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Roleplaying Tips Weekly E-Zine Issue #233
Roleplaying Quest Contest Entries
Contents:
This Week's Tips Summarized
Roleplaying Quest Contest Entries
- Mediation...Large Scale
- It's All Relative
- The Mining Dwarves
- Excelsior Atrophic Of The Noble House Of Damren
- Brokering the Deal
- Mayor's Wife's Brother
- Secret Vows
- The King Is Dead...Long Live The King!
- Child's Play
- Not Without My Pooky
- Over My Dead Body!
- Bounty Hunters
Readers' Tips Summarized
- 10 Tips For Solving PC Block
From: Joel Fox
- Tips About Social Networks
From: Kenneth Gauck
- More Filing Cabinet Tips
From: Kate Manchester
- GM Trick: Death's Grace
From: Daniel G.
Return to Contents
A Brief Word From Johnn
A Strange Week
This week was quite unusual, hence the delay of Issue #233.
My apologies for that. #234 will still go out Monday even
though this issue is a few days overdue.
Anyone tried using the NPCE NPC generator?
Just wondering if anyone's had the chance to download and
try out the NPC personality and background generator by
Jean-Michel Bravo. If so, did you find it useful? Have any
tweak ideas?
The generator is freeware and you can download it here:
http://roleplayingtips.mythosa.net/
Have a game-full weekend!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
DM CAMPAIGN TRACKER: A TOOL FOR EVERY GAME MASTER
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notebooks and paper scraps! This carefully designed 16-page
booklet can record all the vital stats of your campaign.
Learn more at http://www.goodman-games.com/9700preview.php
Return to
Contents
Roleplaying Quest Contest Entries
Roleplaying Quest Contest Entries
A few issues ago, we had a contest where readers submitted
Roleplaying Quest ideas and synopses. Below are a few hand-
picked entries. I'm putting just about all the contest
entries in a future Supplemental Issue. Also, you can view
most of the contest entries at randomrpg.com where you can
output them as a long list or have them served up randomly
to you one at time to help your planning or inspire you with
cool ideas.
http://www.randomrpg.com/random.php?r=encounter
- Mediation...Large Scale
From: Ross Tony Shingledecker
Description
Two huge armies (representing nations, kingdoms, wizards'
colleges, merchant factions, rival galaxies, or whatever)
are on the brink of a terrible war. If the war commenced,
which a majority of people in both parties believes is
inevitable, thousands will die fighting, and tens of
thousands of others will perish from disease, famine,
looting, and the other horrors of war.
As a last ditch effort to keep the peace, the leaders of the
two factions request the PCs to mediate between them (or
among them if there is more than 2 factions). Why? Perhaps
the PCs are famous, perhaps they were chosen because of
their neutrality, perhaps they were chosen for their past
deeds, or perhaps they were chosen by lot to ensure a fair
mediation; for whatever reason, the job is theirs--prevent a
war.
GM Notes
How the PCs should handle this situation would be specific
to the factions about to engage in war, but here are some
general strategies:
- Declare immediate moratorium on conflict/contact
- Set up a 'neutral zone' (Romulans?) or demilitarized zone
- Meet with leaders separately
- Hold a summit
- Set up a sort of tribunal where each side presents their case
- Set up a negotiation where each side brings list of
demands and concessions they're willing to make (preferable
with the rulers present so decisions and compromises can be
made swiftly)
- Go on a goodwill tour of the areas to drum up popular support
for peace
- Participate in a trade of personnel/technology/knowledge,
maybe even of nobles' children or the like
- Create and spread anti-war propaganda
- Propose an alternate threat (like space pirates or a third
encroaching army---shadier PCs might actually create an
alternate threat for this purpose)
- Point out the horrors/scars of the last war
- Force everyone to read 'All Quiet on the Western Front' (a
very nonpolitical, nonpacifist, but VERY antiwar book
written by a WWI German soldier, later banned by Hitler
because it taught that war was bad)
Monkey Wrenches that might disrupt the PCs efforts:
- Demagogues stirring up popular support for war (shadier PCs
might assassinate them)
- People who claim the PCs really work for one side or the other
- People dredging up past information about the PCs to support
a wild claim
- People resenting outside influence
- Units of the military associated with a faction going rogue
and attacking anyway
- Units of anyone's factions crossing the wrong border
- Proof of espionage/assassination on the part of one of the
factions
- Agents of an (apparently) neutral party trying to stir up
unrest (like a third merchant house that stands to gain if the
other two fight to the death)
- One faction demanding something that the other refuses to
compromise on
- A surprise attack by someone
Return to Contents
- It's All Relative
From: Michael Erb
Description
A long-estranged family member shows up unexpectedly wanting
to mend ties and become part of their brother/sister/cousin/
son/daughter's life once again. Their motives are sincere
and they terribly miss the relationship, but old habits die
hard and things are still strained between the family
members.
GM Notes
The visit comes shortly before a player character is
supposed to undertake a quest or adventure, and the relative
wants desperately to know 'what you are doing with your
life' and hopes to shadow the PC on their mission. Their
outlook on life should be quite at odds with that of the PC
however.
For example, if the PC is a fighter, the relative may be a
priest or pacifist. If the PC is a mage, the relative may
not consider such bookish behavior to be a 'real man's work'
or may be anti-magic altogether ('It's of the devil, I
says!' while Mom is hurling spell components down a well).
The PC may also spend more time protecting their family
member than doing their job. Regardless, it will be up to
the player to decide how important family is and whether the
two can find common ground and rebuild their relationship.
Return to Contents
- The Mining Dwarves
From: Chris Young (An idea from a friend)
Description
What the PC group knows: the old dwarven mine has been
abandoned. One day the usual tenday messenger went up the
mountain to the dwarven mine and discovered the miners were
gone--no message, no farewells, no nothin'.
This would have disturbed people but for the healthy metal
works trade coming from the new human realm to the east.
Eventually, as years passed, human settlements sprung up on
the mountainside, and there's even a village of reformed
trolls occupying the first level of the old mine.
Everything's just wonderful now.
What the PCs don't know, and may find out in short order:
the dwarves have disappeared, but they aren't extinct or
dead in any way either, contrary to popular rumor/gossip.
They simply found something better to mine than iron and
mithril: a mithril alloy!
Back on level ten of the old mines, the dwarves discovered
an underground river that led to an even larger complex of
caverns that were home to frogmites, even more mithril ore,
and a water dragon. Since then, the frogmites live comfy
lives by providing the dwarves with fish to eat, and the
dwarves have learned to make weapons, armor, and all manner
of other things with the new alloy by having the dragon
breathe on the mithril.
The dwarves have no idea why this works, but they intend to
capitalize on it by stocking up on magic armaments, re-
entering the outside world soon, and making war to take back
their mountain!
Only a few problems:
- The humans already suspect that something fishy is going
on in the old mines.
- Humans are resilient buggers and wouldn't appreciate the
dwarves attempting to rout them from their homes.
- The reformed trolls want to keep their homes too.
So, how to stop the dwarves? The PCs will have to become the
central diplomats between the dwarves & friends, the human
settlements, and the mercantile troll village. Eventually, a
peace treaty may be wrought, but otherwise things could get
bloody in a hurry.
GM Notes
The frogmites definitely don't want to lose their easy life.
The dwarves want to keep their mountain and their metals.
The humans want money and could be willing to set up trade
agreements. The trolls will insist on being the go-betweens
for the humans and dwarves.
The dragon is Neutral. When the dwarves free it as part of
their agreement, it becomes Chaotic Neutral, with a main
goal of finding out what the heck went on in the last
thousand years or so. If any of the PCs look particularly
scholarly or elven, it might ask them for information.
If the dragon is angered, it might take the dwarves' side in
the ensuing conflict, or be manipulated to fight for the
humans. It might not take any side and simply blast
everyone. It's up to the GM.
The PCs have a total of 72 hours game time to eliminate the
threat and save everyone. If that fails, they must fix the
problem after war has already started.
The only combat involved should be the monsters inhabiting
other levels of the mines (both old and new). The main focus
should be diplomacy and roleplaying here.
Return to Contents
- Excelsior Atrophic (Glory Slowly Wasting Away) Of The
Noble House Of Damren
From: Chris Young
Description
The noble house of Damren has lived in Waterford for as long
as anyone can remember. They aren't truly a house of note
except for one thing: ten years ago, the then nine-year-old
daughter of Augustus Damren disappeared in a fire that
consumed the old family manor. Her body was never found, and
magical attempts to find her all failed, save for one thing:
Saria Damren was still alive, somewhere.
Now it is ten years later, and suddenly Augustus is plagued
with nightmares and fears of a slowly gathering darkness
consuming his waning house's power and life. He hires a
group of adventurers to find his daughter, who he is
confident is still living in Waterford or the immediate area
surrounding it. He wishes to pass the leadership and power
of the house over to her, and to apologize for not being
able to find her in the house when it was burning.
He is only a shell of the imposing, charismatic man he once
was, and is slowly wasting away along with the glory of the
house.
GM Notes
The source of the slowly gathering darkness in Augustus's
mind is the many scrolls of Nightmare spells-from the secret
cache of angry pyrokinetic sorcerer, Saria Damren. She
believes that her father did not care enough for her to
rescue her, and, seeing his outwardly happy life later on,
believes he never cared about her. She wants to make him
suffer for that...or so she tells herself.
In truth, Augustus is a broken man, and Saria just wants to
know that her father loved her, and still loves her now.
(Her mother died when she was 6, so she was kind of sad
about that too.) After questing for Saria's whereabouts in
the undercity, the PCs will most likely have to help the
troubled family patch up their emotions and lives, and most
likely prevent Saria from burning down the manor with
Augustus inside. There's only one catch. If the PCs don't
prevent the fire, the Order of Magists and Protectors will
hold them responsible for the fire, and the PCs may end up
being fined or incarcerated.
Return to Contents
- Brokering the Deal
From: Chris Young
Description
The PCs have been enlisted as assistant brokers,
accountants, or enforcers for the next deal to be cut by the
wealthiest merchant in the area. He wants their help to
ensure that no funny business goes on. Unfortunately, the
merchant has lost his voice. To that end, he is going to
have the PCs be the bargainers at the location for the
business deal. They will have to actually cut a deal with
the buyers and make sure that they meet the quota set by
their employer. Once his quota is filled, the PCs are free
to go.
GM Notes
Nothing sinister, no ulterior motives. It does, however,
help to have someone who knows economics and accounting in
the group so that you can get the best bang for your buck
(or gold piece). It's also a great way to introduce
shady/flamboyant characters, all of whom might have
something going on, or a job that needs doing by a group not
adverse to shady dealings.
Return to Contents
- Mayor's Wife's Brother
From: brianransom
Description
The players have witnessed a random crime. The players may
either report it or not, for as they sit preparing for the
next day and breaking fast, they are approached by a middle-
aged man, thin and weedly. He approaches with an officious
air, and the backing of two large guards. He demands to know
the players' part in the affair, writing everything down in
a huge book.
GM Notes
This particular official is an investigator for the town
guard. He gained his position by being related to the
current head of town, or the guard. He loves to abuse his
power, and can and will make the characters lives miserable
for any imagined slight.
Return to Contents
- Secret Vows
From: Julia Pope
Description
At the wedding of an important noble, a female peasant steps
forward to object, claiming that she and the noble in
question were already married in a secret ceremony. She asks
the PCs to help prove the truth of the matter by seeking out
the only witnesses and persuading them to speak out.
GM Notes
The noble's family, not wanting to see their family member
lawfully married to a commoner, will seek to quash the PCs'
efforts by threatening/bribing the witnesses, and perhaps,
as a last resort, threatening/bribing the PCs themselves.
and what about the noble's own feelings - were the couple
really in love and the noble was pressured into an
aristocratic match, or do they regret their hasty elopement
and seek to put it behind them? if it turns out that the
couple is truly in love, are the PCs willing to risk
incurring the displeasure of a powerful clan to help them be
together?
Return to Contents
- The King Is Dead...Long Live The King!
From: Julia Pope
Description
The mausoleum of a great leader from a former dynasty, upon
being opened for its once-a-century cleaning and
maintenance, is found to be empty. The PCs are hired by the
current ruler to find where the body went.
GM Notes
The body has been stolen by a group who are dissatisfied
with the present ruler, and who wish to raise the great
leader from the dead. If the PCs don't manage to prevent
them from achieving their goal (assuming they even want to -
maybe the present leader is a real dud!), this could cause
civil war as some people join the great (formerly-deceased)
ruler and others' side with the rightful, if less-
celebrated, monarch. And what if the great leader turns out
not to be that great after all?
Return to Contents
- Child's Play
From: Julia Pope
Description
The PCs come across the tomb of a long-dead princess, who
was buried with many magical, semi-sentient toys that can
walk and talk to keep her company. The toys, after so many
centuries in disuse, ask that the PCs rescue them from their
boredom and give them to living children.
GM Notes
If the PCs take the dolls, the princess's spirit will haunt
them or haunt the new owners of the toys. The haunting will
be harmless but annoying, until the PCs find some way to
keep the Princess entertained in the afterlife. She's a
spoiled brat, but also very lonely. Persuading the magical
toys to return to her is an option, but might be difficult
once they've had a taste of freedom.
Another option might be to find her some ghostly playmates.
And yet another option would be to figure out how to put her
spirit to peaceful rest.
Return to Contents
- Not Without My Pooky
From: Jeff Lucarelli
Description
Shortly after arriving in a new town, the PCs hear about a
large troll living under a bridge who's harassing passers-by
and scaring the town's children. The mayor of the town asks
the PCs to get rid of it, offering the PCs copious (or even
ridiculous) amounts of flammable liquid and torches to do
the deed.
GM Notes
The troll in question is very powerful, but he doesn't want
to kill anyone. PCs who question the mayor or the
townspeople will find out that, even if the troll is scaring
children and yelling at travelers, he hasn't _hurt_ anyone.
But the troll is very mean and will cruelly make fun of
people who approach him (including the PCs). The troll is
upset because local children have stolen his best friend,
Pooky -- a small, mud-encrusted doll made of straw that
wears a little pair of pants.
Return to Contents
- Over My Dead Body!
From: Jeff Lucarelli
Description
The PCs are surprised to find a week-old dead body lying in
the middle of the road. The body sits up, surprised to see
the PCs staring at him. The undead man begs them not to kill
him (again) and asks them for their help.
GM Notes
The undead creature is a revenant, a man risen from the
grave to avenge his own death. The revenant was formally a
prestigious knight who was killed by his wife and his lord
so that they could be together.
The revenant wants the PCs to help him expose the murder,
bringing the wife and lord to justice and allowing him to
rest in peace. But it won't be easy. The PCs will need a lot
of evidence for their word to be believed over that of the
much beloved lord and his new lady.
Return to Contents
- Bounty Hunters
From: Marcus Clay
Description
A group of bounty hunters called The Nine hunt and kidnap
high-powered PCs for anyone willing to pay their exorbitant
fees. They are specialists in their field, like a
Doppelganger Spy Master, or a Nightshade Shadow Dancer,
where their class skills play off their inherent abilities.
They travel around on a flying ship called the Cortogan,
which is mostly a modified slaver ship. Their prices allow
kingdoms and villains the means to deal with a region's
hero, or securing their bid for the throne, or what have
you.
GM Notes
This idea is mostly a vehicle for high-level PCs to have a
form of a challenge in any campaign. Simply create 9 maxed
out creature/class combinations and bring them in
unexpectedly. If the PCs can be fantasy super heroes, then
they need super villains. It would also be an idea to
develop weaknesses for the PCs and have the villains know it
and try to exploit them.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- 10 Tips For Solving PC Block
From: Joel Fox
Some people get stuck in a rut when it comes to making their
PCs: they make the same basic character over and over again.
If you (or your PCs) have this problem, there are two things
you can do: get ideas for changing your current concept or
create a whole new concept. Most of the methods below should
work for either approach.
- Use a disassociated stereotype. In other words, use
another stereotype, but one associated with another race or
class. For example, maybe a wizard that's out for cash
(wizard with rogue stereotype) or a dwarf who speaks quickly
and has an affinity for mechanics (dwarf with gnome
stereotype).
- Change the character's alignment. What if the character
was of a different alignment? Instead of the chaotic neutral
ranger who seeks revenge for his parents' murder by killing
goblins, how about a neutral good cleric who turned to
religion when his parents were killed and brings faith to
those in similar times of trouble?
- Add some traits. Add another trait (or several) to your
PC. The DMG has a table to roll randomly, or you could just
pick some. For example, the dwarven cleric who aspires to
become king could have a stooped back (#39 on the table)
from years of slavery. He wishes to become king to have
slavery outlawed.
- Dictionary Jamboree. Pick a word randomly out of the
dictionary, and base a character on it. For example, I just
picked 'lacuna' (look it up). A character based on this
could be a cleric who searches for the lost holy scripts of
the first prophet of his religion. The DM could help by
giving the PC Decipher Script as a class skill.
- History. Borrow from history. In ancient China, whole
villages would sometimes support a single child as he grew
up so that child could succeed spectacularly and help out
the village. Maybe the stereotypical greedy rogue sends all
the loot he steals back to his village when the rest of the
party isn't looking.
- Mythology. Borrow from any myth. Hercules undertook his
labors hoping he would die in the process, as he had
murdered his family. Maybe the grim fighter has a similar
goal.
- Fiction. Take something from your favorite book. Haplo
from the Death Gate Cycle was a spy from another dimension
on a surveying mission from his powerful wizard master.
Maybe the cheery sorcerer is similar, but was sent by a
dragon lord.
- Use your character's name. Always use the same name? Like
a specific name? Look up the name in a name dictionary or
similar resource. For example, if you always name your
character Julian, know that Julian means 'soft-bearded;
youthful'. Use that to alter Julian for the better.
- Hobbies. Create a character with a hobby, possibly the
same hobbies as you yourself possess. If the hobby doesn't
exist in the campaign setting, create an equivalent. For
example, if you like creating model planes, have a wizard
who uses magic clay to create small construct creatures such
as birds and dragons.
- Roll randomly. As a last resort, roll your character
completely randomly. Roll his stats straight (if you don't
already), roll a d12 for class (12=multiclass), and 2d3 for
alignment. Or just pick something randomly; either way, just
change as much as you can.
Return to Contents
- Tips About Social Networks
From: Kenneth Gauck
My favorite way to hand out new information is to use social
networks. We all know from our daily lives that most of the
new people we meet or the jobs we acquire are accomplished
through people we already know who have contacts or
information that are useful. Unless a campaign is based on
the idea that the party is a perpetually unrooted group of
strangers, social networks are an excellent way to pass on
in-game information. The old tavern set-up is one kind of
social situation, but there are so many more, richer
potential social set-ups.
James Bond often got his adventure started by contriving a
social meeting, typically over some kind of game. His
meeting with Strangways' old card group connected him up
with both Prof Dent and Quarrel. He first met Goldfinger
over golf. He made his contact with both Domino Petachi and
Largo at a charity function where he danced with Domino and
played "world domination" with Largo.
The Empire Strikes Back is driven by social connections in
which Ben advises Luke to find Yoda, and Han opts to go to
the Cloud City because of the presence of his old friend,
Lando.
Social connections break down into three general groups:
- Family and friends
- Professional
- Business
Family and friends are people who you know and trust and who
can provide the context for rumors, contacts, and meetings
through visits and parties. If family and friends are
regular people (not adventurers) their contacts are friends
of friends or they are just specialists. For example, at
your cousin's dinner party you may meet Dr Shaw, the new
university botanist. Later on you visit Shaw to identify a
strange leaf that turns out to be found in some exotic
place, giving the party a clue to the main villain's
location.
Professional contacts are those people who you know because
of your profession. Policemen know other police, and even in
a strange town, it's much easier for a party member with a
police background to get information or recruit allies from
the police than it is for the party's ex-jewel thief. If you
need information from soldiers, you send someone with a
military background to socialize with the soldiers, whether
in a neutral place, like the local tavern, or by passing
yourself off as a member of their organization, the way Rosa
Klebb recruited Tatiana Romanov to unknowingly work for
SPECTRE. Princess Leia infiltrated Jabba's palace by posing
as a bounty hunter. Priestly networks are often very useful
for acquiring assistance. Other kinds of professional
organizations or places where you can find people who will
recognize you as "one of them" will facilitate professional
contacts.
Business contacts are people whom you have done business
with in the past. Perhaps the duke whose daughter you
rescued will provide information about the evil count
Ramius, and may be able to arrange invitations where the PCs
can meet Ramius. Characters who don't leave a trail of
destructions in their wake should accumulate a long list of
people who did business with them and would be willing to
offer information or assistance in the future.
Return to Contents
- More Filing Cabinet Tips
From: Kate Manchester
I personally look at filing as a 'necessary evil', but
here's a few tips:
First off, try not to use folders that all have the tabs in
the same place. Buy the third cut folders, or at least
alternate between left and right tabs (it's simple enough to
refold the tabs). If you don't, it can be hard to see.
Clearly mark your folders in a way that makes sense to you.
This should be a no-brainer, but what makes sense to one
person might not be the same. For example, looking up check
vouchers for garnishments. While I think it might make more
sense to simply have a "Garnishments" file, my co-worker
files them alphabetically, and often ignored "State" in
favor of filing by "Department Name".
If possible, consider having one drawer for "Active" and one
for "Inactive" and/or "Future". That way, you're not
cluttering the papers that you're currently using with ones
that you've either used or are planning to use. Even better,
since they're in a specific area, if you chose to use them
again (say the party goes back to a previously visited town)
it should be easy to track them down.
Consider also color coding your files. Colored file folder
labels in assorted colors are pretty cheap to come by.
Lastly, try to file things right away. Nothing's worse than
having to deal with a pile of papers that you haven't filed
in months. Worse yet, that paper you're looking for could be
in the pile.
Hope those help. Happy Gaming!
Return to Contents
- GM Trick: Death's Grace
From: Daniel G.
I always thought that a PC's death was frustrating. This
idea is simply to allow a character a short speech (or
perhaps one action) before actually dying, even if he should
be dead according to whatever game system is in use.
In a fantasy setting, this means that the character is
effectively dead, and as such, no amount of magical healing
can bring him back. However, through the grace of the Death
God (or whatever legendary figure you want to use), she is
allowed to make the classic speech to her friends, or
perhaps even make a final move (such as pulling the Big Bad
Evil Guy down into the lava pit or mortally wounding her
opponent).
In a modern setting, this means that the character has
suffered a mortal wound that can't be treated by modern
medicine.
Another option is to have a "pre-recorded" message delivered
to the surviving characters afterwards, such as a letter or
a video tape. The Trekkers out there probably remember
Tasha's farewell in the holodeck, in Star Trek: The Next
Generation. In a fantasy setting, you could have all the
characters share a dream about their lost friend.
I'm convinced you can think of countless ways to make this
fun and bring some impact to a character's death...beyond
the "Hmmm, (starts rolling new stats) I think I'll play a
dwarven warrior this time!" ;)
Return to Contents
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