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Roleplaying Tips Weekly E-Zine Issue #71
5 Ways You Can Make Travel Interesting Or Important
Contents:
This Week's Tips Summarized
5 Ways You Can Make Travel Interesting Or Important
- Provide A Background For The Encounter
- Get Into The Nitty Gritty Details Of Travel
- Consider Adding New Environmental Challenges
- Pre-Plan Some Basic Encounters For Use At Any Time
- Reveal Important Information
- Get Into The Travel Spirit
Readers' Tips Summarized
- Build Your Maps In Lego
- Use Prophecy For Tension Creation
- Find New Roleplayers By Hosting A Murder Mystery Party
- Multi-Tasking Testimonial
- 5 Campaign Tips
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A Brief Word From Johnn
My group had a great 10 hour roleplaying extravaganza
yesterday. I felt that we actually got three sessions of
stuff done in one day because of the extended time and the
continuous play--we avoided two extra session set-ups and
clean-ups (and only had to deal with ordering pizza twice--
lunch and dinner, lol).
Another bonus was that all the players showed up. This meant
I had a full group for three sessions worth of play.
If you can swing it with your group, extended sessions once
in awhile can definitely give your campaign a jolt or keep
it steaming ahead.
Have a great gaming week!
Johnn Four
johnn@roleplayingtips.com
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5 Ways You Can Make Travel Interesting Or Important
- Provide A Background For The Encounter
Try to create a brief background for each travel encounter
you design. How did the current situation develop and why?
Is there anyone or anything with ulterior motives involved?
A little bit of background material, even if it's just a
sentence or two, will greatly improve the encounter:
- Fun to GM because it is more than just a few
statistics now.
- Helps you develop the campaign area in bite-sized pieces.
- Gives you information for inspiration during or after the
encounter.
- Makes it easier to GM the encounter during the game.
For example, you have a bandit encounter planned. But,
bandits don't usually just wait on the road for unlucky
adventurers. So, what is the background for the encounter?
The how: perhaps they have an informant tipping them off
when suitable targets will be leaving the city and taking a
route ripe for ambush?
The why: maybe the bandit leader is the bastard of a local
noble and has resorted to banditry to try to raise funds for
a small army?
It's difficult to keep on top of all the events of your
campaign area and to make it seem alive and dynamic. Often
we have our hands full just dealing with the PCs, and soon
it seems as if the world starts to revolve around the party.
However, outdoor encounters are a perfect opportunity to
make your world change and move on regardless of the PCs'
presence. Adding a little background to each encounter is a
great way to help you do this, as demonstrated with the
bandit example.
Another enhancement to the background idea is to link some
of your encounters to the PCs or story in some way. However,
if you're struggling with a static game world, then be
careful not to make the encounters start to revolve around
the PCs again. Just look for some small way to make it
personal for the PCs.
In our bandit example, we haven't asked the who? question
yet. One possibility could be, who is the informant?
For a minor link, you could make the informant be the
innkeeper where the PCs stayed. The innkeeper runs to a
bandit scout in town who then rides off ahead of the victims
to alert the bandit leader. This would definitely make your
game more interesting if the PCs were to learn about the
connection.
For a major link, perhaps the bandit leader is being
influenced by the story's villain? The bandits don't
normally attack well armed travellers, but the villain
exerts his influence over the bastard noble and the bandits
mobilise for an ambush. Perhaps the bandit leader then, has
a juicy bit of knowledge about the villain? Suddenly this
formerly standard travel event becomes much more
interesting and valuable to the PCs....
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- Get Into The Nitty Gritty Details Of Travel
Without slowing play to a halt and turning a short travel
stretch into a three session long snore-fest, try to
challenge the PCs with the discomfort, hazards and
challenges of traveling. An easy way to do this is to think
about the details of travel:
- Severe weather (it's effects on equipment, supplies and
henchmen)
- Food and water
- Navigation, directions, route
- Travel equipment (broken-in boots, vehicle maintenance,
can-opener)
- Bug repellent
For example, the party is delivering a message to the
archbishop of a neighboring city. Two of the characters have
social aspirations and would like to turn the archbishop
into a powerful acquaintance, or even an ally. However,
during the trip, the PCs stumble into huge clouds of
ravenous mosquitoes. Instead of a professional and composed
meeting with the archbishop, the characters show up with
scabby red welts all over their faces and arms, and often
scratch at things unknown beneath their clothing. To add
insult to injury, the message scroll is covered with bloody
mosquito kills because it made a better swatter than a
sword.
Another example would be to quickly gather the party's
character sheets and/or equipment supply and check to see if
they brought enough food with them. If not, then let this
journey become known as "the squirrel soup" adventure. :)
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- Consider Adding New Environmental Challenges
One thing I'm guilty of in my games is to assume that,
except for terrain and weather, the environment pretty much
stays the same during trips. Thanks to a subscriber tip
submission from Stanton, I've learned about all the things
I've been missing! Here are Stanton's tips:
- Customs
A long list of unspoken taboos and unique criminal offenses
should keep the PCs on their toes. Something mundane -
eating in public, talking to a person outside one's caste,
accidentally wearing the "royal" color - can quickly put the
party in trouble with the conservative and unforgiving
locals.
- Disease and toxins
From minor allergies to killer viruses, travelers have to be
careful of invisible hazards that the locals built up
immunity to long ago. The issue cuts both ways - the cliche
of a traveler's "common cold" triggering a global plague is
always a real fear to port authority officials. Note that in
"reality", radiation is lethal to everything and no normal
being builds up "resistance".
- Animals
Locals know that the Great Ravinoxarus comes out of
hibernation to mate at this time each decade. Too bad nobody
mentioned the Great Ravinoxarus to the visiting off-worlders
who just left camp for some sightseeing.
- Language
Imagine the problems which arise when an off-world trader's
phrase "Please adopt our Imperial standards" gets
mistranslated to the locals as "Please become the parental
guardian of our Imperial representatives" - and what happens
when the kind-hearted locals agree?
- Gravity
Off-worlders in a heavier gravity find themselves awkward,
tired and distracted while their bodies adjust to the
higher-G. Likewise, a weaker gravity world seems "bouncy"
and can cause light-headedness until acclimated.
- Climate
An exceptionally cold, hot, dry or humid world may seem
"comfortable" to the locals, while off-worlders shiver,
cough or sweat their way across the landscape.
- Taxes
Entry tax, exit tax, road tax, guild fees, ministry dues,
carrier service fees, national tariffs, holiday tax,
baronial duties... Regional rulers may have redundant taxes
on top of local rulers, and then the "shadow" rulers,
criminal gangs, and merchant guilds all seek their due. Some
could be bribed or ignored, while others might be fanatical
misers willing to pursue tax dodgers to the realm's farthest
borders. PCs might find smuggling an easy way to go, though
such a tact has its risks.
- Government Surveillance & Intervention
What if a planet's medical records system is watched
carefully by the government, which holds the rights to
specific genetic mutations. One character trips one of these
tests, and government agents insist on detaining the
character indefinitely as cellular property of the state.
("Our study only takes a few years until a stable clone is
made.")
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- Pre-Plan Some Basic Encounters For Use At Any Time
Step 1:
Make a list of typical and not so typical travel encounters
that could happen.
Step 2:
Think of one idea for each list item on how you could make
that encounter different or unique through a plot twist,
complication or location twist.
Step 3:
Using tip #1, add a one to two sentence background to each
encounter.
You now have a list of encounters that, depending on the
background detail you gave them, you can drop in any time
travel gets boring or taken for granted by the players.
Here's a brief list of travel encounter ideas to get you
started:
- Ye old inn encounter
- Meet a traveller on the road
- Bandits
- Wild animal or monster
- Small village in need of heroes
- Vehicle breakdown
- Scene of a recent battle
- Sink hole or dangerous terrain
- Ruins or old buildings spotted
Now, just add a twist, a background and stir!
Perhaps you could create six encounters and replenish them
between sessions as they get used. That way, you'll never be
caught without something to make a trip interesting.
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- Reveal Important Information
Travel is a great time to introduce new information for
future use or to help the PCs during their current
adventure. Depending on how much game time you want to spend
on the trip, you could give a short description/monologue of
the information discovered, let the PCs investigate briefly
and then move on.
For example, you could introduce a new villain by having the
party discover the smoking ruins of a village that has just
been raided and razed. Or, perhaps the villain's carriage
runs the PCs off the road.
Maybe you could have a traveler provide some interesting
news about things that are happening in other lands, to help
the PCs learn more about your game world. (As a related tip,
information tends to get more accurate as you get closer to
the source, so feel free to spread those wild rumours.)
Or, you could simply introduce a new type of flower that
could become important later on.
One subscriber wrote in with this great example of slowly
revealing information about an upcoming travel encounter:
"my party was hearing rumors of bandits on the Mithril Way
(a caravan trail) and that there was a huge reward. As they
slowly got closer to that area they learned that the bandits
were lead by Ogres... Twin Ogres... The Twin Ogre Heroes, Og
and M'og... who wear the hides of dragons... one wields an
orc double-axe, the other a dire-flail..." That's building
pretty good anticipation and would make travel much more
interesting than just ambushing the party with Og and M'og.
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- Get Into The Travel Spirit
If you want to make travel more interesting than just saying
"ok, you leave on day one and get to your destination on day
3", try celebrating a couple of small events that take place
during the trip.
For example:
- Snowball fights
- Rainbow spotted
- Beautiful scene (such as waterfall or breathtaking view)
- Wild, non-dangerous animal approaches closer for an inspection
- Beautiful beach and a warm swim
- Comical incident with an NPC traveling with the party
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Tips Request For Issue #72: "Using Names In Your Games"
I'm on a quest for names tips. What can you do with names in
your campaign? How can they add flavour to your game world?
How can you use names to enhance your campaign in some way?
For example, a friend of mine, David M., uses a special
naming convention in one area of his world to indicate
whether someone is of noble birth. I found that added a lot
of atmosphere to the sessions (especially when I learned my
character had a special name too :).
Do you have any naming tips? If so, please send them on in to: johnn@roleplayingtips.com
Thank you very much. :)
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Readers' Tips Of The Week:
- Build Your Maps In Lego
From: Transbot9
While reading your site, an idea hit me...use Legos for maps
& Miniatures. Some people (like me) have large collections
left over from their childhood. Here are some good points
about it:
- Lego guys have so much stuff that they are easy to
customise for figures. Pick up a set or 2 & you have enough
for a variety of Custom Miniatures every time.
- Making the maps as you go. This was a tip I've heard
several times on the site, and with Legos, you can build an
outline of dungeon or map areas on large Lego
platform/plastic sheets. I have a ton of these, and the Lego
company still sells them.
- Pre-building sets. GMs can relax beforehand by building
entire sets for the characters to use.
- Built in grid. Because it uses block, the grid the pegs
provide gives an easy way to tell distance.
- Involving the players: Get them building as they play!
- Use Prophecy For Tension Creation
From: Sean A.
I (accidentally) discovered this tip during a short encounter
between the PC's and a traveling gypsy fortune teller. The
gypsy read the group's fortunes, describing what the future
held for each member of the group in a very cryptic manner
and without revealing which fortune belonged to which PC.
Included in the prophecy was that one member would betray
the group. I never said then, (and still haven't said)
whether the prophecy was real or simply a red herring.
The group, however, took it to heart, especially when (a
dozen sessions later) one of the prophecies seemed to come
true. Since that time, I have talked to each of the players,
who have confided in me why they think they might be the
one to betray the group, or else who they suspect of being
the traitor.
Now every time the group gets into a tight spot, everyone
gets uneasy, looking over at each other to see if one will
betray them. Every note passed from the DM to a player is
seen as possible evidence of eventual betrayal. I have
received more info on character backgrounds, future story
hooks, and better roleplaying than I ever could have
expected from this, and all because of one tiny encounter
that planted the seeds of suspicion between the characters.
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- Find New Roleplayers By Hosting A Murder Mystery Party
From: Miguel
I know you just covered this, but its a subject that keeps
coming up: How to get new people interested in roleplaying?
Have a murder mystery party. I just had one of my non-
gaming friends throw a "How to Host a Murder" party. It was
quite fun, but afterwards several people had problems with
the format. This party gave each person a short synopsis of
a character, then it had four rounds. In each round you had
information you were supposed to reveal and information you
want to conceal, but cannot lie about if directly
confronted. Sometimes people asked questions that went
beyond the information you had and you had to break
character and say you don't know. Several of these questions
were answered in later rounds.
The people who were complaining said that it would be better
if you knew all the information ahead of time. These people
are probably good for recruiting into roleplaying. Perhaps
a second murder night that is more like a LARP, where
everybody has a more detailed character history and knows
everything ahead of time. After observing that, you can
probably tell people who have the roleplaying bug.
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- Multi-Tasking Testimonial
From: Derrick S.
Johnn,
I wanted to respond to your uncertainty about GM's rushing
themselves and keeping busy in order to multi-task (and stay
on task) better. I think you nailed it right on the head. I
am an experienced "wing-it" GM (I'm winging an entire
campaign and my players love it) and I find keeping myself
busy during the session is critical to keeping my creative
juices going. It allows me to respond to the players (and
the crazy things they do) quickly and intelligently. Even if
I have nothing to look-up, research, or write down, I'll get
up and pace or even just stand on a different side of the
table (nice change of perspective for myself and the
players). However, when there is some really good role-
playing going on I pull my nose out of whatever book it's in
and just sit back and savor it, how could I not? I have
found, in my own group, that the players really pick up on
the vigour and impetus I put into my side of the
performance.
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- 5 Campaign Tips
From: Steve G.
Johnn,
I've been receiving your weekly roleplaying tips for a few
months now and really enjoy all the advice and ideas.
They're extremely helpful!
Here's some tips of my own for keeping your players
interested in your game.
- Keep An Open-ended Campaign World
It's all right not to have an elaborate scenario prepared to
drop your characters into. In fact, I've found that a
majority of players would rather play in a campaign where
anything goes rather than be stuck in a storyline that may
be exciting to the GM, but not so much for the players. This
brings me to my next pointer.
- Have Several Different Adventure Hooks Ready
At All Times
Your players can build your campaign for you and help
you gauge what types of adventures they're interested in for
future gaming. Prepare several simple adventures (your own,
a module, or one from a magazine) that involve your PCs'
backgrounds and goals and subtlety work them into the game (a
rumor heard, an encounter with an NPC, etc.). It helps if
you can unite the party with a simple common goal while
keeping their individual goals separate.
My current campaign started with the characters all
traveling to the capital city. One of them wanted to learn
to be a wizard, another was looking for clues to locate a
group of thugs, the next was a gambler hoping to make his
fortune in the city, and so on. They each had different
individual goals, but one simple one that brought them
together as traveling companions. Along the way, I tossed
in a few different adventure hooks that brought them
together as a group and eventually as a well-known
adventuring party.
- Challenge Your Players
Keep your players a little off balance and don't be afraid
to give them a butt-kicking once in a while. You want to
avoid becoming predictable. Maybe that weak looking goblin
up the road is actually a high-level human warrior that got
polymorphed by a wizard and is now deranged and out for
blood.
- Challenge Yourself
To keep the game fresh for myself, I try to tackle gaming
situations that I think might be difficult to pull off. One
time I decided to role-play the negotiations of a wedding
between two noble houses (the groom-to-be was the paladin in
our group). I had to come up with a bunch of different
medieval type tournament games and rules for each (the
horsemanship/trickriding contest was a blast!) to
commemorate the wedding negotiations, interesting NPCs, and
a few little twists to keep everyone involved (the drunken
noble that kept hitting on the half-elf thief played by one
of the girls in the group was really fun!).
- Join Other Groups
Every once in a while I get the urge to be a player, too. I
like to find a group I've never met before and join for a
while as a player. From watching other GMs, I've learned a
lot of new techniques, game styles, and got a lot of new
ideas, some of which I ended up incorporating into my own
campaign. It's also a good way to find more players. A lot
of other GMs get the urge to be a player for a while, too.
That's about it. Hope these tips help other GMs the way
other contributors have helped me.
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