Roleplaying Tips Weekly E-Zine Issue #434
So The Game Got Cancelled
Contents:
This Week's Tips Summarized
So The Game Got Cancelled
- Consider What Was Going To Happen Tonight
- Take Stock Of The Involved Players
- Review The Rules Of The Game
- Review The Rules Of Another Game
- Remember, There Is A Life Aside From Gaming
Gamemaster Tips Summarized
- Cornstarch Clay
- Roleplaying Currency
- OSRIC New Version
- Gaming Recipes
Latest Posts @ CampaignMastery.com
- 7 Gamefull Uses for Campaign Coins
- Distilled Cultural Essence Part 3
Johnn Four's GM Guide Books
Unlimited Freelancer
If you are looking to break into the RPG industry and make
money freelance writing, then you should check out the new
eBook, The Unlimited Freelancer. Though I've been writing
professionally for 10 years, I bought the book and have been
learning a lot that is going to go straight to my bottom
line.
The book is 200 pages full of tips and advice. It discusses
in detail how to set-up a freelance business, how to
automate a lot of stuff so you can claw out more time for
writing, the best business models, how to build a team for
the larger projects, and more.
Check it out if you want to make money freelancing. The
advice is directly applicable to writing for the RPG
industry.
- Johnn Four, February 2009
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A Brief Word From Johnn
Carnus Campaign Journal: A New Rift
We played session #11 in our D&D 4E campaign on Thursday and
a new rift opened in the game, this time between the PCs and
the lord of a small town a day away from the city of Carnus.
After failing to broker a deal between Lord Padraig of
Winterhaven and their own Lord, Falroth, the PCs set out to
return home to Carnus. At the halfway point back the group
stumbles onto a cart with a broken cage, a broken wheel and
a halfling girl fending off a zombie with a spear. The PCs
quickly jump to her aid and learn her father has gone after
a bear that escaped from its cage.
A short distance into the forest the characters spot the
bear being attacked by four gravehounds; the halfling dad
lies at the bear's feet, unconscious or dead. As soon as the
group attacks the undead dogs the halfling quits playing
dead, jumps up and joins the battle! He also offers the PCs
half his payment if they help recapture the bear and bring
it to Carnus alive.
Soon all the gravehounds have been dispatched, but the
problem of capturing the bear remains. It's the ranger to
the rescue though, as his Sinatra-like voice soon croons the
bear into cooperating.
The problem of the broken cart remains. In the world of
Carnus, arcane magic is illegal. So, while some party
members distract the halflings, the mage quickly mends the
broken wheel with arcane energy. When the halfling father
turns back and sees his suddenly fixed wheel, he blinks,
then sets to work on fixing the cage as if nothing strange
happened.
This is very interesting to me as the DM, because the
halfling now undoubtedly knows there's a spellcaster in the
group. When he gets back to Carnus what will he do with this
knowledge? Even if he does nothing, there's an open loop now
with an NPC wandering around out there who has potentially
dangerous knowledge of the PCs....
With cart in tow, the journey back to Carnus resumes, but
suddenly the group's horses, leant to them by Lord Falroth,
take ill. They've been poisoned! While the ranger comes to
the rescue just in time with an herbal remedy, the group
pins blame on Lord Padraig, who has become enemy #1 in their
minds now.
Upon returning to Carnus, the PCs debrief Lord Falroth and
name Lord Padraig as the culprit for nearly killing his
horses (though there is no evidence to support this). With
no agreement reached between the lords by the PCs either, it
looks like a second rift has opened in the world. The first
rift - to the Shadowfell - continues to spew undead out like
an EasyBake Oven, and now there's conflict between two lords
in the land.
A Song of Fire and Ice RPG
George R. R. Martin fans will be pleased to know an RPG
based on his best-selling Song of Fire and Ice series is
being crafted by the capable folks at Green Ronin. I'm not
sure when the release date is, but I can't wait to see how
it turns out.
A group of friends and I played the Game of Thrones board
game a few weeks ago. It's my fifth time playing it. And
it's my fifth loss. :) The game plays like a cross between
Risk and Diplomacy, and it's a lot of fun. If you haven't
tried it yet, see if you can squeeze into a game at your
Friendly Local Game Store or game convention.
Sci-Fi RPG Pick
Thanks again to everyone who sent in their recommendations
for what sci-fi RPG I should gamemaster this year. I have a
review copy of a book coming to me soon, which I'll throw
into the mix, and then make a final decision. Quite a few
readers let me know about the Dark Heresy and Blue Planet
RPGs as well, making my decision even more difficult.
Thanks!
I've been reading a lot of sci-fi books lately, and they've
been getting me even more excited to start my first sci-fi
RPG campaign. Currently, I have The Reality Dysfunction by
Peter Hamilton on the go. It's good space opera and I
recommend checking it out.
I hope to make a sci-fi RPG decision soon and will let you
know when it happens.
Enjoy this week's issue. Try to get some game time in before
Issue #435!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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So The Game Got Cancelled
By Darren Blair
It's game night. You've been looking toward to it all week.
You've got your dice and materials ready to go; all you need
to do is confirm the time and location.
When you do start calling around, however, you find out
you're the only one who can make it. Ted just got promoted
and is busy at work. Frank just had to bail his brother out
of jail. Sadie's car broke down. And Jim's caught whatever
was going around.
So what to do? You've got your schedule free for a few
hours, and yet now you've got nothing to pass the time. Or
do you? Here are a few things that you can do.
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1. Consider What Was Going To Happen Tonight
Don't consider the cancellation as a downer; consider it a
reprieve. You've got another few days to go over what was
planned for the next session.
Maybe you can reconsider what you were looking to do?
Alternatively, something new might come to mind that you
didn't have time to think about before the game.
GMs: This is the time to double-check your proposed plan for
the session. If it was to be a battle, you can look at
whether your planned encounter is actually appropriate for
the party. This can involve not only enemy strength (too
strong / too weak?) but also how it'll actually fit into the
campaign and what could come out of it.
If it was to be role-playing, then you've got time to
consider how the NPCs you'll be running would normally act
and react to the party. Remember, your NPCs have motivations
and such just like the PCs.
Players: This is the time to verify your plans for the
session. The GM should have hinted at what will take place
in the next session, and so you can use this to your
advantage.
If you're going into combat, consider what your party's
proposed strategy is and whether or not you think it's a
good idea; you've now got more time to talk it over with the
other players before the session.
If you'll be role-playing, now's the time to weigh what your
character wants vs. what you yourself know to be best for
the party. This will make for better role-playing and will
allow you to consider how to work things to the party's
advantage.
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2. Take Stock Of The Involved Players
If your campaign were as simple as "there's the enemy; kill
them," then it would have fallen apart by now. In addition
to the PCs, there's often a plethora of NPCs inhabiting the
campaign world.
You've got the NPCs who deal directly with the party, the
NPCs who work in the background and influence things, and
the NPCs that could be considered prime movers in the
campaign.
GMs: Start big, think small. As part of your world-building
process, you should have already identified the prime movers
for the campaign. From there, you should have determined how
they'll be the prime movers and why.
After that, you've got the intermediaries between them and
the party, if any. Then you've also got the specific NPCs
who will be attached to the party before finally arriving at
the commoners / grunts who are milling about.
Not only should you review them to ensure they're realistic,
you should also stop to consider how they would react to
whatever is going on around them. This will help you
consider paths to take and inspire side-arcs.
For example, suppose the town blacksmith is in league with
the thieves' guild. While he'd normally be more than glad to
sell weapons and armor to the party, if the party is busy
cracking down on said thieves' guild then the blacksmith
will have to weigh the money he's making from the party
against the possibility of waking up dead when the guild
retaliates.
The blacksmith might split the difference by selling the
party defective gear; he'll still get the money, but he
could honestly tell the guild that he was trying to sabotage
the party's efforts.
The party will then be in the position of having gear that
mysteriously and spontaneously fails on them, something that
could leave them in a bind.
Players: Start small, think big. While your character might
just be another cog in the machine, said character must be a
pretty important cog for everything to be taking place
around them. As such, even if the character does operate
solo, what they do will affect other people and other
events.
This means you should periodically review your character:
their established history and personality, and what's going
on around them.
While flat characters can make for more challenging role-
play, you've got to weigh that against the situation the
character is in and the rest of the party (if any).
If you've got the XP, consider picking up a few new skills,
feats, or traits to better round out your character, keeping
an eye to what has been happening and the party's collective
strengths and weaknesses.
For example, the party gun nut could consider picking up
skill points in Gunsmith and another such technical fields
so they can fix their own weapons; this will make the
character more independent and frees up the burden on the
party techie. The party techie, in turn, could pick up skill
in hand-to-hand combat or pistols so the party gun nut isn't
always having to provide security.
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3. Review The Rules Of The Game
At the heart of each game system is a set of rules. You've
got rules for how to build the world, rules for how to
create characters, rules for combat, rules for equipment,
and rules to cover everything else.
On top of that, some games will publish errata lists or even
new sets of rules on a periodic basis, and so what was valid
or invalid today might just be different tomorrow.
GMs: Here's an opportunity to brush up on the rules of the
game, especially ones that seem to cause pain points during
gameplay. If you jump-started the campaign, here is your
chance to also become familiar with the core manuals and any
errata for the rules.
Players: Just because the GM is running the show doesn't
mean you aren't responsible for knowing how things work. If
possible, try to review the core rules of the game for
yourself. Not only will this save time on arguments, but it
will also allow you to recognize when the GM or another
player has made a mistake that needs to be corrected. It can
also help you spot GMs or players who are abusing the rules
for their own gain.
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4. Review The Rules Of Another Game
As cool as whatever game you happen to be playing might be,
it's not the only one out there. You've got everything from
Apples to Apples to Warhammer 40K, and it's a safe bet the
average gamer will have played multiple games and multiple
formats of games.
GMs: One of the fastest ways for a party to fall apart is if
players grow bored with the main campaign. A solution is to
periodically play a new game.
The simplest answer would be to spend an evening doing party
games like Apples to Apples or Uno. A more complicated
answer would be to set up another campaign in a different
game, such as running Battletech and Dungeons & Dragons
simultaneously.
In the process of learning these rules, you can also see
where more experienced players are coming from and maybe
even find a few ideas to borrow for your campaign.
Players: There's a good chance the rest of the people in
your group, especially the GM, will be familiar with other
games and gaming systems. While experience isn't something
that can be replicated, if you take the time to understand
the games they've played you might get some insight into the
way they think and play. And if you're in a situation where
few (or no one) in your group has played other games, this
could give you an opportunity to share.
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5. Remember, There Is A Life Aside From Gaming
Take a few moments to consider how much time you spend on
gaming. Is it just a few minutes a week outside the session?
Then yeah; go ahead and tinker with things. Is the session
the be-all, end-all of your week? Then perhaps you should
consider doing something else.
Take a walk. Watch a movie. Read a book. Write. Curse out
your internet service provider like you've been meaning to
do. Just don't sit around and mope.
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For Your Game: 100 Medieval Careers
By Scott Schimmel, with permission, from:
http://abutterflydreaming.com/2009/02/06/100-medieval-careers/
Presented below are 100 jobs NPCs in your game-world might
have. This list helps with creating those random NPCs -- pick
a job, then add a name, race, gender, and a quirk or two.
I've broken them down into broad categories in case you want
to go old school and turn it into multiple subtables to
randomly roll on. If you're taking that approach, note that
the Working Class and Scoundrels and the Underclass
categories should be most common in the typical medieval-
European-style game worlds, followed by Professionals,
Entertainers, and Martial, with Learned and Lesser Nobility
being least common.
Learned
- Academic - a scholar or sage; astrologer, cartographer,
historian, philosopher
- Architect - a master builder
- Ascetic - a hermit or wandering monk
- Barber - a doctor, surgeon, bloodletter, dentist, and
haircutter
- Barrister - a lawyer
- Bureaucrat - a local functionary, servant to a more
powerful political figure
- Engineer - a builder of roads, bridges, castles,
fortifications, and siege engines
- Herald - an announcer and deliverer of news on behalf of
a lord
- Monk/Nun - a lay cleric devoted to prayer and
spirituality
- Scribe - skilled in taking dictation or copying
documents
Lesser Nobility
- Adventurer - a minor scion of a noble house who's chosen
to wander the world
- Dilettante - a minor scion of a noble house who dabbles
in various interests
- Diplomat - a representative of his house in dealings with
other noble houses
- Knight - a well-trained warrior, skilled with sword and
lance
- Minister - a political figure appointed by the ruler to
govern a specific area or to oversee a domain; also lesser
but important officials, such as a reeve or judge
- Page - a very young noble beginning his training to be a
knight
- Squire - a young noble progressing on the path to
knighthood, perhaps herself a capable warrior
Professionals
- Armorer
- Artist - a painter of portraits
- Baker
- Blacksmith
- Bookbinder
- Bowyer
- Brewer - a maker of beer and ale
- Bricklayer - a laborer skilled in the building of walls
and ducts
- Butcher
- Candlemaker or Chandler
- Carpenter - an elite tradesman, skilled in math as well
as woodworking
- Cartwright - a maker and repairer of carts and wagons
- Clothier - a garment-maker
- Cobbler or Shoemaker - makes and mends shoes
- Cook
- Cooper - a barrel-maker
- Dyer - a maker of inks, paints, dyes, and stains
- Engraver
- Furrier
- Glassblower
- Goldsmith or Silversmith
- Hatter
- Innkeeper or Tavern-keeper
- Jeweler
- Joiner - a maker of furniture
- Leatherworker
- Locksmith
- Mason
- Merchant
- Moneylender
- Potter
- Shipwright - a builder of ships
- Tax Collector
- Tinker - a traveling craftsman who repairs tin pots and
other small items, often also a peddler
- Torturer
- Trader - by land or by sea
- Vintner - a maker of wines
- Weaver
The Working Class
- Boatman - travel by lake or river
- Coachman - driver of a coach
- Farmer
- Fisherman
- Gravedigger
- Groom - one who tends animals
- Herdsman - a keeper of livestock
- Hunter or Trapper
- Messenger
- Miller
- Miner
- Painter or Limner
- Peddler - an itinerant merchant of goods
- Ratcatcher
- Sailor
- Seamstress
- Servant - maid, butler, attendant, steward, etc.
- Stevedore - one who loads and unloads goods from sailing
ships or caravan
Martial
- Bodyguard
- Bounty Hunter
- Forester - a ranger or game warden, often empowered to
act as law enforcement within the forest
- Gatekeeper or Toll Keeper
- Jailer
- Mercenary or Soldier
- Watchman
Scoundrels and the Underclass
- Bandit, Mugger, or Thug - steals by force; often part of
a gang of thieves
- Beggar
- Burglar - steals by breaking and entering
- Fence - finds buyers for stolen goods, may serve as a
pawnbroker
- Gambler
- Pickpocket or Cutpurse - steals by stealth
- Procurer - streetwise specialists in finding whatever
their client might be looking for
- Prostitute
- Slaver
- Smuggler - moves stolen or illegal goods
- Wanderer - a "barbarian" nomad, drifter, or rover
Entertainers
- Acrobat
- Actor
- Clown
- Dancer
- Fortune-teller - might well have real power in a fantasy
world
- Juggler
- Minstrel
- Prestidigitator - stage magician
- Storyteller
[Comment from Johnn: thanks for the great list, Scott!
Readers, if you liked this resource you might find the City
Places list [txt] useful as well
]
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Cornstarch Clay
From: dahgda
The idea for using clay for minis and terrain is a great one
- the only downside is it needs a kiln to harden properly.
An alternative is to make cornstarch clay, which is self-
setting and is easily molded like real clay. A friend of
mine even made a life-sized tree out of it, though he did
have an internal skeleton for support. Cornstarch clay takes
color well, and when done is easily painted for details.
Basic recipe for cornstarch clay.
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2. Roleplaying Currency
From: Eric Garcia
I'm a GM running my first full campaign; the system is 4th
Edition. I wanted to figure out a method to reward players
for roleplaying. I've never been a fan of the GM being the
one who decides who was the best roleplayer in a session, or
why different people deserve different amounts of XP.
I've seen where people vote at the end on who they thought
played well, but sometimes memories of interesting events
get lost during the session. Also, I decided that players
would all receive the same XP to represent that what they're
doing is as a party, not as individuals.
So I've come up with a system that lets everyone have
immediate feedback on who they thought played well. It would
work just as well for bonus XP, but I'm using it a little
differently.
Each player, as well as the GM, has a supply of tokens. I'm
using dice beads in a number of colors. The number they have
isn't important, so long as a player can give out as many as
he likes. Every time a person thinks someone else did
something well, he gives that other person one (or more) of
his tokens. Players can't give themselves tokens.
At the end of the session, the tokens that were given out
are counted up and recorded before being returned to the
original players. Each player and the GM has one "share" of
the final reward which is distributed among their tokens. A
player gets points based on the number of tokens received
from a player divided by the total number of tokens that
player gave out.
For example, let's say that, as the GM of a campaign with
three players, I give out 10 of my tokens in a session: 5 to
Player A, 3 to Player B, and 2 to Player C. So Player A
would get 5/10, or 0.5 of my points; Player B gets 0.3
points, and Player C gets 0.2 points, adding up to my 1 full
share. (A spreadsheet can make the math easier.)
In comparison, if Player A only gave out 1 token to Player
B, Player B would get the full amount of Player A's points.
So right now, Player A has 0.5 points, Player B has 1.3
points, and Player C has 0.2 points. Player B's and Player
C's tokens would be calculated the same way, and the end
results would be added up and ranked.
The nice part of the system is that, because it doesn't
matter how many tokens a player gives out or why, each
player can have their own standards on how much to reward
different events. I might give out 1 token for a funny joke,
but 3 tokens for a character giving a two-minute
motivational speech.
Another player might give out a token for someone who has an
impressive tactic in battle that swings the fight in the
party's advantage. And since the amount isn't fixed, people
won't hold back tokens earlier to reward people later, or
ever feel they "wasted" a token when they give one away.
This system could easily be used to give out bonus XP, or
any other reward. It's also been adapted by my players to
reward tactics, so if a player is at his best in combat,
that player is included in the final tally.
Some players even give tokens to the GM. I haven't figured
out what to do with these yet besides knowing what the
players liked, but that's still valuable knowledge.
In my campaign, I'm giving out a separate set of tokens
based on the results which I'm calling Roleplaying
Currency for now. The players can spend this in different
amounts to do things like add a +1 to a natural die roll,
reroll a die, refresh an encounter power, and other things.
It's a reflection that the efforts the players put into
making their characters more interesting come through when
they need them the most. I've also put a cap on how much
Currency a player can have so that players are always
spending it and wanting to earn more.
I'm not sure if it's too complicated. But for me, it does
everything I want with regards to rewarding players for
keeping the session interesting. Everyone has an equal vote,
which I prefer (although the GM could easily give himself
more "shares" to make his input worth more).
The players like the system, because it allows them to show
other players what they liked during the session right away,
whether it was a particular line, a good move in combat, an
interesting use of a skill, or even a well-timed joke. And
by showing what people like in the sessions, it encourages
more of the same.
[Comment from Johnn: great tip Eric. I like how points in
your system are based on a ratio of how many were received
versus how many were given out. A similar concept has
appeared in the e-zine previously - Pocket Points. Visit
these links for more info:
Roleplaying Tips Issue #93
Roleplaying Tips Issue #262 ]
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3. OSRIC New Version
From: Robert Blezard
The newest version of OSRIC is now out. It's a completely
free PDF that recreates first edition D&D using the Open
Game License as its baseline.
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4. Gaming Recipes
From: Sonja Johnson
If you're a fan of Anne McCaffrey's Pern novels, there are
several dozen sources for recipes replicating foods from
that setting - which in turn could add a nice touch of
flavor (pun intended!) to the game.
I tend to feed my game group the standard chips-and-soda
type fare most of the time, but when the holidays approach,
I get a lot more creative, and they benefit. At a recent
game, the characters were taking part in a sporting
tournament and a grand feast.
In addition to their various exploits on the field of honor,
I served them some "Faire food" as well. This included some
mystery meat (chicken fried steak, basically, but in small
pieces) and fried dough.
The fried dough is:
- one egg
- half a cup of flour
- some spice blend (I use Zatarain's Creole but you could
use anything including Old Bay)
- about half a cup of milk
Mix well till you have a batter, and fry in oil.
It's very fatty and can be quite salty as well, but it's
remarkably close to what history indicates might have been
served back in the Middle Ages.
I've also done tarts, which really are just tiny pies. These
days you can find tart tins and tart shells at stores, and
making tarts is just like making pie except you split the
filling; you don't even have to change whatever recipe you
like to use.
Having food on a stick is fun, but another flavorful way to
get the medieval feel is to use trencher bread - again you
can find various hearty breads in the mega-marts, which will
do nicely.
I'd say focaccia bread works well if you're putting
something like slices of meat on top. Day-old French bread
or pumpernickel works well for thick stews.
You can serve soups in bread, but unless that bread is rock
hard you're going to want a bowl under it! And really, any
simple meal is "period" as it were for fantasy gaming
purposes - soup and stew and roast beast have been around
for eons.
For modern games, consider the setting. In a post-
apocalyptic survivor setting you might have roasted mystery
meat on sticks, and in a sci-fi setting you might have
elegant food, which might not work well with gaming table
manners.
If you and your group are OK with something formal, it's
easy to simply label everything on a "menu" and use
futuristic names. "Gordian lichen and Martian bat eyes" is
just iceberg lettuce with grape tomatoes, but it sure sounds
alien!
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Latest Posts @ CampaignMastery.com:
Campaign Mastery is the official blog of the Roleplaying
Tips E-zine. It's a great way to get more GMing advice and
to chat with me and other readers about GMing. Here is a
quick summary of what's new.
- 7 Gamefull Uses for Campaign Coins
Tips and ideas on how to use the Campaign Coins product in
your games.
- Distilled Cultural Essence - Part 3 of 4: Expressing a different society, Section 2
Mike continues his awesome series for game masters serious
about world building.
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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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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