Roleplaying Tips Weekly E-Zine Issue #507
5 Tips For Running Long-Term Epic Campaigns
Contents:
This Week's Tips Summarized
5 Tips For Running Long-Term Epic Campaigns
Game Master Tips & Tricks
- Being Succinct Is Ok
- Try Player Input
- Use The Movie Style Intro
- A Fast Way To Settle Rules Disputes: Roll For It
- Story Spine For Plotting
A Brief Word From Johnn
Minis Contest Ending Now
Get your entries in by November 30 for a chance to win packs
of new D&D minis.
How To Enter
Email me a tip related to minis or battlemats.
- Do you have a cool minis storage or organization idea?
- A neat way you use minis in game?
- Ideas on how to use minis for better storytelling or
faster combats?
Enter as many times as you like. Each entry gives you a
chance to win packs of D&D Heroes minis by Wizards of the
Coast, supplied by Gator Games.
Winners will be selected at random. Due to shipping
restrictions, minis can only be sent to residents of Canada
and United States. However, if you do not live in those
countries and win, I'll hook you up with a cool RPG PDF.
Email me your minis tips right now while you are thinking
about it.
Riddleport Campaign Diary: Level Up
Last session the PCs gained a level, making it to 6th with
only a few party casualties so far in the campaign. As NPCs
average level 8 in my version of Riddleport, the group has
finally achieved parity in their world and can walk about
with a bit more ease.
However, in the process to achieving this great campaign
milestone, they have made several enemies. They are now
being hunted by clever githyanki. Dragonspawn have also
taken notice and plot against them. Crime Lords in nearby
city districts have also heard the name Chalice Bastards -
the street name that has emerged amongst factions for the PCs
- come up during reports from minions.
After brief encounters with each of these foes, the enemy is
taking an more indirect route, as direct confrontation has
proved deadly - for both sides. In a city full of starving
pirate mercenaries hemmed in by terrible winter storms,
there is no limit as to what a few gold guilders will buy
now. When minions are cheap, the PCs shall weep.
Last session the PCs prepared for a githyanki assault on
their inn. The PCs stole the leader's silver sword, and the
gith are desperate for its return. Such a loss of honour is
crippling this unit's reputation, and reports back home are
being met with threats to make progress in the Riddleport
mission else the situation will get "rectified."
As a storm rages outside, a PC on lookout spots a fire in
the northeast part of the city. Then he sees an ally, the
leader of the church of Desna, stumbling through the gale
winds toward the Silver Chalice inn. The PCs let him in and
learn pirates have attacked The Temple of Dreams (church of
Desna) and are sacking it. The pirates must not find a holy
artefact hidden in the cellar. Will the PCs help?
They agree, but with reluctance and only after confirming
the Desna leader is not an imposter. They arrive to see
pirates crawling all over the three storey temple. They
attempt to get in through a window and narrowly repulse a
pirate attack. Wounded, they feel they cannot go on and
retreat back to the Silver Chalice.
However, the Desna leader refuses to flee and fights his way
deep into the temple alone. The PCs have not heard from him
since.
During the battle, the barbarian got his hand chopped off by
a pirate. So, the next day they approach their strange
neighbour, Astrinus, and request he magically regrow
Crixus's missing appendage. Astrinus agrees on one
condition: a foe of the party must sign a contract that
Astrinus has so far been unsuccessful in getting signed.
The PCs agree and confront the foe in his gang headquarters.
Eventually, through great roleplaying, the group finds the
correct leverage and convinces the foe to sign. It's a done
deal, though the paladin objects and punches the barbarian
in the head as a warning to stay on the honourable path.
We ended the session with the party agreeing to help a group
of mages test their new construction: a flesh golem. The
PCs' patron has decided to turn this test combat into a
full-fledged arena match. Thousands will attend. The group
is confident they can handle their fabricated foe, but are
nervous about potential tricks that could be afoot from
their enemies.
That was session #15. We play #16 this week and I look
forward to how the group handles the match plus other things
that might pop up.
Have a great week. Please fit some gaming in!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Campaign Mastery
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Reader Tip Request: How To Run A Zombie Campaign?
I was wondering if anyone could give me some tips on how to
run a good zombie campaign. I mean, the main things that
make a zombie campaign cool like scavenging for weapons,
barricading a hideout, trying to get vehicles that run,
running out of ammo.
I was wondering if anyone had any new or fresh ideas for
going about any of these processes. It is easy to get bogged
down with all that is going on in a zombie campaign, so any
helpful tips or tricks on how to make this task any easier
would be greatly appreciated. Thanks a lot.
- josh
Readers, send your zombie campaign tips to
johnn@roleplayingtips.com. Thanks!
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5 Tips For Running Long-Term Epic Campaigns
By way of introduction, my name is John, I'm in my thirties,
I live in Germany and I've been a thankful reader of this
newsletter for quite some time now. I started role-playing
at the age of 14, and my preferred system is the Palladium
Fantasy Role Playing Game.
As with probably some of you, my typical role-playing
session has changed over the years due to work, family and
increased geographical distance to my group members.
Therefore, we have adapted to more event-like sessions once
or twice a year where we agree on a gaming weekend several
months in advance. I tell you this because some of the tips
described hereafter reflect this style and the fact that I
have lots of preparation and thinking time.
First, I'd like to explain my understanding of what an epic
campaign is. I'm sure many of you have experienced that kind
of game mastering approach where the group has to reach a
certain goal to prevent the entire world from going down
every session (which also poses a comfortable means for the
GM to motivate the group to follow his adventure idea).
Even worse, they are given an epic task too difficult for
their experience level to complete, and in the end the
"gods" or some other higher entity has to save them and
finally solve the quest.
That's not the kind of epic I am talking about. It is more
that the goal has a deeper personal meaning for every PC
involved, as well as substantial effects on the game world
they are playing in.
Another aspect is a certain long-term perspective in which
several quests form a greater story arc that slowly unfolds
with every new adventure completed.
Yes, you need good gaming atmosphere, heroic music, props,
an epic game setting and a dynamic campaign world
(political, cultural, social change). But these aspects have
already been covered before. The following are some tips
that, in my opinion, take a more psychological approach to
make the campaign feel more epic and predestined.
1. Interlink Their Background Stories
Because we plan our sessions long in advance, I have players
send me an electronic version of the player character they
intend to use via email about a month before our session
starts. Compelling background stories receive bonus
experience points.
Once I receive the PCs, I start to think of ways how these
background stories could possibly be interlinked. Sometimes
I ask the players for further relevant details to complete
these links, or I have some or all of them run mini-solo-
adventures per play-by-mail before we actually meet.
This has given some spice to most of our campaigns when
these unknown interlinks slowly unfold during the campaign,
and players realize that fate has brought them together to
complete the task ahead.
Just recently I had a player actually turn pale as he
realized his character had caused the assassination of
another character's brother, and the other player, still
unaware of this, is on a quest to avenge the brother's
death. Well GM, lean back and enjoy!
Some more examples:
Politics: One of the characters is a traitor from the
Western Empire who fled with important military intelligence
in his backpack. Another PC is a Western Empire spy sent out
to prevent a traitor from handing over secret military
information to the enemy and the spy has to find out who the
traitor is.
Family: Two characters are actually brothers who have been
separated at birth. Alternatively, one PC is the father of
another (works great with long-lived races such as elves or
dwarves, but it may be a bit awkward for the players).
Revenge: Two or more PCs are on a quest to take revenge on
the same villain without knowing it.
Loot: All PCs have a secret motivation to retrieve a
certain item from a treasure vault (e.g., commanded by a
deity to destroy it, needed to save a beloved one, lust for
power). Who will get it in the end?
Occupation: One PC is secretly a witch, another is
secretly a witch hunter. Who discovers the other's
occupation first and how will the PC react? Are the
adventures passed together stronger than their sworn
mission?
Shape changers: I once had two players separately approach
me in secret and tell me they wanted to play a changeling in
disguise. Changeling is a race that, due to public hysteria,
is usually killed on sight due to the common understanding
they kill the persons they impersonate. I then thought it
would be funny to also talk the two remaining players into
secretly playing a changeling. So I had four players trying
to hide the fact they are a changeling from each other.
[Off-record. You have to have a good poker face for that. I
remember one conversation when they passed by a bar in a
town (Changelings have no tolerance for alcohol):
GM: There is a nice little bar in front of you.
Player 1: Well folks, I think we should not go in and rather
go to bed early.
Player 2: I agree, the place looks too expensive anyways.
Player 3: Right, I have some errands to run and no time to
go to a bar.
Player 4: Yeah, I wanted to practice my cooking skill
anyways.]
And now my all-time favorite: The Backwards Adventure. In
this scenario, I started the campaign with the PCs all
waking up on a river bank, dressed in nothing more than a
linen shirt and complete loss of memory.
In reality, I had the players start with a blank sheet of
paper and they had to rediscover their entire PC by role-
playing (e.g., lift rocks to find out how strong they are,
try out skills if they have any proficiency in them, talk to
NPCs if they have met before, etc.). So, the only one who
actually knew their background was me.
After several quests they found out they had been under the
effect of an item called "Mind Wipe Mirror," and upon
destroying it they regained their full memories. So I handed
each of them a sheet of paper with their individual
background story.
Just imagine the tension around the table when they
discovered they were all sworn arch-enemies before they fell
under the spell.
The scene at the gaming table was the following: They
silently read their background. Halfway through they start
to peek at the players next to them. They all silently put
the sheet down. And almost simultaneously they grabbed for
their dice, shouted "Initiative!" and battled each other for
almost two hours real time until the last man was standing.
So, with all the pranks I play to my players, you can
imagine I'm pretty good by now at dodging dice and pencils
thrown at me. But I ask them for feedback regularly and they
seem to enjoy it a lot.
2. The "Squirrel Tactic" or "Hide Nuts for Later Use"!
It can be quite helpful if you place random items (magic or
not) for which you have not yet developed a purpose in your
running campaign.
For example, in one quest they subdue a
demon and find a small wooden stick in its treasure hoard
that registers as magic. Nobody knows what it is and no
alchemist can identify it or wants to buy it. Due to the
fact that it is magic, they usually carry this item along for
the next couple of quests.
When you as GM finally have an idea what this item could be
(such as the key to a long forgotten treasure vault or the
cross piece of a magic wooden sword) the fact that they
found it so early on in the campaign will lead to the
impression that all that has happened followed a greater
plan the whole time.
3.The Ever-Recurring Item
This is a variation of the Squirrel Tactic I have kept going
for almost seven years now. In one of the first adventures
of my current group, I placed a small clay statue of a
screaming humanoid that seems to be indestructible in an
ancient temple they explored.
Unfortunately, the whole group of PCs got killed some
sessions after they found it. In another adventure with the
same player group but different PCs, I had them stumble over
the same statue again. Over the last years of playing, this
has developed into some sort of a running gag, as sooner or
later one of the current player characters stumbles across
"Besescaba's Final Scream" as they have decided to name it.
Also they have put the little thing to various uses
throughout the campaigns, such as to block traps with it,
break crests, lock in a giant and many more.
I haven't quite decided on a way to finally use it yet, but
the fact alone they have known the artifact for such a long
time will make the adventure special when they finally
discover its purpose. I know, that'd better be spectacular,
such as to resurrect all PCs that ever possessed it and send
them on a glorious final mission or the like. Suggestions
welcome.
4.The (Almost) Never-Ending Story
Continuously extrapolate the story. For example, have the
PCs find a golden scepter in one adventure. In the next they
discover this is the handle of an ancient battle axe that
has been lost long ago. Have them search for the other
pieces.
Then they find out this battle axe is one of five weapons
that were forged by greater power to achieve_______. And if
the weapons should ever be united again _______ happens. And
so on.
This has to come to an end some day. But by that time it
looks as if the entire campaign has followed a grater
purpose all along.
Another variation is to combine the quests of different
player groups to one greater epic campaign. This idea was
born when I sat together with a friend who is also a game
master in another group. We decided to have our groups run
several adventures to retrieve two ancient artifacts on
which we agreed.
On a predetermined weekend the other GM - without a word of
explanation - got up from his chair when his group had
gathered and asked them to follow him out of the house and
into his car. He then drove over to my place where my (also
unsuspecting) group was waiting.
We had the two groups play the final adventure of our
campaigns together, as each group possessed one of the
necessary artifacts to complete the quest. It was a
priceless moment when the PCs got to know each other,
because the players did not know each other before either.
5. Use Former PCs As NPCs
I am a big fan of developing campaign worlds. Therefore,
every new adventure chronologically takes place after the
last one. So the campaign world we play in has constantly
developed in the last 17 years.
A great way to get the players personally involved in the
story is to have them encounter their earlier selves in the
form of former PCs who have grown old and settled down, as
ghosts, visions, etc. The now NPCs then could ask them to
complete the quests they themselves have not succeeded at
(or hand over a small clay statue of a screaming humanoid
that they feel should be passed on to the next PC crossing
their path).
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GM Mistake: Using Single Thugs To Spy on the PCs
By Logan Horsford
Jarring mistakes within a game can knock aside the
suspension of disbelief players want. For example, if you
talk about a "silenced revolver" to a gun enthusiast, it
will quite rightly be assumed the GM hasn't a clue about
firearms(1).
In many modules I've read, it is clear the writer doesn't
know anything about espionage(2). I'm going to talk about a
couple aspects of tradecraft(3) to help you run more
believable and interesting campaigns.
Tailing
Tailing is following a target (person or small group) to
learn what they're up to. A single individual is not enough
to tail the PCs. You need a group of five or more people
tailing them, else I would suspect they're amateurs.
This doesn't mean a small group or individual tailer is not
dangerous, but my first thought would be a group of thieves
(and not very good ones at that) would do this rather than
espionage or counter-espionage(4) people. It could also be
an under-funded individual who has a specific job, such as,
"If anyone interesting arrives at the airport, see which
hotel they check into."
A professional won't be able to keep an eye on the PCs for
long. The chances of getting "made"(5) go up fast. If a
professional believes the PCs are onto him, he will go into
a store or walk by - preferring to give up the chase rather
than risking being compromised or captured. As most PCs lack
training and subtlety, it isn't hard for the agent to know
when they've been made.
If you have professionals tailing the PCs, then you have to
make a decision based on what the opposition knows of the
PCs. How much can they allocate toward surveillance? Due to
the kind of things (and suspicious, bad things) the PCs do,
the answer will quite often be "a lot." Because professional
tails aren't something most GM's are familiar with, I'm
going to discuss them rather than the "bulldogging"(6) that
most GMs seem to be intuitively familiar with.
First, remember that if an actual professional team is doing
the surveillance, the players will never know for sure if
they are being watched. Ever. They may get a bad feeling, an
itching between the shoulder blades or feeling of being
watched, but not for certain.
In a professional team, you will have, for example:
- A control vehicle(7) two or three blocks away the PCs will
never see.
- To the side (not behind), walkers in front and to the
side(s) who are changed out long before they've overstayed
their welcome.
- Other vehicles and people to swap out and position where
the PCs *might* go.
There could be over fifty people and a dozen different
vehicles involved in this. There could be anything from
helicopters to re-tasked satellites.
PC Tactics
If the PCs are doing covert or illegal work, it is better
for them to assume they are always being followed and act
accordingly.
Most GMs assume players will spot the follower, chase him
down and confront him. Many players do just that - but it's
not a good strategy. If the person is of at least average
intelligence, they can claim not to have been following the
PCs. They may also be having the PCs chase them back to
where his buddies are waiting to ambush them.
A better tactic for the PCs is to get somewhere they can't
easily be overheard (like next to a bus) or can't have their
lips read and use the phone-a-friend option.
"Todd? Yeah, I've picked up a tail - can you come with a
couple of guys to keep an eye on him? Here's what he looks
like and here's where I am. Call me when you're in position
and I'll shake him."
Todd and his team show up, phone the PC back when in
position, and the PC loses the tail.
With a single PC or small group (and assuming they're not
out of shape(8) or have a car that is nowhere near their
car) it's not difficult to lose a tail.
Now, the tail is in the uncomfortable position of having not
a clue where you went. What will he do? He'll probably stand
around looking stupid, maybe call his boss and ask for
instructions. He may wander around trying to reacquire the
PC.
But eventually, he'll have to go one of two places - home or
office - with the PC's friends tailing him. Now, the hunter
becomes the hunted.
Isn't that a better tactic than trying to beat the truth out
of him in a dark alley? Using this technique - if done
correctly - the people following might not even realize they
have been made.
It's easy for small groups to lose their target completely
by chance. The target manages to get onto a subway just
before the doors close. The car you've carefully kept
between you and the target stops for a red light but the
target vehicle makes it through on the yellow. If the enemy
doesn't know you're on to them - and if you know where they
work and possibly where they live - you have a huge
advantage over them that can be exploited later.
Another good technique to use if you believe you are being
followed - and the only one I would ever recommend to
someone in real life - is to head to the local police
station. If you can gather a good description of the people
tailing you on the way(9), that can assist the authorities.
Usually, just walking into a police station will quickly
shake the most ardent of pursuers.
Electronics
A note on the electronics used during surveillance. If
someone pulls out a walkie-talkie, the campaign had better
be set during the 1970's or 1980's. These days, they have
invisible microphone and ear pieces that people can talk
into. You won't see the big wires going into people's ears
that mark them(10).
Why not use cell phones? Maybe a little conference calling?
These days, everyone is on a cell phone chatting or texting
pretty much constantly, so it doesn't stand out.
Keep in mind that women are often better at following people
than men. People generally feel less threatened when a woman
follows them. Frumpy or plain women with comfortable walking
shoes and large purses that can hold other bits of clothing
to alter their appearance and presto - they're invisible.
* * *
I hope this gives you more options on how to have the PCs
tailed than one or two thugs lurking behind them(11).
Hopefully, the PCs have a couple more tricks up their sleeve
than chasing down some guy to hear whatever lies he's
willing to give them under extreme duress.
Happy hunting!
[If anyone has a question about espionage as it pertains to
gaming, please contact me through Johnn Four.]
(1) Silencers, more accurately called suppressors or noise
suppressors, function by controlling the escaping gas from
the weapon to lower its noise output.
There is space around the cylinder (the thing that holds the
bullets) of a revolver. This allows the gas to escape from
the sides of the weapon, thus rendering the silencer mostly
useless aside from cutting down on the muzzle flash (big
flame out the end of the barrel).
Because gun makers can't leave well enough alone, there is
one pistol I am aware of - the Nagant M1895 - that has a
sealed cylinder, but that's a pretty unusual weapon.
Better for GMs just to keep silencers on clip fed semi-
automatics.
YouTube of the Nagant for those interested.
(2) Although I would not consider myself an expert in this
field, I have worked in the intelligence community for
several years (I'm out now) in more countries than I can
recall and have learned from a variety of people some basic
tradecraft.
(3) Spy techniques.
(4) People who stop people from spying or keep an eye out
for terrorists or thugs like the PCs.
(5) Spotted by the opposition.
(6) This does not pertain to rodeo! During the cold war,
before the collapse of the Soviet Union, KGB agents were
famous for their method of tailing people to the point where
it got its own nickname.
Bulldogging refers to getting a couple men in tight fitting
suits to stay a precise distance (say ten to fifty feet)
behind the target. If the target stopped, they stopped. The
clever ones might even look into a window rather than glare
malevolently at the PCs.
Although this technique is laughably simplistic, it is good
for purposes of intimidation or to keep the PCs busy while
you search their hotel room. Also, it seems this phrase
(bulldogging) has gone out of spy vogue.
(7) Usually a van stuffed with a bunch of electronics and
communication gear for coordination of all of the other
watchers.
(8) Like me! I'd personally go for the car option.
(9) Rather than turning your head and announcing to the
people following you, "I see you!" I recommend using the
myriad of reflective surfaces found in the average urban
environment.
(10) I realize the US Secret Service does use the big wires
that go to their ears. This is because they *want* you to
know "this guy is secret service." Wearing a sign that says
"I'm Secret Service, don't start trouble" would be
considered unstylish. They do have a lot of people in the
crowds *not* wearing the ear pieces.
(11) The correct way of tailing people is from the front and
sides.
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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. Being Succinct Is Ok
From Age
re: A Boring GM from Roleplaying Tips Issue #505
Hi Johnn,
I think PH's comment is a bit harsh. Roleplaying is a two
way street and you have to communicate and be honest about
what you want. If as a player you want more details, then
ask for them. I'm sure the GM will quickly learn this is
what his players want if these details are requested
regularly.
I don't think there's anything wrong with GMs relaying
short, succinct, factual descriptions. I am a GM and a
player, and I don't think adding more descriptions (while
nice) is crucial. I have been in some games where there was
so much description I forgot what we were doing before
trying to digest the information.
The core description is fine (unless some detail is
particularly pertinent to the game). I'm sure players can
use their imaginations to flesh out the necessary
particulars.
This style suits my group as we like getting things done
(perhaps more 'roll' then 'role'). So sometimes GM
description can get in the way of advancing the story or the
action (player decision making, dice rolling) and inhibit
players imagining the scenarios themselves.
Each group is going to have its own dynamic and style, but I
recommend GM descriptive-lite and provide more on request.
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2. Try Player Input
2. Try Player Input
From Johnn
re: A Boring GM from Roleplaying Tips Issue #505
Here are two ways players can try to flesh out sparse
details to help their GM out and satisfy their own needs.
Ask Questions - But Offer Suggestions
My players do this well and I love it. They will ask me to
clarify and expand on something but also provide
suggestions. This makes my job much easier as I can take
their suggestions (with thanks) or use their ideas to
inspire my own.
I bet your GM would appreciate the same.
GM: You find a bag of gems.
Player: Awesome! What are they in? Maybe a velveteen pouch,
or maybe just a worn leather pouch?
GM: Good call. Yeah, it's a small bag made with purple
velvet. It has a gold draw string. It has a gold stitched
logo as well, which you've never seen before.
Pitch The Details Yourself
Ask the GM before the game if it is ok to make up minor
details yourself and present to the GM for approval. You can
do this between sessions by email or with a note in-game.
Keep a stack of small index cards handy and just fill 'em
out with details about people, places, things and rules as
you go. Pass over to your GM to approve or edit.
Details Are Infectious
As players offer me a lot of details questions and ideas, I
found after a bit of initial resistance on my part that this
is an awesome help for the campaign. I now readily accept
everyone's ideas and flesh them out even further, if I'm
able, which my players seem to enjoy (in a "cool, the GM
used my idea" sort of way).
I was initially worried about breaking immersion. If ideas
are coming from players, will players feel like the fourth
wall of the campaign has been broken. Has the Wizard of Oz
pulled aside the curtain, ruining the fantasy?
However, it has not worked like that. Just like we are able
to pause our sense of disbelief to handle an out of
character question about the rules or situation, and then
quickly jump back in when in-game play resumes, so too does
it work this way with player driven details. It's amazing
how our brains can be so agile!
I have also found player suggestions on details helps me
provide unprompted details about things. It is a kind of
mindset, which I have talked about before in the newsletter,
where you envision a scene in your head while planning or
GMing, and explore it in your mind to crystalize details and
pass them onto the group.
As players provide details on their own, this gives me an
ongoing pool of suggestions and inspiration. "Hey, I never
thought to detail the container that gems in a foe's pocket
come in. Cool!"
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3. Use The Movie Style Intro
From: Klydesdale
Hi there Johnn!
A trick I use for special occasions or special missions is
the Movie Style Intro. It helps get the players into the
mood.
With pre-planning, I have a song on pause on the stereo,
slightly cranked up and ready to go when I hit play.
Once players are ready, I start with a movie style intro,
not even involving the characters. It is kind of a lead up
or foreshadowing of the mission, similar to movies before
the beginning credits roll.
For example, I was GM to an espionage mission. The intro
started with an egotistical, overblown description from
another agent to the Bureau Chief of how he did this, how he
was awesome at that, how he narrowly escaped the ambush,
etc.
Then the phone rings, the Chief answers it, and is told a
shipment of nuclear rods was stolen from the Russian test
missile site in Novosibirsk.
He looks worried, then picks up another phone and says "Get
me Agents X" (the player characters). Then I hit play and
the room was bathed in the sound of a James Bond soundtrack.
This type of thing makes the characters feel special, like
they're actually in the movies, because we have all seen
this happen many times.
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4. A Fast Way To Settle Rules Disputes: Roll For It
From Jason Dayspring & Rendrin J'tal
Just a quick tip that works for our group. The GM assigns
everyone (including himself) a Game Knowledge stat. We use a
range of 4-30 with the same bonuses as 4th D&D (subtract 10,
divide by 2). This stat gets written at the top of character
sheets, and the GM adjusts them as needed.
When a rule debate starts, everyone that cares rolls a d20
and adds (or subtracts) their Game Knowledge stat modifier.
Highest wins the debate. The GM's assistant writes the rule
question down for later, and the game moves on.
It's quick, and no one complains about it not being fair. As
an added bonus, the GK stat encourages good behavior, as
points often get taken away for being disruptive and
rewarded for good roleplaying.
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5. Story Spine For Plotting
From Stephen McAllister
Hey Johnn,
I was reading a book on improv, and as you know storytelling
is a central component of most improv performances. Most of
the time I find the suggestions for storytelling are either
too abstract and delve into discussion about the ego, or too
concrete, rigid and genre specific. However, this time I
found something interesting: the story spine.
The words are more for traditional folk tales but they can
adjusted for atmosphere:
Once upon a time....
Everyday....
But one day....
Because of that 1....
Because of that 2....
Because of that and so on (repeat as needed)....
Until finally....
Ever since then....
(Optional moral/teaching)
This tool is great for plotting because it gives you a
compass you can use in your scenes depending if you want to
advance the narrative, mix it up and start in the middle of
the story, or colour the scenes and tie together each
strand.
It's simple enough to memorize, and because it is so
stripped down you can flesh things out any way you like. If
you decide to use this tool, let me know how it works for
you.
[Comment from Johnn: Great tip! Thanks for writing in,
Stephen.
You should check out Amagi Games for similar tools. For
example, Long Knives.
]
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Johnn Four's GM Guide Books
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