Roleplaying Tips Weekly E-Zine Issue #288
Inspired By Song: Use Song Lyrics To Generate Adventure Ideas
Contents:
This Week's Tips Summarized
Inspired By Song: Use Song Lyrics To Generate Adventure Ideas
- Select A Song
- Interpret The Lyrics
- Determine How To Use The Song
Readers' Tips Summarized
- Absurd Connections = Campaign Inspiration
From: Guillaume Boily
- Wing-It NPC Plot Generator
From: Paul W
- Classic Tip: Plexiglass Battlemat
From: Esa
- Uses For The Perform Skill
From: Jesse Cohoon
- Save Time Mapping With Pre-Drawn, Pre-Cut Puzzles
From: Alexander Hartung
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A Brief Word From Johnn
Marathon Session A Blast
To make up for recently cancelled game sessions, my
Birthright game group got together for a marathon session
this weekend and it was a huge bucket of spleen-tingling
fun. I bet we got four or five sessions worth of
storytelling done in one seating due to efficiencies in
continuous play.
The session took place in a city, which always poses split-
party, bookkeeping, and shopping problems. However, the
party hooked up with an NPC guide right away, and this saved
oodles of time. Through his underworld connections, the
guide took care of most of the party's fencing and shopping
needs, as well as provided timely information to facilitate
fast group decision-making.
We're hoping to get another marathon going during the
Christmas holidays, and if you can manage such a session, I
highly recommend it, as they're excellent for creating
momentum, getting some story told, and energizing a
campaign.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Inspired By Song: Use Song Lyrics To Generate Adventure Ideas
A guest article by PJ Cunningham (ironregime AT yahoo.com)
One technique I've used when generating ideas for a new
campaign or adventure is to look for inspiration in song
lyrics. In the past, I've used songs from Blue Oyster Cult,
Led Zeppelin, Warren Zevon, and Tyrannosaurus Rex. My
friends have used songs by Sting, Iron Maiden, and others to
inspire their campaigns.
Here are a few tips on how to select, interpret, and use
song lyrics to create adventures.
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1. Select A Song
- Look for songs that are thematically related to your
game. A heavy metal song about fabled lands, flying arrows,
and dark castles (there are more of these than you think)
would work great for a fantasy game. For a grim post-modern
game, look for a techno-industrial song about decaying
cities, polluted rivers, and mind- and body-altering
machinery. You get the idea. However, watch out for songs
that are too_ close to a particular novel or movie, unless
you're trying to invoke that novel or movie in your game
world.
- Don't choose favourite songs, or for that matter, any #1
hit since you were born. If your use of the song is too
obvious, it'll just look ridiculous. For example, I would
not recommend using Stairway to Heaven as a thinly-veiled
prophecy. In general, the more obscure the song, the better.
- Songs with enigmatic and dream-like lyrics are more
useful than songs that tell a coherent story, since it's
easier to pull different interpretations out of vague lyrics
than specific ones.
If you already have some songs in mind, great! If not, you
might want to check out a searchable lyrics database. Here
are some of the lyrics databases I've found to be helpful.
(Note: Lyrics databases may contain mature language.)
Let's choose a song and see if we can generate ideas from
it. I searched lyricsfreak.com for the word ancient, and
from the list of songs that came up, I selected "Ancient
Warrior" from Black Sabbath's 1987 album Eternal Idol. The
lyrics (included in full later in this article) are
suggestive of a fantasy adventure, which is what I'm after.
It isn't a well known song, and it's got plenty of dream-
like phrases that can be loosely interpreted.
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2. Interpret The Lyrics
- A great place to start is the people, places, objects,
and events mentioned in the song. You might want to make
separate lists of these items on a blank sheet of paper to
start the brainstorming process. Which of these people,
places, objects, and events jump out at you and get your
creative juices flowing?
- Don't limit yourself to the literal meaning of the words.
What do they suggest? How might they mean something
different? A "crown of stone" might be an actual crown
covered with jewels, or it might be a stone fortress
crowning a hilltop, or it could refer to a statue's head or
that of a petrified being. A "she-wolf" might be a wolf, a
werewolf, a female aristocrat or assassin who uses a wolf's
head as her sign, or a ship named the She-Wolf. Think
outside the box. If you need help, consult a thesaurus or
dictionary, or visit http://www.thesaurus.com to discover
alternate meanings and related words.
- Try word association. For each main word or phrase in the
song, write down a few other words that spring to mind as a
result, then use combinations of those words to develop
further ideas. If you're stuck, visit the handy word
association thesaurus at http://www.eat.rl.ac.uk/.
- Change the names to protect the (not so) innocent. If
your song mentions people or places that are easily
identifiable or don't fit well with your genre, just switch
them out.
- Don't be afraid to make changes when inspiration hits.
After all, the purpose of the exercise is to come up with
good ideas, and the lyrics aren't set in stone. Feel free to
play with them, move them around, or simply ignore ones you
don't want to use.
Example
Let's go through our example, Ancient Warrior.
Ancient Warrior (words/music by Tony Iommi)
There's no end / There's no beginning / To the old man's
story
Does he still remember me / From lives gone by
Oh I see his spirit rising / Upon the back of time I've got
nowhere to hide / Will he keep a place for me
The theme of this song seems to be an eternal story, an
endless struggle, something here is deathless.... Let's use the
title character as a major villain. The words "old man"
could mean he's just that, an elderly but still living
person. However, "lives gone by" is suggestive of
reincarnation, and the words "spirit rising" suggest that
the title character may be undead. Furthermore, "nowhere to
hide" sounds like the ancient warrior is vengeful, or at
least is searching for the narrator of the song, which could
be an NPC or one or more PCs.
So, we have a major villain: a warrior who lived long ago
and reaches down through the ages. Lichdom or vampirism
spring to mind, but I like the idea of reincarnation, so I'm
going to say that the ancient warrior has continuously
reincarnated down through the ages, and in each body he is
searching for something or someone.
He is the king of all kings / The keeper of light /
He holds eternity's wings
This is the chorus and is repeated a couple times in the
song, though I will only interpret it once here. "King of
all kings" suggests a politically powerful individual. Let's
say the ancient warrior was an overking from a now-fallen
empire. This definitely suggests an epic adventure. I'll
skip "keeper of light" for now. "He holds eternity's wings."
Ah, here we have a real gem. Perhaps Eternity's Wings is
some sort of artefact, maybe incorporating the preserved
wings of an extraplanar or otherwise powerful creature? Note
that we could take a completely different tack with this
line by saying Eternity is some sort of flying being or
creature, and our villain is imprisoning it, poetically
"holding its wings."
In his eyes an ocean's burning / Swollen seat of tears
Troubled mind the beating / War drums in his ears
No one ever hears his warning / Am I the one he calls
When they tell me they're afraid / Some say I'll be
put away
Now we're getting somewhere. "An ocean's burning" is
literally a sea of fire, which sounds like an awesome
fantasy location, or using this line as an in-game riddle,
we could place the adventure in a very hot desert. We've
already established that our villain was a "king of all
kings," so perhaps the "seat of tears" was his throne? Let's
put the seat of tears in a desert ruin. I like the idea of
"beating war drums in his ears." Let's say when the villain
is near, those of his bloodline begin to hear the beating of
war drums getting louder and louder, and the line after that
makes it clear that no one else can hear the drums.
My blood will spill my blood / My blood will spill my blood
This is interesting. Perhaps this speaks to an atrocity the
ancient warrior committed long ago in slaying his kinfolk,
though some may have survived by fleeing and hiding from his
wrath. Ironically, it might have a double meaning in also
describing the villain's weakness; perhaps he is destined to
be defeated by a descendent, and that is why he slaughtered
his relatives in the first place.
On the other hand, if we wanted to throw a twist into the
game, we could say that the overking was betrayed and
murdered by his own kinfolk, and ever since he has been
tracking down and slaughtering their descendants. Either
way, this begs the question, who is the modern descendant?
The most obvious choice is one of the PCs, though this means
much of the plot rests on one player, which could cause
problems. So let's say a prominent NPC in the game is a
notable descendant of the ancient warrior.
In the wisdom of the prophet's / Never ending tale
Open up the eyes / Within your mind, he says
Crowned in his ancient glory / There's a king within us all
Some will say it's all in vain / That he doesn't have a name
"Open up the eyes within your mind" could be a subtle hint
that there is one or more riddles hidden here. The third
line suggests an actual crown, perhaps. "There's a king
within us all" is a great line, and would be a nice epiphany
for players at the climax of the adventure. Perhaps the
story is that the ancient warrior cannot be permanently
slain except by a rightful heir to his empire. The players
might assume this means one of the proper bloodline who is
able to don the ancient crown. During the final showdown
with the ancient warrior, they remember the line "there's a
king within us all." Anyone may don the crown and sit upon
the throne. The final line, "he doesn't have a name," is
also a subtle suggestion that any name will do.
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3. Determine How To Use The Song
- DM inspiration. The first and most basic use of song
lyrics is to inspire adventure creation. There is no need
for your players to ever realise the source of your ideas.
- In-game use. If your song is little known and has cryptic
lyrics, you might be able to use it, in whole or in part, as
an ancient prophecy, as scrawled notes in an NPC's journal,
or overhead being sung by a particularly well-informed
minstrel. Just be sure you've made any necessary changes to
keep the flavour of your game world, and make sure you have
enough other clues so that, eventually, the players will be
able to piece together the intended meaning. Riddles and
prophecies are most fun if the players can figure it out
themselves, so don't make it too hard.
In some cases, you might be able to use the actual song in
your game, that is, play the CD at a particular time. This
might work well in a modern or post-modern game.
- Campaign theme song. If you build an entire campaign
around a song, and if the lyrics don't give any secrets
away, you might consider playing the song at the beginning
of each game session, sort of like a theme song. Not only
does the song announce the beginning of the game, but as the
campaign progresses, the players might begin to identify the
in-game people, places, and events hinted at in the lyrics.
- Character theme song. In one campaign, my GM asked each
player to select a theme song for their character. When one
of us did something in the game that was particularly cool,
the GM would play a snippet of that character's theme song!
Back to our example, I think with a few minor changes the
text of "Ancient Warrior" could be used in the game as a
mysterious rhyme or song. The descendent NPC seeks help from
the PCs in locating the long-lost crown of an ancient
empire. He shows the PCs the rhyme and perhaps a few other
fragments of other texts that, when pieced together, allow
the players to deduce that the crown might be in some desert
ruins.
Meanwhile, the NPC seems unusually paranoid. Eventually, the
PCs find out that the NPC is being hunted by an unknown
being, the reincarnation of an ancient warrior-king from the
fallen empire. The NPC might claim he needs to recover the
crown to banish the evil spirit forever. The players might
discover the NPC is the last of a particular bloodline that
extended back to the warrior-king himself.
Granted, all of this needs to be fleshed out a lot more, but
I think you can see how it's possible to develop a unique
adventure idea from the creative interpretation of song
lyrics.
Now it's your turn! See if you can develop some game ideas
from the following songs (you should be able to find these
lyrics in the databases listed in this article).
- Firebrand, by Van Der Graaf Generator
- Hall of the Mountain King, by Savatage
- Les Invisibles, by Blue Oyster Cult
- Secret Journey, by the Police
- The Letters, by King Crimson
- The Magician's Birthday, by Uriah Heep
- The Miracle, by Emerson, Lake & Powell
- The Scaffold, by Elton John
Good luck and happy gaming!
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Readers' Tips Of The Week:
1. Absurd Connections = Campaign Inspiration
From: Guillaume Boily
I was sitting half-asleep in my utterly boring statistics
class the other day when I noticed something: absurd
correlations between two things can be a great source of
inspiration for a campaign!
For example: the size of a child's feet and his ability to
solve logic problems. There is a clear positive correlation
between the two. As the child's feet get bigger, his ability
to solve logic increases. Now, as educated citizens of the
21st century, we all know that there is no causality between
the two, it only means that both develop at the same time.
For a less advanced society, however, this might not be the
case.
As such, the people of one of your campaign setting's
nations could have all sorts of balms and potions for feet,
because they believe that the longer a child's feet are, the
more intelligent he will be.
In the same spirit, I recently read a novel in which a
charlatanesque noble had a theory that a lethal poison
emanated from the ground. For him, it explained why every
living thing grew and why the most important body part, the
head, was nearly always the highest point of a creature's
body. It also happened that the novel's main character,
named Grenouille, had spent the last years in a cave without
shaving, cleaning, or changing himself. When he met
Grenouille, the noble used him to prove that his theory was
true: if Grenouille was in such a bad shape, it was
obviously because of the ground's lethal emanation.
Hope this inspires somebody. And the next time you're
sitting in a statistics class, remember that the stuff
you're learning could actually enhance your D&D experience!
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2. Wing-It NPC Plot Generator
From: Paul W
Recently, in my gaming sessions, we have had players unable
to make it with very little notice. So, I decided to run
one-off adventures for the players that did turn up. As I
have little notice for the number of people turning up, I
have had to wing it. Winging it is not too bad for me as I
am creative on the fly; however, I have created some
techniques to make my job easier.
The main technique that I use is a quick plot generator.
With this you assign NPCs to one of 4 categories:
- Plot Giver. The plot giver is the NPC who involves the
PCs in the adventure.
- Villain. The villain is the NPC the players are trying
to stop.
- Facilitators. The facilitators are NPCs who can help the
PC overcome the obstacles in the adventure.
4) Complicators. The complicators are minor villains or
other NPCs that tend to make life difficult for the PCs.
You can quickly make an adventure plot by listing an NPC
name (or several NPCs) for each of the above categories,
then giving each NPC a motivation as to why they are
involved in this plot.
Next, link the encounters up in a chain. This is usually:
Plot Giver -> Complicator -> Facilitator -> Villain
If you have more than 4 NPCs, the chain can become more
complicated with branchings and such.
Next, create an encounter for each NPC in the chain. You
should now have a rough plot that can be used for a
adventure.
Example:
- Plot giver:
Giovan, human, male, commoner.
Motivation: He was ambushed
by bandits and broke his leg, and they kidnapped his
daughter.
- Liara, human, female, commoner.
Motivation: She is the
daughter of Giovan and has been kidnapped by bandits.
- Villain:
Shagatha, young, adult, green dragon.
Motivation: Looking
for "tribute" from her underlings (the bandits).
- Facilitator:
Draman, human, male, barbarian.
Motivation: Has fallen in
love with Liara.
- Complicator
The Bandits, barbarians. Motivation: Forced out of
civilized lands, this tribe has made a deal with the dragon
Shagatha to gain protection from her if they supply her with
victims (food).
- Encounters
Plot giver: The party sees a wounded man struggling at the
edge of the forest. If the party investigates, he will
explain he was attacked by a group of bandits and they
carried off his daughter. He will caution them about the
forest being "haunted" by a dangerous beast.
Complicator: The bandit camp. The party finds the bandit
camp. There are around 30 or so individuals (it is a small
tribe). If the party explores the camp they will not find
Liara. If they ask about her, the bandits will not say where
she is. They will also encounter Draman who will help them.
Facilitator: Draman. If the party asks about Liara in the
bandit camp, Draman will learn of it and gives the party
information about where Liara is (in the dragon cave), and
will tell them about the dragon. He will accompany the party
to help them fight the dragon and rescue Liara if the party
allows. If the party does not want him to come with them, he
sneaks along behind and attempts to rescue Liara himself
while the party is fighting the dragon.
Villain: Shagatha. The Dragon's lair is deep within the
forest and will be difficult to find without help. There is
a pit in the cave where several people are being held until
the dragon is hungry. There are 2 bandits on guard at all
times. The players can negotiate with the dragon for the
release of Liara (and the others) but they must make it
worth the dragon's while (lots of treasure).
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3. Classic Tip: Plexiglass Battlemat
From: Esa
Our group recently put in use a thin sheet of plexiglass
with a permanent grid on one side, using water-soluble pens
on the other. This has enhanced and sped up play
significantly, and has the extra benefit of allowing us to
keep stuff like initiative, wounds, and whatnot on the
temporary surface instead of wasting paper.
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4. Uses For The Perform Skill
From: Jesse Cohoon cohojes @ iit.edu
Many D&D worlds are filled with entertainers of various
sorts who sing, dance, play instruments, give dramatic or
comedic performances, and tell stories. They also have
politicians (or royalty), local celebrities, and clergy.
Each of these can use the lowly Perform skill. For most
characters, the ability to do any of the above is a
background thing that has little, if any, in game
significance. I feel that the role of Perform should be much
more prevalent in games. Here are some examples:
- Public Speaking
People involved with the public, whether they are
politicians, royalty, clergy, or common riffraff should
take Perform: Oratory "public speaking."
Politicians and royalty can use public speaking to attempt
to gain the favor of the populace. Eventually, they may be
able to turn the tide of popular opinion concerning a law,
policy, or recent ruling. If someone wants to stir a crowd,
this would be an appropriate skill to have. Furthermore, it
could be used to distract crowds from a certain subject.
- Dancing
Dance is underused. Players or NPCs can be members of acting
or dancing troupes for infiltration missions. Court jesters
are sometimes trusted advisors, and they make good operative
covers as many people think nothing of talking in front of
them, thinking them fools.
- Destructive Sound
Think of the natural things sound can do. Not every GM will
want to do this, but a person possessing Perform could
shatter glass, stone formations, or crystalline monsters;
cause people to get drowsy and sleep; hypnotize people with
sound effects; distract mages; soothe (and possibly heal);
and bring forth emotions of joy, fear sadness, grief, and a
desire to dance.
- Sound Effects
A person could have Perform: Throw Sound, whereby they could
use ventriloquism and sound effects to do such things as
enhance their storytelling or throw pursuers off their
trail.
- Storytelling
Terry Goodkind, in his Sword of Truth series, has a world in
which prophecy is given in the form of visions, which can be
shared with others. Good storytelling, in a sense, could
duplicate this, as the person listening to the story gets
enraptured in the scene, as it were.
The ideas above could be useful for tricks, traps, riddles,
and puzzles. A careful DM could arrange it so that, without
their judicious use, the PCs could be trapped for quite
awhile.
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5. Save Time Mapping With Pre-Drawn, Pre-Cut Puzzles
From: Alexander Hartung
It's an old problem: should I pick a player and allow him to
map the dungeons for the group (while the rest of the group
gets bored), or should I draw myself? If you draw the map,
you have to stand near the paper (and can't sit behind your
GM screen) or you have to take and hand over the paper at
every single line. I tried both methods several times, but I
wasn't satisfied.
While I was drawing a new dungeon, I had an idea on how to
accelerate this whole process: cut the plan into a puzzle. I
draw the map on paper and cut it into puzzle pieces. I start
with the entrance and the corridor, than I cut out every
room or discreet area. The cutting of the floor depends how
far the characters can see and the number of turns the floor
takes. It's reasonable to cut the floor every 50 meters and
at every turn.
With these pieces, you can put the puzzle to a dungeon plan
together without losing time and without losing the
attention of the players during the playing process.
Example:
You have a small dungeon with two small rooms (room 1 and 2)
and one big hall (after a right turn down the corridor).
Standing at the entrance, the PCs can see 10 meters ahead a
door on the left (room 1) and a room on the right (room 2).
After 20 meters, the corridor makes a right turn.
I cut the dungeon in four pieces:
- Entrance with view of the two doors
- Room 1
- Room 2
- The great hall
When the group enters the dungeon, hand them the entrance
(first piece). If they open the door to room 1, give them
the second piece. If they head to room 2, give them the
third piece. If the group is not interested in visiting the
rooms and walks forward, give them the fourth piece.
This technique can also be used for buildings, flats, or
scenarios in the wilderness.
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