Roleplaying Tips Weekly E-Zine Issue #69
Putting Together The Ultimate DM Binder
Contents:
This Week's Tips Summarized
Putting Together The Ultimate DM Binder
- First Figure Out The Purpose For Your Binder
- Determine The Best Binder Style For Your Use
- Choose Your Type Of Binder
- Content Ideas For An Adventure-Style Binder
- Content Ideas For A Reference-Style Binder
- Content Ideas For A Reference-Style Binder
- Organizing Binders
- Name Lists
- Sources For Binder Materials
Readers' Tips Summarized
- Use Index Cards To Create Random Spell Books
- Neat Index Card Holder Idea
- Run Your Whole Campaign With Index Cards
- How To Twist Plots
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A Brief Word From Johnn
Easter Break: Issue #70 Will Be April 17th
Due to the upcoming Easter holiday, I'll be sending
off Issue #70 the Tuesday night after the long weekend.
Character Questionnaire Ready
The Character Questionnaire supplemental is now ready. It
contains 384 questions for you to build or modify your own
questionnaire with. Thank you again for all the great
submissions that made this GM tool possible!
http://www.roleplayingtips.com/articles/character_questionnaire.php
Enjoy!
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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Putting Together The Ultimate DM Binder
This article has moved to the Articles Section.
Tips Request For Issue #71: "Making Travel Interesting"
Issue #70 is about dealing with absentee players. What do
you do when a player doesn't show up? Go ahead with the
session? Kidnap his PC, or rename him "pit finder"? Feedback
and tips on this important issue are still welcome.
Issue #71 is all about making travel interesting, whether
it's a band of adventurers heading to and fro, or a
spaceship crew killing time between star systems. What
tricks and techniques do you have to make this time in the
game interesting?
Send your tips and advice to: johnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- Use Index Cards To Create Random Spell Books
From: Travis W.
An interesting thing to do is place common spells and
monster stats on cards (like 3x5 cards) and keep them in a
box. This is extremely helpful as you don't have to keep
writing them on your adventure notes or keep looking in the
monster manual as long as you have the card.
Also you can organize them by color, and use them for random
encounters. You just have to pick from the same level as
your PCs are. For example, orcs could be in the blue pile,
ogres in the red and a blue dragon in the white. When you
need an encounter for the lower levels pick from the blue
pile.
Spells are great too. Place them in color coded piles and
create a completely random spell book.
- Neat Index Card Holder Idea
From: Garry S.
One thing I find of great value is something I made years
back and carefully preserve. The reusable character list. I
built this multi-pocket thing from cardboard 5.25 inch disk
protectors. Within are 3 x 5 card for each character with
the top half inch exposed. This has name, race, gender,
class, level, AC, HP. The rest of the card is a mini
character sheet, hidden by the pocket, but easily
accessible. I change out the cards as the characters or
game changes (cards stored in the pocket of the binder). I
have a quick reference of each character at hand.
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- Run Your Whole Campaign With Index Cards
From: Jon F.
I've been enjoying the Tips for a while now, and I finally
have something to contribute! As for GM Binders, I really
don't use a "binder". Instead, I run my entire game from
4"x6" index cards. I have a couple of plastic cardholder
boxes and organizer tabs.
We're playing AD&D 2nd Ed, and my players use the Core Rules
software to store their characters. It's become very easy to
print out all of the relevant stats and information for each
character on a card and put it in the box. This way I never
have to ask the thief, "What's your detect noise, again?"
Now that TSR/WoTC has been re-releasing many of their
classic titles in electronic format, it has become extremely
easy for me to print out adventure information to be used in
the course of the game on these cards. Most of the time,
though, we're not playing through modules, so I'll transfer
all of my notes to cards: encounters, important place
descriptions, treasure (more on this below), NPC
interactions (more on this below), and combat results (more
on this below, too).
I have a divider for every town or region the party visits
for any length of time. Every NPC that could possibly have
an impact or appearance in the future gets his/her own card
in the file, and it includes his/her name, physical traits,
what information the NPC gave to the party and what the
party gave to him/her. I record what PCs were nice or rude
to merchants, beggars, and other folks, for example, so next
time the group comes to the store, walks down the street, or
tries to buy a horse from a ranch, the person will remember
exactly how the PCs treated him/her. It really makes quite a
difference to the effect of role-playing when the group
returns to some dusty little farm town and all of the NPCs
remember how the characters impacted their lives.
I also have a section for the current adventure. In this
section, I have cards for the monster/encounter statistics,
including hit points or hit dice for each creature. For
creatures that aren't run-of-the-mill I'll print out a color
copy of the creature and show it to the players as they
encounter it.
I also keep a master list of the treasure that the group
keeps. I don't keep this on cards because it's too big with
all of the notes for each of their items. But whenever the
group finds something of note, I'll either have it written
or printed on a note card and I give it to the players. That
way, once it's been claimed or used or sold, the card gets
traded or returned to me. The players can write all of their
findings about an item on the card itself. All of the item
cards are numbered according to my master list, so when a
brave character finally decides to put on this ring they
found in the dungeon, they say, "I'm putting on Ring number
62." And I give an evil grin and say, "Really? I've been
waiting for someone to put on number 62," and I have a
record as to what it does and who put it on first.
I also keep track of combat on cards. Usually, combat
doesn't last more than 10 rounds in my games. On the combat
card, I have a line for each character and some extra lines
I use for enemies. I record initiative, a word or two for
each character's action, and a target number and effect of
each action.
At the end of each session, I give the players their
character experience point rewards on note cards and I
record them on a tally card. Each experience card is broken
down into awards by category: Role playing, combat,
ingenuity, rules knowledge bonus, survival bonus, meeting
the primary objective, meeting the secondary objective (if
any) and other adjustments. I got this idea from structured,
non-combat tournament adventures and I've adapted it for
campaign play.
It sounds like a lot of work, and I guess it is. We game one
night a week, and I usually spend 5 or 6 hours throughout
the rest of the week preparing for the next game, which is
more than enough to come up with some of these. It's
especially easy because I wing it, and it's easy to come up
with a quick list of items for them to find, regardless of
what the group actually does. The players are really
impressed because they feel like I'm always prepared for
whatever they do, so they really start second-guessing
themselves. I have a card of fantasy names written up (I got
20 names from a box of Crayola crayons, just taking words
off the box and spelling them backwards) so I'm never at a
lack for a quick name.
Best of all, though, they're really easy to store and carry,
and they're cheap. Walmart has packs of 100 index cards for
under $1 (so you CAN get something other than a 20-minute
long distance call for under $1).
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- How To Twist Plots
From: Max B.
Hello Johnn,
I have some "tricks of the trade", and I want to share these.
My style of GMing isn't creating plots/stories from scratch,
but taking existing ones and twisting and turning them ad
nauseum.
There are (in my experience) six methods of plot tweaking.
Let's take a simple adventure outline ("evil wizard kidnaps
a princess") and see what the application of those methods
will give us.
- "As is"
It's just a basic plot with cosmetic changes (e.g. names of
the wizard and princess, method of kidnapping, place where
the captive is held). Okay, it isn't a tweaking per se, but
creative changing of details can make interesting
adventures. Must be done with caution though -- it can
become boring after several repetitions.
- "Upside down"
One of the major plot elements is changed to its direct
opposite. Maybe the evil princess somehow locked the wizard
in his tower (and must be in the same tower to keep him
locked); maybe the wizard didn't kidnap the princess, but
instead rescued her from a terrible death, and so on.
- "HOW MANY of them are here, you said?"
Too many, actually. For example, ten or so evil wizards
compete with each other in an attempt to capture one
princess; the evil wizard captured not one, but many
princesses; last month there were multiple captures of
princesses by evil wizards, but only one is Really
Significant (tm).
- "Bait & switch"
Imagine the wonder of the PCs when they discover that
something is absent in the story: the wizard didn't kidnap
the princess, he's just deluded that he did. Or the
kidnapped girl isn't a princess, but her female bodyguard
is (16th level fighter capable to escape on her own, by the
way, and very bored and angry because she has orders not
to); or (for a really complicated twist) both wizard and
princess are impostors --she is a cleaning maid and he's a
wizard's would-be pupil (and where on earth are REAL
princess and wizard?).
- "Amateurs, damn amateurs!"
Something's gone terribly wrong. The wizard's servants were
so lame that they lost the princess soon after kidnapping.
Now she's somewhere in the wilderness/city slums/Astral
Plane, and nobody knows that!
- "For King, Country and sheer fun of it"
Humourous story twists are good, if done properly. Probably
this tweaking method isn't so great when used alone, but it
is when used in conjunction with other ways... For example:
what if the wizard kidnapped many girls and ancient custom
dictates that the savior must marry one of those he saved,
and only one PC is noble enough to be considered eligible
for royal marriage?
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