Roleplaying Tips Weekly E-Zine Issue #291
Customizing Common Races, Part 2
Contents:
This Week's Tips Summarized
Customizing Common Races, Part 2
- Justice
- Myths, Legends, And Tall Tales
- History
- Extended Politics
- Race Relations
- The Stuff Of Life - Food And Drink
- Ordinary Life
- Rites Of Passage
- Mating Patterns
- Entertainment
- Education
- Class Divisions
- Compilation & Narrative
Readers' Tips Summarized
- MapTool
From: steinkel
- Military Ranks For Game Balance & Reward
From: Key Advocate
- Tarot For TableSmith
From: Jan Phillip Mueller
- Free Blogs Available At Spaces.MSN.com
From: Pedro
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Roleplaying Tips GM Encyclopedia 2005
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A Brief Word From Johnn
Editor Wanted
The current awesome e-zine editor, Scot Newbury, is moving
onwards and upwards in his career and is unable to edit the
e-zine any longer, though he's letting me continue to ping
him for advice and opinions. :) Congrats, Scot!
So, I'm on a quest for a new Editor. If you have a couple of
hours each week, an eye for spelling, grammar, and detail,
and you enjoy reading and editing roleplaying articles and
tips, send me a note and I'll e-mail you with more info.
Thanks!
[email protected]
Please Abide By Copyright Laws
Last issue, I posted a Reader Tip about assigning PCs theme
songs and crafting theme CDs for the group. In response, I
received this e-mail:
I hate to put a bummer on what is otherwise a great tip,
but I have to point out that copying commercial songs and
distributing them for free is technically illegal in the
US (and other countries) under the Millennium Copyright
Act. I'm sure you don't want to be in the position of
advocating an illegal activity in the context of
roleplaying....
A.G.
So, yes, please do abide by copyright laws.
Get some gaming in this week.
Cheers,
Johnn Four,
[email protected]
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Dungeons & Dragons CLUE
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Customizing Common Races, Part 2
A Guest Article by Mike Bourke
Continuing on from last week, here are the final categories
for you to consider fleshing out as you craft a racial
profile that differs from official sources for your rules
system.
The monster race customization processes described in the
following tips and those in last week's article rely on
trains of thought colliding and connecting. Schedule plenty
of time and try to get through the whole process in one
sitting, at least to the point of rough notes. That's not to
say you can't take breaks, but if you go off and spend a
week on other things, you might find your trains of thought
derailed.
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1. Justice
A big area to look at when customizing races in your
campaign is the whole question of "justice."
- What are the important laws?
- What are considered acceptable punishments?
- What is the species' attitude toward laws in general?
- What is the attitude towards "fair play"?
- How is guilt determined?
- Who decides punishments, or are the species into
inflexible mandatory sentences?
- What are the species' attitudes toward the legal systems
and practices of their neighbors?
It can be - and has been - argued that the general human
attitude is "whatever we can get away with." The whole
question of justice thus becomes a contest between the
authorities and the public, with rules for both.
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2. Myths, Legends, And Tall Tales
Every race should have myths, legends, and "old wives'
tales" (often with a shred or more of truth to them) about
the world around them. You've already done some of this in
deciding the origin myth of the people; now add a few more
anecdotes to highlight things that you think are
significant.
Of particular value are anecdotes that don't explain a
particular attitude or philosophy that is fully justified by
what you've got written down, but simply say "this is how it
is for us," especially where the outcome is unexpected.
"Remember when old man Gharak caught that young whelp of
Krugg stealing apples from the humans' orchard? Of course,
he had no choice but to give them his last gold coin."
Of even more value are anecdotes that highlight the
differences between the culture you have created and the one
that might be expected from the official source material. "I
heard that the humans in Vini, way down south, once held a
lottery to give ordinary people a chance to attend the
opera. Can you believe it? How vulgar, restricting the
audience to just a few like that. They just aren't civilized
down there."
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3. History
By now, you should have a fair idea of the race's history.
It's time to put a few high points down on paper. Don't
expand too much on it, except when it comes to the last 20
years or so. The main thing is to make sure that the history
- especially why species have done whatever they have done -
is justified and consistent with their philosophies and
attitudes.
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4. Extended Politics
You should also have some idea of how local population
clusters interconnect and relate to one another. That means
you're ready to do a quick paragraph or two on "national
politics" or its cultural equivalent.
- How are disagreements resolved?
- What obligations are in place and how can they be called
upon?
- What are the current disputes and how long have they been
ongoing?
- What efforts are underway to resolve them and how do they
affect third parties?
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5. Race Relations
Another thing that should be fairly clear by now is how the
species is going to react to the attitudes, beliefs, and
philosophies of the other major and locally-significant
races and cultures, and vice-versa.
- Are there hidden alliances, or hidden conflicts?
- Is one race using another for its own benefit?
- Are there unexpected points of common belief that can come
into play given unexpected developments?
- Or unsuspected points of difference that can shatter long-
standing alliances?
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6. The Stuff Of Life - Food And Drink
Having filled out the big picture, it's time to start
looking at the lives of the ordinary people and how these
are collectively expressed as common cultural elements.
Every national group tends to have unique and characterizing
food and drink differences. You don't have to go so far as
to create recipes, but try to give the species one or more
unique trends in their palettes. Ultra-spicy wines, perhaps?
Fermented Palm Fronds?
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7. Ordinary Life
Some questions to consider for fleshing out the day-to-day
life of your average species member:
- Is there anything that is characteristic and unique to the
culture, like the Mexican Siesta?
- Are there any unusual occupations, or occupations of
unusual prevalence or popularity, like Gnomish Toymakers?
- Is some medieval equivalent of Meccano or Lego a national
icon?
- What are the daily protocols for the distribution of food?
- How does the economy work, from the ground up? And what
are the consequences of these things?
- Are there days of "rest"? Weekends?
- Is payment in coin, trade, produce? Is it fixed or
bartered? How often?
- Are there "jobs for life" or a floating labor pool?
- How do people decide upon a profession or career, and what
do they have to do to establish themselves within it? Is it
enough to simply hang out a shingle with a title on it,
such as doctor, or are there standards and guilds?
- How these factors play into the other things considered so
far?
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8. Rites Of Passage
Every culture has traditional rites of passage to signify
that a child has become an adult. Some cultures might have
several, such as baptisms, 21st birthdays, voting
privileges, and so on.
These tend to linger even after the standards of adulthood
change. You don't have to explain them, but there should be
some such rituals that are consistent with the rest of the
culture, or, perhaps, that are deliberately inconsistent to
suggest the race wasn't always the way they are now. For
example, the drow rite of passage is usually described in
keeping with the current character of the species, but what
if it hearkened back to the days when they were elves and
lived above the surface?
Then there are the other significant events:
- How are birthdays celebrated and acknowledged?
- Is there a formal retirement age?
- Is there a retirement ritual, the equivalent of the gold
watch?
- Are there anniversaries of significance, such as Veteran's
Day in the US, or Anzac Day in Australia? It's often
customary to celebrate the reign of a particular ruler once
a year, such as the Queen's Birthday.
The defining moment in a nation's self-identity is another
popular choice for celebrations. There's the 4th of July in
the USA, Australia Day, Bastille Day, and so on. Then there
are holidays and special dates for no particularly good
reason, such as Valentine's Day. There are also key
religious festivals, such as Easter and Christmas.
All of these, in one way or another, can be considered a
rite of passage, be it in the life of an individual, a
monarch, or a nation. Knowing what the key dates and rituals
are within a culture helps add a lot of flavor to characters
and cultures.
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9. Mating Patterns
Some of the work in this tip has already been done. In last
week's tips about Life Cycle and Local Politics, we thought
about the significance of the life cycle and at the
organization and relationships between family structures.
Having thought some more about the consequences and
ramifications of the mating patterns and culture in general,
we can now look at family units in more detail.
- Is marriage a custom? Monogamy, polygamy, harems, or
something else?
- Who has the power to approve or reject a mating proposal
or marriage contract?
- Are there rituals like a bride price? Engagement gifts?
- How long are marriages intended to last? "Till death
us do part" or less?
- Is divorce allowed? Is it common?
- Who raises children?
- If a couple is separated, who is responsible for rearing
them?
- What social stigma is placed upon children born out of
wedlock?
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10. Entertainment
Consider recreation and what species members do when they
don't have to focus on survival or work?
- What games are popular?
- What games are unique to the culture?
- What about music? Are there original instruments, styles,
or compositions? What songs are sung?
- Is there art? Who creates it and in what forms? How are
artists regarded by general society?
- What different forms does storytelling take? Theatre,
dinner skits, campfire tales?
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11. Education
Most cultures find a way to pass on the knowledge and
experiences of previous generations. Sometimes, this is done
formally, such as through state education. Sometimes, it's
learn as you go and students just try to survive, such as in
a nomadic hunting society.
- Who educates children?
- How are they educated?
- For how long?
- In what subjects?
- What level of competence is required for graduation?
- Is there a graduation ceremony?
- How about education in professional skills?
- How does this tie in with the earlier thoughts about
guilds and professional structures?
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12. Class Divisions
Most societies structure themselves internally through a
social hierarchy based on wealth, power, charisma, and so on.
- Is there a stratified class structure?
- What benefits and liabilities accrue to each social class?
- What privileges are enjoyed, and what obligations are
there?
- What happens if these obligations are not met?
- Are there any occupations that are considered especially
demeaning?
- Is the race especially suited or unsuited to a particular
character class for social reasons? For racial reasons?
- Is a particular PC or NPC class especially revered or
hated?
- Is a particular PC or NPC class specific to, or
specifically suited to, an enemy?
- Are there any other associations that might influence a
class's popularity?
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13. Compilation & Narrative
Having assembled a mass of information, mostly in note form,
the next step is to organize it into some sort of coherent
structure. Then, convert it into a narrative form. Anything
that's unchanged from the official sources can be left out;
anything that you're unsure about can be left out; anything
that defines the race and its culture should be left in.
There's a lot to be said for generating two or three
different versions: one for members of the race, one for
outsiders, and one containing the truth. This not only lets
you utilize all the discarded ideas that you came up with
along the way, it lets you conceal and bias information even
from the players. You can then build revelations into future
scenarios concerning where a race came from, why it's the way
it is, lost abilities, old enemies, long-forgotten betrayals
and alliances, and so on. This helps make the
players feel a part of the ongoing campaign's development.
The more that you - and your players - invest of themselves
in the campaign, the more unique and vibrant that
campaign will become.
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Readers' Tips Of The Week:
1. MapTool
From: steinkel
Hi Johnn,
Here is a great mapping tool we use for online gaming: RPTools
It's also an open source project, so help is welcome. Thanks
for your work on Roleplaying Tips.
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2. Military Ranks For Game Balance & Reward
From: Key Advocate
Here's my personal way of rewarding certain players without
directly using things like experience, treasure, or extra
skill points.
When I DM a game, I always try to keep everyone at the same
level and even with the same experience points. This
promotes equality amongst the team (power-wise) and makes it
so that encounters shouldn't ever be a walk through the park
for some PCs and a hellish slaughter for others.
Therefore, I use the military hierarchy system to reward
good tactics and leadership skills from players while using
the same system to punish those who act rashly and without
thought.
In one campaign, I had a player be a high-born noble who was
being sent to another country as a "civil guest" (hostage)
and the other PCs be her entourage. However, it was all
hush-hush, so the receiving country put her and her crew in
the army instead of in protective custody. Sha-bang! Now
they're soldiers.
I explain to them the system and describe the different
ranks. I give them proper incentive to reach higher ranks:
prestige, contacts, resources, etc.
More importantly though was the treasure system. Generally,
monsters in this world didn't lug around +2 vorpal short
swords, so all the magical equipment they wanted, they had
to requisition from the quartermaster. And, of course, the
higher rank you are, the better stuff you can requisition.
It was a simple and very effective system. Like in the real
military, everything they did would be a mark on their
record, and in my world, everything they did was noticed by
their senior officers.
The players were encouraged to actually think their actions
through and try to do things like ambush the enemy instead
of charge them in broad daylight from a mile away.
As a final part of the system, I downgraded magic items
quite a bit. Things like alchemist fire and potions of cure
were magically unstable. After a period of time, they would
degrade into uselessness. Therefore, the PCs couldn't just
covet items and hold onto them forever. They had to use it
or lose it. Add to this the amusing (to me anyway,
frustrating to them) fact that all requisitioned items took
time to create forced everyone to think ahead. Fighting the
ghoulish raiders in the Crypt of No Return in two weeks
time? Better requisition a bunch of holy water right now
even though you have two missions between now and then.
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3. Tarot For TableSmith
From: Jan Phillip Mueller
re: Roleplaying Tips #286: Using Tarot For Designing Or Playing
Hi Johnn,
I programmed two tables for TableSmith*, and I wanted to
point everyone interested to
http://www.mythosa.net/TabGallery.html where Bruce (the
webmaster) hosts the two tables inside a zip archive
together with his runetable.
My two tables are:
- 1) A Divination Tool
- The Cross. A different cross than the one Lea explained,
but similar. It answers a question by explaining the four
aspects, "What is", "What shall not be," "What shall be,"
and "What would be." A small text list is provided for each
card, so it's easy to use the table even when you don't know
the Tarot.
- The Decision Game. Two branches that might follow doing
or not doing a thing are explained. Cards are explained as
with the cross.
- A Character Tool
The cards are used to describe aspects of a person. Nice for
quick NPCs if you have the bones (stats) and need the flesh,
or even if you need an estimate of their skills but don't
want to have all the hassle with character creation.
Maybe this will help some people. I uploaded screenshots of
the cross and the character tool to provide a rough idea of
what the tables do:
http://www.bemalterspiegel.de.vu/tarot/thecross.gif
http://www.bemalterspiegel.de.vu/tarot/character.gif
Have fun!
* To use these tables, you will need TableSmith. It's great
tool, freeware, and constantly improved by user tables!
[Johnn: Readers, Bruce of TableSmith fame is also kindly
hosting the Roleplaying Tips e-zine's download files.
(Thanks Bruce!) TableSmith is shareware, and I encourage you
to try the software out and consider registering it. There's
also a Yahoo! support group where you have the ear of the
developer and community.]
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4. Free Blogs Available At Spaces.MSN.com
From: Pedro
Hi Johnn,
There's been lots of talk about different blogging engines
in recent newsletters, and I wanted to add Spaces on MSN.COM to the list. I've been using it,
and Spaces has a lot of useful features for RPG bloggers:
image posting for maps (30 MB storage space) and character
pictures, music playlists, book listings, and e-mail
publishing (sending e-mail to a certain alias creates a post
from the e-mail body).
Not to mention typical blogging features: RSS support,
comments, permissions for who can view or comment on your
blog, trackbacks, post categories, lists, etc.
In case you're interested in what this might look like,
here's a link to the Spaces blog I created.
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