Roleplaying Tips Weekly E-Zine Issue #440
Lessons Learned from behind the GM Screen
Contents:
This Week's Tips Summarized
Lessons Learned from behind the GM Screen
- Newsletter
- Plotlines
- Notes
- Improvisation
Gamemaster Tips Summarized
- The Page of Three
- Inexpensive Props Ideas
- Screenless DMing and Plexiglass Grids
Johnn Four's GM Guide Books
Expeditious Retreat Press To Produce 4E Freeport Companion
XRP has acquired the rights from Green Ronin Publishing, LLC
to produce a Freeport Companion compatible with 4th Edition
Dungeons & Dragons. The book will complement The Pirate's
Guide to Freeport, a systemless setting book published by
Green Ronin in 2007, making it easy for GMs to use Freeport
in their 4e campaigns. Stop by XRP's website for upcoming
details and sneak peeks!
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Johnn
Arkham Horror 5/10
Last night I played the Arkham Horror board game for the
first time. Here's the scoop about it at Board Game Geek.
Overall, it was a lot of fun to play, but it suffered from
stilted gameplay that made the game long and somewhat
painful. At least I had good friends and H.P Lovecraft's
Cthulhu Mythos around me to keep things fun.
The game is similar to Talisman and Munchkin, if you've ever
played those. Each player has a character with unique
attributes. You travel through the town of Arkham in the
year 1926 building up your character by finding spells and
equipment, gathering allies, and fighting monsters, and
closing gates to other planes as the pop up.
I played Harvey Walters, who is a studious fellow getting on
in years and suspects something weird is going on in Arkham:
http://www.arkhamhorrorwiki.com/Harvey_Walters
The game has many RPG aspects, which were great. As you
accumulated stuff and knowledge, you desperately tried to
protect your health and sanity. Wandering around Arkham is
much like circling a Monopoly board but where nearly every
turn results in a flavourful Community Chest card.
After many dreadful encounters with horrors born out of the
imagination of the Lovecraftian one, the Big Bad finally
made an appearance. All players had to band together to
defeat Nylarthotep. Fortunately, I had a kickass magic sword
and a killer combat spell. My wife only had a whip. The
battle raged on and I was knocked out early with the
creature sucking away my soul like soup through a straw.
Finally, with half the group dead, the foul creature was
killed and Arkham made safe once again.
As you can see, the game oozes flavour and RPGness. Where it
broke down for me was the feeling like I was in a government
office just trying to get a form filled out. Every turn has
three phases. Each phase has numerous rules and
adjudications. Game rounds would lurch around the table,
coming to a screeching halt on each player's turn, and the
clock would tick slowly by. Just as something interesting
developed in the game, the wicket would close and I'd have
to switch lines and wait all over again. :)
I think my low 5/10 rating of the game will rise next time I
play and if the other players are experienced. Imagine, for
example, a D&D combat with six players. On each player's
turn they snap out of their carbohydrate-induced haze, look
around to get their bearings and ask what's going on, take a
minute to decide their action, resolve their action with at
least a few questions, and end their turn. Repeat this twice
per "round" for four hours.
Part of the issue was folks not thinking out their turn in
advance - they played the whole game reactively. Another
part is that, with so many fiddly bits the game does have a
level of gameplay bureaucracy that can't be optimized. I
think my second go around with this game will be faster and
a lot more enjoyable, however. We'll see if I get invited
back to play! I didn't choose to play a cranky old man in
the game by coincidence. ;)
Regardless, I'm digging out my CoC and Delta Green rules and
rubbing my chin. Should I run a Cthulhu adventure?
PHP Help Request
I have a very small bit of functionality I need for
roleplayingtips.com. It would involve PHP and MySQL. If you
have time to lend a hand and are interested, please drop me
a note. Thanks!
Magic Item Hooks Contest Continues - Deadline April 11
You only have a couple weeks left to get your contest
entries in. I'm not sure if you too busy GMing, the topic
didn't capture your imagination, or you're waiting until the
last minute, but I have received just a handful of entries
so far, so if you have entered already, your chances of
winning a prize is very high!
The contest is all about plot hooks and stories for magic
items. Winners are drawn at random, so don't worry about
your writing skills.
To enter, email me [johnn@roleplayingtips.com] a short hook,
history, background, or story about a magic item.
Another way to think about it is how have people and
communities been affected by magic items? For example, what
would happen if someone in town had a ring of blinking. How
would this affect their job or how might they use it to make
money? How would this affect their personal life, including
relationships? What mishaps or fortunate events would using
this ring cause in and around town?
Perhaps a ring of blinking was given as a graduation present
to a young scholar. His knowledge revealed the ring was
magical and how to activate it. At first, he used it to
cross muddy streets and then the town river when bridge
traffic was backed up. Then he got the idea to charge for
bringing goods across tricky spaces and through walls. He
soon learned where the most profitable spaces were and money
was pouring in.
The ring lets the wearer travel through the ethereal plane,
giving the effect of blinking from one place to the other in
the real world. One day, during a delivery, a creature
attacked the poor scholar and killed him. The scholar's
fiance is desperately seeking bold travellers to find his
whereabouts. She'll pay whatever it takes. In addition, the
merchant who paid for the delivery is exceptionally worried
about the missing package. He won't tell anyone what was in
it; he'll pay for its return but demand to accompany
searchers who must protect him and his servant from harm.
There are 12 Prizes up for Grabs
E-mail me soon with your magic item hooks and stories for a
chance to win these great prizes.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Return to Contents
Reader Tip Request: Online Diceless Combat System
Tips reader Dave has the following request for us:
"I have played RPGs for years, started with AD&D back in the
80s with first edition. Through the years people grow and
move so the adventure groups I've played with have gone
through normal ebb and flow. With the internet I joined
online games; a message board game first with a moderator
who took care of dice rolls, but mostly descriptive post
campaigns.
I moved on to chat room roleplay; in the first ones they had
a dice roller, in later ones it has gone to who ever made
the most realistic posts and reactions. There have been some
turn based systems and some that are just speed typing
systems.
To get to the point, I am looking for something in between
and was wondering if any Roleplaying Tips readership knows
of any online combat system that is non-dice, and that isn't
speed-based, but won't take an hour to fight what would be a
one minute battle. I've looked at various dice-free systems
and found some that look good, but most are not
transportable to online chat purposes."
Does anyone have any suggestions for Dave?
Return to Contents
Ditch the notebook. Get a wiki!
Always killing the excitement at the table when you're
leafing through your notebook to find the name of an NPC you
jotted down months ago? Then ditch the notebook and get a
wiki!
Obsidian Portal allows you to create campaign websites for
tabletop RPGs. Every campaign gets a shared blog/wiki to
showcase their story, as well as integrated tools to help
track NPCs, locations, treasure, and all the other details
that make up the game. After all, the story is the game!
Obsidian Portal
Return to Contents
Lessons Learned from behind the GM Screen
By Scot Newbury, of Dice and Dragons
As any GM will tell you, when you run a long-term campaign
with the same group of players there are bound to be things
you really liked and want to use again, and things that
you'll avoid at all costs in the future. Those are the
extremes, and I've found there are some items that fall in
between. Those are the subject of this article.
What follows are a few of the items I identified from my
last campaign, what they were, what the problem was, and the
lesson I learned from it.
1. Newsletter
Even before the campaign started I introduced a campaign
newsletter. It included not only session recaps and world
information but also group administration items like our
schedule.
It was well received and provided a lot of valuable
information, but it became difficult to maintain a
consistent schedule of publishing for a variety of reasons.
Here's a spot where a really good lesson can be learned:
keep it simple.
My newsletter included, among other things, a full listing
of NPCs the party had met. The listing only had the NPC's
name and a brief tidbit about them, but as the plotlines
unfolded the list became inaccurate and less useful and I
eventually removed it. This was a blessing because I didn't
have to maintain it, but a curse as I still needed that
information and it wasn't all in one place anymore.
The other major concern with the newsletter was the time
factor. The newsletter only took an hour or two to compile
and put out, which in the grand scheme of things is pretty
small, but when you factor in that I was working for a high-
tech startup and in the process of become a father to a set
of twins, finding that hour or two became a challenge. There
were some weeks (or longer) when the newsletter just wasn't
published.
Lesson learned: keep it short, simple and easy to publish.
Return to Contents
2. Plotlines
I started off with a basic plotline and then began to add,
and add, and add. There were multiple plotlines for each
character, red herrings, ideas that sounded good at the
time, NPC plotlines, and, the grand daddy of them all: I
dropped a war in as a backdrop.
The more plotlines I added the greater the depth of the
campaign. But it also meant the amount of work on my part
and the players' part went up as we tried to keep all of it
in check and on track.
The result of all the extra plotlines was a campaign that
became stagnant and, at times, lost focus. We had some good
plotlines run their course,. We also had many that were
introduced, and after a session or two, got lost in the
shuffle, never to be heard from again.
The bigger issue was, with all these plotlines, the main
storyline and driver for the campaign became stagnant, which
ultimately contributed to the downfall of the campaign.
Lessons learned: keep the number of plotlines down and keep
them moving.
Return to Contents
3. Notes
I think just about every GM out there knows the value of
taking and keeping notes about your gaming sessions. I
started off well, but over the course of time I faltered.
Initially, I followed the three part system I wrote about in A Guide to Session Notes.
I had detailed, pre-session notes typed up and available to
me during the game, complete with plot hooks, NPC and
creature stats, trap and treasure information. My in-session
notes had all the usual combat-related items, results of
interactions with the various NPCs, plot hooks picked up,
and any plot ideas generated out of the session.
After each session I tried to get a read on the session from
the players, note what items I hadn't used yet that could be
used later, and the repercussions of any of the characters'
actions.
Things started out well, but over time my session note-
taking dropped off. There were sessions where the extent of
my notes was a comment about the monsters met and the round
tracking. That doesn't leave a lot to work from in the
future and certainly contributed to the challenges with the
campaign newsletter.
There was little to no movement on plot lines, so nothing
was noted, and in some sessions I just didn't put the effort
in. I also started to rely heavily on my memory as opposed
to writing things down. Fine when you're playing 3-4 weeks a
month; not so good when you take 1-2 months off.
Looking back on things, I think a fair amount of the
issue was actually GM burnout. I liked the campaign, I liked
running it, I liked the way the characters were developing,
but I think the grind of being the GM was wearing on me.
Return to Contents
4. Improvisation
This one might seem a bit strange to see here, as most would
think being able to improvise is a good thing, and I would
agree with you - until you start to improvise and royally
mess things up.
Some of my players will probably read this, and I'm sure
they will remember the encounters towards the end of the
campaign. There were a number that were just too lopsided
for the group to handle and I had to fudge some things, call
off an attack, or have an NPC save the day. None of those
are good for the players and, they were a result of running
things off the cuff.
A number of these encounters were to satisfy the group's
desire for combat but were poorly planned, which is no one's
fault but my own. I hope to avoid this pitfall in the
future.
The other major issue I had with improvisation at the table
was a tendency to introduce things early without the
necessary prep, or before the characters were ready for it.
The war, for example, was introduced a lot earlier than I
had originally intended. As we were gaming, things were
going along well but had started slowing down, so I decided
to spice things up by introducing the war element. It was a
good plotline to introduce and was well received, but it
created logistic issues and impacted other plotlines far
more than intended.
The result was a campaign that became more than I could
effectively manage and keep track of. The result was more
improvised sessions as I just couldn't keep up - another
sign I was burning out but didn't see it.
Lesson learned: improvisation is a good thing, as long as
you keep it in check and don't go overboard.
* * *
I'm sure there are other lessons, but these are the ones
that stick out in my mind. Most of these were items
originally well-received, but over the course of time fell
short; a classic example of starting out with good
intentions.
The main take away here is to pay attention to how things are
going and how the GM is doing, because as you can see, when
GM burnout starts to set in things start to slip.
* * *
Readers, if you liked this article, you might also enjoy Wil
Wheaton's "a few thoughts and lessons learned from behind
the dm screen."
- Johnn
Return to Contents
Open Game Table: The Anthology of Roleplaying Game Blogs
Within its pages are 47 blog posts from 32 top-quality RPG
blogs, plus a Foreword written by RPG luminary Wolfgang
Baur. Packed with content and over 60 illustrations, this
book is pure gold. A true grass roots effort; it is a tour
de force of the RPG blogging universe. "The Open Game Table
Anthology is a treasure trove. A tome worth slaying a few
orcs for ... this book is like a continuous improvement
handbook for RPG groups across the globe." - WIRED Magazine.
Open Game Table: The Anthology of Roleplaying Game Blogs at Lulu.com
WIRED review
Return to Contents
Strolen's Feature Article: How to Write Fictional Military Hardware By Scrasamax
With permission from Strolen's Citadel.
Be it a tank, mech, aircraft, or warship, the same basic
rules apply for writing speculative fiction about them.
Some questions to consider:
- What was the problem the machine in question was designed
to address?
Military hardware is expensive, and is built to fulfill a
specific purpose. Sometimes this purpose is broad and
proactive, such as building a multi-role fighter, a main
battle tank, or heavy battlemech. Other times, this purpose
is reactive, building a vehicle to transport a weapon system
or fight a specific enemy vehicle.
- What are the basic abilities of the machine, in terms of
mobility, armor, and special systems? How do they compare to
what is already available?
There are the most crunchy of the questions: how fast can
the vehicle go, how much firepower and of what type does it
mount, how far can it go on a tank of gas?
There are two methods to gauge these capabilities: technical
based and plot based. A technical base gives detailed
numbers based off of either real world statistics or their
future extrapolation. The plot based system doesn't use
numbers other than in a flash and dazzle method.
To quote Michael J. Straczynski when questioned on the speed
of an Earthforce Starfury, "It moves at the speed of plot."
The key to using a plot base is to remain consistent. If an
A-wing is faster than an X-wing in chapter 3, it needs to
stay that way in chapter 16. If the pulse cannon cannot
penetrate durasteel, it shouldn't punch through durasteel in
the next battle. Unless, of course, an explanation is given
as to why this change is possible.
- Were there any significant hurdles in its creation
process?
One thing to consider are time tables, as a machine needed
in a current war will be rushed as fast as possible. Other
considerations include the cost of the machine. Another sort
of problem that could come up are mechanical issues such as
new technology.
There is a common conception that vehicle X was a golden
child from the moment it flowed from a designer's hand onto
paper to the time it rolled flawlessly into battle. That is
about as interesting as a dungeon crawl with no random
encounters. Research and development is about finding
problems and fixing them, be it computer aided, or drafting
tables and prototypes.
- Once the machine entered basic production, were there any
problems? Is the machine simple or complex. How efficient
is the production and assembly process? Is the production
facility in danger of attack?
When prototypes are built, they are few in number and are
handled by specialists and designers who likely had a hand
in the planning of the machine. Things change when full
production is reached. Is production constantly slowed by
supply problems, are there parts that are tricky to install
or temperamental before being broken in?
- What were the field trials and first combat outcomes? Did
the machine perform as expected, were there unexpected
problems? Did combat in the field reveal unexpected flaws
in the machine?
There are quirks and flaws in machines that aren't obvious
until the real deal is there. Computers cannot anticipate
every aspect of a machine and its environment.
A side effect of this is that a machine might actually be
mediocre or poor at its intended purpose, or might excel at
something that wasn't intended when it was being designed. A
promising field trial can see a design fast-tracked into
production, while a poor one can see a vehicle or weapon
system pushed onto a back burner or even cancelled.
- Once regular production was reached, were there variants
of the machine created? (Trainer, command unit, cargo
transport, close combat, ranged combat, specific weapon
version, etc.) How did these fair in battle?
It is very rare that a machine exists in only one
incarnation. What are the other variants of the design?
- How difficult is the machine to maintain in ideal and
adverse conditions? How quickly can it be repaired? Does
it suffer mechanical problems in the field; can it take
a beating?
Maintenance in the field is more than simply refueling and
reloading. Is the machine in question easy to work and
functional in even adverse conditions like an AK-47, or is
it temperamental, requiring special tools and care,
restricted to certain conditions such as operating in dry
weather only?
Logistics are big part of military action; does the machine
need a steady stream of replacement pieces and parts, or is
it one of the rare few that just needs a hammer, wrench, gas
and ammo?
- What is its service record like? Is it successful, or is
it mediocre? Do its crews and pilots love or hate it? Does
it have a reputation, or is it just another machine?
If the piece is being written after the machine in question
is no longer in service, how well did it perform? How long
did it serve? Some machines serve decades beyond their
expected life spans while others are scrapped and replaced
well before reaching their estimated service life.
Some war machines are remembered by their crews long after
the machine is gone. Some examples include the WWII pilots
who still miss their warbirds, to the more modern era pilots
who rather hated their buggy, early computer-equipped
aircraft.
- Did it have any MVP time? Was it pivotal in a battle or
campaign, did it stand out on the field of battle, or was
it just another iron mook?
Not every single machine or device is going to stand in the
limelight, or be remembered by history. Was there any time
the machine had its perfect moment in just the right place,
such as the Mustangs that flew cover for bombers deep into
the heart of Germany, or the cruise missiles that rained
down on top of Iraqi targets from hundreds and even
thousands of miles away?
To tell if it is an MVP moment, ask, would the battle have
been won without the machine? If not, it's MVP material.
- Does the machine have any pilots/crews that stand head
and shoulders above the rest? A machine is only as good
as the man piloting it, and the public loves a war hero.
Are there any?
Without a crew - be it pilots, technicians operating via
remote or any other sort of support - a machine is just a
complex piece of metal. It takes the men and women of the
armed forces to bring those chunks to life. Fighter planes
have ace pilots, and in WWII Germany had Tank Aces, and in
the various navies around the world naval ships can be cited
for valor and bravery in the face of battle. What is the
human connection between the machine and history?
- Did the machine have a rival machine in the field of
battle? Some military hardware is only remembered for
the fact that it dueled with a certain type or class
of enemy.
Every hero has a villain. Batman has the Joker, the
Fantastic Four have Dr. Doom, and so on. In wars, sometimes
a machine is set apart not for its own ability, but for the
intense rivalry with another machine.
WWII brought us the dogfights between Supermarine Spitfires
and just about every fighter and bomber in the Luftwaffe.
Korea was the birth of the jet engine and the appearance of
the Mig and the rise of American jets like the Sabre.
Sample Failures:
- The Unicorn. The Unicorn is a great idea that absolutely
fails in real life. Most likely, the Unicorn is overly
ambitious and exceeds the capabilities of available
technology. The most modern version of the Unicorn is a cost
effective flying car.
- The White Elephant. Counterpoint to the Unicorn, the White
Elephant is the machine that should have been cancelled but
survived being cut by some touch of bad luck. The White
Elephant is an absolute failure but made it out anyway.
- War Pork. This machine might be very good at what it does,
but it is entirely too expensive to put into production even
in a limited fashion. These machines are usually
psychological in nature, such as the Paris Gun. Other
examples of war pork could be Airwolf, the triple engine jet
from SWAT Cats: Radical Squadron, or the super-exotic
gladiator mechs piloted in Battletech. Some other real world
examples: the XB-70 Valkyre supersonic bomber, Howard Hughs'
Spruce Goose, the Maus superheavy tank.
Considerations and Clichés:
- Alone on the Field of Battle - Machines seldom fight
alone. A tank battalion will have support vehicles, ranging
from ammo transports to fuel carriers to recovery vehicles.
Long range strikers typically are paired with some sort of
spotter or scout, and slower units have faster units to
prevent them from being flanked. The mano y mano battle is
typically only seen realistically in anime and westerns.
- Irresistible Attack, Impenetrable Defence - It is too
tempting to make machines that are described with the above
attributes. The main problem with this is that there is
always a race between competing ideals, attack versus
defence, gun versus armor, fortification versus mobility.
Bigger guns bring about heavier armor, which in turn bring
about even bigger guns. WWII saw this sort of gun vs. armor
cycle between the Germans and the Russians.
In almost any mecha anime, the titular mecha has the best
speed, defense and weapons, until the next season and the
new mecha comes out to replace it. The best armor can be
penetrated by a lucky shot, and the best weapon can fail
with a bad hit.
- Infinite Range, Infinite Ammo - Watching many movies and
animes, war machines never seem to need to be reloaded with
ammo or fuel. This leaves many encounters as nothing more
than extended rock'n'roll automatic fire until someone makes
enough lucky hits to take out their foe.
- Handwavium and Ohmy-myeyeshavecrossed (OMMEHC) - opposite
sides of the reality coins; it is easy to go too far in
either direction. The trouble with handwavium is that too
much appears lazy and forces the reader to stretch the
suspension of disbelief beyond what is acceptable. Imperial
star destroyers destroy "hypermatter" to fuel their engines
and weapon systems. The system is a mix of handwavium and
WTF?
OMMEHC, quoting Austin Powers from The Spy who Shagged Me,
is the usage of in-depth data. The problem with OMMEHC is
that after reading a bit of technobabble, the reader has to
consult some tech manual or Wikipedia to figure out what the
heck the writer of the piece was talking about.
Return to Contents
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. The Page of Three
From: Zachary The First
With permission: RPG Blog II
If you're anything like me, you have a disparate gaming
group when it comes to making up character backgrounds. Some
write novels; others fall back on the one-sentence "_____
killed my ______." (Common fill-ins for this include
Orcs/Parents, Elves/Parents, Barbarians/Parents, and
Raiders/Parents. Parents rarely make it to a child's 16th
birthday in the dangerous worlds of RPGs).
My solution to this has been what I call the Page of Three.
The Page of Three has the players list a few (3) basic
things their character does well, does poorly, some beliefs
held, and some instinctual behavior they posses. It also has
them list three emotional attachments for their character.
This actually evolved from the Beliefs and Instincts portion
of Burning Wheel
http://www.burningwheel.org/
The Page of Three is one simple page, it allows the creative
players to be creative without handing in a ream of
background notes, and it provides a basis for expansion as
they do develop the character (on their own time).
For players who detest background and just want to get to
the adventuring, the "things you do well/poorly" portions
give them some incentive to answer, and provides them at
least with the framework of a background and character
study.
I've found this method gives me plenty of plot hooks, gets
us ready to game faster, and is a healthy compromise best
done as sort of a fun, pre-game brainstorming session.
I've made the Page of Three available as a free pdf
download: http://www.mediafire.com/?2nztmm0jnrj
If you're looking for something to get your players starting
to think about character background without overwhelming
them, try it out. It doesn't even have to be the stopping
point for pre-game character background, but it can be a
good place to start. It's always worked for me.
Return to Contents
2. Inexpensive Props Ideas
From: Stacey Sprandel
Over the last few sessions I have run, I've been adding
various prop ideas suggested by your other readers. It got
me looking at the post-holiday clearance aisles at various
stores. I've picked up some very nice items and food-related
props for very little.
At Halloween, I'd found candy necklaces, ring pops, pixie
sticks, smarties and gummy spiders to add to my fantasy
game. I called the pixie sticks "alchemy sticks" for the
sake of keeping in the spirit of things.
Here's how I used the gummy spiders. My PCs awoke one
morning and discovered a lot of little spiders invaded their
campsite that night and they needed to deal with the vicious
little things before they packed up to continue their
travels.
As for the non-food props, I found some clear plastic mugs
that could represent tavern mugs or were just useful for
drinks during game play. I'm pretty sure you could find use
for other holiday themed dishware, such as:
- Christmas - enchanted liquid chiller or perhaps a draft of
cold resistance
- St. Patrick's Day - an enchanted mug that causes instant
sobriety or drunkenness
- Easter - a draft of mental quickness or quick reflexes.
Another food-related prop: If you don't want to invest in
real bottles to fill with potions, look into Nip and Sip wax
bottle candy. They come in packs of 5 and are colored
differently, so you can choose a specific color to be your
healing potion. I've found a generic brand at Walgreen's for
about two dollars a package. They are effectively the same
thing but have the added benefit of being single loose
bottles rather than molded as a 5 pack.
After Christmas, I checked out a local party store and found
some ruby red plastic gems that were supposed to be tree
ornaments, and small clear plastic stones that work just
perfectly as uncut diamonds. This was also a great place to
find cheap plastic coins, Mardi Gras beads, and other
costume items, year round.
Hope this helps other GMs look beyond the dollar store for
more cheap props.
Return to Contents
3. Screenless DMing and Plexiglass Grids
From: John Lewis
With permission from: RoleplayingPro
I changed over to "No Screen" a couple of years back. I
realized there is nothing on any screen I've seen that is
very useful. I also love open rolling. My players also seem
to like it.
One thing I'll add. 4th Edition supports screenless DMing
better than previous editions. The reason why? The game is
mechanically more stable. You don't have unexpected things
happen, like a x4 crit, that instantly kills a healthy
character. In 4E, characters can usually judge the situation
they are in a little better. Plus, extricating yourself from
a bad situation is easier.
I use a 2'x4' plexiglass sheet over a grid poster to draw
maps on with dry erase. Near the grid (under the plexi) I
have a couple of game aides: a list of conditions and their
effects and a master list of actions. Both are there more
for the players than me.
When I DM, each character in my game has a designated color.
I arrange colored magnets on my dry erase board for
initiative. I also use extra colored magnets on the
conditions summary chart to mark which characters, or
creatures, are subject to which conditions. This keeps me
from physically messing with minis, but the condition chart
is right next to the map area and easy for everyone to see.
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