Roleplaying Tips Weekly E-Zine Issue #327
Meta-Game Organizations
Contents:
This Week's Tips Summarized
Meta-Game Organizations
- What Can Be A Campaign Setting Meta-Org?
- Organization Hierarchy
- Organization Advancement
- Responsibilities And Rewards
- Integration
- Getting The Players Involved
- Example Meta-Organization
Readers' Tips Summarized
- Create Fluctuating Coin Values
From: Aaron Petry
- Classic Tip: Sense of Smell
From: Guillaume T. Boily
- Custom Magic Weapons For PCs
From: Ian Toltz
- Fantasy Art At Elfwood
From: Sam Radjabi
- GMs Sharing PCs
From: Daniel D. Baleckaitis
Couldn't make it to Gen Con Sale
Expeditious Retreat Press is holding a sale at our on-line
store featuring specials held at Gen Con Indy and limited
copies of upcoming releases printed specially for Gen Con.
Check out 1 on 1 Adventures, Liber Artefactorum (a True20
supplement), and the second printing of A Magical Medieval
Society: Western Europe. We also brought home limited copies
of Fiery Dragon's Counter Collections that accompany Monster
Geographica titles. Sale is on while supplies last.
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Leslie
As a GM and a player, I'm always looking at random
generators, for names, towns, treasure, or anything else my
overworked brain can't create. Recently, I came across a
totally new kind of generator - the wiki generator. The
title says: "Abulafia is a User-Extensible Random Generation
Site (but if you refresh the page several times, it can
change to something like Abulafia is a Creativity
Machine!)."
I had a blast playing with it last night.
Anyone familiar with Tablesmith can add to the existing
tables, or create new ones. Folks like me, with no
expertise, can simply use the wonderful generators,
encompassing names, treasure, items, poetic descriptions and
more.
Try it out at:
Abulafia
Best,
Leslie Holm
eisel [at] nctv.com
Return to Contents
New RPG Releases:
- GameMastery: Map Packs: Fortress
- Palladium: Powers Unlimited 3
- Reaper Miniatures: Learn To Paint Kit #4 - Skin & Flesh
- Etherscope: The Lemurian Candidate
- d20: Masterwork Maps: Strongholds & Sanctuaries
- Dungeon Magazine #139
- Shadowrun GM Screen + Contacts and Adventures book
- Wizards of the Coast: d20 Dark Matter
- Wizards of the Coast: The Twilight Tomb
RPG Shop
Return to Contents
Meta-Game Organizations
By Jake Robins
The term meta-gaming often has negative connotations in a
roleplaying game, but it is not negative by definition.
Meta-gaming simply means outside of the game, and the idea
of meta-game organizations is a subject that can be brought
to any RPG with little negative reaction.
What is a meta-game organization (or meta-org for short)? A
meta-org is an organization within a campaign setting which
PCs have the opportunity to join. Ever had a PC join the
local thieves guild or rank up with the government commando
force? You've joined a meta-org!
Most of my experience lies within the Living Greyhawk
campaign (by the RPGA), where meta-orgs are the bread and
butter for most PCs. However, the concept has been around
since RPGs have been in existence. PCs have always made
allegiances with some organizations while fighting
others.
Most of the time, meta-orgs don't take a tangible form. This
article should help remedy that and give you tools to form
up meta-orgs for your campaigns. Players will love the
opportunity to be a part of an organization (and reap its
rewards), and it has the beautiful byproduct of rooting PCs
in the setting, making them more believable, more fun to
play, and more likely to impact the setting and the story in
a unique and interesting manner.
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1. What Can Be A Campaign Setting Meta-Org?
Meta-orgs can be as small as a fantasy adventuring group and
as big as an imperial starship brigade. However, small-time
stuff can easily remain unwritten; PCs don't need a set of
guidelines to formalize their book club membership, for
example. When an org is large enough to provide tangible
benefits to a PC, and most importantly, impact the campaign
and the setting independently of a PC, it might merit
creating some guidelines.
Meta-orgs are unlimited in their nature. In a fantasy
setting, meta-orgs might include branches of military (from
cavalry to navy), a wizard's college, a particular
faith/church, or even a thieves' guild. In a modern or sci-
fi setting, they might include SWAT teams, workplace unions,
modern military (air force or space fighters), or crime
syndicates. The limit is your imagination and your setting,
but generally, any sort of organized body of individuals
dedicated to a cause or study can qualify for a meta-org.
Incorporating meta-orgs into a campaign adds a bit of work.
Since PCs will be members of these orgs if they so choose,
it is important to have the inner workings of the org worked
out. Whether the GM or the player is responsible for the
writing, meta-orgs should include the following information:
- History. This information grounds the org within the
existing history of a setting
- Where did the org come from?
- Why was it created?
- How old is it?
- Who were the founding members?
- Has it changed since inception?
- General Purpose/Goals. Establishing a clear concept for
the org is important; it will give the PCs who join it a
very clear idea of what they are out to do (on top of
playing the game).
- What do the org's members set out to do?
- Why do they do it? How do they do it?
- Inner Workings. Having a clear idea of the daily mechanics
of an org will help flesh it out more.
- How does the organization function?
- Where is it based (geographically)?
- Relations to the Setting. This information will help it
fit the setting a lot better.
- Who are the orgs allies?
- Who are its enemies?
- Is it a public organization (owned by the state), a private
one, or even a secret one?
- Who funds it?
- Is it lawful or illegal?
- Is it generally appreciated by the populace or not?
Answers should just be descriptive. It is completely
independent of any rules system. Because of this, it is also
unlimited in its length or depth. If assigning this to a
player (see below), he or she could literally write books
about the org, or just a couple paragraphs.
Spend time and effort on meta-orgs to clearly define the
organization. It is important to have definite structure in
the form of three basic concepts:
- Organization Hierarchy
- Organization Advancement
- Responsibilities/Rewards
These are outlined in other tips in this article.
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2. Organization Hierarchy
Orgs should have some sort of hierarchy that is presented in
a logical manner to PCs. While some orgs might have only one
role in them, having multiple ranks in a structure with
potential and apparent ascension will inspire PCs to climb
the ranks. Many players enjoy the reward of getting
promoted, much as they would when their PCs gain levels or
abilities.
Linear
Rank structures could be linear. These are simple and easy
to understand, and suitable if you want your orgs to be
backstage of the main story. They should be logical and have
obvious advantages the higher you get. Example: In a fantasy
church organization, there might be the rank of Acolyte (1),
Priest (2), and High Priest (3). The higher a PC's rank, the
more rewards and responsibilities he gets.
Branched
Rank structures can also be branched. This is essentially
multiple paths or structures built off of the same starter
rank. This structure can be more complicated, but also more
realistic and more interesting.
Ranks from various branches can have equivalencies at
parallel branches, but this is not necessary. Advantages
should be weighed equally across the branches, and PCs
should be faced with a decision when branching off, weighing
choices and benefits of each.
Example: In a police force, all PCs can join in at the
Constable rank. Once they're ready to move on, however, they
must choose to branch off, to either the K9 unit, the CSI
team, the SWAT team, or the Drug-Busting Team. Each branch
can have its own linear hierarchy, essentially making it
multiple orgs within one.
Other structures exist as well and can be unique as you see
fit. Other hierarchies might be loose ones (for a less-
organized organization), where there might just be a few
different roles to be filled. Alternatively, they might be
independent linear structures. There are many possibilities.
Whatever structure you choose for your org, it should be
consistent and clearly laid out for players. They should
know what they're getting into and know what they're aiming
for as they advance through the ranks.
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3. Organization Advancement
While rules for advancement through the ranks will vary by
game system, they share certain types of advancement
techniques:
- Powers: A PC might be required to have certain powers or
abilities. In a d20 system, for example, they might be
required to have a level of skill or feat. They might need
to have certain spells, equipment, alignments, races or
classes, etc.
These should increase logically as the ranks climb higher.
- Tests: PCs might be required to take tests to gain a new
rank. Test types vary widely, from a written exam (in the
case of a wizard college) to a physical test (like you might
take when joining the infantry). These could be as simple as
using dice to play out (for example, being able to roll a
high skill check, or do a certain amount of damage with a
weapon or spell), or they might be entire adventures in
themselves.
- Time Requirements: Some orgs might require certain time
spent in a rank to prove loyalty before advancement. For
example, the Imperial Starfighter Fleet might require pilots
to fly for 2 years before they can be promoted to flight
chief.
Be careful not to make unrealistic goals for players; no one
wants to wait five years to go up in rank. Sometimes this
will skew a real-world view of the org, but in typical RPGs,
characters go from inception to retirement quickly, and orgs
should reflect this. It's more fun for everyone.
- Special Systems: Unique advancement systems are possible.
Example: In a navy org, officers might be required to
possess a certain amount of badges or decorations before
they can advance. A clear system is lined out (2 badges for
rank 1, 5 for rank 2, etc.). Then the writer can create
dozens of different badges that are awarded based on
different circumstances (which can be combinations of the
above advancement systems or something else entirely).
Badges can even be tiered themselves, so that some are worth
more than others (and obviously harder to get).
Most fleshed out orgs will use combinations of the above
methods. For example, a thieves' guild might require a
certain proficiency with weapons, a time in rank, and a
special advancement test to move up in rank.
Be sure to balance requirements so they present a realistic
but challenging goal for players. Also, they should reflect
rewards bestowed.
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4. Responsibilities And Rewards
Ensure that different ranks and different orgs have member
responsibilities. While PCs might have their own agendas, if
they belong to an org, they should be expected to contribute
to it. Responsibilities might include the following:
- Service time: PCs might have to spend time working for
their org. The town guard might require PCs to spend two
days each week patrolling the parapets.
Weigh this type of responsibility carefully, as waiting for
the PCs to go to work can be boring. If their work can be
combined with their own agenda, this should not be an issue.
- Tithing/Tuition/Fees: PCs might be required to pay for
their membership. Wizard colleges might require tuition.
Churches might require a tithe.
These fees should be minimal but not pocket change. Make
sure players feel like they're investing in the membership,
but don't break their banks.
Rewards vary and are dependent on game system; however,
general categories might include:
- Items and Equipment: Orgs might give PCs equipment (as
gifts or on loan). Higher rank mean better equipment.
Alternatively, they might offer to sell the PCs special
equipment they can't get anywhere else.
- Power Enhancement: Being trained at a specific org might
give the PCs mechanical benefits during their adventuring.
For example, being an air force pilot might improve a PC's
ability to fly outside of the org, in the game itself. This
enhancement should increase logically with rank.
- Services: The org might provide free or cheaper services
to members. For example, a member of a church might get
cheaper healing spells or medicinal care, and a member of a
crime syndicate might get free fences to sell their stolen
goods.
- Influence: Being a member of a certain org might give a PC
reputation and power that lets him navigate society easier.
Being a general in an army might give the PCs more lenient
sentencing in a judicial system. Members of a resistance
movement might be able to call on superior members to help
them in certain problems.
It's important to weigh responsibilities with rewards and to
scale them logically through the ranks. Some campaigns might
prefer powerful orgs and make them centre stage of the
story, while others might want meager benefits just to
supplement the plot. Do what you feel is appropriate for
your game.
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5. Integration
Now that you've created an org, fleshed out its guts, and
manufactured a detailed rank system and advancement
technique, how do you implement it? How do you use it with
your storyline? How do you recognize the benefits offered
and balance it with the power you want your PCs to have?
When a PC becomes a member of an org, nothing makes his
player happier than when the org becomes part of the story.
A player whose PC is ranked up in the cavalry will love it
when his adventuring party is confronted by a general who
needs their help. Watch them step up and serve his superior
officer with pride and enjoy the roleplaying.
It's important to write into the storyline orgs the PCs are
part of as often as you can. This link things together
beautifully: PCs, the campaign setting, and the story. It
doesn't have to be all at once, but as long as each player
gets a turn to have his organization featured in the plot,
everyone will be happy.
An interesting thing to do is pit the players against an org
of which one PC is a member. When a PC in the party becomes
a bad guy, you can watch everyone weigh their loyalties and
struggle with their divided responsibilities. This can
account for some terrific roleplaying situations that
everyone can enjoy greatly.
Even if you don't want to orgs to be part of your main plot,
have them working in the background. Have ways to let
players know the org is alive and kicking and that their
goals might parallel the party's. Anything that brings
together the players with the world and the organization is
for the better.
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6. Getting The Players Involved
Creating an org can be a lot of work, and creating
separate plot lines for it can be even more daunting,
especially when you've got a campaign story to deal with
already! One way to alleviate this is to get the players
involved.
Got a PC who wants to join the army? Have him write up the
org. If the player can do the work, you can just keep an eye
on the progress, ensure its balance, and even reward the
player for his effort. The more a player does, the more
rewards he should get, like bonus experience points, or even
a greater level of rewards within the org he's writing. This
can be a great way to get players writing and thinking
outside of the campaign and for their character. It makes
great homework assignments, which many GMs use.
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7. Example Meta-Organization
Below is an example of a meta-org for you to see. It uses
all the tips outlined above, and uses a very generic and
fictitious game-system. It is geared for fantasy.
The King's Cavalry
The King's Cavalry has been the monarchy's biggest military
presence within the kingdom for centuries. They have been
His Majesty's main fighting force as he conquered outlying
nations and defeated rebellion in his own. They are highly
disciplined and fiercely loyal, skilled with the use of the
sword and the lance.
Created 600 years ago by the first monarch, they started out
as a small force of knights. Today, they are a full-fledged
fighting force with many outposts around the nation. They
work daily to ensure order within the kingdom's confines and
to seek out enemies of the state and crush them.
The King's Cavalry is a welcome force in the kingdom,
obviously being sanctioned by the monarchy. They are based
in the capital city, but operate from a dozen outlying
forts. While known to be somewhat haughty and arrogant, they
never fail to step forward when danger threatens their king
or country.
Ranks
The cavalry is divided into a metric chain of command. The
General commands all the cavalry in the nation and answers
directly to the king.
The General has a dozen commanders, who oversee the various
outlying forts at the king's disposal.
From there, the ranks go down in tens. Each commander has
ten lieutenants, and each lieutenant commands ten sergeants.
Each sergeant commands ten soldiers - the grunts of the
cavalry.
- The Soldier
Requirements: 1 degree of skill with horseback riding, 1
degree of skill with melee combat (sword and lance).
Responsibilities: 4 weeks a year spent patrolling the
country and maintaining law. The King's Cavalry must
represent the monarchy and should remain courageous, proud,
and undaunted by enemies.
Rewards: Each soldier is granted a horse and barding. He
must take care of it as part of his responsibilities, but
may use it outside of his duty.
Advancement: To reach the next rank (sergeant), a soldier
must spend 2 months in rank as a soldier in good standing.
- The Sergeant
Requirements: 2 degrees of skill with horseback riding, 2
degrees of skill with melee combat (sword and lance).
Responsibilities: 6 weeks a year spent patrolling the
country and maintaining law. The King's Cavalry must
represent the monarchy and should remain courageous, proud,
and undaunted by enemies.
Rewards: Each sergeant is granted a horse and barding. He
must take care of it as part of his responsibilities, but
may use it outside of his duty. Sergeants have the authority
to command any soldier to do his bidding, though abuse of
this power (using it outside of his duty to the king) is
frowned upon and can result in disciplinary action.
Advancement: To reach the next rank (lieutenant), a sergeant
must spend 2 months in rank. Also, he must have captured at
least 10 brigands and brought them to justice.
- The Lieutenant
Requirements: 3 degrees of skill with horseback riding, 3
degrees of skill with melee combat (sword and lance), and 1
degree of skill with diplomacy or etiquette (lieutenants
sometimes meet with the aristocracy to represent the cavalry
or the king, and must be well mannered).
Responsibilities: 8 weeks a year spent patrolling the
country and maintaining law. The King's Cavalry must
represent the monarchy and should remain courageous, proud,
and undaunted by enemies.
Rewards: Each lieutenant is granted a horse and barding. He
must take care of it as part of his responsibilities, but
may use it outside of his duty. Lieutenants have the
authority to command any soldier or sergeant to do his
bidding, though abuse of this power (using it outside of his
duty to the king) is frowned upon and can result in
disciplinary action.
Advancement: To reach the next rank (commander), a
lieutenant must spend 4 months in rank. Also, he must defeat
in combat a giant to prove himself worthy of the rank. This
combat must be done alone without the use of magic, though a
lieutenant may of course use his mount.
- The Commander
Requirements: 4 degrees of skill with horseback riding, 4
degrees of skill with melee combat (sword and lance), and 2
degrees of skill with diplomacy or etiquette (commanders
often meet with the aristocracy to represent the cavalry or
the king, and must be well mannered).
Responsibilities: 10 weeks a year spent patrolling the
country and maintaining law. The King's cavalry must
represent the monarchy and should remain courageous, proud,
and undaunted by enemies. Commanders are also put in charge
of a keep outside of the capital, and are charged with
maintaining it.
Rewards: Each commander is granted a horse and barding. He
must take care of it as part of his responsibilities, but
may use it outside of his duty. Commanders have the
authority to command any soldier, sergeant, or lieutenant
to do his bidding, though abuse of this power (using it
outside of his duty to the king) is frowned upon and can
result in disciplinary action. Commanders have control of a
keep, which he may use to rest in and operate from.
Advancement: To reach the next rank (general), commanders
must spend 8 months in rank. Also, the king must choose him
as his representative personally and grant him the rank.
There can only be one general at any given time, so
commanders may have to wait for the previous general to
retire or die.
- The General
Requirements: 6 degrees of skill with horseback riding, 6
degrees of skill with melee combat (sword and lance), and 4
degree of skill with diplomacy or etiquette (generals meet
with the aristocracy to represent the cavalry or the King,
and must be well mannered).
Responsibilities: 16 weeks a year spent organizing the
cavalry and maintaining law. The King's Cavalry must
represent the monarchy and should remain courageous, proud,
and undaunted by enemies. Generals command the entirety of
the King's Cavalry, and are faced with many
responsibilities, such as dealing with foreign threats and
internal unrest.
Rewards: Each general is granted a horse and barding. He
must take care of it as part of his responsibilities, but
may use it outside of his duty. Generals have the authority
to command any other member of the cavalry to do his
bidding, though abuse of this power (using it outside of his
duty to the king) is frowned upon and can result in
disciplinary action from the king, though this is rare
(generals have a lot of leeway). Generals have control of
the citadel of the cavalry in the capital, which he may use
to rest in and operate from. Finally, generals are each
granted a magical sword from the king, which has magical
powers.
Advancement: There is no further advancement past General.
* * *
Related links:
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UK Role Players
Living in the UK and looking for a club, shop, or just other
gamers? Then give UK Role Players (www.ukroleplayers.com) a
visit. It's a free, forum-based, website where people post
details about clubs, shops, and gamers in their area with a
view to helping everyone get a game. We even have Play By
Message Board games that you can run or take part in.
Readers' Tips Of The Week:
1. Create Fluctuating Coin Values
From: Aaron Petry
In my new D&D campaign world, I wanted to have some sort of
currency exchange market to drive parts of the economy. So,
stealing egregiously from Glenn Cook, I decided to require
that half of the cost of the creation of any magical item be
in silver that would be consumed by the process to make the
enchantment permanent.
My magic deity is also the moon goddess, and silver and the
moon have something of an association, so it was pretty easy
to work it into the cosmology of the world. I decided this
would mean sometimes silver would be cheaper, and sometimes
it would be more expensive, depending on if the magic guild
or temples were making a number of items.
Silver varies in price between 8 silver = 1 gold and 12
silver = 1 gold. I can determine the rate randomly, or I can
peg it against political developments. The thing that makes
it fun for my players is that now silver is a cool thing to
find in a treasure, and they can speculate on the metals
market. I even had an adventure where the payoff was
information about the metals market, so the PCs could change
all their gold to silver when it was cheap, then change it
back a little later when the price went up.
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2. Classic Tip: Sense of Smell
From: Guillaume T. Boily
They say smell is the sense most related to memory. If it's
true, then why not use it in your D&D campaigns? For
example, if your PCs visit a temple, you could light some
incense to reflect the mood of the place.
Also, a recurring NPC could be linked to a particular smell.
When you know your PCs will encounter that NPC, spray some
perfume in the room before your players arrive. Since
perfume is costly though, it might be a good idea to use
common air freshener cans. Although some of them have a
chemical smell, I know it is possible to find a few that
feel natural. The good side of this is that they come in
many different fragrances.
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3. Custom Magic Weapons For PCs
From: Ian Toltz
Here's a tip for treasure.
I can't speak for other games, but in D&D, it's extremely
common for characters to be specialized to one particular
weapon. Sure, they can use others, but not as well and it
will mean they're wasting important portions of their
character (i.e. feats spent specializing).
Therefore, often GMs are under pressure to provide
"customized" treasure, verisimilitude be damned. You know,
the only weapons in the treasure room are an enchanted
mercurial greatsword, an elven thinblade, and a pair of
kamas. Luckily, that just so happens to be what the warrior,
rogue and monk all use. What a coincidence!
Recently, I was tinkering around with the idea of enchanted
metals which could be forged into magical weapons and armor,
and I realized it's a perfect fit for this problem. I've got
5 different metals: Arcanite (the base of all the others and
a generic enchantment), and 1 for each of the elements;
Acidium (Earth), Electrite (Air), Frostite (Water), and
Infernium (Fire). Now I just stick a couple bars in the
treasure horde and the characters take them to town and pay
a small crafting fee to turn them into whatever they need.
It also helps a lot with flavor, I think, because I've got
nice, unique descriptions for all the alloys. Each has a
visible aura (glowing/smoking/etc), a texture (coloration
and pattern), and give off a tactile sensation (Arcanite,
for example, feels like it's vibrating).
If you're interested in the full descriptions for all the
alloys I made, including magical bonuses of forged items,
check out this thread I posted on ENWorld:
Equipment - 5 New materials for weapons and armor
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4. Fantasy Art At Elfwood
From: Sam Radjabi
Hi Johnn!
I'm sure most readers have at least heard about Elfwood, a
forerunner in the realms of fantasy on the Internet. The
huge image and story database it represents throws a huge
source of inspiration at you, but there is a less known
portion of Elfwood, called FARP (Fantasy Art Resource
Project). There, you'll find tons of tutorials and
guidelines.
It's well worth a look, especially the writing part, where
you'll find world and character building advice, description
help, and lots more.
Elfwood Fantasy Art Resource Project
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5. GMs Sharing PCs
From: Daniel D. Baleckaitis
I've been involved in many groups in which people took turns
being the GM. In the past, it was always difficult because
people wanted to carry their characters from one campaign to
another, instead of carrying a folder of 20+ characters to
each gaming session.
I then ran across Ravenloft with its smoky mists and fell
in love. Not only could this be used as a great transition
from one campaign to another, but it also gave people the
chance to use the same character under several GMs.
As a bonus, it can also be fun trying to corrupt players;
the calling of the dark-side!
I have also found it makes things interesting when your
group can play out as young vampires, werewolves, or even
vistani struggling in a world that is different from their
own, seeing the other side of gaming with heroic adventures
coming to slay them. The sky is the limit with Ravenloft.
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