverage too.
A variant of this type of mission is to discover _any_
secret about an NPC. The theory that every NPC has a
skeleton in his closet puts the player characters on his
tail. Who knows what the NPC is hiding? When it's discovered
though, Phase 2 of the master plan can begin...
Return to Contents
- Mission: Discover The Weakness
What is the NPC's achilles heel? Knowing an opponent's
weakness is valuable information. It might be needed by the
party's employer or by the PCs' themselves. This mission
should require probing on a number of fronts, including
parley, test raids, non-lethal duels, offering bribes,
offering amoral opportunities, testing strengths of various
affiliations, and so on.
To help guide the PCs, you might provide a specific weakness
to probe and verify. Else, you can simply point them at the
NPC and ask them to report on any weaknesses they can find.
You can add additional challenge to the mission by
requesting the PCs to report on the severity of the
weakness. Is the weakness small or great? Is the NPC aware
of it? What will it take to fully exploit it? To what degree
can it be exploited?
Return to Contents
- Mission: Pick A Side
Some NPCs caught in the middle of a conflict are indecisive.
Others cunningly try to play both sides until a winner
emerges, and _then_ they announce their allegiance.
For this mission, the PCs are charged with making an NPC
pick a side and making him stick with his choice. One of the
most effective encounters to make this happen is to gather
all sides of the conflict together with the NPC in the
middle and having him firmly declare his allegiance. This
lets everyone know where he stands. However, the PCs also
need to ensure the NPC makes no side deals or doesn't try
any tricks.
Return to Contents
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Readers' Tips Of The Week:
- Mission: Secret Society of Heroes
From: Shahed Sharif
Thanks for the Roleplaying Missions article. I wanted to
share a related idea I used a couple years ago to much
success. I made the entire campaign a series of missions
given by higher-ups. The premise for the campaign was that
the players got recruited by a secret society of heroes.
That way, I had much greater flexibility in making a complex
plot arc. Instead of each adventure being obviously linked
to the one just before and after, I had the players'
contacts in the secret society give seemingly arbitrary
objectives, that only over time made sense.
There were a few pleasing side-effects:
- The party had an immediate resource pool. If they needed
money or a magic item, the secret society would provide what
it could. But that went the other way too - if the secret
society gave the party a magic item, they might eventually
take it back. The same held for any treasure the PCs found.
- By virtue of their affiliation with the secret society,
the players automatically had an array of both allies and
enemies, who either trusted them implicitly or hated them
implacably, without having to know anything else about them.
- Since the party had to keep their membership in the
organization secret, that put an interesting spin on role-
playing encounters. If someone asked them why they were
searching for the Anarax Codex, they had to make something
up - possibly without even knowing what the Codex was! On a
couple occasions, erstwhile allies got suspicious and
created trouble, when, in fact, they really should have been
on the players' side.
- Conflict within the organization presents unique gaming
possibilities. After all, you may despise a rival, but if
you are part of the same team, there's only so much you can
do about it.
- As a game master, it was incredibly easy to come up with
plots. There's dozens of TV series and movies about spies,
superheroes, etc. who are part of larger organizations
(Mission: Impossible being one of my favorites).
One caveat about this: many movies deal with betrayal and
treachery by superiors. If the party's host organization is
not large and official (like the King's Army), and
particularly if it is secret, then they will have to take
many risks on their organization's behalf, often without
knowing why. That requires trust. Thus, such plots should be
kept to a minimum, if used at all.
Anyway, just my thoughts. Thanks again for my favorite email
of the week!
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- Freeware Flow Chart Tool (PC)
From: Adventure Fillers Wanted
Hello!
I found this on the net:
Diagram Designer 1.11
http://meesoft.logicnet.dk/DiagramDesigner/index2.php
It is a freeware flowchart designer of under one meg. It
supports a few languages other than English and is able to
export the flowcharts to a variety of formats (including
jpgs and whatnot).
The author asks for a donation or contribution to the
programme to support it. I haven't been able to try it much
yet but it looks sound and so far seems to do all I need
from a programme like that and even more.
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- Give Races And Cultures Alignment Labels
From: DukeDrake
To make different races or cultures feel more unique, try
giving them their own alignment labels, according to what
concepts you feel that culture would hold important.
For example:
Good Evil Law Chaos
Classical Roman Pleasure Suffering Empire Barbarism
Classical Greek Comedy Tragedy Enlightenment Unknown
(Happiness) (Sadness)
Feudal Japan Honor Dishonor Fealty Defiance
A Lawful Good character from a Roman culture, an Empire
Pleasure alignment, would be concerned with expanding the
national boundaries, and enhancing the physical comfort (and
perhaps general prosperity) of its citizens. The Greek
culture's Comedy Enlightenment aligned character, however,
would be more concerned with the emotional well-being of
others (rather than physical comfort), and striving to
created an educated, logical and functional society. The
Feudal Japanese culture's Fealty Honor character would seek
out ways to serve his superiors in ways that increase the
lord's honor, and anyone associated with the lord, including
himself.
On the other side of the coin, the Chaotic Evil for the
Romans, the Barbarism Suffering, would likely use direct
physical violence or torture as a tool to undermine the
Empire (or take part of it for their own). The Greek
culture's Unknown Tragedy character would likely seek to
promote his agenda by poisoning wells, abducting people, and
other crimes that leave the people uncertain and in despair.
The Feudal Japanese culture's Defiance Dishonor would
probably use false rumors, planted evidence, and other
deceitful techniques to undermine the honor of those higher
up in the hierarchy, and create doubt and dissension among
the followers of those leaders.
People who share the same underlying alignment, but have
different cultural views of what those alignments are, may
well have common goals and cooperate to achieve them... but
their methods of choice and their motivations may be quite
different. Interactions between nations of different
cultures will also have potential for friction and
conflicting motivations, despite similar alignment
tendencies.
This technique could also be applied to thieves' guilds,
merchant associations, mega-corporations, military units,
superhero/supervillain teams, or any other grouping of like-
minded people who establish their own codes of conduct.
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- D&D Botch Rolls
From: Kevin Caldwell
My friend and I both game master for 3rd edition DnD
frequently and we had an interesting argument. He loved the
always fail on a roll of 1 idea--but not just fail,
completely botch it!
Here is an example of why I think it's terrible. Let's say
you have a small civilian who has no combat training and a
great red wyrm attacks him. Assuming on a roll of 1 you
would get a botch, that would mean the dragon would have a
5% chance screwing up horribly while attacking the poor NPC.
This is a huge percentage for such a wide gap of combat
ability.
So, we came up with an idea that would still let people botch
yet not be quite that unrealistic. When someone or something
rolls a 1, they re-roll. If they would have failed the
second roll had it been their attack (or if it is a 1), then
they botch. That would drastically lower the chance of the
dragon badly screwing up.
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- Avoid Similar Names
From: Kate Manchester
When coming up with names for NPCs, try not to use the same
name or initials over and over again, as it could confuse
you and your players. It can also make note-taking harder.
For example, if the party meets a bartender named Harcrest
in Town A, and another bartender named Harcrest in Town B,
even if you give them different descriptions, there's going
to be some confusion. And as time passes, memory blurs and
either you, your players, or both won't be able to remember
if it was Harcrest in Town A or Harcrest in Town B that was
the one that sent them on the quest for his missing sister.
And on another note, it's a good idea if you can persuade
your players to use names that aren't similar as well. If
you take notes using initials in place of character names,
you'll have a tough time telling Harry, Hank, and Henry
apart in your notes. Of course, you could just spell out
their names all the time, but that takes longer...
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