Roleplaying Tips Weekly E-Zine Issue #300
Q&A With Johnn Four
Contents:
This Week's Tips Summarized
Q&A With Johnn Four
- What started Roleplaying Tips?
- What motivates you to keep going? Is it self sustaining?
- What's the current readership?
- How long does it take to publish an issue? What does it involve?
- Will you be doing any more contests?
- What topics will the e-zine be covering in the future?
- How do I contribute to the e-zine?
- How much mail do you get a week? Do you answer it all?
- What games are you playing now?
- How much is advertising in Roleplaying Tips Weekly?
- Have you ever thought of putting forums up at roleplayingtips.com?
- I'm starting my own campaign world. Is it best to start small and work your way up, or start big and work your way down?
- OGL and ePublishing have really opened the field for small RPG publishers. What are the long-term effects (good and bad) on the industry?
- D&D still seems to be the most popular RPG. Is this due to or in spite of the OGL?
- By default, the OGL has promoted d20 as a "standard set" of mechanics and rules, not only for fantasy, but other genres as well--can we expect to see the number of generic RPGs and supplements increase as a result, or will fantasy continue to be the lion's share of d20?
- What resources would be recommended to improve adventure design for experienced game masters?
- How can an adventure designer or game master maximize player choice and minimize railroading in event-based adventures (in comparison to site-based adventures)?
- How can an adventure designer or game master incite players convincingly to undertake quests without mercenary compensation, for good aligned characters, but instead based on morality and genuine heroism?
Readers' Tips Summarized
- 1" Tiles Make Great Minis Markers
From: Chris
- Another Use For Dance/Perform Skill
From: Peter G.
- Ten Foot Wiki
From: Roman Gheesling
- Players Tips
From: Morgan Davies
- Occultist Trap
From: Forrest
- Climate For Fantasy World-Builders
From: Auke
- Speeding Up Combat (D&D 3.5)
From: Kurt "Telas" Schneider
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Red Hand of Doom - Brand New Official D&D Module
An exciting super-adventure that pits heroes against an army
bent on domination. Rampaging hobgoblins and their allies
threaten to destroy the realm and all who stand before them.
Characters who dare confront the horde soon discover that
these particular hobgoblins worship Tiamat, the evil queen
of dragons, and eventually come face-to-face with her
draconic minions.
Red Hand of Doom at RPG Shop
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A Brief Word From Johnn
A Great TiddlyWiki Campaign Example
Here's the campaign site that first got me interested in
TiddlyWikis. With Bruce's permission, here's the link:
Mythosa Campaign
#300!
The introduction in this week's article covers what I'd say
here about this milestone. Hopefully you find the Q&A
interesting.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Roleplaying Tips GM Encyclopedia 2005
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Q&A With Johnn Four
I didn't imagine Roleplaying Tips Weekly would reach 300
issues when I first started it six years ago, but here we
are and it's been a wonderful experience. I've met gamers
from around the world and made many new friends, virtually
as well as in person. The advice you have sent over the
years has improved my campaigns and GMing, and I think it's
been helpful for subscribers as well.
Roleplaying games is an awesome hobby to have, and I'm
always amazed at how generous you folks are at sharing your
tips and volunteering your time to keep this publication
hitting Inboxes and browsers each week.
GMing is like a hobby within the hobby, a game on its own.
Writing, planning, preparing, organizing. Refereeing,
storytelling, hosting, public speaking. Learning rules,
teaching, tactics, drawing maps, design. LOL. That's quite a
list of things we do!
Many folks have natural talent for doing some or all of
these things well. However, if you're like me, you need to
work at it, GM over and over again, before things start to
roll (groan). All of the tasks and activities above are
skills. This means they can be taught, learned and improved
over time. It also means there are good practices, best
practices, and bad practices. That's what the e-zine is
about: spreading your advice and tips so GMs can improve
their skills over time.
A skilled GM is a happy and confident GM, which helps you
and your players have more fun at every game!
I had asked in a previous issue for questions you'd like me
to answer in this special issue to celebrate #300. Here they
are, along with my rambling responses.
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1. What started Roleplaying Tips?
In the mid 90s, two friends and I wanted to somehow make a
living working with RPGs (hi Chris & Django!). We formed a
company called The Art of Roleplaying and decided to try our
hands at publishing a module. While the module didn't get
too far off the ground, an offshoot of our research was
newsletters.
When our company disbanded, I chose to continue along the
newsletter route. After a month of deliberation, I
registered roleplayingtips.com and sent out issue #1 to
Chris, Django, and 9 other victims. :)
The newsletter was, is, and will continue to be free, so it
wasn't likely to earn a million gold pieces and allow me to
retire in an opulent tower in Waterdeep, but it has opened
many doors for me over the years, the ultimate of which was
my dream job with my awesome, current employer, BioWare.
Nothing beats sound planning, but sometimes having a "build
it and they will come mentality" or "just do it" motto works
out, like it did for me. If you're keen on getting RPG
related work, I'd vote for starting today by doing
something, learning, re-trying, and adding in some sound
planning as soon as you're able--but just get started now.
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2. What motivates you to keep going? Is it self sustaining?
I GM every week now (knock on wood). So, I learn a lot from
publishing each issue as I read over the tips and applying
them. I continue striving to be the best GM I can. Over the
past few years, a new parameter has entered the picture:
real life. Gone are my sweet slacker years, sigh. Now I'm
challenged with juggling demands on a number of fronts, and
I look to the e-zine to help me keep games running every
seven days, and to help my friends and I enjoy each session.
Is it self sustaining? If by "it" you mean my motivation,
then yes, I guess it is. I play many games and types of
games. However, I keep coming back to tabletop RPGs and
GMing because I find it the most challenging and rewarding.
So, as long as I GM, and as long as I have time, I want to
continue with the e-zine to keep the tips flowing, to learn,
and to share what I learn about smacking down groups of
uppity adventurers, er, having a good time with my friends.
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3. What's the current readership?
Let me check.
13,433.
My listhost provides me with an on-demand report. They also
scrub the list weekly (if e-mails hard or soft bounce a
certain number of times--8 I believe--they are removed from
the subscriber list). That subscriber count therefore
constitutes only active and functioning addresses.
For the online issues, there are about 6,000 weekly readers.
For the RSS feeds, there are about 1,000 subscribers.
So, all told, there are 20,000 folks in the
RoleplayingTips.com community!
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4. How long does it take to publish an issue? What does it involve?
Issues are a pleasure to put together. Thanks to your tips,
feedback, and contributions, I get a lot of good stuff that
I use when I GM. I also enjoy reading, editing, writing, and
working on a computer, so the time tends to sail by.
There are now two editors who provide critical help with
formatting and editing (thanks very much Leslie and Isaac!),
and an HTML guru who HTMLizes issues and RSS for the site
(thanks Steve). The previous editor, Scot Newbury, helped a
lot in refining the publication process as well.
So, in a typical week:
- Receive e-mails, respond to each one, sort tips. 5 hours
- Assemble issue for editing. 0.5 hours
- Edit issue. 3 hours
- Edit pass #2. 2 hours
- Format final version. 1 hour
=====
Total: 10 hours a week, give or take.
Bonus round:
- Contests. 10-15 hours.
- Supplemental issues. 10 hours.
These days, time is tight. Thanks to Ike and Leslie, the e-
zine is getting the editing attention it deserves. In
2004/2005, it was iffy at various points whether the e-zine
could continue. I think 2005 saw the most unplanned missed
weeks to date (3 or 4, iirc). It looks like things are back
on track though. Whew.
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5. Will you be doing any more contests?
Yes. I enjoy running contests, especially ones that end up
creating valuable content for the community, like the
monster tips, encounter hooks, organizations, and quests
contests, to name a few.
RPG companies have been quite generous with supplying prizes
(and next time you spot their products as prizes in a
contest, please check them out if they look interesting to
you, to show your support). And readers have responded with
great entries.
I'm always looking for contest ideas. If you have one,
please do send it in. Maybe I need to run a contest about
contest ideas, lol.
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6. What topics will the e-zine be covering in the future?
One of the most important things I have learned from
publishing this e-zine is to never promise the future. :)
Plans somehow always change, and I end up leaving a trail of
broken promises. For example, I still have not sorted,
edited, and published the Green Dragon Bloodbath tips from
years ago, nor have I followed up on a few promised topics,
such as Core Stories.
That said, I'd like to see articles on planning and design,
plot hooks, intrigue campaigns, roleplaying, and combat. I
owe one reader some tips on war, as well.
After a recent conversation about the future with my past
and present editors (a tense conversation? groan), I'll also
be revisiting certain topics from the archives: adding new
tips, refreshing the old ones, and updating some. For the
longest time, I was worried that covering previous topics
would generate a lot of yawns from you, but the core topics,
such as encounters, plot hooks, villains, organization, and
so on, are worth revisiting, reminding about, and adding to.
Feedback on every issue is always welcome, as are topic
requests.
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7. How do I contribute to the e-zine?
Just send me an e-mail. johnn@roleplayingtips.com
You supply the tip or article, and we'll supply the editing
and formatting. Some topics and tips are not suitable for
the e-zine, and if you're worried about the topic you have
in mind, feel free to ping me. Also, if English is not your
native tongue, don't worry; Leslie, Ike, and I would be
happy to tweak things. It's the information that counts and
is most valuable to readers.
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8. How much mail do you get a week? Do you answer it all?
I get between 50 and 100 questions, bits of feedback, and
general e-mails a week, and I answer them all. I try to
respond in a timely manner, but some weeks are brutal and I
fall behind. I always eventually catch up though. I do worry
about missing e-mails due to spam filtering though. So, if
you sent me an e-mail and did not get a response, I wasn't
snubbing you, it just got lost or never arrived, sorry.
Please re-send.
I only get about 2-3 tips e-mailed in a week these days.
This is way down from a couple of years ago when I would get
8-12. I'm not sure if people are more pressed for time, are
self-conscious about sending something in, or are worried
the tip has been published before.
I'd be very happy if more reader tips were submitted. I'm
happy to publish good advice, common sense tips (even if
they seem obvious), links to cool resources, lessons
learned, fun tactics, and so on, even if they've been
published before. Your voice will convey the information in
a new way, and it's always good to be reminded of things.
And don't worry about editing--we've got your back on that,
er, front.
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9. What games are you playing now?
For roleplaying games, I'm GMing two D&D 3.5 campaigns: an
Eberron campaign, and a Temple of Elemental Evil classic
game updated for 3.5.
My Birthright campaign ended January 9 in a total party
kill. The PCs faced a group of tough foes, suffered some bad
luck, and a tricky tactical situation got the best of them.
It was sad to see a 1.5 year campaign end, but there's a
happy aboleth out there buying a round for his minions and
receiving a plaque from the Villains Against Heroes society.
After the TPK, we chatted and voted to dive into the Temple
of Elemental Evil. The PCs have just ventured into the
moathouse where the bandit base is rumoured to be. It's
looking like the Temple is gearing up for another successful
action adventure campaign.
We also play a lot of board games. Last night we played
Tigris and Euphrates where I lost to a first time player. Oh
the shame! Other board game favourites are Catan et. al.,
Puerto Rico, Titan, and Alhambra. I recently purchased
Twilight Imperium and can't wait to try that out.
In the computer game world, last year my wife and I
completed D&D Heroes and both Baldur's Gates for the Xbox.
We're about midway through X-Men Legends, and have just
started Crystal Chronicles. Over the Christmas holidays, I
got Civilization IV and Star Wars Battlefront II.
I'm always up for a nerdy word game of Scrabble or Boggle,
too. :)
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10. How much is advertising in Roleplaying Tips Weekly?
I don't want to use this issue to pimp ads, heh, so feel
free to e-mail me directly for rates. Rates are very
reasonable though. Thanks for your interest!
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11. Have you ever thought of putting forums up at roleplayingtips.com?
Yes, I've always wanted to. I haven't though for a couple of
reasons. First is time. I feel if there are forums at my
site, I should be visiting often and contributing.
Publishing the e-zine always gets top priority, and that's
left no time for forum activities.
Second is feature set. I haven't found a forum script that
fills my needs list and most of my wants list. That's
probably changed in the past couple of years though, as more
upgrades to existing scripts and new scripts get released.
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12. I'm starting my own campaign world. Is it best to start small and work your way up or start big and work your way down?
Both. Heh. I find when designing worlds you make several
round-trips. You might start with a village concept, but
soon start to ponder kings, pantheons, calendars, and coins.
Then you return to the village again, create some more, and
wander into flora and fauna, history, and culture. Then it's
back to the village and the region in which it dwells for
NPCs, monsters, and adventures. Repeat. Forever.
I tend to put world building activity into two camps: for
fun and for game sessions. Some folks enjoy writing and
designing worlds as a hobby on its own. They might apply
their results to their games, but they could also have fun
without the game component. The other camp needs a milieu in
which to run adventures and plots, so they design what's
needed and move on, revisiting world design to fill gaps as
the campaign evolves. There are bits of both camps in most
of us, and if you lean one way, that will affect your
approach.
I lean more toward the game session camp. I use these tips
to get a good grasp of where adventures will take place: Roleplaying Tips #127
Reflecting on past campaigns, I've started most with a
village sketched out, and worked out from there, so I guess
that reveals a bottom-up preference. However, I've also
placed a lot of campaigns in Greyhawk, Forgotten Realms, and
other published settings, and have had material on hand if I
needed it.
As for what's best, it depends on your strengths and
weaknesses. I prefer bottom-up because I need some place
tangible for the PCs to start in, and if time is short, I'd
rather know about community politics and adventure locations
than planet diameter and historical deity conflicts--though
I ultimately do get to those things if the campaign lasts
long enough.
Maybe the best approach is to estimate available planning
time before next session, judge adventure scope, and know
yourself so you can design enough to be able to GM with
confidence. If you have little time, design the bottom end
first. If your adventure has a world-spanning scope, you'll
need to design more of the big picture. If not knowing the
big picture worries you, then design that so you can move
on.
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13. OGL and ePublishing have really opened the field for small RPG publishers. What are the long-term effects (good and bad) on the industry?
In the past, there was pretty strict control over D&D, and
fan projects and commercial endeavours were not allowed. I
feel this stifled a lot of creativity and expansion
opportunities for D&D.
Nowadays, there's a simple and legal way you can publish fan
projects and commercial products for D&D using the Open
Gaming License and the various system reference documents,
such as d20. Wizards of the Coast has made it easy to create
cool and fun stuff for D&D.
I'm not an expert on the RPG industry, though I am an avid
consumer of it, and I feel the OGL and ePublishing are
hugely beneficial. They create a common knowledge base so
players don't have to learn dozens of different rules
systems, which makes licensing a fun playing and viable
business option (Conan by Mongoose Publishing, and Game of
Thrones by Sword & Sorcery, for example).
OGL and ePublishing also create a layer in the RPG biz for
folks to experiment and learn. Every industry needs a way to
inject new ideas that can percolate up to the major players
who are risk-adverse, otherwise all we get are sequels and
stagnation.
They also provide a channel for new people without a long
resume or a whole lot of experience to enter the industry.
A big danger is added instability and unprofessionalism,
which hurts the consumer. If a glut of new products is
unleashed on the market, for example, times will get lean
for your favourite businesses, and you can only hope they
will be managed well enough to ride things through. Also,
self-publishing introduces a lot of lower tier product on
the market, and if we get burned on a few purchases we'll
tighten our wallets to the detriment of new, quality
offerings.
These are just dangers, though, and not meant to deter you
from pursuing open source and OGL business models. I think
the OGL is great, as are most of the RPG products I've
purchased over the years.
OGL at Wizards.com
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14. D&D still seems to be the most popular RPG. Is this due to or in spite of the OGL?
Hmmm, tough question. Ryan Dancey and other industry experts
would be your best bet to get a good answer. For my two
cents, I feel D&D has an established level of mindshare, one
that has managed so far to be handed down to the new
generation of gamers.
I also think that D&D 3.5 is a well designed game system. It
has warts, and everybody is entitled to their opinions and
preferences, but I find D&D consistently enables me to host
a fun time for myself and my friends every game night.
As to how OGL has influenced D&D's popularity, I'm not sure
because I'm not privy to sales figures, but I think
introducing people's favourite movies, books, stories, and
characters to the tabletop game realm has helped bring in
many new players.
I also read somewhere that a majority of gamers don't buy
D&D products beyond the core books. So, this might indicate
D&D is successful despite the OGL. I don't believe that,
though. All the cool OGL materials and GM aides out there
provide a vista of options for gamers, and I think this
helps the hobby a lot.
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15. By default, the OGL has promoted d20 as a "standard set" of mechanics and rules, not only for fantasy, but other genres as well--can we expect to see the number of generic RPGs and supplements increase as a result, or will fantasy continue to be the lion's share of d20?
Wow, another tough question. I think fantasy will dominate,
though I noticed lots of great d20 Modern stuff was released
last year (RPGObjects.com), in addition to the material for
non-fantasy intellectual properties, such as Serenity by
Margaret Weis Productions and Starship Troopers by Mongoose
Publishing.
I go to book stores, though, and see the shelf space given
to fantasy versus other speculative fiction genres, and that
might be a clue as to the near future for gaming genres.
Then there's World of Warcraft with 5.5 million subscribers
and growing. That's gotta trickle down into tabletop gaming
genre choice one way or another.
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16. What resources would be recommended to improve adventure design for experienced game masters?
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17. How can an adventure designer or game master maximize player choice and minimize railroading in event-based adventures (in comparison to site-based adventures)?
This sounds like a great topic for a future, dedicated
issue! Thanks.
A couple of quick tips for now though:
- Reduce dependencies. Most encounters have dependencies--
things that have to be present, have already happened, or
are about to happen. To minimize railroading, minimize
encounter dependency. This lets you react to player choices
better and requires less steering on your part.
- Know the rules. The more familiar you are with the
constructs your rules create (NPCs, monsters, traps,
treasure, and so on) the more it sets you free to focus on
plot and consequences of player choices.
For example, if you are freaked out that the PCs might pick
a fight with a certain NPC because you have no idea what his
stats are and you aren't comfortable with making them up on
the fly, then you'll consciously or sub-consciously start
steering play away from that situation. If the players
resist and continue to try for confrontation, then you'll
try harder to steer.
However, if you were familiar enough with the rules to whip
up the NPC's stats on the fly, or you had resources
organized so you could look some up or copy some, then you
would resist less--unless the NPC was required for a special
campaign purpose, in which case see the tip above about
dependencies. :)
- Craft flexible triggers. Create encounters so that you can
introduce them in the greatest possible number of ways,
locations, and events. This is related to limiting
dependencies.
- Try to have fun gaming with the flow. If you are always
thinking in the future and choosing optimal outcomes for
present situations, you might be guilty of steering things
too much in the direction you want. Instead, try to have fun
in the moment. Picture in your head what's going on right
now in-game. Imagine the details, the NPCs, the critters,
the conflicts, what's at stake, the scenery, the props, and
so on.
Don't try to arrange things in your mind to fit a certain
outcome. Instead, focus on what's happening now and try to
describe details, actions, and consequences as they emerge,
and then ride with things. This can be difficult to do and
might change the way you approach adventure preparation in
the future, but it can be rewarding and fun.
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18. How can an adventure designer or game master incite players convincingly to undertake quests without mercenary compensation, for good aligned characters, but instead based on morality and genuine heroism?
Players and characters.
Chat with your players to see if that's what they're
interested in. I don't feel you can slyly GM the players
into changing their styles and desires. There are a few
exceptions, such as by creating three dimensional NPCs to
encourage roleplaying and more plot consideration, but
usually your players won't get the hint, will resent being
manipulated, or won't change.
So, ping your players and ask them if they're open to the
idea. Ask them to work with you as you take your games into
different realms and styles. Check in with them often, such
as between sessions or half-way through sessions, to see if
they like how things are going and to get suggestions for
improvement.
Characters are frequently an untapped gold mine for
establishing character and player motivation. In the
resource books about story I mentioned in a previous tip,
the authors place a lot of value in character. Same goes for
RPGs. Help players flesh out their characters. If they add
enough fun details, the characters will take on lives of
their own, and hopefully the players will follow.
- Backstories. No need to write a novel, just create an
outline of the PC's history. Use race, class, and age as
great starting points. Consider skills, training, ability
scores, and special abilities and how those have affected
the PC.
Try to inject at least one failure, one victory, and one
villain into each PC's backstory. These items, by the way,
are great things other PCs can have in common to create a
realistic party formation hook.
- Personality. It's boring playing a flawless character.
It's like trying to roleplay a mannequin. Work with the
player to establish virtues and flaws, though avoid linking
these with game rules (bonuses and penalties) so the players
can focus just on the fun of gaming a certain personality.
In a game system like D&D, which has no flaws system (unless
you use the option from Unearthed Arcana), feel free to
borrow ideas for flaws from other systems, such as GURPS or
Ars Magica.
- Motivation. Work with each player to create one or more
strong, short term goals for the PC, plus one or more long
term goals. Hook each goal into a personality trait or
background story element to ground them into the character's
reality. Goals that are just there for no real reason, like
clouds skidding by, won't stick and will soon be forgotten.
- Eliminate "adventurer" from your world and vocabulary.
After several years of GMing, it wasn't until Forgotten
Realms that I had a game world officially acknowledge
adventuring as a profession. This is great fun, but I've
found it counteracts styles where you want a more serious
tone.
Your mileage might vary, but try to implement a milieu where
people are thoroughly integrated into their communities.
NPCs should have jobs, families, property (land and/or
belongings), and social circles. People who wander without
steady income or homes are rare (and shunned). People who
dive into caves and diddle with monsters are insane. Then
place the PCs in this environment, and use backstory and
personality to tie them into their communities. Then
introduce your conflict, which rips them out of normal life
and sets them on a perilous path fraught with intrigue,
danger, reward, and so on.
You want to encourage the players to play a character, not
themselves. This is part of the game, and a game in itself.
If you can help players craft characters that they can
imagine and see as being different from themselves, and they
understand why those differences exist, then you might
succeed in helping your group make choices for reasons other
than seeking instanced treasure chests.
* * *
Give yourself a pat on the back. I feel GMs are the glue
that holds our beloved hobby together. Players are very
important too, but GMs are the ones who often have the drive
to get and keep groups together, gaming, and having a good
time.
This e-zine has reached a tremendous milestone because of
all your support, tips, and advice. Thank you very much!
Hopefully Roleplaying Tips Weekly continues to be a useful
GMing tool for the community. Your feedback, tips, and ideas
are always welcome and appreciated!
Cheers,
Johnn Four
February 2006
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Blackmoor: The Wizards Cabal
This in-depth sourcebook for Dave Arneson's Blackmoor
explores the Wizards Cabal, a governing entity in the world
of Blackmoor and a crucial institution for any campaign
involving wizardry. Filled with a wealth of new spells,
feats, prestige classes, magic items, and alternate magic
rules, The Wizards Cabal is a must for any wizard character
in Blackmoor.
A new d20 release from Goodman Games.
Blackmoor: The Wizards Cabal at RPG Shop
Readers' Tips Of The Week:
1. 1" Tiles Make Great Minis Markers
From: Chris
The groups I play with have used various markers for enemy
critters when it comes time to do battle, from dice to
painted minis to chocolate kisses (these last were fun
because you got to eat what you killed) but this weekend our
GM brought something new: little ceramic bathroom tiles.
They were just under an inch to a side, so they fit nicely
inside the battlemap grid, and he used the same wet erase
markers we use for the map to mark damage and status effects
right on the tiles, which easily wiped off when the battle
was done. Best of all, our GM said 50 of them cost him
roughly $2 at the local hardware store.
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2. Another Use For Dance/Perform Skill
From: Peter G.
re: Roleplaying Tips #288: Uses For The Perform Skill
In RPT #288 there was a short tip on using the Perform skill
in a variety of ways. I'd like to add this idea.
Historically, one of the major social events was dancing.
Characters trying to break into society, whether nobility or
rich merchant circles, will probably attend social events
where they will be expected to dance with the big wigs. A
group that fails to learn to dance may find that they are no
longer invited to events (really bad) or are not invited to
dance with the movers and shakers and their spouses.
Outside of the actual social event, the effects could also
be significant. Other adventure parties are given the
opportunities to assist various groups in exploring or
guarding things. They will find that getting land for a
stronghold will be harder, or the land will be further away
from civilization. They will have to pay more for goods
instead of getting a friends discount.
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3. Ten Foot Wiki
From: Roman Gheesling
Just read the latest issue of RPT and saw your mention of
TiddlyWiki as an RPG tool. Well, there's someone already
ahead of you on that--Ten Foot Wiki is a TiddlyWiki
customized for RPGs. You can find it here.
[Ed. Thanks also to Stefan Livingstone Shirley for sending
in a link to this wiki.]
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4. Players Tips
From: Morgan Davies
Play a spellcaster. In all my days I've never played a
primary spellcaster, until recently. This has given me
chances to use my cunning and forced me to prepare. I've
found this enjoyable, and every time something ridiculously
fun is pulled off it has the chance to become one of those
classic moments your D&D group refers back to.
Get a grappling hook. Something my current character never
goes without is a grappling hook. It's useful to be able to
hear your opponent coming, rise up into the shadows, and
drop down behind them for a sneak attack or to move on
unnoticed.
Ever fight a large opponent? Try climbing all over it,
stabbing it where it's weaker, and hopefully where it can't
reach you. I've done this against a dragon, where it
resorted to throwing itself into walls and icy waterfalls to
dislodge its smaller opponents, and against a giant who
wounded himself by hitting his back with his club over and
over again.
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5. Occultist Trap
From: Forrest
This trap requires magic, but it's still very effective.
I'll describe the way I used it on my PCs.
The PCs walk out onto a circular walkway 25 feet up from the
bottom of a circular room, with five cultists around a
pentagram in the bottom. There is rope set nearby, and
unless they can teleport the PCs will have to climb down to
confront the cultists (this is a quest). In one minute of
being on the weakened platform, or when a PC starts
climbing, the bottom of the room will fill with fog
(Obscuring Mist) and the platform will collapse. The
cultists have escaped and barred the door with 3 heavy steel
bars. After a few seconds, fireballs or similar spells will
begin cascading into the pit from above (the cultists), and
the PCs will have to find an escape.
A spot check will reveal the compromised structural
integrity of the walkway, while a second spot check will
reveal a hidden door. Spice it up however you want, but the
basic trap is pretty deadly for the unprepared and unaware
PC.
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6. Climate For Fantasy World-Builders
From: Auke
Johnn,
I've written up a summary of a pretty standard system used
by climatologists, with some subtle mods for roleplaying
games. Perhaps the world builders who read your list would
be interested? The write-up can be found here.
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7. Speeding Up Combat (D&D 3.5)
From: Kurt "Telas" Schneider
- Find out what's eating the time. Assign one player the
task of identifying what takes so long, and have him time
the rounds for you.
- Use initiative cards, and a scratch pad for critter hit
points. The init card should have the critical combat and
skill information, including a short tactical primer. I used
The Game Mechanics init cards, but now go with a friend's
spreadsheet for encounters. Frankly, almost everything is on
computer for me these days.
- (This one's potentially controversial, so take it slowly
and play it by ear.) Introduce a time limit for the players
and for yourself. A minute or so at first, but make it
shorter as your players get more efficient. The character
has six seconds to decide and act; a player should not dally
for much more than that (after all, he's got everyone else's
turn to think about his actions). This is not to say that
six seconds should be a hard-and-fast rule; but it is
something to think about.
GM judgements, skill checks, descriptions, clarifications,
and such have to take place to get the player the right
information, and shouldn't count against him. But if the
player hesitates and considers for too long, have his
character delay his action. Trust me, you will not have many
unintentional delays after the first one or two. This rule
goes for the GM as well. You should know what the NPCs and
critters will be doing before their turn comes up.
- Know the environment, tactics, and abilities of the NPCs
and critters. Make brief notes if you have to. I use
YoYoDyne's "Monster 3.5" to create a custom-template HTML
file of each critter, then pull all the pertinent ones up in
Firefox tabs, along with a copy of the Hypertext d20 SRD.
For planned encounters, I have the tactics and environment
planned out, including simple contingency plans.
Monster 3.5
Telas's Template [text file]
Hypertext d20 SRD
- Know the abilities of the PCs, so they don't have to look
something up mid-combat. Don't become their rulebook, but
don't force them to remember which book had the information
mid-combat.
- Simplify the combat structure as much as possible. If
that means all the mooks have to go on the same initiative,
and none of them have exotic abilities, so be it.
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Cities & Settlements
Cities and Settlements comprises a collection of
fascinating, living communities you can drop right into your
home d20 fantasy campaign world with a minimum of work. Each
community is an officially sized Thorp, Hamlet, Village or
Small Town complete with stat blocks conforming to the rules
presented in the DMG along with a full history and
background with notes on customs, laws, religion, and more.
Each presents a different interesting culture, NPCs
bristling with interactive possibilities, plots and
adventure hooks and offers some new d20 crunchy bits to add
to your game as well, from prestige classes to poisons,
spells to new monsters. With over 20 settlements to choose
from game masters will never be short of adventure setting
material!
Cities & Settlements at RPG Shop