Roleplaying Tips Weekly E-Zine Issue #312
Take Ten: Bluff
Contents:
This Week's Tips Summarized
Take Ten: Bluff
- Combat
- Turn Foes Into Friends
- I Know Kung Fu
- Bartering
- Avoid Detection
- Manipulate Friends And Influence People
- Public Office
- Substitute Skill
- Bail Out Other PCs
- Embellish Previous Lies
Readers' Tips Summarized
- Cultural Cuisine In Roleplaying
From: A.K. Brown (and family)
- A Great Source Of NPC/PC Images
From: Andrew Goff
- UseDream Lapses For Time Bombs
From: Brian Stewart
- TipsOn Encouraging Roleplaying
From: Dariel Quiogue
Return to Contents
Monster Geographica: Plain & Desert PDF Release
Expeditious Retreat Press has released Monster Geographica:
Plain & Desert in electronic format! Books will be hitting
shelves in July 2006, and XRP is taking preorders at their
on-line store. Look for Fiery Dragon's Counter Collection:
Endless Horizons to accompany these 200 monsters of the
flatlands. Also pick up other titles at XRP's on-line store:
Underground, Marsh & Aquatic, Forest, and Hill & Mountain!
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Johnn
Correction: Chat with Johnn - June 16
Last week I posted the wrong date for my upcoming online
chat. D'oh! It will be June 16, Friday evening. Any and all
are welcome to swing by to say hi or ask questions. Exact
time is still TBA.
Psionics-Anlarye IRC Network: Roleplaying Tips Chat
Copyright Notice
I received this note last week and thought I'd pass along
the message:
Dear Sir:
In a recent posting of your Roleplaying Tips site, a
subscriber suggested gamers make use of script characters
from the Ithkuil language which I created. The particular
posting is on this page:
Roleplaying Tips Issue #307.
Please note that all material from the Ithkuil website,
including the script is copyrighted. The terms of usage are
clearly stated at the bottom of each page of the Ithkuil
website. Persons may utilize any material from the Ithkuil
website, including characters from the script for their own
non-commercial use, as long as they post an attribution to
me and the Ithkuil website. Thanks.
-- John Quijada
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Unorthodox Paladins
Unorthodox Paladins the biggest book yet in the popular
Unorthodox series. This massive 100 page book takes the core
Paladin class and turns it upside down. Ever wanted a
Paladin with better spellcasting? Ever wanted a Paladin with
no spellcasting? Unorthodox Paladins answers these questions
and more.
- Thrilling tales of Paladin heroism!
- New core Paladin classes, each with a full flavor description and a full 20 levels!
- New Paladin prestige classes
- New artifacts, baubles &urus
- New Paladin spells
Unorthodox Paladins at RPG Shop
Return to Contents
Take Ten: Bluff
A guest article by David Newland
A character with skills is a character with options. Often
overlooked and underused, skills can change the game with a
single die roll. Skills add meat to the ability score bones
of a character, developing their persona and creating heroes
that are memorable and playable. Presented here are ten
takes on the D20 skill, Bluff.
Bluff is one of the handiest skills an adventurer can have,
made even handier because it's an opposed check skill
(against Sense Motive). Most monsters (provided they're
intelligent) and minions (ditto) are highly vulnerable to a
good bluff, having neither impressive wisdom scores nor many
ranks (if any) in Sense Motive. The trick is making the
bluff believable. Keep the lies simple and the details
realistic, and your opponents will be hard pressed to call
your bluff.
Return to Contents
1. Combat
For Players:
Not everyone is the ultimate killing machine. For those who
find themselves in the thick of combat with long odds, a
good bluff roll can even the score. Though it costs a
standard action to set up (or only a move action with the
Improved Feint feat), using a bluff to feint against a
humanoid opponent negates their dexterity bonus and allows a
striking rogue to use their sneak attack ability to maximum
effect. Creating diversions (standard action) with a bluff,
followed by a hide (move action) roll can get a hapless hero
out of trouble in one round. And when there's no way out,
it's always worth a shot to say, "look behind you," and roll
the dice. Hey, it works in the movies.
For GMs:
Add a different set of combat challenges with NPC rogues who
dart in and out of combat using feints and diversions. Arch-
villains should find the Bluff skill particularly handy for
last-minute exits and strategic retreats. A well-stocked
lair of villainy should contain a variety of diversionary
aids, such as smoking cauldrons, pyrotechnic spells,
swirling curtains, or rumbling boulder traps, each of which
can add +1 to +5 to the villain's Bluff roll when they try
to escape.
Return to Contents
2. Turn Foes Into Friends
For Players:
The toughest guards, the safest strongholds, and the darkest
secrets are no match for a convincing cover story. Bluffing
helps PCs sneak past security, tease out confidential
information, blend in with a crowd, or convince enemies they
are allies. While the simplest way is to bluff through
checkpoints and patrols, with a little effort a wily PC can
trick an NPC into revealing the location and numbers of
guards, traps, treasure, exits, and obstacles. With enemies
like these, who needs friends?
For GMs:
Allow a PC to try to talk their way past a situation, but
don't let it all rest on one Bluff roll. Make them acquire
disguises, props, or passwords to successfully pull off a
good bluff. A well-told lie can hinge on the slightest
detail. "SayÉwhy are you all dressed in green? We're the
Black Hand Gang!" Getting the details right leads to more
detail and further deception.
Hooks:
- PCs search for a traitor-in-the-ranks who can help bluff them past security.
- PCskeep enemy agents under round-the-clock surveillance, hoping to hear a password or spot secret hand signals.
- PCs beg, borrow, bribe, and burgle uniforms, insignia, and standard-issue weaponry.
- PCs will have to leave behind or smuggle in their beloved magic weapons and armor when in disguise--an adventure in itself.
Return to Contents
3. I Know Kung Fu
For Players:
If you can't convince an enemy you're their friend, try
convincing them you're their worst nightmare. Sure, you're
trapped in a canyon surrounded by plate-armored hill giants
with nothing but a spoon, but that doesn't mean you won't be
the one leaving that canyon alive. There are many ways to
appear bigger and stronger. Basic lying includes the time-
honored "I know karate" and "we have you surrounded," as
well as assuming false (and powerful) identities, such as a
wealthy nobleman, accomplished artisan, or royal emissary.
Bangs, clangs, whistles, stomps, and other sound effects,
put to good use, create the illusion that a small band of
five is an army of 500, that a dragon lurks around the
corner, or that a ghost haunts the halls. Add in a few
parlour tricks, some prestidigitation or minor illusions,
and a champion bluffer becomes a mighty wizard, a spirit of
the forest, or a messenger of the gods.
For GMs:
What's good for the goose is good for the gander. Terrify
your PCs with chills, both imagined and real, until they
make a Sense Motive check.
Hooks:
- Goblins aim rune-covered sticks at the PCs. Are they magic wands, or graffiti-covered branches?
- A grumbling old lady in the town square gives the PCs the evil eye and mumbles strange phrases under her breath. A witch, or a curmudgeon?
- Draconic shadows on the wall are kobolds crawling past a bonfire.
- Thewind moaning through a tunnel mimics the wailing of a banshee.
- Just when the PCs believe all the warning signs are mere bluff, that is when the real monsters appear...
Return to Contents
4. Bartering
For Players:
When there's bartering to be done, there's bluffing to be
done first, in two flavors of snake oil: either inflate the
value of your item, or downplay the value of theirs. With a
good bluff a tree branch becomes a staff of power; a
priceless heirloom is portrayed as a piece of junk; an ink
stain on a map is the X that marks the spot; a tired old nag
is a champion racehorse. Just be careful to know who's
bluffing whom, or it may be you who gets the wrong end of
the deal.
For GMs:
A con works both ways. Unless the PCs have good Appraise
skills, they'll need others to determine the value of their
loot--others who can bilk them of all they are worth. NPCs
can swindle the PCs out of money ("Those coins aren't real
gold, they're fool's gold, mate."), valuables ("The
bloodstains will never come out of that silk. I'll give you
a few silver for them."), and magic items ("It's a magic axe
all right, but it's a cursed magic axe. I'll take it off
your hands for 500 gp."). This has the potential for all
kinds of mini-adventures and role-playing opportunities as
the PCs try to find honest dealers and trustworthy fences.
Return to Contents
5. Avoid Detection
For Players:
To their constant surprise, adventurers often find
themselves on the lam. Suspicious townsfolk, ship captains,
and servants of the law will probably ask PCs all sorts of
awkward questions, like, "Where were you the night of the
robbery?", "What was your relation to the deceased?", "Is
that sword magical?" or, "Are you a half-orc?" A healthy
number of ranks in Bluff can save the adventurers from the
inconvenient and life-threatening situations that may follow
an honest answer.
For GMs:
Adventurers tend to stand out in a crowd and make the crowd
curious. Challenge them to come up with convincing
explanations (be sure to write their excuses down to bedevil
them with their own words later on). Award positive or
negative modifiers to their Bluff roll for their
explanations. Even with a successful bluff check, it only
means that the interrogating NPC(s) believes them, not that
they'll be left alone.
When it's the PCs turn to search and pursue, an NPC's clever
bluff can create a quick misdirection, a costly red herring,
or even a fatal trap. Again, even with a successful Sense
Motive check, the PCs have only noticed the lie. Discovering
the real truth may entail surveillance operations, breaking
and entering, questioning contacts, conducting research, or
any other scene the GM has in store.
Return to Contents
6. Manipulate Friends And Influence People
For Players:
Reluctant warriors. Obstinate allies. Suspicious noblewomen.
The most challenging adversaries can sometimes be your
allies, patrons, lieges, lovers, or partners. When you fail
to persuade, bluff instead. An eager apprentice dogs your
trail? Send them in the wrong direction to "scout ahead." A
duchess insists on wearing her jewels to a thief-packed
ball? Ask to borrow them for "cleaning" so they may out-
sparkle her rival's adornments, then make a switch with
counterfeit stones. An untrusting baron refuses to lend you
his army? Convince him his enemies are fast approaching his
border, but you have a plan. You do, right?
For GMs:
A single Buff check shouldn't determine a person's reaction
any more than a single to-hit roll should determine the
outcome of a melee. NPCs should raise questions and doubts,
making the PCs lie again. Each lie adds a cumulative -1
penalty to the Bluff check for the PCs to keep their story
straight. Alternatively, give an NPC a 5% cumulative chance
each day to learn new information proving the PCs lied.
Return to Contents
7. Public Office
For Players:
Becoming a noble, with the accompanying castle, army, and
loyal subjects, is the dream of many adventurers. Then they
discover being a ruler means having to rule. And as any
politician can attest, governing often means bluffing. As
ruler, you have to work with allies you don't like, placate
guilds and churches with policies you don't favor, give
speeches you must later deny, make promises you intend to
break, and find scapegoats for when things go wrong.
All are more easily accomplished with a bit of evasion and
subterfuge, but they're still not a cinch. It can make one
long for the good old days of slogging through dungeons.
For GMs:
In the rarified atmosphere of a royal court campaign, PCs
have a whole new set of challenges. Bluff checks become the
new form of combat, a verbal melee against all challengers,
as the heroes peel away the layers of mystery and intrigue.
Hooks:
- Wage a public relations battle for the hearts and minds of the populace.
- Search for a traitor within the court ranks.
- Use diplomacy and deception to keep rival nobles at bay.
Return to Contents
8. Substitute Skill
For Players:
In a pinch, Bluff can take the place of, or sometimes aid, a
Gambling, Perform (acting), Sleight of Hand, Intimidate,
Disguise, Diplomacy, or Forgery check.
For GMs:
Depending on the circumstances and the PCs' role-playing,
impose a -2 to -5 penalty to their Bluff check when used as
a substitute for another skill. In general, let common sense
prevail. If the PCs are trying hard and thinking fast, cut
them some slack and assign a -1 penalty modifier. If they're
not, cut them down to size and penalize them with a -5 to -
10 modifier. When they protest, tell them you're not
bluffing!
Return to Contents
9. Bail Out Other PCs
For Players:
There are times when your fellow PCs, with great style and
aplomb, make their checks in Diplomacy, Intimidation,
Disguise, Forgery, or Bluff. There are times when they
don't. And when the palace guards unsheathe their swords,
when the fence summons his thugs, when the orc army pierces
your disguises, or when the royal vizier is being a royal
pain, that's when you step in and, with your own Bluff
check--now much more difficult due to your friend's error--
attempt to salvage the situation.
For GMs:
Each time a PC is caught in a lie, impose a cumulative -5
penalty to the next Bluff check. If the PCs are frequently
caught lying, the consequences should ripple outward through
the campaign world. Soon, they develop a reputation as
cheats and liars. Their credit is no longer good and their
stories no longer believed until they come up with a better
bluff.
Return to Contents
10. Embellish Previous Lies
For Players:
Once you start lying, it's hard to stop. People question.
Facts resurface. Evidence lingers. And the lies pile on. One
of the more important reasons for a good bluff skill is
that, once used, it has to be used again and again. Keep
notes, keep the lies simple, and try to keep your story
straight.
For GMs:
Each time a PC bluffs a specific NPC, add a 5-10% cumulative
chance the NPC notices a discrepancy and asks questions.
This doesn't necessarily mean the bluff is uncovered, just
that the PCs will have to work harder to keep their
deception airtight.
Hooks:
- TheRoyal Watch returns again and again to interrogate the PCs about a crime, each time asking more and more questions to "make sure they have their facts straight."
- A merchant asks questions about where and how the PCS acquired some suspicious merchandise.
- Frequent castle patrols ask infiltrating PCs what their business is inside the fortress.
Return to Contents
Player's Handbook II - $31.46 + 5% cash back!
The Player's Handbook II builds upon existing materials in
the Player's Handbook and is specifically designed to expand
options available by providing new material and increasing
the uses for existing rules. Included are chapters on
character race, background, classes, feats, spells,
character creation, and character advancement. New rules
include racial affiliations that make race matter as a
character advances in level, new character classes and
alternate class features for existing classes, new feats,
tools for rapid character creation, and additional
organization and teamwork benefits -- an option first
introduced in Dungeon Master's Guide II and Heroes of
Battle.
Player's Handbook II at RPG Shop
Readers' Tips Of The Week:
1. Cultural Cuisine in Roleplaying
From: A. K. Brown (and Family :)
HeatherWind Designs
Greetings Johnn!
Just for fun I would like to share something we use to
enhance our game sessions: cultural cuisine.
My husband and I have gamed for over 15 years, and have been
running solo campaigns for each other for as long as we've
been married (10 happy years and counting :). We both take
great delight and effort in creating unique and interesting
characters, fleshing out their backgrounds as much as
possible,from the clothing they wear to the kinds of
cultural traditions they grew up with and observe to their
hobbies to the kinds of foods they like.
While this may seem trivial to some, not only has it
provided us with many terrific plot hooks, but it's also
introduced us to cultures and concepts we might not have
learned about before taking the time to research them for
our games.
One of our favorite ways to add variety and atmosphere to
our game sessions is cooking a meal inspired by the culture
of the PC to eat during the game.
For example, my husband has been running a 3rd Ed. Forgotten
Realms D&D campaign for me. My PC is a Fire Genasi
sorceress/fighter whose family originated in Calimshan. She
was raised by her uncle in a village on the south-west
border of Thay, hidden from the Red Wizards in a small
temple of the fire god Kossuth where her uncle served as the
local high priest. The only survivor of the village after
the Red Wizards annexed her province, she makes her way as a
glass merchant (and an agent of the Harpers), selling and
adventuring from her bow-top wagon as she travels with her
familiar and two NPC companions along the trade roads of
western Faerun.
For those unfamiliar with Calimshan or Thay, their cultures
are very similar in theme to Morocco/North Africa and Egypt.
So, we chose to research Moroccan recipes, then took a trip
to a local grocery called Trader Joe's for cous-cous, flat
bread, several kinds of hummus, and their wonderful Tagine
sauce (a spicy Moroccan sauce served over the cous-cous). We
followed this by preparing Turkish-style coffee (a very easy
recipe, and surprisingly tasty!) to have with dessert. Not
only did we have an excellent, inexpensive, and healthy
meal, but the spicy scents and flavors of the food proved to
be a great sensory enhancement to the game as we played.
We've tried similar theme meals with other campaigns:
Chinese or Japanese cuisine during Oriental adventures
through Kara Tur; Italian/Mediterranean cuisine while
campaigning in Sembia; Celtic recipes (right down to a wee
dram of single malt scotch with dessert--we are adults,
after all! :) during a campaign in the Moonshae Isles. The
possibilities are endless for modern or medieval fantasy
theme games, and the meals don't have to be expensive or
complicated. We're a small family on a tight budget, so we
try to keep things simple and nutritious, and try to get a
few days worth of leftovers too.
Just as appropriately-themed music can enhance the mood of
the game, so too can an appropriately-themed meal We hope
this might inspire other gamers, and if there are others out
there who already like to do this as well, we're always
interested in swapping recipes!
Return to Contents
2. A Great Source Of NPC/PC Images
From: Andrew Goff
Those who really got into the Baldur's Gate (1 or 2) and
Icewind Dale games already know it's pretty easy to find a
lot of great images already cropped for a good upper
body/head shot by visiting websites catering to custom
portraits for those games. Given the genre of the games, you
can already be sure the pictures are good for most fantasy
games.
One such site is:
Ironworks Gaming -Baldurs Gate 2 - Portrait Index
Return to Contents
3. Use Dream Lapses For Time Bombs
From: Brian Stewart
re: Roleplaying Tips Issue #2: The Time Bomb Solution
As I see it there are two different types of time bombs: an
event that changes the game, and an event that wrecks the
game.
I am more than happy when things go wrong and I am thrown a
curve ball. Most of my players feel the same, but there has
been some friction in the past, and we've lost some good
characters through negligence. I have to admit that, in my
games, we have had 4 disasters over 5 years of gaming, my
dark ages of roleplaying, and I almost lost some great
gamers.
The solution I came up with was the dream lapse. My dream
lapse woke the players a few days before the event that
destroyed the game. To maintain the challenge level I
changed much of what happened over the next few days--new
events and monsters. I also increased the rewards so no one
felt cheated.
Let me know if you have any questions.
Return to Contents
4. Tips On Encouraging Roleplaying
From: Dariel Quiogue
Choose a PC's ability that the other PCs will need to rely
on, and build a situation around it. I especially like
looking at the language skills of PCs, then having the only
PC with a specific language be the one to do the talking in
an encounter. Since I like having major travel be a part of
my adventures, my players' characters keep ending up in
exotic locations where only one of them can talk to the
locals.
Another possibility is to have the PCs bump into a relative
or friend the same age who keeps "remembering" cool and fun
things they did together. Let the rest of the party meet
this NPC. The friend or relative could be used to highlight
a unique skill or ability of the PC, or be a background
element that could prove useful in the adventure ahead.
Half-breed PCs can be especially interesting. They stand
between two worlds, but aren't completely part of either,
making for a great hook. The half-breed PC makes a great
"bridge" character, but he's also got to deal with the
problems of not being a full member of the community.
For example, a PC is the child of a barbarian mercenary and
a woman of the town.In an adventure, the party visits the
tribe of the PC's father, and only the PC knows their
language and their customs well enough to parley
successfully. Problem is, he also has to deal with issues,
such as why his father became an outcast from the tribe, and
proving his own worth. (Though I'd only play this on a
player who I think is mature enough-themes of prejudice and
alienation are not comfortable for everybody.)
Another fun NPC type to roleplay against is the kid. A child
or adolescent NPC could "adopt" a PC as friend/confidant,
rolemodel/mentor, protector, or even as surrogate parent.
One of my most fun campaigns centered around a boy who would
grow up to be a great hero of the tribe; the PCs' challenge
was to mould him into that person.
Also, you can adapt an NPC according to which players react
strongest to that NPC. Sometimes I promote a minor NPC to
semi-regular guest star status because one or more players
were stimulated into roleplaying more in encounters with
that NPC. Or, if I notice a player was stimulated by some
behavior of an NPC, I make the NPC repeat that behavior.
An NPC might have an ability or item that is important to
the adventure, but she isn't aware of it, or doesn't know
how to control it. The NPC comes to like or trust one of the
PCs, and they end up exploring that secret talent together.
For example, in one adventure an NPC had an innate ability
to control fate. The PCs discovered it when she dragged them
to a casino, and then they got more involved with her
because they suddenly realized why the villains were hunting
the girl. The players had a lot of fun with their characters
in the casino and their efforts to get the girl to
test/display her powers.
Another way to adapt an NPC to be more engaging to a player
is to give that NPC a common interest with the PCs. For the
fighter, perhaps the NPC is into collecting weapons; for the
bard, the NPC is a music lover and likes to talk about music
and famous bards of the past.
Also, watch out for your players' comfort levels and
emotional state during the game. For example, if an NPC's
words or actions disturb a player, you could concentrate
that NPC's attentions on another player's character instead.
Or if a player just came from a bad day, , he might not be
comfortable doing intense roleplaying--you could focus on
him another day.
I especially enjoy it when important personages of the game
world show recognition or approval of well-played
characters. This need not be elaborate or even have
immediate concrete benefit; the recognition is an in-
game/in-character way of the GM to say "Well done!" For
example, in one game set in Celtic Britain, our characters
purified a sacred wood through a combination of good
roleplaying and skilled combat; when we were through, the GM
narrated to us a vision of the god Cernunnos appearing and
giving a nod of approval--just that, but realizing the gods
had been watching and approved was a good feeling.
I also try to take new or shy players aside, away from the
table, for roleplaying one-on-one scenes with them.
Sometimes the newbie is afraid of making a mistake in front
of other players, or the shy player gets a case of stage
fright. You can ease such players by doing a one-on-one with
them, then bring in another player and let that player do a
one-on-one with the new player also by introducing their
characters to each other, in character.
Return to Contents
1 Min. Sandtimer - $1.13
Also available are:
30 Sec. Sandtimer
90 Sec. Sandtimer
2 Min. Sandtimer
3 Min. Sandtimer
1 Min. Sandtimer at RPG Shop