Roleplaying Tips Weekly E-Zine Issue #482
Instilling Common Sense Into Players, Part 1
Contents:
This Week's Tips Summarized
Instilling Common Sense Into Players, Part 1
Game Master Tips & Tricks
- Inconspicuous Numbering Of Miniatures
- Virtual Gaming Experience
- Monster Name Generator
- Art Resources
A Brief Word From Johnn
There Is No One True Way
This week's feature article is composed of reader responses
and advice to a GM experiencing character invulnerability
problems. His players think their characters can handle any
situation the GM throws at them.
The problem is the GM wants to use opponents the PCs aren't
ready to combat yet, but he does not want to kill PCs when
they try, either.
One take away I got from reading and editing all the
responses: there is no absolute solution to this situation.
We all have different GMing styles and expectations. Our
players are unique, as are our group dynamics. I encourage
you to think a bit about what kind of group you have, who
you are as a GM, what everyone's expectations and play
preferences are, and what players want to get out of your
games.
Then, as you read all the advice below, consider it a menu
of options. In there, hopefully, is a combination of
information that's right for you and your group. Not every
answer will apply. Some answers will be more suitable than
others. Those answers might be perfect for your neighbours,
though.
That's what makes RPG so great - we can play the game just
how we like it.
Contest Ends Soon: 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.
Strange Aweber Links
Last week I made a mistake when sending out the ezine. I
accidently left my listhost's link system turned on. That
replaced all the nice links with brutally long ones. Sorry
about that. The links are harmless, and you do eventually
get to the final destination.
When using Aweber's link system, I get a report on how many
of us click on the links (but not who - the report is
anonymous). Last issue, the click rate was 25%. That's
pretty high! Thought this trivia might be interesting to
you.
I'll be on guard against this when sending out this issue,
but if human error happened once, it'll happen again. So if
you see those crazy long aweber.com links, don't panic,
curse my name, and feel free to click.
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Twitter
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Instilling Common Sense Into Players, Part 1
Recently, I posted a request from a GM who needed help
putting the fear of death and consequences into his players.
Thanks to everyone who responded with tips and advice!
Below is the original request. Following that are all the
responses sent in.
The original request from mrmike65
I'd like to pose a problem I suspect is not unique among
DMs: invulnerable players. My players walk through my world
with the preconception there is nothing they need to run
from.
Scenario: Three characters are on a long, narrow bridge that
extends to a nearby island. They are halfway across when two
large mounted warriors leading a team of eight spellcasters
appear at the opposite end, heading toward them.
As the opposition nears, the characters see that the mounted
warriors are actually trolls in spiked plate mail, with
lances, riding oversized howlers. They can also see that the
hooded spellcasters are all over 7 feet tall, not human, and
actively preparing spells (waving of clawed hands and
chanting loudly, with a dark purple haze beginning to swirl
above their heads).
I did my best to make this group of enemies seem strong and
dangerous. The howlers are rearing and lunging to tear
flesh; they even use their howl special ability a couple of
times even though they are out of range. The trolls are
slamming their lances on their shields. Lightning plays
throughout the growing haze above the spellcasters.
What do the characters do? They run like good little
munchkins. It's a good move - except they're not running for
their lives, they're running to trap the enemy in the narrow
corridors of the complex behind them.
So, as the enemy approaches the PCs' trap, I have a couple
of stray ogres appear on the scene between the enemy and the
characters, just to have them instantly mangled by the
enemy. This was my last attempt to impart the message of
lethal danger. Only, I don't think the message was received
because the characters turn to face the enemy and "teach
them a lesson" (actual quote!).
Twelve rounds later, two characters are dead and one is
running for his life in dark, tiny passages.
It's been a while since I actually played a character, but
if I had been playing I would have kept running from the
first. Then found a way to neutralize the enemy or bypass
them all together.
After much thought, here are two reasons I can come up with
for this debacle:
- It may be I am too fair or too easy a DM, but I am proud
to say I view roleplaying as a cooperative effort between DM
and players - not a competition.
I like to challenge my players and not abuse them. My
players know I would much rather mangle and handicap a
character, forcing them to be more creative in their
efforts, than outright kill them. Instead of that two stone
block turning a character into a pancake, I'll make them
lose the front half of their right foot and deal with the
penalties.
- Video games reinforce the idea that there is an unlimited
supply of characters. It is true. I'm not going to tell a
player they can't play any more because their character
died. Players are not that easy to come by.
If a character dies, the player either resurrects it (with
all the standard penalties and due process) or makes a new
one (and waits until the moment is right to jump back into
the adventure, albeit in a different capacity).
By the way, this whole encounter was crafted as an attempt
to put the fear of the gods back into the characters,
because I had come to realize my group of players had become
complacent and bored. Every encounter and trap had become
mundane and ultimately non-threatening to the characters and
their quest.
So, the question is, how can I instill common sense back
into my players without compromising my cooperative
roleplaying ethics?
RPT readers respond
Players Do Not Flee Faster Opponents
From Jeff Groves
Johnn,
I've encountered Mike's problem before. I don't think his
players' reaction to his encounter reveals a lack of common
sense on their part; rather, a different reading of the
situation based on what they expected and certain traits.
Most players expect any challenge they face is to be
overcome, not avoided; it's a reasonable assumption if
they're going off standard heroic fantasy stories. Heroes
confront challenges, only cowards turn and run.
He also mentioned that two of the enemies were mounted. That
is a bad clue to insert into an encounter the PCs are
supposed to flee from. If the PCs are on foot, mounted
enemies will be more mobile than them. You do not flee from
an enemy faster than you, else you get cut down from behind.
Given those circumstances, I think the PCs thought they were
doing exactly what Mike wanted them to: retreat from the
powerful enemy to better terrain, then turn around to
confront them.
Here are my suggestions for making it easier for PCs to read
a retreat situation:
Reveal The Numbers To Them
Vague displays of power don't faze PCs; they live in a world
where humans confront dragons and win, and villains puff
themselves up with threats and displays before an epic
battle.
Try this sometime: give your players some random enemy
descriptions, then ask them to guess what level the enemies
are. How close to their actual level were they? Would acting
on that guess be fatal? The important difference between
when to retreat and when to fight is the stats hidden from
the PCs, not how the GM describes it.
Give PCs a way to guess their enemies' strength at a glance.
For example, D&D 3.5 lets you estimate an enemy's level
compared to yours if you succeed on a Sense Motive check.
This also puts the responsibility in the PCs' hands; if they
assume they can beat a threatening fight without checking
the level estimates, it's their fault. However, this may be
too metagame for some GMs.
Superior numbers often work. PCs that'd charge three trolls
would think twice about attacking 50 kobolds, even if both
encounters are the same difficulty. Using the example above,
including a dozen mounted trolls instead of just 2 might've
given the PCs the right idea.
Superior range works even better. If the PCs are getting
hammered and can barely return fire, it's an obvious sign
they're out matched for this fight. What if the cloaked mages
had started casting lightning at the PCs from the other side
of the bridge, while the trolls stood guard and prevented
the PCs from getting close to them?
Nullify The Disadvantages Of Retreating
In D&D 3rd & 4th, for example, retreating from an enemy with
the same speed as you is suicide; he will always be able to
match your speed and end up adjacent to you. Then when you
move, he breaks out the opportunity attacks. You're cut down
from the back without laying a finger on him; you should've
just stood your ground and fought.
Retreating from such a situation would require a PC to stay
behind to cover your retreat. How many players would ask
another player to give up his PC to save them? They'd rather
take their chances and fight to the death.
The slower an enemy, the more viable retreat is. Superior
numbers and superior range also make retreat tempting: large
groups are more likely to be slowed down by their sheer mass
(especially if they're trying to squeeze through a choke
point), while superior range dissuades PCs from dancing
circles around the slower enemy and picking them off from
afar. If you want them to retreat, toss them a powerful, but
slow, enemy.
Wear Them Out First
Players expect to take on anything if they're fully rested
and prepared. If they're already low on spells or health,
they get much more cautious. Tossing a dangerous enemy at
them when they're looking for a place to sleep, or sending
in reinforcements before they've recovered from the last
battle, is a great way to make PCs retreat until they're in
better shape.
Let Them Notice The Enemy First
Retreat is one of many ways to avoid an enemy. It's easier
to avoid an enemy that doesn't know you're there. Let your
players see dangerous enemies first and they're more likely
to avoid them.
Give Them Another Way Around
If a deadly enemy blocks the only path (or only bridge) to
their destination, a fight with them is inevitable. Give
them an alternate path; they'll think twice about attacking
an enemy if they have an obvious alternative.
Be The DM You'd Want To Game Under
From Brandon Echols (AKA Beef Supreme)
I've faced this problem as well, but to solve a problem we
first must identify it. I don't think the players suffer
from a lack of vulnerability or common sense.
An example of either of those problems would be a third-
level party taking on an ancient dragon, or jumping off a
bridge because they didn't think the laws of gravity would
apply to them (and with no feather fall spells enacted,
either).
Rather than a lack of vulnerability or common sense, what I
think is happening here is a threefold problem of in-game
knowledge, DMing style, and DM perception. This is easy to
fix when you approach it systematically and slowly, but when
a DM gets concerned and goes from forgiving to brutal, PCs
often die quickly and little is solved. Here's my own take
on it.
Surprise With Custom Creations
First, it is clear there are no serious threats to the
characters as perceived by the players. They're metagaming.
The players know their characters are going to live, they
know all the traps and monsters, and they know they can roll
up a new character if their current one is killed. Thus,
out-of-game is knowledge brought into the game.
Easy solution: prompt them to question their own knowledge.
If they think they know how to fight trolls and ogres, then
make the next group of trolls and ogres different. You are
the DM. You are the final arbiter. Challenge what they
assume. Craft a new monster, invent a new trap, blast them
with a custom spell.
If the world is non-threatening, then make it a lot more
hostile. If you think you are too soft, then gradually get
tougher with them, and remember that you have to fracture
the sense of security of the player, not the character.
Sometimes You Need To Lead, Other Times, Respond
Second, you're attempting to anticipate specific responses.
When you say "crafted as an attempt to put the fear of the
gods back into the characters" I have to state that a better
example of the "players never do what you want them to do"
cliche is rarely found.
This is going to happen time and time again, so you'd better
get used to it. The most masterful, deviant, ingenious DMs I
have known have occasionally thrown up their hands in
despair at the antics of a party that just won't go along
with the plan, so to speak.
It wouldn't be a cliche if it wasn't true, and the trick is
to get the players to do what you want without them knowing.
There's a lot of information on roleplayingtips.com on this
very topic. Read through the GM Archives. Learn to run the
game on the fly when need be, and don't trap yourself by
over-planning for a specific end.
Sometimes, you need to DM the game in response to their
actions, and sometimes you need to lead it. It's up to you
to determine the right time for each.
Be The DM You'd Want To Game Under
Third, and perhaps most importantly, you said: "if I had
been playing I would have..." Well, not to put it harshly,
but your players are not you, and although they are in your
game, their actions and decisions are their own.
Neither side is inherently right in any way, shape or form,
and you have to get used to this as well. You can't base
your game on what you think a player should do - a game of
that nature is doomed to failure.
You have to set a scenario and react to their actions, and
not let your biases or preferences creep into things. Be
impartial, fair, fun and engaging: if you can handle those
four things, even the most jaded players will come back to
life.
When you are playing instead of DMing, then play as you
like...and let your players do the same. Be the DM that
you'd want to game under, yourself.
Remember that when they say things like "let's teach them a
lesson!" you are reaching them, and they are roleplaying.
That's a good thing even if it's not what you planned out.
You can use that force instead of opposing it.
If they were bored and complacent, then I'd suggest changing
game systems for awhile, or something similar...but I don't
think that's the case.
I think they're just a bit too secure in their knowledge of
the game world and the specific game you are running...and
perhaps of you, as well.
I suggest you challenge their security in-game, that you get
more dynamic in your DMing style, and that you break away
from a preconceived notion of the right course of action on
their part. Get creative, get unpredictable, and have fun!
Give Them A Recoverable Warning Shot
From Ryan
Mangling your PCs is always an option, but I prefer an
initial thrashing that temporarily cripples players' chances
of winning the battle while still giving them a chance to
run. This allows them to trust you aren't going to alter the
baddies just to make them lose, and not permanently cripple
or kill them.
The GM Needs To Create An Illusion Of Risk
From Tim W. Brown
So, the question is, how can I instill common sense back
into my players without compromising my cooperative
roleplaying ethics? It's an interesting problem. Being a
fairly soft GM myself, I sometimes wonder about this also -
the balance between maintaining tension and keeping players
in play. It's not just video games which create an
expectation of unlimited characters, but almost all popular
entertainment.
Model TV Shows
In movies, TV, even novels, it is rare for the hero to die,
especially before the great climax. TV series are especially
notable for this - you absolutely know, as each episode
begins, that Captain Kirk is going to survive, and almost
certainly emerge victorious over the threat of the week.
That doesn't mean the show is boring. What we look for in
stories is not for the heroes to suffer death or other evil,
final fates; it's the heroes facing the risk of death and
suffering, and coming through it with some kind of victory
(noting that "victory" has some widely varying definitions).
What we want is not for our RPG characters to die, but to
struggle and face the risk of ruin, failure, or death.
The phrase "illusion of control" comes to mind. Typically,
the GM is really in control of the flow of the game, but it
is important to allow players to think they are influencing
events.
Similarly, the GM needs to create an illusion of risk: the
feeling among the players that they could fail this time,
that this could be the TPK, that they went one step too far.
In our heart of hearts, we're not looking to kill off PCs
just because. If that was our goal, it would happen every
session - just add more monsters, roll extra damage, throw a
purple worm at the newly-minted first-levels. That's not
even amusing when you really do it, and you probably won't
be GMing anyone for long.
How do you instill common sense into players to give them a
sense of risk and vulnerability? Do TV and movie serials do:
arrange for interesting things happen to the PCs and enjoy
how they get out of it.
The Journey And Its Struggle Is Key
Like that old saw "life is not a destination, it's a
journey," the fun is not so much in the ending as it is in
the process of getting there. That's where the GM gets to be
inventive, manipulative, and even cruel.
If the players take on a group too powerful for them, let
them lose. Many game systems distinguish between knocking
out a character and killing her. Most will have a margin
between the time a character is out of action and actually
dead.
The GM can use this to turn a TPK into a TPC - total party
capture. The PCs lose the fight, but their story does not
end there - hardly! Capture and escape is a standard trope
of heroic fiction, and is rarely explored in RPGs (getting a
group of PCs to surrender is one of the most difficult
things to accomplish for a GM, far harder than arranging a
TPK).
Putting the PCs into a situation where they have little
control over their movements, none of their precious gear,
and perhaps are separated from each other makes them work in
very different ways than they are accustomed.
Examples Via NPCs
Another way to instill common sense is to provide examples
via NPCs. Have NPCs surrender when it is clear they are
losing; have them offer a deal - some kind of ransom or
promise of future assistance. And - this is key - have them
keep their word! It's too tempting to have the prisoner
attack the guards, or the villain break his promise. While
that might feel good at the moment, it confirms the
expectation that bad guys are just bad guys, and there's no
reason to do anything but kill them (and double-tap 'em,
Zombieland style, just to make sure).
At a potential TPK, have the villain offer the PCs a deal.
Make sure it's a worthwhile deal, not just "if you give me
all your stuff, I won't kill you." Players are almost as bad
about giving up stuff as they are about getting captured.
Again, have the opponents keep their word. The idea is to
open up alternate endings for the encounters than total
slaughter. This allows for more creativity for ending the
encounter, but also gives room for recurring NPCs, with
favors owed back and forth, and potential temporary
alliances between enemies.
This also give more room for role-playing and plot-hooking,
and potential resources for PCs to call on in the future.
(To be sure, villains who keep this sort of promise do not
turn into good guys, and they can certainly work against the
PCs later on - but not until they've kept to the deal to at
least some extent.)
Be Ready To Continue When The PCs Fail
Finally, I quote one of my GM friends. "Don't make them roll
dice if you can't handle their failure." The GM should be
prepared to carry on the game if the PCs fail at any point.
It's easy to fall into (or stay stuck in) the idea that each
encounter is do-or-die.
The adventure (let alone the campaign) should not come to a
screeching halt just because players made bad choices (let
alone flubbed a few die rolls).
In a campaign, the GM should be ready to continue when the
PCs fail, whether in combat or in skill checks. If the only
options are the PCs win or we quit playing, the tension
becomes merely tension, rather than creative tension.
If the only consequence of failure is destruction, players
lose incentive to take risks and try new things. The game is
pushed toward a contest of min-maxing and engineering rather
than storytelling and character expression.
While some people may prefer one extreme over the other, I
have found my own preferences (and those of most people) lie
somewhere between the two.
Thanks for listening.
Players Rarely Want To Play A Coward
From Mark of the Pixie
"My players walk through my world with the preconception
there is nothing they need to run from."
It's a common problem. However, the scenario bridge fight
described doesn't have all the necessary detail. If it is in
a game of Exalted, then the PCs should have charged. If the
PCs where 20th level D&D 4E, then they could probably have
stood their ground without fear. If they where AD&D level 1,
they should have started running much earlier.
Players base their actions on their characters'
personalities, the tropes of the genre and past experience.
Each of these often tells them not to worry about death.
- Characters' personalities - it is rare to see players who
want to play a coward. Most PCs are powerful and fearless.
Part of this is wish fulfilment, part is because it's what
is supported by the game.
- Tropes of the genre - most games are based on heroic
stories, whether books, movies or whatever else. Losing is
just not done. Frodo wasn't killed by Gollum on a lucky
roll. The trash compactor didn't kill everyone in Star Wars.
- Past experience - PCs often win against terrible odds. Why
should this fight be any different?
Note, none of this applies to the old Call of Cthulhu games.
In those games, PCs expect to be scared, and often expect to
lose, so running away is sensible (if futile). If you want
to put some fear of the GM into your players, a good place
to start may be to look at the tone and atmosphere of horror
games.
"So, the question is, how can I instill common sense back
into my players without compromising my cooperative
roleplaying ethics?"
Unfortunately, you already have. By fudging and keeping PCs
alive, you have taught them their characters will always
survive, even when it's not sensible. Therefore, common
sense for those characters, in that world, has been
redefined as behaving with reckless abandon.
I suggest you do not suddenly raise the lethality level. If
you normally run a light game where the PCs can leap into
danger without fear of death, then suddenly springing a high
lethality encounter on them will be as shocking as a razor
blade in your donut.
Try raising your concerns at the start of the game and
saying you will not be fudging for them any more. Reiterate
that many situations and all combat and traps are
potentially lethal.
Just say:
"Are you sure?"
"You realise this may kill your character?"
"Do I have your permission to kill your character if you
botch this?"
"Your character realises they are likely to die if they do
this."
"That could kill you outright."
Such verbal reminders can slowly and gently steer PCs back
to more sensible behaviours.
You could also try leading by example. Have a trusted and
respected NPC act in a sensible fashion. If the great
warrior Lord Tanos yells, "Run you fools!" and hoofs it,
then the PCs are likely to see it as a good plan. The risk
is the PCs dismiss your NPC as a coward and ignore him from
now on.
Another idea I have seen work is to actually keep the PCs
invincible, but add a cost per use. I had a PC who I made
invincible, but each time he should have died, one of his
family or friends did instead. He was far more careful with
their lives than he had ever been with his own. This allows
you to keep fudging rolls for the PCs and the story, but by
putting a cost on it you keep it in the game and the PCs
will try to avoid it.
Do Not Make Your Game A Casino Or A Courtroom
From BertrĂ¡M
mrmike65, I might be seeing the issue here. As you later
correctly remark, video games have given players in general
an unlucky view on the gaming. They are used to being
strong, and the enemy either weak or just strong enough to
be challenging.
I'd check though whether you have not made the same mistake.
I've met a few GMs who did the very same thing, with the
small difference that their groups were used to that and
actively expected and wanted that sort of gameplay. Just
have a moment of self-reflection before self-improvement.
You obviously have something against your players feeling
like gods and that's a completely valid point, but first
double-check it wasn't you that made them so.
Players Get Used To Things
The problem lies in players getting used to things. A scary
monster followed by 10 progressively stronger, slightly
scarier monsters will make the players feel right at home
meeting the 11th scary monster, slightly stronger than the
10th. If you suddenly make the 11th monster too strong, the
players will not expect it.
This is not a good thing for a lot of groups. Striking fear
into your players should not be done with crunch alone.
The thing with dangers in fantasy RPGs is, there is very
little hint as to how dangerous they are. Ninety percent of
everything is always horrible and scary, and the rest is
split somewhere between pretty and eldritch, which actually
makes players more suspicious.
This is all very much up to GM discretion. One might
describe a flower as calming and serene, but it turns out to
be a plant that has already drugged them and intends on
eating them. The issue here is that players tend to lose
track of things they're permanently surrounded by.
You mentioned you liked to not straight kill off players
with things that would normally do so. This begs the
question, what sort of old-school trap setup have you
combined with what new-school gameplay? It seems like a
stark contrast. Consider that, if being squished between two
slabs of solid rock doesn't turn them into paste, they will
always be able to say "well, we've faced worse."
At the point where you presented the ogres, I think the
players were not caring anymore. You've just presented them
with a foe you described as scary. They didn't take your
word for it; why would the slaughter of the ogres be any
different? You just confirmed these monsters are at a level
above ogres. No surprises here, certainly no fear. (I'm just
assuming the PCs were more dangerous than ogres.)
Look For Patterns
My suggestion: look for patterns and attempt to avoid them.
Do not simply look at the sequence of numbers (monsters) and
change the last one. Try doing something that the sequence
has no authority over. "Out of the box," to quote marketing
people.
In league with the latest tips, my personal preference for
this would be disease.
Think about it. Their weapons are utterly useless against
it. Classes with low Constitution, possibly the otherwise
stronger magic-users, are suddenly met with something they
can't deal with. It doesn't fight the players, per se, yet
it can hamstring them into being little more than delusional
weaklings, walking into their doom, incapable of anything.
Maybe use the feared cockatrice, or less creatively, a thief
taking their weapons. Shake the pillars of their strength in
a way other than heads-on assault, the way they are so
accustomed to using.
Avoid Crunch vs. Crunch
Most of all, do not use crunch against crunch. Simply put,
you'd win, mechanically, but morally the players would win.
As a GM, you have all the ropes in your hand. You can say
"one million hit points" just like that. You are wielding
this power and with great power comes great responsibility.
This is not just a comic reference, I mean this literally.
You are responsible for the fun of your players.
True, you are not completely responsible. Players carry some
responsibility too, they even carry some for YOUR fun. If I
were to say "your game", I'd really mean, "the game that
you, but also your players are playing." I can't repeat this
often enough: in an RPG session, everyone is responsible for
everyone's fun.
Crunch, really is only numbers. Crunch is just something you
put on fluff to make the game a non-free-form game. At the
basis, nothing should ever be a meaningless stat block.
If you decide to go down the road of answering stat block
with stat block, you'll actually be playing a combat
simulator, not an RPG. Some people might like this, some
might not.
I have considered myself in love with war games and cold
hard rules for a long time, but I came across my FattyDM,
who really put the "videogames" in "tabletop RPGs are not
videogames." I now consider a modicum of fluff to be always
appropriate.
It's an uncreative way of playing to only throw stronger
enemies on the railroad in front of the players. This way if
they lose, all losses are to nothing but dice.
There is no interesting middle ground for crunch versus
crunch fight. If the enemies are weak, the players defeat
them and might take a bit of pleasure from that. If they're
too strong, they lose and they don't have fun. In the
middle, it's a random dice-fest, a casino you own and have
completely rigged. What you say goes.
Add Non-Rules Details
If fluff gets into conflict with crunch, there is
interesting stuff to it. Fluff, literally the "thing" that
there are no rules to, cannot be calculated. The players
should not be able to use any mechanic to handle it but
their own fluff.
When you have a conflict of two fluffy components, then, and
only then, you should give them a cover of crunch. Notice
the word "conflict." If your players are not having problems
with doing something, they just succeed. Say yes, as it
were.
Why do players roll all those silly numbers for their
character sheet? Only to be prepared if the need for them
would arise, so that you don't have to check the rules and
calculate them when you're in the middle of a game that
should be fast-paced. The things you never use? You probably
didn't need to ever roll them, and if all players of a game
agree that something is completely useless, it should be
taken out of the rules and the character sheets in the next
printing.
Your characters, and anything with any kind of stat block,
are, at their core, always something other than that
collection of numbers. The numbers only come into play on a
need-to-know basis, as opposed to fluff which is in-game all
the time. The Monster Manual only has numbers and stats to
give you quick access if you need them -- never to give you
a picture of what a monster is like. That's what the fluff
is for.
For example, the unicorn is not "STR 8." He's strong and
could pull incredible weights. The block of concrete isn't
"Weight: 10," it's just very heavy. If the unicorn happens
to want to pull the block of concrete, it can't; there's no
way it could tie a rope around itself and then around the
concrete. It's got no hands.
This isn't a case of "Disability: no hands, see pg. 219."
It's a case of being born with hooves. If someone were to
tie the rope in the fashion the unicorn wants it, then it
might pull the block. Probably doing so without rolling,
because right now we are just picturing a unicorn tied to a
slab of concrete, and a helpful fellow standing somewhere
out of the way.
If he were to be pulling the slab of concrete to open a gate
leading to a cave in which the fellow and him were to hide
from an impeding sandstorm, that might require a roll. There
was some little roleplaying when it came to the "no hands"
issue, so I'm pretty content with what's going on.
If the dice were screwing around with the unicorn, and the
sandstorm would be starting to be a serious threat to our
heroes' health, I might fudge the rolls. Even better though,
I'd love for the players to start getting creative. "I'll
look around, maybe there's another way in," might the fellow
say. Maybe there's a bit of wood around, so the character
might try to lever the concrete away.
The characters got inside, not by their stats or rolls, but
by acting outside of what rules govern. I think it was much
more enjoyable than rolling the solution out, or even going
as far as to say "I roll Int to make a clever plan."
Returning to the matter at hand, the gentleman with the
overpowered characters - particularly if your players are
too strong for mechanics to handle - do something that is
beyond mechanics. I'm saying "beyond" because just making
something that is mechanically superior is like saying "I am
the GM, I wield the power, I declare you all dead," and much
worse.
Players might decide to loophole their way out, making the
game a courtroom. Again, the courtroom is a casino you own.
It's silly to have a court there. This is a bad situation
and you shouldn't be in it.
If you use fluff, if you use something to which no rules are
to be applied, you are putting the players, at first glance,
in front of the "declare all dead" situation. A closer look
might suggest you are now engaging them to do something
beyond crunch. No-one ever has "optimal" fluff. No one can
ever min-max his fluff to be a "build."
It's simple things. A letter; "Your character's mother has
died due to an illness." How does the character cope? If the
player says "I roll a Will save," he's a sad case. Make him
give you an impression of what is going on in the mind of
the character. If he can, ask him to roleplay what his
character does. (I'm saying "if he can" out of experience
with video-game groups.) Don't let him roll. Be clear on
this. There are no rules in the book for handling your PC's
mother's death, i.e., "No, this rule is not applicable, what
do you do?"
"What do you do?"
Back to basics.
Don't fight crunch with crunch; in that battle, no one wins.
On a final note, as to what you wanted them to do, I
probably missed something, because running away to lure them
into a trap seemed like what you had wanted them to do and
what they actually did. I'm picking up a lot of duality from
you. Self-reflection; it is your word of the moment.
Keep The Party Guessing
From Darren Blair
In my experience, the situation often comes down to a matter
of complacency. As players gain experience and campaigns
progress, all too often, players will adopt a "been there;
done that" mentality; if they've never lost a battle before,
they'll start to assume they never will lose one.
This is especially true in cases where the GM has put them
up against the same opponent or type of opponent one too
many times. For example, imagine a D&D campaign wherein the
players fight wave after wave of kobolds. Players start to
get lazy and let their guard down, especially if they've
fought against something often enough to where they have a
vague idea of what to expect on each and every occasion.
The best solution? Keep the party guessing. Every so often,
throw them a curve ball, one in which they might not expect
but is still plausible given the campaign setting. Don't
make them something so earth-shattering or unbalanced that
the party has no hope of winning. Rather, make it so that if
the players aren't careful they'll get stung rather badly.
Is the party a tank crew during WWII? Let them encounter a
squad of infantry that boasts a bazooka.
Is the party a group of D&D adventurers clearing out a
goblin cave? Turns out that the "king" of the tribe is an
ogre mage who isn't exactly thrilled about having his
followers wiped out.
Don't do this every session, though. Make it random, or else
the party will expect this as well.
Chose Rules That Match Your Needs
From Marc Gacy
To play devil's advocate, I would argue that most game
systems are set up specifically to punish characters who try
the "discretion is the better part of valor" approach.
Attacks on withdrawing, tactical movement rules that favor
re-engaging enemies, the lost rounds by trying to run rather
than fight, there isn't much incentive to do anything but
stay toe-to-toe.
Players aren't stupid. Just like sending out a lone scout is
a good way to lose a scout in most games, players learn that
trying to run away is a good way to get their character
killed AND be labeled a coward. Not much fun to either of
those outcomes.
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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.
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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. Inconspicuous Numbering Of Miniatures
From Derek Carmichael
I love miniatures. Collecting (and sometimes even painting
them
) for use in any RPG in which I remotely have an
interest.
Back in the dark ages of gaming, I was prone to using
various dice to number the miniatures on the battle mat. But
that had a whole host of problems. You have to remember to
move the die with the mini. Sometimes the dice get mixed up.
Players bump the die and change the number.
This often left me scratching my head, trying to remember if
that was Orc #3 with the medium shield and battle axe, or
Orc #4, the shaman.
Several years ago, I came up with a very useful cheat to
allow me to number minis without even the players being able
to figure out how I keep them straight.
I devised a simple numbering system for scenic elements
included on the base of the mini.
I have over a dozen identical giant rat minis which I've
attached to 1/2" round bases. Even though I planned to paint
them various colors, I still wanted a way to be able to
exactly identify each one.
I created a simple system using easily visible scale (as in
relative size) rocks on the bases. There are two types of
rocks: small and large. Small rocks represent 'ones' and
large represent 'fives'.
Therefore, a giant rat mini with one large rock and two
small rocks on its base is giant rat No. 7.
The 'basing' materials I use are just two different sizes of
model railroad talus.
Once you've started this system, it's easy to add minis to
the horde! You could even add a 'tens' marker if you needed.
(Okay, a bit lengthy for a summary...)
The markers are limitless and not limited to rocks. Just
think of the standard environment for the creature and use
that to inspire the 'base' elements used for numbering. For
example, swamp creatures, could use plants or puddles or
lily pads or twigs/logs; underground creatures, mushrooms;
forest creatures, bushes; plains creatures, clumps of grass;
and so on.
But don't limit the basing material merely to its size or a
specific material. Two 'base' elements of the same size but
different colors work just as well.
So what are your waiting for? Get painting those mini's and
unleashing them on your players! Now, where did giant rat
No. 14 run off to?
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2. Virtual Gaming Experience
From Brent Newhall brentnewhall.com
Can a table full of chatty RPGers, deep in a session,
integrate one player who's playing virtually through a
laptop and a webcam? I found out.
First off, I love technology, but let's be honest: tech has
its limitations. And not just in the sense of "features not
yet implemented;" tech and gadgets just aren't appropriate
for every situation.
So, when a member of my RPG group left for a few months but
volunteered to be available via Skype video chat, warning
bells went off in my head. I went through my checklist - was
this person technologically competent? Yes. Was this person
responsible enough to stay focused during a session? Yes.
Okay. I figured it was worth a try.
We used Skype video, the player on a PC laptop and me on a
Mac laptop. The Mac has an integrated webcam, so I had no
configuration to do on my end, thankfully.
On the day, about ten minutes before the session started, I
connected to the house wireless network, and called the
player on Skype. Once we were connected, I full-screened the
video chat window, and put the laptop up on a set of books
so it was about head-high. I then tilted the screen down a
bit, enabling the player to see the playing surface and the
rest of the group.
How'd it go? Very, very well. The player was able to see the
battlemat - though vaguely - and what other folks were
doing, and kept up with the game the whole time.
I did learn a few things:
- "Friend" the player on Skype beforehand. In fact, do a
test run on Skype beforehand, to ensure everything's working
technically. You really don't want to be diving into your
computer's settings 5 minutes before your game's supposed to
start. I didn't have that problem, but I can see it
happening.
- Know your player. I first attempted this with a great
player, one who is always focused at the table. We later
tried this with a player who was easily distracted and doing
other things at the time, and he wasn't available half the
time.
- Have power. I forgot to bring my laptop's power cord, and
the battery's been acting up, so the laptop ran out of power
halfway through the session. We had to use another player's
laptop, which had a very soft mike. That brings up another
point:
- Check your microphone quality. Many cheap mikes are okay
when each person is a foot or two from the computer, but at
a table players are yards distant. When we had to switch to
another laptop, we discovered the microphone quality on it
was so poor we had to spend much of the rest of the session
shouting into the mike and repeating ourselves. Not fun.
- You need a good 'net connection on both ends, and properly
configured computers. Don't assume your laptop will work on
someone else's home network; check first.
- Be patient. The virtual player had to remind us to move
her character's token, and it was a bit difficult tracking
conditions applied to that character. It was no major
hassle, but it did slow down play in ways we didn't expect.
Overall, though, it worked.
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3. Monster Name Generator
From Loz Newman
Stuck for a gloriously kitcsh name and title for your
Ultimate Chaos Lord Boss Monster?
makememighty.ca
(In small doses.)
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4. Art Resources
From Kate Manchester
www.deviantart.com
Membership is free, and the images are simply awesome.
You can also try www.webshots.com
Though these are photos and not artwork. Some are
professional, some are done by members.
From John Gallagher
www.imagenetion.com
This is a terrific site for lots of fantasy and sci-fi art.
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Tavern Tables
Tavern Tables is a short, free ebook full of dice tables for
rolling up taverns. Lists of adjectives and nouns give you
names like "The Greedy Zombie Inn," and further tables
provide food and drink price and quality, the bartender's
disposition, and interesting patrons.
There are also tables for brawling and drunken shenanigans -
does that PC who had a little too much wake up missing a few
silver, with the mayor's daughter, chained in a dungeon, or
all of the above?
Tavern Tables
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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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