Roleplaying Tips Weekly E-Zine Issue #415
Simple Acting Tips
Contents:
This Week's Tips Summarized
Simple Acting Tips
Monthly Musing of the Chatty DM
Interview
- Interview With Yax of DungeonMastering.com
Readers' Tips Summarized
- Gamer Talk
- My Friends Won't Let Me GM
- Dragonroots Premiere Issue
- Recent Past Campaigns
- D&D 4E Tools
Johnn Four's GM Guide Books
Magical Society Restocks!
Expeditious Retreat Press' on-line store has restocked the
Magical Society line! We now have copies of A Magical
Society: Silk Road and the soft back of the Second Edition
of A Magical Medieval Society: Western Europe. We also
have a few more copies of the limited edition hardback of
A Magical Medieval Society: Western Europe Second Edition.
Expeditious Retreat Press
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A Brief Word From Johnn
Our Third Session of the New Campaign
We played again Thursday, hopefully getting back into our
bi-weekly rhythm after a spotty spring and summer. In
Session #2 we nearly had 2 TPKs, but the group managed to
squeak out alive during the replay of a kobold ambush.
What's tricky with the new D&D edition is the need for
coordinated team play. Fights are no longer toe-to-toe
grinds. Monsters and PCs are designed to fill different
niches, such as mobility, counter-mobility, wall, artillery,
and so on. With specialization comes the need for teamwork,
which is great.
Well, great for the DM, because he can keep everything in
his head. For a group of players, though, who each only
control one piece on the battlefield, it can get confusing,
chaotic, and even frustrating.
The solution is either elaborate planning or communication.
Planning informs each group member of their role,
responsibilities, and actions in a whole menu of situations.
This keeps everyone coordinated, like a close-knit parade of
murderous mimes.
Planning is difficult. It takes a long time to figure out
all the details. Plus, many players prefer to wing-it and
don't like to follow a rigid path.
Communication allows players to react to new events and for
less-structured play than the planned approach. However,
unless they have a common language of codes, hand signals,
or protocols, talking things over takes time, can be loud,
and is difficult over distances (from the PCs' point of
view).
Weighing both options, I suggest DMs encourage
communication, and to overlook realism issues, such as
distance, volume, time taken, and omniscient party
awareness. Planning rarely works out, and most of the plans
I've seen don't last past the first round of combat. That
means wasted time and frustration. Forcing players to clip
their talk to 6 second bursts, to only speak to nearby PCs,
and to not provide friendly suggestions reduces the fun
factor.
It's better that players learn to communicate with each
other, like a team, than to force them to act independently,
in silence, and risk more character deaths at the hands of
tough, specialized D&D 4E foes.
A great compromise might be to ask everyone to only speak
in-character during battles. So, no modern words, no game
rules jargon, and with personality.
Have a gaming-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Rent Video Games Online in Canada
While this is not strictly RPG related, I thought Canadian
readers might be interested in this online video game rental
place.
New releases are always a gamble, and I prefer "try before
you buy." For older games, Blockbuster and my other local
video rental stores don't have deep selections.
So, I found GameAccess.ca. I Googled for reviews, and the
ones I found were positive. Their deal is unlimited rentals
for $10/month.
They also offer a Free Trial.
So, if you're questing for video game rentals, check out
GameAccess.ca and maybe give their trial a whirl.
- Johnn
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Simple Acting Tips
By Danny East
Unless you're Stephen Hawking, there is no reason to avoid
acting in your role playing. There is a huge difference
between acting in a Vampyre LARP vs. acting in a Warhammer
game, but the acting is still there. It's part of the magic.
The following simple tips can help you with role play
acting, making each session more fun than before.
- Use this trick if you're trying to speak as a character
whose voice is at a different pitch than your own: Hum for a
few moments at the pitch in which you want to speak before
you begin talking.
This will naturally raise or lower the pitch in your own
voice. It will not be a dramatic difference, but it will be
a difference you will both hear and feel. Not sounding like
yourself will also help you to get into character better.
- Use different accents for each race. For more details,
read the tip on accents and cultures entitled "You Are Not Mel Blanc" from issue #394.
- Most of the really dramatic scenes in movies happen either
when an actor is screaming or whispering. Try whispering.
Not only does it add a sense of drama to whatever it is
you're trying to accomplish, but your players will have to
lean forward and stop fiddling just to hear you. You'll have
their complete attention. It'd be a good time to sell the
plot. Or Amway.
- Remember that creepy, loud guy at the bus depot who
smelled real bad and wouldn't stop asking everyone if they
had seen "Hellboy?" Just pretend you're him, and change the
words around. Or pretend you're Old Man Jenkins, the History
teacher with a lisp.
Take someone from real life who has specific quirks and
impersonate them as a PC or NPC.
- Speaking of Mr. Jenkins, here's a good tip to help work on
your stage fright and confidence. Remember when all your
classmates had to take turns at the podium talking about
Egypt or the Panama Canal or the Roman Empire? Remember how
much you cared about how well they spoke?
Yeah, that's about how much your friends care about how well
you do with your acting. So relax, and have a good time.
You're probably a lot better than you think you are, and
once you start to enjoy acting more, it'll be that much
better.
[Comment from Johnn: Great tip Danny. This is so true. We
groan every time a Scottish dwarf rolls up to the table, but
we love it anyway. And even the player with the ever-
switching accent proves to us he's engaged with the game and
gets regular pocket points for it.]
- Use props. Mr. T is known for his necklaces. Charlie
Chaplin is known for his cane. Tom Selleck is known for his
mustache.
What is your PC or NPC known for? If they smoke, let a
cigarette (hopefully fake) dangle from the corner of your
mouth. If they're a gambler, go ahead and spin a coin
between your fingers.
- Gesture. If acting as a lawyer, point with your pen. A
politician might point with her glasses; a police officer
might tap his notebook; an annoyed or frustrated man will
rub his eyes.
Nervous people play with their hands. Liars look away. Angry
people lean forward across the desk at the DMV, throw their
registration papers down, and yell, "I paid my taxes!"
- If you plan on giving a soliloquy or long speech during
your game, go on and plan ahead. Write it down if you wish,
just don't read from cards or memorize a speech.
Instead, figure out a few good lines you'd like use and
memorize those. When the time comes for your acting to
shine, you'll be able to stay in character while discussing
things, and bring the conversation or speech around to the
few good lines you've memorized.
This way, you won't have to memorize a ton of material, and
you'll be less likely to mess up the few things you did
memorize.
- Remember Lovecraft? One of the reasons his writing was so
good was the realism he put into the characters and setting.
He made it real.
Next time you're having trouble getting into character, go
ahead and make up some facts. Want to be an angry dwarf? Go
through your Grudge Book and pick one or two grudges to get
riled up about.
Want to play a vampire with a true fear of the cross?
Imagine all the nightmares you've had about light emanating
from churches the way it does from the sun.
Make up a story of how, as a young orc, you saw your own
family slaughtered by a group of self-proclaimed heroes
purging the land of evil.
Once you've decided on a fact or two about your character,
really let that feed into your acting. If it feels real to
you, it'll feel real to your audience.
* * *
The most important tip for better acting is to relax and
have fun. The reason we role play is to have fun. If you've
become a good enough actor to enjoy it more than before,
you're winning.
Acting isn't new to you, either. Remember when you were a
kid and you had to jump on the furniture because the floor
was lava? Acting is just external pretending.
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Monthly Musing of the Chatty DM
Understanding, Using And Subverting Tropes In RPGs
Roleplaying adventures are a form of narrative
entertainment. As such, they share common elements with
movies and TV shows, as well as graphic and classic novels.
Some elements are obvious, like characters, background,
plots, and action scenes.
There is also a lesser-known type of element common to these
forms of stories. These are tropes, and learning to use them
(or subvert them) can make writing an otherwise-ordinary
adventure stand out and become a very satisfying experience.
What is a Trope?
A trope is a narrative "figure of speech," shorthand for
some concept the audience will recognize and understand
instantly. Above all, a trope is a convention. It can be a
plot trick, a setup, a narrative structure, a character
type, a linguistic idiom. It's like leadership (or porn):
hard to define yet you know it when you see it.
There are a lot of tropes out there, many of which you
probably already know about without knowing about it.
For example, in a fantasy story, there often is a Dark Lord
(trope) amassing an army of Evil Monsters (trope) to take
over the world (again). There's also often a clueless
'chosen one' (trope) surrounded by a band of Heroes (trope)
who end up defeating the Dark Lord.
What's a Cliche?
A cliche is an overused trope that ends up becoming
intrusive or too obvious. It distracts the audience rather
than serving as shorthand.
When the audience groans, the trope has become a cliche.
Examples of cliches in fiction:
- "Nooooooooooooooo!"
- The evil laugh
- Fruit carts and panes of glass in chase scenes
- "Luke, I am your father."
- The ethnic comic relief
- "It's quiet...too quiet."
Tropes in RPGs
Tropes work just as well (if not better) in RPGs, because
the audience controls the main protagonists. Since tropes
are shortcuts, this can allow a GM to elicit a reaction from
players while spending limited effort.
Cliches also have their use in RPGs; they aren't inherently
bad. They can be a useful tool for introducing new players
to the game, as they bring familiar territory into an
otherwise unfamiliar game, facilitating participation.
All adventures (published or homemade) already use tropes
liberally because writers steal/borrow ideas all the time,
consciously or not. It's the careful and conscious choosing
of tropes to elicit an emotional response from players that
add value to your adventure.
The Two Fundamental Rules of RPGs
- The Rule of Fun
Games must be fun to play. Sure, we like pretty graphics and
a good plot, but the fun's the main thing. If they're fun, a
lot of incongruities can be forgiven. Go ahead, try to
explain why the yellow circle loves dots and why the ghosts
are out to get him, or why the frog needs to get across the
road. You can't. Doesn't matter. Just replace "pretty
graphics" by "cool mechanics" and the definition applies
perfectly to tabletop RPGs.
A lot of shortcuts are made in the mechanics and premises of
an RPG to make it fun. The Rule of Fun should also be applied
by GMs to everything in the game, from choice of game to
character generation, the color of dice, the miniatures
players choose, the adventure used, etc.
With regards to adventure preparation, I suggest you apply
the Rule of Fun whenever you think of adding a challenge (a
fight, a trap, or a skill roll) by asking yourself, "Will
playing this out be fun?"
If the answer is no or "probably not, but it's logical"
you need to rethink your design choice. Rolling a climb
check to climb a tree to see the advancing enemy troops 50
miles away is not all that fun. Climbing it to avoid a horde
of berserking goblins has a better chance of hitting the fun
mark.
Try to apply the Rule of Fun to any instance of travel,
investigations, or NPC interactions. It will make a game
session better. (Hint: random encounters, unless everyone
wants them, are not usually fun.)
- The Rule of Cool
The limit of the Willing Suspension Of Disbelief for a given
element is directly proportional to its degree of coolness.
Stated another way, all but the most pedantic of viewers
will forgive liberties with reality so long as the result is
wicked sweet and/or awesome. This applies to the audience in
general, as there will naturally be a different threshold
for each individual in the group.
To transpose to RPG terms: your players will put up with
almost any illogical or wobbly plot devices or encounters
as long as things get cool enough for them.
A GM's efforts should be not so much on far-reaching world
building and tight, nitpicking-proof plot lines. They should
go all out for encounters and roleplaying that will swamp
players in coolness.
For example, think about combat on ice bridges, negotiating
the release of prisoners in a flooding underground prison,
or hopping from floating islands to pieces of flying ruins
to catch the thieves of the Star Jewel of Radnia.
Adapting Tropes to RPGs
With the Rules of Fun and Cool in mind, the idea in creating
adventures or campaigns is not to copy a whole movie or
novel in game form. The trick is to extract the tropes you
found cool and engaging and import them into your game.
Since tropes are easily recognized, players will pick up on
them and start building expectations. A useful technique
then is subverting the trope by having it go in the opposite
direction of what players expect. If you mix and match
straight and subverted tropes, you will be able to elicit
stronger reactions from player which will lead to more
satisfactory involvement in the adventure.
For example, if you want to recreate some of the feeling of
the Star Wars movies in your games, you can deconstruct the
series in the tropes you liked best (this is my personal
list):
- Dark Tower (Death Star)
- Power Glows: Lightsabers
- Mystic Ninja: Jedi
- Badass Villain: Darths
- Face Heel Turn: Darth Vader
- Empire vs. Rebels
- The Chosen One: Anakin/Luke
- Kung Fu geezer: Yoda
- I am your father: Cliche!
The idea is to borrow a few tropes and build an adventure
around them.
You could build a world where an Evil Empire threatens a
small coalition of planets/states (rebel equivalent).
Players are young Spiritual Knights (Jedis) in a monastery,
being trained by an irascible old Crone (Subverted Geezer)
who looks to be a few hours shy of croaking.
The Empire has an order of evil Hell-knights (Subverted
Jedi) powered by pure hatred and led by an ancient pupil of
the Crone (Badass Villain). They trash the monastery and
kidnap the crone. The party finds a prophecy that talks of
the Five Nascent Stars (The Chosen Ones) chasing away the
darkness and guess that it's them.
They track the Hell-knights back to their "Invincible"
Citadel of Woe (Dark Tower). They infiltrate it and battle
through mooks and a few Hell-knights. As they enter the cell
compound, they come face to face with Granny Sensei kicking
Hell-knight butt saying, "What took you so long?"
Then the Badass appears, gets a tongue lashing by the Crone;
he goes mad and says, "shut up mom" (Subverted "I am your
father") and the final fight starts. Near death, the Badass
implores his mother and she turns against the PCs (Subverted
Heel Face turn).
References
* * *
You liked this article? Head over to Chatty DM's blog for
more RPG posts on a wide variety of subjects. He's got
plenty to say!
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Interview With Yax of DungeonMastering.com
www.dungeonmastering.com
By Danny East
I was testing out my newest metal detector on a South
Pacific beach over the weekend, and saw what I first thought
to be a giant lobster on a boogie board. Closer inspection
showed that it was a smallish red dragon, cutting through
the waves to impress the tanned beauties.
I took a seat to pick though my findings (mostly bottle caps
and fillings) next to a man with a laptop and a pina colada
on a coaster. Turns out it was Yax, of dungeonmastering.com,
and he answered a few questions for me.
Danny: For how long have you been working on DungeonMastering.com?
Yax: I started DungeonMastering.com on a whim July 15th 2007
- I wrote 5 articles that evening I believe - and launched
the site July 17th. "Launch" meaning I bugged my friends and
kept asking them to read what I'd written.
Danny: You seem to have a pretty intimate relationship with
Expy. Do the ladies get jealous?
Yax: The ladies are jealous. Very Jealous. They all want to
be with Expy!
Danny: You've hinted at a previous career as an athlete.
That doesn't seem to fit with the web monkey/D&D persona.
How did that happen?
Yax: Well, it all started with dropping out of college,
which left me with a lot of free time. I picked up footbag
(commonly known as hacky sack) and went with the flow. I
played pretty much full-time for six years, made no money
doing so, then went back to school and graduated.
Here's a video from 2005, about one year after I stopped
competing.
Danny: Did your parents really name you "Yax?" Is it short for
something, or is it more of a form of onomatopoeia, like
Gollum?
Yax: That's a nickname my sister gave me to tease me. Turns
out I couldn't even spell my own name when I was younger,
and "Yax" was born.
Danny: Of all the characters you've played, which is your
favorite?
Yax: A manipulative Prince of Amber.
Danny: What is your favored method of killing a PC?
Yax: Death by Red Dragon, of course. With being ripped apart
and eaten by Trolls a close second.
Danny: Pizza and beer, linguini and "Red Wine" on coasters, hot
dogs and soda, or sushi and tea?
Yax: You know, I get teased a lot about the fake red wine on
coasters, but you shouldn't judge before you try it. And I'm
pretty sure nobody ever drank fake red wine on coasters. So
there. Now that that's settled, I'll go with pizza and beer!
Danny: Dungeonmastering.com has been growing faster than the
weeds in my lawn. How do you keep up with it?
Yax: I don't keep up! When I'm pooped I just don't do
anything. When I'm low on energy I just reply to email. Most
of the time I have a buffer of pre-written articles and I
have gone as long as 2 weeks without touching the site.
It also helps there are many other great RPG websites out
there: GnomeStew.com, ChattyDM.net, StupidRanger.com,
Critical-Hits.com. There's plenty of new content every day
on the web for everyone to get a quick RPG fix.
Danny: Any major projects we can look forward to?
Yax: A newsletter about RPGs in general, with in-depth
articles. Dungeon Mastering's light D&D entertainment recipe
sometimes keeps me from going all out on my ideas.
Danny: Any major projects we shouldn't look forward to?
Yax: The White Dragon joke generator. I announced it at least
twice, but I think I gave up on that one.
Danny: How much would you charge to come to my house and DM?
Yax: I would like to say it's free, but I'd get scolded by
Expy. He always wants more coins.
By the way, one thing really bothers me about living with a
red dragon: Expy always takes my jar of pennies and loose
change and pours it all out in a corner of the house, then
he sits on his new "treasure hoard." It's cute the first
time, but it gets old really quick.
Danny: Do you practice what you preach about no prep DMing?
Yax: Yes. My prep sessions are usually less than an hour for a
four hour game. The only long prep sessions I do are
campaign planning, just before and after the first game.
Danny: You are obviously trying to profit from
Dungeonmastering.com. How is that coming along? Think you'll
ever make enough to do it full time?
Yax: I never thought I'd work on Dungeon Mastering this
long! I work with internet marketing geniuses, so I decided
to put a few of their tricks to the test. Rumor has it that
blogs are great marketing tools. I launched the web site to
see what the blogging hoopla was about.
I love learning about web traffic, search engines,
marketing, etc. When you think about it, it's like a
strategy/simulation computer game, complete with numbers,
graphs, setbacks, and strategies. But if you figure out the
game and beat it, you get more than short-lived
gratification.
Danny: How many fingers am I holding up right now?
Yax: There's an old Red Dragon saying that goes: "I'm watching
you, not your fingers. Be afraid."
Danny: Really?
Yax: Yep.
Danny: Describe for us your dream environment (food, music,
atmosphere) for a session of D&D.
Yax: The best games happen in basements! No music. Dim lighting.
Food comes after the game if possible - preferably pizza.
Danny: How much input does Expy have on the website content?
Yax: Well, there's a big announcement coming up about this. I
can't say much for now.
Danny: What does Expy do for fun?
Yax: The usual: terrorizing neighbors, burning down villages,
telling white dragon jokes.
* * *
This is when Expy returned to the beach, kicked sand in my
face, and took my bottle caps. I ran off, embarrassed, to
cry behind the port-a-potty. I am proud to say, though, that
I survived an encounter with a red dragon.
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Gamer Talk
From: Logan Horsford
I wanted to let you know that in addition to our usual 'live
play' stuff, we've started doing something we call 'gamer
talk'. Basically, folks just sit around discussing gaming.
This sounded to me to be right up your alley.
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2. My Friends Won't Let Me GM
From: Johnn
A reader wrote in with this question:
"Hey, me and my group recently started playing DnD, so none
of us have much experience. Our DM is a cool guy, who has
played before, just not as a DM. I want to have a try at
DMing, mainly because I have a ton of ideas, but I don't
think anybody in our group would necessarily agree to me
doing so. Have any tips on how I can persuade them to let me
try for a day?"
I wrote back:
First, these tips might be of interest:
Tips For Planning & Running The First Session Of A Campaign
Roleplaying Tips Issue #396
Running Games At Convention
(Convention gaming is a lot like running a one-shot type
game.)
You might persuade them by saying you've been reading tips
on how to DM and DMing one-shots. If you plan on using a
published adventure, you might also mention that.
Another tactic is to prepare your adventure and have it
ready on a moment's notice. Then, if a session is about to
be cancelled, you could offer to DM your one-shot.
Another idea might be to ask if anyone wants to play with
you as DM on another day of the week. A smaller group is
easier to DM anyway, and the players can report back to your
main group that your session was okay, thus giving you
enough cred to offer to DM the whole group.
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3. Dragonroots Premiere Issue
From: RC
Dragonroots Issue #1 is now available. The first issue
features previews, GM advice and other articles, game
material, and more.
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4. Recent Past Campaigns
From: Mike Bourke
There is a campaign type I haven't seen represented in the
e-zine before: recent past. This campaign has all the
benefits of a modern campaign, plus the benefit of having a
lot of reference material.
For example, I started running my superhero campaign in the
early 80s and set it in 1970. My super heroes campaign is 4
colour, very much The Avengers in style. It's typical of the
comics of the era in a lot of ways as well. There are
occasional diversions into space opera (big cosmic or
gritty) but they are very much the exceptions.
I just use a "snapshot" of the 1970s, which lets the PCs
make a significant contribution to events in the world.
Furthermore, as more characters are created, their origins
and back stories slowly transform the state of events at the
time of the snapshot into an alternate world. There are all
the benefits of a common reference, and the scope to make
changes.
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5. D&D 4E Tools
From: Johnn
Check out Ian Toltz's site for a collection of awesome D&D
4E tools, such as the D&D 4th Edition Random Encounter
Generator, Power Tracker, Monster Maker, and Treasure Trove.
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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.
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