Roleplaying Tips Weekly E-Zine Issue #412
6 Quick Game Master Organization Tips
Contents:
This Week's Tips Summarized
6 Quick Game Master Organization Tips
- Laminate Your Maps
- Create A Landing Strip
- Poker Chip Hit Point Counters
- Use Duo-Tangs
- Customized Shortcut Icons
- Pencils for All
What's Your Favorite RPG?
Readers' Tips Summarized
- Creating New Cleric Domains (D&D 3.5)
- One Shot Idea - Let Players Play Future Villains
- Holiday Adventure Idea: Celebration of the Kitchen Wall
- GURPS Religions And The Mythopoets Manual
- UltraCorps: New Recruits Open Beta
- Free d20 Modern Setting: Dreamwalker Revised
- Online Tools & Generators: Exalted, Scion, Car Chases, Warhammer, And More
What's On Johnn's Bookshelf?
Johnn Four's GM Guide Books
A Brief Word From Johnn
NPC Contest Update
First my vacation, and now Gen Con is delaying the NPC
Contest wrap-up, but we're getting closer. I'm coordinating
with Chatty DM and will be contacting the prize winners
soon.
I Finally Finished Chung Kuo: The Middle Kingdom
David Wingrove wrote a sci-fi series in the 90s that begins
with the novel Chung Kuo: The Middle Kingdom.
I picked it up at the Granville Street Bookstore in
Vancouver in 1991. I have tried reading it 3 times, getting
a little further into the book each time (at least,
according to the dog-eared pages I stumble across), but
never past the 100 page mark.
Something about the book made it difficult for me to read
further. However, I started the book again at page one a
couple months ago, and while on vacation I finally finished
it. 17 years after starting it, I'm done. It feels more like
a major victory than just reading a book. :)
This time around I enjoyed the novel a lot. It focuses more
on characters than on setting, and there are some great
ideas in it for near-future campaigns and NPCs for any
game. I'll let Wikipedia brief you on what the plot is
about, and before I begin #2 in the series, I'm going to
bask in my victory of persistence for a few months.
Game Master Links Now Readers Tips
A quick admin update: I'm rolling the links you folks send
me into Reader Tips due to frequent overlap and to speed up
e-zine creation. Feedback on the e-zine's format and layout
are always appreciated and replied to.
Have a game-full week.
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Lose The Eraser With Turn Watcher
Turn Watcher(tm) is an easy to use Initiative and Effect
Tracker for table-top RPG dungeon masters. It tracks spells
and other effects, alerting you when those effects expire,
automates temporary hit points and hit point boosts, tracks
PCs, NPCs and monsters easily during combat rounds, and
handles delayed and readied actions in a snap. Use it to
perform secret Spot and Listen checks and even Will saves on
your players without them being the wiser. Download your
copy today!
www.turnwatcher.com
Return to Contents
6 Quick Game Master Organization Tips
By Johnn Four and Hannah Lipsky
While players battle orcs and goblins, GMs face a far more
fearsome foe: disorganization. Here are a few quick tips on
keeping your game and your gaming stuff organized.
Return to Contents
1. Laminate Your Maps
I mentioned this tip in Issue #358. Gamer Printshop is an
inexpensive way to get your maps laminated:
I find laminated maps easier to use because I'm not as
worried about ripping or harming them. Things you can do
with maps protected by lamination:
- Write on them with wet erase marker. During long overland
voyages, I'll draw dotted lines to track where the PCs go.
This is a useful log to have. I'll also draw dots along the
path and dates and key events or encounters. Once the
campaign is over, I wash the maps off and they're ready for
the next group of travelers.
- Post-It Flags. To make finding maps easier, stick colour-
coded Post-It Notes or Flags to one edge. Blue flags to
indicate Forgotten Realms, red for Greyhawk, green for
Ptolus, for example. You can also use flags to mark
important or hard-to-spot locations on maps.
- Hang them like posters. Clips and other poster hanging
methods let you put maps up on walls for group display.
- Battlemaps. Find tokens to scale with the map to represent
PCs and their foes and you can use the maps as battlemaps.
Some maps are built to the scale of miniatures for this
specific purpose. Lamination lets you use dry erase markers
to note additional info or draw additional details.
- Roll them up. Map tubes are a great way to store laminated
maps. I put all my maps together, rather than keep them with
their book, and store them in tubes.
Note that maps still fade in the sun, even if laminated.
Turn them backside-up when not in use.
Return to Contents
2. Create A Landing Strip
The Unclutterer website advises having a landing strip near
your front door so you can disgorge the accumulated items
from your pockets, and whatever you are carrying. It's a
fast and easy way to unload and sort.
The same tip works well for post-session clean-up. If you GM
in a shared or common area of your residence, then you need
to clean up the table and area after each game session.
However, you might be tired after the game and don't feel
like cleaning. You might have an appointment and need to
leave quickly. You might need to go to sleep right away
because you have an early morning.
Based on the Unclutterer's tip, create a place where you can
quickly move game materials like minis, dice, notes,
binders, books, and maps. Dump your gaming stuff in this
place each time and sort it out later, or have this place be
where you quickly and easily sort everything.
You might have a fifty cent basket ready for dice and minis,
a couple of magazine holders ready for books, a hanging file
folder eager to receive loose pieces of paper, and so on.
You could also have a small garbage can waiting to bring to
the table so you can quickly fire in all the garbage. Also,
a plastic bag or two are handy for recyclable cans and
bottles. Here's a Lifehacker tip on how to store plastic
bags quickly and easily.
Return to Contents
3. Poker Chip Hit Point Counters
A couple of readers ages ago let me know about these great
mini poker chips (thanks!).
They are 1 inch in diameter and numbered. This makes them
perfect for use as counters. I ordered a couple of boxes for
$6 and think they're great.
For example, we stack them under minis on the battlemat to
record current damage done to foes. I also have a tray of
them behind my screen and use them for round, duration, and
major foe damage counters.
Return to Contents
4. Use Duo-Tangs
The GM binder is a typical place to store notes and paper
information. Recently, I've started using duo-tangs or small
portfolios. You can get a bunch of them for the same price
as a binder, and they take up far less width.
They are perfect for storing batches of papers that don't
get removed or added to often. For example, player guides,
completed sections of game world information, printouts of
rules, and custom charts.
A couple weeks ago I went through a box of old campaign
binders on a quest to free up some empty ones. It was easy
to remove the useless papers and condense notes I wanted to
keep for nostalgia or ideas in duo-tangs. I freed up 6 1"
inch binders and replaced them with 1 inch of duo-tangs.
Return to Contents
5. Customized Shortcut Icons
I organize a lot of my gaming information digitally, and
view it on my laptop rather than printing it. I've found
that custom shortcut icons can be a big help during play.
I create a temporary folder on my desktop, and fill it with
shortcuts to files I think I'll need in the upcoming
session. Then, I'll change the icons of groups of files
based on what I need them for. I use the ones that come with
the computer, rather than creating my own, so some
interpretation is required.
For example, I used the sheet of paper with the big red A
icon for city guards in the town of Aldren. The tree icon
was for their forest-based rebel opponents. When I needed
stats for a guard or a rebel in play, I didn't even have to
read filenames - I just clicked on a red or green icon.
The way to change shortcut icons, at least in Windows XP, is
to right-click on the file and select Properties. Under the
Shortcut tab, click on Change Icon.
You should be presented with a set of colorful, mostly
computer-related icons. Be creative and you can find
something to represent just about any force in your game
world. If you use music tracks in your game, shortcuts can
work for those, too.
Return to Contents
6. Pencils for All
I've been reading a lot of discussions lately about things
to do if you don't have any minis. One common solution is to
draw out the battle map on graph paper.
The problem with this is that the GM has to erase and redraw
everyone's position every action of every round, which
considerably slows things down.
The solution to this is simple: pencils for all! Everyone
can be in charge of erasing and redrawing their own
character. If the GM is trusting, players can also take the
jobs of circling or otherwise indicating the effects of
their powers on monsters, and crossing out or erasing any
monsters their character has just slain.
This solution also applies to markers and pens, in the case
of whiteboards and dry-erase boards.
Return to Contents
What's Your Favorite RPG
Wushu
By Grant Howitt
I'll come out and say it - in most standard RPGs, combat
(or, indeed, conflict) can be pretty boring. Take D20 for
example - it is often the best option both in and out of
character to hit the goblin with your axe over and over,
until one of you dies. Usually the goblin.
Roleplaying games have vibrant, exciting characters and
settings that often don't bother too much with realism, but
their combat rules can be slow and awkward to use past
hitting that damn goblin again.
Wushu is an excellent game for anyone who tried to run along
a banister to kick that goblin in its sneering face and
knock it down a flight of stairs, but was disappointed when
their GM stated that a) they'll need a tumble check, b) the
goblin's not close enough to the stairs, and c) it would do
more damage to bring the axe into play.
In Wushu, that goblin gets kicked in the face. He also flies
down the stairs and the character strikes a dramatic pose on
the banister, then hurls the throwing axe into the support
rope on the chandelier that crashes to the ground and wipes
out the other five goblins who had just rushed into the
room.
Wushu is a rules-light system with one important difference
from most roleplaying games - The Principle of Narrative
Truth. If anyone - player or GM - says that something
happens, it happens. The only exception is if the GM doesn't
think it fits with the tone of the game, and the player is
asked to change their action appropriately.
The character sheet is small enough to fit on a cigarette
paper (we've tested this) and all abilities are freeform -
"Two-Fisted Justice," "Art of War," "Devilishly Handsome,"
"Sneering Necromancer," and so on.
Resolution comes from rolling a certain number of dice under
the rating of your ability. The number of dice is determined
by the number of actions you describe in your round - so
where "I hit the goblin with my axe" is one die, "I grab the
goblin by the scruff of the neck, headbutt him, and hurl him
into a group of his allies" is three dice.
There are no penalties on what you describe. Describing your
character leaping off a balcony into the mobsters' car
(through the sunroof) and kicking their faces off gains the
same amount of dice as hiding on that balcony, firing
blindly over the rail, and furiously radioing for help.
It is, then, a perfect way of handling situations that would
normally be slowed down by the rules needed to accurately
portray them - super heroes, anime, or (the sample setting)
The Matrix.
It has also been put to great use in games where a
consensual reality separate from the real world affects the
characters, or in games where characters have mixed
abilities and power levels. A werewolf vampire cyborg mage
is, statistically, as dangerous as an unarmed child.
Seeing as characters are no longer defined by their powers
or equipment - there are no rules for either - it all comes
down to personality.
It's not faultless, but then again, no game is. The lack of
depth makes it difficult to sustain long-term play,
especially as there is no mechanical system for experience
points ("characters start off badass, and stay that way,"
states the text) and it is prone to a certain silliness
given the players' ability to do anything. These can
generally be avoided through solid GMing, though, and
regularly changing setting and characters can keep the game
fresh.
Wushu, then: awesome, exhausting, and ridiculously
adaptable. I'm running a game tonight after our
Esoterrorists campaign ended, and the characters are
becoming pirates off of the Japanese coast. They may well
discover the mecha hidden under the sea and battle great
Cthulhu; I haven't decided yet.
Wushu is available online for free at the author's website.
Return to Contents
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Creating New Cleric Domains (D&D 3.5)
From: Scrael
In D&D 3.5, Domains are extensions of a god's portfolio upon
the mortal planes. Each mortal has access to a piece of what
makes that god exist. As such, Domains are themed spell
lists that come with a specialized power that helps a cleric
serve a god better. Domains usually come with a couple of
house developer (and house DM) rules for creation.
Developers generally followed these guidelines
- Domain spells all must have a common theme. For example,
the Domain of Death has spells that all deal with creating
death, undeath, and outright slaying creatures.
- Domains get access to higher level spells at lower levels
occasionally, if they match the theme of the domain
especially well.
- Domain powers allow one use if it is a bonus to a roll or
access to a greater power (e.g. the Strength Domain's bonus
to strength) or multiple uses per day if it is a specialized
power of limited use (e.g. the Elemental Domain's ability to
turn or rebuke elementals).
With these guidelines, drawing up a power and a spell list
should be a bit easier, although it can be daunting. To help
this process out, let's make a Domain together.
The Domain is called the Domain of Dissolve. It revolves
around deities that are primal and want to eat, consume, and
reduce the world back into the pure energies that made it.
It focuses on the themes of Acid, Consumption, and
Absorption.
Domain of Dissolve Power - A Cleric of the Domain of Dissolve
can choose one of the following powers:
- Three times per day plus his/her charisma modifier they
may cast the Acid Splash spell as a cleric of their level.
- Twice per day they may reduce the hardness of any material
they touch by their character level.
- Once per day may, as a touch attack, they may absorb 1d6
HP/caster level from a living target - a Fortitude save
(DC:10+Cha Mod+Half of Character Level) reduces this damage
by half.
Spell List
- Burning Hands (Acid Damage)
- Soften Earth and Stone
- Fireball (Acid Damage)
- Enervation
- Acid Fog
- Harm
- Disintegrate
- Shout, Greater (Acid Damage)
- Horrid Wilting
And there we have it, the Domain of Dissolve. Each spell
complements the theme of the Domain and builds upon what it
means to be a cleric with access to these powers, which
destroy both objects and beings, and ultimately reduce
objects to lower states of existence.
This domain and Destruction might be close in theme, but
they have different plans entirely, and execute them much
differently.
Return to Contents
2. One Shot Idea - Let Players Play Future Villains
From: Sébastien Boily
re: Roleplaying Tips Issue #396
Hi Johnn,
I want to send you some feedback on a wonderful tips about
starting a campaign with an unrelated one shot adventure!
Recently, I decided to end a one-and-a-half-year-long
campaign, and it was the first time I actually did so; in
the past we would stop playing for a while with hopes to
continue later, but always ended up starting new characters
or playing a different system
This idea also comes from your tips and I thank you. My
players liked that the game ended well. I also told them
right away that the next week was going to be a one shot-
adventure to introduce the next D&D campaign.
First, they all had some complaints about the one shot. Out
of five players, one chose not to play the next campaign
because he is about to move out of town, one chose not to
play the one shot, and one could not be there for the one
shot, though he would have liked to.
So I ended up with two players in a one shot designed for
five players (I had seven characters prepared for them) but
I decided to play it anyway.
Characters were about 70% designed; they needed to choose
the name, roll Hit Points, and place skill points (I had the
number of points already calculated for them).
I had designed a short background for each of them with
questions that the player had to answer before we started,
such has how does he feel about this, why did he do that in
his past.
For example, one of the characters (an adept) had been
thrown out of both a temple and a mage academy, so I asked
the player to write down what he did.
One thing I did to make sure they would not want to keep on
playing that campaign is building the characters they were
going to use in a way they would not want to keep: I used
NPC classes from the GM manual such has adept, warrior,
commoner, etc.
The idea of the one shot was to have the players play the
first recurrent bad guys they will encounter: a group of
brigands made of people who had not planned to be brigands.
For example:
- A farmer who had a bad harvest and needs to feed his
family.
- An orphan who has fled a big city because of his many, but
small, crimes.
- A hunter who has had a bad time finding good prey, since
many farmers turned hunter because of the bad harvests.
- An adept disinherited by his family because of his
failure.
- A city guard under suspicion for the murder of his wife
and her lover.
Those brigands were Robin Hood-like, stealing from the rich
most of the time. In the coming game, the rich will be the
patron/employer of the PCs, who will hire them to help him
get rid of the brigands and secure his caravans. I guess you
can see the big picture.
What I like is that now they know the bad guys' background,
even if their PCs won't. This hopefully will have them think
twice before killing in cold blood the poor farmer brigand
who does this to feed his four children, and is trying to
buy a cure for his oldest son who was bitten by a strange
spider a week ago and hasn't woke up since.
Also, I introduced the future employer as a bad guy for the
brigands, but the brigand chief (not a PC in the one shot)
has some links of jealousy with this guy. All things they
will learn in time.
Having only two of the four players that will play the
campaign was a good thing. I can bet that next time I do a
one shot adventure all players will try to be there, since
it gave them so many clues and things to talk about.
Finally, the one shot gave me a chance to introduce new
house rules and try new things without risk of interfering
with the main campaign.
Return to Contents
3. Holiday Adventure Idea: Celebration of the Kitchen Wall
From: Sean Holland
Holiday Description:
Annual festival held on the Winter Solstice in the Halfling
Free City of Jervonia, celebrating the defeat of the
surprise attack by troops sent by Duke of Zarant during the
longest night of the year several hundred years ago.
The Duke of Zarant once ruled Jervonia, but it broke away to
become a free city, and the Duke lead a force of mercenaries
on a night time raid to reclaim the city. The attack was
thwarted by a guard who spotted the raiders sent to scale
the walls and open the town gates, the alarm was raised and
the citizens fought alongside the militia to drive off the
Duke's men.
A halfling matron, whose house was built into the city wall
near the main gate, and mother of twelve children, grabbed
her cauldron of hot soup and poured it over the walls to
help drive off the attackers. This is celebrated by having
pies in the shape of a cauldron with crystalized fruit cut
to resemble vegetables inside during the festival.
Holiday Encounter Ideas:
- The Dukes of Zarant have not forgotten the humiliation
inflicted on their house years ago. The new Duke intents to
start his reign by recapturing the Free City. To this end,
he has had his agents hire bands of bandits and brigands,
which has lead to increased theft and drunken fights leading
up to the celebration. The Duke has brought a cadre of his
best knights with him and he intends to 'rescue' the city
from the bandits, who will attack during the celebration,
and then proclaim his rule as protector of the city.
- The characters, as non-halflings, are pressed into playing
the role of the 'evil Duke' and his mercenaries during the
comic re-enactment of the attack which form part of the
festival.
Return to Contents
4. GURPS Religions And The Mythopoets Manual
From: Dariel Quiogue
Hi Johnn,
re: Roleplaying Tips Issue #313
My compliments To Tim Van Der Hout for a really nice article
in issue #313 - Putting The Gods Back In Their Place! His
tips should help a lot with world building and injecting
more flavor into anyone's fantasy world, and the way he
wrote it is very easy to digest.
For GMs interested in more detail on building myths and
religions, I found GURPS Religions and the Mythopoets Manual full of great ideas.
Return to Contents
5. UltraCorps: New Recruits Open Beta
From: Johnn
UltraCorps is a classic game with renewed life. It's a turn-
based MMO of space exploration and combat. Starting with a
single planet, you expand your empire to other worlds while
your foes try to do the same. While this game is not an RPG,
I thought there might be a few folks who'd be interested in
checking out this old school classic.
Return to Contents
6. Free d20 Modern Setting: Dreamwalker Revised
From: ModernMichael
I'm always looking at new campaign settings for D&D and d20
Modern to keep things fresh and provide ideas for existing
campaigns. I found one recently called DreamWalker Revised
that allows you to get creative with the d20 modern system.
Characters in this setting gain the ability to traverse the
land of dreams, and any dream can be completely different
from another. By spending mana, characters can alter parts
of the dream world to create weapons, complete objectives,
and ultimately, destroy an infestation that causes the host
to fall into depression.
With so many in-game possibilities, I recommend any gaming
group give it a shot and break free of the barriers that
surround so many campaigns.
Print version available free at RPGNow.com.
Return to Contents
7. Online Tools & Generators: Exalted, Scion, Car Chases, Warhammer, And More
From: James McMurray
Hi!
I've been a reader for a long time now and recently have
started creating online tools to help me handle mundane
tasks, like naming and breathing life into NPCs, getting
scenery for spontaneous car chases, and some specific tools
for Scion and Warhammer Fantasy.
The tools are:
- Modern Car Chase Scenery
- Manses for Exalted
- NPCs, including names, personalities, and occupations
- Modern weight table so you know how much that armored
truck weighs
- Interactive Battle Wheel for Scion and Exalted
- Dice roller for Scion and Exalted
- Pantheon filter for Scion to show which deities are
associated with which traits
- Warhammer Fantasy crit roller including a couple of optional
critical hit charts used by a bunch of people from the BL
Publishing forums
- Tabbed quick reference sheet for scion to help avoid
flipping through the books
Return to Contents
What's On Johnn's Bookshelf?
Watchmen
Who Watches the Watchmen?
Growing up, I read my fair share of comics, but they were
all Bugs Bunny and Casper types. As soon as I discovered D&D
in grade 5 I switched from comics to RPGs. It looks like I
missed out on a lot.
Thanks to a friend at work, I recently picked up the
Watchmen comic by Alan Moore and Dave Gibbons. Its focus on
characters and story hooked me from the start, and now I'm
devouring all kinds of comics faster than I can clean the
ink off my fingers.
Why should GMs care about good comics? As with books and
movies, I'm always collecting ideas for use in my games.
However, the big win for me is I'm "filling up the well"
with completely new material and inspiration.
Ages ago I read a book about creativity, and it advised
constantly exposing yourself to new and creative experiences
to fill up your well of ideas, imagination, and creativity.
A person with a full well is bursting with inspiration and
energy to create.
I've found Watchmen has re-opened the door to comics for me,
and my well is filling up now with great images, stories,
settings, characters, and more. Very inspiring!
If you missed out on comics too, and have always been
curious, I highly recommend Watchmen as your introduction.
More info and reviews at Amazon.com.
Return to Contents
Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
Return to Contents