Roleplaying Tips Weekly E-Zine Issue #295
5 Tips For Crafting Party Names
Contents:
This Week's Tips Summarized
5 Tips For Crafting Party Names
- To Name Or Not
- Lead The Naming Process
- Assigning The Name Yourself
- Make The Name Important
- Sources Of Inspiratio
Readers' Tips Summarized
- My Approach To Setting Creation
From: Kaspar Lundsby
- The Over-Resting Problem
From: Diego Virasoro
- Online Resource For Practicing Accents
From: Brian
- Voice Software For Long Distance Roleplaying
From: Ian
- phpBB And WordPress Updates
From: Scot Newbury
- More About Springheel Jack
From: Kraagun
- Songs For Inspiration
From: Edward Brush
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XRP's Pay-the-Hospital-Bill-Sale
The bad news: we had to take Joe to the ER for chest pains.
The good news: it wasn't a heart attack; his heart is fine.
The better news: XRP is having a big sale to cover the
hospital bill! All our books at XRPshop are 25% off,
including the last copies of MMS:WE and preorders for
Monster Geographica: Hill & Mountain (estimated shipping
date February 10). PDFs sold at ENworld game store are also
25% off. The sale lasts until the end of January.
www.xrpshop.citymax.com
Note from Johnn: I own many of Expeditious Retreat Press's
books and can vouch for the quality and value of their
contents. I especially recommend checking out:
- A Magical Medieval Society: Western Europe
- A Magical Society: Beast Builder
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A Brief Word From Johnn
RPG Advocacy Document Coming Along
In late 2005, I requested links and tips for helping parents
decide whether RPGs are ok for their children to play. Many
of you sent in your tips and links--thank you! Leslie Holm
has pieced together all the feedback into a giant document,
which I'm now going through and will make available
as soon as I'm done.
RPG Shop Offers Cash Back
Whether you support this e-zine by purchasing from my RPG
Shop affiliate store, or you reach RPG Shop through other
channels, here's some news you might find of interest:
"We have just implemented a 5% customer cash back offer.
Every customer who buys something will receive 5% put
on account for their next order. In short, it is an
additional 5% discount. That means our prices are 20%
or more off retail pricing."
James
RPGShop.com
Cheers,
Johnn Four,
[email protected]
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Gary Gygax's Nation Builder
This sixth volume in the Gygaxian Fantasy Worlds series
marshals a veritable host of information for the writer or
game designer. Laboriously researched and written by Michael
Varhola, Nation Builder fleshes out the political, social
and economic entities that comprise states in modern
realistic and fantastic settings. Each subject is supported
with detailed examples and case studies so that Nation
Builder can serve as both a guide to creating campaign
settings and a ready-made sourcebook.
Gary Gygax's Nation Builder at RPG Shop
Return to Contents
5 Tips For Crafting Party Names
1. To Name Or Not?
Does your group of players desire a name for their band of
PCs? Do you want them to have one? The party name is a
classic RPG element with roots in legends, fiction, and
stories (The Fellowship of the Ring, The Knights of the
Round Table).
Before you suggest or authorize a name for your group, note
that party identity can be a boon or a bane. It can serve as
a great GM tool that adds fun, drama, and a sense of
accomplishment. A poorly chosen name, however, can diminish
sense of disbelief, distract players, and conflict with
campaign themes or session mood.
For example, what group of players could resist puffing
their chests out when the King proclaims The Justiciars Of
Vengeance have saved the realm? Alternatively, imagine the
GM's frustration when the A-Team name starts to change to
PCs' personalities to match that of the 80s TV show.
Some reasons to craft a party name:
- Party unity
Some groups have unity problems. The PCs might have
different goals, difficult personalities, diverse
backgrounds, or poor teamwork. A party name can focus a
group and bring them together.
- Plotting
A good name can influence or guide party decisions and
character actions. It becomes a GM plotting and guidance
tool.
- Style
A good name adds a sense of flair and style to your
campaign. It becomes something worth defending and upholding
for the PCs, and an element to design and plan around for
GMs.
- Legacy
After the campaign ends, party names are often remembered
first and help trigger memories and campaign stories. The
party name might even become synonymous with the campaign
and become its major identity.
- Brevity
It's faster referring to your group of characters in-game,
out of game, and in your notes by a party name than by
listing each PC's name. A party name is also more compelling
than calling them The Group. :)
Some reasons not to craft or approve a party name:
- Disrupting
A poorly chosen name ruins the flow and mood of game
sessions.
- Inappropriate
Some genres and campaign styles don't work well with the
party name concept.
- No benefits
If the benefits of having a party name are already
established, there's no need to craft a name, especially if
there's a risk the name might counter some of those
benefits. For example, if the party is tight and working
well as a team, but then a heated argument erupts when
deciding a party name, it would be wise to forestall the
naming.
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2. Lead The Naming Process
If the group already has a cool name and everyone's happy
with it, skip this tip. If the name has yet to be decided,
or, if your players are having trouble coming up with ideas,
read on.
If you want the group to have a name, then accept the
possibility that you might need to lead the process. If a
player doesn't champion the cause and push the issue so that
a name is culled and picked, then you need to take on this
role yourself.
First, you need to figure out how the name will be picked
and who wants to do the picking.
- Does the group want a name? Take a step back and
objectively consider whether a name is even desired. If not,
drop the issue and game on--there's no sense upsetting
players.
- Does the group want input? Sometimes, the players just
want the name to emerge naturally during play. Other times,
they want to brainstorm and pick the name themselves. In
some instances, your group will be happy with whatever you
decide.
If your group wants to consciously pick a name, then help
where you can with idea generation and feedback. You might
consider asking them between sessions if they just want you
to assign the name.
Also discuss how the name will be decided. If it's group
consensus, will it need a majority or unanimous decision?
Figuring out the logistics of the group naming process might
seem like work, but it's quick to poll your group, and
figuring out the protocols at the beginning will save time
and smooth out the decision-making process.
If you have a good feeling about things, you are also
welcome to stand back and let it happen without working out
the who and how. If you have decided a group name is a good
thing though, intervene when you feel it's time and work
through the steps above.
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3. Assigning The Name Yourself
If you've been tasked with crafting the group name, consider
these tips:
- Now or later? Unless you have reasons for picking a name
now, feel free to take your time and let some gameplay
unfold before choosing a name.
- Start with a theme. To jog ideas, pick a theme first, then
look for the right words. Example themes:
- Prophecy. If your game involves a prophecy, give it a
name, reveal it, and then name the group around it once
the PCs know they're involved.
- Background element or event. How did the PCs come together
as a group? Do the characters have commonalities in their
backgrounds?
- The villain or campaign conflict. What are the characters
struggling against or striving for? A group of heroes should
be named after their accomplishments, and crafting this name
before the victory is like throwing down the gauntlet for
your players.
- Principles. Do the characters share common principles,
ethics, beliefs, morals, or alignment? Name the group after
the principles they've chosen to uphold.
- Patron. Who the PCs are is often reflected in whom they
work for and why.
- The party name should be used in-game, so pick something
that won't break character, sense of disbelief, or mood.
- Keep a notebook with you as names might come to mind
outside your planning time.
- Pick the noun first. It's often easiest to first find a
word that describes who the characters are, their role in
the campaign, or their situation in the game world. Then,
pick a modifier word--an adjective. Are they avengers,
heroes, protectors, judges, seekers?
- Sometimes, an abstract name works best. This doesn't pin
the party into any particular role or promise anything on
your behalf. It doesn't judge the PCs either, which some
players might appreciate. For example, The Iron Fist, The
Green Shields, The Winding Path.
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4. Make The Name Important - Use It Often
Once a name is picked, often after much angst, debate, and
thought, be sure to make all the effort worthwhile.
Fortunately, making the name important not only rewards the
players, but it helps with planning and design.
- Out of game, use the party name in session logs, campaign
notes, and casual discussions with players.
- If you use a message board, Yahoo! Group, wiki, or some
other online gathering place, name it after the group name.
- Gear the game world toward group name use. This will make
the PCs and players more comfortable with using it.
- Bureaucracy might require forms with the party name on
them as the primary identifier
- Restaurants and appointments might use the party name
- NPCs use the party name for introductions
- Signs, posters, announcements, heralds, and criers all use
the name
- Patrons, employers, lords, and important folk use the name
- Villain declarations--in speeches, curses, and parley,
have villains use the party's name
- Be sure to give and use other group names
- Scribes, sages, and historians speak of previous heroic
and villainous groups by party name
- Rival groups of NPCs have their own party names
- Allies should use party names
- Give cults, sub-cultures, clubs, and social groups
party names
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5. Sources Of Inspiration
Picking the right words for a group name is tough.
Sometimes, every name feels cheesy. You might also be
suffering from writer's block. Here are a few sources you
might consider for researching good words and examples:
Reader Request
Have you had a great group name in the past? Heard of one or
read one? Please send in your group name ideas and I'll post
the list for all GMs and parties to use. I'd also love to
hear your group naming tips. Thanks!
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D&D Spell Compendium
Spell Compendium provides players and Dungeon Masters with
quick access to the D&D spells they need most. Drawing from
a treasure trove of sources, Spell Compendium is the one
place to find spells that are referenced time and again: the
best, most iconic, most popular, and most frequently used.
This convenient reference introduces a new spell format that
includes descriptive text.
D&D Spell Compendium at RPG Shop
Readers' Tips Of The Week:
1. My Approach To Setting Creation
From: Kaspar Lundsby
Some time ago, I wrote the following for the website I'm
creating for my RPG campaign setting.
My Approach To Setting Creation
It is my opinion that magic, monsters, and pointless
adventuring dominate existing role playing settings to such
a degree that magic loses its aura of magic, monsters become
cannon-fodder, each monster is distinguished from the other
only by its looks and durability, and adventuring becomes a
way of living a good life with loads of riches and status
gained by taking on diverse assignments without much risk
involved. After all, the adventurer is a hero.
Because of this, I have stated the following principles for
myself to follow while creating my setting:
- Less is more. If magic is rare, it is no longer common,
and therefore more wondrous in nature. Similarly, if fewer
kinds of monsters exist, they become truly monstrous to the
common populace.
- A hero is not something you are, but something you
become. Obtaining the state of "hero" is a reward gained by
performing heroic actions; it is not something you become
through destiny alone. I find it much more interesting to
follow the actions of the hero-to-be than to follow the
established hero.
- Actions have consequences. This principle applies to
characters as well, but a setting is often shaped by the
consequences of actions. For example, culture is often based
on religious doctrine. However, this is almost never the
case in role playing settings....
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2. The Over-Resting Problem
From: Diego Virasoro
Hi Johnn,
I started to GM about a year ago with a group of 5 players.
I've been learning a lot both by making my own errors and
learning from the collective wisdom present on the Internet.
Still, I am facing a problem I cannot easily find a solution
for. over-sleeping/resting characters. In D&D, resting
gives you a chance to recover spells and hit points.
Currently, my problem is spells. By resting after each
encounter, my players can unleash on each monster a massive
array of spells that easily kills it
I came up with a few ideas against it, but they were not
enough:
- The game has a mechanism built-in to prevent this, such
as having to wait one full day before recovering spells. But
by using a simple spell like Rope Trick, or moving to a
less dangerous area, they can wait as long as necessary with
no problems. Rope Trick puts them in a new empty dimensional
world where they can rest for 1 hour per spellcaster level,
or twice that if, as in our case, they have the Extend Spell
feat. So yes, there are built-in mechanics, but they are
easy to circumvent.
- The dungeon is dangerous and so they might meet random
monsters by waiting too much. In our case, this is again
resolved with Rope Trick, but generally there are always
safe areas in a dungeon that PCs can go to, like inside a
room with a secret door, with a watch set. At most, they can
leave the dungeon and come back the next day.
- A simple trick in a GM's sleeve would be to put a time
limit on quests, and I definitely plan on doing that.
However, that's something that can only be used once in a
while. It would look awkward, I think, if each dungeon had
some reason for having to be completed within a certain
time.
- Similarly, you can prevent them from finding safe areas
by closing the dungeon entrance behind them, but this can
again only be used rarely.
Currently, the result of all of this is, in my group, more
and more players decide to play a spellcasters as soon as
their previous character dies.
How have other GMs solved this?
Thanks Johnn and keep up the excellent work with
RoleplayingTips.
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3. Online Resource For Practicing Accents
From: Brian
Johnn,
After reading your interview with Treasure Tables I re-read your favorite issues and the one on 8 NPC Parley
Tricks got me thinking. Long story short, I found the
following web site: International Dialects of English Archive
It has sound files of people from all parts of the globe
speaking English. You can search by region and listen to
them speak. I'm going to use it heavily as I try to work on
being able to talk in specific accents for different NPCs.
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4. Voice Software For Long Distance Roleplaying
From: Ian
I was never satisfied with the sound quality of the various
voice programs when there was more than two parties
connected. For a long time, software had a problem getting
to full duplexing (you can hear me talking while you're
talking--one party could talk, and others had to listen).
That problem has been solved, but until recently, it was
still difficult to get good sound quality with more than two
computers/people in on the conversation.
There is at least one program now that has fixed that
problem: Gizmo Project.
Gizmo Project is free and allows (theoretically) unlimited
connections, though I think their documentation says that
quality begins to degrade after about 16 connections. Gizmo
Project is getting better on the ease-of-use end compared to
when I first used it. With a conference call, you're limited
to one hour per phone number you use, but you can usually
choose another phone number to continue. (My group played
with Gizmo Project for the first time recently and developed
a procedure: if we forgot that time was going to run out and
got disconnected, we incremented the telephone number by one
and went on with negligible interruption.)
A broadband connection is recommended. It's also a good idea
to have headsets, since there can be some echo for everyone
else if one person is using a microphone and speakers. (We
had this situation with one computer, and the echo was
manageable; more than one would probably have been
problematic.) We have gone with Gizmo Project because we
have people in four separate locations and multiple
computers connecting from some of the locations, so we need
more than five people in the conference call. I think the
sound quality of the program is very good.
The combination of a high quality voice connection and an
online virtual tabletop RPG (see list in Issue 282) makes
possible a pace that is close to in-person gaming. Video is
something we haven't investigated yet--it's probably doable
to some extent, but we're pretty happy with our current
setup.
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5. phpBB And WordPress Updates
From: Scot Newbury
Happy New Year!
I was going through my archive of emails and wanted to pass
along two quick items.
In the latest issue [Issue #293], phpBB was listed as an option for a
bulletin board system in the feature article, but what
wasn't mentioned is that you need to provide your own
hosting for it--an important point you might want to let
folks know about.
Also, back in Issue #284, WordPress was mentioned as an
option (happens to be my choice) and that they were working
on free hosting. They are now providing that hosting at
wordpress.com
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6. More About Springheel Jack
From: Kraagun
re: Issue #289
What's a horror game without a serial killer, eh? (Yes, I'm
Canadian). The Springheel Jack name is one I pulled from the
Stephen King short story, "Strawberry Spring." In my game,
Jack's actually a Jill, a victim of the Infernal Queen (see
the Infernal Queen poem) who kept her head (but still died)
when an alert city guardsman came upon the scene and blew
his whistle. Now Springheel Jack is on the trail of the
Infernal Queen, killing young pretty women in an attempt to
reduce the Queen's supply of heads and to flush her out. The
Springheel moniker comes from Jack's amazing movement
abilities (a staple of many Rolemaster spell lists).
Stephen King lifted Springheeled Jack from a real life
legend of a Springheeled Jack that terrorized London in the
1800s. Here are a few links on the subject.
I'm sure most RolePlaying Tips readers, being as well versed
in myth as they are, have heard of Springheeled Jack. For
those few who might have never heard the legend, it would
make great fodder for a Ravenloft or Lovecraftian based
game.
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7. Songs For Inspiration
From: Edward Brush
I GM a small group of players, and read the article on using
songs for inspiration. I found inspiration in the song
Forest by System of a Down, and upon reflecting on it, I
wanted to share other songs and bands that inspired me.
System of a Down - Forest, Question
Tool - A lot of their lyrics are vague, making them open for
interpretation. Specifically, the album Lateralus has lots
of alchemic/spiritual references. The singer also uses
fascinating words, alliteration, kenning, and other nifty
rhyme techniques. Songs: Stinkfist, 46&2, Third Eye, The
Grudge, The Patient, Parabol, Parabola, Lateralus,
Reflection.
Dimmu Borgir - Lots of evil stuff sung by these guys. Their
artwork and band pics can also be inspiring.
Marylin Manson - If you have a gothic theme you can use
anything from Antichrist Superstar.
Nine Inch Nails - Good if you want a theme of self
loathing/destruction, especially suitable for an antagonist.
A final note, the German artist H R Giger is also a great
inspiration for me. Check his website at
www.hrgiger.com. In case you don't know who he is,
he designed the Aliens, Species, and some other nasty
creatures from movies.
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