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Roleplaying Tips Weekly E-Zine Issue #72
6 Ways You Can Use Names To Enhance Your Campaign, Part I
Contents:
This Week's Tips Summarized
6 Ways You Can Use Names To Enhance Your Campaign, Part I
- Keep Names Consistent
- Use Foreign Languages For Names
- Consider Surnames Carefully
- Reveal Your Campaign World Through Names
- Honour Your Players' Names
- Introduce The Name Before The NPC
Readers' Tips Summarized
- Use Binders With Clear Plastic Covers
- Thursday A Good Game Day?
- 5 Ways To Speed Up Combat
- Online Traps Resource
- Comments From A Young GM
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A Brief Word From Johnn
Early Issue Next Week
Expect Issue #73, 5 Ways You Can Use Names To Enhance Your
Campaign, Part II, in your Inbox on Friday this week. A
weekend commitment (non-gaming, I'm afraid) will have me
tied up, so I thought it would be best to send out the ezine
ahead of schedule.
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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6 Ways You Can Use Names To Enhance Your Campaign, Part I
- Keep Names Consistent
The number one tip I received from you is to keep names
consistent for your world's regions and cultures. This helps
make the races and societies in your game distinct and your
campaign immersive.
It gives the characters helpful information too. Knowing
where an NPC is from, or what society he belongs to, just by
learning his name, is a powerful tool that you can use to
plant clues, introduce plot hooks, roleplay better, and
create a great gaming atmosphere with.
Here are a few tricks for creating a consistent naming
convention for your regions and cultures:
- Use name generation software and assign specific program
settings, preferences and/or source files to specific
areas of your world.
- Draw names from the same reference books. For example:
- Use horticulture/plant name books for elven names
- Use engineering books for gnomes or hi-tech cultures
- Use historical viking books for a specific culture
- Assign foreign language dictionaries to specific areas.
See Tip #2 for more information.
- Create language rules from the outset for a particular
culture and stick to them. For example, "3 syllables, lots of
hard consonants and no r's or l's, not less than 10 letters".
- Create naming convention rules for a people or culture.
For example, all last names end in 'ius'.
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- Use Foreign Languages For Names
The second most popular naming tip I received was to use
foreign words for names. This is an excellent idea for a
number of reasons:
- Helps you keep your names sounding consistent.
- You can translate words to create specific names (great
for use as clues or plot hooks).
- Unlimited supply of pre-made words and easy access
to them.
For example, in a game world I created for a recent
Rolemaster campaign, I purchased three English translation
dictionaries from a used bookstore for $5: Latin, German,
and French.
I assigned each dictionary to one of the three main cultures
in my world. Then I skimmed each dictionary and made a list
of 50 names for each culture for use during games. When the
players made their characters, I asked them to pick a
culture and handed them the related dictionary for them to
choose a PC name from. This worked quite well and I wouldn't
hesitate doing it again.
Here are a few ways to find foreign language reference
materials:
- Translation dictionaries in new or used bookstores.
- Atlases
- Library (might even have fully translated books; if so,
you can just photocopy a couple of pages and cross words out
during play as you use them)
- Online translators, such as BabelFish: http://world.altavista.com
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- Consider Surnames Carefully
Last names can be a great tool for your games. You can use
them to impart a lot, a little, or no information about your
campaign world or NPCs, if you choose.
First, ask what criteria last names are based on:
- Attributes (Strongarm, Quickeye)
- Skills, career, job (Smith, Cooper, Tailor)
- Region of origin (O'Silverlake, Duke of Windsor)
- Ancestors (Caesar)
- Social class (Cornelius*, 'the Untouchable')
- Reputation (nicknames, street names)
- Religious beliefs
(* Note: In ancient Roman times, the surname Cornelius meant
that the person's ancestor was a freed slave, thus making
them a citizen and a commoner by birth.)
Then, ask why? Why did that society choose to distinguish
its individuals by the type of job they did, or who their
ancestors were? You might find that the answers add a lot of
great details and depth to your cultures.
As a final task, try to pick a different surname basis for
each of your cultures. That will help you and your players
easily distinguish the cultures of your world.
Feel free to combine methods too. For example, you might
choose to name people after their most obvious attribute
plus their region of origin. Or, you could have people be
given their ancestor's surname after a certain birthday or
after proving their value to the family.
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- Reveal Your Campaign World Through Names
Use the names of NPCs to reveal more information about your
campaign world to the players and their characters. This is
a great method because it's subtle, doesn't require boring
GM monologue descriptions, and encourages roleplaying.
For example, the PCs are on a quest to find the Crown of
Brahm. On their journey, they meet an NPC whose name is
Brahm. The PCs become excited and start chatting with the
NPC. After awhile, the NPC tells how his mother and father
named him after the mighty king who saved the land from a
great evil hundreds of years ago...
The name, in that example, provided a story clue and taught
the characters a little bit about the area's culture at the
same time (the fact that the culture names themselves after
heroes and legends). The best thing was that it did this in-
game, PC to NPC. It encouraged the PCs to talk with a
stranger. And it would make the players much more receptive
to the information than if you had just told them about the
Legend of Brahm at the beginning of the adventure by
reading from a boring old piece of paper.
Here are some ideas on revealing campaign world information
through names:
- Legends and lore (famous generals, leaders, heroes)
- History (ancestors, a profession's history)
- Regions (people are named after their region of origin and
thus help the PCs learn about the rest of the world)
- A culture's values, beliefs or politics (the name Bjorn
Bloodaxe might indicate a primitive or militant culture
while Elmin Fendar Marus III might indicate a culture that
is aristocratic or more sophisticated)
- Important places (a Garin Spideroak might be able to tell
a few interesting tales about insects in his neck of the
woods...)
- Important NPCs (parents might name their children after a
modern local hero or popular leader--that would give away
some regional information)
One reader wrote this tip:
"I love making campaign worlds and one thing I have done
with names of both cities and noble lines is evolve them. I
start back in time from game time and figure out what the
names were in the past, then I figure out how those names
might change over time until I get to the present.
This adds a richness to the history in the world. Ancient
scraps of parchment with clues have almost familiar noble
names, inner circles of old cities have the old names, and
ancient forests' names have hints as to the creatures that
used to, and still might, live within them."
Here's another tip: have you just designed or detailed a new
area in your game world? If so, then advertise it through
NPC names. Have a few NPCs show up with something in their
names that will spark a conversation or tell the PCs a bit
of trivia about the new area.
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- Honour Your Players' Names
Naming something in your campaign after a player is a great
reward for good roleplaying or great service to your gaming
group. It will be a great source of pride to the player
every time the name is mentioned during games.
The same thing goes for naming something in your game world
after a well-played or heroic character. Perhaps parents
start naming their children after the PCs once they've saved
the land from the evil wizard? Or, maybe a character's
reputation with a thread and needle grows and unscrupulous
merchants start to claim their merchandise was made by
"Glennan O'Shea, the greatest tailor in the land!"
Having themselves or their characters immortalized in your
world will be a great thrill for your players.
If a player or character name doesn't really fit into your
world, but you want to reward the player somehow, then
consider these options:
- Spell their name backwards
- Use an anagram of their name
- Change the spelling of their name
I suppose, if you wanted to taunt a PC or player, you could
name swamps, monsters, and game world diseases after them,
but that wouldn't be very sporting. (Just a lot of fun. ;)
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- Introduce The Name Before The NPC
A good way to make names important in your campaign is to
make it a secret rule of yours to always introduce an NPC's
name before meeting that NPC.
While this might put a little pressure on you at first
during games, it's actually a great tool for enhancing your
GMing. Have you ever played chess or another complex
strategy game? A key skill in these games is the ability to
think several moves in advance. And, each time your opponent
makes a move, you need to recalculate and change plans
accordingly.
This is true of GMing as well! If you can think ahead of the
current action, you will be more composed, better prepared,
and much more confident. And this will translate into a more
enjoyable game. So, a great way to learn this skill is to
force yourself to introduce an NPC's name ahead of time.
An added bonus to this technique is that, when names show up
later as primary NPCs, the players will learn to listen,
take notes and pay attention. Names could be important!
How do you learn about people without actually meeting them
in today's world?
- Friends chatting about their friends or acquaintances
- Family members talking about other people
- Overheard conversations
- Read about people in books, newspapers and magazines
- Hear about people on the radio and TV
- Urban legends, gossip and rumours
Use these techniques, where applicable, in your campaigns to
drop names whenever you can.
Another tip, feel free to hand out a name or names any time
the opportunity presents itself. You can always match up a
name with an NPC later on.
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Tips Request For Issue #75: "Plot Twists"
In issue #69, Max B. treated us to some great plot twist
tips. He discussed how GMs could take standard old stories
and twist them around to surprise the players and keep
stories interesting.
I think that this topic deserves its very own issue. So, do
you have any tips, tricks or techniques for twisting plots
and for making "old stories" new again?
Send your tips to: johnn@roleplayingtips.com
Thanks! :)
(I'm asking for tips for issue #75 because issue #73 will be
Part II to the names tips, and #74 will be Part II to the
"making travel interesting" tips series that started in
issue #71.)
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Readers' Tips Of The Week:
- Use Binders With Clear Plastic Covers
From: John T.
I had a minor comment on your DM binder story. I don't
think you mentioned that the 3 ring binders should have
clear plastic fronts! That really helps as I use them for
speed charts and vital PC info.
- Thursday A Good Game Day?
From: Greg S.
Johnn,
I just wanted to tell you how utterly impressed I am with
your mailings. I'm a GM with 20+ years of experience and I
still get a lot from each issue.
Tip for parent players: If you are a parent with small kids
and have trouble finding time to play--try 8:00 on Thursday
nights. The kids are on their way to bed (or close to it)
meaning you avoid "wife wrath". And if the game runs late,
then you still only have to make it through one workday
before the weekend. This schedule has held our very busy
group together for six months with no sessions cancelled
because of conflicts.
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- 5 Ways To Speed Up Combat
From: Jason L.
Here are five tips to speed up combat that have really
increased the quality of our gaming sessions:
What the players can do:
- During combat, limit conversations to what your character
is going to do or use his actions for... The heat of combat
is not the time to discuss strategies and battle plans.
Beforehand or afterward is fine. Stick closely to the
conversation/words per action limit if needed.
- When someone's turn comes up during combat, resist the
temptation to offer suggestions or a course of action unless
it is critical (even if your comments are out of character).
If necessary, the suggestion may come at the cost of their
action. Often people have their plans sketched out
beforehand and are just waiting for their turn -- adding
more options will slow things down.
What the GM can do:
- Use index cards, a folder or whatever else you need to
summarize encounter stats. You should never have to flip
through a book to check on this stat or that ability. If you
don't know, or can't recall an ability, make a spot judgment
and keep things going.
- Remember that your say is final. If arguments over an
ability, skill or spell comes up, make a quick, immediate
ruling. After the fact, (preferably after the session),
research the issue to see if the rules would have handled
things differently. Summarize the differences or rulings in
your next session for the players.
- Don't forget about morale or other combat ending events!
The characters don't necessarily have to defeat each and
every creature they encounter -- sometimes a good beating or
impressive martial display warrants a morale check, or
instils fear in your opponent. For me, if the combat lasts
more than six rounds, and the creatures are getting the
short end of the stick, it's time to consider retreat (or
other ways to speed the resolution along).
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- Online Traps Resource
From: D.J. Lower
Fellow Readers: I myself greatly love the concept of traps.
While I hardly ever use traps myself, I think you should see
this. It's a trap page that lets you add traps, rate the
traps there, etc. If you want, check out the one my friend
Mike and I put up as "Not What You Think" which is currently
unrated. http://www.ddream.com/traps/index.html is the
URL. Also, ddream.com hosts a few adventure sketches and
pre-written plots. Enjoy!
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- Comments From A Young GM
From: Abdel
Hi Johnn,
I just wanted to mention a few things:
I am a fairly young GM and new to the hobby. I have found
that we newbies generally can't "wing-it" very good. It is
important that when you just start out that you write as
much stuff about your campaign as you can before hand. Also,
get some random encounters from Irony.com. I know that some
of you have been playing for years and can wing it no
problem, but those who are new to the game can't. I just
wanted all the other newbies to know that they shouldn't get
discouraged when they can't make up a scenario off the top
of their head.
Also, do you ever get tired of being GM? Make sure that
you give others in your group a chance. If they only play
with you and usually play as players, not GM, they will
probably act a little like you. This is a chance for you to
see how others GM (and take some notes ^_^) and to see what
mistakes YOU make.
Hope this helps!
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