Roleplaying Tips Weekly E-Zine Issue #512
How to GM Awesome Heists, Part 2
Contents:
This Week's Tips Summarized
How to GM Awesome Heists, Part 2
- The "All Part Of The Plan" Feat
- Use Flashbacks And Soft Fails
- How I Ran A Heist
- Better Gaming Through Planning, Rehearsing And Training
- Leverage RPG
- Create A Set Of Cards
Game Master Tips & Tricks
- How Do You Make Swarms Interesting?
- Random Monsters Via Two Monster Combos
- A Few Quick Campaign Tips
- Egyptian Campaign Or Culture Tip
- Nobles Resource
- Diceless Tip
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Return to Contents
A Brief Word From Johnn
Stalagmite vs. Stalactite
I was going through old notes and found this silly tip.
Thought it might be useful.
I used to get stalagmite and stalactite confused all the
time. Which one is up, which is down?
When I first started GMing, I called stalagmites ropers and
stalactites piercers to help me remember. But then I
switched to this little trick:
StalaGmite = ground (g for ground, get it?)
StalaCtite = ceiling (c for ceiling)
Neither an earth-shattering nor through-the-roof tip, but I
caved and included it here anyway.
Writing Underway For New Report
This week I began writing a new report that will help new
GMs. It will cover some big tips to get game masters through
the first few months of GMing.
Being a new GM can be terrifying. Especially if you have
high expectations, seasoned players, a complicated game
system or all three.
I recommend for your very first session:
- Choose a game system you have played already and are
familiar with.
- Gather a small group together - you can call this a test
run and add more players next time if you have a larger
group planned.
- Pick a published adventure, preferably a short one you
can finish in one session. A 5 Room Dungeon might work well
for you: 5 Room Dungeons.
- Study the adventure and make notes about it, especially
transitions between different parts of the plot.
- You might want to use pre-generated PCs, but I actually
recommend players bring their own unless the module or game
supplies them for you. This saves you the work of creating
them. Call them test PCs in case you want to use new
characters next game, or if a player creates a controversial
PC. However, if you have time to spare, go ahead and create
PCs to help you learn the game rules better.
- Start the session letting everybody know you're a newbie.
Let them know you will not be afraid to make mistakes, and
the players should feel the same.
Those are a few tips that should help session #1 run well.
They might find their way into the report, but only as minor
entries because I have some special, bigger tips in mind
that'll help you rock the table, even as a new GM.
Stay tuned for more news. In the meantime, if you have any
tip requests concerning GMing for the first time, drop me
an email and I'll help you out.
Please get a game of something played this week. Play more
often!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Reader Tip Request - How to GM Great Droids?
While I was GMing a Star Wars campaign, I always avoided
dealing with droid NPCs. The books always say that droids
could (and should) be used for comic relief, and they give
some examples here and there.
However, I never really got enamoured with the idea and
never branched out with any situations where a droid could
have influenced the outcome of an encounter or storyline.
With the prospect of a new SW campaign in the future, I
hoped to assemble some examples of how other Star Wars GMs
have used droid NPCs in different or creative ways in their
campaigns, as adversaries or just interesting NPCs and story
elements.
Thanks,
RND(axe)
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How to GM Awesome Heists, Part 2
In RPT#502 Karsten asks a great question about heists:
Hi, I was asked to run a heist in FATE 3. I was
wondering if people can contribute some ideas on what
to with that scenario. I am interested in a
contemporary, no magic-allowed heist - much like Oceans
11.
Joel Fox submitted an awesome article, which ran in RPT#504.
I also received several cunning tips from other readers, and
I present these to you this week to help you pull off great
heists.
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1. The "All Part Of The Plan" Feat
From DMAN
The FATE Engine has some abilities that look like they might
help Karsten out. I only took a quick look, but the Burglary
stunts give some ideas about things the players can do
interactively during the play to make things seem more
planned.
I play Mutants & Masterminds, and I use it for non-super
hero games. One of the games was based on a group of
criminals led by a cop and they did all manner of capers.
One of the mechanics I developed for that game, which could
be ported over to any system, is the feat All Part Of The
Plan.
When the players get into a bit of hot water, or it seems
the plan has come off the rails, one of them can use their
HERO point (or other appropriate token) and announce, "All
part of the plan." Then they have to explain how this
situation is all part of the plan. It allows them to
retroactively change some things in play, and helps them
stretch their story telling talents to weave the current
situation into the plan.
Rule One about heists and capers though, is stay loose. The
characters are supposed to be pros (or they probably
shouldn't be doing a heist) but the players are not as well
versed. Let them take their expertise and ideas from TV,
movies and books.
If you think they are about to do something stupid, let them
know that, "In your experience, X is often a precaution in
these types of safes." You might be giving up a secret, but
I have to assume you're not a professional burglar
either....Well I can hope.
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2. Use Flashbacks And Soft Fails
From Mark of the Pixie
I would strongly recommend the trick of flashback planning.
Don't lay out the whole plan at the start. Offer the first
obstacle, plan how to overcome it, play through the plan.
Then flashback to the planning table for the second
obstacle, play through that. Repeat as needed.
If required, you might need one of the PCs to be carrying a
suitcase or pack, which will have always held whatever they
later decide they need for the obstacles in their flashback
planning sessions.
This helps prevent wasting three hours planning, just to
blow it all in one bad roll.
This trick gives the illusion of having planned brilliantly
for many different contingencies without wasting hours and
hours planning.
Then if you choose to follow the normal formula for such
heists, there will then be something unforeseen, which they
could not have planned for (or their information is wrong).
At this point they need to think on their feet.
Another useful trick is to have a soft fail option. Most
heists are fragile or brittle. Just one bad roll, just one
mistake, and the whole thing fails, alarms go off, guards
arrive, buildings lock down. All bad.
So try to add a soft fail that complicates without ruining
everything. For example, the PCs fail a stealth roll and get
spotted. Rather than having them seen by a guard or setting
off an alarm, have them seen by another thief who is also
breaking in. Both need to avoid the guards and alarms, but
having competition makes it that much more complicated. The
rival thief may even set off the alarms if the PCs look like
they are going to win.
Another soft fail might be getting logged by a sensor. It
doesn't set off an alarm, but if the PCs don't deal with it,
then it may lead back to them later.
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3. How I Ran A Heist
From Darryl Hodgson
I run the game Serenity for a convention (a four hour one-
shot game). A rule I tell players is, if you think of
something your character might do, ask me. If it makes
sense, I'll allow it. This lets the players run with
creativity and challenges me to adapt if they go outside my
game plan.
I like to run a story having made the heist plan from start
to finish or knowing most everything possible.
In this case:
- The location where the heist will occur
- The security team there
- What is happening around there
- How the heist can occur
- The escape plan
My story will be from 4-10 typed pages of information!
Having a solid structure to work with guides me into what
players can and can't do. It lets me plan what information
the team can learn through contacts and research, and what
events will occur before the heist.
This is an example of how I ran a heist in Serenity I called
Treasure Hunt. Mal earns information about a shipment of
coins. The information reveals when the ship will dock at a
space station and who will be on the ship (security team
only, all others got 40 hours R&R). Players have a blueprint
of the bottom level of the ship with rooms and cargo bay.
The Treasure Company provides a secure safe the size of a
room in the cargo bay with a security code system that is
extremely difficult to crack. But someone with the Treasure
Company is rumored to sell information.
I tell the crew they need to research or check with contacts
for information to plan the heist. Anyone can roll to try
and learn information.
The Treasure Company has three workers involved with the
safe. Over time someone should be able to determine who they
can buy a code from to open the safe.
The Security Team on the ship are an older and lazy group,
but effective at their job. More research reveals one has a
birthday coming up, and in the past they have had parties on
this space station.
Regarding the space station, they can learn who is a popular
catering service (that has been used by the Security Team
previously) and that they provide entertainers for their
parties. This caterer has an appointment with the Security
Team several hours after the ship arrives at the Space
Station; two caterers with food and alcohol carts, and one
entertainer in costume. The ship blueprints reveal that a
very carefully flown shuttle can enter the cargo bay doors.
So here is my heist plan. Replace the two caterers and
entertainer. Get onto the ship and take control of the
Security people. Open the cargo bay door and have Wash fly
in with a shuttle (with everyone else). Close the cargo bay
door and open the safe using the code. Take the money
(heavy) and place it into the shuttle and all leave.
But how did the players play it? I've run this game three
times. One group followed the plan closely, a second group
was pretty close to the plan, and the third group threw me
for a curve or two.
All three groups had a great time and lots of laughs over
these memorable characters. In this game, when the safe is
opened, the ship leaves the space station. Due to engine
radiation the PCs can't leave in the shuttle unless they
stop the ship's engine. And River has this feeling of being
watched by people with "hands of blue." In this game the
Treasure is not the coins, it's River!
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4. Better Gaming Through Planning, Rehearsing And Training
From Roger Willcocks, L-Space Design
Hi Johnn,
Looking at the Ocean's 11 movie as a heist requiring extreme
precision is not necessarily accurate. Consider it instead
in the light of a special forces operation.
There are three key requirements.
- Everyone has to know their roles perfectly (precision)
- Everyone needs to be accomplished at those roles (skilled)
- Everyone needs to know how to deal with possible contingencies (flexibility)
PCs commonly have the last two. The first is often difficult
to achieve, and the third often suffers from a lack of
communication ahead of time.
So an option might be to get the players to spend in-game
time and resources in planning, rehearsing and training.
(This usually provides lots of ideas for the GM.)
Based on how well they do in that, allot them a total amount
of time they can use during the heist for "side band"
communication. GMs could also offer set number of
opportunities to get disclosure from the GM about situations
they did not specifically plan for. That addresses how to
allow them to deal with the contingencies without having to
plan everything to death ahead of time.
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5. Leverage RPG
From Laurence MacNaughton
For a heist game, I encourage a look at the new Leverage
RPG, which was designed by some of the same people who did
the Fate RPG.
This is a Cortex-based game specifically geared toward
heists, and it does a great job of it. Here's a link to my review of the quickstart version.
Return to Contents
6. Create A Set Of Cards
From Robert Corrina
Karsten, what a cool idea for a session! I'm sure you know
your group of players and the Fate 3 system better than
anyone, so I can only tell you what I would do if I was
running a heist for my players.
The primary storytelling device used in the narratives you
are talking about is the characters have things in place
that are unknown to both the audience and the villain. Thus,
when it seems like the characters are going to lose, one of
their assets is revealed and they actually win.
I would say the best way to accomplish this mechanically is
with a set of cards you can create. While everyone should be
allowed to know what cards are in the set, knowledge of
cards in-hand would be private and known only to the player
or GM controlling that hand. There should be enough cards
that not all of them get distributed. If needed you could
even use blanks (for bluffing).
Cards for the players might include One Of The Good Guys,
where a minion or neutral is revealed to be working for the
player.
(As a side note here: I allow players characters to have
ally characters serving under them. I don't know if you do
this. The idea is not for the ally to be a piƱata of a GM,
but to increase the choices. So, for the purpose of the
heist, who the optimal minion is might be different than who
the optimal ally is in the long term campaign.)
I would not include more than two of these cards per hundred
scenario population in the PC card pool.
Another card for the players might be Switcheroo, where the
players are suddenly in a different location than they
planned to be in (see below for more on locations). You
should decide ahead of time if this card allows the players
to suddenly be in one of the secure locations they are
trying to gain access to.
Still another might be Resourcefulness: draw two cards.
I would suggest limiting the number and type of cards a
player could play per turn and in one session.
Instead of just drawing these cards, it might be good to run
some sort of mini-game (which represents planning) where the
players gather cards somehow.
Still more cards should be given, not randomly but to
specific players, based on NPC contacts, items, stats,
skills and powers from previous sessions. Now these can be
given a new or different utility, thus potentially
increasing in value in the eyes of the player.
The GM should have a hand of cards from a different set.
These must represent worldly obstacles and also the
resources of whoever does not want to be robbed. As you
know, in these heist narratives the heroes pick a target
that is personal to them (even while claiming that picking
personal targets is against their code).
So please consider, what does the other side want? It may be
as simple as wanting all the players to go to jail. But it
may be something more vindictive. Of course, the GM is not
the one against the players, but it is the duty of the GM to
represent NPCs. The GM's set could have things like Extra
Guards, Call the Police, Identities Discovered, and Newly
Installed Security System.
But, just a card versus card game would go by too quickly.
So I would recommend having Locations on the table and a
series of intertwined goals that the players would have to
pull off in a certain amount of turns. As I said, you know
your campaign, so I am sure you know what kind of locations
and goals you want to set up.
Return to Contents
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Return to Contents
Fun with Traps: Books, Boxes and Baubles
From Len Henderson
We all know the trepidation of opening a door that might be
trapped, especially if you hear the infamous, "You don't
find any traps..."
However, after a while, a sort of generalized paranoia sets
in and players may well become jaded, no longer reacting
with cries of horror and shock when something more horrific
and shocking than can be reasonably described happens to
their beloved character as the door squeaks open.
So, we move onto other things that might be trapped.
Generally, you will find that scything blades, falling
blocks and spear traps require a fair bit of room in which
to operate effectively. Objects smaller than a five foot
square need a little more finesse when designing and
integrating truly effective and vicious traps.
Presented here are some of my own thoughts on the matter of
tiny mundane traps.
1. Book Traps
The book of a particularly devious wizard may
well include mundane traps as well as magical ones.
- Blades can be concealed along the edges of paper or the
cover, to slice and deliver poison to anyone running a
finger down the edge.
- A spring loaded bolt can be concealed in the spine of the
book, firing out when the book is opened fully, in the
manner of a crossbow bolt, hitting the reader in the
stomach. A tiny pin needs to be inserted in the spine to
prevent the spring loaded bolt from firing.
- Ingested poison might be put in the top corner of each of
the pages, so as a person reads the book and licks his
finger to turn the next page they poison themselves
- A spring loaded scything blade might be concealed in the
cover of the book that slices off the fingers of anyone
opening it without inserting the locking pin.
- A glass capsule filled with gas cracks and spews forth
poisonous vapors if it is not removed correctly before the
book is opened.
- A particular book might be the trigger for a larger trap,
with a piece of twine connecting it to the main trigger.
2. Box Traps
From chests through to jewelry boxes, owners often add traps
to protect the contents. Obviously the smaller the box, the
fewer and smaller the traps must be.
- Blades can spring out from just about anywhere when the
box is opened. Depending on where the blade comes from, the
PC may have to save or lose fingers, feet or head. Blades on
smaller boxes may still take off a finger if the spring is
strong enough, and can certainly hold a poison.
- Spring loaded bolts or needles can fire from any number
of hidden recesses on a box. Needles are generally only good
for delivering poison, unless they are fired directly into
the eye or ear of the PC. Bolts necessitate a larger box,
but can also deliver poison.
- Assuming the box is in semi-regular use, there is no
reason the owner could not keep a snake, scorpion or spider
in a panel that normally swings open when the box is opened,
unless a special pin in placed to hold it closed. I once
used a wasp hive in the same manner.
- Spring loaded lid. The lid opens and then slams closed
again, possibly breaking the arm or hand of the person
reaching into it.
- Box filled with gas. The box has a noxious gas compressed
within it that billows forth when opened.
- The box is part of a larger trap, and lifting it from its
resting place or opening it might mean a pit trap opens
underneath the person instigating the action, or some other
large trap activates.
3. Bauble Traps
For the tiny item, such as amulets, rings, earrings and
gemstones, the cunning trap maker can find themselves in
some difficulty. Nonetheless, there are some traps that can
be placed on such things.
- Poison is an obvious choice for any item that must be
worn, especially earrings and rings of all types. Generally,
this is only done by wearers who are immune to such things.
Poison can also be put in fine apparel, often as a dust that
turns into a cloud when the clothing is disturbed.
- Spring loaded blades. If you can find a trap maker with
the skill, tiny spring loaded blades can be placed in
virtually any object. Clasps for pendants are particularly
known for this type of blade. The blade is almost always
poisoned, as the blade itself is incapable of doing damage.
Most items of this type will have a way to disable the
spring loaded blade so the item can be safely worn by its
rightful possessor.
- Undead sometimes have a strange gem in their possession.
The gem, when heated to body temperature, sublimates into a
poisonous gas. This type of gem can be set in a piece of
jewelry that the undead creature wears. As undead don't
generally have a body temperature, they are in no danger of
activating the gem themselves.
- d. Coins can have a sharpened, poisoned edge.
- Small items might sit on a device that is carefully
counterweighted so that if the weight changes (positive or
negative) some larger trap is activated.
- A telescope might have a bolt trap inside it that
activates when pressed to the eye. (Nasty!)
- An ornate belt buckle might have a tiny scything blade
trap to discourage looters, who lose a finger when
attempting to unbuckle it.
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Realms of Crawling Chaos
In R'lyeh, Cthulhu Stirs....
Evil cultists consummate their union with Shub-Niggurath in
dark woods no other mortals dare go. Alien terrors lurk in
the underworld; their vast riches wait, or their
incomprehensible powers could leave you broken, dead or
worse.
Realms of Crawling Chaos is a Lovecraftian Dark Fantasy
campaign supplement for Labyrinth Lord and the Advanced
Edition Companion.
- New player races, including white apes, white ape hybrids,
sea blood and subhumans.
- New spells
- New monsters
- New artifacts and a system for designing unique artifacts
- Rules for psionics, compatible with Mutant Future
Realms of Crawling Chaos
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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. How Do You Make Swarms Interesting?
A reader sent me this tip awhile ago that needed a quick
reply. I put his request here, plus my response, in case you
are about GM swarms, or if you have additional tips for
Clive in case he GMs swarms again.
"My campaign has been going great, but the next phase of it
is troubling me. The undead that plague the city only come
out at night and there is the classic swarm of zombies,
skeletons and the occasionally wight or two.
How do I play this swarm so it is actually something to fear
and not just another XP boosting encounter to rack up some
kills and some loot?"
Yours in gaming,
Clive M. Lindsay
Hi Clive!
Some ideas:
- Run a swarm of standard critters, but with special
critters mixed in to surprise the PCs.
- Pick your swarm tactics carefully. For example, try to
divide and conquer - get the PCs separated and then swarm
them.
- Consider a meta-swarm feature. Some special power the
swarm itself has, such as deafening noise, nauseating smell
or some other effect that puts a negative condition on the
PCs.
- Have friendlies trapped in the swarm, needing rescue.
- Have the swarm advancing to some key location, so the PCs
must either contain it or kill it before it gets there.
- Use description. Irrelevant details can add flavour and
scare players.
- Have the swarm potentially infect those who get close to
it with disease.
- Make the swarm destructive. For example, the swarm attacks
the PCs in their camp. Some of the swarm attacks the PCs,
but another part of the swarm attacks their horses,
hirelings and equipment.
- Use a controlling creature that imbues the swarm with
extra buffs or powers from a distance. Do the PCs keep
hacking the swarm or attack the controller? Once the swarm
has just a couple rounds left, the controller escapes.
- If the swarm has traveled a bit before reaching the PCs,
then monsters and animals will be flushed out by it, like in
a forest fire, giving the PCs panicked critters to tangle
with as well.
Cheers,
Johnn
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2. Random Monsters Via Two Monster Combos
From Mark of the Pixie
I don't use wandering monsters much, but when I do I tend to
roll 2, and present a hybrid. This means the PCs can't use
knowledge of the monster manual, and I get a lot more
variety out of my monsters.
For example, a dire wolf and basilisk might give me a huge
wolf that has a poisonous bite that turns victims to stone.
In general, I just use the stats of one, and one or two
special abilities of the other.
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3. A Few Quick Campaign Tips
From Jerry in Bayside
What constitutes a good game - a good campaign? What brings
a campaign to life so the players become the PCs, honestly
caring about their paper creations as living, sometimes
breathing, mostly sentient beings?
Here a couple of my ideas:
- Know thy players. Do this and you will always be a good
GM. Ignore this and you will fall prey to all the ills of a
writer that refuses to edit, because they have fallen too
much in love with their own words - doomed to failure from
the get-go.
- Some might say that a good GM can run any game, in any
system, with any genre, but I don't care. If I can't feel
comfortable with the content of the material, then I can't
be comfortable running the game.
- I like to use modules. I like to use them as-is, string
them together, and tweak them to fit my story.
- With the game I am currently running, I asked for some
buy-in from the group. I asked them be an adventuring group,
from this city, and to accept the job I offered, without
question.
- This was to simplify getting the game started, although we
did do some role playing to help introduce the players to
game, the city, and its history and backstory. I encouraged
them to create characters that would rely more on city
survival skills, instead of the usual wilderness survival
skills.
- Most of my campaign materials and ideas come from pre-
existing modules and supplements. I have always liked the
Forgotten Realms world and all the materials that have been
released to support it. I also buy other supplements that
are system generic and then make campaigns from ideas or
items I have read about.
If I find a monster I like, I research it and let the
creative juices flow. A GM could get a couple of years of
gaming just from wererats - your players might get a little
tired of this approach, but wererats are always good for any
fantasy campaign, in any setting. Think about it - where
haven't you ever seen a rat?
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4. Egyptian Campaign Or Culture Tip
From manfred from Strolen's Citadel
Hallo Johnn,
The Book of the Dead is a great inspiration, and a crash
course into the moral world of the ancient Egyptians.
These ancient mortuary spells were written on sheets of
papyrus, placed into the grave with the dead in order to
help them pass through the dangers of the underworld and
attain an afterlife of bliss. Some of the texts and
vignettes are also found on the walls of tombs and on
coffins, or written on linen or vellum rather than on
papyrus. (It was often the individual's personal choice which
parts were emphasized.)
The texts are divided into individual spells or chapters,
nearly two hundred in total.
The most often cited and emphasized part is Spell 125, "The
declaration of innocence," where the deceased was to be
judged by Osiris and the lesser gods who aid him. Their
number, 42, represents the nomes (districts) of Egypt, so
the deceased is in effect judged by the whole country.
Their metaphoric names often stand for the terrible
punishment they can inflict on a soul. After entering the
Hall of Maati (Truth/Law), the deceased would advance along
the Hall, and address each of the lesser deities with their
name, declaring that he has not committed a certain sin.
Note all the various sins, crimes, transgressions and
activities the gods detest, how some repeat themselves (do
not steal in several variants), what they command (serving
the king and the gods) and what they forbid. Explicit
mentions of bread (besides other food) and water also show
what is truly important for this society. Some sound just
strange ("I have not babbled") and can be interpreted in
numerous ways. :)
About the book
The Declaration of Innocence
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5. Noble Resource
From Loz Newman
Gold dust for DMs looking for authenticity-enhancers for
their campaigns:
Nobility
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6. Diceless Tip
From David Goodwin
Johnn,
I once played a diceless game that I very much enjoyed, so I
thought I'd point out a few of our solutions.
First off, those involved were all good friends who had an
interest in good story and were mature enough to give and
take bad news. In an environment where you can't blame dice,
this is pretty crucial.
Second, the characters had well-developed skills, strengths,
and physical and emotional shortcomings. They were detailed
in every regard, so everyone had a good idea of exactly how
skillful or inept they were in various ways. They started
life as traditional D&D dice-rolled characters, but they had
been played in a few campaigns and we all had a good feel
for what they were.
The way the meat of the campaign went was like this. We
would describe our strategy for a situation, including any
prep work, along with how we anticipated things playing out.
The DM would compare this to the pre-made plans of the NPCs,
and begin describing how well things were going, stopping
frequently to ask us our response to various events.
Because he knew our characters, he was able to highlight our
various brands of awesome so that we felt well represented,
while still being honest and direct about failures and
unexpected turns. As long as we felt a failure was due to
the ability of our opponent, rather than the stupidity of
our characters, we were okay with it.
In events where a lot was at stake, or a neutral decision
was hard to make, the DM would come up with a percentage
chance of success and roll percentiles, but that was rare
and the only time we used dice.
The success was due to the DM giving characters chances to
show off their merits, good story telling skills, and most
importantly, knowing his PCs and NPCs. He knew what everyone
could do, and why they would. Everyone came prepared with
their intended plans, and because of that there were times
we got stomped for being caught blind, and there were times
where we completely preempted obstacles.
This was an epic campaign, so combat was a minor feature. It
was all about who was doing what, or how you dealt with
influential figures, or your strategy for finding this or
that. Die rolls are only essential in combat, and if you get
above combat you can really have a lot more fun without all
the math.
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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
Looking for a new group or player in 2011?
50 ways to find gamers in your neighborhood.
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