Roleplaying Tips Weekly E-Zine Issue #232
Creating Past Lives For PCs
Contents:
This Week's Tips Summarized
Creating Past Lives For PCs
- Create Important Deeds
- Create Reasonable Motives
- Reveal Things Slowly
- Introduce Familiar NPCs
- Leave Whatever The PCs Have Done Unfinished
- Have A Purpose For The PCs' New Lives
- Avoid Restricting PC Alignments Or Ideas
- Encourage Teamwork And Fewer Player Killings
- Flesh Out The Region's History
- Bail Yourself Out
Readers' Tips
Summarized
- Use A Thesaurus To Help With PC/NPC Concepts
- 7th Sea Inspiration
- Classic Tip: Use Real World Maps
- The Korranberg Chronicle
- Font Resources
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Contents
A Brief Word From Johnn
Check Out The Free NPC Essentials NPC Generator
Thanks to Jean-Michel Bravo, Tips reader and NPC Essentials
owner, for whipping up a cool NPC background and personality
generator. It uses the OGL charts from the NPC Essentials
book to randomly create an NPC profile, including family,
secrets, personality traits, schooling, and more. It's
freeware and you can download it here:
http://roleplayingtips.mythosa.net/
Thanks very much Jean-Michel!
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Cheers,
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johnn@roleplayingtips.com
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Creating Past Lives For PCs
A guest article by Jedi Hart
Here's an interesting concept for your campaigns. It's been
done in video games a few times, and it works great for
gaming groups as well. It's the idea that the player
characters themselves have walked your world before, in
the same guise or similar, and have affected the world
around them.
This was inspired mostly by a CRPG called Planescape:
Torment (great game), but the concept is definitely worth
having a look at. This is all done under the players noses
as well, as they will have no idea of what they've done in
their past lives (perfectly recreating amnesia).
This concept can fit easily into a long-running campaign,
injecting some new life (pun not intended :) into stale
characters, or it could be made as the centre piece for a
new one.
- Create Important Deeds
Whatever you decide the players have done in their past
lives, it has to be of great importance. This is so that it
will be remembered by people and so the effects they've
caused is very visible.
For my group, it was the PCs who created a long feud between
two nations that has run through 100 years of bloodshed.
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Contents
- Create Reasonable Motives
You must have a good reason for the actions the PCs took in
their past lives. Even though the players might discover or
realise that they have done something incredible or
horrible, they will not know why, at first.
Solving the motive of why a player's character would do
something like that is almost as interesting as finding out
_what_ he has done.
My group's motive was that they originally tried to unleash
a great demon to bring one of their loved ones back to life.
The demon required great blood to be spilt though, so the
party rallied the army to fight and devastate the land.
After 100 years of bloodshed, the demon promises that the
one they love will be brought back.
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- Reveal Things Slowly
There is no point if some guy off the street just tells
them, "Hey, you were a great warlord." Hint at the
possibility of a forgotten past. Have people recognise them,
but fear what revealing the truth may do. Have players find
possessions from their previous lives (an old sword with
their initials, an old journal written by them but in a
totally unreadable language).
The current hook of my party is a book clutched in a dead
man's arms belonging to the group mage.
Other examples:
- Former dwellings. Where did the PCs used to live? This is a wonderfully plausible reason to inject ruins, dungeons, and abandoned sites into your games for adventure.
- Legends with PC references too specific to be coincidence.
- Bardic knowledge and songs with PC references.
- Deja Vu, dreams, memories.
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- Introduce Familiar NPCs
Have an old ally or foe appear in the game. This works well,
as they would already know the PCs and their capabilities
(though those might be substantially reduced in the PCs' new
lives). Have a reason why these people would seek them out.
Maybe an old friend has come looking for them, hoping to
reunite and steer them away from such dangers. Perhaps it's
a villain desiring revenge.
My campaign has an old dragon who was bound to the
characters by a geas. He cannot cause any harm to the PCs,
but will try and threaten them, and make them try and
release him from the geas. Problem is, the PCs don't know
what conditions were set for the dragon. Irony ensues as a
raging dragon, who cannot do any harm to the characters,
yells and bellows in anger and despair.
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- Leave Whatever The PCs Have Done Unfinished
Not only does an unresolved situation give the PCs the
option of finishing what they once tried to complete, it
also gives them a chance to weigh whether what they have
done is worth completing.
Show them the consequences of what has happened, all the
bloodsheds and tears, or all the glory and victories, and
watch what choices they make.
As previously stated, my players did what they did to
resurrect an old love. Now, after nearly 100 years of
bloodshed, they get to decide whether to put an end to all
the killings, or finish the ritual and unleash whatever else
onto the realm.
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- Have A Purpose For The PCs' New Lives
If the players were killed once, there must have been a
reason why they're back and cannot remember. Maybe one of
the gods saw fit to raise them again since their destiny was
so great. Perhaps they bound a powerful cleric to raise them
once he had the ability, which happens to be 100 years
later.
My group was kept alive by the great demon that they
summoned who knew the PCs would keep the war fueled. The
only problem was that the process took away their memory,
and seems to loop endlessly until the ritual is complete.
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- Avoid Restricting PC Alignments Or Ideas
The characters do not need to be of the same alignment as
their former identity. In fact, having an opposite alignment
makes for far more interesting game play.
For example, if you have a player who is a lawful good
paladin, showing him what evils he has done in the past will
be a big shock to his heroic ego. Similarly, showing an evil
assassin that he once saved many lives, instead of taking
them, by sacrificing himself, might make him inclined to be
more humane; it could also have the reverse effect.
Similarly, let the players make whatever character types and
personalities they like, then try to create contrasts with
their past-life incarnations. This not only facilitates
player freedom, but increases the drama without shackling PC
concepts because, regardless of what the current characters
are, you can always change the historical ones.
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Contents
- Encourage Teamwork And Fewer Player Killings
Each member of the party has (or should have) a vital
purpose, especially now, since only they know certain things
about the past, which they might not even know about yet!
When the fighter of the group realises that the thief was
the one who built that safe, and only he knows how to open
it, then the warrior might just let the thief get away with
more than he should, at least for now. Mages could hold the
key to some arcane portal, fighters might be the only one to
open a certain door. It's all about destiny and purpose, and
each player has one.
In addition, if the PCs had different skills and classes in
their previous lives, there might be room for some common
bonds between current party members. The fighter might
formerly have been a sneaky rogue. The mage might have been
a priest.
You can help things along by leaking information to PCs that
would be of interest to the others. For example, the fighter
might not want a ring of silence, but you've given him a
vision about one that his past rogue life knew of.
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- Flesh Out The Region's History
The past life concept can help add a new dimension to
character, whether the players realise it or not. Characters
who never bother having a player history, or have never had
one, will suddenly have a past.
Make the most of this opportunity by fleshing out the
region's history and the background of the past-life PCs.
- The past is dark and haunts a current PC.
- It turns out that part of the PCs' past have been lies and deceit.
- One or more PCs' started families and their descendants still live. What if the Prince they are trying to protect is a PCs' son from long ago?
- The past PCs' deeds greatly injured some, and greatly benefitted others, creating a complex tapestry of conflict and grey areas.
- Locations were discovered (dungeons, hidden valleys, etc.) and possibly cleaned out and are now re-occupied, or just noted and never dealt with.
- What if an old, powerful tyrant owes the party (or, at least, their previous incarnations) his life?
- What if the ultimate enemy, a demilich or demon, used to be an old friend whom they doomed to such a state?
My group often opt for hacking and slashing, with the
occasional fireballing. However, tell them that the newly
discovered magic item used to belong to them and their world
turns upside down. Players who once didn't care whose sword
they were swinging will instantly take interest. Add to this
the fact that some of the weapon's features are inoperable,
or require something else, and they are suddenly travelling
across the world trying to unravel the mystery. My players
loved it!
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- Bail Yourself Out
Ever regret killing that party off, even though the PCs
worked great and the players really loved them? Ever spent
too much work on a campaign that got cut short?
Let the PCs come back into the campaign world, only set in a
time period a little bit (or quite far) in the future.
Ensure whatever progress the PCs made is still there, like
their stronghold, only now long abandoned. Let them find
their graves, if any. This will remind the players of their
mortality as well as the consequences of poor judgement.
Want to use an exotic location, only never had a real
reason? Use the PCs' deeds in past-lives to introduce the
esoteric. For example, if a player's weapon that he once
created was forged in the Plane of Fire, and only he may
reforge it, you can bet the player will dash headlong there
with all haste.
How about a far away, oriental land? If the players were
once tyrants there, and the news of their resurrection comes
about, then you can be sure the new lords will send their
best assassins after them to make sure they don't come back.
Use past lives to explore story and setting ideas you've
always wanted to run but couldn't plausibly fit into your
campaign or motivate the players to investigate.
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All up, the idea of past lives works well on many levels.
You can leave it as a simple side quest, a one-off campaign,
or a campaign that goes on for as long as you want. You can
use it to explore many potential opportunities that the
players may not have foreseen. How about a chat with
themselves? Or a recorded message detailing how a PC will
murder himself so as to prevent the chaos continuing?
There are a lot of twists you can introduce to liven up a
stagnant group or campaign. Having the characters realise
that they are their own enemy is priceless, and the best
part is that they could be totally innocent in this life.
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Readers' Tips Of The Week:
- Use A Thesaurus To Help With PC/NPC Concepts
From: Jen Delaney
Recently, we were going to play a single setting game
because we were bored and wanted to try out the new 3.5
stuff, so we made up characters we figured we wouldn't play
again, or, if we did, would only play rarely.
I had my stats and couldn't figure out what kind of
character I wanted to play, so I grabbed a thesaurus and
started flipping through. My PC had high intelligence, so I
looked up "intelligent" and "smart" and started getting all
sorts of cool words, such as bright, shrewd, learned, and
quick-witted. Brian looked up strong and got robust, brawny,
and lusty.
Our other players did the same, and we ended up with a
quick-witted sorcerer who got into too much trouble with his
mouth, a lusty fighter who was chased out of more than one
town by angry husbands/boyfriends/brothers (and who ended up
not being that strong), and an adoring cleric who was
literally in love with his deity.
Just flipping through a thesaurus can help you come up with
a new, different, or colorful character concept or
background. It can also help you if you're stuck coming up
with these things for NPCs. We had a lot of fun doing it and
playing the characters. We've decided to keep these
characters around because they were so much fun to play.
- 7th Sea Inspiration
From: Joe Troy
I know that everyone has said reading is a GM's best friend,
so I thought I'd add to your workload. I recommend the
Aubrey/Maturin series or Master and Commander by Patrick
O'Brian. These books are a great resource for all you
Seventh Sea'rs. They give a great description of 17th and
18th century naval life.
Also, they gave me a great idea for crossing war torn lands.
In one of the books, Captain Jack Aubrey and Dr. Steven
Maturin must cross a hostile France. To do this they
disguise Aubrey as a bear. Brilliant! Any druid or mage in
D&D can do this same thing and no one is the wiser. Just
make sure your players get the proper permits!
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- Classic Tip: Use Real World Maps
From: John Kirk
Heya!
I'd like to add in a tip if you don't mind. I recently
picked up a state map for a trip I was going on, and noticed
all the little towns, roads, rivers, and lakes it shows. I
realized that this is a campaign map waiting to be used.
Unless any of your players are very familiar with your
state, you can use the little towns and their whereabouts
directly in an RPG campaign, especially if you live in a
rural state. You could use whole sections of the state map
as areas in your campaign world and even keep the names!
Just a thought :) Keep up the good work on the ezine.
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- The Korranberg Chronicle
From: Ruben Smith-Zempel
The Korranberg Chronicle is live and on issue #2. It
contains lots of interesting hooks and campaign ideas for
GMs.
http://keen.datavortex.net
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- Font Resources
From: Ian Winterbottom
Here are some font and script sources.
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- D&D Variant Alignment Syste
From: Chris J. Whitcomb via the GMMastery Yahoo! Group
This is a variation of the alignment system that I use and
is a lot broader than standard. There are two separate but
equivalent scales:
Good/Evil Scale
99-90 Holy
89-70 Good
69-30 Neutral
29-10 Bad
9-0 Evil
Law/Chaos Scale
99-90 Lawful
89-70 Orderly
69-30 Neutral
29-10 Random
9-0 Chaotic
Generally, it takes a major power (demon/devil/angel/deity)
to register in the 99-90 or 9-0 areas. Most normal people
tend more towards the middle.
For spells such as Detect Evil (and its cousins), I've just
gone by the description in the PHB. Those in the
good/neutral/bad realm detect as per the spell. Those who
are Holy or Evil will detect as one or two steps higher on
the chart.
I was originally inspired by the old SNES game, Ogre Battle.
It had a good-evil alignment scale where 100 = good end and
0 = evil end. Attacking someone higher in alignment lowered
your score. Attacking some lower than you raised your score
(there were a lot more variables involved, but that's the
basics).
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- Use Instant Messaging For PnP Supplemental Sessions
From: Chris Smith
The people in our roleplaying group live a good distance
from each other and it gets tricky to see each other face to
face once a fortnight, so we use MSN Messenger to have
games at times. This also allows us to invite friends inter-
state to play, who don't necessarily need to be in the same
room or city, for that matter.
Also, from a GM's perspective, it really helps when you need
to speak to one player separately from the group. You can
just open a separate chat window where you can talk to him
"alone".
Two pointers:
- Have each player as a different font colour - this makes the communication so much easier.
- Have players sign-in with their character name and real name in brackets, which again makes reading for the GM a lot easier!
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