Roleplaying Tips Weekly E-Zine Issue #456
Stress-Free Gaming and Time and Character Advancement in PbEM
Contents:
This Week's Tips Summarized
Stress-Free Gaming and Time and Character Advancement in PbEM
- Time and Character Advancement in PbEM Games
Gamemaster Tips Summarized
- Heroes as Enemies
- Turn Cards
- Creating While Commuting
- The SCP Foundation
- Lethal Secrets
Johnn Four's GM Guide Books
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A Brief Word From Hannah
Great Military Sci-fi Series
I just started reading the Posleen War series by John Ringo
(also called the Legacy of the Aldenata series). They're
fantastic military sci-fi, with just enough military and
technology jargon to set the tone without completely
baffling the reader.
Tough heroes, tougher heroines, and plenty of gritty heroism
to go around. Plus lots of great aliens, each with their own
version of just who should be in charge of the universe. All
that, and one awesome mechanized battle suit.
The series gets less military and more espionage-y around
book #5, Cally's War. So if you prefer spies over soldiers,
skip straight to that.
I wouldn't suggest the books for kids - there's some mature
situations, and I don't just mean gore. But it's got a great
balance of action, snappy dialogue, character growth, and
alien psychology. If you're running any kind of sci-fi or
cyberpunk game with military involvement, I highly recommend
checking it out.
Posleen War #1, A Hymn Before Battle
The 99
A little while ago, I stumbled across a relatively new
superhero comic called The 99. It's unique in that it's
based on Islamic mythology.
The premise is that 99 magical stones symbolizing the 99
names of Allah are scattered throughout the world. When
wielded by the proper person, they each bestow fantastic
powers. The idealistic Dr. Ramzi and villainous Rughal are
both racing to find the stones and their wielders, each
planning to use their power to reshape the world according
to his own vision.
This comic is great for two different reasons: it puts a
more positive face on Islam than what we usually see in the
news, and it shows that you can find inspiration in
anything.
When I'm planning a game, I usually look to classical
mythology for inspiration; it never occurred to me to look
to religion. As soon as I read about The 99, I thought,
"Something like that would make an awesome campaign."
I've read the first couple of issues, and while they're
clearly aimed at kids, there's subtle jokes thrown in there
for adults as well. Whether you're a long-time superhero
fan, or just want to get inspired by something a little
different, I suggest checking The 99 out.
The 99
Hannah Lipsky
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
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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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Stress-Free Gaming and Time and Character Advancement in PbEM
by Kate Manchester
Play by e-mail (PbEM) games offer a lot of advantages over
face-to-face games: they can be fit into any kind of busy
schedule, players don't have to live near each other, and
pausing to look up the rules doesn't slow down the game. The
format even encourages many players to be more descriptive,
making it easier for normally shy players to really get into
roleplaying their characters.
Unfortunately, PbEM games also have their down sides. Two
aspects of the game that can be difficult to manage are time
and character advancement.
1. Time as Days
The passage of time in a PbEM game is one of the largest
problems a GM has to face. A single day of game time can
take over three months of actual time, which can easily
stall your grand plans while you're waiting for someone to
post.
In a tabletop game, the passage of time can be critical to
the success of the mission. For example, in Shadowrun, PCs
often order items that take several weeks to arrive. D&D
settings often have holy days or events scheduled for a
certain day of the year. If your PbEM begins in early
October, you might have to wait a very long time until All
Hallow's Eve approaches.
So how do you deal with the passage of time?
One way is to tell your players you want their PCs to
accomplish certain goals before calling an end to the day.
Once the goals are met, you advance the story to the
following night and establish a new set of goals.
For example, day one could involve the PCs coming together.
The goal for this night would be for the party to agree to
work together and perhaps start making arrangements for the
following day. The next game day would be spent traveling,
with the goal being to reach a certain spot.
2. Time as Chapters
Another way of handling the problem is to break the game
into chapters composed of individual scenes or stories.
Once the chapter concludes, you advance the storyline.
By either polling the players or deciding unilaterally, you
establish how much time will pass between chapters;
typically a period between one day and one year. During this
downtime, players can opt to spend any XP they might have
gained during the course of the previous chapter.
They can also decide on their PC's actions during the
downtime. For example, having concluded the current story
arc, the GM decides one month will pass between chapters.
The player of Stella D'Oro, mage extraordinaire, decides
Stella will spend this month researching new spells.
The player could then choose to create a post of Stella's
travels to the Wizard's Guild to learn these spells, and
how she created a mud puddle underneath the feet of the
bully that had terrorized her as a young girl.
3. Skip Ahead
Sometimes it's a good idea to advance an unfinished
storyline.
PbEM games have a bad habit of stalling. The GM gets too
busy with real life, the players have issues keeping them
from posting, or sometimes it's due to a lessening of
interest in the current storyline.
If your game stalls for a month or more, it's probably
best to resume play with a fresh day. Wrap things up if you
feel it necessary, but don't take more than a couple weeks
doing it or you could lose valuable momentum. Tying things
up in one long post may be the best course of action.
As the GM, you have the option of how you wish to handle
the restart. Time is always on the GM's side.
4. Awarding Experience Points
Not all PbEMs offer the possibility of character advancement.
But in my opinion, the ones that do tend to be the longest
running. I think this is because it gives the player a reason
to be more committed to their PC and thus to the game.
The most common method of character advancement is through
the periodic distribution of XP. However, if you treat a
PbEM like a weekly game and give out XP accordingly, you
wind up with an odd dilemma.
Since time passes so slowly in PbEMs, it's easy to gain
two to three months of XP before even a single day of game
time has passed. This discrepancy makes it difficult to
justify large expenditures of XP, as you can easily wind up
with characters that start the day at a low level and end
the day at a high one!
So how exactly do you deal with this problem? The first
method would be limiting the amount of XP PCs can earn.
Instead of letting characters gain XP each week, perhaps
they could gain it once a month or once every two weeks.
The next possibility is to apply the laws of supply and
demand to XP. Since you have a larger pool of XP to draw
from, you could safely double or triple the XP needed to
advance to a higher level.
For example, if it takes 3 points to raise a given stat,
it could now take 6 points. If it takes 1,500 XP to go
from level 1 to level 2, under the new system it will
take 3,000 XP.
If you choose this option, I highly suggest you set this
rule in place before you start running the PbEM to avoid
confusion and disagreement. If you don't have that luxury,
discuss the matter with your players as soon as you can.
If your setting allows it, you could consider allowing the
sacrifice of XP towards accomplishing a goal. For example,
during a Shadowrun session, our party's mage sacrificed some
of the XP she'd earned to get a favorable result from the
spirit she was attempting to parley with. You could also
allow players to use XP to get an automatic success on
something important.
Another possibility is to create a new item to purchase.
In the PbEM I have started running again, the previous
Storyteller opted to create Fate Points as a means of
spending XP.
You can use Fate Points to give you extra dice for an
important roll, to re-roll failed attempts to gain a
better result, to gain an automatic success per Fate point
used, or even to escape the jaws of death entirely. Fate
points are spent permanently regardless of how they were
used.
5. Alternatives to XP
You could also use the passage of time as a means of
advancement. For example, on the game's one year
anniversary, you could offer each player their choice of an
advantage - raising a skill, gaining an item, learning a
new spell, etc. Or you could use chance to make the
determination.
As mentioned before, you could also reward good
roleplaying with things that are a bit less tangible than
skills or items. For example, if Astara attends the party
of the Duke and Duchess of Windsor, she could strike up a
conversation with Darnell, a traveling merchant, who offers
her a discount on any purchase she wishes to make. A PC
rarely has too many allies.
In a game where skills are used, you could reward players
with advantages if a character is exceptionally successful
on a test of that skill or simply roleplays a scene well.
In a game with levels, you could occasionally award items
or spells to the players.
* * *
Play by Email/Post games are a great way to get in some
extra GMing time and hone your writing skills.
Hopefully these tips will make running it a little easier.
Happy Gaming!
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The Gamemaster's Arsenal: Stress-Free Gaming
By John Lewis, www.roleplayingpro.com
Welcome to The Gamemaster's Arsenal, the column dedicated to
arming GM's everywhere with the skills, knowledge, and
creative energy necessary to provide the best possible
gaming experience for their players. Regardless of rules,
system, or genre, the Arsenal aims to give you a variety of
tools designed to make your responsibility as a gamemaster
easier, more enjoyable, and to leave you and your players
inspired by the stories you will craft together.
Over the years my style and approach while running a
roleplaying game has changed and evolved. When I was younger
I spent the game session scribbling notes, rolling dice,
consulting charts and tables, and frantically trying to
anticipate my players' actions and keep them on my pre-
determined story track.
Oftentimes the players would throw me off by wanting to go
somewhere I hadn't planned on or designed yet, by
interacting with an NPC I hadn't fleshed-out, or by taking a
totally unexpected course of action.
We've all been there. These are moments of pure GM
frustration, when players go "off the map". Sometimes I
would just wing it and hope for the best; other times I
would stop the game for a while to readjust and compensate
for the new direction things were going. Both of these
techniques worked to varying degrees but not without adding
stress to my life and completely disrupting the game.
These days when I sit down behind the gamemaster's screen I
do it with the confidence and knowledge that virtually
nothing is going to throw me off or derail the game. I'm
ready for whatever the players want to do and wherever they
want to go.
My personal arsenal is fully loaded and ready to tackle
whatever lies ahead. I know what you are thinking. I already
hear you asking; "John how did you get to this point? What's
the secret to the stress-free game? What do I need to do to
approach my game with this level of confidence and self
assuredness?"
In answer, here are some ways for making life as GM easier,
for making the game fun to play, and for putting the master
back in gamemaster.
1. Change Your Focus
In the past when I would begin laying out a campaign I found
I was very player character-focused. My mindset had me
thinking about how the PCs would do something, or when an
event would happen to the PCs, or what the PCs would do.
Although it is critical to remember the players and their
characters are the focus of the story while actually
playing, they are not necessarily the focus while designing
the campaign.
These days when I design a new campaign I start by focusing
on the setting and the NPCs. I like to establish a feel for
the places and things that are going to be important during
the campaign.
Even before I have a theme, a primary antagonist, or plot
line in mind it's critical for me to know the setting, to
have an understanding of how its components work together
without interference.
When I have a feel for the setting in general I begin
thinking about the people within it, more specifically, who
they are, why they are there, and what they want. This
frequently brings to mind possible plot or sub-plot ideas.
Once I have some idea about the people in the setting I move
on to thinking about my antagonist. At this point I don't
need to think about goals or motivations, just what type of
antagonist the campaign will feature. This could be a power-
mad despot, a criminal organization, a psychotic serial
killer, or even an everyman out for revenge.
Once I have an idea about the campaign's antagonist I
beginning thinking about what they want and how they are
going to get it. In my mind I begin telling the story from
the villain's point of view. I think about where the villain
will go, who he will ally with, what he is going to do, and
what he has already done. I have found it is much easier to
envision the antagonist's plans at this point without
thinking about how it will interact with the PC's.
In a nutshell, I imagine how the campaign will evolve for
the antagonist barring any influence or interference from
outside sources or random factors. Enter the PCs, or as I
like to call them, the random factors.
Changing your design focus makes it much less work to remain
flexible and adapt to the infinite variety of unforeseeable
things your players and their characters do. Reacting to the
characters' actions is much easier than anticipating them.
Once you begin thinking from the antagonist's and the
world's point of view, it usually becomes self-evident what
will happen in response to any course of action the PCs
choose to take.
A clear understanding of what the bad guys are trying to
achieve makes it easier to figure out how their plans will
change when they're interfered with. When you eliminate the
need to anticipate the actions of the player characters,
life as a GM becomes much less complicated.
Remember, focus your energy on the characters you control,
not the ones you don't.
2. You Run the World, not the Other Way Around
As GMs we continually design and create worlds. Even when
we use published settings we still take great liberties with
the design for our individual campaigns. However, in an
effort to design a realistic and exciting setting many GMs
frequently back themselves into a corner.
We do this without even realizing it every time we place a
dungeon on a map, when we pick a specific location for some
climactic battle, or even when we decide when an event will
occur. Once we commit to some specific time, place, or event
within the campaign we often become completely inflexible
about it.
I use to do this all of the time. I would design a great
location for some fantastic encounter, make it the scene for
the final confrontation with some arch-villain, and then I
would place it somewhere on my map.
The only problem was the minute I placed it somewhere,
whether on a physical map or in my mind's eye, I felt
committed to its location and its circumstances. I would
place myself in a position where I was forced to find a way
to get my players to that location or to make those
circumstances occur. By doing this I allowed the world to
control my game and dictate the things I needed to do to
make my story work.
The secret to overcoming this is for the GM to not fear
having a lack of commitment. I know this goes against
everything your parents, boss, and significant other has
been saying to you, but it is one of the secret keys to
stress-free gamemastering. I like to think of it as the
Schrodinger's Cat Theory of campaign management.
For those of you unfamiliar with Schrodinger's Cat (and if
you call yourself a geek you should be familiar with it), it
is a thought experiment in which a cat is placed into a box
wherein there is a 50/50 chance of the cat being killed. How
the cat might die is irrelevant here (maybe it's a one hit
point minion) but Schrodinger suggested that until we
actually look into the box we don't know the cat's fate, and
furthermore the cat's fate may in fact, be undetermined
until we look into the box.
So what does Schrodinger, his cat, and your lack of
commitment have to do with being a better GM? Be flexible.
Only the part of your world the characters are actually
interacting with needs to be in solid, sharp focus with a
sense of permanence.
Many of the aspects of your world can be safely tucked away
in the box with Schrodinger's Cat. They can exist in a state
of flux, ready to be used when and where you need them until
the characters open the box and reality is forced to take
shape.
When I gamemaster there are many static features in my
campaign; most of the villages, cites, and geographic
features of the world are fixed and in permanent locations.
However, there are still many aspects of the campaign area I
leave "in the box". Say for example I design a haunted
tower. I won't commit to its location until I'm forced to.
Then when I need to use it I can place it in the characters'
path.
It won't appear in a place in which the characters have
actually been and they know there has never been a tower
there (unless it is some sort of "ghost-tower" or
something), but it will appear when I need it and once the
characters "look in the box".
This reduces GM stress in a couple of ways. First, I don't
have to worry about how to get the characters to the tower.
I don't have to drop a bunch of "subtle" hints or worry
about "railroading" the characters. Second, it helps
maintain the illusion of free-will for the characters. This
approach works for events, locations, NPCs, almost anything.
Many of the elements of your campaign are things that can
remain in the box until you decide that it has been opened.
Remember, flexibility is the hallmark of the stress-free GM.
3. Just say Yes
One of the things stressed to GMs in the 4th edition of
Dungeons & Dragons is the idea of saying yes to players
instead of saying things like no you can't, or no your
character wouldn't do that.
I'm a huge fan of this concept. Nothing kills the illusion
of free-will like saying no to the players. Don't be afraid
to let your players attempt anything. Remember, even if
success is virtually (or even completely) impossible it
doesn't mean that some fool, I mean PC, shouldn't be allowed
to give it a try.
It's completely fair to let the players know the chances for
success are slim to none, but never simply tell them no.
Besides running the risk of making the game less enjoyable
for your players, you are missing a golden opportunity to
let the game grow on its own accord instead of you always
having to be at the helm.
Why are some gamemasters unwilling to say yes? There are a
lot of reasons. Sometimes the GM hasn't anticipated the
characters' actions, so feeling the pinch they say no. If
this is you go back and read the first section Change Your
Focus.
Others might not feel prepared for where a yes might take
them. If this sounds like you go back to the second section,
You Run the World, not the Other Way Around, and read that
again.
However, many GMs I know are afraid to say yes because they
are unsure of a game mechanic or feel they don't know the
rules well enough. Never let the rules get in the way of a
good time. In some cases rules aren't even necessary, but if
you feel they are, keep in mind that virtually every game
has some sort of core mechanic - use it. Pick a stat, roll
against it. When all else fails simply assign a percentage
chance for success and roll away.
The important thing to realize is saying yes actually
makes your job easier by allowing players to exercise
character free-will and being able to do virtually
whatever they want; players love that. It also helps build
player/gamemaster trust. In some campaigns the GM begins to
seem like an unyielding authority figure, someone who is
always telling the players no and forcing the story upon
them.
When a group of players has trust in their GM he becomes a
partner in the story-telling, not a dictator, and he shares
in the group experience. This kind of relationship
eliminates many of the problems that can come up at the
table, greatly reducing GM stress, and that is the key to
allowing your best game to come forward.
4. Let the Players do the Work
One of the most stressful parts of being the gamemaster is
the responsibility of continually providing new, thrilling,
and creative adventures that characters are emotionally
invested in and players are excited to undertake.
The pressure to turn out great stories and adventures can
easily cause GM burnout and make running a game feel more
like a job than a beloved hobby. The key to staying fresh
and keeping your creativity up is remembering most of us GMs
do a lot more work than is strictly necessary when it come
to creating great stories. We tend to forget that our number
one resource for inspiration and motivation are the players
sitting around our table.
Earlier I talked about designing the campaign without
focusing on the PCs. Although this helps reduce the
frustration of anticipating the characters' actions it
doesn't do much to connect them to the story.
This is where character hooks become the bridge between your
story and the characters' stories. Need to motivate
characters into action? Use an old friend or ally. Want the
players to care about a community? Make it a character's
hometown. Need an assassin for your arch villain to send
against the characters? Of course - it's an old enemy with a
vendetta. All of these NPCs might seem like a lot of work,
but let me share a little shortcut with you; make the
players do the work.
When I've finished laying out a few general aspects of the
campaign (see Change Your Focus above) I sit back with the
players while they create their characters. I like to help
the players come up with interesting backgrounds, character
hooks, and ties to each other.
Among other things, I ask players to come up with some NPCs,
at least three friends or allies, three rivals, three
mentors or contacts, and at least one true enemy. These
don't have to be more than a name and a one or two sentence
description, but right away I have 20 - 40 custom made NPCs
for the campaign that tie directly to the characters.
This, combined with a background consisting of at least a
place of birth and two or three notable life events, and I
have plenty of inspiration for dozens of great adventures.
In my campaigns, I usually have one or two primary plot arcs
designed for the overall story. Oftentimes however, that
isn't enough to carry an entire campaign, or they simply
don't dominate every part of the campaign level-to-level.
Enter the character hooks; they are an excellent resource to
mine for adventure ideas and sub-plots.
These act as mini-stories within the greater plot line that
help tie each individual character into the campaign and
make each of the players feel like they are part of
something greater. This not only takes some pressure off the
GM by giving him some ideas to work with, but also helps
build verisimilitude in the world.
Using your players' own creativity to help fuel yours goes
well beyond simply assisting you as the GM; it also makes
the players connect with the world and keep them emotionally
invested in the events that transpire there.
Once your players feel their characters are the story and
not just in the story, the game truly becomes a shared
experience, and that motivates the entire group to work
together to produce an excellent game. Sharing the workload
is another key to stress-free gamemastery.
4. Sit Back and Enjoy the Ride
All of the ideas presented here were designed to help you
relax and have more fun while running the game. By using the
tips and techniques presented above you should find the
stress and anxiety that sometimes comes with running a
roleplaying game to be greatly reduced. With time you might
even find yourself feeling more like a player and less like
the person in charge.
Hopefully you will be able to shift your role as gamemaster
from director, needing to control everything and keep the
players on track, to story participant, watching events
unfold around you and being pleasantly surprised by where
"your" story takes the group.
* * *
About the Author
John Lewis has been a gamemaster of numerous RPG's since the
early '80's, back when the rules were obscure, dice were
poorly made, and hair was big. These days between a career
and raising three teenagers, he still finds time to run a
weekly Dungeons & Dragons game, a periodic Dark Heresy game,
and write articles about gaming over at
http://www.roleplayingpro.com
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
.
1. Heroes as Enemies
From: Mike Bourke
re: Roleplaying Tips Issue #453
In article, #453: 5 Uses for Heroes, you overlooked one of
my favorite uses for heroes:
Use #6: Enemies
There's always someone somewhere who holds a higher (or
just plain different) standard of morality than yours.
Perhaps they are trying to do the right thing, but are
prepared to pay a higher cost than the PCs. Perhaps they
target the PCs as infidels. Perhaps they have been misled
by a genuine villain.
Heroes make some of the best enemies, because they make
the players question just what the right thing to do is.
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2. Turn Cards
From: Loz Newman
I play a lot of board games, and some of them very
thoughtfully provide cards (about the size of a playing
card) recapping the sequence of stages in a typical game
turn.
So I extended this principal to a couple of role-playing
games. I made up short list of the stages of a typical game
turn, printed them and put them in some of those card-
holders used for collectable card games, ones with nice
game-themed paintings on the back.
An example:
- Initiative (Movement+Domain)
- 1/2-move or reserve for Dodge
- Declare attack type and target
Damage = Attack roll + Weapon
minus Def roll + Armour
(Attack roll < Concealment = miss)
- Stunned? Life loss > 50% = KO
If 25% < loss < 50%: test Life
- Cross off ammo/Mana points
- 1/2-move or reserve for Dodge
If there's too much information for just one side, split
it into two and use totally transparent card-holders that
allow you to see both sides.
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3. Creating While Commuting
From: Ben
I know a lot of users will have a laptop, but sometimes
using a laptop can be impractical for use when traveling,
especially if you are a commuter and don't often get to sit
down. And carrying a laptop everywhere can be a complete
nightmare.
Step forward the humble 3g phone. I have a BlackBerry Pearl
and installed the GMail application onto the phone. I find
this brilliant for forming the skeletons of encounters,
stats for creatures, and so on.
I can write them into the application and email them to
myself. Then I access them at home at my desktop or at work
on my laptop, and expand them at my leisure.
I spend a lot of time commuting around, especially going
to my gaming group (I commute about an hour to get to the
group), so using that time effectively is a real bonus when
I GM.
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4. The SCP Foundation
From: That One Guy With The Face
I recently stumbled across a website that has just over
one thousand "subjects" for horror or science fiction
roleplaying. It is really quite astounding how much is
actually there, and the way it is presented is just
awesome. Check it out if you have a chance.
One of my personal favorites is "The Sculpture".
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5. Lethal Secrets
From: Steven R.
I would like to input some advice for GMs across the globe
regarding character creation and hidden secrets. Our group
is currently running a fantasy GURPS game run by one of our
two GMs. One of the characters was created with a secret
that, we were told, cannot be seen by any other players or
it would ruin the concept of what was going to happen.
We found out this past weekend the character secret was that
he is an active member of an enemy nation's militia or
something similar. We were trying to rescue a client
captured by that enemy nation as we tried to sneak through,
and in the course of the rescue attempt, the aforementioned
character turned on several weaker members of the group and
attempted to kill them along with the rest of the group.
Fortunately, the attempt was thwarted.
The bad thing was that the GM allowed this to happen. Wrong
thing to do! It is fine to allow a character to do this if
under evil influence, loved ones held captive, brain-washed,
etc. The character was not under any influence of said
parameters.
Allowing players to willingly cause character deaths is very
wrong unless it is a group of evil people. If they are evil,
please, kill each other off.
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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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