Roleplaying Tips Weekly E-Zine Issue #476
Make Your Adventures Feel Adventurous
Contents:
This Week's Tips Summarized
Make Your Adventures Feel Adventurous
Johnn Four's GM Guide Books
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A Brief Word From Johnn
RPT bi-weekly for a little while
Family illness took me unexpectedly out of town this month
for a couple of weeks. That's why this issue is late, and I
apologize for that. Thanks to everyone who wrote in asking
about the ezine!
I'll be in and out of town for the next while, so the ezine
will be going bi-weekly to help ease up on time commitments.
If I'm able to publish the ezine more frequently, I
definitely will, though.
Get a free issue of Kobold Quarterly - deadline Jan 31
I received an email I thought I'd pass along to you about
getting issue #10 of Kobold Quarterly at no charge. Just go
to the KQ Store and enter the coupon code KQ10Free at
checkout. This offer is good until the end of January.
KQ #10 features an interview with Paizo's Jason Bulmahn, Ed
Greenwood's Dwarven Goddess, Ecology of the Hill Giant, a
wicked take on Halflings, Secrets of the Halberd, Monte
Cook's Game Theories and Rampant Elf Lust.
I'm a happy subscriber of KQ and recommend you check it out.
Gamers raise money for Haiti - deadline is Jan 31
Sorry for the short notice, but RPGNow is selling a bundle
of PDFs to raise money for Haiti containing donated RPG
products from dozens of publishers. The bundle contains over
$1000 worth of products, and costs only $20. All proceeds go
to help Haiti recovery efforts via Doctors Without Borders.
The sale ends Jan 31.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Reader tip request: Inspirational images and art
Are you an artist with an online portfolio or gallery that
GMs have permission to use as inspiration and handouts for
their game?
Or do you know of any such sites that would be useful to
GMs?
If so, send me the links and I'll post them in an upcoming
issue.
Thanks! johnn@roleplayingtips.com
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Make Your Adventures Feel Adventurous
Make Your Adventures Feel Adventurous
A guest article by Emmett O'Brian
A common pitfall in settings that are intended to be
adventure is they turn into a combat settings or hack 'n'
slash games. The simple reason for this is that "adventure"
carries the idea of some form of danger.
The problem with RPGs is that dangers are usually designed
as life or death. In adventure stories, danger is more often
used to slow down the protagonist or to introduce a time
limit on them than to cause any physical harm.
Players have been conditioned by movies and video games to
take on physical danger no matter what the odds. One
opponent or fifty will get the same response if the player
has any confidence in their character.
This is completely irrational in a game that is simulating
real life, but players have played so many games and seen so
many movies where the protagonist defeats hundreds or even
thousands that they have come to expect the ability.
The threat of more opponents eventually ends up being boring
drudgery. The player thinks they must get through the wall
of combatants to achieve their goal and this results in the
point of the game being higher stats and better weapons.
This is not a proper adventure.
What can be done?
The element of the unknown is the core of an adventure.
Players have pre-conceived ideas of what their character can
and must do. The game must have unknown elements players do
not know how to size up.
Many players are well versed in the NPCs and equipment in a
game book, and can usually state their stats off the top of
their head. Putting in elements that are not in the standard
rules is vital to an adventure game.
1. The Unknown Element
Unknown elements are the lifeblood of a good RPG story, but
they can be overused. Too many unknowns stop a game from
being familiar and disrupts players' ability to imagine
their characters. Only a few unknown elements are needed for
a good adventure.
Use the right kind of unknown. There must be a compelling
story behind why there is a difference. If the monsters are
a different color because they've been eating a odd diet and
it has no effect on anything else, that's not the right kind
of unknown.
Unusual buildings are useful in engendering the feeling of
adventure. The idea is not to focus on just another building
the players have never been in; it's focusing on the purpose
of the building being unusual. Strange materials or rooms
players can't figure out the purpose of can make a game more
adventurous.
2. Don't Block The Path
When using standard NPCs, make it obvious they are a threat
to get by rather than go through. Avoid putting these NPCs
directly in front of where the players have to go, and make
it plain there is a way around them.
Do this by having NPCs that are not easily able to give
chase to introduce dangers players can attempt to avoid with
stealth and speed. For example:
- A guard in a tower is a threat, and is unlikely to chase
after the party, but he might summon other guards.
- A character hops on an unmanned vehicle (or removes the
driver) and speeds away.
- There is a way to block or slow NPC pursuit once PCs get
through a door.
Game masters are afraid of letting players avoid obstacles
because they worry players are getting away with something.
Truthfully they are but why shouldn't they?
It's because if the game is too easy it stops being an
adventure because there is no danger. Clearly then this
approach can be used to speed up a game and increase the
player's enjoyment because it brings with it an element of
the unknown.
3. The Race Against Time
Introduce time as an element to increase game tension.
However, players should, from the beginning, be able to
evaluate that they can accomplish their goal with some time
to spare if everything goes right. Then it's the game
master's job to introduce ways that things might not go
right.
For instance, if the race is against an opponent who is also
trying to get to the same goal, then have the PCs actually
run into him or traps he has left behind. You might also use
environmental factors to make it difficult or impossible to
move at top speed.
Distractions along the way should be do or die events. The
players' vehicle should not be destroyed. However, it could
break down when traveling at a certain speed and require
minor repairs the characters can accomplish at the cost of
time.
Even when there is a literal (or theoretical) cliff the PCs
are trying to scale, the penalty for failing should be a
loss of time, not a loss of life.
4. Chipping Away At The Wall
Players build up defenses to protect their characters from
any threats they expect to encounter. However, there is a
certain amount of pride that might allow them to make
foolish mistakes if they do not perceive something to be a
real threat.
For example, walking through cold water to take a shortcut
might not harm the characters directly but might cause
hypothermia or frostbite.
The point of this kind of approach is not to punish the
players. It is an essential element of danger that an
adventure needs to be interesting. It might also be
necessary to wear down a character to increase the challenge
of other obstacles.
Similarly, NPCs might not kill the character, but might
wound them and therefore make further challenges harder.
5. Realistic NPCs
Computer games have taught us that all NPCs are fanatic
maniacs that will charge the PCs without regard for the
fact that they just marched through hundreds of NPCs
exactly like them without a scratch.
In reality, unless the NPC is a robot or the equivalent,
after the first ten guys are taken down nobody is going to
directly mess with the characters unless they have good
reason to think they are better than the rest.
Even if the NPC is a robot, if it is being controlled by
anything with any intelligence, after the hundredth robot
they better be checking their repair budget.
This might lead to average NPCs fleeing in the sight of
the character or spending some time trying to set up a
coordinated attack.
6. Puzzles
This approach to a game is what most computer games
associate with adventure. Puzzles are often used to
introduce a mental challenge. They are usually not
dangerous, but must be completed to progress in the game.
Puzzles might be items or knowledge needed to make it
through certain obstacles.
Some puzzles might be combination riddles, although this can
end up being tedious. One way of circumventing this is to
leave clues to the combination along the way or in a way
that the players do not immediately understand.
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Monte Cook, whose design credits include 3rd Edition D&D,
Ptolus, Arcana Evolved, and 20+ years of other products, has
launched dungeonaday.com, a subscription-based website where
he's building a hyperlinked, extremely detailed campaign for
you, one encounter at a time.
Dragon's Delve is a challenging oldschool megadungeon with
a vast history and extensive background, but DMs can also
use the modular encounters to spice up their own adventures.
Every weekday, he presents a new encounter, plus the site
offers maps, handouts, DM tips, behind the scenes articles,
and bonus encounters. There's even a podcast.
www.dungeonaday.com
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For Your Game: 100 Subjects for Tavern Chatter
By Alric, RPG Athenaeum
Tavern gossip can be a great source of Dungeons & Dragons
adventure leads, and more than one published adventure has
begun with the heroes overhearing something over a tankard
or two. Many experienced players have been conditioned to
listen for adventure leads in this manner, and some might
ask, "What do I overhear?" in an effort to glean a bit more
information about the adventure.
Often, the only information the dungeon master has on hand
for the heroes to overhear is pertinent to the adventure,
so he might provide more information than he should, or
provide the boring, flat answer of, "you hear nothing
interesting," which even the newest player will see as the
DM taking the easy way out of the situation.
It is for this reason that the list below was generated.
The next time a player asks what tavern patrons are
discussing, a quick percentile roll or five will fill the
place with lively chatter, some of which may even lead to
adventure.
This list is also available as a pdf:
http://rpgathenaeum.files.wordpress.com/2009/04/tavern-chatter.pdf
- Complaints about the weather: it's too hot to be
comfortable, too wet for the crops, too cold for good
hunting.
- One patron seeks advice about thatching a roof from
another.
- One patron comments on an article of new clothing
(waistcoat, shoes, gloves, hat) worn by another.
- One patron can't say enough good about his wife's recipe
for braised cabbage.
- Two women argue about who has better furniture.
- An old man found a strange article of men's clothing
under his young wife's bed.
- A young man has a toothache, and a toothless old woman is
giving him advice about what to do.
- A man and woman are talking about a book they both read.
- A woman is trying to teach a song to another woman, who
is obviously tone deaf.
- Two overweight gentlemen are engaging in a belching
contest.
- A very thin woman and very heavy man are playing chess.
- Two somber-looking fellows remember a recently deceased
friend.
- A man with very poor hygiene asks an attractive woman if
one of his sores looks like it's getting worse. The woman is
repulsed, and doesn't know how to answer.
- Two women are laughing about how one of their children
called the local tax baron "goblin face" that morning.
- Two craftsmen are resolving an argument they had at work
today.
- A merchant is saddened that he lost a silver button from
his favorite waistcoat.
- Three patrons argue about which is the best type of
wine.
- A peddler regales a small audience about audacious
fashions worn across the sea.
- Two very old men exchange obviously embellished war
stories.
- A miller mourns the death of his pet cat, which was the
best mouser he'd ever seen.
- A very thin man is talking about how his wife can't
cook.
- An ugly woman is giving romantic advice to the scullery
boy; she suggests that he use licorice root to sweeten his
breath.
- Two older patrons reminisce about their lives as
adventurers decades ago.
- One patron is deliberating with another about possibly
running for political office.
- Taxes, taxes, taxes.
- An old man is worried about his daughter. She just
doesn't listen anymore.
- Two merchants talk about the sermon they heard in the
temple that week.
- A patron talks about what she had for lunch that day.
- Two patrons complain about the condition of local roads.
- A farmer explains that he found an old dagger while
working in his fields.
- A merchant frets about the rising costs of doing
business.
- A patron is very tired; his infant child kept him awake
all night.
- A woman is convinced that her son is the next great
sculptor.
- A dairymaid is frustrated from dealing with sick cows.
- Two men, obvious bachelors, ponder where navels come
from.
- Three patrons, obviously active military personnel,
discuss siege warfare.
- Two young men talk about peat-cutters; one thinks that,
since they live in marshy areas, peat-cutters have spotted
bellies and webbed feet.
- Two farmers agree to have an ox race to determine who
has better livestock.
- One patron is getting legal advice from another.
- A harlot is flirting with a young man.
- Two court fops are wondering what games will be offered
at the next market fair.
- An inconsolable man weeps over someone finding and
taking his life savings from its hiding place.
- Two patrons are discussing why you should never trust a
locksmith.
- A table is debating whether or not the town needs more
watchmen.
- A very old man is telling a young man how to grow
walnuts without shells.
- A man complains that the flowers his wife uses to
decorate their house makes him sneeze, but she won't change
them.
- Two old men are talking about how elves reproduce. The
prevailing theory seems to be exposing dead elves to
moonlight; baby elves then crawl out of the corpse and start
climbing trees.
- A woman is worried that her son's pet snake escaped.
- A very hairy man insists that the town needs more
barbers.
- A merchant is afraid that a war may break out between
the heroes' home nation and an adjacent kingdom.
- Two men, already drunk, are composing a poem about mead.
- Two women, apparently scribes, argue about the shape of
the world. The stronger argument suggests that the world is
shaped like a peanut.
- Three townsfolk discuss how to grow the best radishes.
- An old man begins telling a ghost story that he's
obviously told a hundred times before, and everyone is
ignoring him.
- A young man is asking everyone who will listen how to
win a woman's heart.
- Two old-timers complain about how lazy youngsters are
these days.
- Two patrons talk about a "secret invention," but stop
when they see a hero looking their way.
- Two merchants are discussing conversion rates between
regional currencies.
- Three young people are talking about whether or not
dwarves float.
- Two intoxicated patrons begin arguing about who can
drink more. Bets are already favoring the smaller of the
two.
- A plain-looking man tries to flirt with the barmaid, but
she obviously isn't interested.
- Four patrons discuss which season of the year is best,
and each has a different opinion.
- A commoner talks about the one time he was admitted to
the king's palace, and describes how grand it was.
- A guardsman worries aloud about an escaped prisoner.
- Two women share recipes for squirrel stew.
- An old man swears that his oak tree talks to him at
night.
- A young woman talks about her recent visit with her
husband's family. It wasn't very comfortable for anyone
involved.
- Two patrons play chess. They don't say a word, but they
clearly don't like each other.
- A commoner boasts about his son beating up the guard
captain's son - then looks about furtively.
- A woman with poor hygiene explains to all who will
listen about the evils of bathing.
- A group of women complain about men.
- A group of men complain about women.
- In a booming, bass voice, a hunter tries to explain how
to move quietly in the woods.
- Two patrons quietly share a rumor that this tavern's
stew made a dwarf sick to his stomach.
- A young woman is discussing wedding plans. The first
item on the list is finding a husband.
- Three patrons argue about why dragons hoard gold. The
prevailing theory is that they burn everything else with
fire, and gold is a relatively soft metal for sleeping.
- A patron talks about his bottle collection with a
friend.
- Two patrons share a rumor about a local beauty eating
earthworms.
- Two women are betting about where a housefly will land
next.
- A group of patrons are dicing at a nearby table. One of
them is accused of cheating.
- Two women talk about a third woman, who is having an
extra-marital affair.
- A man is arranging for his son to be apprenticed to a
local blacksmith.
- Another man complains that his wife snores.
- A woman complains about the floors in her home; the
wooden floors are too squeaky, and the tile ones are too
cold.
- A woman wonders aloud why the town doesn't use magic to
remove sewage, instead of letting it flow down the middle of
the streets.
- Two fishermen talk about "the one that got away."
- A woman is describing a new dance to a young man, who
isn't really listening.
- Two music enthusiasts argue about who the best minstrel
in the kingdom is.
- A craftsman is crestfallen, since his dog bit his best
customer today.
- Four patrons try to establish which mushrooms are safe
to eat.
- A young man explains that wishing on stars doesn't work;
she married the other fellow.
- A wife is complaining about her husband's hunting
trophies. She can't walk from the kitchen to the privy
without being stuck in the ribs by an antler.
- One patron plans to build a fence around his cottage,
because his neighbors stare into his yard all day.
- An old woman swears that a blackbird winked at her this
morning. The bird must be a familiar of some sort.
- A very ugly young man with an abacus has discovered the
law of averages, and has come to the realization that if
there were thirty times more women in town, it would be
mathematically impossible for him to remain unmarried.
- A woman complains that a skunk has taken up residence
under her home. She blames her neighbor for luring it there.
- A man wonders why his son has to have a pet turtle - why
can't he just get a dog like everyone else?
- Another man is dejected because his wife threw all of
his belongings into the sewer.
- A woman is angry that her neighbor's child threw rocks
at her geese this afternoon.
- A watchman is annoyed that a notorious pickpocket
escaped from custody today.
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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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