Roleplaying Tips Weekly E-Zine Issue #229
Story Sparks Part II: More Ways To Begin An Adventure & Bring The PCs Together
Contents:
This Week's Tips Summarized
Story Sparks Part II: More Ways To Begin An Adventure & Bring The PCs Together
- Someone Is On The Make
- A Feud
- In Jail
- The Treasure
- The Secret Agent
- The Plot
- The Body
- Bodyguards
- The Job Offer
- An Old Friend
- The Patron
- The Staggering Drunk
- The Gift
Readers' Tips
Summarized
- Create Unique Races From Existing Monsters
- Break Records To Motivate Players
- GM Hosting Tips
- Classic Tip: Corkboard Maps
- Atmosphere Software - Anyone Tried It?
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Contents
A Brief Word From Johnn
The Warlock of Firetop Mountain
I recently got the d20 module conversion of the classic
Fighting Fantasy Gamebook by Steve Jackson and Ian
Livingston. Before I cracked the cover though, I wanted to
experience the book again before the module laid open the
mountain's dark secrets.
http://www.advancedfightingfantasy.com/ff1.htm
So, I went on eBay and managed to win a bid on an entire lot
of FFG books. They just recently arrived and I managed to
make some great progress on The Warlock of Firetop Mountain
this weekend.
I photocopied the character sheet and made a PC. I was lucky
and unlucky with my rolls. I rolled double 6's for my Skill-
-sweet! But a 4 for my Stamina and snake eyes for my luck.
Crap. Turns out though that Skill is a key attribute. It
lets me breeze through most battles, which compensates for
my crappy hit points and Luck.
After a couple of hours reading, absorbing every word for
pleasure, I managed to fend off a mad man, beat up a number
of goblins, and run away from a vampire (I didn't have the
wooden stake that the book recommended would be my best
bet). I finally made it to the ferry man, a secondary goal
provided early on in the adventure. He stiffed me for three
gold pieces, but I managed to cross the river in one piece.
Some villagers advised me before the adventure started to
keep a good map of my wanderings. However, in the areas
beyond the river I was teleported and transported to
unmapped sections. So, now I'm lost!
Ah well. I just slew a minotaur, several zombies, and a
ghoul, and my attributes have been steadily going up. I
still have lots of Provisions left, and my pouch is brimming
with gold. Even though I'm wandering without a clue in the
lair of a legendary warlock, of which none have returned, my
spirits remain high!
Have game-full week.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Story Sparks Part II: More Ways To Begin An Adventure & Bring The PCs Together
A guest article by Ian Winterbottom
i.winterbottom "at" ntlworld.com
Below are several story sparks--possibilities for
introducing sub-plots or NPCs to help unite new player
characters and to start interesting new adventures.
To create a rich, varied backdrop in which your players can
react and interact, try combining more than one spark. You
might even pick one or more at random and add your own
connections.
I must credit Heather Grove's fantastic Burning Void site
for the origin of some of these Sparks, by the way.
http://www.burningvoid.com
- Someone Is On The Make
A city, royal, or imperial official has a scam or a racket
going, and the players are an important element. Either they
are unknowingly part of the scheme, they are in danger of
finding out about it, or they may already know about it and
are going to blow the whistle. Somehow, the PCs have to be
manipulated, silenced, or otherwise rendered harmless.
Perhaps they are even enlisted.
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- A Feud
The players become involved in a local rivalry, large or
small. They are enlisted by one side or the other, perhaps
without even knowing about the feud, or they get mixed up in
a fight, perhaps a one-sided one. Maybe a third party gets
them involved in something designed to escalate the trouble
for their own ends?
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- In Jail
The party, or a friend or relative of a party member,
receives an unjust prison sentence. The victim is convicted
for something they didn't do, the charge is badly
exaggerated, or the sentence is completely out of line with
the crime involved. The victim needs their name cleared,
new evidence produced, or a jail break. If there's a time
limit, say thirty days before execution, so much the better!
If they're planning a jailbreak, just how do you follow a
galley?
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- The Treasure
The party hears of a great treasure; however, there's a snag
(isn't there always?). Only one man knows the secret of its
true location, and he's just been abducted. The captors
might or might not know about the information their victim
carries. The first order of business is to rescue the
kidnapped before the real adventure quest begins.
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- The Secret Agent
The players meet, or fall afoul of, a spy. He could be a
Royal agent working for the King or the Queen, possibly
making this a Musketeers scenario. Or, he could be working
against the throne, perhaps for a corrupt baron or another,
rival country, and the players must discover and thwart his
evil plan. This can lead to The Plot spark.
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- The Plot
The players find out that someone, somewhere, is plotting
against the King or whoever is in charge. Whether the King
or the plotters is the "right" side is up to the GM, and the
players could either be the guys in the black hats or the
good guys who save the day.
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- The Body
The players find a corpse. Who was he, how did he die, why,
how did he get there? Are the PCs incriminated? Where was
the corpse found and should the players have been there in
the first place? Maybe they were robbing the place! Maybe
they were the victim's bodyguards? How are they going to
explain the body to the authorities, if necessary? Are they
going to be suspects? Did they know the dead person? Do they
want vengeance?
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- Bodyguards
Our heroes get a job to protect or save someone. The plot
thickens with the identity of the person they're guarding.
Perhaps it's some obnoxious lordling. Maybe it's a powerful
lord who doesn't see any need for all this protection
nonsense and is damned if he's going to knuckle under to
these peasants who keep trying to follow him about and tell
him what to do? Think Winston Churchill or Prince Philip!
Just the sort of smart alec loudmouth bound to get up your
players' noses.
If he's a pretty good fighter in his own right, or thinks he
is, then he isn't likely to suffer fools lightly. Perhaps
he's the pampered younger son of somebody, who all his life
has come up against paid soldiers who daren't win, so thinks
he's Mister Invincible? Maybe he isn't invincible. Just
clever? Sometime he won't be clever enough, and your
players are secretly praying for the day!
On the other hand, the Body could be a lot prettier. The
Princess due to enter a political marriage, or maybe the bad
fairies have put a curse on her and the King is worried, or
whoever she marries will be the heir to the Kingdom and
there are suitors who, if they can't have her, would rather
she was dead? Alternatively, she could be just as obnoxious
as the guy above and a lot more vulnerable! If she's a
tomboy daughter of the Musketeers she could be a good
Fighter too.
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- The Job Offer
Not body guarding this time, but something slightly weird.
Perhaps the PCs are offered a lot of money for an easy
delivery. Why is someone willing to pay the party so much
for something so simple? What's in that package? Make sure
there's a penalty clause if they open it, of course, and
then make sure they have to!
The book, War of Powers, has an interesting way of getting
its hero involved; he's a courier hired to deliver a parcel
to a wizard in a remote tower. What he finds when he gets
there, what's in the package, and what he walks into is
literally out of this world!
Maybe the offer is just to watch someone and report on their
activities? Who, why, and for what reason does the employer
have for checking on the target? The party is getting paid--
well paid--for curbing their curiosity, but is it enough to
overcome that curiosity? Especially if it begins to look as
though they may have more to gain by finding out what is
going on, or if they realise that they just may be
expendable unless they can get some leverage!
Another thought--just who recommended them for this job? How
did their prospective employer find them? Maybe it's a job
they're completely unqualified for. If so, how did their
name come up? Do they need to convince their potential
employer that they can actually do the job?
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- An Old Friend
Someone appears from a PC's past, "back in the good old
days." A childhood friend, an adolescent sweetheart, a
cousin or long lost family member? The person might even
resemble the character concerned, to a point where they and
the PC could be mistaken for each other? Where has the
person been all this time? What has he been doing? What's he
doing now? What's he doing here? What's the reason he's come
looking for the PC? What's he know that they don't? Who is
he?
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- The Patron
Here, we have the usual old guy in the pub recruiting
adventurers. This time there's a catch. He is one of the
other Story Sparks: the Secret Agent, the Plotter, the Man
on the Make, even the Prince of Thieves. Alternatively, he
is working for a Story Spark NPC.
He wants not just adventurers, but mugs. Oblique scapegoats.
It's up to your players to smell a rat and put one over on
him.
They just have to deliver this parcel for great pay, or the
guy is the man who knows where that treasure is, or he's
looking for decoys to draw away the opposition? Think like
the boss of a "firm" in the city's underworld, looking for
heavies--but expendable heavies!
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- The Staggering Drunk
The PCs encounter a staggering, stupid, falling-down drunk,
totally useless and not worth bothering about. Except that
he said something or did something important to the PCs.
As a twist, perhaps he's the Old Friend? Or, when the medics
check, it turns out he wasn't drunk but poisoned or
brainwashed.
Now he's dead. Think, 39 Steps. Your players are now going
to be wracking their brains trying to remember what he
actually did say. And what about that notebook he mentioned?
What do you mean somebody stole his things?
39 Steps: http://www.imdb.com/title/tt0026029/
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- The Gift
In German, the word Gift actually means "poison". Within
reason, that's the way to think with this Spark. Sweet and
enticing, but bait! One of the players gets a present, but
with strings very definitely attached. How he gets it is up
to you; by mail, special messenger, in a bequest; but make
it as mysterious as possible. The next subject for
consideration is what he gets. A map, a book, a scroll, a
bottle of something? A weapon or musical instrument?
Whatever it is though, it radiates evil, magic, something--
but in a very low-key and unidentifiable way. Just a
feeling. Add any other "hints" you can think of, perhaps
notes in a language nobody can read, odd hieroglyphics, a
hint of something strange, but familiar.
Who did it once belong to and what happened to them? Maybe
the gift was actually meant for someone else? Mistaken
identity again? Who was it meant for, and is he likely to
come looking for it--or for the PCs?
Just be sure to write the ideas down, because at some point
you are going to have to explain this! It's one of those
Sparks though that you can count on your players to supply
inspiration for. If you can pique their curiosity, they will
spend ages doing every sort of "test" they can come up with,
trying and probably succeeding in finding the story behind
the gift! Somewhere in that, if you listen, will be the germ
of your plot.
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Some interesting, related links:
Instant Plots Hooks
The Instant Plot Hook
The 36 Basic Plots
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Readers' Tips Of The Week:
- Create Unique Races From Existing Monsters
From: Chris D.
Hi Johnn,
Following on from Stephen Colbert's tip in #228 (which, in
turn, was a follow up from Dean Roth in #227) I've 'created'
a few races for a world that I tinker with as well, for the
same reason as most others: the PCs know every creature in
the book backwards.
As an example, I have the Caerae, a sleek, bipedal, cat-like
creature, with matted fur, and a spooky, cat-like wail to
communicate between themselves. It was easy--they are
kobolds, but are catlike instead of doglike. I've also seen
orcs that were described as being more goatish with curled
horns, more pronounced muzzle, and goat hair over most of
the body...
If you want to create creatures, but don't have the time to
do a full set of stats and history, just change the
description and write it on an index-card with a reference
to what creature really is. (Just don't let your players see
where you're looking in the monster book. It might help to
have the monster stats on the card as well.)
Changing the description has the players worried. They've
never heard of these cat-like things, and it's a terrible
wail. And those big curled horns look very nasty...They
don't need to know it's really kobolds and orcs, do they?
I guess this is the halfway point between Dean's tip and
Stephen's tip. It's not nearly as complex as creating a race
from the ground up, but it has more effect on the players
than a simple name change. (Though changing names between
regions is a nice trick that I hadn't considered
either...Thanks Stephen!)
- Break Records To Motivate Players
From: David MacBrian
Dear Johnn,
I'm a long-time GM and a short-time fan of your newsletter.
My friends and I constructed a gaming system some years
back, and it's all that we have ever used. Different plot
lines keep the world interesting, but the meat and potatoes
of its longevity is an out-of-game record system.
For example, one of my players never seemed to do anything.
He couldn't get a grip on plot, didn't seem to have any
goals, and just sort of stood around. In that session I was
more bored than I have ever been in my life. So, I made a
list of things that he had done that nobody else ever had;
even simple things, such as being the first person to visit
city such-and-such, or to talk to so-and-so.
I told him of his 'new records', and ever since, he has been
pushing himself to accept quests and go places and really
immerse himself, looking to break even more records. Most of
the other players have caught 'record-mania' as well, and
while the records don't directly provide anything (rewards,
money, etc.) during the game they do provide for a better GM
and player experience.
Anyone who uses this tip may want to write down frequently
broken records, such as the most money ever acquired,
because the players will remember the current standing
record and it's embarrassing when the GM doesn't.
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- GM Hosting Tips
From: Joseph D
I just read issue #228 about The GM As Master Of Ceremonies
and had some additional tips:
- When recruiting new players, let them know the potential show stoppers about the location: pets, smoking, and stairs. Anyone with issues can make an informed decision.
- If your players keep online journals, send the files or URL to the new person. The new player will have a better idea of current events in the game.
- This benefits all players: keep all local delivery menus in one place. If you have the time and equipment, scanning them onto a computer isn't a bad idea either. Having the menus in one place cuts down the time when ordering. Use Post-Its to keep comments about the service and food.
- Try to tie new characters to an existing PC (with the player's permission). The new character may be a (distant) relative, member of the same guild, etc. This way, the new PC has in-game help and it reduces the chances of being sidelined.
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- Classic Tip: Corkboard Maps
From: Kyle C.
Here's an idea that I thought of for not having a combat
grid when you want one. I have Campaign Cartographer 2, along
with Dungeon Designer 2 and City Designer 2, and I like to
use them to print out a map for all of the places I plan on
having an encounter in my game.
What I do is print out the map I want to use with a grid
overlay and tack it to a small cork board that's about the
size of an RPG hardcover book. Then I use sewing pins with
different colored heads to represent the creatures/items/
players on the board. I even write names on small scraps of
paper to make "flags" for the different players/NPCs and
such. This works very well for my group as well as myself.
Just remember to tell everyone to only push the pin into the
board far enough to keep it still and everything will last
longer. If you don't have CC2 or a program like that you can
just use grid paper and draw the map by hand.
For larger creatures that take up more than one space I cut
a piece of cardboard out that's the right size so I only
have to use one pin for a creature.
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- Atmosphere Software - Anyone Tried It?
From: Johnn
Here's a TinyURL'd link to some RPG sound effects software
that I learned about from ENWorld. I'm just wondering if
anyone has any experience with it. If so, what did you
think?
http://tinyurl.com/5q53p
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- A Way To Bring The PCs Together
From: Jan Phillip Müller
Hi Johnn!
The Reader's Tip in Issue #228 about Starting With A Riot by
Nick Maggs made me think about the campaign I GM right now.
I, too, wanted to start with a bang, and the players were
unfamiliar with the system, so I thought I'd introduce them
slowly to their skills, abilities, and disadvantages in
terms of game mechanics.
The PCs all started with amnesia. Apart from being an
interesting story hook, this approach allowed for some
situations like, "Now you seem to remember..." or "This
slimy frog triggers a phobia you didn't remember having."
During character generation I asked the players to leave 20%
of their starting points unspent. This way, I could provide
the players with some surprises and their characters with
some means to achieve their goals. "Dorin, you just remember
that you indeed know a bit about picking locks!"
Of course, you need to have players open for this type of
game. Some may not like having the GM assign them skills or
abilities, or having a character that knows even less than
when you usually start 1st level. Ask your players
beforehand if they are open for an experiment. For a new
campaign with newbie players, it worked very well!
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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
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