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Roleplaying Tips Weekly E-Zine Issue #39
6 More Ways To Use E-Mail To Help Your Game
Contents:
This Week's Tips Summarized
6 More Ways To Use E-Mail To Help Your Game
- Eavesdrop On Player Discussions
- Deal With Private, One-On-One Events Away From The Table
- Polls, Surveys, Questionnaires
- Ask Players To Contribute
- Send News Headlines As Plot Hooks
- Use On-Line Services
Return to Contents
A Brief Word From Johnn
The votes are in and here are the results from issue #37's
question: What should I do with the readers' tips that you
are kindly sending me and are piling up in my Inbox?
- 16% Post the tips to a special web page on the
RoleplayingTips.com site.
- 39% Send a Special "Readers' Tips" Edition of the
newsletter once in awhile in addition to the weekly
issue.
- 32% Add them to the newsletter and make it longer.
- 7% Set up a forum/discussion board on the
RoleplayingTips.com web site.
- 6% Other suggestions welcome.
Thanks to all of you for your input. I'm going to do both b)
and c) in moderation: a longer newsletter every so often,
and a special edition once in awhile. I have a strict 'No
Spam' policy so the Special Edition is completely voluntary.
If you do not wish to receive it just let me know.
And keep sending your GM tips in. Tips readers and I are
finding them valuable!
A reader sent in this great feedback to me recently: "I
think the tips summary [at the top] is a waste of space, I'm
going to read the whole letter anyway =P It "spoils the
surprise" of what arcane knowledge lies below."
Do you agree? If you have a brief moment, let me know with a
blank e-mail:
Yes! yes@roleplayingtips.com: The Tips Summary is not necessary.
No! no@roleplayingtips.com: Do not remove the Tips Summary.
I'm always keen on hearing your opinions and learning how to
improve the newsletter's layout.
On a final note, you may have noticed September has arrived.
That means no more excuses, get roleplaying! :)
Cheers,
Johnn
Johnn Four
johnn@roleplayingtips.com
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6 More Ways To Use E-Mail To Help Your Game
- Eavesdrop On Player Discussions
From: Richard Garner
Our Metalface game deals with humans trapped in robot
bodies. This allows certain characters to directly
communicate with other characters without anyone else
hearing a word. Most of the time this is secret information
that, if the other players were to know about, would alter
their tactics. So we use e-mail to allow the characters to
communicate information or messages to each other.
[Johnn: Thanks for the tip Richard. GMs, if your players use
e-mail to discuss your games between sessions, then ask them
to cc: you in each e-mail they send. This way you can gather
ideas, make plans and learn more about your players and
their characters.
Most players will not have a problem with this. Some players
may say no however, because they are worried that you will
use any and all information against them. If this is true
then don't push the issue. If it isn't true, let them know
the reasons for your request and that you have only the best
of intentions.
When reading the player e-mails, pay special attention to:
- "wish" requests ("I wish we had a lot of money so we
could afford to...")
- speculations ("Maybe that old man we met is really...")
- opinions ("That last scene was great")
Each of those items are clues about where you can take your
campaign next to help your players have more fun.]
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- Deal With Private, One-On-One Events Away From The Table
There are a number of events that need one-on-one time
between the player and GM to resolve. Try to deal with them
away from the game table so that the other players do not
need to wait for you two to finish.
E-mail is great for this scenario because it's one-to-one
and you can store the e-mails for later reference.
Examples of (somewhat strange) one-on-one situations that
can be roleplayed well by e-mail (or ICQ or chat for that
matter):
- Dream sequences
- Ethereal, astral or otherworldly encounters
- Life after death
- Hallucinations
- Lengthy or complex illusions
- Intuitions
- Insanity
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- Polls, Surveys, Questionnaires
I have used e-mail polls, surveys & questionnaires many
times in my campaigns with great success. They can help you
learn and plan between sessions.
If you could ask your players anything about your game and
GMing, what would it be?
E-mail allows your players to respond to these types of
questions privately and comfortably. Players are often more
forthcoming using e-mail as well, so you will have better
success at getting honest answers to tough questions.
Survey question examples:
- Critique your GMing style & skills
Keep an open mind and a desire to improve when reading the
replies!
- Feedback on how the last session went
Don't be afraid to reply back and request more details to
clarify various players' answers
- What do the players like about their characters?
Use as future plot hooks & story ideas
- Give theories about various mysteries in your campaign
Gives you ideas & suggestions
From: Richard Garner
We use a service (which we are about to drop) that has
offered a nice little feature called "polls." With polls,
players and non-players can secretly vote on the outcome of
certain NPCs or other events in the campaign. This helps me
see what people want and plan out future sessions much
better. For example, we have an NPC who is leading the
group. He's displayed all types of characteristics; self-
doubt, humor, rudeness, confidence... etc. I have
established a poll to allow people to vote on what should
become of him. Most people have suggested that he be damaged
beyond repair and left behind. So, guess what's going to
happen to him in our next session? I've found this gets
others interested in the game and wanting to play as well.
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- Ask Players To Contribute
From: Lyn Rhaevenwhicke
I'm part of an online freeform RP group called Winds Of
Change and we keep an online newsletter. Each player can
subscribe, and the players themselves send in the updates,
which are integrated into the newsletter and sent out daily.
This keeps our players informed on the happenings in and
around the WOC world, as well as the condition of their
surroundings (i.e.: If a tornado rips through the area,
it'd be nice if everyone knew instead of just thinking that
it's all pristine and perfect the next day.)
[Johnn: also, this is a great tip if you are open to player
contributions to your world. For example, if a player has a
character who comes from a far-off land, ask him to send you
descriptions and information of that land. If you like the
ideas add them into your campaign setting.
Other examples of player contributions by e-mail:
- Character's favorite tavern
- PC's guild details, entry rules, fees, famous members...
- Family description: family tree, careers & wealth levels
of various relatives, infamous relatives...]
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- Send News Headlines As Plot Hooks
From: Pete Schneider
One thing I've done with e-mail is to send out news
headlines. This not only allowed me to plant clues and
background information, but also gave me the chance to
establish a campaign feel, and introduce important NPCs.
[Johnn: an excellent way to sew plot hooks into your game
and save time. By just sending the news headlines you do not
need to come up with the details right away and, if you
invite questions from players, you may get an idea of which
hook they'll pursue.]
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- Use On-Line Services
From: Rowan Dunch
Hi Johnn,
This is my first issue of roleplaying tips - I certainly
like it so far!
One recent innovation that I have used, both as a player and
as DM, is to create a mailing list at one of the free
listservers (I use http://www.egroups.com/). This makes it
easy to share vital information with all concerned at once,
and probably most importantly, serves as a publicly
accessible archive of campaign history. In the list that I
participate in as a player, the majority of the traffic
actually comes from the players as we struggle to come to
grips with the various plots and enemies arrayed against us.
From: Mark W. Bruce
One thing that comes to my mind, since it is a tool that I
use extensively in my campaigns, is the importance of a web
club, such as eGroups.com. Not only does it allow a DM to
use e-mail items, it allows for online chat with players,
posting of news items on the message board, polls, file
storage, calendars for planning your games ahead of time and
much more.
My players and I have been using eGroups since last winter,
and it has helped our games tremendously. We only get
together every two weeks due to our differing schedules, and
the eGroups site allows us to remain in touch for game (and
non-game) issues, and allows me to distribute files and
information to individuals or the group as a whole. It is a
most valuable tool!
From: James Bell
A key feature that we're offering [at
http://www.fierydragon.com] is the use of private message
boards for campaign communication.
A DM can register his or her campaign with our message board
administrator and list which people will be able to access
their private message board. The sign up is free, and you
can post anytime and include image files. We're trying to
encourage taking care of the little details via the net, and
save the juicy rpg adventures for the gaming table (we all
have those memories of spending 2 hours buying equipment
before the adventure!!) --
[Johnn: James' suggestion of using a message board for image
files is a good one. Making graphics that you've scanned or
found on the internet available on-line would be a great
addition to your campaign. Players then have 24/7 access to
all sorts of important information.
For example, you could post:
- An NPC photo/picture gallery
- Monster gallery
- Maps (i.e. use your paint program to add on journey &
route information taken by the PCs during the campaign,
along with key historical event/encounter locations)]
E-mail is also a handy way to deliver additional NPC
information to your players. For example, a pre-game e-mail
sent out a couple of days earlier in which a henchman gets
into a bar fight might demonstrate what pushes this NPC's
buttons without having the PC's either bail out the henchman
or discover the hard way he is sensitive about this or that.
Once, before an expert NPC gave the information sought by
PC's, I sent out an e-mail in which the sage got into a
controversial debate with the local high priest.
Especially long speeches, conversations where the PC's don't
take part, or anything that would take up more time at the
gaming table than it might be worth, are all good candidates
for an e-mail in between game sessions.
I also recommend handing out experience points through e-
mail, since you have a moment to calculate the points after
the adventure, and no one has a good idea of what everyone
else got.
Return to Contents
E-mail is a great tool for helping you save time and manage
your campaign. I hope you find a way to use it in your
campaign. And let me know if you employ e-mail in other
great ways than those mentioned here.
Have more fun at every game!
Johnn Four
feedback@roleplayingtips.com
READERS' TIPS OF THE WEEK:
Easy Mood Lighting For Atmosphere
From: Russell Spickelmier
Here are some tips that have worked for my two groups. Maybe
they'll work for yours.
I was looking for a unusual effect for a major villain of a
3 year campaign. He had a specific piece of music and a nice
miniature but so did several other lesser villains. As an
experiment, I loaded the track lighting with green light
bulbs. Whenever the big villain appeared in a scene I'd turn
on the green light and play out the encounter. I'd only use
the green lights for that specific character so as to
reinforce the relationship. From then on the "green light"
serves as a signature of the villain as well as a visual cue
to the players that things have just gotten very serious.
That instance worked so well that I and my fellow two GMs
expanded on it. The color range is limited but here is what
we've done so far.
- Blue Bulbs:
Give a nice feel for underground, outer space or under
water.
- Black Light:
Good for places where things are not as they should be like
alien worlds/dimensions. Conversely, we like to cut out
fluorescent paper into signs and squares for windows, then
paste them on simple cardboard boxes to represent the neon
lit streets of a modern or cyberpunk city. Fluorescent paint
can be used for graffiti. Black light bulbs get very hot
very fast, so take some time to secure them from tipping and
take the time to warn the players not to burn themselves.
- Red Bulbs:
Set a Dantean underworld, volcanic caldera or turn them on
during a vehicular battle to denote alert status or on
emergency power. That last one has been a real favorite.
- Green Bulbs:
We use them for a specific purpose like the aforementioned
"villain's signature", for specific types of encounters like
ethereal undead or radioactivity. Whenever we use these we
try to space encounters so that the effect doesn't become
routine and undramatic.
- Orange Bulbs:
Like using red bulbs, though orange seems to work better for
fire. Lends a nice sense of urgency to a scene.
Finally, on rare occasion, we've used several colors in
succession to add a sense of time. Specifically, the PCs
were searching for a vampire's lair during the daylight
(normal lighting). As the daylight ebbed we switched to an
orange bulb for sunset. Then as night fell we put in a blue.
The ebb reinforced a gradual "turning of the tables".
There are several places to find color lighting. Hardware
stores usually have several varieties but can be too
expensive. We usually find what we want for a reasonable
price at music stores or party supply places.
Hope these work out as well for you as they have for us.
Note: We make a point to install a dimmer switch set to
about 30% on the room's primary/regular lighting which
allows for the colored lighting to retain effect while
providing light for navigating to the phone, kitchen,
bathroom etc.
[Johnn: thanks for the bright ideas Russell!]
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