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Roleplaying Tips Weekly E-Zine Issue #225
6 GM Organisation Tips
Contents:
This Week's Tips Summarized
6 GM Organisation Tips
- Flag Your Books With Post-Its
- Use A Pencil Holder At The Game Table
- Clip Books That Won't Stay Open
- Pick The Most Accessible Spot At The Table
- Window Shop For Totes
- Consider Getting A Filing Cabinet
Readers' Tips Summarized
- Encouraging Player Cooperation
From: Katrina Middelburg-Creswell
- Overact NPC Traits
From: Brent D. Wisdom
- Honey, I Shrunk and Transplaced the PCs
From: Bill Korsak
- The Dodgy GM
From: Ian Winterbottom
- Medieval Replicas Catalog
From: Charlie Bell
Return to Contents
A Brief Word From Johnn
List Generation Project #2 And Contest
List Project #1: Roleplaying Locations was very successful.
Hopefully everyone got some use out of the ideas the Tips
community generated. It's time now for List Project #2--and
there are prizes this time too!
"Roleplaying Plots and Quest Ideas"
The last two issues have discussed tips on crafting
roleplaying oriented plots, missions, and encounters.
They've discussed things in a fairly abstract way though, so
now it's time to get specific.
Send in your roleplaying (as opposed to combat) plot,
mission, and quest ideas. Multiple entries in single or
multiple emails are welcome to increase your winning
chances. There's no minimum or maximum length, but please
try to follow this format:
Title: ___________
Description: ___________
GM Notes: ___________
For example:
Title: The Druid's Comeuppance
Description: A druid in the region is blackmailing villages.
He has planted a virulent weed in all the fields. Farmers,
despite trying every known trick and technique, cannot rid
themselves of the thorny plant that grows quickly and can
choke a crop to death in a few short weeks. The druid keeps
the plant at bay in exchange for expensive wine, delicious
cheeses, fine cloths, and other goods produced by the
communities. Despite many complaints, the lord of the region
does not believe the druid is responsible and thinks he is
merely asking for just payment in return for his important
weeding service.
The farmers of one afflicted village have pooled their coin
together and wish to hire the PCs to snare the druid in a
trap. They want the PCs to lure the druid to the lord's city
and have him reveal his evil-doings in front of the lord so
that the village finally gets some justice--and permanent
relief from the weeds and the blackmail payments.
GM Notes: The druid has a family in the city whom he hasn't
spoken with in years. The farmers do not know this, but this
information might be gleaned by parleying with the druid and
could be used to draw him to the city. The druid wants an
easy, comfortable life and has lost his desire to serve
nature. Another approach the PCs could take is to get the
druid excited and motivated about nature again, so he'll go
back to his old life and stop bothering the farmers.
The contest ends midnight July 3rd. The 8 prizes up for
grabs are:
Regardless of who wins the contest, everybody will win when
the plots and quests are published in the ezine for all GMs
to enjoy.
Email your entries to: johnn@roleplayingtips.com
Good luck!
10,000 Random Magical Effects
In my recent list of List Generation Project ideas, there
was an item for wild and chaos magic effects. Well, one
reader wrote in about a PDF he had with 10,000--yes, 10k--
random magic effects. I contacted the PDF author, Orrex, and
he kindly agreed to let me distribute the file, free of
charge to you. Thanks Orrex (and thanks for the tip Dan
Wells).
So, without further ado, here are 10,000 magic effects (840KB).
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
NEW Sci-Fi Gaming Terrain Available in July!
*** SEE advanced photos NOW at the website! ***
* ALSO, Message Boards and Photo Galleries * News
www.dwarvenforge.com
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Contents
6 GM Organisation Tips
By Johnn Four
It's been a long, long time since you and I shared tips on
game master organisation. You know, tips on managing
paperwork, stationery, GM binders, figs, game table
preparation, and such. There was a period there in the pre-
#100 issue era where this category was discussed regularly.
However, after covering all the main topics and receiving
tips that kept treading old ground, I decided to put the
category to rest. Who knows, maybe all the possible tips
have been published? Heh--not likely.
This week I thought I'd revisit a few organisation and game
table related tips. Most of these have appeared in previous
issues, a couple have not. Since the topic has had two plus
years' rest, I'm hoping these will stir up new tips from you
to share in future issues.
Every GM has their own organisation style. Some show up with
only a head full of ideas and the clothes on their backs.
Others show up with three totes full of books, several fig
cases, a pocket protector full of sharpened pencils, a pound
of dice, and a pound of pretzels . Most of you will
fall somewhere in between.
I don't believe every possible organisation tip has been
unearthed. If you think of any while reading this issue,
please click the reply button. Don't worry about checking to
see if the tip has already been published or your grammar.
I'll do the checks and editing. Besides, good tips should be
repeated because we all fall (back?) into bad habits and
organisational procrastination.
- Flag Your Books With Post-Its
Sometimes the table of contents or index isn't enough. You
want to specially mark certain pages and areas of your
gaming books and magazines for fast look-up. You want to
note certain areas as interesting or important for future
reference. You want to mark where the best tables and charts
are.
A great way to do this is to flag your materials with Post-
It Notes. Bookmarks tend to slip down into the book or fall
out. The mysterious sticky stuff (which doesn't taste good,
btw) keeps your flags visible and glue to the pages without
harming the paper or removing the print.
A neat trick is to cut a pad of Notes into strips. Scissors
will do the trick. First, divide a pad into smaller pads to
a size that your scissors can cut through. Then cut from top
to bottom in a width size according that meets your
preference. I like 1/4 size because that size of strip gives
me a bit of labelling room while being small enough that I
can fit a lot down the edge of the book. Cut starting at the
sticky end to avoid bunching.
You can also buy Post-It Flags if your scissors have been
confiscated:
http://www.3mproductivity.com/virtual/post-it_flags.asp
These are cool because the sticky part is transparent, so
the flags won't cover up your text.
Ok, here's where the obsessive GM in me kicks in. Consider
these additional book flagging options:
- Colour coding. Use colours consistently to denote the
different types of content you're flagging. For example:
- blue: tables and charts
- green: NPCs and monsters
- red: items and equipment
- yellow: everything else
- Positional coding. Every book has three open edges.
Consistently flag one type of content along a particular
edge. For example:
- top: chapters and sections
- right: important or interesting text
- bottom: tables and charts
Return to Contents
- Use A Pencil Holder At The Game Table
Bringing extra pens and pencils to the game is always a good
idea. Coloured pencils are fun too, especially if you have
an artist or doodler in your group. These, in addition to
markers, crayons, erasers, and other things, can clutter up
the playing area.
A good solution is to keep a pencil holder at the game
table.
http://www.debsgiftshop.com/img/prod/office/ims31345_l.jpg
Someday, when I get my lazy butt out of the computer chair,
I'd like to build a multi-use pencil holder. I have a couple
of designs in mind. The first is a simple box with a short
"foot" sticking out at the bottom that has a slot in it. I'd
make two and slip my GM screen in the feet slots. My screen
is forever falling over (because I often pick it up or move
it out of the way for a minute) and pencil holder stabilizers
might be a multi-tasking answer.
The second design would be a long, thin holder with feet on
either side. The feet would provide stability. The holder
would be narrow because finding the pencil buried in the
middle of a cup is annoying. The long, narrow arrangement
would make all the pencils accessible. The slot on one
side's foot would hold my GM screen or chart-of-the-moment.
The other side's slot would hold player hand-outs and
display pieces.
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- Clip Books That Won't Stay Open
Use an industrial paper clip to keep damaged books, poorly
bound books, magazines, or books that weren't designed to
lay flat, open for you at the game table or for when you're
planning.
http://www.artstuff.net/images/bull%20clips.gif
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- Pick The Most Accessible Spot At The Table
Scout out the game table before you pick your seat. Getting
to the session early, among other benefits, lets you get
your pick of spots. Using your GM trump card to hijack a
player's seat is always an option too. ;) Just be respectful
and mumble something about an experience point bonus. If
they move, thank them and give them their bonus experience
point.
Anyway, if you like to wander while you GM, then pick a seat
that's accessible. Choose a chair that'll be easy to
maneuver and a location that'll let you get up and down
without disrupting players.
Another accessibility issue might be laptop cords and
Internet cable. Spot where the outlets are and choose a
nearby seat so players who fail their reflex save or balance
check won't trip over your equipment.
Return to Contents
- Window Shop For Totes
Next time your wife or girlfriend requires your presence at
a department store, you can assuage the horror by taking a
stroll down the totes and storage aisle.
We've chatted about totes before. They're a great option for
organising your gaming stuff:
- Storing and protecting books
- Toting books to game sessions
- Fig and minis storage
When we go camping, I'll bring whatever books I want to read
in a tote. Nothing beats a weatherproof container in the
great outdoors.
So, next time you're browsing the totes, check out all the
different shapes, sizes, lid configurations, and options.
Consider the corners (square cornered totes store more
books), locking mechanism, loaded weight, portability, and
carry-ability.
Of course, no one would be crazy enough to consider a
colour-coded tote system would they? Such as yellow for
session books, blue for game world books, green for modules,
light blue for rules books, and red for loose papers and
such. Oh, and dark green for magazines. I didn't think so--
that would be insane.
Return to Contents
- Consider Getting A Filing Cabinet
Filing cabinets are an awesome route to go if you have a lot
of lose paper notes. They're not too expensive either. In
the top drawer, you put your receipts, warranty papers, tax
stuff, and other similar, less important documents.
And the bottom drawer--well, you stake this out for your
important stuff, such as maps, session notes, NPC sheets,
and ideas. Better yet, put the gaming stuff in the top
drawer in case of flood. :)
Since moving recently, I've partially cleaned out my filing
cabinet and have reclaimed some space for gaming papers. I
can't wait to start filing! Anyone have some filing cabinet
tips?
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A POUND O' DICE
They are BACK! New updated version of the Pound O' Dice from
Chessex. Now contains a complete set of 7 dice set along
with the usual assortment of a bazillion random dice.
So, which weighs more: a pound of feathers or a pound of
dice?
http://tinyurl.com/2tgk4
Return to Contents
Readers' Tips Of The Week:
- Encouraging Player Cooperation
From: Katrina Middelburg-Creswell
In the campaign I was running, my players were driving me
and each other crazy. They all seemed to think they were
playing a single-player computer game and were so intent on
gathering the most loot for their own characters that play
sessions were beginning to approximate all-out anarchy. The
idea of working for the group instead of for themselves was
anathema. As a result, the party never got anywhere and the
players were at each others' throats -- in and out of game -
- regularly.
At my wit's end, I tried a last-ditch effort to save this
party of egocentric maniacs from themselves. At the
beginning of the next session, I handed out 3 X 5 cards, one
to each player, with a "secret" assignment written on them,
along with an XP amount. I then explained that once the DM
(me) decided that the character had completed the assignment
satisfactorily, they would be awarded the XP and given a new
assignment. Partial completion could lead to a partial
award, left up to the DM's discretion. If the assignment did
not remain a secret, I would dock that same XP amount from
either the person who spilled the beans, or the one who
peeked, or both. Also I explained that the assignments were
secondary to the main plot of the game.
Here are a few examples of the kind of assignments I handed
out during that campaign:
- "Use your rogue skills to benefit the party (not just
yourself) 5 times."
- "Character X has information about your long-lost
relative. Befriend her and extract the information."
- "Serve as a peacemaker in 3 party disputes."
- "Use your high Diplomacy skills to bring character Y into
higher esteem in the party."
- "Use your spells to give the party (not just yourself) a
distinct advantage in 3 combat situations."
- "You are very strong and character Z is weak. Protect him
like a bodyguard during the next three playing sessions."
To my amazement, this simple trick really worked! The
players were fascinated with the idea of the secret
assignments, and found the XP awards enough of an incentive
that they began to shape up and show a large amount of
teamwork.
At first, of course, only because of the nature of the
assignments I gave them, but as the campaign developed, they
saw through their experiences that working together was more
effective, and generally more fun, than each individual
player trying to go his or her own way. Once that happened,
I changed the assignments, making them more focused on
roleplaying and character history, and less focused on
trying to keep peace in the group.
I've continued to use the "secret assignments" ever since
in all my campaigns. They can easily be tailored to help
you please different types of players in a campaign (by
giving some people more combat-oriented assignments and
others more character-oriented assignments), or to effect a
little more control about the always apparently random
decision-making process of players. ("The buried treasure
from the last pirating trip you went on is hidden in the
city of Tarsk. Go there and pick it up.")
Every player loves to have the DM give his or her character
individualized attention, and I've found this to be a great
way to do it without taking away from the group's progress
and enjoyment.
Hope this will be useful for the DMs out there!
Return to Contents
- Overact NPC Traits
From: Brent D. Wisdom
http://www.spiritualwarfarerpg.com
In my last gaming session our players came across and
elderly man that constantly blinked. This was a trait that
I could act out and I did. Every time this NPC would talk I
would blink repeatedly. I didn't just tell my players that
he was blinking .I did it and they got the point. My players
won't forget that NPC, and when they encounter him again and
my eyes start blinking rapidly, they will know just who it
is.
The point here is to get into character. Don't just write
down characteristics, mention them once, and then forget it. Use
them. Hey, this is roleplaying, play the role. You as a GM
have the hardest job because you play so many characters,
which is why you need to be prepared.
Know your NPCs. Develop those that are major NPCs and keep
the minors simple. Put your improvisational acting skills to
the test. Know your character and exploit their traits,
which will make them unique.
One of the major keys that I have found is to overact.
Overacting is great because it will draw a definite line
between you as the GM and you as a NPC. Now your players
won't say, "Is that Slim Pickins the thief, or are you
talking as the GM?" Obviously, there are times that you
don't need to be jovial and your emphasis is being quiet,
but overact that also. Be extra quiet, or whatever the case
may be, but be sure to make the distinction. Let your
players know it is the NPC speaking and not you as the GM.
Don't hold back, get into character, play the role, and
overact. You will find that your players will enjoy the
gaming session more and your timid players may even break
out of their stagnant roles and roleplay a bit.
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- Honey, I Shrunk and Transplaced the PCs
From: Bill Korsak
I have used this method in various games and it always seems
to work, whatever the setting. This works best for a
continuing game rather than a convention event. Have the
villain du jour cast the spell/ritual/mad experiment to have
the characters swap bodies. So this means that the person's
mind is in an unfamiliar body. Use IQ or INT tests to figure
out if they can access their new body's abilities. The
players also get to use the PC's character sheet. And, just
to make things that much more interesting, shrink them down
to 1 or 2 inches. Then let the hilarity ensue.
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- The Dodgy GM
From: Ian Winterbottom
Here's one idea for GMs when Roleplaying. DODGE. Avoid
actually committing yourself where possible because, as they
say when reading you your rights, "Anything you say may be
held in evidence against you." This doesn't mean you can be
evasive or worse, uncommunicative. You're your players' eyes
and ears and their other senses too. Just be careful, and
where you can, prepare what you're going to say beforehand.
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- Medieval Replicas Catalog
From: Charlie Bell
For those running medieval-milieu games, a good resource
would be a catalog from Museum Replicas Limited. This
company sells replica medieval and Renaissance weapons and
armor, plus period clothing and other items. They have an
illustrated catalog available. It's nice to be able to point
to a photograph and say, "my character's wearing/wielding
something like that."
For historical purists like myself, they have weight and
dimensions listed for most of the weaponry as well. I use
the catalog just about every session in my D&D game.
http://www.museumreplicas.com
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ROLEPLAYING QUESTS CONTEST
You could win any of the following:
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