Roleplaying Tips Weekly E-Zine Issue #450
Use Logic Puzzles to Develop Plots and Stories
Contents:
This Week's Tips Summarized
Use Logic Puzzles to Develop Plots and Stories
Gamemaster Tips Summarized
- Knick Knack Houses Make Great Terrain
- Online Text To Voice Tool
- Quick NPC Naming Trick
- Jeremiah TV Show Good For Post-Apocalyptic
- Use DropBox to Backup Your Campaign Files
Johnn Four's GM Guide Books
A Brief Word From Johnn
450 Issues, 10 Years
Another milestone passes for Roleplaying Tips with issue
450! The ezine started in 1999, also making this the
newsletter's 10th anniversary year.
I'm not one for big celebrations, so I'll just say thanks so
much to all of you who read the ezine. I hope you find
useful tid bits and ideas in each issue to help improve your
GMing and to have more fun at every game. Also, a big thanks
to everyone who sends in feedback, tips, and guest articles.
Game masters around the world thank you too!
Huge backslapping and high fives go to Roleplaying Tips
Editor Hannah and to web wizard Steve for their awesome work
to help keep the ezine running. Your assistance has carried
the ezine through some crazy times, so GMs everywhere owe
you big time thanks too. :)
Time For Reflection
The 450th issue has been looming large for me for awhile
now. It's got me thinking about the ezine and how it serves
game masters and the hobby. While I love to hear myself
talk, and creating the ezine is a lot of fun, I ask myself
whether it's helping game masters like it once did. Perhaps
some changes are in order?
- Return to Core Topics?
A big concern for me these days is whether all the GMing
tips have already been covered over the past decade, and if
the information in each ezine edition is still helping.
I also wonder if many of the articles of late have been
covering fringe topics, and whether it's time to return to
core game mastering subjects and revisiting those. I know
I'd certainly enjoy writing about those topics again, even
if the tips were mentioned already years ago. But, would you
find that repetitive?
Readers' tips over the last few years have lost their
vitality. I think this is due, in part, to GMs having so
many other great venues available to share their knowledge
and ideas: blogs, forums, social networks.
In addition, I think the non-core topics covered in the
ezine might also be uninspiring or tricky to write in about,
with additional tips, thoughts, and ideas.
As it is, I have only a couple of Readers Tips left in the
hopper right now. I'm considering phasing out the Reader
Tips section of the ezine, and just posting them in batches
when enough have accumulated.
- More GM Advice, Less D&D?
I agree with recent reader feedback that there is more and
more D&D specific content creeping into the ezine. Fantasy
gaming and Dungeons and Dragons make up the majority of RPG
activity out there, so it makes sense that submissions are
centred around that.
This has always been true though, and the ezine did a great
job in the past of being more system neutral. I think this
is also a symptom of wandering away from topics and tips
that are universal to all game masters, regardless of genre
and system played.
- Make it Shorter?
The ezine has been getting longer. I like many of the new
additions, but we are all faced with limited time. Longer
issues take more time to put together, edit, and publish.
They also take more time for you to read, but if you are
enjoying the content, perhaps that's a good thing. Moving
forward, though, I think I'm going to work at making issues
shorter just so its production is maintainable.
- Publish Less Frequently?
Dosh Dosh is a favourite business blog of mine. The author
has a huge and loyal following. Most articles are excellent
and engaging. His blog is thriving. Yet, he publishes
infrequently, with no schedule. He only sends out an article
to subscribers when he feels he has something valuable to
say.
I sometimes wonder if the ezine would serve you better if it
was less frequent, perhaps only when there's something
important and valuable to say?
I've been pondering whether to take the ezine to twice a
month, instead of weekly. Would fewer issues serve you just
as well?
Please Take My Ezine Survey
The future of the ezine lies, in part, in your hands. Before
I make any decisions about the future of Roleplaying Tips,
I'd love to hear from you. Feel free to email in with
feedback, rambles, preferences, and suggestions.
I have also set up a SurveyMonkey survey to get your
feedback on where the ezine should be heading for the next
450 issues.
The survey is short (11 questions) and anonymous. Would you
have a spare minute to check it out?
Take the survey.
Thanks for your time.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Return to Contents
Use Logic Puzzles to Develop Plots and Stories
By Alex Harms
Logic grid puzzles bring a new level of interest to
roleplaying, from the simple skill challenge or puzzle to
vast, campaign-sized epics. You can use these types of
puzzles as guidelines to create stories and campaigns. Use
them to design encounters and plan where and what clues
should be dropped. Let them guide the writing process and
give players direction and purpose without seeming to
railroad them.
What Are Logic Grid Puzzles?
They are a type of puzzle where a set of clues can be fed
into a grid, and then using deductive logic, you can
complete the grid and come up with the unique answer.
The grid is broken up into a number of categories (for
example, Individual, Class, Weapon, Language, and so on) and
within each category is a number of PCs and NPCs (example:
Lothar, Barbarian, Hammer, and Dwarven).
By giving out clues you can fill in the grid's blanks and
use the answers you do have to find the answers you need.
Example clues might be things like, "Lothar is not a wizard,
or a bard. Anardulian wields a wand, and speaks abyssal".
Once your grid is filled you can start to use them to play
your game. There are a lot of great examples on the internet
of this type of puzzle.
Some good ones are Logic-Puzzles.org and Braingle:
Logic-Puzzles.org also features videos on how logic-grid
puzzles work and how to complete them.
Making Your Own Puzzles
Looking at that grid can be daunting so here is some help to
get you started. The first thing to do is create your clue
categories and individuals. As an example I'll use the ones
given above. Each character uses a different weapon, speaks
a different language and is of a different class.
Next, number each category. Then give each individual a
letter.
On grid paper or in a spreadsheet, put down each item across
the top and along the side.
It is important that any two variables only interact on the
grid once, so pay special attention to each category's
placement.
[Johnn: it's important that a category doesn't "meet itself"
in the grid you create. This means you won't actually put
all categories across the top and along the side. Instead,
you'll have a mix with just a couple of duplicate
categories. Check out this sample puzzle.
]
For a four category puzzle with five individuals the
layout should be as follows:
Across the Top:
(2A), (2B), (2C), (2D), (2E), (3A), (3B), (3C), (3D), (3E),
(4A), (4B), (4C), (4D), (4E)
Along the Side:
(1A), (1B), (1C), (1D), (1E), (4A), (4B), (4C), (4D), (4E),
(3A), (3B), (3C), (3D), (3E)
Now you can start writing the clues that you will drop into
your game. These can be simple and direct statements of
fact: "Dwenvyr uses a longbow." Alternatively, you can
create more complicated fact chain with dependencies: "If
Erevan uses a long sword then Lothar is a Barbarian and
Anardulian speaks Abyssal, otherwise Brundis uses a dagger."
As you come up with your clues, fill out a clean grid as you
go to make sure you are not making assumptions based on info
other than the clues you have.
Storytelling Using Logic Grids
Stories and plots come down to simple conflict questions.
Who did it, why, and how did they do it are all great
questions the characters must answer. These questions are
what drive the story, and tapping into human curiosity like
this that makes a tale memorable and compelling.
The basic method of creating stories using this method is:
- Define the critical questions of your scene, adventure,
or campaign. For example, who are the suspects in the trial,
how does the villain plan on destroying the city of
Elba'Anar, where do the Goblin tribes plan to strike next?
- Define what variables the PCs need for them to answer the
questions.
- Create clues that, when thought about logically, will
allow the players to deduce the answer to the critical
question.
- Plant your clues into encounters, combats, and social
interactions leading up to the story climax.
Logic Puzzle Challenges and Encounters
To use logic grid puzzles in a roleplaying game insert them
as you would any other puzzle or riddle. The players must
solve the puzzle to move forward.
Perhaps the PCs have entered a wizard's laboratory and must
mix a series of ingredients they find to prepare the proper
reagents needed for a crucial ritual.
The problem is that the wizard's notes are sparse and
heavily damaged. The players only have a few hints and must
extrapolate to finish and combine the reagents.
Here we can use a set number of variables (perhaps color,
quantity, physical state and label) to create a puzzle the
PCs must work through to create the correct reagents. For
example, you must add 3 tablespoons of the green powder
labeled "Wyrmsvort" along with W amount of the reagent with
properties X, Y, & Z.
This is the easiest way to use this sort of puzzle, but this
use is definitely made more interesting when mixed in as
part of a greater skill challenge or combat sequence. Having
the wizard in the party stand at the desk and try to figure
out the reagents under pressure of a real life timer while
her allies fight off demons is more interesting than just
rolling a d20 (though, perhaps the wizard will need to make
Arcana checks to be given all the clues she'll need to
finish the puzzle.)
Scene Development
When I plan out adventures I like to break them down into
critical scenes. A scene is not the whole adventure, but is
usually made up of three to five encounters. You can use
logic grids to guide you as you plan out the story elements
for each scene.
To do this you define the big question of the scene and then
define the elements the characters will need to know to
answer that critical question. Fill out your grid with the
different variables, and then as each encounter in a scene
unfolds give the players a new piece of the puzzle.
For example, one scene might be to prove the innocence of a
trusted ally known to have a piece of vital information
(perhaps a clue for another logic puzzle) but framed for a
crime he didn't commit. This scene might take the players on
a whirlwind tour of the town and surrounding areas, and each
time they complete a skill challenge or a combat they pick
up a clue the players can feed into their grid, which helps
advance the story.
The key is to use the puzzle clues as rewards and pieces of
information the characters can pick up over time, instead of
just giving them all the clues they need in a list as you
might do in an encounter.
This method of storytelling is great because it tells you
what information you need to drop and when. It guides your
story development and your players will be excited and
interested in completing each encounter and skill challenge
to get at the next bit of the puzzle.
Adventure Arcs
We have discussed how logic puzzles may be used to guide
story developments over the course of a scene, however you
will notice that you can "nest" these puzzles into larger
and larger ones, all of which have their own mysteries and
clue to discover.
For example, when the characters first arrive on the scene
they have no idea what they need to do. You need to guide
them with hooks and story elements. One way of using logic
puzzles is to use scenes and encounters to define the
variables that are needed to solve the driving question of
the adventure on the whole. Are the weapons the villain uses
important? Or should we investigate her base of operations?
Just make the solutions for the scene-level puzzles the
categories for the adventure-level puzzle.
To illustrate, you might run a number of scenes (each one a
puzzle, as above) to figure out who the suspects of our
framing mystery are. After a good number of suspects have
been established, you now have a list of them to be fed into
your "adventure" grid and the players have a new, more
grand, mystery to solve.
Feel free to just give the players some of the answers or
hints from this level, and be sure to mix and match clues
from different levels (encounter, scene, adventure,
campaign) throughout game play. Otherwise, your players will
become tired of this sort of mystery and it will take much
too long to get any campaign-level answers. Clues and
progress are your biggest story motivators.
Campaigns
Using the logic-grid method for campaigns is similar to the
way you would use it for an adventure. However, campaigns
benefit more from the use of a climax or big reveal. In this
scenario you follow the same method you would for an
adventure except you leave out the last crucial detail.
At this point, the characters have been fitting together
clues and answering the critical questions for a long time
and it is finally time to answer the biggest question of
them all.
There are two cool things you can do to cap off the critical
question of a campaign using logic puzzles. The first is the
Devastating Realization and the second is the Your Destiny
is Your Own ending.
Devastating Realization
The goal here is to take the characters through the ringer
in all of your adventures and give them evidence that
eliminates all possible outcomes until there are only two
totally diametric possibilities left (either the villain who
they have been chasing this whole time is really evil, or he
is a good person led astray by awful circumstance).
Lead the players the whole way up to let them assume that it
is one of the two outcomes. Let it be their motivation, and
reward this assumption all along the way. However, as they
near the end, make the suggestion that they were wrong the
whole time, but still don't drop that last all important
clue.
Then, at the climax of the game (either right before or
right after the definitive battle), drop that crucial piece
of information that proves they were wrong the whole way
through. All the pieces fit together, but the outcome is
more devastating than they ever assumed. Your players may
hate you and love you for this type of ending, but it will
certainly be one they talk about for years to come.
Your Destiny is Your Own
Enable the players to determine the final outcome of the
climax. This scenario often leads to great acts of epic
heroism or, if your players have a dark streak, unsettling
depravity. In this scenario you can plan your whole game
story arc out without the fear of the characters ruining
your carefully laid story (anymore than usual) and all the
pieces will be lined up for the epic climax.
The difference here is that, when the whole story comes down
to one final question (read: puzzle clue), you put the
players in the position to provide their own answer to the
critical question and to determine the outcome of the whole
story. Will our heroes kill their fondest friend to save the
world, or will millions die for the sake of true love? This
moment should be a critical decision that will define the
whole rest of the puzzle, and is the choice a character's
epic destiny will truly be defined by.
Player Pathways and Railroading
One of the benefits of the logic-grid method of story
development is that it gives you greater freedom as GM to
allow for character choice. It secretly gives you a heavy
hand without railroading the players. Players will be
motivated to find the next clue, but the order in which they
go about it is up to them.
Also, having your puzzle mapped out beforehand makes
dropping story-relevant clues into random unplanned
encounters easy. Even the most unplanned event can be woven
into the story.
Look at your puzzle grid, and after the players have beaten
"random band of orcs 1" drop a clue from your puzzle into
their treasure reserve.
The other thing you can do here is to drop a clue that will
lead the players back to the encounters you did plan for.
This method is great for keeping story control and creating
the illusion that the players are not being railroaded. Let
them guide where they go to answer each clue item, but if
they want the story to continue they must find answers to a
definable number of questions. This method gives players
freedom of choice and GM story control.
Vagueness and Red Herrings
Add extra interest to your stories by making some clues
vague. In a given situation a clue might or might not be
what it appears. By keeping some of your clues vague and ill
defined you will set up expectations (right or wrong) that
make for great moments of "awesome! our hunch was right!" or
more devastating times of "we were wrong, dead wrong."
Revealing whether the players were right or "dead" wrong
creates dramatic tension and builds suspense. Because the
story plays out over time feel free to omit certain clues
until it is too late. The characters might need to scramble
to overcome a bad hunch, but the players will still get the
reward of figuring out the answer to the puzzle and seeing
where the story goes.
You can also give clues that are blatantly false at the
adventure-level, but seem to be the only logical possibility
at the scene-level. Stories need not intersect, and sending
PCs on an elaborate goose chase can be a fun experience.
Make sure they get it right in the end and don't drop red
herrings everywhere or you'll have some angry players.
However, this method lets you weave stories that seem to
come together nicely until the next clue comes up and it
changes everything.
Return to Contents
Help decide the future of Roleplaying Tips
If you haven't already, please take a short survey about
this ezine to help me determine what the next 450 issues
will look like:
Roleplaying Tips Survey
Return to Contents
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Knick Knack Houses Make Great Terrain
From: JB
Hi Johnn and others. Just read your tips for terrain and
wanted to share a couple.
These are thrift and junk store ideas I have used. You've
seen those little wooden houses and buildings meant as a
knick knack. I repaint them in brick and stone colors, add
windows and thatched roofs, and set them down on vinyl grid
maps to instantly form a small town, village or section of a
city. The roofs can be made to come off like lids and you
can actually switch to an indoor scene that way.
Also, you'll find those old wooden ships with a flat deck
and a cloth sail, the kind that sit on a mantle. These are
useful for ship to ship battles at sea. We played a game
where a pirate ship boarded the PCs' schooner, and the
miniatures all fit on the deck of the ship. I cut the
rounded bottom off so it would sit flat and then painted the
ship.
Finally, I haven't used this one yet, but I'm going to paint
Jenga blocks to use as terrain. I can just set them down as
needed, and they store easily in their box.
Just some ideas. Thanks.
Return to Contents
2. Online Text To Voice Tool
From: James Arthurs
Looking for sound effects on the Internet I found the
following demo site from AT&T. It takes whatever you type
and makes a best effort to state it with a few different
accents.
[Johnn: thanks for the link, James. The first thought I had
for this tool was GMs could use it as an NPC prop. Just type
in what you want an NPC to say, whether in person to the PCs
or through any device such as a magic item, data chip, or
R2D2 :) and press play. Neat.]
Return to Contents
3. Quick NPC Naming Trick
From: Grant Howitt
If you're stuck for a name have a look at their character
sheet. Pick their highest ranked skill (or one that is
important to them) and rearrange the letters to something
approaching a name.
So, you have the female rogue with a specialty in stealth
known as Ms E Violent or Misty Novelle. The knowledgable
wizard Arc Nae, the athletic fighter Lea Stitch.
Return to Contents
4. Jeremiah TV Show Good For Post-Apocalyptic
From: Steven Strange
re: Roleplaying Tips Issue #445
On your post apocalyptic media inspiration list, you left
off Jeremiah - a sci fi series from the creator of Babylon
5. I enjoyed it, but had friends that didn't care for it.
The world presentation was just amazing and worth your time
if you can dig it up.
Return to Contents
5. Use DropBox to Backup Your Campaign Files
From: Bas Grolleman
I recommend Dropbox for backups. We use it in our roleplay
group and it has the great advantage of shared folders.
We use the folder for character sheets, campaign notes and
some stuff for maptool, and because it syncs to you local PC
you get a lot of benefits
- No more, "I forgot my character sheet", it's synced to my
laptop when they save it, so I either print it or open the
PDF.
- It keeps a feed of changes. So, if one of my players
updates his sheet, I know
- Online backup and local copy.
- Free for 2GB, more then enough for most campaigns.
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