Roleplaying Tips Weekly E-Zine Issue #459
How I Prepared For 19 Hours Of Gameplay In Just One Hour
Contents:
This Week's Tips Summarized
How I Prepared For 19 Hours Of Gameplay In Just One Hour
Gamemaster Tips Summarized
- Combat Hazards And You
- Ringo Series Available For Free
- Talk About Boundaries Before Campaigns Begin
- How To Scare Your Players
Johnn Four's GM Guide Books
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Return to Contents
A Brief Word From Johnn
Gamer Lifestyle Registration Open Now, Closes Sunday
This issue is a bit early because I'll be full-up this
weekend with the opening of the Gamer-Lifestyle.com course.
The course - how to get your RPG work published and earn a
dollar within the first three months -is now open for a
limited time. Enrollment closes in just a couple of days as
Yax and I want to keep the number of members small to allow
for questions, coaching, and ongoing feedback.
The course we designed will show you how to get your RPG
work published, break into the industry, self-publish your
RPG creations, build stunning PDFs, and market your products
online by being yourself, without having to lob heavy sales
pitches at gamers.
You can view the whole curriculum here.
The first few members to join receive private one-on-one
coaching and $350 in free advertising when your product is
ready. All members receive an RPG writer ebook bonus package
immediately after signup.
Yax and I are thrilled with how the course content has
turned out, and feedback so far has been awesome. However,
if you enroll and it turns out the course isn't for you,
we're offering a 6 months 100% full money back guarantee. We
want you to be happy and publishing your RPG books!
Enroll now for the early bird bonuses.
Why RPG Products Fail
On related note, I also just wrote an article about why RPG
products fail (and what you can do about it). If you're
thinking about an RPG project, check it out at:
http://gamer-lifestyle.com/why-rpg-products-fail.php
Combat Hazards Contest Winners
Winners were randomly drawn (via dice rolls of course!) and
notified this week. Check your inbox and spam folder just in
case my message to you was filtered. The winners' list:
- Franny J bigheadedknight@...
- Dave brothertuck@...
- Richard C col_orange@...
- Charlie elquesodia...@...
- Emily erulla07@...
- Tim expunge@...
- fistofcurry@com...
- Aaron giftedmunchkin@...
- Aki Halme
- ironchicken@blue...
- Jeff S jeff@si...
- Joseph jrapo...@com...
- John K justbjorn@...
- Keith klab...@uapr...
- matthew_vin...@yahoo....
- Mike michael.shean...@...
- Michele michidisper...@...
- Mike mike_spa...@fast...
- nepatriot77@....
- Paul paulruss...@...
- ranyx88@sb...
- Danny realpaladindm@...
- Richard rlitz...@...
- Rob rmart...@triad...
- Sean_Shan...@d...com
- Todd tzan...@pra...
- Zack zacherybl...@...
Thanks again to everyone who entered. I'll be running
another contest soon - stay tuned.
If you need your contest fix, Roleplaying Tips editor Hannah
is running a monster contest at her site at
chaoticshiny.com. Details are near the end of this issue.
Now I need a few weeks to get the 350+ entries edited for
publication to you. :)
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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How I Prepared For 19 Hours Of Gameplay In Just One Hour
By Johnn Four
Recently, I game mastered for 19 hours over the course of
a Friday and Saturday in what we called the Summer D&D
Marathon. Three players and I played Friday from 8:30pm till
5:30am, and Saturday from 2:30pm till 12:30am. It was
glorious. Special thanks go to our spouses for letting us
kids play all day and night!
We chose D&D 3.5 with 5th level characters. Though I had a
few weeks' notice, it only took me an hour to prepare. And
even after the 19 hours was up, I still had at least another
dozen hours of gameplay ready to go.
How did I prepare for so much gaming in just one hour?
Following are the exact steps I took. Could be they work for
you and your GMing prep too.
- Chose a setting with options but without too much
preparation
A city out of a Paizo's Pathfinder adventure was perfect. It
is called Riddleport, a pirate haven with a mysterious,
rune-laden artifact. The setting has an arena, a free-for-
all atmosphere, nearby wilderness, and many factions for
politics and conflicts.
The city is laid out simply with a design you could produce
quickly if you prefer to brew your own settings.
Start with a map. Decide who is city leader and who else
wants power - these factions can be NPCs or groups. Then
provide names and a hook for about a dozen key locations:
- Shopping - mundane; this is for the locals; markets work
well here
- Shopping - equipment and mundane adventuring supplies
- Shopping - esoteric; PCs gotta have their magic items and
exotic equipment fix
- A place for the PCs to stay
- A public place to eat and drink and mix it up with the
locals
- The capitol - one or more buildings; the city leader(s)
work and maybe live here
- Adventure hooks - a place for random hooks and clues, such
as a police station, a jobs board, ye old tavern, the
newspaper office, etc.
- Underground HQ - this does not literally need to be below
ground, but every setting should have at least one location
for the criminal element to hatch plans and defend itself;
try to create two of these places if possible for rival
factions
- Spiritual HQ - at least one spiritual group or religion,
hopefully more for politics and plotting
- Research - a place to reveal more plot and provide clues
should the PCs choose to visit; library, university or
college, wise old man, etc.
- Merchant central - decide how sources of trade enter the
community and give them at least one place to set up a
shingle; this will be a great source of news, rumours, and
more plot hooks; a caravanassary, docks, market, etc.
Give each location a name and an element of interest, such
as being the scene of a recent crime, rumour that it's
haunted, the owner disappears at night and no one knows
where he goes, etc. The element does not need to be an
adventuring hook, just something that helps flesh it out
when you GM it, though hooks are great too.
Place each location on the map.
- Set up your control document
I use a Google spreadsheet for this. Other options are Excel
or Calc, index cards, or GM binder.
This is a central place to store the resources I generate to
help ad lib the game. I like the spreadsheet format because
I can create new worksheets for whatever needs I have, there
is an automatic layout for lists and columns, there are
useful functions such as sorting, search, and drag and drop.
With an array of styling options to change cell colours and
layout, I can display my GMing information pretty much the
way I want.
- Generate lists of names
I Googled "name generator" and picked out a few sites to
build me several names lists. In the past I have built a
long array of name lists, broken down by race and gender for
the setting. This time I tried something simpler that seemed
to work quite well.
The first list was generic fantasy names. I didn't need to
break them down by gender, as I just converted feminine to
masculine, and vice versa, in-game. For example, if I needed
a female name and the next name on the list was male, I'd
just add an 'a' at the end or 'ela' to the front.
The second list was complex evil names, like Tar-Ancalimon
and Vardomoir Nolimon. I used a Tolkien generator for this.
I wanted some great foe NPC names.
Next list was simple evil names, like Spit, One-Eye, and Dog
Ear. These are great for personalizing combatants on the fly
and for generic city NPC names. They work well for monsters,
too.
That's all I needed for my game. You can build as many lists
as you want this way, perhaps for separate regions, races,
cultures, factions, or even adventuring locations.
As I generated names I pasted them into a plain text program
and copied them from there into my control document under a
Names tab. I did it this way to remove any website styling
that might have been picked up by the copy and paste.
I didn't sort my names to make it less likely they would
appear in that order during the game. "Uh oh, we must be
getting to the end because Zaran just appeared."
- Generate a list of traits
I have a list of traits from NPC Essentials, such as silly,
hates animals, scratches a lot, brave, collects bugs. I
pasted these into a new spreadsheet tab called Traits. These
came in handy for personality development of any game
element, including NPCs, monsters, combatants, locations,
etc.
A past ezine issue also has several quirks and traits you
can use.
Alternatively, Google "NPC generator" to find tools that
spit out lists of traits to put into your control document.
- Generate a list of secrets
NPC Essentials has a great table of secrets. These are
perfect for personality development, encounter hooks,
roleplaying inspiration, and encounter complications.
Though I normally use this list, I opted for something
different this time and Googled secrets. A ways down the
search results I found a Facebook page where users told
their top 10 secrets. These proved easy to copy and paste
and scrub through my plain text editor, and I had a great
new list of interesting secrets.
- Create your foes groups
Out of all the lists and resources I built before the game,
this was the most useful. I browsed my monster manuals, page
by page or sometimes by randomly flipping, and noted
critters that were within the PCs' power range and were
interesting.
I used the descriptive text a lot for inspiration when
selecting monsters, but otherwise just skimmed them and
noted the interesting ones down.
Each entry on the list I created was as generic as possible
to allow for simple drag and drop into whatever situations
arose during the game. However, I also noted key information
to make reference and idea generation for play easy:
- Monster name
- Reference (book name and page number)
- Difficulty level (so I accidentally did not overpower the
PCs)
- Ideas for hooks and encounters that came to mind while
skimming the monster entry or reading the description
I listed about 30 critters or critter groups, and these made
ad hoc encounters super easy to generate while GMing.
For example, I had a party of ogre thugs on my list. Towards
the end of the Saturday session I needed an ambush encounter
because a faction leader wanted to waylay the PCs and send
them a "do not interfere" message. I spotted the ogre entry
and went with it, and everything worked out well.
- Build a list of urban encounter seeds
Here I went back to the ezine archives and scooped the 150
Benign Urban Encounters list. I used these to trigger
encounters on the fly, or to flesh out an encounter
triggered by PC actions. It is a lot easier to build
encounters ad hoc with a list of situations, seeds, and
hooks in your back pocket.
- Build a list of wilderness encounter seeds
I knew buildings, dungeons and other specific locations
would take care of themselves while I game mastered. I would
start with a map and draw from my monsters list or grab
something out of my head.
So, that plus urban encounter seeds taken care of, this left
just wilderness encounter seeds. Again, I drew on the ezine
archives and grabbed the 120 Benign Wilderness Encounters
list and added it to my spreadsheet under a new tab beside
the Urban Seeds tab.
- Gathered my books
For NPCs, magic items, and other game needs, I went through
my library and selected books that would be useful. An NPC
book by Skirmisher publishing came in very handy, but
otherwise it ended up that all I needed was game rules
references.
Still, half of GMing on the fly is confidence, and having a
stack of resources beside me was always reassuring.
- I thought a lot about situations
This might be where you catch me in a lie. I said it took me
an hour to prep for a 19 hour weekend gaming marathon.
That's about the time it took to create and complete my
control document with all its lists and ideas.
However, for weeks before, I was noodling about the game,
and I estimate I put at least 10 hours combined time into
thinking and imagining things. Much of this time was when I
was going to sleep each night. I would have several minutes
before the sandman came to think about the setting, the
factions, and recent lists I had generated. This was much
more interesting than thinking about work or worrying about
something as I tried to fall asleep.
- The players showed up with fully realized PCs
This was an excellent bonus. I did not ask players to create
personalities and backgrounds for their characters, but they
showed up to the game with well-crafted histories full of
NPCs and hooks.
When the game started each player read out loud their back
story. As they did this, I took notes. Also, each player
took a couple of minutes to introduce their characters to
the group: appearance, personality, capabilities. Again, I
took a lot of notes here.
These notes became important for additional encounter ideas
and roleplaying reference for NPCs as the game progressed.
For example, an NPC would treat PCs differently based on how
they were dressed. PC actions would modify the NPC's
behaviour and current opinion of the characters, but the
initial reference helped kick off roleplaying in encounters
very well.
- Created a notes system
I opted for a paper notebook (one of those $1 lined ones
with 50 pages) to capture all the ideas and information that
popped up in the game. You might use a text file, index
cards, GM binder, spreadsheet, or online service.
For ad hoc gaming it is critical to note everything you
create so the game remains consistent. You need to record
what you make up on the fly:
- NPCs including name, personality, last known location,
abilities known, motives
- Location details
- Rumours, hooks, clues
- Any other names you come up with
I also recorded ideas. These paid off too. Whenever there
was a break in the game, I'd quickly review my notes and see
if anything from gameplay would have consequences or
complications. Ideas would come to me while GMing too, and I
recorded these as soon as possible before I became
distracted and lost the train of thought.
In my notebook, I dedicated a whole page to each PC. This
gave me plenty of room to record notes and ideas per PC as
the game wore on. I dedicated other pages to game log, game
ideas, NPCs, and treasure. That pretty much took care of all
my noting needs, but with such a system you are free to
create pages for any category you wish.
- PC reference and combat control spreadsheet
In my Google spreadsheet I created a new tab and moved it to
the front. In this worksheet I recorded key PC stats,
including name, race, class, and notes, plus the usual
combat stats. I used this for ongoing roleplaying,
encounter, and gaming reference, in addition to running
combats.
For combat, I created an initiative, condition, and health
column. In the same worksheet I created temporary entries
for foes. This let me do one-click sorting for initiative
order, and helped me to manage combat details easily,
getting them out of my head to free up room for other GMing
duties.
* * *
The overall strategy of this one-hour setup is to have lots
of ideas handy. Ideas for names, encounters, and NPCs. This
relieves much of the burden and pressure for game mastering
on the fly for me.
However, every GM is different. You will have a different
set of skills, experiences, and natural talents than other
GMs. The best thing you can do is observe yourself while
GMing to learn your strengths and weaknesses. Think about
this before and after games as well. Then figure out what
tools and aids would serve you best.
For example, my players know the game rules better than me.
So, I do very little rules-based preparation. However, if
you are the defacto rules reference in your group, you might
want to spend more time prepping anticipated rules
situations such as grappling, swimming and drowning, chases,
flying, etc.
The marathon was a huge success. One PC died but we
roleplayed his resurrection with huge favours owed and
certain factions taking note. Because the players were
experienced and awesome, gameplay went fast and was full of
roleplaying. The PCs gained 1.5 levels and Riddleport will
never be the same.
We're planning another marathon in October. Time to start
building up brownie points with my wife again.
Return to Contents
Do you want to publish your RPG work?
Do you dream of being a published author? Have you written
a game world or adventure that could sell? Are you a game
designer in need of an audience?
Did you ever ask yourself:
- Where do I start?
- Can I start from scratch and create a reliable, monthly
income from RPGs?
- I have a job and a family. Is this a realistic goal?
- Is the market flooded?
- How much money is there in RPG?
- How fast can I make my first dollar?
- How do I know my material is worthy of being published?
- How do I protect my work against piracy?
I (Johnn) have written a 72 page ebook with Yax from
dungeonmastering.com that answers all these questions and
more.
And we're giving this ebook away for free!
Subscribe to our gamer career tips newsletter to get your
free copy of our RPG publishing book:
gamer-lifestyle.com
Return to Contents
Gamemaster Tips
Do you have a game mastering tip to share? Perhaps related
to something you read in this issue?
E-mail it to johnn@roleplayingtips.com - thanks!
1. Combat Hazards And You
From Russ Pontius
Recently, a fellow GM friend said to me, "I really hate
combat. It bores me." The thing is, he has a point. Combat
boils down to rolling dice and adding and subtracting
numbers. Even with a good narrative to follow it, it can
become stagnated. I ran into this problem many times; and
that's when I discovered combat hazards.
The Mundane Hazard
Look at the world around you; hazards are everywhere. Steep
curbs, running traffic, stairs - the list of these mundane
hazards goes on. For game purposes, we may need something
more dramatic. After all, what kind of hero trips over a
curb and dies of a concussion?
Still, these little mundane obstacles we face daily without
thought can be warped into dangerous situations. How many
movies have used traffic as a backdrop to danger in a
martial arts slugfest? How many times has the party
swashbuckler fought his way up the stairs? What if those
stairs are made of uneven stone, or are rotting? With one
leg placed squarely through the broken stair, that
swashbuckler is going to have a more interesting time of
things, and a more memorable encounter.
When you create mundane hazards, look at the situation your
group will be fighting in. Are they adventuring in a
catacomb with low ceilings and narrow passages? Tight
quarters can make for a harrowing mundane hazard if there
isn't room to swing weaponry efficiently.
Now, add water up to the knees in these claustrophobic
catacombs, and not only are the PCs suffering from a to-hit
penalty, they are also working with restricted movement. And
who knows what might be lurking in that soup they are wading
through?
Mundane hazards are useful because they can add immersion
and a sense of reality to your game, as well as added
difficulty and a more memorable encounter. And since these
hazards are mundane in quality, they don't require your
villain to expend extra energy and time with more dramatic
and expensive traps.
The key with mundane hazards is to tap into your own
everyday fears. How many times have you seen a subway train
roll up and thought about how horrific it would be to be
caught under it?
Dramatic and Environmental Hazards
As always, what is your setting? Medieval fantasy swordplay
or gritty modern urban decay? Either is ripe for adding
interesting environmental hazards of a more dramatic nature.
The trick is to stay away from clichés.
Spikes: Yes, spikes are fun. Really fun. But they are
terribly overused. Turn those spikes into something more
interesting using the same game mechanic. Instead of spikes,
how about an overhead rack of knives in a kitchen? Set it up
so a resourceful player can knock the baddies onto the
carving block, and describe in horrific detail that which
follows.
Or, the spikes could be a cluster of stalagmites on the
floor, or even an old fallen (and pointy) tree with thick
branches thrusting upward. If your characters are fighting
in a barn, think about all the spike-like things that may be
hanging from the walls.
For something far more dramatic, litter the combat area with
traps that enemies and players can manipulate - say, an
assembly of spears on the ceiling that fall when a chain is
pulled, and then slowly rise again for repeated use. Placing
something like this in the combat will increase tension, and
allow your players to be resourceful. Who wants to attack
normally when the possibility to maneuver enemies into their
own traps exists?
Fire: Put some panache into your fire hazard. A lighted
lantern gets knocked into some very flammable hay when one
of the characters attacks and misses. Now they have a
mundane fire hazard to deal with, along with all the sharp
things that litter the walls and floors. Or, take it a step
further, and instead of using a burning building, set the
battle near a furnace - preferably one large enough to fit
enemies into, with a door that locks from the outside.
Lava: If your story calls for lava, make sure the lava
erupts with fiery plumes to scorch unwary characters, and
that the smoke and ash covers them. Lava in itself is so
overused its shock factor is zero by itself. Let the lava
eat the area around the players, creating tension as every
round they lose more ground to stand on.
Pits: Another overused mechanic that is quite appealing.
Fill any pits you might place with more than vipers or the
aforementioned spikes - perhaps machinery designed to rend
sacrifices to an uncaring machine god. When your players
toss their enemies into the pit, the bad guys go happily
screaming in ecstasy with smiles on their faces, knowing
they will soon be one with the Divine Machine. Instead of a
pit, place the fight on a ledge or building roof; a roof
that is very old and soggy.
Closing
You may have noticed a theme here - take the usual, and make
it unusual. Give your players something they won't expect,
and plan your combats around the environment it will take
place in. How many things are in a kitchen that can kill
you? How about a factory (drill presses, anyone?) or a
blacksmith's shop? Even an old field can be dangerous -
especially if a battle just took place there, and no one has
yet scavenged all of the sharp metal things that are laying
in it.
Begin planning your combats around the environment and the
hazards that environment poses. Put yourself there, and look
around the room, and don't be afraid to let your players be
resourceful. Let the players smash windows with heads, let
them shove enemies into oncoming trains; let them make use
of the traps that were meant to kill them. If you and your
players are bored with combat, try this trick, and you will
see them perk up as they scan the room for new and exciting
ways to dispatch their foes. You and your players will soon
be ignoring the collection of numbers that set the ground
rules for game reality, and in its place you will find new
vitality and fun.
Return to Contents
2. Ringo Series Available For Free
From Peter G., Adam, and Loz
re: Roleplaying Tips Issue #456 Brief Word
The first two books in Ringo's Posleen series (The Legacy of
the Aldenata) is available as a free and legal DRM-free
download from his publisher's website. He also has other
books in the Baen Free Library.
One of the later books in the Aldenata series also came with
a CD that included d20 rules for running an SF RPG in his
Aldenata universe.
There are also a number of other books in the Baen Free
Library that might be of interest to RPT readers.
More free stories can be found in their forum (Fan fiction
and "slush piles" of proposed stories for some series). Just
one example: run a campaign around about the year 1632-1636.
Check out the Grantville series by Eric Flint (the new
editor).
Return to Contents
3. Talk About Boundaries Before Campaigns Begin
From Cra2
re: Roleplaying Tips Issue #456 The SCP Foundation
There are many game groups that are fine with evil PCs
attacking one another. There are some fantastic games that
encourage it - Contenders and Mountain Witch come to mind.
So, everyone sitting at the table might be bringing a
different set of expectations based on their own gaming
background.
The only failure here was a failure to communicate during
the planning of the game and character creation. If your
group doesn't talk about expectations and limits and
etiquette, then frustrations like you experienced are bound
to happen.
- Maybe someone in your group is uncomfortable with any
sexuality being discussed or portrayed in the game.
- Maybe another wants to ensure there are no scenes
depicting children being hurt.
- Maybe another is totally against PCs torturing NPCs.
- And maybe someone like yourself is totally against Player
vs. Player conflict.
These are the sorts of things to talk about with your group
before - and during - play to avoid awkward moments later.
Return to Contents
4. How To Scare Your Players
From: Elay
Just a couple of tricks I use to scare my players straight.
These tend to come in handy whenever players are a little
too silly or I need to set a mood.
- Make the players believe their characters can actually
die. This will help them stop from acting as though they are
invincible.
This does not mean you have to actually kill one of them
off. Sometimes just facing them with a too-powerful enemy
they must flee from or die beside is enough to wipe their
pride away.
If the problem persists, you can even do what I did with one
of my more 'troublesome' players and have the enemy send
frequent assassins at him (in my case, after he breaks a
deal with a demon).
- Provide players with powerful allies, only to finish them
off before their full potential is met.
In my campaign, I set up an encounter between the PCs and a
more powerful demon, only to have a mighty paladin and his
squire come to the rescue. I made sure these heroes were not
likable (I basically ripped off Futurama's Zap Brannigan and
Kif), but helpful.
Soon afterwards, I sent a creature that can kill with a
simple gaze (a bodak), and thus finished off the paladin. To
make matters more interesting, a creature that dies this way
becomes a Bodak 24 hours later, thus finishing off the
paladin's squire as well.
The look on my player's faces was priceless. They were so
afraid of being faced with ANOTHER bodak (this time alone),
that they took a half-day to bury the body 6-feet deep.
- Unseen rolls bring about paranoia.
Just because you don't want there to be any actual danger to
the PCs doesn't mean you can't bring the illusion of it. I
like to roll dice randomly once in a while behind my screen,
the players have no idea why I'm doing it, and this helps
make them paranoid.
With the bodaks mentioned above, I fake-rolled in the open
to make it seem like I was rolling to see who the creature
was targeting... Of course, I wasn't going to kill one of my
lower-level PCs that easily. I knew the paladin and the
squire would be the ones to fall under his death gaze before
the players even sat down in their seats (which they were
not sitting in for long in that session).
- Isolate your players.
One of my tricks is to have demons or guides try to talk to
the players while they sleep. I take whoever is on guard and
quietly tell them to follow me to another room (the other
players are surprisingly into it, and close their eyes when
they are 'sleeping'). I then hold a conversation with only
that character.
When the characters awake the next morning, the character
usually mentions being visited at night, yet more often than
not, the details are altered heavily.
I based my first campaign around this, having the "guide"
lie to each character, who in turn kept his mission from the
others, only to have the guide betray all characters in the
end.
- Unexplained Mysteries.
I had my players stumble across a seemingly abandoned shrine
to the God of Secrets.
The shrine contained a chained sleeping ogre, a goblin
scouting party (led by a gnoll), and at the very centre, a
single monk.
I freaked the players out by having the monk stand silently
with closed eyes as they entered the room. I had the monk
suddenly open his eyes and scream (I actually screamed) into
the sky, only to smash his staff onto the ground and
disappear into a mist.
My players were so afraid, they left the shrine without
investigating onwards (and finding a very rewarding pile of
treasure for their defeat of the ogre and goblins).
That's all really. If your players are in need of a good
scare, I find any one of those methods works well. Most
important is to remember that players are most afraid of
what they do not know (unexplained mysteries, hidden dice
rolls, etc.). The imagination can conjure things much more
frightening than you could ever hope to describe. Let them
imagine what they will, and your job will be done for you.
* * *
Do you have a game mastering tip to share? Perhaps related
to something you read in this issue?
E-mail your tips to johnn@roleplayingtips.com - thanks for
sharing!
Return to Contents
Chaotic Shiny's Monster Contest
Like free stuff? Like generators? Like even more free stuff?
Announcing Chaotic Shiny's Monster Contest! Make a monster
or twenty with the Monster Generator, write up some fluff
for it, stat it up 4e D&D style, and send it in for a chance
to win some awesome prizes. (Monsters for other games are
cool, too, but you'll miss out on some of the prizes.)
Once the contest is over, entries will be compiled into a
free pdf, which will be posted on Chaotic Shiny, available
for all.
Prizes include a year's premium subscription to Dungeon
Mastering's DM tools, GM Mastery: Inn Essentials or GM
Mastery: Holiday Essentials, The Night Wyrm (12+ pages of
badass monster fun) from Unnatural20.com, and Chaotic Shiny
Productions' Martial Flavor.
The contest starts 8/26 and runs until 9/26. For more
details (like how to win!), see the official Monster Contest
Rules page. Happy monstering!
Chaotic Shiny's Monster Contest
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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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