Roleplaying Tips Weekly E-Zine Issue #287
Take Ten: Appraise
Contents:
This Week's Tips Summarized
Take Ten: Appraise
- Worth Its Weight In Gold
- Better Bargaining
- Spell Components
- Impressing Others
- Gauging Personalities
- Gauging Abilities
- Piercing Subterfuge
- Performing Subterfuge
Readers' Tips Summarized
- Adventure Creation Tips From: J Lubek
- Game Table Layout Illustrated From: Loz Newman
- Circular Game Table From: Amber
- Another Message Board Site Looking For Players From: Chris McDaniel
- Online Source For Generic City Maps From: Kamal
Return to Contents
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!
EN World GameStore Opens Its Doors
Return to Contents
A Brief Word From Johnn
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Thanks Steve!
Where Are The Classifieds?
Earlier this year I polled you on your interest in reading
and advertising classified ads that would appear at the end
of each issue. Interest was warm, but after giving it
careful thought, I've finally decided not to go ahead with
the plan. It ultimately came down to time. Faced with scarce
time, like we all are, I'd prefer to spend time on creating
and managing content for the e-zine to ensure the tips keep
hitting your Inboxes.
If you were interesting in getting classifieds - thanks -
drop me a note and we'll figure something out.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Weather Dice
Forget charts. Forget boring weather. Try weather dice to
make weather generation fast and easy. A d6 with the
following faces:
- Thunderstorm
- Tornado
- Rain
- Sunny
- Partly cloudy
- Snow
Weather Dice at RPG Shop
Return to Contents
Take Ten: Appraise
By David Newland and Johnn Four
A character with skills is a character with options. Often
overlooked and underused, skills can change the game with a
single die roll. Skills add meat to the ability score bones
of a character, developing their persona and creating heroes
that are memorable and playable. Presented here are ten
takes on the D20 skill, Appraise.
For non-D&D gamers, here's a description of the skill:
Appraise Skill
The defining feature of the Appraise skill is determining
the value of an item. Knowledge and Craft skills can
determine quality and utility, but Appraise renders a
judgment in cold, hard cash. Appraise also functions as a
catchall category. While Knowledge and Craft skills are
subject-specific, Appraise works on any item, something
clever gamers can use to their advantage.
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1. Worth Its Weight In Gold
For Players
Get the most value from treasure, and be efficient with
encumbrance.
Some monsters are helpful enough to stock their lairs with
valuable, portable treasure, with gems and platinum ranking
high on the wish list of most adventurers. A more realistic
treasure trove is a smorgasbord of trinkets, artworks,
fabrics, spices, antiques, and other bulky items that lack
price tags.
When it comes to deciding what to carry out and what to
leave behind, Appraise separates the wheat from the chaff by
distinguishing high quality furs from mangy pelts and
masterwork weapons from peasants' armaments. A good
financial tactic, it quickly becomes a better combat tactic,
once encumbrance starts to weigh you down, and you must
choose between losing loot and losing speed.
For GMs
Characters have limited build points to devote to skills,
and Appraise is often left undeveloped in favour of survival
oriented abilities. Here is an opportunity to beef up your
NPCs!
The Appraise skill is very useful in reducing encumbrance
and saving resources (what PC wants to go to great lengths
to protect something fragile only to learn it's worthless?).
This should be brought to the attention of your players,
then you can add this skill to NPCs for better story
integration. For example:
- A hook to encourage use of henchmen
- A cover story for a spy
- A hook to admit an NPC companion into the party
- A worthwhile expense to add to your game economy
In addition, this skill might prompt you to add additional
unwieldy items of varying value in treasure piles. It's a
good trick to place a large, forged painting in a horde, for
example. Instances like this will encourage PCs to consider
taking the Appraise skill or hiring a henchman who has it
(thereby creating more adventuring tactics the players can
weigh). They also make treasure piles more interesting, and
are logical ways to increase (or decrease) reward levels
without affecting NPCs, preventing the classic issue of NPCs
having useful stuff just lying around that would've helped
their cause.
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2. Better Bargaining
For Players
Be informed about who and what you're trading with.
Not all transactions are completed with coin. Bartering is
still common, moreso the farther you are from civilization.
A successful Appraise check helps you determine the value of
all items being traded, and helps stop you from being duped
into the bad end of a barter.
A more profitable use is recognizing items that have higher
values to collectors and other interested parties, such as
lost heirlooms, rare antiques, historical documents,
memorabilia, and the like.
Appraise also works well on the bargainers themselves. A
quick check of their clothes and possessions might give you
an indication of how wealthy they are and how much they can
afford to pay. How much you decide to mark up your wares is
up to you.
For GMs
Implementing a barter economy is a great way to devalue a
party's horde of coins. Peasants and monsters can't eat gold
(usually :), nor will a pile of coins keep them warm, so
unless they can trade coinage for the things they need, the
party's money is no good to them.
Bartering also encourages roleplaying and use of social
skills. For double benefit, use bartering situations with
NPCs to impart clues, plot hooks, and information in a
natural, storytelling way.
If the PCs can use Appraise to evaluate goods and people, so
can your NPCs. The players will enjoy your good tactics as
NPCs size the characters up and down, as well as evaluate
any transactions the party is attempting.
Appraise checks also give you good roleplaying cues for your
NPCs as they react to their Appraise checks accordingly. For
example, if an NPC appraises one PC as being powerful or
wealthy, he might treat that character differently than
another party member who he deems to be roguish. Don't
forget to ham up badly failed checks as well.
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3. Spell Components
For Players
Use Appraise to gather valuable intelligence about
spellcasters.
What's a fantasy adventure without religious rituals, magic
incantations, and otherworldly apparatus? Spells don't come
cheap, though. Some spell components cost thousands of gold
pieces. Combined with a Knowledge: Arcana check, Appraise
can give a clue to the spells used by a wizard or priest
based on the components found in their chambers,
laboratories, workshops, and spell component cases.
A few examples:
- Expensive black onyx gems are a good sign of necromancy
(used in Animate Dead and Create Dead)
- Raise Dead requires 5000 gp of diamonds
- Thousands of gold pieces worth of powdered diamonds and
opals are used in every Symbol spell
- Less expensive, but still pricey, is the gold and diamond
dust used respectively in Fire Trap and Glyph Of Warding
For GMs
Valuable spell components are an important, but oft-
underused game element, so try to get the most out of them:
- Treasure. Unused components of foes make logical and
interesting PC rewards.
- Resupply. PC spellcasters are ever on the hunt for
precious components. NPC inventories are a great way to
supply them without painful shopping trips.
- Foes with purpose. Folks often speak of letting the PCs do
what they want without being railroaded. If you make much
needed, valuable spell components rare, the PCs will have
incentive to pursue rival and foe spellcasters for their
supplies, saving you from having to use your own plot hooks.
- Tricks. Smart spellcasters will realize their components
are in demand or will be Appraised and analyzed. This
provides a natural excuse for tricks and traps! NPC casters
will hide their components, plant fake ones, and put tricks
or puzzles in place for security.
- Adventures. Quests for more spell components, jobs to
steal components, and requests to guard components are
perfect, logical grist for PC adventures. Appraise becomes a
key skill now, as employers will want people who know what
they're doing and who are able to properly identify and
Appraise the objects of their quests.
Next time you have an NPC spellcaster in your campaign, scan
their spells and make a list of valuable components then
need for their incantations. Use this list to populate your
adventures with challenges, treasures, and plot hooks.
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4. Impressing Others
For Players
Use Appraise to impress NPCs with your knowledge.
Everyone appreciates an expert in the finer things in life,
especially those who own the finer things. At royal
banquets, high society balls, and other flashy occasions, a
successful Appraise check can supply information on the
event's wines, artworks, fashions, jewelry, antiques, or
armaments, just the thing needed to start a conversation,
flatter a host, or impress people with your expertise.
For GMs
NPCs can use Appraise for similar purposes. Foes who point
out PC deficiencies are especially fun to game. Imagine the
PCs strutting around at a feast when a haughty noble
approaches and starts pointing out their frayed garments,
non-masterwork equipment, and inferior ten foot poles.
Anticipating PC use of Appraise creates good encounter
design opportunities as well. Give NPCs items and clothing
that don't align with their intended impressions--providing
clues and useful skill check opportunities. For example, a
humble beggar might be wearing quality silk garments,
indicating something isn't right.
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5. Gauging Personalities
For Players
Use Appraise to get the measure of others' behaviours and
motives.
You are what you own. Clever adventurers who Appraise a
person's possessions might gain insight into their nature. A
craftsman claiming his inferior goods are of masterwork
quality is a cheat and liar. Cheap booze swilled by a
nouveau riche patron indicates he might not be that bright
or that cultured. A wealthy noble who displays none of her
fortune is either parsimonious or paranoid.
For GMs
I encourage you to have your NPCs employ the same mechanics
the PCs use to live each day in the game world. NPCs with
Appraise should noticeably use it to form opinions and
gather intel about the PCs. I say "noticeably" so that
there's a potential point of interaction created. If the
players never know their characters are being scanned and
analyzed, they can't think or do anything about it.
Next encounter, narrate how an NPC seems to study them
closely during a parley, or how a stranger seems to be
keenly watching them from afar. Be sure to also game out the
consequences of failed Appraise checks and the
misinformation gleaned therefrom.
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6. Gauging Abilities
For Players
Use Appraise for tactical advantage by scouting out the
opposition.
A person's possessions can also illustrate their abilities.
Soldiers with masterwork armaments are most likely better
fighters than average men-at-arms. Sages with rare books and
papers probably have high Knowledge skills in their field.
An expensive horse breed famous for its speed guarantees a
faster rider. A shoddy product means a poor craftsman.
For GMs
This player tactic presents interesting design
considerations. If the PCs use Appraise to gather intel, and
if this tactic is known by NPCs, then you have an
opportunity to design NPC countermeasures. This creates
interesting puzzle situations. NPCs might don garments and
equipment that mislead others about their skills and
abilities (appearing more or less skilled, indicating
incorrect types of skills and abilities, hiding abilities).
Set-ups are also now possible. One NPC might trick another
into wearing something that alerts Appraising PCs, causing a
diversion, red herring, or false accusations.
Thanks to Appraise, once you delve into the world of
detection, counter detection, counter-counter detection, and
so on, design opportunities abound.
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7. Piercing Subterfuge
For Players
Be on your toes and use Appraise often to uncover secrets
and mysteries.
Lying, cheating, bluffing, and forging are just some of the
levels to which people will stoop to gain and maintain
riches (adventurers included!). With a successful Appraise
check, you can spot discrepancies in the wealth of others. A
nobleman's house bereft of expensive ornaments might
indicate the family has fallen on hard times, while a lowly
city guard with gold plated armor seems to have acquired a
suspicious change of fortune. A heavily guarded caravan
setting off with only cheap bulk goods could be the start of
a smuggling operation, whereas fake diamonds in a museum
display point to a snatch-and-switch that has already taken
place.
For GMs
When designing plots and encounters, use PC Appraisals to
propel the story, for hooks, and as clues. Try to encourage
player use of Appraisals. Do this by rewarding successful
Appraise checks with useful and valuable information, by
suggesting it from time to time, and through NPC requests.
Once PCs get into the habit of Appraising things, you might
find you get lots of improv opportunities, as ideas often
come to mind when players get curious.
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8. Performing Subterfuge
For Players
Use Appraise to help your disguise.
With the Appraise skill, you have enough knowledge of
valuable commodities at your finger tips to pose as a
merchant, antiquities dealer, fence, artisan, guild leader,
or other role. Though not as effective as the Profession
Skill, it can help in a pinch and its broad use makes it
suitable for a variety of disguises.
For GMs
NPCs can employ this same tactic, creating potentially
entertaining Appraise vs. Appraise situations:
- PC tries to provide a more accurate Appraisal than NPC
- PC tries to catch NPC giving false Appraisals
- NPC tries to catch PC giving false Appraisals
For example, an employer might hire a PC and an NPC to get
two opinions on the worth of a family heirloom. The fact
that the object is cursed adds an interesting twist to the
encounter.
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Wizards of the Coast: Hellspike Prison
Fantastic Locations: Hellspike Prison features two double-
sided poster maps designed for roleplaying and miniatures
skirmish play, plus an accompanying 16-page adventure that
can be dropped into any campaign. The two poster maps can be
put together to form the fiery underdark cavern known as
Hellspike Prison, while the reverse sides feature other
fantastic underdark locations players can explore.
Hellspike Prison at RPG Shop
Readers' Tips Of The Week:
1. Adventure Creation Tips
From: J Lubek
- Create a Few Random Tables. Every so often, the thoughts
run dry. Writers call it "writer's block' and GMs have it
too! If you're ever rushed to create that killer adventure
for your group of eager gamers, yet you can't fill in the
details, roll your favorite d20 on a table. Countless tables
exist for such things as NPC Personality Quirks, Dungeon
Types, Magic Item types, and so on.
On one of those days where you're just having one of those
great days and you're filled with all those great ideas,
create a simple table. It is great to have a custom-made
table that can be used throughout the DM's career. If you
choose to customize yours, you have the added bonus of
adding game-specific, campaign setting specific, and other
advantages to your list.
- Take a Break. After slaving away at an adventure, I
need a break. Usually, I'll go fragging a little in
Halo or I'll listen to music. For some reason,
after partaking in these activities, the ideas come
flooding back. What would a grunt from Halo look like
in D&D? How cool would a medieval sticky grenade be?
A gold mine for ideas....
- You Ruthless Thief! I encourage stealing other people's
ideas when it comes to GMing. Sometimes, I do admit that
Tolkien can have a better plot thread then mine. That is
when I convert those helpless hobbits into a group of
wandering halflings on a great "exodus." It is always nice
to change a few details while in the process though.
Customize the work and make it fit your game!
If you do end up publishing your adventure, remember to give
due credit though.
- Set Down A Theme Before Play. Before beginning adventure
creation, I always give myself a theme. For my recent
adventure, my theme was a Halloween inspired psychological
horror trip. With that set idea, not too loose or not too
constraining, my mind spawned countless ideas. A theme can
be one simple sentence describing the general direction of a
game and mood. A theme is a kickstart for ideas.
- Always Have A Notepad Handy. Throughout the day, I have a
small pocket-sized notebook in my pocket. Since I am both a
hopeful fantasy writer and a GM, I find that this handy book
is great for putting the pen to paper when I get a good
idea.
- Remember For Whom You Are Designing. After and before I
finish the adventure, I sit down and try and analyze the
game from each character's standpoint. Would he find this
adventure entertaining? Does it offer ample situations for
his character to be heroic? Would he get bored from the
NPC's epic speech? These kinds of questions help you find
the problems with your adventure.
- Complex or Overly Simplified? I once played with a GM
whose game was too complex. He had plot lines up the gazoo
for a one-shot adventure. Every player was confused and the
GM himself looked it as well. It was chaos--and he expected
us to enjoy ourselves in such a chaotic realm? Yet, I also
have played with many a GM who run the cliche, over-
simplified dungeon crawl. Both instances are not fun. It is
up to you to find the balance. You must learn to draw the
line as to when you think the game is heading too far into
one spectrum.
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2. Game Table Layout Illustrated
From: Loz Newman
Here's my gaming table layout.
I use a dedicated room that also has (off-table): a cooler
for drinks and fruits players bring, a stereo, cupboards for
plates/cutlery (we eat during play), and other games stuff
(sourcebooks, other games, board/card games, comics for non-
active players to browse). The players have two windows
behind them and the GM has a mirrored wardrobe behind him,
insuring good light distribution. The GM (me) often has
folders of game info at his feet, propped against the chair
legs. Ditto his personal dice bag. My arsenal of LARP
weapons decorates the walls along with a few tasteful
fantasy pictures.
Everybody gets a glass and a coaster for their drinks, too.
N.B. According to the game played, players often each have
"grids" of combat/magic rule info in clear page holders
(reduces drink spillage damage and increases life-span of
documents).
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3. Circular Game Table
From: Amber
I had an awesome idea for a gaming table when I was working
at a nursing home. The CNA's feed the elderly who are unable
to feed themselves around a half table so that they are
within arms length of any elderly persons at any given
moment.
So, one day, while I was cleaning the room (I was a house
keeper), I got the bright idea of pushing 2 of them together
to make a circle. You'd have to leave about a foot of room
between the tables (or be prepared to move them out, or for
the DM to go under and come out the middle) but it would
allow the DM to situate the guys around him/her and the
problem of having one unfortunate soul at the end where the
DM has to get up and go look at the roll (if needed) is
averted.
This worked well for our group as the DM didn't *need* to
look at everyone's rolls all the time, but when he did, all
he had to do was turn around. And, we could get groups
together that were traveling together, so that if the DM was
running a part of the game in which only a few were going to
be doing something for a few minutes, he was able to address
them all at the same time rather than have to "find" the
people in our sea of players.
We had more than one table too. We used one table like that
for general gaming. Then we had 3 other tables we used for
terrain. It worked well because terrain could be set up as
if it was truly a path and he could move miniatures, do dice
rolls, and things like that, from the middle, and everyone
could see instead of one person being in the back or so off
to the side it was impossible to see. It alleviated a lot of
problems.
Now, I don't know how much the tables' cost. I happened to
get lucky. All of the tables we had were broken and we
refurbished the legs to make them work, so I got them free.
But, I thought it was a great idea.
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4. Another Message Board Site Looking For Players
From: Chris McDaniel
We have a PBP that is always looking for players and it is a
D&D 3.5 game solely dedicated to Greyhawk. If you happen to
highlight anything more on PBP gaming or sites that are
related to such, We of the Circle of Eight would love for
players to stop by Chronicles of Greyhawk and check us out.
Chronicles of Greyhawk
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5. Online Source For Generic City Maps
From: Kamal
For good, generic city and regional maps, try:
www.terraserver-usa.com
This will give you satellite imagery of cities and towns
across the US, with the fields clear and so forth. I guess
you could pull up images of National Parks for wilderness
areas.
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