Roleplaying Tips Weekly E-Zine Issue #481
Managing Mixed Monsters + New Contest
Contents:
This Week's Tips Summarized
Managing Mixed Monsters + New Contest
Game Master Tips & Tricks
- Write A 1-Line Idea For Every Area
- HackMaster Critical Hits Utility
- d6 - My Favorite RPG
- Fantasy Calendar Generator
- Favourite RPG: Zodiac
A Brief Word From Johnn
Gamer Lifestyle open again just for a couple days this week
You might be aware that Yax from DungeonMastering.com and I
run a comprehensive 5 month course on how to get your RPG
work published. It's a business course as well as a
publishing and writing course. It covers what you need to
learn and do to start making an income from your hobby. It's
a dream job for many.
For the next couple of days membership is open again. The
price has changed as well (I think you'll be pleasantly
surprised) plus we've made a couple of additions since the
last time we opened enrollment.
Read the details.
Also, Yax did a webcast recently where he chats with Brian
Owens, DungeonMastering.com manager. He tells you how to
break into the RPG industry and create an income from your
hobby, as well as how he got started. You can watch it now.
If you have any questions about Gamer Lifestyle, what's in
the course, how it works, drop me an email:
johnn@roleplayingtips.com
New Contest: What is your biggest GMing roadblock?
Erik @ Paizo sent me some goodies and I thought they'd make
excellent prizes. Plus, they kind of celebrate the start of
my new Pathfinder RPG campaign.
How to Enter: Email me what you feel is your biggest GMing roadblock right
now. What's stopping you from GMing? If you have a regular
game, what is stopping you from becoming an even better GM?
How to Win:
I'll randomly draw on April 6 the winners for these prizes:
So just email me your biggest game mastering hurdle,
stumbling block, or problem to enter by April 6.
New Pathfinder Campaign Begins
Thursday saw session #2 of my new Pathfinder RPG campaign.
My D&D 4E game is on hiatus for a little bit. I was away
much of Jan/Feb this year, and we didn't play in December.
So, with just a session or two left before the grand finale
of the 4E campaign, I felt it was best to start fresh this
month with the new campaign after such a long break. We plan
on finishing the Carnus 4E game with an all-day session in
the future, and wrap that campaign up.
Meanwhile, it's a whole new ball game with an urban sandbox
style campaign and first level PCs.
The setting is Riddleport, based on Paizo's city in their
world of Golarion.
I've customized it quite a bit. Eight crime lords still
govern the city, but I've picked new NPCs for them. There is
also a growing rivalry with various churches, merchants and
labour groups that chips away the crime lords' power. I've
also established a new truth behind the Cypher Gate. I'll
outline additional changes in another ezine issue.
My vision for the campaign is "Deadwood HBO TV series meets
Cerebus the comic meets the Malazan book series by Steven
Erikson.
While the PCs are 1st level, the average NPC level is 8.
That disparity creates interesting tension where hack 'n
slash will get you face down in the harbour pretty quick.
The lawless nature of the city means the strongest make the
rules. It's the ultimate opportunity for the bold, fast or
shrewd. It's also more forgiving of anarchic players used to
law-free dungeons.
The PCs have inherited an inn called the Silver Chalice. Two
days ago the group formed a mercenary company, as much for
mutual protection on dangerous streets as for earning gold.
Then the inn's owner was murdered, but he left some of the
PCs in his will as new owners of the inn and building.
So, the PCs are getting to know each other at the same time
the group learns the Pathfinder rules, the city of
Riddleport and world of Golarion, and sandbox style play.
We've been running dungeons and plotted adventures for a
long time, so this should be an interesting change.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Campaign Mastery
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Advanced Adventures #13 now in PDF & coming to stores soon
White Dragon Run is an OSRIC(tm) module designed for 4-6
adventures of levels 2-4. On the thin line between country
and chaos lies White Dragon Run, the last stop for the
civilized before the well-trodden road becomes the weed-
infested trail. There's a fortune to be made for the up and
coming adventurer with the strength, the wile, and the
cunning to strike out against dangers natural and unnatural.
Advanced Adventures #13
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Managing Mixed Monsters
By Brent P. Newhall
DMing combat is tough. Occasionally, though, we DMs get into
a hairy battle - the battle mat's fairly covered with
monsters, and several different types of monsters are all
engaging the PCs at once. Skeletal archers on scaffolds,
undead soldiers advancing, a lich trying to raise a mummy,
and maybe a trap or two in there for good measure.
How do you keep track of all that?
I've tried all sorts of things - initiative cards,
whiteboards, text files on a laptop; you name it. And over
time I've developed a slick hybrid system for running
battles with various types of monsters. It's pulled from
ideas I've seen all over the place, so I can't take all the
credit. It's easy, too, once you do it once or twice.
Step 1. What You Need
To use the system, you need some basic supplies:
* Stat blocks for each monster type
* Folded-over cards for each monster type and each PC
* A pad of paper
By monster type, I mean each different race or version of
monster. If your encounter includes 6 Orc Raiders, you only
need one Orc Raider stat block.
First, I work out how many types of monsters I'll have in a
battle. I then go to the Monster Manual, or the PDF thereof,
and photocopy or print a copy of that monster's stat block.
I then cut out each stat block and put them all into one
envelope.
So, I've got an envelope containing stat blocks for each
type of monster.
Step 2. Construct an Initiative Card
I take index cards, cut them in half lengthwise, and use
those to track initiative and basic stats.
Here's how that works:
- Take an index card, and cut it in half lengthwise, so
you have two long strips.
- Take one strip, and fold it in half normally.
- On one side of the strip, write a PC or monster name.
- On the other side, write the creature's name, AC,
Reflex, Fortitude, and Will scores. You now have an
initiative card for that creature.
You only need to do this once for each PC and monster, so
it's not like you'll have to re-build PC initiative cards
for every session. Heck, you can re-use monster initiative
cards from session to session.
Step 3. Set Up an Encounter
Once you've created the stat blocks and initiative cards,
you're ready to go. Here's how to set them up for an
encounter:
- Take out the stat blocks for this encounter and lay them
out in front of you on the table.
- Take out the pad of paper and put it in front of you.
Write the name of each monster (Orc #1, Orc #2, etc.) in a
column across one side of the paper.
- Ask players to roll for initiative. As they tell you
their initiative roll, place their PC's initiative card on
top of your DM screen, in initiative order. As you roll
monsters' initiative, put their initiative cards on the DM
screen as well. When you're done, the cards should be in
initiative order. Make sure the defenses are facing you!
If you have too many monsters to fit across the DM screen -
which happens frequently - make one card for a group of
monsters (Orc Raider Group). Roll initiative for the entire
group, but act for each monster in the group during combat.
For simplicity's sake, it's usually easier to act in order
from left to right as you're looking at the cards.
Step 4. Dealing With Damage
What you have at this point is a set of folded cards, in
initiative order, holding each PC's and monster's defenses.
In front of you are stat blocks for each monster type, and
a pad of paper with each monster listed in a column.
When someone deals damage to a monster, record that damage
in a row next to that monster's name. Further damage is
added to the total. The row starts out blank.
The fighter deals 6 points of damage to Orc #1? Write a
"6" next to it. Another 3 points of damage? Add 'em
together, cross out the "6" and write "9" next to it. Once
a monster goes beyond its HP limit, it's dead.
Do you see the simplicity here? No subtraction. I'm just
adding numbers. And I can easily compare them to the HP and
Bloodied values on the stat blocks. Much faster than
subtracting from an HP total, and because the monsters are
listed in a column on the pad of paper, a lot of monsters
can fit on one page. It's a rare battle that'll need more
than one page to list all the monsters.
Step 5. Tracking Conditions
Conditions also go on the pad of paper, if you're not
tracking that using other methods like condition markers.
Just write the name of the condition, and scratch it out
when the condition ends.
Even better, you're not writing on the stat blocks
themselves, so you can re-use them in future games. In fact,
unless you play a game where you throw every monster in the
bestiary at the players (not that there's anything wrong
with that), you'll only need to print out a few dozen stat
blocks total over the course of months of play.
Step 6. Handling Identical Monsters
There is the question of keeping track of which monster is
which; if you have six Orc Raiders; how do you remember
which one is Orc Raider #1 when they're moving all around
the mat?
I honestly don't have a good answer for this, though I do
have a few ideas:
- Put a differently-colored dot of paint on each Orc Raider
mini or token. It can fit into the mini's motif (a bracelet,
perhaps?), as long as you can easily tell the difference
between the colors from a distance.
Then, instead of numbering each monster, you use its color;
Blue Orc Raider, Red Orc Raider, etc. Fair warning: this can
make them look like Power Rangers.
- Collect a few of the plastic rings found on wide-mouthed
plastic bottles, each in a different color, and slip them
over each mini. See idea above.
- Tape a little flag with a number on each mini.
Do you have any ideas on how to handle that? Let me know via
Johnn at his email - johnn@roleplayingtips.com
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CAR-PGa (Committee for the Advancement of Role-Playing Games)
CAR-PGa is an international network of researchers into all
aspects of role-playing games - curriculum and therapy as
well as recreation. In the bad old days, CAR-PGa was a main
game defender as TSR didn't even care if D&D were spelled
correctly and GAMA waffled between defending and ignoring.
Those days may be back, but this time we have help. Our
members have published numerous papers, several of which are
in peer-reviewed scholarly journals. We particularly can use
translators for wider distribution.
You can get more information at CAR-PGa or
join our discussion at carpga@googlegroups.com or both.
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Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Write A One Line Idea For Every Area And Region
From: Mike Bourke
via Campaign Mastery
I like to write a one line idea for every area and region I
place on a map, and every culture, just in case I need to
improvise because the party has moved in a radical direction
(either geographically or in terms of plot).
My players are able to spot the delaying tactics and make a
big thing of my being caught short, largely because I've
been so successful at using these one line starting points
and thinking on my feet that I have a reputation of never
being caught.
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2. HackMaster Critical Hits Utility
From: Jan Monk
HackSACK is a JAVA GM Tool. It figures penetration and
D10000+, critical hits, fumbles, spell mishaps, turn undead
and more.
HackSACK is not as widely available as it was a few years
ago, since HackMaster is now onto a new edition and the
full version of the game is due later this year.
HackSACK
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3. d6 - My Favorite RPG
From: Leonard Wilson
West End Game's d6 System not only happens to be one of the
most under-sung RPG engines out there, it's recently gone
open license, inviting the gaming community at large to
polish it up and restore its luster.
Even better, they've released free PDFs of their core rule
books (d6 Fantasy, d6 Space, and d6 Adventure) and an
assortment of supplemental goodies, which can be downloaded
from RPGNow.com.
The d6 System is most famous as the engine driving its old
Star Wars RPG. It captured the fast, freewheeling cinematic
experience so effectively that I've yet to meet a gamer who
played it that doesn't still refer to it as the "real" Star
Wars RPG. Once you've experienced its elegant and adaptable
simplicity, it can be hard to imagine recapturing that Star
Wars feel with the rules-heavy d20 engine.
On the continuum between rules heavy and rules light, the d6
System neatly claims that no-man's-land between d20 and
FUDGE, the existing leaders in open-license RPG systems. And
while I'm a big fan of FUDGE, the increased mathematical
meat of d6 allows more room for character growth, making it
a stronger option for extended campaign play, or for when
you just feel like having a little more room to tinker with
probabilities.
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4. Fantasy Calendar Generator
From: Hannah L
A reader requested a custom fantasy calendar generator a
little while ago. Lo and behold, I stumbled upon one not
two days later.
Here it is.
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5. Favourite RPG: Zodiac
From: Christopher 'Frogg' B.
There are many free indie games out there, from the
classical console games turned tabletop like ZODIAC and
Returners (both Final Fantasy RPGs, the former much simpler
and rules-liter then the latter), to the comical like Risus
(Cumberland Games) and the StickGuy RPG series (1km1kt).
I like to state that, though many of the Indie RPGs are
free, it doesn't mean they're not worth downloading. Their
worth is in what they are about, what all RPGs are about:
having fun.
ZODIAC, for example, might be rules-lite, but it doesn't
take away from the fact that it's a decent Final Fantasy
RPG, and with some of the optional add-on rules, such as
the Guardian Force/Aeon system (my creation, I might add)
or the Better Skill system (by my friend Xaos, similar to
D&D 4E skills) makes it more of an RPG similar to
commercial RPGs.
If you ever have time, go take a look around the net for
some free RPGs and see if you don't find something of
interest. If you like Final Fantasy games then ZODIAC Or
Returners might be right for you.
If you like true fantasy RPGs, then there's Dark Fantasy and
Advent Magicka Rising. If you're in the mood for
superheroism, then there's Hero 8 by Mind's Eye
Publications. Are you silly? Stickguy and Risus are for you.
I would be very happy if you could either state in a small
section or dedicate maybe one issue to free indie games
around the World Wide Web. I'm pretty sure there are many
out there who would love to get their hands on some free
stuff like that.
I'll even provide you with a site to my favorite, ZODIAC
FF RPG.
And for their message board where you can find the
optional rules and add-ons not featured on the site.
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Pantheon Generator Portable
What's better than a free online generator? A free generator
that you can take with you wherever you go, with or without
internet. A generator that lets you edit results, save them
to a file, or print them directly.
The Pantheon Generator Portable is a standalone version of
the incredibly popular Pantheon Generator at Chaotic Shiny.
Create diverse, original pantheons with the click of a
button. The generator should work on all versions of Windows
and quite a few *nix boxes as well.
Pantheon Generator Portable
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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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