Roleplaying Tips Weekly E-Zine Issue #441
On-Call Players
Contents:
This Week's Tips Summarized
On-Call Players
Gamemaster Tips Summarized
- Call of Cthulhu Sanity Deck
- Use Excel to Make Maps
- Playing Monsters as Characters
- Treasure Siphons
- Adventure Idea: Lich's Special Keep
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Computer Crash
My computer gave up this week. It just threw its arms up in
the air and said screw you, Johnn, I ain't gonna work here
no more. Fortunately my hard drive was not part of the
insurrection. Just today I was able to transfer my data onto
another computer and I have all my email back, in addition
to my other files.
I'll be slow in catching up on all my emails, but rest
assured I've received them and will be replying in the next
while.
This is a good reminder to back up all your stuff.
Especially your gaming stuff. :) Also, have you thought
about any online information you should backup? You never
know when a service will call it quits without notice,
leaving your data stuck on their disconnected servers.
Virus
With my old computer dead, I need to find new anti-virus
protection. I'm currently running AVG on my laptop, which
I'm using now as my main computational device. :) I'm not
sure that free AVG is the best protection though, and I want
to get this resolved quickly so my data is again secure.
Maybe AVG is the best? Do you have any recommendations of
what AV software I should use?
Magic Item Hooks Contest Ends Soon
This is the last week for the magic item hooks contest and
your last chance to enter to win some great prizes. Entry
deadline is Saturday, April 11.
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.
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
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On-Call Players: Reduce Session Cancellations With An On-Call Player
By Ike from www.unnatural20.com
Traditionally, you play tabletop RPGs in person with a group
of your favourite people. Therein lies some of the hobby's
greatest appeal, and also one of its most common stumbling
blocks.
I am talking, of course, about synching up multiple,
overtaxed schedules to play when that pesky real life keeps
getting in the way.
But, there is a way to mitigate this problem - the on-call
player. An on-call player is someone who can step into and
back out of a game. This allows them to fill out a group
that might otherwise have to cancel a session due to sudden
interpretive dance classes, or other such difficulties.
Being an on-call player is great if joining a full campaign
is too much for you to take on. You're called when an
opening is available, and if you can make it, great! If not,
no big deal - no one was depending on you to make it.
You'll get to play when your schedule allows. You probably
know of a few different games going on around you. Why not
ask the DMs or players if they want the benefits of being
able to call you in on short notice?
On-call players are great for your game, allowing you to
play more often and to pit your players against greater
challenges. Best of all, working an on-call player into your
game is easy. Here are a few ideas that won't break the
verisimilitude of your game world.
- The on-call PC is an outsider that a spellcaster can
summon.
- The on-call PC is a manifestation of another player's will
- a power the PCs can hardly understand.
- The on-call PC is sent magically by another player's god
to safeguard their mission.
- The on-call PC is tied by a curse to a magical artifact in
the PC's possessions that summons him to them.
Whether you become one, or invite one into your game (or
both), the on-call player results in gaming more often while
adding a layer to the fun, and provides the DM with another
tool to create adventure hooks.
* * *
Comments from Johnn
Excellent tips, Ike. Thanks! My group has used the idea of
on-call players successfully in the past. Here's how we did
it last time:
- What Constitutes a Quorum?
First, we had a group discussion and determined the minimum
number of players required to keep a game session alive.
With our group of six, we decided we needed four players to
attend, else we'd cancel the game session.
- Keep Character Sheet Copies Up to Date
Then we discussed the fate of PCs for absentee players. We
opted to run the characters of players who weren't present
as a group, with GM veto over any actions that strayed too
far out of character.
My players are respectful of each other, so I used the GM
veto more to protect PC deaths than to stop abuse of
unmanned characters. I figure that attending players are
mostly focused on their own PCs, so the characters of
absentee players don't benefit from dedicated care and
attention.
As a group we also ruled that PCs of absent players would
join the action but wouldn't be killed unless that was the
only choice or the way the dice rolled. This might seem
logical, but by having everyone agree to this it set proper
expectations as the campaign played out. No one could be
upset if their PC died while away because of the opt-in.
With this figured out, then we also made it a requirement
for players to update the GM with character revisions. We
use a campaign wiki so players can post their characters
between sessions. For players who preferred paper-only
records, I was also ok with photocopies or scans.
- Shopping For Players
Next, we discussed the protocol for finding and accepting
new on-call players into the group. We agreed that new
players would have a probation period of three sessions, and
we built a queue so friends could be invited in a certain
order.
Although all these discussions, rules, and protocols seem a
bit silly for just playing a game every two weeks, we've
discovered that our game time is all equally important to
us. We greatly enjoy the atmosphere and style of play that
has evolved over time with our Thursday games. We don't want
to mess this up, and as with any team, it's important to
communicate expectations and procedures.
For example, in another campaign with a different group, two
players each invited a friend over for the same session. I
prefer to GM five players. With the two unannounced guests
we had seven, plus no notice that new PCs would need to be
integrated into game play. I had assumed we would all ask
each other first before inviting guests (and whether the
campaign was suitable for drop-in play) but we didn't have
that conversation so I couldn't get upset with anyone.
Another scenario, this time with my current group, was
multiple players having friends who might be interested in
filling a new group vacancy. How to decide which friend gets
invited? It's good to hash these situations out before they
arise.
- On-Call Player Ground Rules
Finally, I had a private chat with the on-call player. We
discussed the campaign, schedules, house rules, and ground
rules. With group approval, I could offer the player two
options:
- Play the character of any absent player
- Play their own character, but that character must be easy
to transition in and out, and easy for the group to run
should it be required
- The Irony Was It Became Full-Time
A big surprise was that our on-call player got more game
time than nearly everyone else. Thinking about it though, I
should have guessed this would happen. It ended up being
great, but a tad bit ironic.
With my group at that time there was at least two players
every session who couldn't make any particular game. No
player was chronically absent. It was just an ongoing series
of one-time real life collisions for all of us.
So, the on-call had a vacant seat available almost every
game session. This had the effect of creating a seventh
full-time PC with the party, as the on-call chose to play
his own PC. While ironic, beware if this is a possibility
for your group. Do you want to increase the party
permanently by one PC? If so, no problem. If not, plan your
on-call policy accordingly.
As Ike mentioned, on-call players can result in fewer missed
game sessions. This was definitely true with that campaign
where we had a reliable on-call. Often three players had to
miss sessions, putting us one short of a quorum. The on-call
would be able to make it though, giving us the four bodies
we needed to call it an official game session. This was
awesome and the biggest benefit having an on-call player
gave us.
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Strolen's Feature Article: Four Maxims for World Building
by B9anders, with permission from Strolen's Citadel
I thought I'd share here a short list of four maxims that I
use for good fantasy world building to flesh it out in a
believable way that makes a setting come to life as a
distinct world.
- Internal Consistency, not Realism, is the benchmark of a
believable fantasy world.
You don't need to make your world realistic to make it
believable. What is key is the elements in your world are
internally consistent. Whenever you add an element to your
campaign, be at a race, city, country or person, always ask
yourself the following questions:
- Where did it come from?
- How does it affect the elements around it?
- How do the elements around it affect it?
Also take time once in a while to consider how the various
layers of your world interact. If ogres are accepted members
of society, this is probably going to affect hard labour.
And what makes a better city guard than a band of ogres?
In my world, for example, there are no half-elves or half-
orcs. This affects how closely elves and humans interact,
and segregates them more as races.
You don't need to write these things down, but you do need
to have an idea of this as you go along. As you add more
elements to your world, it becomes a helpful tool for you as
it becomes much easier to place new elements in suitable
places where you know it makes sense.
The real world is obviously a great source of inspiration
for this as it is a model example of a world that is
internally consistent, but you need to consider how things
such as gods, magic, etc. affect natural and sociological
laws.
In a world that really is created by gods, it might even
make sense to disregard natural sciences as valid. A quick
real world example is fundamentalists who disagree with
theories like evolution because it doesn't mesh with their
beliefs.
- Focus on what can be known.
Unless you are in it for time wasting, don't bother wasting
time on details no one is ever going to know about. It
doesn't matter where your main continent lies in relation to
the south pole unless global exploration features in your
world.
Contrary to how it might initially appear, this isn't an
encouragement to be light in detail. But make sure that you
focus your level of detail on aspects of the world that
players come into contact with. If you combine this with
paying attention to internal consistency and illuminating
how these details connect with other world elements, your
players will connect with your world. The world comes alive
as players interact with living systems instead of random
elements.
Focusing on what can be known is focusing on demonstrating
your world to your players. It is not merely a geographical
and cultural backdrop for adventure, but a setting that
permeates their actions and lives at every step in a
meaningful and coherent way. This doesn't require the level
of detail of Tolkien's Middle Earth.
- As made above, so seen below.
This is just an extension of the two maxims above, but one
worth mentioning on its own. When you devote time to
thinking about the more general elements of your world,
cosmology, how magic works, how nature works, and so on,
don't just take time to conceive how this connects with the
world on a lesser scale. Make sure to create elements that
actively demonstrate these things.
If magic works because of the power of words, make this an
integral part of the culture. Nicknames are common because
one's true name is not lightly revealed and knowledge
literally becomes power.
If the weather and terrain are governed by spirits (or are
spirits), how does this affect settlement and agriculture?
Perhaps an empire has grown rich because it subdued its
spirits to make the land bountiful. Maybe dwarves
communicate with the mountains to provide them riches
through secret runes and rituals known only to them.
This makes it easy to create unique elements that permeate
every facet of your world and distinguish it from other
worlds in the experience of your players.
- Be willing to disregard consistency in favour of a good
idea.
This might seem like an odd maxim, but it is often far
easier to throw a good idea into your world and then adjust
its internal consistency to make it work than it is to come
up with a good idea that will fit into the consistency
you've conceived of your world so far.
This is something to pay attention to mostly in the
preliminary process of creation. Once you open the world up
to others, this obviously only works with elements known
only to you.
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Call of Cthulhu Sanity Deck
From: Kate Manchester
I actually _finally_ got to play CoC at the Con this year.
The GM had a small room to himself, so he had a sound system
playing various tunes to impart the theme of the story line.
One tweak to the system was sanity. Instead of the regular
points system, you used a sanity deck that can be found
here:
www.sinistergame.com
I chose Murder of Crows, and got lucky enough that I didn't
flip too many over early on.
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2. Use Excel to Make Maps
From: Shammancer
Hello Johnn,
I find that a good map maker is the Microsoft product Excel
2007. You can make your cells into a box shape and then use
different border colours as different walls, and different
fill-in colours as traps, monsters, and such. I've found it
very useful for planning.
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3. Playing Monsters as Characters
From: Walter Croft
re: Roleplaying Tips Issue #439
In AD&D2e I had the pleasure to play in a short campaign set
in the Al-Qadim setting, and our party was a motley crew.
The party was populated by an half-ogre Sha'ir (wizard) and
my pixie Saluk (rogue), in addition to the standard elves,
dwarves, halflings. We only had one human (mystic) priest in
the entire party.
Resources that assisted us were the Complete Book of
Humanoids (an AD&D2e book) and "The Ecology of..." articles
from old Dragon magazines. Runequest supplements are also
good since Runequest (or Heroquest, or Hero Wars)
essentially doesn't think of a segregation of player
character societies and monsters. Every species/race is
important to the overall ecology of the world. And this was
the aspect of Al-Qadim that attracted us to the setting.
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4. Treasure Siphons
From: Fred Ramsey
re: Roleplaying Tips Issue #435
Johnn,
Why not do a gold for experience points swap for any
treasure PCs give away or donate? Either 1 for 1, and split
the experience between party members, or some other ratio
for individual donations. You'd have to put a cap on it, or
people would suddenly turn into Gandhi.
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5. Adventure Idea: Lich's Special Keep
From: Mike Evans
First, I want to say I really enjoy your e-zine. Thank you
and all who work on this, because this is a great source of
information and community, and I really enjoy plodding
through it!
I came up with a DnD session I just wanted to share. The
group hears about packs of undead attacking settlements in a
certain area. When the group investigates they will figure
out all the bands of undead can be tracked to a certain
location. Following the tracks, the PCs may run into
straggling undead, dead bodies rising up as they smell the
characters, or tough mobs.
Eventually, the group comes upon the stereotypical creepy
keep on a hill, thunder clouds overhead, cold drizzly rain
falling on them, lightning in the background. I plan to
build the suspense and creepy vibe as they are approaching
the keep. The doors are big and neo-gothic, and as the PCs
pull open the doors, the smell of death reaches their
nostrils and sickens them.
Inside the keep is a huge entrance hall filled with lesser
undead. All the undead look dead and are chained to the wall
or lying in heaps on the floor. Again, I will be building up
the eerie vibe of the place.
As the PCs enter they will hear footsteps approaching and a
rough, hacking cough. Coming down a stairway at the opposite
end of the chamber will be a lich. He is dressed in fine
robes. He greats them with a smile and hurriedly walks up to
them, slicks back his few remaining wisps of hair, and
starts to talk animatedly at them.
As he talks, his jaw unhinges and hangs down (think Army of
Darkness). He mumbles an attempted sorry with his jaw off,
reattaches it and begins talking again. I'm giving this lich
a salesman type personality. He is excited that people are
here and is asking if they are here to see his wares,
pointing to the undead. He casually waves his hand and all
the undead in the chamber animate and rise up.
The adventure, depending on your group, could go a number of
directions at this point. My group will probably want to
bludgeon all the undead into itty bitty pieces. The premise
of the attacks, though, can be found out through
roleplaying: the lich was sending small bands out to attack
fleshies so people could see his wares in action and judge
what kind of product they want. He pitches the lower level
stuff and says he has even better things higher up in the
keep.
Once my group decides it's time to attack this lich, he
commands his legion of undead in the entrance hall to attack
the group. I plan on using a mass combat formula for the
different undead. For me, I will have 5-8 groups of 10 with
communal HP, Attack, AC, and damage. The damage these undead
will do will lessen as their HP falls, signifying a decrease
in the number of undead in that group.
[Comment from Johnn: here is a series of excellent articles from Mike Bourke that also outline great, large scale combat
solutions. ]
As the players battle through this horde of cannon fodder,
the lich will make his way back up the stairs cursing and
screaming. Here I will construct a type of dungeon dive
filled with undead and traps to make it fun and hard for the
PCs to get to the top of the keep.
When they finally arrive at the top, they see the lich
petting a large flesh golem that has 6 chains, 3 on each
side of its torso, linking to the walls of the room. The
lich is spouting claims of this being his finest creation,
blah blah blah. He then retreats behind the creature and
waits for the characters to make their move.
When the group engages the flesh golem the lich will also
attack. After the golem has lost X amount of its HP, one of
the chains snaps and the room shakes and dust falls from the
ceiling. The lich lets out a cackle. When the next chain
snaps after another X HP is lost, the room shakes more
violently, the windows shatter, and furniture topples.
After the second chain breaks the lich laughs again and then
teleports away, leaving the PCs with his creation. The
premise here is, with every chain snapped, the keep
destabilizes. If all the chains snap, the keep will crumble
apart and the players are going to have to run to get out,
dodging falling stones, undead, crumbling floors, and traps.
The escaped lich now provides a recurring villain I can
use every so often. Did his keep survive? Did the players
ruin his whole stock of undead? Does he have to start over?
He might dog the characters, following them as they travel
from village to village. When the PCs come to a village,
what if people started dropping dead, only a couple at a
time? As word travels, the PCs could find they aren't
welcome anymore. They could find priests, clerics, and
paladins after them to purify them.
Anyways, this was just an idea that popped in my head while
I was brushing my teeth and wanted to share.
Any feedback is appreciated.
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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
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plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
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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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