Roleplaying Tips Weekly E-Zine Issue #460
Seven Steps for Legendary Item Creation
Contents:
This Week's Tips Summarized
Seven Steps for Legendary Item Creation
Gamemaster Tips Summarized
- Free Voice-Changing Software
- Another Voice-Changer
- More Audio Fun
- Another Audio Program
Johnn Four's GM Guide Books
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.
GM Mastery: NPC Essentials at RPG Now1
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A Brief Word From Johnn
Got any Dark Heresy tips?
Roleplaying Tips reader James sent me this request. I'm
afraid I haven't played Dark Heresy before. If you have,
maybe you have some advice to share?
Johnn,
I'm thinking of starting up a campaign of Dark Heresy - the
game based on Games Workshop's Warhammer 40,000 Universe.
I'd be really grateful if you could put out a request for
any Dark Heresy specific tips please.
Cheers
Editing help needed for hazards contest entries
I looked at my September and October schedule, and editing
the contest entries is gonna be tricky. I could use some
help as everyone's been waiting for the entries long enough.
If you have some smooth editing moves and a bit of time in
the next two weeks, please drop me a note and I'll hook you
up with a few entries to edit. Much thanks!
Tip credit correction
Issue #459 I incorrectly credited the great tips about
scaring your players. The tips were written by Elay. I blame
insanity for my error.
Have a great week full of gaming!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Chaotic Shiny's Monster Contest
Make a monster with the Monster Generator, write up some
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Prizes include a year's premium subscription to Dungeon
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Contest runs until 9/26. For more details (like how to
win!):
Chaotic Shiny's Monster Contest
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Seven Steps for Legendary Item Creation
by Scott J. Compton
Over the past decade, I have hosted several games with
legendary items that were the heart of my campaigns. Here is
what I discovered worked well for me and the interactions of
the PCs that wielded the items.
- Get the Big Picture
Define the overall purpose the characters have in the role-
playing setting. Look into the potential future of your
campaign and determine what type of path they could take
based on their current character choices.
- Create the Item as an NPC
Establish each legendary item as a real character and see
how that item fits into the context of the world. Moreover,
treat each item as an NPC with a history, future goals, and
the ability to level up.
Make the legendary item interesting by basing the item's
current abilities on the wielder's level or power. This way,
at each new level, it not only feels like the item is
getting more powerful, it feels as if the item is adapting
to the specific character wielding it.
Too often I see items designed with all abilities already
created and activated. This puts instant limits on the
legendary item and takes away the mystery once all the
powers are known.
By leveling the item, the game master has the ability to
change what powers or abilities the legendary item could
have. Think of how it can best be integrated in a symbiotic
relationship with the wielder.
- Give the Item a Theme
Determine one or more themes for your one legendary item:
intellect, flame, speed, poison, and so forth.
This gives the legendary item personality. Also, there is
some expectation of what happens at each new level when the
item gains new powers.
- Give the Powers Triggers
Determine the means by which powers can be released. Think
along the lines of triggers, components needed, gestures,
and similar things a wizard might need.
This becomes a fun lock-and-key situation where the
character might know a new power exists in the legendary
item, but might not know how to activate it yet.
The need to search out a special book or person in another
town far away gives more potential for additional subplots
mixed into the main campaign story.
- Create the Item's Stats
Make an initial level chart for the item up to the level
you desire. This level chart is directly tied to the
wielder's level. Provide a power, spell, ability, feat or
anything else you believe to be balanced for the particular
level of the character.
Feel free to add minor penalties as well, but be sure the
new power is more advantageous than the penalty else the
player may choose to abandon the item.
Negative changes could simply be cosmetic, or could be
time-based; only when the moon is full or only when there
is full cloud cover, for example.
This helps boost the legendary item's persona. The extra
powers should always be less than what the PC could attain
at that particular level if playing any other class.
However, try to cross over into powers that might lead to
significant outcomes for situations you foresee in your
campaign down the road. If the PC thinks "darn it, I really
don't need extra strength because I'm a wizard," then you've
probably worked something into a future event such that
having the extra strength will be the key to success.
- Create Secondary Powers
Create a bonus secondary chart of minor powers that can be
given to the character as a means to sink earned Experience
Points into. If the character desires to put their own XP
into the item for additional qualities, a greater attachment
to the item will be formed between player and item.
If the character does this, come up with ramifications or
consequences for investing XP into the item, such as
emotional ties, fear of losing the item, etc. Or go even
farther - if the item is more than 100 feet from the
character, the character loses hit points, abilities, etc.
- Drop Hints About the Item
Work the item into the context of your campaign by making it
significant to past events, but also mysterious as to why it
still exists. For example: because it was thought to have
been lost or destroyed.
Come up with legends about it and have the characters
discover pictorial images of it in murals in a dungeon
defeating a dragon, or have them find a scroll about how an
NPC used it and it was lost, etc.
The more you develop about it, the more it will intrigue
the PCs, and the more questions will be generated. The
ultimate goal is to answer enough about the legendary item
that it satisfies the PCs for the moment, but opens up new
questions because of that answer.
It is important the game master not reveal too much about it
initially, because this is an evolving item at each level.
The game master might change what powers or abilities are
given at a later time, so be sure to keep that as vague as
possible until you lock in that power or ability when the
level is achieved.
Simply put, treat the legendary item as a dangling carrot
they might want to investigate more in the future, and you
will have gamers arriving at your doorstep on-time and with
plenty of cash for pizza.
* * *
Scott has been a video game and RPG designer for the past
14 years. His profile can be found here at IMDB:
http://www.imdb.com/name/nm0174070/
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The Gamemaster's Arsenal: Shifting Paradigms Part 1
by John Lewis, www.roleplayingpro.com
Last month in The Gamemaster's Arsenal I discussed hints and
techniques for reducing GM stress. This month we'll build on
those with how to change your focus to make the GM's job
easier.
Paradigm Shift: Change Your Design Focus
Many GM's follow a similar pattern when it comes to story
and adventure design; they come up with an idea and then
immediately think about how the PC's are going to interact
with that idea. New GMs usually start thinking about how
they are going get the PCs to the adventure and how to
reward the characters. Experienced GMs often look for ways
to hook the characters into the story and how they are going
to keep the players on track. Advanced GMs might go so far
as to think of a few possible ways to manage unexpected PC
actions.
All of these techniques are important and serve their
purpose but each share a similar GM paradigm; they are all
design methods that are player character focused.
In many ways the PCs are the most important elements of the
game, but when a GM focuses on the PCs while designing the
campaign he forces himself into anticipation mode. Trying to
predict everything the players can do, or might do,
inevitably adds stress to the GM's job.
It also leads to a lot of wasted effort because I've found
that no matter how many options I imagine, my players will
always come up with a couple I never saw coming.
When it comes to designing adventures and laying out my
campaign, I've changed my focus. Instead of trying to guess
what the PCs may or may not do, I put my creative energy
into the setting and what the antagonists do. By shifting
the focus I don't have to worry about the hundreds of things
the PCs might do, instead I simply decide how the NPCs will
react to what the PCs actually do. I now longer need to
scratch my head in frustration trying to be PC psychic.
How do you actually put this into practice? Changing your
focus begins early in the design process, but remember, the
more up front work you do the easier it is.
First you need know your setting. It's not enough to just
know the facts and mechanics; you need to understand the
setting the way the NPCs understand it. This let you better
roleplay the antagonists and supporting NPCs.
Roleplaying the antagonists lets you begin reacting to the
PCs' actions instead of perpetually trying to anticipate
them. Once you begin reacting you'll find the story begins
to write itself and your players are doing a lot of the work
for you. And that will take a lot of the stress out of your
game.
Know the Setting, Understand the NPCs
Whether using a published or home-brew setting, you need to
have a solid grasp of the world in which the game takes
place. As GM you will be portraying every inhabitant of the
entire world, so you need to understand the world at least
as well as the NPCs understand it.
Although any given NPC probably won't understand the grand
workings of the cosmos, or be able to view the world as an
omnipotent GM, they will have at least a basic functional
knowledge of three important things:
- Their role in the universe. They may be predator or prey,
free-willed or not. For an intelligent humanoid this could
manifest as knowing his place in society, be it a member of
a tribe or the leader of a nation. Their role may be
racial, professional, or even political. Animals also have
a sense of their role, whether lone hunter, scavenger, or as
a member of a pack. Even creatures lacking free-will, such
as constructs or robots, have programming and instructions
that define their role in the world.
- Some sort of survival instinct. A method to acquire the
resources it needs to exist (such as hunting for food, or
simply crying until fed), and a way to keep from being
harmed (fight or flight). Again, even creatures lacking
free-will or simply possessing animal-level intelligence
will still have some level of self-preservation instinct.
- A need for "something". All creatures will probably need
something. This "something" however may not be an actual
item or physical thing. It could be as simple as mere
survival. It may be a need for emotional fulfillment, like
looking for love or belonging. It could be a desire for
power, revenge, control, or even justice. Regardless of
what "it" is, someone's desire for something will drive both
an adventure and the campaign as a whole.
It's important to note that just because a creature has a
functional knowledge of something it doesn't necessarily
mean they understand it, or are even capable of
understanding it. Some creatures may simply be acting out of
instinct, habit, or even programming.
Once you begin to understand the NPCs you can begin thinking
like the NPCs, and that brings us to the second point.
Roleplay the Antagonists, React to the PCs
Players are lucky, they only have to play one single role
within the campaign, where you as GM must portray everyone
else in the world.
As if that weren't enough, you are also responsible for
portraying the world itself. However, it's sometimes easy to
forget that, just like the players, you too are portraying
characters in a story.
As GM the characters you play run a much broader spectrum
than the ones the players portray. While each player takes
on the role a single being of some sort, you need to portray
not just individuals, but groups and organizations, animals
and beasts, maybe even entire armies or countries.
Regardless of the scale or scope of the role, it is still a
role to be played like any other.
When you sit down and design your plot arcs and adventures
don't initially worry about the PCs. Don't waste time
thinking about what they will do, or how they will get to
the adventure (at least not at this point). Instead, focus
on the NPCs, in particular the story's antagonist(s).
Remember, from the GM's perspective it is the antagonist
that is the story's catalyst. It is the antagonist who sets
things into motion and creates the need for adventures to do
adventurer stuff. Ask yourself a few questions about the
antagonist:
- What does he want?
- How will he get it?
- What are the resources at his disposal?
- What's he willing to do to get it?
As you begin answering these questions think about the three
points listed earlier regarding the antagonist's role,
survival instinct, and desire. Answer these questions to get
an excellent idea of how to portray the antagonist.
It doesn't matter if you are dealing with an individual or
an organization; these questions will give you insight about
what the antagonist will do and how the antagonist will act
and react.
This is where you knowledge of NPCs comes into play. Look at
things through the antagonist's eyes. At this point in your
design assume the antagonist will be successful in achieving
the objective. After all, the antagonist assumes he will be
successful otherwise he wouldn't be doing whatever it is
he's planning on doing. No one aims for failure.
In your mind play out the antagonist's entire story; what he
will plan, what obstacles he will overcome, what goals he
will achieve, and even what he will do once he succeeds.
By now you should know who the antagonist is, what they
want, how they are going to get it, and what the
consequences of their success will be. You (the GM)
understand the antagonist's entire story from start to
finish.
Understanding is easy because at this point you are the only
one telling the story; there are no random factors or
unknown variables. There is nothing for you to anticipate,
assume, or guess at. Most importantly, you haven't wasted
any time trying to predict things beyond your control, like
what the PC's will do.
All of this information is exactly what makes roleplaying
the antagonist easy and running your game stress-free.
Instead of constantly trying to predict what the PCs are
going to do, how to account for their actions, and what you
are going to do to keep things on track, you just need to
let the antagonist react to "whatever" the PCs do.
Since you've already done the aforementioned work, you
know how the antagonist will react. Once you have shifted
your paradigm you'll discover that you are running your game
in reaction mode instead of anticipation mode. Not only is
reaction mode less stressful, it's also more fun.
Putting it all Together
You may be asking yourself; how does this all play out? Let
me illustrate this concept in action with an example from my
current Dungeons & Dragons campaign, Dark Legacy.
Dark Legacy is divided into three parts, following the
classic fantasy trilogy model. Part one (heroic tier for you
D&D players) focuses around the plans and plots of an
organization known as The Dragon's Eye and is set in a
region called the Seven Bridges Valley.
I began designing the campaign by laying out the valley,
making a few notes about the settlements there, and
outlining some broad geographical details. I jotted down
some ideas about the five settlements' size, population, and
organization. Having a rough idea of what the valley is like
currently helped me create a broad overview of the region's
history. A handful of historical notes lead me to several
obvious conclusions about the people, politics, and
important events in the valley.
At this point I had only created a name for the antagonists'
organization "The Dragon's Eye". However, once I began to
create and understand the world it became obvious to me that
the eye was made up of goblinoids who once ruled the valley
and were looking to reestablish their dominance over the
region.
So now, looking at the world from the viewpoint of the
Dragon's Eye and knowing what they want, I ask myself: how
are these creatures going to succeed at their plan?
Knowing the antagonists and understanding the setting allows
me to quickly realize how they will go about their plan. Now
I'm at the point, before the first character is even rolled
up, where I can see the sequence of events leading to the
Dragon's Eye conquering the Seven Bridges Valley. If only
there were heroes to stop their foul plans.
Enter the heroes. Now I'm in Reaction Mode. The only non-
reactionary thing I do is kick things off by having the
local city council send the able-bodied adventures to
investigate some mysterious attacks along an old road. That
is the catalyst that sets the campaign into motion, at least
as far as the PCs are concerned.
What follows are several examples from different parts of
the campaign illustrating reaction mode in play:
PC Action: PCs travel along Old North Road.
DM Reaction: Goblins ambush the PCs. I know the goblins
are patrolling the roads to keep people away from the
village of Cinderhill, which in a few weeks they will take
over and occupy. PC Action (in this case inaction): They
allow one goblin to escape.
DM Reaction: Thinking in terms of the antagonist I react by
having the goblin report to his superiors. Now the Dragon's
Eye knows about the heroes and will begin making a plan on
dealing with this unexpected threat to their plans.
PC Action: Heroes foil the plan to release a cyclops war
band from another plane.
DM Reaction: Tired of the heroes' interference, The Dragon's
Eye decides to send an elite group of assassins to strike
at the PCs directly. The enemy knows where to strike the
heroes because the PCs have made no effort to be discreet
about where they go or when.
PC Action: The PCs decided to strike directly at The
Dragon's Eye in the dwarven ruins of Khzahd-Nar. They think
the best strategy is to take the fight to the hobgoblins and
their allies. The heroes are successful in killing several
important members of the eye.
DM Reaction: Realizing that the heroes have dealt a serious,
but not fatal, blow to the enemy I put myself in the
position of the Dragon's Eye. They still have a goal. They
still have resources at their disposal. They decided
they've had enough. The Dragon's Eye tricks an old ally of
one of the heroes into luring the PCs away on an errand
(the ally was someone a player mentioned in his character's
background). The errand keeps the heroes away from
Cinderhill long enough for the Dragon's Eye to put their
next plan into action.
Basically throughout the campaign I continually repeat this
process; PCs take an action, bad guys react, PCs react to
the bad guys' reaction and so on and so forth.
Regardless of the actions my PCs choose to take, I simply
apply my knowledge of the Dragon's Eye and their resources,
intelligence, and abilities, to the situation. It almost
always becomes immediately clear what their next action
would be.
Throughout the process I modify my vision of how the
antagonists are going to succeed at their plans. But that is
where the game moves from someone (the GM) simply telling a
story, to a group of people creating a story through an
interactive experience.
Conclusion
Although shifting your paradigm and changing your GM style
can be tough it can also be very rewarding. In the case of
changing your design focus three benefits tend to emerge:
- You reduce the stress of trying to anticipate PC actions.
- You strengthen verisimilitude by having antagonists behave
in a logical and consistent, although perhaps not
predictable, manner.
- You as the GM can have some fun "playing a role."
The last point is important to remember. These days I have
much more fun plotting and planning ways for The Dragon's
Eye to "take care of those meddlesome heroes", then I ever
had trying to guess what the PCs were going to do and try
and plan around it.
The change in design focus has made the
game more fun for me because now I feel as
though the future is uncertain. I no longer feel like I've
read the last chapter of the book and the players are
just along for the ride.
Instead, I feel as though my friends and I are telling an
epic story together. And to me that's what roleplaying is
all about.
* * *
About the Author
John Lewis has been a gamemaster of numerous RPGs 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
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. Free Voice-Changing Software
From: James A
I've been looking for free software like this for years.
Google searches never came up with anything, until today!
MorphVOX Junior
I haven't used it in game yet, but I'm looking forward to
doing the voice of a goblin that will be joining the party
during the next session.
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2. Another Voice-Changer
From: Johnn Four
Funny Voice is a free program that can change the pitch of
your voice.
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3. More Audio Fun
From: mrmike65
There is software you can use to record anything that goes
through your sound card. MP3myMP3 is the one I use. You
could record your sound bites to MP3 and play them when you
need them.
MP3myMP3
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4. Another Audio Program
From: Hannah L.
With all these audio suggestions, I thought I'd throw my own
choice into the mix: Audacity. It's free, takes a little
while to learn how to use, and is fairly powerful.
audacity.sourceforge.net
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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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