Roleplaying Tips Weekly E-Zine Issue #444
5 Tips to Create Game Room Atmosphere
Contents:
This Week's Tips Summarized
5 Tips to Create Game Room Atmosphere
- Light
- Sound
- Remove Distractions
- Room Arrangement
- Remote Atmosphere
Gamemaster Tips Summarized
- Villain's Escape
- For PBeM or Online RPG - Common Writing Mistakes in RPGs
- Adventure Worksheet
- GURPS Worksheet
- Tips For Guiding A Shy Player To Roleplay
- A Living World
- Adventure Idea: Lich's Special Keep Follow-Up
Johnn Four's GM Guide Books
Monte Cook Launches Dungeonaday.com!
Monte Cook, whose design credits include 3rd Edition D&D,
Ptolus, Arcana Evolved, and 20+ years of other products, has
launched a brand new project, dungeonaday.com. Every
weekday, he presents a new encounter, building an entire
hyperlinked campaign as he goes along.
Dragon's Delve is a challenging old-school megadungeon with
a vast history and extensive background, but DMs can also
use the modular encounters to spice up their own adventures.
Plus, the site offers maps, handouts, DM tips, behind the
scenes articles, and bonus encounters. There's even a
podcast.
www.dungeonaday.com
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A Brief Word From Johnn
Win a Dungeon Mastering Tools premium membership
Yax over at DungeonMastering.com needs your feedback,
comments, criticism, and suggestions on his brand new D&D 4E
DM Tools. He has some pretty cool online DM aids:
- Monster Card Tool
- Monster Template Tool
- Trap Card Tool
- Power Card Tool
- Encounter Tool
To win, create a free account at:
DungeonMastering.com
Then take his online tools for a spin and send feedback
through the "Contact Us" link at the top of every page.
Magic Items Hooks Contest Winners
Congratulations to all the winners of the recent contest:
- Roger Nicholls
- Roger Barr
- Brent Jans
- Dfaran L'Eniarc
- Michael Shean-Jones
- David Washburn
- Will Hopkins
- Sébastien Boily
- Tricen
- Mark Solvang
- Graham Darling
Thanks again to the awesome prize sponsors:
A Guide to Session Notes URL Correction
In Issue #440 I posted the incorrect link to Scot Newbury's
article, A Guide to Session Notes. The correct address is:
http://ofdiceanddragons.newburyonline.com/2006/01/02/a-guide-to-session-notes/
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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"Balance in your life between work and your personal life is
very important. Without balance, you eventually burnout,
negatively affecting your performance at work."
- Byron & Catherine Pulsifer,
from What Are the Benefits to Me?
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Advanced Adventures #9 now available in print!
Advanced Adventures #9: The Lost Pyramid of Imhotep is now
available at our on-line store as well as at FLGS! Designed
for 4-6 adventures levels 4-7, this OSRIC module explores
the recently uncovered tomb of the master architect Imhotep.
For the PDF of this product, stop by YourGamesNow.com,
the publisher cooperative that carries all XRP e-products.
Advanced Adventures #9: The Lost Pyramid of Imhotep at Expeditious Retreat Press
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5 Tips to Create Game Room Atmosphere
By Joel Fox
Atmosphere while playing is an important consideration that
is often overlooked. Sometimes other issues take the
foreground, such as simply keeping everyone on-task, or
handling the many facets of GMing. Ironically, focusing on
these issues becomes unnecessary if atmosphere is correctly
established, as a good atmosphere while gaming can help
establish mood, keep players on task, and help you focus on
your responsibilities as a GM.
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1. Light
Lighting is probably the easiest aspect of establishing
atmosphere. A common replacement for fluorescent or halogen
light bulbs is candles, which can help establish mood for a
number of campaign settings. With candles come a number of
problems, however, such as an increased fire hazard, keeping
them lit, replacing them when they run out, need for
increased ventilation, etc.
One alternative to candles is repositioning or masking light
sources. By moving lamps into an adjacent room and letting
light leak in through a doorway, or by putting thin cloth
carefully over lamps you can still make things more natural
and less sterile.
Patterned cloth or silk works great to change light color,
and is easily found at craft or thrift stores. Colored light
bulbs can produce the same affect, though this might be more
expensive. Additional low-intensity light sources, such as
mood lights or lava lamps, can add to the atmosphere as
well. Instead of keeping lighting static, change it based on
where the party is or what they're doing (soft silk light
for taverns, red light for fiery caverns, blue light for
underground pools, and so on).
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2. Sound
Sound is probably the next thing that springs to mind when
considering atmosphere. Most people consider music during
gaming, often leaving a CD or the radio on in the
background. Any old music won't help establish mood; in
fact, most modern music will probably detract from it,
distracting player and GM alike.
A number of internet radio stations are available that play
classical, baroque, Celtic, and romantic era music, any of
which would be suitable to most fantasy settings. If a
computer with an internet collection is not readily
available, most public libraries loan out audio CDs,
including the aforementioned musical selections.
Another idea is playing video game music, which is actually
a lot easier than it sounds. A number of plugins exist for
Winamp that allow special music files from video games to be
easily played. A basic introduction to these files, as well
as a wide variety of music from most older consoles, is
available at:
www.zophar.net
(See Music Playback Utilities and Music on the right-hand
menu.)
I like to play music from a variety of SNES and Genesis RPGs
and fantasy-themed games, such as Actraiser, Bahamut Lagoon,
Final Fantasy 4-6, Ogre Battle, and Ys, but other settings
(i.e. sci-fi, westerns) might require different music (i.e.
Soldiers of Fortune, Front Mission).
Like lighting, music can be changed to suit the current
circumstances the party faces, or just setting-appropriate
music will suffice. Other than music, 'sound machines' that
produce white noise to help people sleep can also be
helpful, producing background sounds (the sounds of the
ocean for a maritime adventure, the jungle for a steamy
expedition, and so on) that can go along with music or be a
substitute for it. Sound effects like creaking doors and
such might seem like a good idea, but looking through sound
tables constantly will probably detract from the mood rather
than heighten it.
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3. Remove Distractions
Atmosphere is more than light and music. Every aspect of the
immediate environment can help to add to or detract from the
mood. If the phone is ringing every ten minutes, or a
television is clearly heard in the background, something
isn't right: try to shut off distractions and such before
playing.
Sometimes just picking the right room can add a lot to the
atmosphere: a dusty attic or dank basement could be an ideal
location. Natural light might help or hurt the atmosphere,
depending on your game: if necessary, cover windows and such
with blankets.
Wind is another factor: open windows or use box fans if on
the deck of a seabound vessel or atop a wind-swept hillock.
Smells? Cook some foods native to the world, burn some
incense or potpourri, or maybe set off a few legal fireworks
just to get that scent of sulfur in the air. Just do what
you can to make where you are where the party is.
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4. Room Arrangement
Aside from where you are, changing how you are can make a
big impact as well. No, I'm not talking about wearing capes
and toting mail-order longswords. I'm talking about the
arrangement of the room. Where the GM and where the players
sit is definitely something to consider. Placing the PCs on
one side of the room and you on the other, or elevating
yourself above the players, can change the dynamics of the
player-GM relationship.
With a strong division between you and the players, they
might feel more alone in a frightening world, whereas if
you're there with them, they might instead feel a closeness
with the NPCs you represent.
Toying with these arrangements can produce a number of
effects on the mood.
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5. Remote Atmosphere
One last subject I want to touch on is playing not-in-
person, as in play-by-post or using an online desktop such
as MapTool. It might seem harder to establish atmosphere
when using these methods, but just do what you can:
encourage each player to take as many of the previous steps
as possible to create their own mini-atmospheres. Have them
listen to the same internet radio station in playing on an
online desktop, or have them listen to a certain track as
they read the latest posts in a play-by-post.
* * *
Comments from Johnn
Thanks for the great tips, Joel!
Here are some related links GMs looking to tweak game room
atmosphere might be interested in:
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Villain's Escape
From: rekres
"The old movie chase favorite: use a large moving object or
a closing door that closes just behind the villain."
Old movie chase favorite subverted: PCs chasing villain who
gets a little bit ahead. Villain activates 'secret escape
route' but doesn't enter, instead hides/turns invisible in
same room. PCs rush in, see escape route closing, spend
minutes figuring out how to get it open. They do so and then
enter the secret escape route and the door closes behind
them. Only then do they discover it is a dead end and no
obvious opening switch on the far side. They spend precious
minutes trying to get it open while the villain has time to
truly escape.
General advice to GMs: Avoid the whole villain has to escape
cliche in the first place. The villain should never
personally confront the PCs. That is what henchman and mini-
bosses are for. If the PCs beat the villain, then he wasn't
the true villain after all.
Save the true villain for the finale of the season. While
building up, allow the PCs to kill off sub-bosses, but
always remind them the real threat is elsewhere. It builds
up frustration. It also makes the finale more rewarding. But
you have to be careful not to frustrate the players too
much.
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2. For PBeM or Online RPG - Common Writing Mistakes in RPGs
From: Dariel Quiogue
When one writes roleplaying game material, it's necessary to
make it as clear as possible so our players can understand
it, making it more convenient to use. This goes double if
we're sharing our creations, either professionally or
through community sites like Roleplayingtips.com.
One thing I notice often is the misuse of some common words,
such as canon when one means cannon, or hoard vs. horde. In
some cases the word is not misspelled, but the word is
entirely different from what you mean. I hope this short
list of common mistakes and their solutions will help my
fellow GM's write more clearly.
- * Hoard vs Horde
Hoard and horde are both valid words in English, but they
mean different things. You just have to be sure you're
using the right one when you use either of them. They are
not interchangeable in meaning.
A __hoard__ is a vast collection of something, usually, one
hopes, treasure.
Ex: "Over a thousand years, the dragon had accumulated a
huge __hoard__ of gold and gems."
A __horde__ is a vast assemblage of people, usually in the
sense of being an army.
Ex: "The orcish _horde_ came pouring into Dorthonion through
the passes of Ered Wethrin."
- Rouge vs Rogue
Again, two valid words, different meanings. Rouge is makeup,
specifically red paint or powder for the face, and rogue is
the word you want for describing a character with sneaky
abilities.
Ex: "To disguise himself as a lady of the court, the _rogue_
made sure to paint his face with plenty of _rouge_."
- Dessert vs Desert
This is simple. _Dessert_ is what you want to have after
your main course, and a _desert_ is where you don't want to
be stuck without water. Just one s more or less, and you've
got a very different meaning.
- It's vs. Its
I write for and copy-edit a magazine, and even articles
sent in by long-time writers sometimes suffer from this
confusion. For some it's just a matter of typographical
error, specially when you're on a tight deadline, but I've
met some writers who can't get it consistently right.
_It's_ is a contraction of "It is," while _its_ is a
possessive. You generally use 'its' in the same way you
would use his or her, when the possessor of what you're
talking about is not a human being.
Ex: "'_It's_ beautiful, isn't it', said the dragon as it
looked over _its_ magically restored coat of golden scales."
If you want to check if your usage is correct, try rewriting
the sentence in your head and change it's and its with other
words, like so: "'_It is_ beautiful, isn't it,' said the
dragon as he looked over _his_ magically restored coat of
golden scales." Note that by using his instead of its, you
personify the dragon a bit more - which may or may not be
what you want.
- Canon vs. Cannon
Cannon is what goes 'boom', and canon is that which is
considered true and accepted, as in scripture or in game
world info.
Ex: "When the rebels refused to recant and accept standard
Church _canon_, the Cardinal brought up his troops and their
_cannon_, planning a very loud and very final sermon for the
heretics."
- Lose vs Loose
Again another matter of just one letter more or less
changing what you mean. To lose something means it's gone
missing, and to loose something means to unfasten or let go.
Ex: "If you _lose_ this amulet the armies of darkness will
run _loose_ upon the world ..."
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3. Adventure Worksheet
From: Michael Downey
Johnn: Michael sent me a great, simple, one-pager MS Word
worksheet to help organize and craft your adventures. Check
it out:
Adventure_Worksheet [DOC]
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4. GURPS Worksheet
From: Steve Ellis
Johnn: Steve sent me the following Excel file with several
GURPS worksheets: stats for the PCs and NPCs, game calendar,
party treasure, and settlements.
GURPS Worksheets.xls
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5. Tips For Guiding A Shy Player To Roleplay
From: Psykie
Dear Johnn,
My group has had problems with shy players, and I know
others have as well. As such, the others in our group have
gotten together and made a list of ideas that we have tried;
some successfully, some not so.
The following are the ideas that were received positively:
- Place the player in situations they have to roleplay. This
one at first seemed like a bad idea, and we were worried it
would make the player uncomfortable. It did, but only at
first. Once we got him rolling, it came naturally and
resulted in some of the best roleplaying of the session. The
main problem with this one was actually the other players
becoming impatient.
- Encourage the player when they do well. Just don't go
overboard, and make sure to encourage everyone, so you don't
seem like you are patronizing the player.
- Make roleplaying one of the main sources of XP. I play a
WFRP game, and 90% of the XP they get is for roleplaying.
This doesn't work as well for DnD, but it can still be used
to some extent.
- Make storylines that focus in part on the player, and make
his role vital. For instance, I ran a 'Shadows over
Bögenhafen' like adventure, where the shy player was made
the imposter. This worked well as he was the centre of
attention.
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6. A Living World
From: Psykie
My group has commented before on some groups saying,
"Adventure seems to find the characters, not the characters
finding the adventure." They are saying things seem only to
happen around the players' actions.
What I do, which my group responds well to, and which I
learned to do from a tip on RPG.net forums, is to make a
calendar of the campaign and write in world events that will
happen at certain times, regardless (or unless) of the PCs'
actions.
This should only be done with bigger things, or set events,
to make sure that one extra day spent in the wilds hasn't
set every adventure back a day, or makes the PCs late to
every quest.
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7. Adventure Idea: Lich's Special Keep Follow-Up
From: Mike Evans
re: Roleplaying Tips Issue #441
Hey Johnn,
I just wanted to extend a very big thank you to Joel Fox for
taking the time to read my submission from issue 442 and
submit a wonderful amount of feedback, ideas, and his
opinion.
I also wanted to let all who read my request know that I had
a sit down and discussed with my players that they need to
grab the proverbial bull by the horns and seek out adventure
now that the Blight is over and the conflict is not right in
front of their faces. They are in a booming/growing town,
that when the Blight was active, was small and more of a
haven.
This session, I am pleased to say, they all went out of
their way to be active, and even though it might have been
rough in some places, it was great! I can see they enjoyed
it, and they will probably be more active from now
on...which makes me a happy lil DM.
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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
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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
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Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
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to your GMing.
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