Roleplaying Tips Weekly E-Zine Issue #429
Props to Please Your Players
Props Contest Entries, Part 4
Contents:
This Week's Tips Summarized
Props to Please Your Players - Props Contest Entries, Part 4
- Lighting
- Music and Mood
- Magic Artifacts and Spell Components
- Combat Props
- Keys and Puzzles
- Modern and Cyberpunk Props
Readers' Tips Summarized
- How To GM An Investigative or Forensics Game
- Make Tonight's Game Awesome - Focus on Conflict
- Modern Maps Resource
- Mini Caprese Salad Skewers
Johnn Four's GM Guide Books
Advanced Adventure #7 The Sarcophagus Legion Now Available
Advanced Adventure #7: The Sarcophagus Legion is now
available in PDF & print! This OSRIC(tm)/1E module designed
for 4-6 adventurers, levels 2-4. Can a band of adventures
rescue the Sultan's wife, lost in the wastes of the desert?
Pick up your copy at YourGamesNow.com, or buy it in print
from your FLGS or at our on-line store.
The Sarcophagus Legion at Your Games Now
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A Brief Word From Johnn
Happy New Year
It's 2009. Already. Time flies when you are the GM. :)
I'm looking forward to another year of receiving and
publishing game master tips and advice. It looks like 2009
will also be full of great gaming and new projects.
One project already launched is a new blog for GMs. Frequent
e-zine contributor Mike Bourke and I started it up in
December and it's called Campaign Mastery.
My most recent post talks about my RPG plans for 2009. Check
it out if you are interested and want to comment.
Many e-zine subscribers have let me know they don't have
convenient Internet access. Work firewalls them, they are in
the field with e-mail only access, or some other reason. If
no one minds, I'll be putting hand-picked blog posts and
comments in e-zine issues.
Feedback about the e-zine content and layout is always
welcome.
Anyone Played the Outlaws of the Water Magin RPG?
A new subscriber this week mentioned his favourite RPG was
Outlaws of the Water Magin RPG. Has anyone else tried it?
Back Issues Text Format
Some e-mails came in over the holiday break asking if text
format archives of the e-zine are available. You bet! Fill your boots.
Get some gaming done this year!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Halls of the Mountain King
Return to Contents
Props to Please Your Players
Props Contest Entries, Part 4
Last but most definitely not least, here is the final
installment of the props contest entries compilation. Set
the mood with lighting and music, make magic happen, spice
up combat, and puzzle your players with these great tips.
1. Lighting
Candles and lanterns are classic choices that light your
gaming table and set the mood. They're especially useful for
dark and mysterious encounters with vampires, seers, and
stormy castles.
One problem with candles is they often don't provide quite
enough light for players to read their character sheets. If
you want to maintain the mood that candles provide, without
giving your group eyestrain, consider book lights.
These small lights allow everyone to see their character
sheets and dice rolls without illuminating the room - and
there's nothing quite like the look on a player's face when
you reach over and turn their book light off with the words,
"Your torch just went out. There is no wind."
For more exotic lighting, a glowing LED cube can be custom-
made in any style and color you like. It could easily be
some sort of artifact in a fantasy game, or a technical
gadget in a futuristic game.
Example [JPG]
Instructions for making one are very simple.
From: Nayamek, Brett O'Reilly, Giorgio Vezzini
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2. Music and Mood
Music is a great, often overlooked, prop. Different songs
for different settings immerse the players, giving them
additional cues to associate with a specific tavern or city.
Songs, especially instrumental ones, are also good for
setting the mood.
Nox Arcana and Midnight Syndicate are low on vocals but high
on ambience. Nox Arcana even has an album called "Blood of
the Dragon" that is pretty good for dungeon quests. Their
other albums are good for expressing a dark mood.
Midnight Syndicate:
If you're going to all the trouble to add music to your
game, what about spicing up the room with a few extra
touches of style? Just hang that world map of your campaign
on the wall before your players arrive for the session.
Banners can also be used as heraldry of your player's family
crest, or perhaps the shield for their estate or kingdom.
Campaign-themed drinking glasses and cups are also a nice
touch. Find some cheap glasses and inscribe them with
character names and some events that happened in the
campaign.
From: Kate Manchester, Giorgio Vezzini, Nayamek
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3. Magic Artifacts and Spell Components
Dollar stores are excellent places to pick up small knick-
knacks that only need a few touches of paint and a little
imagination to become magical artifacts of world-shaking
power.
Paperweights of different varieties make great artifacts.
For example, a green glass globe with some air bubbles in it
is perfect for an evil wizard's orb. Small wooden statues
can represent magical totems or ancient idols.
Tarot decks are ready-made magical props. They're a
fantastic stand-in for the classic "Deck of Many Things."
You can also give the players a tarot reading, providing
mysterious clues as to their next adventure. Of course, this
works much better if you stack the deck beforehand.
Tarot decks aren't the only fortune-telling tools that make
good props. Ouija Boards can be used by the characters to
receive messages from the beyond. Players will get a thrill
from using the planchette to spell out whatever message the
GM has to relay through the board.
Not all magic items are legendary artifacts - some are small
consumables, either enchanted projectiles or spell
components. For other items that are used up, like magic
arrows, try a small quiver made up from a 3x5 card and
filled with toothpicks.
You can also use the concept also for things like potions,
giving players a small bottle or vial filled with liquid, or
written scrolls where the spell is crossed off when used.
To store all these, what better than a magic box? Get a
plain but sturdy cardboard gift box from the cheap store.
Trace something vaguely eldritch on the top with a hot glue
gun for a 3D effect, then spray paint it. Use a base colour
and an overspray for the best effect.
You can even add a secret compartment for a message by
cutting out a piece of card the same size as the interior of
the lid of the box. Place the secret message underneath, and
push the card into place over the top.
From: Brothertuck, Tim V E, Gabe, Mike, Brett O'Reilly, Amy
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4. Combat Props
Miniatures and battle mats are a staple of many games, but
it doesn't have to stop there. Try building a diorama of
especially elaborate traps or showy settings. Here's one
example from a reader:
"Once I custom built a diorama for the final encounter in
some ancient tombs. The main pieces were the hanging banners
(literally hung down from our actual ceiling over the model)
and the tomb slabs with inscriptions on them, in two rows
around the room. When the PCs jumped on the top of the
slabs, they started to fall with the PCs running along the
top as fast as they could go."
If dioramas seem like too much effort, there are still other
ways you can spice up your battle mat. Use colored see-
through plastic sheets to represent various terrain and
effects: blue (water), green (slime or slippery areas), red
(Fire/heat), or yellow (gas/poison).
Since they are see-through and flat, they work well with the
battle mat and minis. The GM can even draw in additional
details below the clear sheet, if needed. You'll find the
sheets in most office supply stores.
If you don't have a battle mat, or want a break, consider
using boards from other games. For example, the Labyrinth
series of games provide an endless set of possible mazes,
with pieces that can move between adventures, or even
between rounds in a combat.
Amazing Labyrinth
HeroQuest is another good choice. Designed to simulate
Dungeons and Dragons as a board game, it comes with a wealth
of props and ideas.
HeroQuest
Combat involves not just mats and boards, of course, but
also miniatures. A variety of homemade minis can add flair
while cut down on costs.
For example, to make a whisp, twist cotton into a flame
shape, and attach it to a base.
To represent horses, go to the local dollar store and pick
up a few chess sets and a set of dominoes. Using clay or
glue, attach the knights to the back of dominoes. You now
have instant mounts.
Use air-hardening clay or a caulking compound to create
fire. It's easy to sculpt with hands or tools. Just slop
some material to the flat side of a domino and pinch as you
pull up. Keep at it until you get the look of fire you want.
Let it dry and paint it red, orange, and yellow. Easy 1x2
inch flame counters.
You can use similar techniques to create fire, air, and
water elementals. For fire, follow the fire marker template
- just work it up higher and with a couple arm-like
extensions on the side. For air, create swirls like a dust
devil. For water, create a wave-like form, adding eyes, if
desired.
If all these still seem too complicated, here is one final
tip: Big Hairy Rubber Spiders. Need I say more?
From: Tim V E, Martin, Sébastien Boily, Giorgio Vezzini,
Brett O'Reilly
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5. Keys and Puzzles
Keys are a popular prop. If you have spare keys from
previous locks, or unused padlocks, consider putting them to
use in your game as a prop or a puzzle.
An antique lock and key is great for a historical or fantasy
game. It can just sit there and set the mood when the PCs
inevitably get jailed.
For more fun, gather together all your old keys and create
an overflowing key ring. The next time your thief or private
detective says they're going to pick a lock in a situation
where they have to hurry, hand them a padlock and the heavy
key ring and give them a player challenge. Tell them only
one of the keys opens the lock, and then start a timer. Now
it's a race against time before the guards return,
simulating their PC having to work fast and steady under
pressure.
Any scene can be turned into a terrifying puzzle with the
addition of one small prop: an hourglass. The damsel in
distress needs to be rescued before the candle burns through
the rope holding her above the flaming pit, or the tomb
holding the sacred artifact is closing and you need to reach
it in time while fighting a series of lesser minions.
One of the most basic gaming props, the chess board, has
many uses. It can be used as a puzzle the characters have to
solve to move forward. It can be used as a room layout where
characters have to follow the movements of specific chess
pieces to avoid traps or to conquer opposing constructs. It
can be used to actually play a (shortened) game versus an
NPC, be it an old man in a tavern who holds an important
clue, or a king who has offered a character clemency if they
can emerge the victor.
Puzzle rings can be an interesting take on the puzzle prop.
In the process of searching the monster's lair, the party
might comes across an odd mass of interlocking twisted metal
links.
It doesn't look impressive, but put the links together
properly and they form a beautiful ring. Add to that a
magical effect that will only activate once the ring has
been properly assembled, and you have a nice and rewarding
prop.
Alternatively, the puzzle ring can add a bit of frustration
to the party as they are looting the corpse of the Big Bad
Wizard they just defeated. That magic ring that seemed to be
the source of his power is pulled off and crumbles into a
mass of nonsensical wires that the PCs have to put back
together.
In addition to traditional puzzle rings, there are also
puzzle bracelets, puzzle necklaces, puzzle chain rings, and
even puzzle rings that come completely apart. That last one
could even be three (or more) rewards for completely
different quests. Part of the puzzle then is for the players
to even realize that the rings go together.
Here are some examples, some affordable, some not so much:
From: Giorgio Vezzini, Mike, Paul, Brett O'Reilly, Joel T.
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6. Modern and Cyberpunk Props
Not all campaigns are medieval fantasy, and those that
aren't deserve props, too. Jon Smejkal has some great tips
for more technology-oriented games:
- CredSticks: You know that endless stream of credit card
offers that arrive in your mailbox? Take out the plastic
dummy cards and shred the rest. Modify with stickers and
permanent markers as needed. Next time you have to do a
shady business deal in a dark alley, hand your player one of
those.
- Badges: Save visitor or convention badges you pick up
along with their clips and badge holders. With minor
modifications you can have NPC badges for the players to
confiscate.
- Cell Phones: Changed cell carriers? Got your hands on a
cell phone display dummy? Great! Now you can play that
smooth fixer who's always on the phone with the next job or
contact. Or, pass one to a player with the instructions,
"call me when it's done."
- Computer Chips: If you're about to toss an old PC (the
computer not the player), open it up and see if you can pry
out a chip or two. Nothing quite like handing a player a
tiny slab of silicon and saying "get this to Rosebud!"
before collapsing on the gaming table from a gunshot wound.
- Vials: Small glass jars and vials filled with colored
liquid, sand, or crystals make great specimen or designer
drug vials. I was able to go to a local eyeglass shop and
ask for old contact lens vials. With their rubber stoppers,
they're perfect!
- Airhypo: Taking the glass vial idea a step further, I went
a tad crazy. One of the PCs in my game had a severe drug
addiction and made frequent stops to his fixer. I wrapped a
couple of contact lens vials filled with red water in a
small envelope and sealed it with a red rubber band.
Every time he'd visit his fixer, I would hand it to him, and
he'd surreptitiously stuff it in his planner. Eventually it
came time for him to act out his addiction in game, so I
mocked up an airhypo for him out of a length of copper pipe
(big enough to accept one of the vials), some foam, and some
rubber and metal fittings.
- Loot Cards: Although this idea isn't truly a prop in its
own right, I found a use for a stack of spent game cards I
had on hand. I made up a list of things you would find on my
PCs' victims' bodies, printed them out on stickers, and
stuck them to the cards. Whenever a PC would "roll" their
latest victim, I'd shuffle the stack and let the player pull
a few items.
More details here: Random Loot.
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For Your Game: Holidays: Holiday: The Vigil of Love
From: Andreas Rönnqvist
This traditional holiday is not celebrated in groups, but
rather in a personal way.
The stories tell that, in times past, a great hero held
Vigil against the darkness at the end of his loved one's bed
to defend her against evil.
The first day he was given the Kiss of Matronly Love
(forehead), the second the Kiss of Friendship (cheek), and
the third he was given the Kiss of True Love (lips) and won
her love.
These days, at the darkest day of the year, young men in
love will stand vigil at the beds of their loved ones. They
must stay awake during the entire night. When morning comes,
the woman chooses which kiss to give her suitor.
A kiss on the forehead means she shares none of his emotions
but is grateful. A kiss on the cheek means she has feelings
but she's unsure. A kiss on the lips means she loves him. If
there is enmity or hatred present, she might scorn her
suitor, but this brings bad luck to both.
Holiday Encounter Ideas:
- The characters are asked to disturb a vigil, either by
slipping sleeping dust into a person's wine or by physically
dragging him away from the bed he defends.
This could be because someone fears bad luck (scorn),
because another woman loves the man or because of jealousy.
- A friend is deeply wounded and asks the characters to
stand vigil for him, but the woman he loves is a vampire.
When she rises, the vigil by power of tradition keeps her
from leaving the room, so she will try to taunt the players
into attacking her and breaking the vigil. What should they
do?
- Most of the men of the village stand vigil at the darkest
night, and the players are some of the only ones not
standing vigil. Ruthless thieves take this opportunity to
steal stuff from abandoned homes and it is up to the PCs to
stop them.
Conception 28 Jan - 01 Feb 2009
Running from Wednesday 28 January until Sunday 1st February,
this year's Conception marks the 10th anniversary for this
charity convention. From small roots in 2000, raising £400,
it is now one of the best multi-day conventions on the UK
calendar - indeed, a number of people travel from mainland
Europe as well - and has raised over £50,000 in those 10
years.
Conception X promises to be the best yet so, if you're in
the area, why not join us.
More details: www.conceptionuk.org
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What's Your Favourite RPG? Serenity
From: Bryan Jonker
Serenity, despite all the hanging parts and unpolished
surfaces. Why?
Like GURPS, character creation is point-based. Advantages
and disadvantages are tailored to the genre and encourage
role-playing and building the story.
You can tie any skill to any attribute to determine number
and type of dice to roll. Want to link Intelligence to Sex
Appeal to charm some scientist? Go ahead.
Plot points. See my ode to plot points.
You can take lots of actions during your turn. No limit,
though you do get a minus on your rolls for each extra
action you take. You can shoot twice (one per gun), run 30
feet, and dive behind the bar all in one turn.
Damage is tied to your to-hit rolls, and your to-hit rolls
are directly tied to your skills and abilities. Yes, it
means you can knock people out with a single punch (or the
door of a Jeep, as one character did) if your strength and
skill are high enough, but that's just part of the charm.
It is ridiculously difficult to actually die in the rules,
so it encourages heroic behavior.
It takes some tweaking, and some of the rules are godawful
bad, but we've been having a blast.
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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. How To GM An Investigative or Forensics Game
From: Logan
You don't have to do this for every person who has died, but
if you do it for the main victim (in the case of an
investigative module) or a person or two, it will make the
game more interesting.
I'd like to say that although adding in actual forensics
isn't complicated, it does require more thought than normal
cases. Basically, there are three ways to handle it:
Method 1: Ask the questions the players will. This is the
hardest as you will probably miss something.
My mind goes back to a podcast I heard where the players
found some giant guy dead at the dungeon entrance. I'm going
to use that as an example simply because I was affronted at
how poorly it was handled. Being that they seemed to be
fairly typical D&D players, they were more concerned about
the loot the person was carrying than anything else.
Some typical questions that should be asked by anyone who
has to rely on common sense rather than a magic sword would
be things like 'how did he die', 'where is the murder
weapon', 'what is in his pockets of a non-loot nature', 'are
there any witnesses around', etc. The questions continue to
stack up using this method and it is easy to see why people
can get overwhelmed. Suppose someone asks about tracks? If
the GM hasn't thought of that, you had best be good at
making something up on the spot.
Method 2: Figure out the last day of the victim's life up to
and including their untimely death. This doesn't need to be
in any great detail, but it does help to know things that
happened before (and even after) so you know what clues
should be around.
This information will never be passed in full to the players
but doled out to them a piece at a time. If the GM has a
good general knowledge of what happened, they won't screw up
badly with the clues. Note that putting together the last
24-48 hours of the victim's life is standard practice for
real world police.
Let's make a brief day in the life of Mr. Body:
9:58am: Mr. Body wakes with a phone call of someone saying,
"You had better have the money by noon or you're going to
die."
10am: Mr. Body panics, jumps out of bed, and runs around the
house naked, screaming.
10:15am: Mr. Body stops panicking and eats his breakfast. He
knows he can't get the money so he doesn't bother tidying
up. He starts to build some stuff to make a fire with (burn
down his house - he's always hated the bank) but gets yucky
stuff on his hands and gives up.
10:30am: Mr. Body leaves his house to go buy a nice suit.
11am: Mr. Body buys a suit he can't afford. He then goes
nuts for the next two hours maxing out his credit cards and
getting all the enjoyment he can.
1am: Mr. Body calls Jimmy The Slug and tells him he doesn't
have any money, sorry.
3am: Jimmy the Slug's boys show up in a van. They hop out
and grab Mr. Body....
As you can see, there will be a lot of interesting evidence
the players can collect. Talking to the neighbors is
standard practice, as is getting phone records. You can have
some fun with a neighbor attempting to demonstrate how Mr.
Body (who had always been so normal) was running around
naked screaming, the confusing evidence of someone who was
gathering lighter fluid and oily rags near the couch and
just left them there for no apparent reason, etc.
With this method, knowing a lot about specialized skills
isn't important. Just tell the PCs what is there. Plus, you
build some interesting side treks. The players might wish to
fingerprint the can of lighter fluid and wonder why it
tracks back to Lowes home supply store, and wonder if there
is any connection. They may wonder why a certain bar (The
Tool Box) is making calls to people early in the morning.
This method is interesting because it can lead in strange
and unexpected directions, granted the person does something
interesting before they die. Maybe they get into arguments,
crash cars, try to kill heads of state, etc.
Method 3: I call this the short hand method. Players walk up
to a body, you ask them to roll 'the big 3' (or specialized
skills if you know them), then tell them what happened.
"A club footed guy wearing biker boots stood here and shot
this guy - who is now the corpse lying there -three times
with a pistol." You don't need to know what sort of blood
splatter (high velocity) is on the wall behind the victim,
you just need to know what happened.
Hope this assists with someone who is thinking about running
a module with forensics in it but feels a bit daunted. I'd
also like to point out that once your players are finely
honed to forensics (as the players in the campaign I run
are) you will always need to do at minimum method 3.
Remember - everything leaves a trace (even trying to get rid
of the trace) and it can all tell an interesting story.
Whether it is integral to the plot or merely something that
will interest the players is up to the GM.
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2. Make Tonight's Game Awesome - Focus on Conflict
From: James via the RoleplayingPro.com Blog
The best advice I can give is to focus on the game at hand.
Too often, we GMs have glorious plans for our campaigns and
look too far ahead. You don't need to make the campaign
awesome. You need to make *tonight's* game awesome. If you
make the game tonight excellent, the players will buy into
the game, you'll have more eagerness, more focus, and less
flakiness. Do this for each game and the campaign
awesomeness will take care of itself.
The best way I've found to make this happen is to focus on
conflict. Every scene in the game should be either setting
up, exploring, or resolving a conflict. If it's not doing
any of those, then you're wasting your time and dragging the
pace of your game down. Cut to the next scene already if
nothing is really going on.
Second, be prepared to throw your notes away. Your notes,
plans, and outlines are not real in the game world. They
don't exist until the players interact with them. They are
just suggestions and if something better occurs to you (or
one of your players), go with it.
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3. Modern Maps Resource
From: Loz Newman
Here's a nice source for modern/sci-fi maps. BIG buildings
and complexes, most of them clearly explained for the hard-
of-thinking. A little re-labelling in a Photoshop equivalent
and you've got a wonderful "publicity handout" to help
players visualise your Big Bond Baddy's Complex of Death.
These places have websites with wonderful photos you can
download as well.
Las Vegas Casino Property Maps and Floor Plans
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4. Mini Caprese Salad Skewers
From: Jason Sandeman www.gamerscookbook.com
For eons, gamers have survived just fine on Slurpees,
Doritos and other offerings. While easy to purchase, and not
necessarily great for you, they do detract a little from the
suspension of disbelief.
It is hard to imagine you are swinging your broadsword in
bone-crushing arcs while dusting off Pringle crumbs from
your leather jerkin. Perhaps your incantation for the
fireball of doom is interrupted by the crinkle of the
rogue's Mars bar wrapper as he struggles to open it.
Perhaps you also have the spoils from your victorious
battles! What to do with the cockatrice's wings? Immerse
yourself in the game with these easy to prepare instructions
using ingredients from your adventures. (If you must, a trip
to the grocery store will do you as well.) The fare will not
necessarily be better for you health-wise, BUT it will taste
better!
Mini Caprese Salad Skewers
This recipe can be thrown together in a few minutes. It will
be hard to find someone who does not like this item.
Makes 30 skewers
Prep time 10 minutes
Ingredients
- 2 packs (500 g) cherry tomatoes
- 1 package (250 g) mini bocconcini (or cut mozzarella into
2 cm cubes)
- 60 mL extra virgin olive oil
- 30 mL balsamic vinegar (or you can use red wine vinegar)
- 5 small basil leaves (chopped fine) or 5 mL dried basil
leaves
- To taste salt and pepper
- Open tomatoes into a large mixing bowl.
- Drain bocconcini and place into bowl with tomatoes.
- Add olive oil, balsamic, basil, salt and pepper.
- Adjust salt and pepper to taste; let stand for an hour to
allow flavors to develop.
- Skewer onto picks starting with bocconcini.
- Skewer tomato just below bocconcini.
- Arrange on platter; whisk oil and vinegar mixture
together and pour on top of skewers.
- Serve and make some friends.
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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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