Roleplaying Tips Weekly E-Zine Issue #442
Choosing Your Next Science Fiction RPG: Reader Recommendations
Contents:
This Week's Tips Summarized
Choosing Your Next Science Fiction RPG: Reader Recommendations
- Choosing Your Next Science Fiction RPG: Reader Recommendations
Gamemaster Tips Summarized
- Integrating a New Player in Three Steps
- A Lawful Good Deed for the Day
- Tips for a New Sci-Fi Group
- Staying Focused...And The Best Session Notes You Could Ever Desire
- Arkham Horror Tip Also Great For RPGs
- Reader Request: Rousing Passive Players
- Ask The GMs: Pacing Your Campaign
- Ask The GMs: Weather, Not Climate
- This Means War! Making huge armies practical (Parts 1-5 of 6)
Johnn Four's GM Guide Books
Free Dice from Kobold Quarterly
Kobold Quarterly is giving away hundreds of sets of free
Q-Workshop dice. These are Pathfinder, Call of Cthulhu,
Elven, Runic and other dice sets that retail for over $18.
You can get your own set of FREE dice and a subscription to
the best RPG magazine on the market, for as little as $16.
That includes a full year of articles for 4th Edition D&D,
Pathfinder, and 3rd Edition OGL gaming! To get your free
dice, just visit koboldquarterly.com and subscribe to either
the PDF-only or the print+PDF edition - whichever is more
convenient to you.
Remember: this offer is limited to the dice on hand - and
when they're gone, they are GONE.
Free Dice from Kobold Quarterly
Return to Contents
A Brief Word From Johnn
Obsidian Portal and Epic Words Reviews Posted
At the website two reviews each have been posted for online
RPG campaign services Obsidian Portal and Epic Words. Swing
on over to learn more about organizing your tabletop games
online with these sites.
Do Legend of the Five Rings Books Have Good Fluff?
Do you know much about the clan books for the L5R RPG (any
edition)? They've always interested me, but I haven't
flipped through any. I'm wondering if they might have some
great world- and culture-building materials. Or, are they
pure rules and crunch?
Magic Items Hooks Contest Over
Thanks to everyone who entered the magic item hooks contest.
I'll be drawing winners and contacting them soon, and then
announcing them in an upcoming issue of the e-zine.
Have a great week full of gaming.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Return to Contents
Advanced Adventures in Stock!
Expeditious Retreat Press has all your old-school needs
covered with Advanced Adventures, modules compatible with
the world's most popular fantasy role-playing game! Pick up
your copy at XRP's online store or stop by your FLGS to buy
new 1E material for the first time in decades. Don't forget
Old-School Gazettes at YourGamesNow.com, the e-site with the
largest selection of OSRIC(tm) material!
Advanced Adventures at Expeditious Retreat Press
Return to Contents
Choosing Your Next Science Fiction RPG: Reader Recommendations
In Issue #428 I polled you to help me figure out what
science fiction RPG I should try as my next game. Here is
the original request:
What Sci-Fi RPG Should I Play Next Year?
My D&D campaign is slowly forming a plot, and our gaming
schedule is as regular as a bowl of All Bran now, which is
awesome. So, I'm now casting my sensor array at 2009 with a
desire to get some sci-fi gaming in on the side.
At Amazon, there are a few candidates I'm considering:
First, I'd like to thank you for making a hard decision more
difficult. :) Not only did you make all my candidates sound
so interesting that they should be my top pick, but you
introduced compelling new suggestions to add to my list of
choices. Grrrr.
I've made my choice, which I announce at the end of this
section. In the meantime, I thought there might be other GMs
out there thinking about starting up a sci-fi RPG for a
short run or ongoing campaign. So, I've pasted below several
of the comments I received from my request. If you are
thinking about sci-fi RPGs, hopefully you'll find them
interesting and helpful.
Transhuman Space
Transhuman Space impresses me as the choice for gritty,
hard-sf gaming with a well-built backdrop. Transhuman Space
is near future and speculations in science and technology
magazines or web sites are more relevant.
- Bill Crumb
Dark Heresy
Have you considered Dark Heresy (set in the Warhammer 40K
universe)? The PCs are a group of acolytes hand-picked by a
member of the Imperial Inquisition to peer into the dark
corners of the Imperium, hunting down heresy, mutation, and
all the other threats that seek to topple the Imperium of
Man and set the galaxy aflame.
They even provide lovely, open-ended plot potential in the
Tyrant Star; it could be nearly anything - the ruined ship
of the C'Tan known as the Nightbringer; the herald of the
coming birth of the Eldar God of Death, whose destiny is to
destroy the Chaos God Slaanesh; a star in the warp, tainted
and corrupted by Chaos; or nearly anything else you could
imagine for it.
It's an interesting read, if nothing else, and has quite
novel ideas, although the rule system needs a little
tweaking.
- Kassil the Erratic
You wrote in Issue #428 that you were looking for a gritty
sci-fi setting, that didn't require a lot of technical
knowledge? I recommend Warhammer 40K for that, as
technology, while plentiful, is only just understood by most
and many don't even know _why_ things do work.
The Dark Heresy source book provides rules, though I
personally find them clunky and recommend Savage Worlds
(Explorer's Edition) using the mechanics as-is and
re-flavouring as needed.
- Philip Harboe
Blue Planet
I've been toying with the idea of running Blue Planet. This
has a lower-tech feel and is set on an ocean planet that
mankind traveled to by way of a wormhole. It has quite a
frontier feel to it, with strains of native resistance
fighting, ecoterrorism, megacorporate espionage, Wild West,
Firefly, Waterworld...it's quite a gumbo. I think it's
pretty cool. It's out of print, but should still be
available, probably at a discount.
- Randy Shipp
Hi Johnn, if you're unfamiliar with it I can't recommend
Blue Planet V2 highly enough. One of the most well-
considered and original game premises and campaign worlds I
have ever seen (and I have seen a lot) and an intuitive game
system.
Blue Planet V2 Reviewl
- Kirk Hone
Burning Empires, Burning Wheel
Hey Johnn,
I can't speak to Burning Empires directly, but Burning Wheel
(the fantasy RPG from the same developer, using the same
basic rules system), is hands-down my favorite RPG of all
time. No need to worry about world-building either - that's
taken care of in the first session. And for that matter,
session prep for my first Burning Wheel game averaged 30
minutes. Total.
Transhuman Space is also a fantastic setting. I've spent
quite a bit of time chatting with my roleplaying buddies
about the possibilities of adapting Transhuman Space fluff
to Burning Wheel mechanics.
- Zach Donovan
I have not seen Burning Empires, but I have played Burning
Wheel with Luke Crane. He is a high energy guy and a joy to
play with. Burning Wheel includes Duel of Wits - a battle
system done by verbal sparring.
You can find the download for it on this page.
It's different but exciting. You go three rounds in a verbal
fight. You have 7 types of "attacks" but you can't reuse any
in the following rounds. The other players may choose to
become involved and add dice to the end result.
- Darryl Hodgson
Traveller, Transhuman Space, Burning Empires
Traveller. Which edition? I personally enjoy "classic"
traveller (reprints by Far Future Enterprises) and GURPS
Traveller (which uses the same system as Transhuman Space
and has a 4TH Edition GURPS update called Interstellar
Wars). I've also heard that Mongoose's Version of Traveller
is very good and has had 5 printings in less than a year!
"Classic" has simple rules that might be ideal for your
group. GURPS Traveller has a simple system that has the
option to use lots of different add-ons from other GURPS
books to modify the game as you see fit, but the combat is
_very_ realistic, which turns off some groups. I know little
about Mongoose's Traveller, but it's been given many rave
reviews.
Transhuman Space is a very good setting with lots of great
additional details supplied by supplement books. Interesting
stuff, such as underseas adventure on Earth and other
worlds' moons, human genetic modifications, Memes,
cybershells (AI with 'robot' bodies), and bioroids. (The 3RD
Edition stuff is very inexpensive on the Steve Jackson Games
Warehouse 23 site.)
There is also a 4TH Edition GURPS updated Print On Demand
version of the game called Transhuman Space Changing Times.
It's my personal favorite of the two because 4TH edition
GURPS changed a LOT of the problems I had with the rules in
3RD Edition. The only catch is that the 3RD edition is a
"POWERED BY GURPS" product, which includes in the base THS
book the GURPS Lite rules needed to play the game, whereas
the 4TH edition version requires you either download the 4TH
edition GURPS Lite rules or purchase the core GURPS 4TH
Edition book to play it.
I also like Burning Empires very much. It use the wonderful
Burning Wheel rules, which emphasise group dynamics, beliefs
fueling characters's actions, and shared storytelling, along
with gritty fighting rules and rules that make social
interaction just as risky, gritty and important as combat.
Burning Empires then and adds mass battles, world and
universe creation, alien creation, starship combat, and a
host of other critical scifi things, with the same attention
to detail, story and characters that Luke Crane put into the
original game.
I recommend Burning Empires if you'd like to play a system
where the entire group has a say in what direction the story
goes and how the universe/worlds are structured, and if the
GM would like to do more storytelling and less worrying
about fiddly little things in the system background/rules.
I think you'd enjoy the entire system if you give it a try.
The other great thing is the amount of help the Burning
Wheel community and the creator himself are willing to give
_anyone_ who is interested in the system. It's the system
I'm currently running two games with (One Burning Empires
game and one Burning Wheel game.)
www.burningwheel.com
At first, both "Burning" games were a hard sell to my group
of friends. Burning Wheel plays a little differently than
most people who have played things like D&D are used to. (It
uses a simple dice pool mechanic. Shadowrun and WOD players
have an easier time adapting to the rules.) It also gives
players a little more control over things than some people
are used to, and it frees up the GM from some of the more
boring and repetitive tasks you see happening in most games.
(Let it Ride, One Test and the "Yes" Rule really keep the
game moving at a quick pace.) "Call On" traits, Circles and
advantages give the player an edge that helps them shape the
game in subtle ways. The GM has (besides the usual things)
disadvantages that provide an appropriate negative element
to hinder the players.
- James Browning
Dear Johnn,
Before you start what sort of gritty are you interested in?
Are we talking Blade Runner dark and gritty, where the
personalities are crushed under technological monstrosities,
and big questions are asked about individuals? Or are we
talking gritty, soft space fiction with a dramatic flair in
your stories like Babylon 5 or Aliens, where the technology
is in the background but the focus is on the grand acts of
the players? Normally, people want a middle ground, but
unfortunately the problem with scifi is few systems are
designed to cover both ends.
Let me suggest you should first choose a system you think
you will like to use, determine what types of stories you
want to tell, and then choose a world to play in. In scifi,
the problem is that normally these three points don't come
in the same package.
Traveller, for example, has a brilliant system for creating
worlds, detailing economic systems and even the planetary
orbits, but it does have a uniquely hard system to use with
character creation. It is great for telling the stories of
interplanetary adventures and works well on the large scale,
but stories about people are normally less effective because
it is so well designed for the big canvas.
Transhuman Space, however, has a good, basic world set and
gives you more than enough space to maneuver. It has a good
rules set as it uses the newest edition of the GURPS rules,
but it is the writing that stands out. Transhuman Space has
the most options of the three, a good character list, plus
good equipment, but this might be a distraction when
creating stories depending upon what the stories involve.
This has, unfortunately, only been briefly undertaken, so it
lacks much depth.
Burning Empires has an interesting but not very deep
setting. While its system is different, its mechanics don't
lend themselves to many of my favorite story types to GM,
however, its cooperative competitive approach can help a lot
in play.
If you are after a gritty world, Transhuman Space is
probably the most appropriate as it can be set at any level
you want, but this means it doesn't help you tell any
stories specifically. The setting provides a fairly good
overview, but is probably not as in-depth as you need as it
doesn't quantify or provide strong archetypes to provide
villains for you.
Traveller is the most appropriate for the creation of
stories about exploration, but it does have a problem with
scaling alien beings, so you need to study the quite complex
rules before play and keep the stories appropriate to the
setting.
Burning Empires is the least "flexible" of the games and
should be played as is. Unfortunately, if it doesn't fit
your group there isn't the flexibility to make it fit.
Of the three options, I would use Transhuman Space because
of the ability to choose so many alternative solutions and
stories, but the setting is not one I would use myself. I'd
use something like Blue Planet as the setting with
Transhuman or even Cyberpunk as the rules set.
- Warwick Brown
Traveller
I say Traveller. I played it back in the 70s when it came
out, and into the 80s, and had a lot of fun with it. I've
looked at the core rulebook that Mongoose has put out, and
it has all of the old style Traveller feel, while still
being updated with modern roleplaying improvements. I only
wish I could afford to buy it all...and then have time to
play it... sigh. Stupid adulthood. ;-)
- Ian McKinney
Serenity, Battlestar Galactica, Alternity
Hi Johnn,
I just thought I'd pass along my suggestions for a sci-fi RPG
your group might enjoy.
If you are a fan of the TV show FireFly (and continuing
movie Serenity) I'd recommended the Serenity RPG.
It's a nice combination of wild west meets space and has a
little of everything from action to drama. The grittiness is
there too in that a lot of people still ride horses, use
revolvers, etc., and the frontier is pretty grim and wild.
It uses the Cortex rule system, which handles the sci-fi
genre well, can be learned inside an hour, and can make for
a nice change from whatever rule system you traditionally
use. It's also a nice setting to use for players used to
fantasy in that it's not over-the-top high tech, and still
has a lot of familiar themes (low tech border towns,
caravans) but still techy enough to have a good space
feeling.
The second game I'd recommend is the Battlestar Galactica
RPG.
It's based off the popular TV show and also uses the Cortex
rule system, making it easy to pick up and play inside of a
couple hours. It offers a lot of high tech sci-fi with the
gritty "survival at all costs" feel of the TV series and has
a lot to offer to fans of the series or anyone who likes a
desperate, post-war saga space campaign.
The third and final series I recommend is Alternity and
their setting campaign, Star Drive:
alternityrpg.net, Wikipedia.
While it might be officially discontinued, it's still
excellent sci-fi game system, and the prices for the PDFs
are only $5.00 a piece.
The system is fast and balanced, capturing the feel of sci-
fi adventure without being overbearing or over-complicated.
The Star Drive setting is gritty and realistic, offering a
good mix of technology, colonized and unexplored regions,
and uses all the races and weapons featured in the Alternity
GM & Player's guides, making it an easy combination.
- Jenette Downing
Serenity
In answer to your request about sci-fi gaming (and
tangentially a system that uses plot points to good effect)
is the Serenity RPG, based on the film of the same name and
in turn of the TV series Firefly. I don't know how familiar
you are with Firefly, but it is a space western, with
slugthrowers and lasers, horses and spaceships, and it
follows the story of a smuggler captain (think: Han Solo)
and his ensemble crew through their various adventures.
The system can provide gritty and hard-core gaming, the film
and TV show provide a good deal of easy-to-absorb
background, and the book has more. There is not much in the
way or ready to run campaigns, but there is now an expansion
available. The character creation system is enjoyable, and
the rules (though some things could do with a tweak) are
pretty straightforward to pick up.
- Johnn: I misplaced the name of the reader who sent this
in. My apologies! Email me if it was you and I'll correct
this.
Traveller, Star Wars
My group had good success with GURPS 4E Traveller:
Interstellar Wars awhile back. We played in one of the
interbellum periods - right after the Vilani nuked Earth -
as traders/troubleshooters. It can be played with the two
core GURPS books and the ISW book.
Right now we're playing Star Wars Saga Edition (WotC). The
Dawn of Defiance campaign (free on the WotC website) is
pretty good, though I'm modifying it heavily with my own
ideas and with some great message board suggestions. Can be
played just fine with only the core book, but The Force
Unleashed and Scum & Villainy are great sourcebooks to have
alongside. Ships of the Galaxy and Threats of the Galaxy are
helpful too.
The
Dawn of Defiance campaign
At some point soon we're going to be playing Serenity using
GURPS and converted materials from the Serenity RPG
(Margaret Weis Productions). Also on the agenda (someday, so
many games, so little time) is a GURPS Infinite Worlds
campaign, or at least a one-shot. Not so much space opera
but the setting looks cool nonetheless.
- Michael Arrington
Metascape
I play Metascape. It's a fantasy-space-opera style game, but
it has a pre-generated setting and lots of detail. Downside:
the system is quirky and difficult for a GM to get used to.
However, it encourages ad-libbing and GMing on the fly, and
it's easy on the players.
www.mentalwinds.com
My Metascape game is chronicled at:
here.
- Andrew Gould
HARP SF
HARP SF is planned for release in 2009. Gamma version is
already available at ICE's online store. You can check it
out here.
The product is written by Nicholas Caldwell, author of
College of Magics (HARP) and editor for The Guild Companion,
along with many other credits. It's a great product.
- Thom Jones
Babylon 5
I would recommend Babylon 5 the RPG. You can get most of
the sourcebooks second-hand through Amazon quite cheaply,
and they have a detailed world that's big enough to
encompass just about anything you want to throw at it. Even
better, the sourcebooks are extremely tightly bound to the
5-season TV show and Telemovies, so if you are ever unclear
on the significance of something, or its look-and-feel, or
whatever, you have an alternative reference source at hand.
It also contains enough science elements built into the
system to achieve the hand-holding you were looking for.
- Mike Bourke
Sufficiently Advanced
A suggestion - Sufficiently Advanced.
Sufficiently Advanced at RPG Now
It's a story oriented system and it can get gritty. The
system can also accommodate time scales of years and a
variety of conflicts. It has a default pair of bad guys (The
Cognitive Union, Darwinians) and several other factions that
can be tweaked to become bad guys without a lot of effort.
There is also fan support at the wiki forum including some
factions I've adapted as opposition.
- Trey Palmer
Johnn's Science Fiction RPG Pick
Dark Heresy was quite compelling to me, but when I found out
a player in my group was a huge fan, I asked him to GM it
for me. So, I'm going to play in a Dark Heresy game this
year, which means I can try out a different game for GMing.
Recently, the kind folks at Alpha Omega sent me their RPG
for review. It looks like an awesome sci-fi game. However,
it lacked one aspect that I was craving for my GMing, which
was starships. Alpha Omega has an excellent concept, but is
mostly Earth-based, so it wasn't going to scratch my
spaceship itch.
Fortunately, the same player who'll be GMing me in a Dark
Heresy game later this year is also going to learn the rules
and GM me in a short Alpha Omega adventure. Thanks Pat!
You can learn more about the Alpha Omega RPG here.
So, what RPG will I take a whack at GMing? Transhuman Space.
It seems to have the flavour I'm after, and I've GM'd GURPS
a little before (3rd Ed.) so I can bring that knowledge in
to help with the learning curve.
I was sorely tempted to try Burning Empires and Traveller,
but the local solar system setting of Transhuman Space has
me quite excited.
Best case scenario is, of course, that they add four more
hours to each day so I have time to GM everything on my
wishlist. :)
It'll be a bit while I read the book and brush up on GURPS
4E, but once the game gets going I'll let you know how it
goes.
- Johnn
Return to Contents
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Integrating a New Player in Three Steps
From: Brent P. Newhall,
www.brentnewhall.com
So, you have your role-playing group. You all know each
other. Everything's going swimmingly. Then, the dreaded
event occurs: someone new wants to join.
What do you do? Besides explaining the common administrative
details surrounding where you meet and how often, you have
to introduce the newbie to the group's unique internal
dynamics. Every group is different, and it can take awhile
for a new player to understand all those little social
details, especially things like what the group expects from
players.
So, how do you make a new player comfortable, and help him
to be a good member of the group?
There are three papers I give new players, one per week (I
don't want to overwhelm newbies with too much new
information). Social policies come in the first week,
followed by general role-playing advice, followed by the
background sheet. I'll explain each one in some detail in
this article.
During the first week, I actually give the player two
things: a page describing the current campaign world and the
background story, and a page describing our social policies.
The world description is the same thing I give all the
players when we start a new campaign, so that's just a
matter of running off another copy of the information I've
already typed up. In it, I describe the world the players
are playing in, and any specific background information they
know for this particular campaign.
It's the social policies that I want to focus on first. This
is a simple document explaining our ground rules. In some
detail. Things like:
- Our cell phone policy (set to vibrate or off, and don't
answer during games unless it's an emergency)
- What's expected of a player if he has to excuse himself
temporarily
- What we do if someone runs to the bathroom (or is
otherwise occupied) and something happens to their character
- Length of time a player can consult the rules during their
turn before we all get antsy and move on to the next player
- Who keeps character sheets
- Food and drink expectations: if you're not hosting, bring
your favorite snack
Why write all this down and distribute it? Because
otherwise, new players have to learn all these ground rules
through observation and osmosis, which can take many
sessions. This way, they learn much more quickly, and
everyone is clear on unacceptable behavior.
Writing down all this in stark black-and-white might look
harsh. In practice, I've found players don't take it that
way. They actually welcome a coherent, understandable list
of expected (and unacceptable) behavior.
Just before the new player's second session, I give him the
Role-playing Advice for Players page. This is an article by
"Master Harper Dazrin" I stumbled across a couple of years
ago, and edited slightly; it's an excellent reminder of
several principles of roleplaying:
- Take on the persona of your character (and what that
means)
- Create the way you respond to your fellow players'
characters
- Feel free to take pieces from characters you've seen in
movies or read in books
- Your character's personality can change during the course
of the story
Your "new" player might have been playing tabletop RPGs for
years, of course. Does he still need this page? Maybe not,
but I'd give it to him anyway. It's a great reminder of the
fundamentals, and perhaps more importantly, it communicates
what you expect. If your players know that you prize good
role-playing, they'll feel uncomfortable slacking off.
On the new player's third session, I hand out the Background
Sheet. This is pulled from another article I stumbled upon,
called The Page of Three. It asks the player to identify a
number of things about that player's character:
- Three things the character does particularly well (that
aren't necessarily represented by system skills or traits,
so players shouldn't list whatever skill in which they have
the most points)
- Three things the character does poorly (ditto)
- Three beliefs your character holds
- Three instinctive mannerisms
- Three emotional attachments
- Three allies
- Three enemies
- The character's family
- Why the character left his or her loved ones to become an
adventurer (or whatever it is that he or she does)
- Why the character chose his or her profession or class
- The character's one burning desire
The Page of Three, Roleplaying Tips Issue #440
Sounds like a lot, but if the player's thought out his or
her character in detail, this should take little time for
the player to complete. I ask the player to either fill it
out now, or take it home and fill it out before the next
session.
Why do I do this comparatively late? Shouldn't the player
have fleshed out her character by now? In reality, most of
my players haven't gone into this much detail about their
characters. It takes a few sessions to get a good feel for a
character, and it's often better to leave background details
undefined for a while.
Once that's done, the new player is comfortable with our
group's ground rules and roleplaying expectations, and has a
very fleshed-out character. And we're ready to go!
Return to Contents
2. A Lawful Good Deed for the Day
From: Loz Newman
Players: your characters aren't just bundles of combat stats
and magic objects. They're living, breathing people heir to
all the distractions and character tics of mortal flesh.
So why not make a mental note to have your character do one
minor alignment-driven act per game-day? Nothing major, just
something to add a touch more flavour to their personality.
A few examples:
A Paladin gives a few coppers to a charming child.
A Priest bestows a smile and a few kind words on someone
exhibiting behaviour he approves of.
A Thief filches a fruit from a stall just for the pleasure
of giving it to a beggar.
A Mage casts a cantrip to help out a struggling housewife as
he passes by.
Of course, there are always Evil aligned PCs who'll do minor
acts of cruelty to spread more fear and loathing....
The advantage for the GMs in all this? Your world gets more
detail for free (well, in return for a minute spent
describing and handling the minor encounter). Your players
get to flesh out their characters, reinforce their
alignments, and feel good all at the same time.
And for those who think small deeds can't cause great
avalanches of effects, I recommend you read The Curse of
Chalion by Lois Bujold McMaster. You could have some fun
feeding the effects back into your campaigns ("don't I
know you from somewhere?"). Maybe some Player Characters
got their start on the Glory Road from a similar minor act
of kindness? You can have some fun with this....
Return to Contents
3. Tips for a New Sci-Fi Group
From: Katana Geldar
I started the Star Wars Saga role playing as my friends and
I wanted to play, and I managed to "get it" first so I was
made GM.
What tips do you have for groups when everyone is new to
roleplaying?
Reply from Johnn:
Hi Katana,
Here are some tips that might help:
Return to Contents
4. Staying Focused...And The Best Session Notes You Could Ever Desire
From: Brandon Echols
My biggest problem as a GM has been keeping players
interested and focused on the game when the action is not
currently centered around their character. Some players are
better at staying involved than others, but everyone's
attention wanders from time to time. This problem is
especially prevalent when a party is split.
When confronted with such a situation, I have done two
things that have been so beneficial to our group that I had
to share them.
- 1) Let the players know when they're not needed for a few
minutes.
If a character or portion of the group gets involved in
something the GM knows will take longer than five or ten
minutes to resolve, it helps to tell the remainder of people
at the table to take a few minutes to do some "bookkeeping."
Updating character sheets, formulating future plans
(quietly, please, while we're playing) and researching the
next feat or special ability they gain upon leveling up can
easily take up a few minutes of time.
More importantly though, such activities keep the players
focused on the game, and not on external influences that
could derail their mood. For groups that do a lot of in-
depth roleplaying - like ours - staying "focused" is a
godsend. This builds in a little bit of out-of-game time
that is still centered on the game itself. Plus, they stay
on-edge and ready for the GM to shift back to them at any
moment.
- Dividing up the work of note-taking.
We award individual experience points, and notes always help
this, because the GM can instantly refer to the Official
Session Minutes and throw XP down from the mountain. The
problem is I hate taking notes.
When focusing on running the game, I always leave things out
and we have to go through the "hey, what about when"
discussions at the end of the session. It's not good to ask
one player to take notes, because their playing ability -and
their XP-earning potential - suffers.
Our solution is to make each player responsible for their
own character's notes, and the GM responsible for his own
notes.
This has several benefits:
- Keeps players busy during the aforementioned down times.
- People love talking about themselves. You get much more
personalized, accurate accounts this way.
- It creates a character-specific campaign journal.
- I award bits of bonus XP for creative note-taking...and XP
rewards motivate players to take better, more entertaining
notes. Players begin to note all kinds of things they would
normally forget, thus drawing them further into their
characters and allowing even more focus on the game. 10 XP
for "Threw a saltshaker at Tarastus because he's a moron"
instead of 0 XP for "threw a saltshaker" encourages more
thinking from the perspective of their character.
- Reading individual notes at the session's end and
immediately rewarding 10 XP for "Talking with the shady guy
in the corner..." or 25 XP for "Stealing the room keys"
causes players to see a positive benefit to even the
smallest of actions, potentially. This causes them to be
more pro-active in-game.
Taken together, I've had my "keep them interested" woes
totally eliminated. Also, it has allowed my own note-taking
as a GM to be much more helpful, as I no longer have to sort
through all the player-specific stuff buried in my notes.
Bonus tip: keeping a copy of each player's notes and reading
them over later can reveal plot hooks that you never knew
you created. Capitalize on these for some of the most
character-centered adventures possible.
Return to Contents
5. Arkham Horror Tip Also Great For RPGs
From: Gordon Vincent
re: Roleplaying Tips Issue #440
I think you put your finger right on the source of your low
rating when you noted that players at your table were
playing reactively. The place where our gamers turned the
corner on this game, both in terms of fun and effectiveness,
was when one of our players used the upkeep phase to discuss
what we and each of the rest of us were going to do that
turn. We began to act as a group, rather than a bunch of
individual players.
We also began to think in terms of our role at that game:
who was our gate diver, who would collect items for the rest
of us, who could best use a thing we'd found, etc. This
meant each player's turn became interesting, because that
player's success or failure was a factor in our own.
We also found, curiously, a higher rate of success when
playing random characters than when choosing them, I think
in part because that forced us to work together as an
ensemble, rather playing as individual stars.
Anyway, I hope you'll give it another try, and get more
enjoyment out of a game which is, for us, one more in a long
line of good games from Fantasy Flight (with which I have no
business connection, btw). Happy gaming!
[Comment from Johnn: thanks for the tip, Gordon. Your
teamwork advice is also excellent for players, methinks.
Regardless of game system, it might be a good idea for game
masters to help their groups by suggesting they coordinate
on good tactics and party roles.
For example, a group might want to consciously pick their
spokesman when dealing with authority, rather than default
to the chattiest player. Likewise, a group might want to
scout out foes and plan attack strategies rather than just
wait for the call for initiative rolls.]
Return to Contents
6. Reader Request: Rousing Passive Players
From: Mike
Hey Johnn,
So I'm looking for some input/ideas. I am currently wrapping
up a story arc in DnD 3.5 with my characters. A tiny bit of
back story, which is important, is the game takes place in
Eberron and the world has been covered in a Blight that has
basically turned the world into a standard Survival Horror
setting. Magic is dampened and sometimes doesn't work at
all, heals are only half as powerful, or sometimes don't
work at all. Resurrection only has a 25% chance of working,
etc. The world has been destroyed. Civilization has
retreated into strongholds or caves, monsters are stronger
and more plentiful.
The characters are about to end the Blight. The curse that
has befallen the world will be vanquished (though this will
lead into a bigger plot later on). People will come out of
their hidey-holes, civilization will start to rebuild.
The characters, once this is done, will be level 12. I'm
planning on forwarding the game 1 year into the future after
the Blight ends to speed up transition of the rebuilding of
society, but there will still be much that needs to be done
in one year.
The characters are going to be renowned and will encounter
both positive and negative effects from healing the world.
Some ideas I have for adventures are:
- An old villain they didn't finish off resurfaces to be a
pain and seek revenge.
- Working on encounters and ideas from characters' back-
stories and history.
- Religious and criminal organizations try to recruit,
fight, or put a bounty on players.
- The King of Breland died during the Blight and his two
sons are both claiming to have the right to the throne and
are trying to get the party to back their campaign/war
effort to take the throne. Also, a third man enters in and
tries to persuade the party they have right to the throne
because of all the work they have done in saving the world
(this actually feeds into a larger plot of weakening the
kingdoms and destabilizing everything).
- The main villain has dispatched five resurrected
villainous heroes to deal with the party. They will be
reoccurring villains.
So this leads me to my issue. My group is pretty laid back,
and except for one, not the most extroverted group. I've had
groups that, when I put them in a town, go crazy and come up
with adventures almost on their own, or cause large amounts
of trouble. This group doesn't do that. When I put them into
a town, they sit there in sort of static haze, and I've done
things, hooks and whatnot, to get them moving forward.
I'm wondering if people have some suggestions on other plot
hooks for this level that are realistic (it has been quite
awhile since I have ran a game that has gotten to this high
of a level), and ideas for getting people to get out of
their shells.
Return to Contents
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.
Ask The GMs: Pacing Your Campaign
How do you pace a campaign? How do you know if you're giving
too much or too little in experience and treasure? And how
do you get the PCs to explore more than the local area?
Ask The GMs: Weather, Not Climate
How do you give your campaign realistic weather without
overloading the GM with Admin tasks?
This Means War! Making huge armies practical (Parts 1-5 of 6)
How to referee a war in an RPG. Not one that happens in some
distant country, or a neighbouring city, but up close and
personal - so close the PCs can touch it. And not some small
skirmish on the fringes - thousands of troops in conflict,
maybe tens or hundreds of thousands.
Be sure to subscribe to the blog to get the latest updates sent to you:
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