Roleplaying Tips Weekly E-Zine Issue #306
Changing the Rules
Contents:
This Week's Tips Summarized
Changing the Rules
- Consensus - Establish The Need
- Do Some Homework
- Work Out The Basics
- Analyze Their Impact
- Write Up The New Rules
- Play Them
- Never Be Afraid To Tweak The Rules
Readers' Tips Summarized
- D&D: Knowledge Checks
From: Dwig
- Virtual Tabletop Tips
From: Arthur St. Onge
- Not Every Game Is For Everyone
From: Tommi Brander
- Flour Trap - Redoux
From: Shane O'Donnell
- Modified Timer Experiment
From: HL
- Getting The Derailed Campaign Back On Track
From: David Newland
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A Brief Word From Isaac
Rant On Railroading
First, thank you all for reading and for contributing to the
'zine. I'd like to comment on an issue that crops up
regularly in our features and tips.
Railroading. At its best, forcing players down your rails is
a heavy hand mugging of the adventure. At its worst, it's a
kidnapping, and might leave some players wondering why they
aren't just sitting in front of the tube, for all their
opinions matter.
I want to emphasize that it isn't the DM's job to force
anyone, anywhere. Your job is to run a fun game, and you can
do that by communicating with your players. If you want to
run a dungeon-crawl or a high-stakes political space opera,
your players probably need to know what to expect. This will
keep them happy with their character choices, will keep you
from being tempted to railroad when they explore different
paths, and will keep them from considering a mutiny.
But that's just my two cp. Have fun out there.
Ike
Editor
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Changing the Rules
A guest article by Dave McKay, Calgary, AB
e-mail: lairdmckaycd -at- gmail -dot- com
I've GMed a small, experienced group for four years, and we
discuss the game after each session. A growing theme
emerged: we were each unhappy with certain game elements.
Moreover, there was a major part of the game system (spells
and magic) we were collectively dissatisfied with.
One day I received a call at my office from one of my
players. He was extremely frustrated with the campaign and
was not happy with the mechanics that controlled the major
part of his character. It seemed like he was going to quit.
I gave a mental sigh and thought about the time and money I
had invested in the game, the material, and most
importantly, the players. I started to wonder what we would
be doing on game night.
Then came my ray of hope. My player had roughed out a system
for the mechanics that were bothering him. From that was
born a workable, fair, and plug-and-play set of rules. These
tips are based on my group's experience and are for any GM
who is considering changing the rules.
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1. Consensus - Establish The Need
Does the whole group want a change? If you're looking just
to flex some creative muscle, then consider that your
players might not actually appreciate that. Don't guess,
ask. Talk to your players regularly so you can find common
ground on any rules that are lacking.
If you have an idea, ask your players what they think of the
concept. They are probably your best source of feedback as
they experience the game world through the rules that govern
their characters' actions. In our situation, we were all
dissatisfied with how the spells and magic rules worked. We
held off on drastic changes as I was aware major changes
could create major work.
One player vocalized his rule change ideas, and after
several weeks it was obvious that this was worth pursuing.
The catalyst was my wizard player calling me up. The need
was established.
If there is not a major consensus on change and you still
want to modify rules, I suggest you set up a play-testing
group. If your changes are successful with the play-testers,
their "word of mouth" promotion of the changes might pique
the interest of reluctant players.
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2. Do Some Homework
Make a broad sketch of how you want the rules to work, and
start with the results. This gives you a target to aim for,
and you can work backwards through your ideas on the
generalized mechanics of your changes. Get your players to
help you; their input and enthusiasm will keep you motivated
and maintain consensus.
For example, my wizard player had suggested a new mechanic
to me that he thought was an improvement, and the process
seemed to fit the general game mechanics. His frustration
was his source of creativity. A second player wrote up his
ideas. I combined those ideas with my own and we were off.
Then my wizard player and I spent a session identifying all
the character classes and existing rules that we were
affecting with our changes.
Your players can be a great resource during rule
construction. Maybe you play with a history buff, an
engineer, a research-writer, and a soldier. Each brings a
lot of knowledge to the process, and you'd be a fool to
ignore their potential. You can also turn to popular
fiction, movies, or games for inspiration. Inspiration for a
spell mechanic came to me from the movie "Dragonslayer." (I
liked the idea of the mage's amulet being his source of
power and a magical storage focus.)
Your homework is done once you've gathered input from your
group and identified the areas of the current system that
would be affected.
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3. Work Out The Basics
Now comes the work.
Commit your rules and mechanics to the game format. We used
several whiteboards to flesh out ideas into the system
format. We discussed outcomes and presented our arguments
and ideas, taking extensive notes as we progressed.
There has to be give and take. As the GM I had to consider
game balance and the work involved in converting published
material for the game system we were using. If you have the
time for it, you might embrace sweeping changes, but I
didn't want things to run away from me.
As we worked out the basics I strove to maintain consensus
and aimed for a "plug and play" solution. My wizard player
didn't get every change he wanted to see, and I saw a better
mechanic in his solution to our "problem" than my initial
idea. We saw that there were some skills, feats, or powers
we needed to remove, and some we needed to add. As I made
decisions I presented them to my players for their thoughts.
The final step of this phase is to consolidate your basics
so that you can analyze the impact of your changes.
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4. Analyze Their Impact
You need to see how your changes are going to affect the
system you are playing and (most important to the GM) how
much work it will take to implement them.
We took our notes and our basics and put them up against all
aspects of the game that the rules touched on. In this case
(spells and magic), we looked at each spell-slinging
character class. We found that certain spell-users benefited
more than others, and we had to adjust to keep the changes
balanced. I considered the changes and how much work there
would be for me, in particular to see if the changes might
exclude published modules or support material.
Again I was striving for a "plug and play" solution, and we
achieved it. With only a few extra minutes of making jot-
notes I could implement our changes into any published
material. Minimal extra work for me; balanced rules changes
that addressed the frustrations of my players; we seemed to
have a winner.
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5. Write Up The New Rules
Now you commit the rules to paper. I don't consider myself a
writer, but I am good at mimicking. I took all our notes and
I simply started writing them out in a logical sequence. I
used point form when I struggled with 'proper' writing. Then
I took all my notes and sat down at my trusty PC and opened
my word processor.
I set up the page with font style similar to that in the
published rules and typed away. Though somewhat tiresome for
me to go through, I was able to use different text colours
to identify terms in the rules changes, I could spell and
grammar check, I could edit, and best of all I could copy
and paste. I referred to the published rules books for a
writing style.
Afterwards I printed out my work and proof read the material
in my gaming area away from the computer. Once I was happy I
converted the document to a .pdf file (I downloaded a
freeware program that converts anything you print into .pdf
should you select the program as the "printer") and e-mailed
copies to all my players. This gave them a chance to review
the _proposed_ rules changes.
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6. Play Them
Prior to implementation, I suggest that all the players go
through the proposed rules so you can iron out any issues.
My group is fairly small and experienced, and we took about
an hour prior to starting our session, made some character
adjustments, and off we went.
I have to point this out because one of my mandates in
creating the rules was to focus on consensus. This phase
went very smooth and all the players were excited with the
changes. You may find that not everyone is on-board. That's
okay, just be sure to get their input and seriously consider
their objection.
Try some play-testing out of campaign so players can
experience the changes with their characters. This can lead
them to better understand the changes and might just sell
them on the new rules without re-working the proposed
changes.
I recommend you keep the players in mind as the number one
criteria for accepting any rules changes. Remember that your
group came together to play in an RPG campaign with a given
game system to have fun. If one player is so unhappy with
the current system, you may have to risk losing that player
rather than risk losing all the others.
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7. Never Be Afraid To Tweak The Rules
You probably aren't a game designer, and your rules might
not be perfect. Ours weren't. I discovered a loop-hole that,
if left unchanged, could make certain characters extremely
powerful. I know that as we continue we will discover other
issues, but because the rules are saved on my computer,
changing our changes is simple. Just remember to always
consider the feedback from your players; they are the ones
experiencing it.
* * *
It has been a great experience going through and creating
rules changes. It has sparked the dream of perhaps designing
my own game. The process has been fun and the players love
it. I recommend to any GM that if you and your group are
frustrated with some aspect of your game system and
mechanics to go ahead and explore some possibilities. It
doesn't have to be perfect and the ultimate reward is just
having more fun for everyone.
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Readers' Tips Of The Week:
1. D&D: Knowledge Checks
From: Dwig
Hi Johnn,
In the D20 system, I think the use of a Knowledge skill can
sometimes give too much information, even with a bad roll.
For example, if a PC encountered a strange phenomenon and
the GM asked for a Knowledge (arcana) check, the PC will
immediately know that the general nature of the phenomenon
is magic with even a poor roll (DC 10).
Another problem comes from the rolling of a d20. Take a
situation requiring a player to make two different checks:
Knowledge(arcana), and Knowledge(dungeoneering). The player
has 1 rank in arcana and 15 ranks in dungeoneering. After
rolling a 19 and a 2, he gets 20 for arcana and 17 for
dungeoneering. This would not represent the actual
difference of knowledge the character possesses in different
domains.
A solution for these two problems can be to call for only
one roll for all Knowledge checks. A player rolls once and
gives the GM separate results for all knowledge skills using
the same roll (example: "dungeoneering 24, nature 8, 5 for
all others"). That will reflect more precisely the
difference in knowledge of different domains without giving
clues to players before rolling the dice.
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2. Virtual Tabletop Tips
From: Arthur St. Onge
I ran a successful online game for three years every Tuesday
night. This was an extension of a face to face game run
before I moved away, and I used several techniques adapted
from my face to face games. I used an approach that had as
much done ahead of time as possible to maximize the game
time at the table. I used published modules and material
from magazines without much adaptation for the online
environment.
- If you don't have one already, get a scanner. Scan in all
your maps and handouts and have them ready as files. Most of
the on-screen role-playing programs out today allow you to
put such items up on the screen for everyone to see. If
possible, also scan in or import "figs" for your characters
and monsters. There are several sets online, and you can
raid the image files from your favorite RPG computer game.
Many of the programs allow you to put the map up, then place
the "figs" on the map and move them around, facilitating
combat. Or, use the grid pattern that's standard, just like
you would a battle mat.
- You can usually prepare your maps ahead of time, and then
just access them as the party moves from encounter to
encounter.
- Most modules come with descriptions to be read to the
players. I am not the world's fastest typist, so I either
typed these texts ahead of time into Word, or scanned them.
I usually typed the texts into Word, then had that file open
while we played. Cut and paste the descriptions from Word
into the chat screen of the program. This saves _huge_
amounts of time.
Have each player check-in when they are done reading so you
know it's OK to continue. We used a "k" from everyone to
know they were done. One of my players was a slow reader so
I knew when he was done, everyone else probably was too.
- Prepare the notes on the monsters and bad guys ahead of
time. This speeds up combat, especially if it's a mixed
encounter, because you don't want to be flipping back and
forth in the monster manual for stats each round. Find a
shorthand style for writing these critters and bad guys on a
notepad and have that handy instead. It saves time when the
spells, swords, blasters, or bullets start flying.
- If you can, access Team Speak or one of the other
Internet chat programs out there. I think the latest
generation of virtual table-top software includes this. In
any case, the investment for a good headset/microphone piece
is about $15. It's well worth it. Just find a way to manage
players cutting one another off during the game. We used a
"who spoke first gets to go first" rule.
- For combat, use a simplified initiative system to speed
things up. Generally, one side or the other has an
advantage, so they go first. Initiative goes in order of:
spell declaration, missile fire, melee attacks, spell
effects. Spellcasters are assumed to be casting the entire
round for the purposes of concentration checks and spell
interruption. Then the other side goes. Repeat.
- Finally, since this is an online experience, everyone
probably has e-mail. The GM can send a brief re-cap or
summary of the previous session(s), and where things will
pick up for the next session. I usually sent this the
afternoon of that night's session.
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3. Not Every Game Is For Everyone
From: Tommi Brander
Not every game is for everyone. Trying to please players
with very different tastes in a single campaign can lead to
everyone having the dreaded 20 minutes of fun in 4 hours of
gaming. Some groups do not work. Split them. No gaming is
better than bad gaming, and you can have friends without
gaming with them.
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4. Flour Trap - Redoux
From: Shane O'Donnell
re: Roleplaying Tips Issue #301: Flour Trap
I thought I'd make a mention about the Flour Trap tip in a
recent issue. The tip is fine when applied to our fictional
games. However, you may want to let GMs who stress realism
know what the situation needs: a flammable dust (your
standard dust bunnies don't burn) such as flour or sawdust,
and a lot of air agitation for a serious explosion.
Dust that simply lies on the ground won't burn because
there's not enough oxygen surrounding it, and several people
walking around won't kick up enough dust to create a
damaging explosion--though they may create a startling
explosion. An adventure that leads characters into a flour
mill or saw mill could be highly dangerous though.
I have a friend who works at the local grain elevator who
filled in some of the details for me, but I also found this
site useful:
Howstuffworks: Can flour explode?
There's a link under the article called The Grain Dust
Peril.
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5. Modified Timer Experiment
From: HL
My tri-stat dX party is great fun, but they tend to take
forever to make almost any decision. To reduce this, and
because it sounded like fun, I thought I'd run an adventure
with a timer, as a couple of tips suggested.
The party thought the timer idea was great, and everything
was going swimmingly (including our druid spending five
rounds unable to climb out of the moat), until combat
started in earnest. With forty five minutes left on the
timer until more troops arrived to the besieged castle, the
party's thief pointed out a conflict - the timer was timing
their real-life decision-making time, which was about two
minutes a round at the shortest, but technically, a combat
round is less than a minute long. (It varies across systems
- we use 30 second rounds.)
To account for the discrepancy, I agreed to add a minute to
the timer every other round. This encouraged them to speed
up their combat, but compensated them for the fact that
while they had to take turns telling me their actions, their
characters would all be acting at once. Of course, this
resulted in a lot of yelling of "did you remember to add the
minute," but it was worth it when the party slew the evil
overlord of the castle with barely enough time to race back
to the entrance and present her just-arrived troops with her
lifeless corpse.
My group is only four players. For larger groups, it would
make sense to add more time. Perhaps there's a better
mechanic for balancing out game time vs. real world time,
but this is the one that worked for us.
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6. Getting The Derailed Campaign Back On Track
From: David Newland
DMs by nature like to build worlds, construct plots, and
dream up fiendish challenges for their PCs. Yet in all of
their complex imaginings, they never seem to foresee the PCs
doing the unexpected. PC doesn't really stand for Player
Character. It stands for Purposely Contrary. As soon as they
pick up the dice, PCs are going to shape the campaign's
direction in their own way. If it's not going as you
planned, there are some simple ways to get your campaign
back on track.
Head 'Em Off At The Pass
The simplest precaution is also the easiest. Be upfront from
the start. Tell your PCs you want to run a campaign about X
where the PCs will spend a lot of time doing Y and Z. Ask
for their input about the kind of things they'd like to do.
Work out a storyline that everyone will have fun playing.
This doesn't mean there can't be surprises. Far from it. But
the surprises will be what you plan for the PCs, not what
the PCs spring on you.
Think about a dungeon crawl campaign. The moment the PCs
bash in the first door, they are adventuring within an
agreed upon (if unspoken) framework. There are monsters to
fight, traps to disable, puzzles to solve, and treasure for
the taking.
Within that framework, there are still surprises, but they
are surprises typical of dungeon crawls. If all of a sudden
a dungeon became an underground soap opera, with orc queens
to woo or mining companies to run, the PCs would be
understandably confused. Then they'd be in their rights to
change the campaign to something more to their liking. But
if everyone is on the same page from the beginning, you can
be fairly confident how the campaign will develop.
Once the campaign starts, the communication shouldn't stop.
- At the start of a session, recap what happened last time.
Emphasize the significant events and downplay the others so
they stay focused.
- During a session, if the PCs chase too many red herrings
or veer off in an unexpected direction, stop them before
they get too far. Interrupt them with a new scene: a quick
combat, breaking news, or the arrival of an important NPC.
Make it obvious within the scene what direction they should
take.
- At the end of a session, ask for feedback. What did the
PCs like or not like? What was confusing and what was clear?
Were things too easy or too difficult? What are their plans
for the next session? When their plans match your plans, the
campaign is moving full steam ahead.
Okay, We're At The Pass
Despite your best efforts, the campaign has gone off track.
Let's use a stock plot as an example: a small kingdom is
threatened by evil invaders; only a small band of brave
adventurers can find out who is behind the invasion and stop
it. Rather than striking at invader strongholds, the PCs
decide to train the entire kingdom to be super-ninjas so
they can repel the impending invasion. Now what?
- Go with it! As long as everyone is having fun, who cares
what the storyline is? Rent a movie similar to what the PCs
plan and rip off the plot. Try The Magnificent Seven for the
previous example. Create adventures about training commoners
and wooing the local gals. Keep your original campaign idea
in the drawer for the next time you game.
- Have the original plot chase after the derailment. The
evil invaders swoop down and kidnap the kingdom's leaders
and budding super-ninjas. The PCs now have to go attack a
stronghold to rescue their friends.
- Let the derailment circle back to the plot. The most
promising super-ninja trainees are itching to take the fight
to the enemy and strike at their strongholds. They beseech
the PCs to come with them.
- Make the derailment very tough. The commoners are
imbeciles, the army recruits become conscientious objectors,
the local priests want to sacrifice the PCs to their gods to
gain favour, and merchants refuse to sell them equipment.
Suddenly, storming the castle seems a lot more enjoyable.
Ride Off Into The Sunset
If there's no way to get them to go back to your original
plot, then end the derailment as quickly as possible. Within
a session or two, let the PCs defeat the arch villain and
save the princess. Tell them they're so good they finished
the campaign ahead of schedule. Wipe your hands clean. When
they protest the campaign was too short, nod thoughtfully
and mention that you have this other campaign idea. It's
about X, where the PCs will do a lot of Y and Z.
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