Roleplaying Tips Weekly E-Zine Issue #496
How To Run Ripping City Encounters - 3 Tips
Contents:
This Week's Tips Summarized
How To Run Ripping City Encounters - 3 Tips
Frozen Empires: Glories of the North
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Sign up today - and while you're there, check out the
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Frozen Empires: Glories of the North
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A Brief Word From Johnn
A Brief Word From Johnn
Two Sentence City Encounter Contest - More Prizes
To celebrate upcoming Issue #500 for Roleplaying Tips we're
holding a contest: two sentence city encounters. I do not
think we will get to 500 entries though, based on the number
of entries received so far, which is a bummer. I hope it is
because everybody is too busy GMing these days to enter -
that would be awesome.
There is still time to enter though, and a few additional
prizes are now available thanks to generous sponsors. So if
you have some spare minutes, brainstorm city encounter
ideas and send them in. Chances of winning are pretty good
right now!
To enter, send in city encounter seeds and ideas 1-3
sentences long. Each encounter should contain some conflict
to make it interesting to play. For example:
- A poisonous animal has slipped into a potter's store and
the owner hires the PCs to kill or capture it without
breaking any of his wares that line walls and shelves.
- A shadow demon is summoned to assassinate a bard during a
performance. The bard sings of the mistakes, ineptness and
evil deeds of the PCs. Do they intervene when the attack
happens?
- A nervous merchant hires the PCs to escort him and a wagon
load of goods to the port where his customer waits. Thieves
wait until mid-way through the exchange to take advantage of
the chaos of port crowds and potential argument of whose
gold was just stolen - did the exchange take place before
the attack or not?
What Can You Win?
All told, there are 20 prizes up for grabs.
Multiple entries give you more chances to be randomly drawn
for a prize. Let's try to hit 500 random city encounters to
celebrate RPT #500.
Email entries now to johnn@roleplayingtips.com
Want To Write Some GM Tips?
I have a few reader requests and article ideas queued up
that need some love. If you enjoy writing GM tips and have a
bit of time this month, drop me a note and I'll send you the
topics for your consideration.
10 Pick Pockets Contents
This edition features the first batch of content from the
Pick Pockets + Hook contest. Look for more in the future (as
well as entries from previous contests), and then some kind
of collected resource at some point.
Contest topic ideas are always appreciated. What would help
your game? If there's something we can all pile on to lend
you a hand, let me know.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Campaign Mastery
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Reader Tip Request: WWII Supers Campaign Ideast
RPT reader Sean S. sent me this request:
Johnn,
Ok, now I got a request for assistance.
I will soon be running my first super heroes game and am
looking for ideas. My setting will be in the 40/50's in a
war-torn Europe. I'm going with a alternate timeline where
Germany didn't attack Russia, and they eventually took over
most of central Europe. The German advance was only halted
with a nuclear bomb dropped by the US.
The supers will be part of a group known as The Corps,
fighting stealth wars with German, Russian and Japanese
super soldiers - part of ongoing experiments to develop a
new way to crush their remaining enemies.
This setting gives me a lot of options for a noir/pulp
setting - gritty and dark. I want to portray the heroes in a
dark horse context, sort of like the A-team, outlaw heroes.
So, here's my question, got any campaign ideas? Plots,
encounters, villains suggestions?
If you have any ideas for Sean, let me know:
johnn@roleplayingtips.com
Thanks!
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forget to pre-order your copy of Sorcery & Super Science!
www.xrpshop.citymax.com
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How To Run Ripping City Encounters - 3 Tips
By Johnn Four
1. Give City Encounters A Backstory
To make an encounter compelling it needs a backstory. Create
a layer behind what the players see, which they can peel
back and discover if they so choose. This adds depth,
exploration and player control to your urban games, while
keeping things manageable behind the screen.
For example, here's an entry from the City Encounters
contest currently running:
There's a new homeless guy in town, and all the stray dogs
follow him around, bring him food and pretty much do
whatever he says. One of the strays tries to take a hero's
purse.
You could just run this fun encounter as-is without further
development. The PC gets his purse back or not, dogs die or
not, the homeless guy escapes or not. End of encounter.
Better though is to explore this a bit further. What's this
guy's backstory? You've got a natural hook embedded in the
encounter - the NPC's command of the dogs. Let's use that.
Does he have a mystical ability, a natural talent or
something else? How is he so effective with the dogs?
I prefer circling back to using existing game rules whenever
possible for several reasons I won't bore you with, so let's
say he has an exceptional Handle Animal skill. This choice
presents a mundane answer but with interesting consequences.
- In a D&D world, he must have levels in an NPC or PC class,
or racial levels, to qualify for higher ranks in the Handle
Animal skill.
- In some non-D&D systems, we might interpret this as having
either previous experience (earned character points) or a
skewed personality (optimising for Handle Animal burns many
of his character creation points, leaving him a bit
polarized).
- The related character ability or stat for Handle Animal
might also be high to give him an additional skill check
bonus.
- He might also have a feat, talent, boon or benefit (or
more than one) that gives him additional skill check buffs.
- He might have equipment, technology or magic that further
buffs him.
All are interesting deductions and possibilities, just from
considering one simple hook!
I'm going to choose PC levels + high ability score + feat
for a bonus. I'm also going to make him a homeless person
without possessions or other external resources (though a
homeless NPC with a Ring of Animal Empathy would be fun
too).
This begs the question, what happened to him that sent him
from being an experienced and skilled person to living life
on the street without a penny to his name?
Oh yeah, let's give him a name: Randall Fisk. And a street
name: Dogma (punny, yes, but as per a previous Roleplaying
Tip, give NPCs names that are also hooks or clues).
Now let's create a mundane backstory. If your campaigns are
like mine, you probably already have a lot of NPCs with
freak show stories and abilities. It is nice presenting
normal so the weird contrasts sharply to best effect.
Randall was a retired soldier and happy farmer. His family
was murdered in a raid, his farm burned to the ground, and
he barely escaped enslavement. This broke his head, and he
wandered to the city to die. Despite his anguished state of
mind, his talent with and compassion for animals came out
through instinct and he started protecting and feeding stray
dogs. Enter the PCs.
2. Set-Up The Encounter Ahead Of Time
If you roll this encounter off a random table and trigger it
with no other context, your backstory becomes moot. The PCs
hack, collect the XP and move on. Instead, you want your
work put to good use, plus the full potential of this short
and simple backstory brought to bear.
The solution: plant seeds before the encounter to create
dramatic build-up. When the dog tries to snatch the PC's
purse, and the party realizes it is one of Dogma's, you want
all sorts of thoughts whirling through your players' heads.
The easiest seeds to plant are clues, gossip and
misinformation. For example:
- The dogman is insane (T).
- They call him Dogma (T).
- Wild dogs in the city are infecting people with foam-mouth
disease (F).
- Some of the wild dogs have glowing red eyes and breathe
fire (T - but none of Dogma's do).
- There is a homeless guy who steals and eats babies and
halflings (F).
- Dogma was attacked last night by guards and his dogs
killed a couple and drove the rest off (F - he was actually
attacked by thieves wanting to steal the dogs for their own
purposes).
- The dogman captured a runaway horse and returned it to
its owner calm and docile. The horse has not misbehaved
since (T).
- Dogma is a foreigner (T - as in, not from the city) and a
spy (F).
Do this as much as you like. Then put those clues into play
at every opportunity. If the PCs stumble onto just half
these tid bits, the encounter will have much more impact
than before. Will the PCs attack the dogs now? Attack him?
Parley? Ask him why he's homeless?
Give encounters backstories whenever possible, because city
campaigns are all about six degrees of separation.
You can also look at it another way. Cities, unlike typical
dungeons, are social environments. Commerce, family,
friends, enemies, jobs, parties and events, and politics are
just a few aspects of city life that tie everyone together.
Cities thrive on information exchange, so your encounter
backstories and rumours fill in what this type of gameplay
needs.
3. Hook Encounters To Major NPCs
Link encounter backstories to major NPCs, preferably
villains, rivals or those who present conflict for the
party. This great trick lets you tie threads together
ongoing as your campaign develops for added depth without
added complexity.
If the players choose to peek behind the curtain of your
seemingly simple one-off encounters, their eyes will grow
large as they discover not only interesting backstory, but
that their enemy somehow has their hands in this mess as
well.
Do not make this revelation instant. Make the PCs work for
it, perhaps through roleplaying, investigation or deduction.
First, pick which NPC(s) unexpectedly relate to the
encounter.
Second, figure out the start of the relationship. Ask:
- Why is he involved?
- What does he want?
- How did they meet?
- Is the relationship beneficial to both sides?
Examples:
- Employed by major NPC
- Related to each other
- Blackmail or coercion
- Charmed, tricked or manipulated
- One is using the other for personal gain or secret motive
Third, think about the potential end of the relationship. As
we are aiming for conflict, and for getting the PCs
involved, you should have an idea how things can end in
spectacular fashion for a future great encounter.
Examples:
- Major NPC attacked by encounter's NPC
- Encounter NPC tricks, hires or inspires PCs to help
- Encounter NPC assassinated
- Encounter NPC framed so PCs arrest or attack him
- Major NPC coerces or tricks PCs into assaulting
encounter NPC
Knowing the terms of engagement lets you plot well-informed,
especially as you GM the initial encounter. No need for
lengthy planning here. You now know who is involved and why
and how it could all end. Run the encounter armed with this
information and let gameplay help you decide where to take
things or how to react to player choices.
This is one of my favourite parts of GMing. Understand the
terms of engagement (on behalf of NPCs and the setting)
before a session to create interesting game space during
sessions. Like a zen sand garden, you help mould a beautiful
design. There is no winning in the traditional sense. There
is just design emerging through gameplay. Like a zen garden,
the pieces represent other things, so you can design on a
number of different levels.
Or you can whack it with your two-handed sword. It's all
good.
Back to Dogma. Let's say the person who ordered the attack
on his farm, Guy LeSleye, is the PCs' current employer. The
party quests for expensive diamonds (needed for Stone Skin
spells, but the employer keeps this secret) and will be paid
handsomely.
Guy sent his thugs out into the country to cripple his
rival's wine-building resources. Thugs being thugs, they got
carried away and whacked more than plants and buildings (now
we have two villains and one unknown -Guy, his overzealous
thug leader, and Guy's rival).
At this point, I'm happy with this brief note on the
villain's relationship. A little information sharing and
investigation opens up all kinds of possibilities for the PCs
and Dogma. It's there, waiting, for gameplay to happen.
Dogma would likely go berserk on Guy given the knowledge and
chance. Guy likely sees a pawn if he discovers who Dogma is.
The thug leader might want to tie up loose ends if he's
brought into the picture. The PCs might reconsider
allegiances to help Dogma, plot with Guy against the crazy
dude,, or just beat down the stray dog to get the purse back
and resume the hunt for diamonds.
* * *
It all starts with an encounter seed. You just need a one or
two sentence encounter idea and then you can run with it.
Add backstory and ties to significant NPCs embroiled in
conflict. Then set it up a bit in advance to not only make
the encounter juicier, but to open up player awareness that
there is more to the encounter than mere randomness.
Related Resources
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For Your Game: 10 Pick Pockets Contents
- The Diary of Elineezer - a small book that contains
details about a false wall in the basement of his home.
- List of city watch members and how much they receive in
bribe money per week.
- A coded list of locations of royal family members and
times they are to be alone.
- Love letters, all perfumed and wrapped with a red ribbon.
The address on the envelopes is smeared by tears.
- A gaudy gold ring studded with diamonds with a faint
magic aura. Causes memory loss, with previous day's events
forgotten.
- A scrap of paper with "Marby Grange, eight bells,
Wednesday" written on it.
- A deck of 52 playing cards with no twos but five threes,
five sixes, five nines, and five Jacks.
- Hanged man tarot card with a PC's name written in red
across it.
- Scroll with magic ingredients - a shopping list with all
but three items marked off.
- Gate pass for city gate after hours.
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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.
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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
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