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Roleplaying Tips Weekly E-Zine Issue #62
9 Ways You Can Use Fiction Books As A Gm Tool
Contents:
This Week's Tips Summarized
9 Ways You Can Use Fiction Books As A Gm Tool
- Why Use Books As A GM Tool?
- Use The Book's Cover As Inspiration
- Use The Book's Maps
- The Setting
- Villains
- The Heroes
- Cast Of Minor Characters
- The Conflict
- Won't The Players Recognize What I'm Doing?
Readers' Tips Summarized
- Combat Planning Tip
- Online Database Tool For Tracking Your Games
- Using A Costume To Increase Player Imagination
Return to Contents
A Brief Word From Johnn
Referral Contest: Deadline March 3rd
My sponsor, FunUSA.com, has generously supplied me with a
couple of gift certificates to use at their online store. A
US$30 certificate and a US$20 certificate. So, I thought it
would be neat to hold a referral contest so that we have
more GMs getting this ezine and sharing their tips with all
of us.
I thought that the winners could use their certificates to
buy game books, pre-order a Chessex mat or two, or make a
group purchase for your whole roleplaying group.
Here is how it will work: for every successful referral you
provide (i.e. that person has subscribed), you will receive
an entry in the gift certificate draw. On midnight March
3rd, I'll randomly draw two names and announce the winners
in March 5th's issue.
And, in the spirit of roleplaying, I'll use dice to generate
the random number (i.e. d10, d100, ignoring all rolls above
the number of entries). And 15 lead figurines (including a
hill giant!) will be the official witnesses for the draw. ;)
You can enter a referral by either sending me a list of
people whom you have referred and I'll compare it with the
new subscriber lists for the next two weeks, or you can have
your friend mention your name in the subscribe email. I
decided not to use a referral form at the
Roleplayingtips.com web site, where you would enter people's
names and they would be sent an invitation, because that's
too much like spamming for my taste.
Possibly the easiest thing to do is to forward your issue by
email to your friends and then have them forward that to me
at RolePlayingTipsWeekly-On@lists.webvalence.com. Your email address will be
in the first forward which I'll pick out.
(All addresses that you send to me will be deleted from my
hard drive on March 4th. And, unless your friends subscribe,
they will never receive any correspondence from me. Read my
Privacy Policy at the bottom for additional privacy info).
Summary:
Lost Emails
This week a server went down and I lost 8 hours of emails
on Thursday. If you emailed me during that time, I'm sorry,
I didn't receive it...
Special Thanks
I'd like to a brief moment and thank these people for
sending in some great book tips for this week's issue:
Have a great week, and thanks for your referrals!
Johnn Four
johnn@roleplayingtips.com
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A Word From Our Sponsor: FunUSA.com
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Return to Contents
9 Ways You Can Use Fiction Books As A Gm Tool
- Why Use Books As A GM Tool?
I feel fiction books are a fantastic GM resource:
- There's a lot of good meat in them to choose from (i.e.
Tips #2-8). And you have the option of choosing the whole
thing, or just pieces.
- They can help you prepare for your games faster.
- Look at reading the book as doing "research". Just use
your research to build a better game.
- By reading the book, you've "experienced" it. A big
problem of using published modules is dealing with all the
details and learning them. Using a book allows you to draw
on all the memories, facts and trivia you picked up while
reading it. It gives you a library of knowledge before you
even start planning an adventure.
- You have an end in mind. An exciting finale can make your
story memorable--and have your players impatiently looking
forward to your next adventure. Just by having a clear
picture of how things could turn out, you can consciously
and unconsciously steer things during play in that
direction.
- Books can even help prevent you from overly scripting or
"railroading" an adventure. Depending on what elements you
take from a book, you can draw on your book knowledge of the
NPCs, motivations, future encounters, etc. and adapt things
better as you play. Reading a book gives you a deeper
understanding and longer term view of things for you to draw
on.
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- Use The Book's Cover As Inspiration
Here are a few ideas on using the book's cover itself as a
GM tool:
- Scan it and use during play as a player handout or
illustration. Use a drawing program to erase the book's
title, price, etc. to preserve the sense-of-disbelief during
play.
- Study the cover closely until it's firmly in your
imagination. Then you can use your mental image of it during
play for better descriptions. For example, if a book cover
has a great ship design on it, draw on that the next time
the PCs use or see one.
- Use individual elements as Show & Tell during the game. If
you pick one or two specific items from a book cover during
play, this will not ruin the session's sense of disbelief
and can help everyone visualize something important much
better. For example, "the sky looks like this", "this is
what your brother looks like", "here is the strange design
on the weapon you found".
I also use magazine covers (i.e. Dragon and Dungeon) for
this purpose.
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- Use The Book's Maps
Some books have a map of the setting inside. These maps are
useful:
- Copy the whole thing if the players get themselves
transported to a new world that you haven't really prepared
for.
For example, if you use the D&D Planescape setting, which
allows PCs to travel to other dimensions and worlds if they
have the right magic or can find the right portal, there's
thousands of places the characters could journey to. You
can't have maps ready for every possible destination.
Another example: in sci-fi games, PCs with a good ship or
FTL method of travel could take themselves to possibly
millions or billions of unmapped worlds very quickly. A
book's map could make do in a pinch.
- A tip in the opposite direction now, maps can help you
confine the PCs in your adventure area better. Pull out a
few books with maps in them and look at their boundaries.
How does the author hem the heroes in?
- Terrain: mountains, water, desert...
- Enemies: roving bandits, armies, spies...
- Magic/Technology: energy barriers, dead magic or wild
magic zones, land mines...
- Danger: monsters, sinkholes, earthquake zone...
- Special danger: whirlpool, rains of fire, radiation
zones...
- Travel technology and setting size: you can limit how fast
people can travel or you can make the setting area very big
Some authors put up walls of mountains on square maps that
exactly fit the page (a pet peeve of mine :), so avoid doing
this if you can. Your best bet is to use a combination of
the methods above and from other ideas you get out of you
own books.
By the way, if you have other ideas to add to the above list
on hemming PCs in, let me know: johnn@roleplayingtips.com.
I'll publish a complete list for your use if enough ideas
come in.
Return to Contents
- The Setting
Authors try hard to make their worlds and settings
interesting, different and unusual. Ask yourself:
- What was cool about this book's setting?
- What were the most interesting areas/encounter settings?
- Were there any specific details that stuck in your mind
when reading? i.e. a strange culture, interesting use of
technology/magic, special society customs, etc.
Take the best ideas and add them into your games. Or add
them to a list you keep somewhere to reference when you get
stuck for an idea.
Some things to think about on author's settings:
- The nature of the universe: physics, special features
(i.e. worm holes, gods do exist, dimensions...)
- The land: special features, strange places, geography in
general, how climate affects things
- The peoples: cultures, customs, special groups
- Magic: if it exists, how does it affect people's daily
lives? How is it used?
- Hook: what single aspect sticks in your mind about the
setting?
Patricia C. Wrede has written a great list of worldbuilding
questions that you can also use to analyze a book's setting.
I have no idea where her official web page is, but you can
find a copy of her questions here: http://www.sfwa.org/writing/worldbuilding1.htm
Return to Contents
- Villains
This is my favorite use of books: villain ideas. Authors
take great pains to build brilliant villains. Let them help
you build better bad guys for your games:
- Personality and physical traits
- Diabolical plans
- Their actions
- Motives
- What they say and how they say it
- Understand their inner mind
- Flunkies and underlings
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- The Heroes
Here is a list of ideas you can get from a book's heroes:
- Plot hooks: how did the heroes get involved?
- Ways to use non-combat skills to propel the story forward
- Motivations, background and back-story ideas
- Example family structures
- Secrets for you to reveal about the PCs during play
("Luke, I am your father.")
- Ways to challenge the PCs other than combat (what
challenges did the heroes face in the book and how did they
overcome them? How did the author make those challenges
interesting?)
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- Cast Of Minor Characters
The book's minor characters are a ready-made pool of NPCs
for your games.
You can also use them to get specific ideas for your NPC
development:
- Relationships (with the heroes, villain, other NPCs)
- Names
- Personality traits, quirks
- Physical traits
- Simple histories and backgrounds
- Motivations and actions
- How they used their skills to get ahead in life
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- The Conflict
What was the main conflict of the story? Knowing this can
help you develop instant plots in your campaign if you're in
a jam.
And if you have a little preparation time before your game,
you can analyze the book's conflict to help you build a more
complex or well-thought-out plot for your story.
Also, the exercise of a plot analysis will help develop your
own plot-building muscles. You will learn to build better
and stronger connections between the various powers that you
have in your campaigns.
For example, I have started many stories off with the
characters having to deal with bandit activity near a town
or village. The plot hook is usually one of these:
- The characters are hired to deal with the threat
- The PCs are themselves victims of the bandits
- A party member has a threatened family member in the area
Boring and cliche you say? Normally, yes. But, I learned
after running this type of story for the millionth time :)
that the players always enjoy trying to figure out what I've
got cooked up for the "bigger picture":
- What's the major conflict that's playing out behind the
scenes?
- Are the bandits pawns of a higher power? And what is that
power using the bandits for?
- Drive the villagers out of their homes because the area is
valuable?
- Use the bandits to gather supplies and resources to feed
an underground army?
- Halt trade in the area to weaken countries and strain
relations?
By reading books and figuring out their conflicts, you can
build up a good library of plots for your games and allow
you to make old, boring ideas into something more...
To figure out the conflict of a book, try these questions:
- What was the villain trying to accomplish? What was
his/her plan of action? Why did the heroes try to stop
him/her? What did the heroes try to do to stop the villain?
- What were the goals of the major powers (i.e. gods,
kingdoms, countries, races, corporations...)? What actions
did they take to achieve their aims? What plots did they
hatch?
- How did the heroes get involved in the struggle? What
were their goals? What actions did they take?
Return to Contents
- Won't The Players Recognize What I'm Doing?
The players may guess what the source of your inspiration
is. If that happens, you may have to change your plans a
little to keep them guessing. Or, the players may not care
and are great at separating in-character knowledge from out-
of-character knowledge.
It could also be possible that your players would really
enjoy experiencing a book through roleplaying...especially
if you've found out their favorite books and are
intentionally using them in your story. :)
That being said, here are some prevention ideas:
- Mix and match your book ideas: take the best ideas from
two or more books and combine them into one great story.
- Stick with the less obvious/cliche/recognizable ideas.
Even mixing things up, like turning a mighty barbarian
warrior into a bandit who steals from the rich and gives to
the poor, gives too much away. But what about exploring the
idea of a barbarian king thrust into a sophisticated court?
Or a bandit whose love interest has been captured by an evil
baron and is being forced into committing evil acts against
local villagers?
- Keep the books you read a secret. Try to keep up with what
books your players are currently reading. And check out your
players' book collections--with their permission. Also, ask
your players what their top 10 books of all time would be.
- Use books from different genres (i.e. use James Bond books
to inspire your fantasy games).
- Change all names.
- Look for uncommon books at libraries and used book stores.
For example, Ivanhoe is a famous book by Sir Walter Scott
and your players may be familiar with it. But that author
has written other, less read books, which are just as full
of great characters and ideas.
- Also, look for foreign books. Here in Canada, Canadian and
US authors fill the shelves. But I've found many UK books
which are excellent and which my players probably haven't
read because of the novels' limited distribution here.
- You can always try to be the first on the block to get,
read and use a new book as well.
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I know there's more than one author in our Roleplaying Tips
Weekly community here. If you have a book published, which
other readers/GMs can find in stores, would you mind writing
in with some information? Preferably a web site URL that I
can point readers to for price, synopsis, ISBN info (can be
your site, Chapters.ca, Amazon, etc.).
I'll publish a list next week for everyone to review and use
as recommended reading (albeit recommended by the authors ;).
I think it would be great for us to support our fellow list
member authors.
Send your book info to: johnn@roleplayingtips.com.
Advertisement: GamingOutpost.com
We are your place for gaming on the 'Net. Active forums on many GM related topics and gaming news updated regularly. Visit http://www.gamingoutpost.com today!
[Johnn: I go to this site regularly and heartily recommend a visit!]
READERS' TIPS OF THE WEEK:
- Combat Planning Tip
From: M. J. Young
Johnn,
Regarding the tip of playing out encounters in advance
[ http://www.roleplayingtips.com/issue40.asp ], I've got
a different approach.
I keep a current record of what I call character ADR's and
Surv's. ADR's (Average Damage per Round) is the amount of
damage a character will do in combat against a typical
opponent, given chance to hit, number of attacks, and
probable damage; Surv is a survival rating that considers
armor class and hit points. Using a simple computer
program, I can quickly and easily get the same numbers on
any opponent, so I know how tough it is both in terms of the
damage in inflicts and the damage it withstands.
I explain this in more detail, and offer a BASIC program I
use for it, at http://members.aol.com/MarkJYoung/adr.html;
it's written for AD&D 1st ed., but I've adapted the
principles to a variety of other very different games. Using
the basic principles there, you could probably pull together
a program which would simulate the most likely outcome for
any opponents in your favorite game system.
- Online Database Tool For Tracking Your Games
From: Ian kitharion@yahoo.com
Hi Johnn,
You have a great site and I'm impressed with the resources
you are able to pull together. Here's another one:
http://www.quickbase.com. I'm not affiliated with the
company (Intuit)--I just tried out their product because I
had an idea of how it could work for roleplayers.
Quickbase allows you to create a database on the web, and
then grant access of various levels to various individuals,
or to the entire Internet. Actually, your first three
databases are free, then there is a price structure which I
haven't checked out yet. It's fairly customizable, easy to
learn and use, and for the purposes of the game I'm playing
in, makes a lot of sense.
The minor problem I identified recently is that even though
[campaign] notes are taken, it doesn't mean we have time to
read them, except for a review of last session's notes at
the beginning of the current session. What that means is
that certain side-plots or, especially, non-player-
characters, get lost in the shuffle.
Here's where my idea for using this web database comes in.
I went back through the notes and created a database of all
the characters in our game that we had names for (or, in a
couple of cases, no name but still a big influence) and kept
track of a few main categories of information (where met,
base of operations, connections to other characters, etc.).
I couldn't believe some of the people we had forgotten
about! And now, they can come back (of course, this could
be bad in some cases, but overall it's a plus!), because the
game master can look at it at his leisure on the web. My
group is a very cooperative one in terms of helping each
other keep track of the huge amount of information we have
about the game world, so everyone has access to the database
and can add or modify records at will. Some game masters
would probably want to limit their players to viewing
records only, or somewhere in between. It's easy to set up
those limits.
All you have to do to use Quickbase is go to their site
(http://www.quickbase.com), register, and start creating
your database.
- Using A Costume To Increase Player Imagination
From: Bernhard B.
I really liked the article I read on the page about fleshing
out NPCs [ http://www.roleplayingtips.com/issue37.asp ].
The idea of handing out pictures of the NPCs you're
playing at the moment is really good, but after all, this is
a Fantasy Game. So you could expect the players to use their
imaginations a little.
What I do is: we play in a shed in our garden, usually with
candle light. I wear a robe with a large hood and a mask
that covers the upper half of my face. The players don't see
their buddy when they look at me, but they see a figure in a
robe, wearing a mask...
Then I tell them, in 3rd person style, who the NPC is they
encounter and how he looks, before I jump into the role. The
mask and the robe can change into the face and the clothing
of the NPC in the players' imagination and it is a fantasy
game, isn't it?
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