Roleplaying Tips Weekly E-Zine Issue #285
Ignorance And Fear
Contents:
This Week's Tips Summarized
Ignorance And Fear
- Game World Information Is Secret
- Many Items Of Common Knowledge Will Be Wrong
- Resist The Urge To Volunteer Information
- Describe Things, Don't Tell
- Use Misinformation Creatively
- Be Honest To Your NPCs
- Isolate Players & Characters
- Shock The Game Environment
Readers' Tips Summarized
- Crime Pays - Running A Criminal Campaign
From: Dr. Nik
- Online Inspiration For Magic Weapons
From: Johnn Four
- PBeM Site
From: Brandon Blackmoor
- Free Blogs Available At GamingOutpost.com
From: M. Joseph "MJ" Young
- Free Organizer Software
From: GeneT
- Classic Tip: Roll On Your Mousepad
From: Mebek
- Helping Calm Rowdy Moods
From: Olie
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EN World GameStore Opens Its Doors
Now Open! The EN World GameStore has opened its doors for
all of your gaming needs. From PDFs to software packages,
the EN World GameStore has all of your download needs.
Introducing the New Pick 'N' Mix, you can build your
notebook of gaming material containing just the right things
for any situation. Only at the EN World GameStore will you
find Dave Arneson's Blackmoor on PDF!
www.enworld.org/shop/
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A Brief Word From Johnn
Serenity Movie Is Great
If you're a Firefly fan and haven't seen Serenity yet, I
highly recommend it. My wife and I finally saw it last week.
Fun sci-fi with great characters!
Technical Language Article
Milan Cirovic has penned us a great, technical article
titled Creating Fantasy Names and Scrolls. It arms GMs with
specific techniques for crafting names and documents in your
campaigns. Thanks Milan!
Fantasy Languages
8000 Names
Speaking of names, here's a reader submitted resource: 8000
First Names (300 KB, zipped Excel format). Thanks!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Pound O' Dice - Sweet
Note from Johnn: I've purchased two of these over the years
(my group chipped in and split one - that worked well) and I
think they're an awesome deal. For $25.16 you get a solid
pound of dice. Though the bag is labelled "randomized", I
found I could assemble several complete sets. All the dice
were brand new -- no chips or factory rejects. A great way
to restock or revive your dice supplies.
Pound O' Dice - Sweet ar RPG Shop
Special: Free priority mail shipping for October
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Ignorance And Fear
A guest article by Andre LeJeune
When we feel safe we are in our comfort zone. Players seated
at a gaming table have no reason to _not_ feel safe. At a
typical game session, we have food, shelter, and friends all
together. There is no hint of physical danger. Why should
anyone be fearful in such a safe environment? The difference
must come from the game master.
The game should not be a recitation of comfortable themes
and cliches. What scares us most? As a child, my experiences
of greatest fear involved being in rooms with no light. The
darkness was not in itself scary, it was the things that
might be concealed. My imagination could create more
frightening monsters than I have seen in any book or film.
Good gaming must contain an element of uncertainty.
Information control is key to creating the desired game
climate. Remember, fear and ignorance go hand in hand;
familiarity breeds contempt.
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1.Game World Information Is Secret
PCs who know everything will quickly get bored and be
unafraid. To counteract this, make the game world a secret
to discover. The PCs must learn through painful and
frightening experience. PCs will not know most things.
Political groups, races, or societies should never be
presented as entirely good or bad. Depending on experience,
the PCs will form unique opinions. What is more fearful than
putting your life and future in the hands of people you have
no real idea about? Even the gods of most fantasy games will
perform any act humans would. Black and white is boring. The
gray is where is the fun is.
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2. Many Items Of Common Knowledge Will Be Wrong
A world with fantasy elements will not be a methodical and
logical one. Local areas will be cut off from the rest of
the game world. One village may fervently believe residents
in villages over the hills have demon blood in their veins.
People will die for the sake of ignorance or superstition.
Many more monsters will be said to exist than is possible.
Monsters that do exist would be said to have wildly
different characteristics depending on who is asked. PCs
will not know what every monster is capable of. The
background of a PC will largely determine what biases and
wrong information that individual will take into a given
situation. Challenge the PCs to mistrust the information
they might read in source books and sit down to roleplay.
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3. Resist The Urge To Volunteer Information
Part of the fun of GMing is creating novel events. A lot of
real work and time goes into planning a good game. There is
a strong urge to tell the players how cool the encounter
they just experienced was.
Everyone raise his or her hand who liked the force broken
down to a simple biological element in Star Wars episode
one. No one liked that. The mystery was destroyed. Hours
spent wondering what the nature of the force was were over.
PCs will like or dislike what the GM does. If what you do
really spooks the PCs, let it ride. Layer misinformation
upon misconception, add player fear in with that, and you
have a recipe for real tension. Do not destroy that dynamic.
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4. Describe Things, Don't Tell
The expedient description eliminates mystery. If the
lighting conditions are not perfect, PCs will not have a
good idea of what they are facing. Be descriptive enough to
get the players wondering. Then, let the players'
imaginations fill in the blanks. Don't try to overwhelm
people with long descriptions. The way the NPC looks should
convey personality. PCs might recoil from that cackling,
insane old man on the road. They don't need to be told he is
"obviously a farmer." A sound at night does not come from
forty-five feet away to the north near the large oak tree.
An earsplitting, rhythmic crashing that moves in the PCs'
direction creates apprehension. Small brush strokes make up
the picture.
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5.Use Misinformation Creatively
The act of gathering information should not be easy. The
players must sift through a mass of conflicting statements.
Put it on the PCs to decide their next action. That captured
assassin has no reason to tell the truth. He has every
reason to lead the PCs into a deadly situation. Why should a
barkeep tell the truth to the loudmouth, murdering strangers
in his pub? He tells them anything they want to hear so they
will leave. Acting on bad information, the PCs attack and
kill the wrong person. Who is served by that? What if the
PCs are hunted for crimes they thought to be just deeds?
That inner conflict is what the GM is looking for.
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6. Be Honest To Your NPCs
NPCs have personal agendas, dreams, desires, and goals.
Don't play these characters two dimensionally. Evil NPCs are
capable of anything. Let the players worry about what the
current nemesis is planning. Give hints, clues, and rumors
from the game world about NPC plans. Never give the complete
story. Maybe that guard captain has no interest in the truth
now that he has arrested someone for the crime. Our good
captain just wants peace in his city. So, the PCs are run
out of town with no discussion, and maybe even roughed up a
little for interfering. The PCs don't need to know why. The
PCs will come up with all sorts of wild speculation about
the why, and that is exactly what you want.
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7.Isolate Players & Characters
The introduction of this element breaks down the PCs versus
the GM dynamic. I have found a few techniques that work
well.
- Strictly limit the knowledge an individual PC will share
with the group. The only thing the other PCs will know is
what is directly said.
- I am a firm believer in private notes. A seed of doubt is
planted that PCs may not be able to completely trust one
another.
- Don't let PCs look at others' character sheets. Make them
wonder what one PC might have acquired without the group's
knowledge.
- Use individual rewards for good game play. Players will
notice one of the group's own being singled out. A
competitive spirit will emerge that will add to tension and
spur player initiative.
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8. Shock The Game Environment
Introduce elements the players do not expect. Incorporate
characters and technology that should not be present. Use a
dimensional rift to pull PCs into another place or present a
unique threat. Have your invincible 20th+ level D&D party
encounter a freaked out Klingon commando team with fully
charged disrupter rifles. Perhaps that warm, glowing bar is
a fission rod sending out slowly lethal radiation. Maybe a
19th century luxury cruise liner on a mountain lake is set up
as the best inn the PCs have ever visited. This will keep
the players off balance. They will not be sure about what
they will encounter next. The players will react to the GM,
and that is what it is all about.
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GM AIDE: BattleHive II
A great solution for toting books, figs, dice, and pens to
your game. Hard case style protects everything inside from
damage and the elements. BattleHive II is twice as big as
the original, and it comes with wheels mounted on the bottom
and an extendable handle for easy pulling. It has also been
designed so that the original BattleHive can be mounted on
the top.
Just Restocked! Limited Number On Hand.
GM AIDE: BattleHive II at RPG Shop
Special: Free priority mail shipping for October
Readers' Tips Of The Week:
1. Crime Pays - Running A Criminal Campaign
From: Dr. Nik
www.sponng.com/
My favourite game: start everyone as a low level street gang
and make them work up to eventually being crime bosses of
the town. :)
Part 1
I have successfully run Villains games (Heroes Unlimited
Palladium system and a few others). I really enjoy it, but
think you need to keep the following in mind.
- Players should have clear character goals and communicate
them to the GM before game play. (i.e. Make $1,000,000, or
be the toughest fighter of the town).
- Decide and communicate beforehand: Bound group or
Unbound? Players should be bound together for the big three
reasons (Blood, Money, Love). If you don't have player
binding, encourage everyone to make 2-3 characters and
rotate them in and out of the game depending upon the
"mission." The non-bound group has more of a "criminal" feel
in that the players can role play more options and do the
whole, "Hey, is Frankie available? He's the best safe guy we
know!"
- Although it shouldn't happen every session, Character
killing should be allowed unless your players are not mature
enough to handle the related issues (i.e. player versus
character anger).
- I encourage Character Rotation in Crime games. It allows
players to explore various archetypes to a greater degree as
you typically don't always get a chance to play bad guys as
protagonists very often.
In terms of the story lines and arcs, how are you planning
on playing? Regular campaign (couple times a month) or ad
hoc whenever? If you are playing a long term campaign, then
I would suggest interwoven story arcs. If you are playing ad
hoc or short term, then I would suggest a robust mission
generator and a well developed region for the characters.
With a robust region, you've got the ability to say, "This
week the following jobs are available..." Then make a few
dice rolls and, boom, you are off! There are usually four
phases to this style:
- Negotiating Terms Of The Job
- Recon
- Action
- Collection/Delivery/Paid
Add a plot twist or two for good measure and you're off.
For campaigns, I suggest you have 3-4 story arcs, such as
getting in good/taking out the Chinese Tong mafia, working
on breaking into the secret government lab, dealing with the
vigilante(s) stalking the group, and character goals.
You can weave the stories together and play one session with
arc A, next session arc B, next session arc A, next session
arc C, and so on. Mix it up to keep characters coming back.
Give a greater sense of passage of time, and vary the
missions. This might be too deep and hard to follow for less
serious players (who was that Chinese assassin again?) but I
think it encourages stronger roles and development of
character and relationships over time.
Part 2
The criminal world is fairly tight, word gets around how
clean, messy, good, bad, quick, or slow a job gets done. If
the group does well with an organization, it will most
likely lead to future work from that individual. It will
also alert those individuals or groups who were acted
against. This allows for developing side stories and
recurring NPCs.
I typically recommend developing 5-7 different factions.
These should be a mix of possible employers as well as law
enforcement. These various factions will interact with each
other as well, allowing for political role playing and
involvement. The GM should track the actions and reactions
of the various factions involved in the story line.
For smaller scale, lower power games, these factions can be
rival gangs or teams, local law enforcement, local heroes
and vigilantes, organized crime bosses, and other groups.
For large scale campaigns, develop international crime
syndicate bosses, government agencies, super spies, other
villains teams, and other epic groups.
Here's a random event generation chart I used for my most
recent super hero villains campaign. It's based on the
Villains & Vigilantes game and modded it for my game:
Random Scenarios:
| Job |
| 1-3 |
|
Robbery |
| 4-6 |
|
Destroy/Murder |
| 7 |
|
Plot Twist *(special) |
| 8 |
|
Supernatural |
| 9-11 |
|
Drug Related |
| 12-14 |
|
Disable/Rough Up |
| 15-17 |
|
Kidnap/Ransom |
| 18-19 |
|
PCs Condemned/Attacked |
| 20 |
|
Plot Twist *(special) |
| |
|
|
|
| Target |
| 1-2 |
|
Rival Gang |
| 3-4 |
|
High Tech Individual |
| 5-6 |
|
Hero |
| 7-8 |
|
Villain |
| 9-10 |
|
Artifact |
| 11-12 |
|
Building |
| 13-14 |
|
Law Enforcement |
| 15-16 |
|
Government |
| 17-18 |
|
Vigilante/Merc |
| 19-20 |
|
High Tech Device |
| |
|
|
|
| Pay Scale |
| 1-3 |
|
Pittance |
| 4-7 |
|
Low |
| 8-15 |
|
Average |
| 16-18 |
|
Good |
| 19-20 |
|
Excellent |
| 21+ |
|
Phenomenal |
| |
|
(Add Appropriate Power/Skill/Bonus
to reward, such as
Negotiation,
Streetwise, Diplomacy, Charisma.) |
| |
|
|
| Plot Twist |
| 1-2 |
|
NPC Wants to Join |
| 3 |
|
Rival Villain Hit/Attack |
| 4 |
|
Authorities Snooping Around |
| 5 |
|
Framed by an NPC |
| 6 |
|
Stake Out/Explore a possible traitor |
| 7-8 |
|
Press Snooping Around |
| 9-10 |
|
Hero Snooping Around |
| 11-13 |
|
Vigilante Snooping Around |
| 14-15 |
|
Contact Turns Good |
| 16-17 |
|
Natural Disaster (Quake/Flood) |
| 18 |
|
Secret Identity Discovered |
| 19-20 |
|
Attack/Capture by: |
| |
|
1-5 |
Foreign Government |
| |
|
6-10 |
GPPI/Government |
| |
|
11-15 |
Law Enforcement |
| |
|
16-20 |
Rival Gang/Faction |
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2. Online Inspiration For Magic Weapons
From: Johnn Four
Check out this page from a MUD site that has short
descriptions for numerous magic weapons and items. Creative
GMs can find much inspiration from this page, methinks.
Weapon Descriptions Mod 9
For example:
"Anointed Morningstar: A platinum rod connects a chain of
finest silver to a large, barbed, diamond ball. Incantations
of divine power encircle the diamond, protecting it from
shattering, while dealing swift and brutal justice to any
and all villainy. The weapon moves swiftly and with ease, as
if it were an extension of your arm, its spikes like the
fangs of a coiled viper."
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3. PBeM Site
From: Brandon Blackmoor
This site is looking for new games and players:
RPG Library News
If you are currently running a PBeM game, you might consider
adding your game to the RPG Library PBeM News under "Games
in progress." If you are looking for players, feel free to
post under "PBeM games seeking players", as well. Entries in
"Games in progress" stay online indefinitely, and
announcements under "PBeM games seeking players" stay online
for 30 days.
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4. Free Blogs Available At GamingOutpost.com
From: M. Joseph "MJ" Young
www.mjyoung.net/publish/
Johnn,
Your latest issue (#284) reminded me that Gaming Outpost now
makes space available for gamers who wish to publish a blog.
I've not done so myself, but I'm sure readers who are
interested in creating a game-related blog would be quite
welcome at the site. (And perhaps I'll see them on the new
forums, too.)
The Gaming Outpost
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5. Free Organizer Software
From: GeneT
I've been searching for a personal information manager that
I could import pics and other files into and export if
needed. After a checking out about ten free programs, I
found the free version of TreeDBNotes. It seems to fit the
bill. A nifty free version of the all out model that has
more of the insert functions I wanted and tabular interface.
All for free.
Here's a link to the download site. Choose the free one.
TreeDBNotes download
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6. Classic Tip: Roll On Your Mousepad
From: Mebek
I have a quick tip for GMs who want to keep their dice rolls
relatively secret. I'm not talking about the results of the
roll, I'm talking about the roll itself. Even rolling behind
a screen isn't enough. There's always that one player who
yells out, "look out, the GM's rolling something!" I used to
punish this by taking 20 points or so XP away from them, but
that just lends a negative air to the session.
I find that, when I need to keep the roll itself a secret, I
can roll my dice on my mousepad. It's perfect because it
yields a good roll (no half-cocked numbers) and it makes
absolutely no noise. That way, my players don't always know
what's being randomly generated and what's pre-planned, and
that tends to see better reactions to otherwise brushed-off
situation in-game.
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7. Helping Calm Rowdy Moods
From: Olie
re: Issue #48 http://www.roleplayingtips.com/readissue.php?number=48
Robin has some interesting tricks for bringing a game back
on track, but his focus seems to be on "whipping the players
into shape" rather than everyone having fun. Maybe it's
because I game with friends and he games with strangers, but
my approach is much different.
- Join the fun. Clown around for a little while.
- After you've had enough, say "ok, let's get serious, here."
- Be prepared for a few dwindling jokes and clown-moves.
Laugh, if they're funny. Make your own retort, then end
with "ok, ok...back to business."
- Depending on how serious you want to get, end your
retort with "ok, ok... back to business: everyone roll
initiative." There's no need to be mean about it. Just
have an ambush with a dozen kobolds or something to
get them back in the mood.
- Be prepared to can your plans for the evening. Sometimes,
the gang just doesn't feel like focusing on the game.
- Be prepared to either continue in a light mood (I'd not
bring out any major plot elements, but if your Star
Wars gang wants to hop in a shuttlecraft and buzz Moss
Isley, there's nothing wrong with that. Maybe they can
have a little mini-adventure against keystone-like
cops.
- Maybe do something else. One thing I'm anxious to try
with my group is IC "Scruples", you know, the game where
you are asked about moral dilemmas and then you answer.
I think it'd be fun to play In Character.
- Break for wild plot advances. Make it a game where each
person can talk for one breath (i.e. until they have to
inhale) and they try to fabricate the wildest version
of how the campaign will go. Has the nice side effect
that a good idea or two might come of it.
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Freeport 5-Year Anniversary Edition
In August 2000 Green Ronin released the adventure Death in
Freeport and kicked off the d20 phenomenon. This ENnie and
Origins Award winning adventure was the first in the
Freeport Trilogy, which was completed by Terror in Freeport
and Madness in Freeport. All three adventures have been out
of print for years, but that's about to change. To celebrate
the 5-year anniversary of both the company and Freeport,
Green Ronin is bringing together the entire trilogy under
one cover for the first time. This new edition has been
updated to the 3.5 rules and revised and expanded to make
the campaign more detailed and complete. It's time to return
to the city that started it all. They don't call Freeport
"the City of Adventure" for nothing!
Freeport 5-Year Anniversary Edition at RPG Shop
Special: Free priority mail shipping for October