Roleplaying Tips Weekly E-Zine Issue #461
Introducing New RPGs
Contents:
This Week's Tips Summarized
Introducing New RPGs
Johnn Four's GM Guide Books
Castoffs and Crossbreeds Now Available
Your guide to half races for your 4e game is now available!
This 24-paged supplement is packed with 12 new crossbreeds,
guidelines for you to make your own, and the demiurge - a
new potential source for half races in your campaign.
Castoffs and Crossbreed at Your Games Now
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A Brief Word From Hannah
Bards Everywhere You Listen
While brainstorming ideas for a project, I hit upon a
novel way to create a bardic character: imagine the
narrator of whatever song you're currently listening to is
a bard.
Country songs and soft rock will probably yield characters
similar to the stereotypical bard: flamboyant and
passionate. But what about hard rock, heavy metal, or
musicals? Imagine if Blind Mag from Repo! The Genetic Opera
were a medieval bard, or the narrator in the song Bad to
the Bone.
Great Post-Apocalyptic Music
A while ago a friend introduced me to Protoman: The Megaman
Rock Opera. I rediscovered it a few weeks ago, and have been
listening to the music almost non-stop. It's a great
inspiration for any kind of post-apocalyptic setting.
Their website is unfortunately kind of unnavigable, but
here's one of their songs.
Chaotic Shiny's Monster Contest
Johnn mentioned it last issue, but I thought I'd put in a
plug in my own words. I'm running my first ever contest at
Chaotic Shiny. I'm excited, and I hope I'll be able to run
more of these in the future.
Create a monster with the random monster generator on the
site, stat it up (preferably 4e style, but any system is
fine), write some fluff, and send it in. The contest runs
through September 26, so there's still plenty of time to
enter.
We have a ton of awesome sponsors, including Johnn, who's
offering some of his ebooks. At the moment, there aren't too
many entries, so if you do enter, you're almost guaranteed
to win something.
Monster contest rules and FAQ.
Hannah Lipsky
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
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Introducing New RPGs
by Jim Davenport
There comes a day in even the most die-hard groups when
someone discovers a new game system and wants to try it out.
How do you introduce that game to your players in the way
that gives it the best chance of survival and the best
chance of fun for your players?
Here are a few tips, assuming your gaming group is
experienced and not new to RPGs.
- Share the Excitement
First of all, you need to find what it is about the game
that excites you. Is it the topic? The milieu? Something
about the rules mechanics that just feels fun?
What drew you to the game is what you need to bring out for
your players. Let them know ahead of time what you love
about it so they know to focus on that aspect.
If the draw of the new game is its topic, and that topic is
based on a movie or book you loved, encourage your players
to view/read the same source material. They can start out
with the same level of depth on the milieu as you do, and
they will be more likely to enjoy the game.
Hold a viewing party if the inspiration is a movie or TV
series. See if they're as fascinated as you are by the
latest "group of people hunting down supernatural monsters
that the rest of society doesn't want to believe exists"
show. If they are bored, you have not chosen wisely,
Padawan.
- Study Up
Assuming your gang is interested in the topic of the game,
make sure you are familiar with it.
Read through the rule book and understand the mechanics of
character generation, combat resolution, skill use
resolution, magic/supernatural events, roleplaying rewards,
character advancement, etc.
Determine if each section is pretty straightforward or if
there is a nuance or method you think is worth noting. Write
it down.
- Make an Introductory Adventure
Create a small adventure that hits on the sweet spots of the
milieu. You shouldn't plan out a whole campaign since the
group might not like the new game, but you don't want to
just throw down a tavern and make them brawl.
Make the adventure something that can have an initial climax
in one session, but with potential to extend to a couple
more sessions if people are excited about it.
If your group is very familiar with the setting, or if
character creation is of particular interest in the game, go
through character generation together at the table.
Otherwise, make pre-generated characters that best exemplify
the range of characters the game is designed to handle and
takes advantage of the cool stuff in the rules. Nothing too
complex, but rich enough to give each player a few different
things their character can do well, and some hooks for
roleplaying.
- Have Answers Ready
So you have an adventure and characters. You might be
tempted to make handouts of the basic rules of the game.
Generally those expand and expand until you have a dense
page that no player will really decipher. And it distracts
from the game.
Make one for yourself if you wish, but let the players
funnel all of their rules questions through you. What do
they do to attack a pirate? How can they check to pilot the
spaceship? How do they search for secrets?
Each of these is a question to you so be ready with the
answers, clear and simple. Answer them quick without a lot
of explanation of the mechanics so the story doesn't bog
down.
- Teach the Rules
Once you've played a session or two, let the rules wonks in
your group borrow the rulebook to satisfy themselves.
If the group votes to run longer in the game system, then
you can shift your focus to teaching them the system.
If the rules are complex, then everyone should be buying
their own book and learning from that. If the rules are
simple, then you can consider cheat sheets or index cards
with the key rules for those who need that sort of
reinforcement.
* * *
Hopefully, these tips are helpful if you're considering
introducing a new game to your home crew.
Jim Davenport
Dragonlaird Gaming
www.dragonlairdgaming.com
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Shadow Planar Adventure
Open Design is seeking a few patrons and playtesters to help
design a 4th Edition D&D adventure called the Court of the
Shadow Fey. Written by Wolfgang Baur with input from gamers,
the Open Design adventures are multiple award-winners that
are great to play because of their tested, collaborative
design.
Bring your best ideas and see them turned into a fully-
realized adventure with your name in the credits!
Open Design Projects: Court of the Shadow Fey
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For Your Game: 10 Secret Agents
by Cheka Man with permission from Strolen's Citadel.
- The Agent Provocateur
This agent has thoroughly infiltrated the group he was sent
to, but he has decided to bend and in some cases break the
law. He has incited the group to greater levels of violence
than before he entered it. Whilst many of the members of the
group have been arrested by the police before they can do
their dastardly deeds, some of them escaped capture.
His handlers suspect what he is doing but let him get away
with it, partly to avoid blowing his cover and getting him
killed, and partly because they are corrupt themselves.
- The Bumbling Fool
This person knows almost nothing about the country or its
customs. He does things like trying to order hard liquor
from pubs when the pubs only sell beer.
If he does not start behaving properly he will soon be
placed under arrest, and what in peacetime only earns a few
years in prison is a hanging offence in wartime.
- The Child
Although not actually a child, this vertically challenged
person has used plastic surgery and some skilled voice
acting to impersonate a young child of 9-13 years old. This
allows her to go places others can't and overhear things, as
no one pays attention to a child listening in. Even if
caught she would only be told off for being somewhere
forbidden instead of being arrested.
- The Double Agent
Captured by a rival secret service and facing the gallows,
this man was made an offer he could not refuse. Either hang,
or become a double agent and feed false information back to
his spymasters, along with the odd tidbit of real
information so they don't find out what has happened. He
regrets what he has done but sees no other option to stay
alive.
- The Mentally Challenged
This person is eloquently capable of impersonating those of
lesser than average intelligence, right down to the
shambling gait, vacant stare and lisp of speech. Often
willing to work for a mere pittance of what others demand,
this spy can employ themselves in janitorial services
easily, using a mop, bucket, and scrub brush to go where
most would not be allowed. Not to mention going through the
trash for valuable intelligence.
- The Sleeper
This agent infiltrated a rival secret service more than
three decades ago, and in all that time he has never been
activated. As a result, he has risen to be the deputy head
of the secret service with access to the records of every
agent, every informant and every code and code word.
When he is activated, his information will be devastating to
the rival secret service. Before activating him his handlers
must figure out a way to get him back to his home country
alive, where he will be well rewarded.
- The Mata Hari
This beautiful female agent used to be a professional singer
before she was hired to win valuable secrets from high-
ranking military officers through pillow talk. She is
unhappy with her lot, not because she feels in danger of
being revealed as a spy and executed, but because the
generals that she interacts with are all rather old and fat,
instead of the dashing young officers that she expected.
- The James Bond
Less of a spy as such and more of an assassin, this man is
one of the few secret service operatives with a license to
kill. He has faced down and killed several major
international villains and prevented terrible acts from
taking place. None of those on his hit list are world
leaders, however, as there is an unofficial convention that
world leaders do not send assassins to kill each other.
- The Idealist
Whilst most spies are paid well for risking their liberty,
and in some cases their lives, this agent has turned down
money and does what he does because he thinks the country he
is spying for is better in every way then the country he is
betraying.
He hopes that one day he will be able to get citizenship in
the country he is spying for as a reward, and immigrate
there.
- The Discontented
This person started spying out of frustration at not being
promoted as fast as he thought he deserved to be, and
because he thought his bosses were not listening to him
enough.
He does it just to get back at them, and for the money he
gets as a reward - not through any sense of idealism.
* * *
Want more? 30 Agents at Strolen's Citadel.
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New GM Advice @ CampaignMastery.com
Campaign Mastery
Read the blog of Johnn Four and Mike Bourke that discusses
game mastering advice and issues.
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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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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