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Roleplaying Tips Weekly E-Zine Issue #73
6 Ways You Can Use Names To Enhance Your Campaign, Part II
Contents:
This Week's Tips Summarized
6 Ways You Can Use Names To Enhance Your Campaign, Part II
- Use A Naming Theme For Groups Of NPCs
- Re-Use Names
- Base Names On Interesting Attributes
- Use Names To Add Humour To Your Campaign
- Use Anagrams For Clues & Puzzles
- Sources Of Names
Readers' Tips Summarized
- A Newbie GM's Story
- Re-Use Monsters
- Speed Up Combat With A Stopwatch
- Tip For Finding New Players: The RPGA
Return to Contents
A Brief Word From Johnn
Early Issue
As promised, this week's issue is a couple of days early due
to a weekend commitment. Issue #74 will appear in your Inbox
a week from Monday.
I'll also be a little delayed in responding to your emails--
but don't let that stop you from sending your tips in and
sharing! :)
DMG Is A Great Book
I've been re-reading the D&D 3rd Edition Dungeon Master's
Guide, and I must say it's got a lot of great GMing info in
it--even for non-D&D GMs. Next time you're in your local
game store, flip through the table of contents and then skim
any sections that catch your eye (I recommend chapters 1, 4,
5, & 6). You'll pick up a tip or two, or at least be
reminded of a technique you might have been neglecting.
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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6 Ways You Can Use Names To Enhance Your Campaign, Part II
[Tips #1 - 6 can be found in Issue #72]
- Use A Naming Theme For Groups Of NPCs
For special groups of NPCs, pick a naming theme to make your
game more interesting. For example, in the movie "Reservoir
Dogs", the main characters were given names based on a
colour theme: "Mr. Black", "Mr. Pink", and so on.
A naming theme is great because it gives you an instant set
of clues to work with. Your players will be immensely
satisfied when they figure out that there is a theme, and
they'll enjoy keeping an eye out for future names that match
it.
Once the code is cracked, you then have the option of
throwing in some red herrings--NPCs whose names correspond
to the theme but aren't actually members of the group.
Themed names are especially effective for villains and their
flunkies. The theme will act like a hook for the players to
latch onto and make the bad guys more vivid in their
imaginations.
Brian, a tips reader, suggested using a naming theme for a
single individual as a way to make your games more
interesting. In the movie "The Saint", for example, the main
character uses a different alias for each mission--each name
based on a Roman Catholic saint. You could use the same
technique to single out a special NPC in your campaign.
Examples of naming themes:
- Types of snakes
- Types of bones
- Plant types
- Exotic weapon types
- Car makes and models
- Famous people (in our world or in your game world)
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- Re-Use Names
There are several possibilities when you consider re-using
names. Many campaigns and genres tend to follow the
convention of creating a unique name for everything in the
world: people, places, and things. Often, this helps the
players leave the real world and immerse themselves in the
gaming world.
However, consider re-using names for specific effects:
- Tie names to game world history (see Tip #4, Issue #73)
- As a reward (commoners name their children after heroic
PCs)
- As a penalty (commoners name their dogs after evil PCs)
- Story hooks (for example, an evil NPC shares the same name
as a PC)
- To distinguish a society (one society uses a pool of
common names while all the others tend towards unique names)
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- Base Names On Interesting Attributes
Depending on your campaign's style, consider basing some
names on an interesting attribute of the person, place, or
thing. This can help create instant story hooks (the Golden
Glow Forest, City of Lost Treasures), and NPC hooks (Bogdar
the Undefeated, Nathan Demonfriend).
Often, these types of names stand out more clearly in
players' minds, which can help with planting clues, making
your stories and NPCs interesting, and creating a fun
atmosphere.
Here are a few items for you to use as an ideas checklist:
- Single word names (One-eye, Sniper)
- Multi-word names
- Subtle or obvious name? (Do you need to meet them/see
it/go there first to understand why?)
- Self-picked or assigned? (Self picked names are usually
positive while assigned are often derogatory.)
I think basing one's name on an attribute or hook would also
be a good way to build a reputation, especially in societies
without mass media.
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- Use Names To Add Humour To Your Campaign
Many books and movies use funny characters to help relieve
tension. You can do the same thing by creating NPCs with
humorous names and personalities. When you want to lighten
the mood, give these minor NPCs a brief cameo appearance and
then move on.
You can also use humorous names to further vilify the bad
guys. A funny name will give the PCs something to mock and
scorn. It works for professional wrestling--it can work in
your campaign too.
A subscriber, Spikie, sent in these two names, which
illustrate this tip well. He has a local, evil mage called
Reigna Terror, and a brutish city guard named Emince Pain. :)
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- Use Anagrams For Clues & Puzzles
Following the same vein as Tip #7, you can use anagrams of
names as clues and puzzles in your campaign. For example,
perhaps the villain uses anagram aliases to disguise
himself?
The North American TV show "Lone Gunmen" has a rogue
character who uses anagrams of the name "Lee Harvey Oswald"
as aliases. The main characters discover these aliases in
email addresses, signed guestbooks, invoices, and so on,
which act as clues during episodes to make them aware of her
presence.
I recently read an interesting book about alchemy. Many
alchemists during the Middle Ages created many experimental
chemistry "recipes" in an effort to turn lead into gold.
They protected their recipes from rival alchemists by
writing their work in code and masking critical parts in
obscure, mystical passages of gibberish.
You could have your NPCs employ the same technique using
names and anagrams. Secret communications could be signed
with anagrams. Or, references to important things in
scrolls, books, databases, and emails could be made in
anagrams.
Another neat anagram use, as submitted by Brian D., is to
take the theme or symbolic nature of a character and make
their name an anagram of that. For example, in Brian's
Vampire: the Masquerade game, he was playing a Tremere
(mysterious, treacherous), used the theme "trickery", and
turned it into the name "Kirt Recy". Many players will
thrive on using this as a basis for PCs names, or
discovering this hidden message in NPC names.
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- Sources Of Names
- Phone books (rip pages out of old ones, or find ones from
small communities for portability)
- Atlases
- Ingredients labels on food products
- Dictionary (pick a word and scramble the letters)
- Baby name books (many are categorized by
ethnicity/language, popularity, occupation/activity,
emotion, and gender; and many have explanations of the
meaning and/or history of the name too)
- http://spitfire.ausys.se/johan/names/default.htm
- a good online generator: male, female, fantasy, sci-fi, orc
- http://spitfire.ausys.se/johan/workshop/
- has links to name software
- The Everchanging Book of Names (highly recommended)
- Excellent group of names links
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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! :)
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Readers' Tips Of The Week:
- A Newbie GM's Story
From: Mark S.
[Johnn: I particularly like the way Mark gets into a
player's shoes and develops a campaign from there (see end
of second paragraph). Good advice for new and experienced
GMs.]
Hi There,
I've been roleplaying for about two years now, and for the
last month and a half I have been running my first game as a
GM. I hope to help other newbies by telling them what steps
I made.
I've previously written some short stories and published
them on my web site. I had an idea for a new story about
three months ago and decided that I wanted my friends not
just to read the story, but to live it as well, so I stepped
up to the GMs chair. I sat down and considered what I would
want from the game if I was a player. I would want my
character to have a past, a position in society, a goal to
strive for and an adventure that is bigger than myself, with
danger, courage and romance in a world that feels real.
I set the scene for everyone, telling them who they would be
working for and asked for them to submit backgrounds. I gave
them the chance to create a home village, or city and to
choose a position to hold within the house they were working
for. I created the background for the house and decided on
each NPC's interests. I created a city with many different
aspects and a kingdom with different counties and cities,
including the characters homes, each with its own trade
modifiers. I've written letters and created parchments with
prophecies which have left the party pondering what is going
to happen. I've also allowed trade and negotiations to be
roleplayed rather than dice rolled so that players feel
integrated with the story.
The backgrounds submitted by the players were key tools in
guiding the main plot of the story. Out of six sessions so
far, four have been mainly character plot lines leading into
the main plot.
The players have enjoyed the game so far. Three characters
have died already, so the players have a sense of mortality
and consider their chances and tactics first rather than
charging head on.
- Re-Use Monsters
From: Todd R.
For GMs who feel downtrodden when their monsters are
mercilessly slaughtered, try this tip:
Often, PCs knock out monsters without actually killing them,
and undead scavengers may come along soon thereafter to
"finish the job". In doing so, some of these undead
creatures make spawns of themselves, creating a creature
even more dangerous than the original.
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- Speed Up Combat With A Stopwatch
From: Michael F.
Use a stopwatch, one with a really loud 'tick' if possible,
to time the round a player gets to make a decision in.
Every two or three rounds, shorten this time by a few
seconds. Or, if they fail to hit, cut their time in half.
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- Tip For Finding New Players: The RPGA
From: Chris VT.
Hi John,
I just wanted to share with you my own personal experiences
lately with roleplaying. Seven months ago my wife and I
moved to another city (Saskatoon). That meant my gaming
came to a rather abrupt halt because I lost my group.
Fortunately, there is a great game store in town and a
pretty active, but small, University club. I tried to get
people to join my Harnmaster game. I put up posters, did
demos at the University club games nights, but to no avail.
d20 has taken the world by storm. Especially RPGA events. I
would show up and no one would play my demo full of prizes
and everything while the RPGA events would gather two tables
(of six players at each)!
To be honest, when I first went to the Club game night I
played in an RPGA adventure scenario. I enjoyed it but
thought I would try and enlist Harnmaster players that way.
Well seven months later and still no takers for Harnmaster.
I still play in the RPGA events. RPGA is a great way to
meet new gamers. The games are usually held at times that
are advantageous to most people and you don't ever game with
the same group twice (well sometimes you do).
I have given in completely now. I am a Guild Level member
of the RPGA (instead of the free Fellowship Level) and I am
converting my Harnmaster stuff to d20.
My advice to people who are finding it hard to meet new
gamers is two fold:
- Find a coordinator of RPGA events in your area and join
them for one of their scenarios.
- Get a Guild Level membership and order a module to run at
your local games store or Gaming Club. I can guarantee you
will get some initial interest.
Just in case you don't know, Guild level ($35 USD) members
get 12 magazines and an adventure plus other stuff.
Unfortunately, the scenarios are 10 bucks American and I
have played some pretty goofy ones as well as some real good
ones. I am new and have not received anything yet so I can't
tell you about the quality except to say that this year's
adventure module that was sent out to guild level members
was really, really good (I played in it).
[Johnn: FYI, here's the RPGA web site for more info:
http://www.wizards.com/rpga/main.asp?x=welcome,3
If that link doesn't work, try http://www.rpga.com ]
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