Roleplaying Tips Weekly E-Zine Issue #446
Build Your Own Starship
Contents:
This Week's Tips Summarized
Build Your Own Starship
- Function
- Gameplay Use
- Cool Factor
Gamemaster Tips Summarized
- The Perfect Gaming Environment
- No XP Without Session Notes
- Handling Big Battles
Johnn Four's GM Guide Books
Spring into Adventure with XRP!
There is something for everyone with XRP this spring! Later
this month, look for Lands of Darkness #6: The Wild Hills.
In June, pick up Advanced Adventures #10: The Lost Keys to
Solitude, and in July, check out Malevolent and Benign, our
first edition bestiary with over 150 new monsters. Stop by
our site and blog for cover previews and news updates!
Spring into Adventure with XRP!
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A Brief Word From Johnn
10 Reasons Why RPGs Are A Positive Force For Everyone
Check out this great article by Martin over at Gnome Stew that advocates for roleplaying games. It's intended to serve
as an introduction for parents, significant others, and
friends who don't know much about Dungeons & Dragons or
other roleplaying games, and might be a bit wary of a hobby
that can -- at first -- sound a little odd.
Basement Lighting A Drag
We game in my unfinished basement, which my players have
affectionately dubbed The Dungeon. I have one electrical
outlet, two ceiling light sockets, and crappy lighting for
my games. I'm looking for ideas on how to rid ourselves of
the washed-out yellow glow from the incandescents, make the
area a bit brighter, and perhaps add a touch of ambience.
I'm not looking for red and blue bulb ideas, or to install a
disco ball or strobe. :) Candles and other low-light sources
are also not desired.
Do you have any ideas on how I could improve the lighting
for my game?
Have a game-filled week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Forlakh's Tower for d20 Fantasy
The first game supplement from the World of Rhallen D20
campaign setting is now for sale on RPGNow.com. Rhallen is a
fully detailed planet that will be published as a collection
of gazetteers and supporting modules. Two tomes will soon be
available to help players and game masters familiarize
themselves with the World of Rhallen. Check out the first
module at:
Forlakh's Tower for d20 Fantasy at RPG Now
[Comment from Johnn: congrats on publishing the module,
Charles. Folks, this product was created by a fellow
Roleplaying Tips reader. If you're looking for a d20/D&D
3.5 module, check this one out.]
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Build Your Own Starship
A guest article by Brent P. Newhall
City Of Talon
Many sci-fi settings involve the liberal and exciting use
and abuse of starships; you board 'em, you fight with 'em,
and you fight in 'em. You'll probably be creating new
starships, either as player character vehicles or as
environments.
So, how to make a starship that rivals the Millennium
Falcon? Read on.
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1. Function
What will your ship be used for in the game world? Hauling
cargo? Ferrying passengers? If it's for combat, is it more
of an aircraft carrier with lots of space for vehicles, or a
destroyer mostly devoted to guns?
Start with the ship's primary function, and figure out how
it'll be used. For a carrier-style ship, obviously it needs
to store and launch sleek starfighters. This means the
fighters must be kept near some kind of exit. For a cargo
ship, the cargo containers should be easy for the cigar-
chewing crews to reach.
Also think about crew size. This is partly a function of the
technology level of your setting. In Star Wars, droids and
computers don't do much, but in other settings there might
be greater automation. Will the ship need human (or alien)
gunners, for example? A ship with a large crew will need
quarters for them, plus a galley, toilet facilities,
probably a rec room, etc.
Is your ship capable of atmospheric entry? If not, it can
have a very weird shape, since it needn't be aerodynamic. As
long as the ship's bulk is properly aligned to its
thrusters, you've got a valid design. You can't have just
one thruster on the bottom of the ship's design with the
bulk at the top; it would spin.
Also remember that a space-only ship won't necessarily have
a specific "up" or "down." You can even spin part of the
ship to create artificial gravity, if your setting doesn't
have gravity generators. Remember the ship from 2001?
Let's have a practical example: we'll design a cargo ship.
The cargo containers need to be easy to access, so we'll
imagine two rows of hexagonal cargo containers, one on each
side of the ship. A long corridor connects the two rows.
The engines and thrusters sit in the back of the ship, while
a roughly pyramid-shaped cockpit is at the front. The
containers can be accessed from space, or from doors inside
the central corridor. Various air supply systems, fuel
lines, computers, etc. run along the top and bottom of the
central corridor.
For long flights, the crew - maximum of two - will need a
place to sleep, eat, etc., so let's also place a small
square room with fold-down beds and such between the cockpit
and the central corridor.
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2. Gameplay Use
Unfortunately, nobody will actually be jumping through
hyperspace in the ship you design. You're designing a ship
for a role-playing game, so how will it be used within that
game?
Will there be hand-to-hand combat inside the ship? If so,
keep that in mind during ship design. Spatial design is
tricky; starships tend to be fairly cramped, but if you want
half a dozen characters all fighting in the same room, it
needs to be relatively large.
Let's say the players in our game are Star Patrol officers
relegated to an out-of-the-way planet, and this ship rockets
through the system suspiciously. According to protocol, the
players must inspect this ship for contraband.
The pilot is smuggling lethal, banned weapons and attack
drones. When the players board the ship, he runs into a
container, grabs a weapon, and opens fire. After a few
moments, he activates a couple of attack drones. Thus begins
a wild corridor shoot-out.
This implies a few design decisions. How are the container
doors locked and unlocked? He'll need some way of doing so
quickly, so we'll say he has an ID badge that he can swipe
at the door. This offers a hacking opportunity to a PC with
appropriate skills.
The ship better not be vulnerable to internal small weapons
fire! So we'll add to the ship's design a note that it's
heavily shielded inside.
The smuggler also needs to be able to activate the drones.
Can he walk up to one and switch it on? Does he need a
remote activation switch? Let's say it's the latter, which
he keeps with him, and there's a spare in the cockpit if a
PC thinks to look for it.
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3. Cool Factor
You must think about cool throughout your design process.
Does the ship's design excite the players?
I think it comes down to two factors: familiarity and
implied story.
One reason that the Millennium Falcon looked so cool was its
circular shape. It looked like a flying saucer! But with a
cockpit and guns and a radar dish! In other words, it looked
familiar. A Klingon Bird of Prey looks like a pterodactyl.
The incredibly awesome Swordfish II (Spike's ship) in Cowboy
Bebop looks like a drag racer.
The original Enterprise didn't look cool at the time,
because of its completely unfamiliar shape and layout. Newer
NCC-1701 designs do look cool, because we're now familiar
with the design. They all echo that comfortable original
design, which we've all grown up with.
Let's go back to the Millennium Falcon. More than its
familiarity, the incredible amount of detail on that ship,
from the burn marks to the pockets to the mish-mash of
design elements, implied adventurous background. It told you
of vicious battles and nail-biting escapes.
Same with the original Enterprise design, actually. Why
would anyone design a starship that looks like a child's
drawing of a molecule? That question drove geeks and
engineers to write articles and buy official technical
manuals for decades.
Let's return to our cargo ship design. We've got two rows of
containers, linked by a passage, with a forward cockpit and
crew room. That looks like a jet pack to me, so I'd tweak
the design elements to enhance that look. I'd change the
container rows to be cylinders, ending with cones, and the
cockpit would be minimized so that it looks more like the
control/fuel lines on a jet pack.
And we've got ourselves a cool starship! Follow these
principles - function, gameplay use, and cool factor - when
designing your starships, and you'll have a ship that
players will talk about for months.
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For Your Game: Magic Item Backstories
The magic item contest is over, and we received a lot of
great responses. Here is the first batch..
1. Branding is Everything
From: Roger Barr
Ever had one of these days? Your band of courageous
adventurers have entered the dangerous depths of a dungeon,
battled and slain great and small creatures within, and then
needed some quick healing to get you on your way to hauling
that large treasure horde back to town for a celebration.
Pop the seals off of the top of a couple of unmarked healing
potions, toss them back and wait for the magic to begin.
That grimace your fighter is making is not from the pain,
but the gods-awful taste of the concoction! Some of those
unbranded potions leave an aftertaste that sticks around for
hours or days, and ruins any hopes of enjoying celebration
feasting.
The problem is that most people who can make potions have no
clue what they will taste like and honestly don't plan on
needing to use them, so they don't care. Some might say if a
man has a sucking chest wound, he may not really care what
the healing potion tastes like, but Master Ferric disagrees.
Why add to the sufferings of someone who is already in such
pain?
Ferric's Healing Potions taste and work the best, so ignore
the rest!
Any spellcaster who has mastered the art of infusing magical
spells into a liquid alchemical medium knows the list of
what is required is not one that allows for a lot of room.
What they don't know is that Ferric the Master Brewer has
achieved such a mastery of this art he can offer a number of
different flavors on his healing potions.
He also offers to augment the flavor on any other non-
healing potions that people bring to him, a particularly
popular service with people who rely on potions often.
Why buy from someone who has just barely achieved the skill
to brew his or her first potions? Go to the master, and
taste the quality difference!
Also, Ferric will buy back the stoppers, offering repeat
customers a discount on the next purchase!
GM Notes: Campaign Uses
Players can be requested to seek odd components while out
adventuring, or can be hired on as workers and guards in
chartered expeditions for Ferric's team of reagent
gatherers. They might be asked to try to encourage the
brewer to take his business elsewhere by the local folk who
could be losing business with him in town.
The biggest thing to keep in mind with all of this is the
fun you can have with minor variations in such a simple
item. Potions, like any other magical item, can be basic and
mundane, or individualized and branded. Ferric's have a logo
on the cork stopper that is branded into it and enchanted to
be impossible to alter.
The offer to flavor other potions might actually be a clever
trick to get a sample of someone else's work to test what
recipes they are using. Some brewers may not appreciate such
intrusions.
2. Ioun Stones
From: Will Hopkins
Most adventurers are unaware of the origin of Ioun stones.
Many believe that they are simply magically-infused stones.
In fact, they are soul-fragments of Ioun, an ancient eladrin
sorcerer. Ioun grew quite powerful over her lifetime,
powerful enough to attempt a soul meld with a deity. She
attempted to fuse her soul with that of Corellon Larethian
and thus achieve immortality.
Unfortunately for Ioun, she was unable to sustain the link
for the amount of time needed to complete the soul meld.
When the link closed, her soul was shattered and the
corporeal fragments are known as Ioun stones.
They grant some of their power to users, and the remnant of
the soul meld is exhibited when they hover around a user's
head.
3. Grimwood Longbow
From: Gillian Wiseman
The Elves of Grimwood had long been known as the finest
archers of all Miraboria. Since before the fall of the
Second Empire, their archery skills had come to life in
legends. Most famed were their beautiful and powerful black
willow bows, masterfully crafted composite bows of magical
power.
But the Elves of Grimwood faded away centuries ago, and
their bows are now rarely found. And when they are
discovered, their magical powers are sadly lacking. Not
only do they fail to strike with perfect accuracy, they do
not shoot any truer than an ordinary longbow, despite the
aura of magic that any wizard can detect upon them.
It is not apparent, nor can any divination less powerful
than Legend Lore reveal that the magical powers of a
Grimwood Longbow are only available to a pure elf. When in
the hands of an elf, the bow becomes a +1 weapon. When
taken back to the Grimwood itself, the true nature of the
bow is revealed; under the eaves of the Grimwood, any of
these bows becomes a +2 keen bow.
DM's note: this power is assumed to work while above
ground, in any place where the Grimwood encircles the bow's
wielder on at least 3 sides. Standing under a tree at the
edge of the forest counts, and so does stepping out into a
clearing in the woods, but stepping into the open beyond
the trees immediately drops the bow to only +1 condition.
When in the hands of a non-elf in the forest, the bows are
+1 keen, not +2.
4. The Gem
From: Roger Nicholls
Stories abound about "The Gem." Supposedly the size of a
man's fist, rumours say the gem is green in colour, although
when held up to the light a myriad spiral of colours can be
seen swirling around inside it. The truth about the gem is
indeed a dark entry in history.
The gem is a prison for an ancient Djinn. The Djinn can
still influence the outside world, but only when the gem is
owned by someone who truly obsesses over its worth and
value. That person effectively becomes cursed by the item,
and as such slowly starts to suffer.
Others who see the gem only see the positive luck the gem
seems to bestow upon its owner, and not the negative
effects that happen in the background.
As an example, the positive might be that the owner starts
to gain incredible wealth, but the negative could be that
all of his family start to die from mysterious illnesses. He
spends his wealth to find a cure, only for the illness to
spread into a local town.
What happens if the players find the ring in a treasure
trove? How can the Djinn be released? What happens if the
gem is destroyed? Can it be destroyed?
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. The Perfect Gaming Environment
From: Psykie
I have been reading the back issues again, and a problem
seems to arise a lot: that of the perfect environment to
play in.
My group has set up a few things, and has changed it from
other styles. Firstly, we do not use a laptop at all.
Originally I had one in front of myself, but I found some
players became distracted by it, and one in particular
constantly wanted to use it to check a forum he visited. So
I have everything on paper, which also makes it easier to
look at multiple files at once.
Secondly, I block out any outside light. Then I use candles
to get a softer light in the room. This also generates a bit
of heat, but that can be solved by having a quiet air-
conditioner, or fan in the corner.
I cover any non-important surfaces with black cloth, and, if
needed, put up curtains in the room to block off non-
important places. I play in my bedroom, so I put up a black
curtain between my table and my bed. This also disables
people from lying on the bed during play, which is
incredibly annoying.
Lastly, I sit on one of the longer sides, rather than at the
head of the table. This enables me to be closer to the
action, and allows me to alter the battlemat better.
It also means I am theoretically next to every player, so
passing secret notes is easier, as well as talking directly
to one. It also makes it easier to divide up turns. I can
point specifically to each player and get input, instead of
them being bunched together at one end, and me at the other.
The only problem I have found is players sometimes can see
my notes. So, I have a smaller shelf under the table at my
side that I can put minis on, and notes and such.
The end result makes what I like to call the "WFRP Cage"
due to the curtain, and the fact I play Warhammer Fantasy
Roleplay.
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2. No XP Without Session Notes
From: Tag
I don't award experience points to the individual players
until they have turned in a first person account of that
particular adventure. Anything you leave out, no points.
It makes a fascinating record from different perspectives.
During sessions, you can take a 10-15 minute note break
while they catch up, freeing you to set up the next
encounter and have all your materials handy.
I've been doing it for years. I generally play with the
teenagers in my complex. Because I introduced them to this
style, they don't know any other way. Not to mention I'm
working on their grammar, spelling and creative writing.
Sneaky that.
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3. Handling Big Battles
From: Loz Newman
I worked out a way to handle Big Battles for PC groups
that has helped me in the past.
- Look at the PCs' capacities and how they, as a small
group, can influence the battle.
This implies you know how the battle would go if the PCs
weren't there; a bit of analysis will therefore be
necessary.
You want the players to enjoy this scenario, so they have
to be able to change the course of the battle for the
better. This implies one of several areas of excellence
that can inspire their allies and/or terrify their enemies:
- Swordsmanship - "We have an Uber-Champion on our side.
He's unbeatable, so we're unbeatable!"
- Logistics - "He's bought us stuff that's so much better
than theirs we've got a crushing advantage!"
- Leadership social skills to boost morale - "Wow, we're
really gonna whup them good! Who'd a thought it?" - Also
useful for rallying fleeing troops.
- Tactical Skills - Manoeuvering and such. Spotting the
critical tipping-point of a battle and rushing to influence
it in their favor.
- Battle-magic - Has to be used at a critical point.
- And so forth.
The goal here is to analyse the most likely ways PCs can
influence a battle and then deliberately tweak the plan to
set up a situation requiring just such an intervention.
- Narrate the set-up.
Armies don't just spring forth from the forehead of a god;
they have to arrive, evaluate the battle-site, set
themselves up, etc. A classic emotional scene is the
sundown looking-across-the-valley-at-the-enemy.
Now the time for players to get that, "Uh-oh we're in
trouble," sinking feeling just so any victory will be all
the sweeter. Remember, soldiers often see all of the
approaching opposing army, but only their own neighbours,
which gives a strong feeling of being heavily outnumbered.
Ideally, end a scenario just before the battle so you have
an entire scenario available for the battle and can pre-roll
most of the encounters. Also, this gives the players some
between-session time to come up with good ideas.
Battles are a tactical-level culmination of a
strategy/logistical situation, and the general will have a
short list of objectives to attain and dispose his army
accordingly.
- The initial clash.
Each army will act according to a plan its leaders believe
will maximise their chances of victory. This classically
involves either careful probes and attempted flanking
manoeuvres, feints to draw an enemy out of position or mask
further manoeuvres, or a straight-up charge-and-brawl.
This should be where the tension begins to build and some of
the players' fears begin to come true.
I narrate this section, and handle actual combat in the most
succinct way possible. Three dice rolls of a units' average
weapon skill against the other units' average
defense/armour. Ditto for the defending unit against their
attackers, and for special champions.
This has to happen fast, or the DM bogs down. Happily, fog
of war generally means players don't get to find out what's
happening all over the battlefield, so a few pre-rolled dice
rolls will suffice. Jot down the percentage surviving of the
unit, and their morale state, and move on.
Often, the DM knows how this will play out and can pre-roll
the entire first few stages, saving precious in-game time
for handling the players' weird ideas and their effects.
- No plan survives contact with the enemy.
Each general is trying to screw the other's battle plan up,
improvising responses to novelties as they are brought to
his attention, and struggling to achieve his objectives.
Communication delays, fog of war, and just plain human error
are par for the course.
Plus, some units will be wiped out, exposing holes in
formations and damaging morale. This phase is generally
fluid, and players get to be heroes by plugging holes,
rallying troops, clashing with opposing champions and
generally intervening at the points where the DM has planned
for them to shine.
This is where the fog of war is at its thickest, and battle
updates are at their most limited, most outdated, or just
plain wrong. Surprises happen here, and not always good
ones. DMs should pile on surprises, but not too fast; give
the players time to handle some things. Or not, if you
intend them to flee.
- Exploiting the opportunities.
Units don't just advance in straight lines perpendicular to
one another. They clash at angles, rebound, swirl around,
rally and retreat in globs and spatters.
Good players don't panic; they look at a situation and try
to wring advantage from it. The DM has hopefully set up
chances for them to influence the battle, and this is where
it happens.
Each player should have at least one chance to shine.
Sometimes the players come up with the weirdest ideas, and
good DMs can adapt on the fly and integrate this into their
narrative.
- The retreat.
One side will lose, and one or more sides will retreat and
try to recover and/or trap their opponents.
If it's the players' side that has lost, they get to try and
recover and rally troops to the best of their ability, and
suddenly the strategic/logistic situation becomes important
again.
If it's the enemy side, the players get to pursue them or
(if too reduced) let them flee. Those accumulated morale
modifiers are going to be important all of a sudden. Either
way, it's a different type of scenario, and thus ends the
big battle.
Note: at every stage there are political/social implications
that influence the generals' choices, and sometimes the
players just won't understand why they've been told to do or
not do certain things. That's life. Players could find out
why, but that'd take them time they may not have. Decisions,
decisions; war is all about decisions.
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GM Mastery: NPC Essentials
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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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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