Roleplaying Tips Weekly E-Zine Issue #304
Take Ten: Balance
Contents:
This Week's Tips Summarized
Take Ten: Balance
- Exploring Underground
- Exploring Wilderness
- Perilous Travel
- Flatfooted
- The Chase Is On
- Overcoming Defenses
- Espionage
- Athletics
- Weaseling
- Cinematic Action
Readers' Tips Summarized
- How To End A Session
From: Paul Mercurio
- Speed Up Combat With Pre-Rolled Initiative
From: Laura Thurston
- Ask Players To Craft Your NPCs
From: Zitchas The Wanderer
- Tasty Gummi Corpses
From: Laura Heilman
- NPC Stat Block Bank
From: Liz Courts
- OpenRPG Tips
From: Jonas
- Rebooting Campaigns Revisited
From: Dave McKay
Return to Contents
The 6 Spheres of Zailhhess
Journey into a savage, frozen frontier at the border of
civilization! Within this amazing new adventure, in the
shadow of ageless forests and mountains, hidden in ancient
tunnels and ruins, a secret sect attempts to free its "dead"
god from a planar prison. Can your heroes uncover the secret
plots of the sect? Can they stop the sacrilegious and impede
the re-birth of the god? Or will the world be fall into
never-ending terror?
The Six Spheres of Zailhhess is intended for 7th to 10th
level PCs, but can be easily adapted for other levels.
The 6 Spheres of Zailhhess at RPG Shop
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A Brief Word From Johnn
Take Ten: Balance
Another mid-week issue due to a minor wrench I threw in. :)
Though this article focuses on a D&D skill, I think there
should be some value for GMs of other systems as well. David
gives us some interesting things to ponder, and I think it's
good to try to squeeze the most out of the tools we have at
our disposal, including the game rules. If you have any
feedback or requests, don't hesitate to hit the reply
button.
Get some gaming in this weekend!
Cheers,
Johnn Four
[email protected]
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Forbidden Arcana
In D20 System campaigns, one of the largest challenges a DM
can face is keeping magic new and exciting. This 168-page
book of arcane secrets includes rules for burning
spellbooks, magical diseases, magical foods, and a wide
variety of other unusual arcane effects. With over 40 spells
and 60 feats, this book is useful for players and DMs.
Forbidden Arcana at RPG Shop
Return to Contents
Take Ten: Balance
1. Exploring Underground
For Players:
Slick cavern tunnels, crumbling stone bridges, flooding
caves, loose cobblestones, and slippery sewer entrances make
traveling underground a dangerous proposition. Add monsters
to the mix and difficult terrain becomes hostile. While
clever parties can position rogues in front of traps and
fighters in front of monsters, everyone is at risk from poor
footing. A failed roll can mean falling prone, or worse,
falling down, down, down till you hit the ground.
For GMs:
Naturally occurring cave systems aren't flat and level. They
twist and turn, slope up and down, get clogged with rubble
and coated with slime. Uneven or sloping surfaces create
interesting bottlenecks and unusual features that make
adventuring memorable.
- A winding narrow tunnel is slick with an alien-looking
slime. Try to wriggle up the tunnel is the first challenge.
The slime's source is the second.
- House-sized mushrooms grow by an underground steam vent.
As the PCs spring across the mushroom tops, they are
attacked by assassin vines and giant centipedes.
- A tremor from a purple worm makes the ground buckle,
heave, and split open. PCs must make a balance check to stay
on their feet.
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2. Exploring The Wilderness
For Players:
Dangerous footing isn't limited to dungeons and caves. There
are mountains to be climbed, ice sheets to cross, and sand
dunes to traverse. The great outdoors can be an annoying
obstacle (stumbling up rocky hills, slipping in murky
swamps) or a lethal one (avalanches, sandstorms). Clever use
of balance might help you avoid these dangers.
- Creeping along the edge of a dune avoids sand traps or
helps you ambush predators lurking below.
- Chopping down a tree makes an impromptu bridge across a
fast moving stream.
- Careful distribution of weight avoids the avalanche.
For GMs:
The absence of square rooms, doors, and corridors can make
wilderness adventures hard to run. Without obstacles PCs can
go in any direction, but adding a few outdoor challenges
compels the PCs to make choices, giving the wilderness
dungeon-like qualities.
- A peat bog blocks the PCs' path. Do they take the long way
around or risk the shortcut through the bog?
- During a mountain trek, a powerful snowstorm hits the
area. Pressed for time, the PCs have a tough decision: wait
until the skies clear and lose precious time, or chance the
icy climb and risk a deadly fall.
- Race across lily pads the size of coliseums.
- Evade a sudden mudslide.
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3. Perilous Travel
For Players:
Ships, trains, wagons, chariots, and horses are great for
lessening travel time, but have the unfortunate risk of
being possible deathtraps. Ships are tossed around in
storms, trains get derailed, wagon wheels fly off, and
horses turn ornery. What about pirates, robbers, highwaymen,
and horse thieves? Balance will help keep a PC upright and
ready to throw their foes over the side, or allows a
character to leap cinematically from one moving vehicle to
another without tumbling over the edge.
For GMs:
Why wait till the dungeon to start the action? There's
enough adventure to be had on the road.
- Heroes fight atop crow's nests and ship rigging, making
Balance checks between sword swipes.
- The Black Throne, a royal chair carved from a single block
of onyx, is knocked loose from its moorings during a storm
and skids back and forth across the ship's deck while the
PCs try to stop it from sailing overboard.
- Elven barbarians leap from trees onto the heroes' wagon
train along a steep mountain road. A poor balance check
might cause a long fall.
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4. Flatfooted
For Players:
With five ranks in balance, a PC is no longer flatfooted
while balancing. So what's the fuss? Say goodbye to your
dexterity bonus and hello to sneak attack vulnerability. On
the other foot, hazardous ground is an opportunity for PC
rogues to attack flatfooted foes. With a simple change of
terrain, rogues become the heavy hitters, while armored
opponents are in for a hard landing (remember: if you take
damage while balancing, you have to make another balance
check to keep your footing, made all the more difficult once
those hefty armor check penalties are added).
For GMs:
Rogues become more than a pick-pocketing nuisance to PCs
when Balance checks are required. A Thieves Guild, rogue
nemesis, or rogue-employing humanoid tribe has a variety of
balance-dependent defences and ambushes available to them.
- Entrances to the Thieves Guild are along narrow beams
connecting rooftops, with sliding boards between levels. An
acrobatic guild member guards each entrance.
- Thieves flee a crime scene through a large sewer pipe,
where they mount an ambush against any pursuers along the
ledges lining a tunnel intersection.
- Pint-sized humanoids such as kobolds and goblins even the
odds against larger enemies with hit-and-run raids in a
warren of oil-slicked surfaces. PCs either become tiptoeing
pin cushions or charge forward and risk attack by hiding
rogues waiting to strike fallen foes.
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5. The Chase Is On
For Players:
More often than they'd like, heroes must run for their
lives. Taking the race to uneven ground can dramatically
alter the outcome in their favor, if they can balance
better. With a DC of 10, a pursuing enemy has a 50-50 chance
of stumbling over rough terrain. Add in debris, mud, or heavy
armor and the odds get worse. Failing the check by five or
more means tumbling to the ground and spending the next move
action getting up; failing by four or less holds fast an
enemy for the round; even a successful roll only allows
movement at half speed.
Meanwhile, our balance-proficient heroes can choose to take
a -5 penalty to their roll to move at full speed, leaving
their opponents in the rubble. If a horde of monsters is
chasing the PCs and enough stumble after a failed balance
check, the PCs can turn a frightening retreat into a
fighting retreat, and pick off pursuers a few at a time.
For GMs:
Chase sequences are exciting on the silver screen, but hard
to adjudicate in a role-playing game. One way to make
refereeing easier is with the balance skill.
- A chase on slick ground forces both PCs and NPCs to
strategize: do they tread carefully and fall behind, or
gamble moving at full speed?
- With people falling, stumbling, slowing down, and speeding
up, the advantage switches back and forth between the two
sides, keeping the tension level high.
- GMs who want to scare their PCs without killing them can
have immensely powerful but supremely clumsy monsters chase
them, knowing the monster will eventually fail its Balance
check, letting the PCs escape with their lives and good
thrill.
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6. Overcoming Defenses
For Players:
Front doors, castle gates, secret hatches: all bad news.
There are too many kinds of spells, traps, and guardians
waiting for someone to turn the latch. If there's a chance
of going above or below, a scout with good balance and climb
skills can sneak around the main entrance, open it from
within, and save the team spells, resources, and hit points.
In cities, scouts can use tightropes to enter buildings
through roof entrances. In forests, they can leap across
tree branches and sneak past guards. Even underground, there
are large caverns with ledges to creep around. Excellent
opportunities for the nimble to shine.
For GMs:
A wide-open, two-dimensional battleground usually favors the
PCs. Why do them favors? People in general don't work well
in three dimensions. With a little change of scenery,
they'll be kept on their toes making balance or climb
checks.
- An ettercap lurks out of reach high up in a tree, casting
webs down on the PCs. To engage it in melee, a PC will have
to crawl out along the tree branch and make a balance check.
- An ankheg jumps from a slanting mine shaft and drags a PC
down with it. The PC has to make balance checks while
sliding down the shaft and fighting.
- A hidden key lies at the top of a crumbling stone column.
As a PC climbs to retrieve it, the shadow of a dire bat
passes overhead.
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7. Espionage
For Players:
Many adventures feature information that must be found by
hook or by crook. Hooks and crooks are helpful, but so is
being in the right place at the right time. Usually people
only let down their guard when they're safe from
eavesdropping-the exact kind of places that require a
balance check to find With it, heroes are able to eavesdrop
from ledges, scramble up hilltops to follow suspects, or spy
on evildoers from atop factory catwalks.
For GMs:
Running an espionage scene is tough. If spies following the
heroes are too well hidden, PCs are unfairly left in the
dark. If the spies are too obvious, PCs usually make short
work of them. Neither makes for a great gaming session. One
solution is to place the spies in areas where they are
easily seen but not easily reached, alerting the PCs to the
nature of the threat without necessarily being able to
confront it.
- During a meeting with a fence, the PCs are watched by
Thieves Guild members from nearby balconies and subterranean
ramparts.
- Enemies lurk behind train car doors, rushing away atop the
cars to make their escape, forcing PCs to make balance
checks to pursue.
- Spies scramble from rooftop to rooftop with grappling
hooks and tightropes, keeping tabs on the PCs' every move.
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8. Athletics
For Players:
In a pinch, balance can take place of athletic skills, like
skiing, ice skating, surfing, or gymnastics. A hero won't
win an Olympic medal, but they'll be able to stay on their
feet when they feel the urge to slide down a mountain or use
a piece of wood to ride out a tidal wave.
For the GM:
A test of skills makes a refreshing change of pace from the
usual combat and reconnaissance.
- To prove their worthiness to a recently encountered tribe,
the PCs must pass a fitness test, which includes balancing
on rolling logs floating down a river.
- A race across a frozen sea to an ancient pirate ship
marooned in the ice.
- After the animated giant snowman squishes the only fighter
in the party, it smashes some spruce trees into kindling,
inspiring creative PCs to build snowboards. Don't biff the
shack booter, dude!
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9. Weaseling
For Players:
The slightest misstep can spell doom: a hidden spiked pit
opens; a bridge shakes in the wind; a rug is literally
pulled out from underneath. As the GM calls for a reflex
save, try weaseling out of the situation, and suggest, "How
about a balance check instead?"
For GMs:
If PCs, through no real fault of their own, are in a
position where a failed reflex save means they fall to their
death, you can weasel a little by letting the PCs
make a balance check (even going to such lengths as allowing
them to take 10 or take 20) rather than the reflex save.
Sometimes it's the GM's responsibility to give the players a
break.
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10. Cinematic Action
For Players:
Role-playing games are supposed to be about action. Heroic,
over-the-top, action. So go for it. Knock boards loose and
use them as miniature catapults. Balance on chandeliers and
strike at your foes. Challenge your rival to a sack race.
Avoid the pincers of a giant crab by balancing on its back.
We play role-playing games to do the extraordinary. A good
balance skill can make it happen.
For GMs:
PCs can easily fall into a ten-foot-pole mentality and snail
along through the adventure, using the same tactics they've
used for every other session. If you want a little more
creativity in your game, you may have to show your PCs some
ways to be cinematic and survive.
- Design exciting combat situations that require tactical
challenges, like fights atop giant clockwork machinery and
by the edges of lava lakes, or just plain bizarre places,
like a street covered in sentient marbles, or a bridge that
trembles in fear from the troll lurking underneath.
- Demonstrate the power of high-level NPCs with their
cinematic actions, giving the PCs a hint of what their
future allies or adversaries may be like.
- Award extra XP for successfully taking risks-for climbing
dangerous mountains, creeping across a clothesline, or
sprinting across a muddy battlefield to save the princess.
It's all in a day's work for an adventurer.
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Roleplaying Tips GM Encyclopedia 2005
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Return to Contents
Readers' Tips Of The Week:
1. How To End A Session
From: Paul Mercurio
I like to end sessions with the main conflict resolved, but
with loose ends left loose. Mainly. I end the games with the
PCs heading back into the city after an adventure, which is
good for a number of reasons:
- I can start off the next game by handing out treasure and
XP as the PCs return.
- The PCs can get right into the action at the start of the
next session as well.
- NPCs react to them upon their return.
- I can sow the seeds for that evening's session as well.
However, this technique creates some rigidity. For example,
next session only half my group can make the game. Do I run
the party's return for only half the PCs? Do I skip ahead in
time? Do I skip back?
How do other people end their gaming sessions?
What tricks do other GMs use to immerse the players at the
start of the next game?
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2. Speed Up Combat With Pre-Rolled Initiative
From: Laura Thurston
Hi Johnn!
This tip lets you and your players jump into combat
encounters without bringing the game to a halt to figure out
initiative.
At the start of a session, ask your players to roll
initiative several times to set up several initiative lists.
The players can give you their numbers in any order. When
combat begins, ask someone to roll a die to determine which
list to use (I usually have four lists set up).
You only have to roll a new initiative for the villains,
which can be slotted into the order when the encounters come
up.
This is a handy trick when you know that you have a series
of short encounters, and you might consider pre-rolling the
lists and adding them to your session notes.
When you want to add suspense, like when the party is
unaware of attackers and you want a surprise attack, you can
decide which initiative list to use on your own.
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3. Ask Players To Craft Your NPCs
From: Zitchas The Wanderer
If you have access to one or more players who enjoy creating
things, put them to work. Most players are more than capable
of making NPCs suitable for a DM's world. A good NPC with
full statistics and a short description of their appearance,
combat/magic styles, equipment, and lastly (and very
important), a list of plot hooks, should only take an hour
or so.
Providing progression tendencies for said NPC is a good
benefit too in case the DM needs to bump their levels up a
bit for some reason. For players, this is a fun hour, since
we can do whatever we want. More importantly, this is an
hour our DMs don't have to spend on NPC creation, yet still
gives them access to a fully fleshed-out NPC.
Pay special attention to NPC level. My DM has requested
that my NPCs be fairly high level, but not extremely so.
Every DM is going to have his own preferred range, so you
should speak with yours before rolling those D6s.
A note on plot hooks. The more, the better. As a minimum,
try for one opposing one, one allied one, and a couple that
fall in the middle. Opposing hooks could result in conflict
with the PCs, and allied ones could mean cooperation. The
middle hooks might provide missions or services for the PCs,
or might set up a useful recurring character to the
campaign.
NPCs are a basic case, since most DMs need many of them. But
this could also be done with other groups of all sorts.
Raider bands, pirates, mercenary guilds, trading coalitions,
cities, or even states. For the truly ambitious, new races
could be created.
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4. Tasty Gummi Corpses
From: Laura Heilman
Hi Johnn,
It was a typical Saturday night with all the players
trickling in after work and dinner. The sodas were chilled
and the munchies laid out on one end of the gaming table. I
was ready to explore my newly-gained mass combat skills and
the players knew they were going to face a bigger challenge
than ever before. I personified a cliche, rubbing my hands
together in glee at the thought of four forth level PCs
against a swarm of over a hundred skeletons and my recently
studied battle tactics!
I had bought the Gummi Bears for snacks that night, but
when the PCs started swinging and lobbing spells, the combat
mat got very crowded. The more skeletons the PCs killed, the
more difficult it became to tell which figure was which and
where movement was possible. I still don't remember who came
up with the idea, but one of the players replaced the dead
miniatures with Gummi Bears.
Turns out there were as many PCs as there were colors in the
bag. So, we paused while the players removed and replaced
their kills with their chosen Gummi Bear color. Movement was
much easier and so was determining bragging rights when the
PCs had a chance to tell their tale to friends when they got
back to town.
There was one other unforeseen bit of gruesome fun attached.
Each player got to eat their own kills!
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5. NPC Stat Block Bank
From: Liz Courts
NPC Stat Block Bank
My own creation of a user-contributed NPC repository for
everybody to use. Searching or browsing is easy and upgrades
are constant to make this a useful time saver for harried
DMs everywhere. You also have the option to print out the
stats in a 3x5 index card (doesn't work as well for larger
stat blocks, though) or into an XML format for inclusion
into a Fantasy Grounds campaign.
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6. OpenRPG Tips
From: Jonas
Hi Johnn,
Thank you very much for the work you put into these columns.
I'm glad I can be a contributor for once. I have been DMing
a D&D campaign with OpenRPG for the last four months now
with no single player in my own timezone -one player is even
from Europe.
Playing online is very similar to playing pencil and paper -
everything that makes a good DM there, makes a good DM here.
However, there are a few differences. The most important is
probably that playing via the Internet takes about twice as
long as playing pencil and paper for the same amount of
action, mostly because all the non-verbal communication
doesn't happen via a chat interface. This has the advantage
that, as a DM, you usually have plenty of time to look stuff
up without delaying the game, and you have much more time to
come up with good improvisations.
However, the somewhat slower pace and the absence of
elements like you speaking in a hushed voice or having the
proper music in the background can make it more difficult
for the players to get into the right mood - you can't even
be sure that they don't watch Star Wars on the side, or that
they aren't dozing off (both happened). You will have to
find a good balance between advancing the storyline to keep
everyone alert and cutting off those who wanted to say
something but thought some other character would be making a
contribution first.
A feature of playing via the Internet is the whisper
ability. You can feed characters their lines or their
specific knowledge without anyone noticing (in case a player
is giving out information that only you know, it is quickest
to just narrate what that character would tell everyone -
discuss that with the player first, though). But, be aware
that they might share information between them, too, without
your knowledge, and that they'll probably whisper to you all
at once asking about DCs and other rules questions that they
don't want to ask openly.
With chat-based systems, you can easily change your name.
Use that feature so that people know who is talking. Another
advantage of Internet gaming is that you can save the chat
log. Save it, edit it if necessary, and post or e-mail it so
everyone can look up what happened.
Even more than with pencil and paper games, being on time is
important, because players who are already logged on will do
something else, and once the missing player(s) arrive, the
ones who should be around are no longer to be found.
Therefore, get everyone's phone number. If you're playing
with people overseas like I do, Skype is your friend.
Some OpenRPG specific comments:
- Download and use the
hidden dice plugin. There are good reasons for rolling
behind the DM's screen, and these reasons remain good even
if playing online.
- OpenRPG can lag at times when the server is very busy or
when your players have slow connections. Try playing on a
server that doesn't see much traffic, and switch the server
if it keeps getting you headaches.
- OpenRPG and PCGen talk very nicely to each other. At least
in some versions, however, the attack bonus somehow
disappears when you load your character in OpenRPG, and you
have to correct it manually.
- Sometimes people will show up to look at the game. Let
them do so, as long as they keep quiet.
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7. Rebooting Campaigns Revisited
From: Dave McKay
re: Roleplaying Tips Issue #283: Rebooting Your Campaign - 7 Tips
The Campaign Rebooting tips were fantastic. I think that any
GM who has been running a campaign for any time has run into
the problems you outline in the introductory paragraph. I
remember a campaign that I was running years ago set in a
post-modern apocalyptic war where things got so bad for me
that I killed off the PCs in a final encounter (they were
captured by the enemy occupation force and I had them
executed). Very sad when I think back on that. Not even a
glorious death for the freedom fighters.
Your tips are actually some great "best practices" for
keeping a campaign organized, running well, and fun.
What I do is keep a GM campaign log for myself. On the right
page I keep the actual log and on the facing left page I
keep my technical and bullets. This is great for reminders
to myself for experience awards, onset of poison or disease
effects, etc.
I think Tip #2 Get Player Feedback is huge. If the players
are frustrated, they will disengage and become "toxic" to
you and the group. I encourage my players to keep their own
adventure logs and this serves great for their player
memories.And if I've not recorded something in my log I do
refer to what they have written. I also like to review their
logs as it is a fantastic insight into the characters'
emotions and perceptions of my world. I also learn what the
player takes in from my descriptions.
My group regularly hold bull sessions, mainly at the end of
a gaming session. We also talk on the phone and use email
between sessions. My players are not afraid to vocalize
issues that bother them. Asking for specific feedback is
very important. It helps you gauge player interest and
character ambition and can often be a barometer on
implementing ideas that you have. Pay attention to the
signals. PC reaction to certain key NPCs can also serve as
indicators that you may need to look at a reboot.
Finally, I'd like to add that one method I use to avoid the
problems that require an actual reboot is switching the GM
role. We have done this a variety of ways. If you are
comfortable with the other GM you can switch within the
campaign and within the party.
Another switch is within the campaign but with a different
party. And then there is simply switching to a different
campaign and party. For example, though I am not facing
burnout, we are switching GMs in our next session as the
opening adventure in my latest campaign is concluding and
will wrap up early in our next session. This gives me the
opportunity to simply play and my GM work for the next phase
will not be rushed. I also get to learn from the other GM.
Not every group would be able to do this sort of thing, but
I think every GM was once just a player and you may have
aspiring GMs in your group. Let them go for it. Just
remember that if you do this do not GM whilst a player,
unless the sitting GM asks for your advice, etc.
Thanks again for a fantastic article. This one deserves many
readings and re-readings.
Return to Contents
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