Roleplaying Tips Weekly E-Zine Issue #317
Lessons from the LARP
A GM tries LARPing and applies lessons learned to his tabletop campaigns.
Contents:
This Week's Tips Summarized
Lessons from the LARP
- Use Props Or Prop Cards
- Changing Perspective, Player vs. GM
- Secrets
- Puzzle Them
- Make Them Tick
- The Foil
- Get An Assistant GM Or NPC
Readers' Tips Summarized
- Media Based Games
From: Leslie Holm
- More On Hidden Rolls
- Gamer Podcasts
From: Buzz
- PeopleGenerator
From: Janis Maggs
- Make Gods Individual
From: Sam Radjabi
- Index Card Tip
From: Ian Toltz
- Moving From Socialise To Play
From: Shane Hyde
Return to Contents
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A Brief Word From Johnn
Newsletter Poll - Plain Text or HTML?
I plan on making changes to the e-zine and web site. If my
current schedule is an indicator, these changes will take
place in the year 2050. But, they will eventually happen. :)
I'd like to streamline some parts of the newsletter
publishing process to save time. Saving time helps ensure I
can continue to put out the newsletter in the future.
Rather than just forging ahead though, I'd love to hear what
you want first. If the changes make things easier and better
for everyone, then we all level up!
This week, can you e-mail in and let me know:
- Would you prefer the newsletter in HTML?
- Would you prefer the newsletter stay plain text?
Thanks for the feedback!
Battlestar Galactica - Holy Cow!
The new series is awesome. Why I waited this long to check
it out, I'll never know. Thanks to seasons 1 and 2 on DVD
though, I'm quickly learning. If you haven't watched this
show, I encourage you to give it a try. Not only is it
entertaining, but it's full of great NPC and plot ideas. :)
SciFi.com: Battlestar Galactica
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Lessons from the LARP
A Tabletop GM at Intercon F
By Dr.Nik
Dungeons dragging you down? Detailed mazes, mysteries, and
NPCs difficult to make work? Take a LARP break and learn the
value of great role playing again. I recently attended
Intercon F to do just that.
What's a LARP? My best foil from the con explains on her
website:
The "live-action role playing game," or LARP to the clueful,
is a surprisingly popular activity. When asked what LARPing
is, I often answer that it is a cross between an
improvisational theater experience and a group playwriting
workshop. Stereotypically, there are predefined characters,
a setting, costumes, and even some props! There is no script
(at least, not usually), but every character comes with a
background, interests and goals.
-- Spirit Chrysalis
I am not new to LARP. I have run a few in my time as a GM,
but I am primarily a tabletop GM. Back in the early 90's I
started the Usenet listing that later became
www.larplist.com. I had not attended a LARP con in the last
12 years, so I decided to attend Intercon F, an all LARP con
that took place March 3-5, 2006 in Chelmsford, MA.
As a tabletop GM, I rarely get the chance to play so much.
Even when attending other conventions I typically run games
all weekend long. Taking a break to actually play and enjoy
the weekend was wonderful! The writers of the LARPs provided
worlds and characters that the players then expanded and
developed throughout the course of the games. The scenarios
were well thought out and an inspiration to dig into. I
learned a few lessons from this LARP con and want to share
them with you.
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1. Use Props Or Prop Cards
This was the most valuable thing I learned the entire
weekend. Using a simple 3x5 card with a description of an
item is a great way to inspire role playing. Have your
players each look at the item card and then discuss it in
character.
Holding a tangible object in front of the player helps
develop their character response. You could take it a step
further and also draw or include a picture of the item to
pass around. Oftentimes, the image is a simple Google or
FlickR search away. This simple tactic can help bring out
more in character role playing.
A simple way to start building prop cards is to print our
four or more to a page. Most word processing software has
templates for business cards. Use such templates and write
out descriptions of the next horde of treasure. If players
lose a card, they lose the item (until added to a permanent
character sheet).
The prop technique works even better if you can get a
replica of the item to pass among the players. Check out the
"out of season" sale section at your local craft, fabric, or
big box store for marked down items that might make good
props. A well stocked prop trunk is a valuable tool in your
GM arsenal.
Here is a link to some prop cards I used throughout the
weekend:
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2. Changing Perspective, Player vs. GM
Roland, High Priest of Rentai, emotional man of action.
Cassio, Son of Elder Adviser to neighboring Baronies.
Retired Admiral Nigel Pinnacle, Devious Do Good.
Peter the Satyr, Valentine Town Musician.
Playing these four roles, and interacting with scores of
other players, was completely amazing. There is nothing as
informative, inspirational, and effective as walking a mile
in another's shoes. Every once in a while, you should play
games different from your own. If you already do this,
great! Branch out some more. Just as watching movies,
reading books, trying new genres, and visiting new locations
help stimulate creative scenarios, LARPing dramatically
improves your NPC development.
By submitting yourself to play in a LARP, you experience
different techniques, persona, and tactics you don't always
have a chance to enact as GM. The players will try and
manifest different methods of bringing out their characters.
Switching from rolls to roles will provide a rich
opportunity to play and learn different character
development and presentation techniques. It will strengthen
your willingness and ability to enhance NPC interaction with
your tabletop group.
The chance to enjoy deep and detailed character plots for a
few hours can and should inspire you to bring out more role
playing within your own sessions.
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3. Secrets
Many of the writers presented mystery and puzzles in the
form of secrets. Various characters had a piece of
information they initially felt unwilling to share. The
other players had to interact and find out what would change
a reticent character's mind to learn the clue.
In tabletop games, we resolve this through a simple check
for intimidation, diplomacy, sense motive, or a spell to
read the mind or charm the target NPC. Before changing the
rules on your players, let them know those skills or
techniques will not work. Make the players interact and find
out what makes the NPC a character before they get their
information, clue, or object. Perhaps the NPC has a specific
immunity or is too experienced and skilled to have the
"usual" methods work. Work in some plot hook, favour, or
trait to which the players must appeal to succeed with that
NPC.
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4. Puzzle Them
Puzzles within the games I played were extremely varied.
Some puzzles were simple search for items to complete a
spell. Some were as complex, such as learning the rules to a
game a room of 15 players were playing. One puzzle was a
simply figuring out a number code based on clues.
My favourite puzzle of the con was composed of several
smaller puzzles. The initial setting was a maze of offices
and cubicles represented by tape and tables on the floor.
Throughout various parts of the maze, people had challenges
to meet. The players had to get pieces of information from
each area to advance to the next area and solve the maze.
The next time your players need to meet someone official or
well known, have them navigate a maze of bureaucracy and
NPCs. They will get bits of information and clues for the
final encounter. This is a simple way to engage the players
with a handful of basic archetype characters for that
organization or group. This type of interaction can greatly
develop an NPC group personality, organization, and history.
Sometimes puzzles and encounters can drag on. You must pace
them to keep the game moving. If a puzzle is too difficult
or obscure, players get frustrated and lose interest.
Dramatic tension and delay can be used in any genre, but
should not harm the general flow of the game. To incorporate
a puzzle into your game, replace an appropriate obstacle
with a puzzle. Instead of a roll or two, give the group a
brain teaser to solve! In addition to providing a change of
pace and tension, puzzles provide a way for the group to
interact and build a sense of team.
A few simple example puzzles:
- Using standard math symbols, make the following statement
true:
1 _ 9 _ 9 _ 2 = 4
[Mensa IQ Puzzles]
- Examples of Challenges to use a puzzle for:
- Magical Seal or Ward
- Door or Gate Lock
- Computer Network Security
- Activating a device
- Reader Challenge: Send me your three favourite puzzles or
puzzle sites, and we'll post them as tips in the following
weeks. Sponng at gmail is where to contact me, or e-mail
Johnn.
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5. Make Them Tick
I mentioned the characters were well written and detailed.
One of my characters was 14 pages of text and background.
Another character was 8 pages. This level of detail provided
a setting to base the actions and responses to the other
players in the game. In addition to the background, players
in the LARPs typically had several goals and motivations.
One of my characters wanted to recover secret documents.
Another character wanted to attain the most power he could.
A third character just wanted to have fun with the ladies. I
could go about achieving them in any way shape or form
within the game mechanics. So how do you translate this to
your NPCs? Provide specific but flexible goals for them.
You must motivate them. What makes the local rogue fence
happy or sad? Why does she take stolen goods at all? Does
she have personal goals and objectives? All Named NPCs
should have 3-5 motivations that help define them on the
fly. These can be general or specific:
- Make 300 gold.
- Get revenge on the Duke.
- Spread the word of their patron/god.
- Drink every known wine in the country
In the LARPs I played in, everyone was a named PC and had a
detailed set of motivations or objectives. I've found this
tactic works very well for my more flexible gaming
environments, especially modern day and future, where NPCs
should be active and dynamic. NPCs are not static, like the
shopkeeper in a video game. NPCs should have sets of
objectives or motivations that keep them doing what they do.
Bring your NPCs to life by having them mentioned in the
media or as an active part of their community. Provide your
players with something for your next NPC, conglomerate, or
region:
- A local news story revealing a motivation
- Blog posting or comment revealing a trait
- Media profile segment revealing involvement
- Proclamation from the marquis posted in town
These methods build story background, provide clues, and
foreshadow plot. This technique, when used in a LARP,
provides a method of intertwining characters and
motivations, which often results in conflict and increases
depth of story lines. You will find by putting in just a few
sentences of background and motivation, you can slip into
the NPC role with ease and grace.
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6. The Foil
A foil should be based against a primary PC or character.
Magneto against Professor X, Lex Luthor against Superman,
The Joker against Batman. The foil character is not a "one
shot kill and be done" NPC. It is a fully developed
antithesis to the hero or PC group. The foil returns time
and again on or behind the scenes. The foil acts as a
primary nemesis to the heroic group.
Two of the characters I played were villains and ended up
being foils. I had an excellent time machinating with both
of them. One of them loved conflict and power. As a driven
high priest, I submitted to the dark god and helped keep him
from being banished while gaining power and influence. The
second was a scoundrel in an admiral hat. There I lied and
cheated my way through character objects with no remorse.\
What made both characters come alive? Direct conflict with
other players in a dynamic and changing environment. In the
first role I was against an entire council of 15 other
players. In the second role, I had a single nemesis that all
would fear, and another that was quite capable. Having a
foil is as simple as having a well-thought out boss enemy
catered to the PC group.
Develop your boss enemy into foil status! Make them shiny
and do not throw them away. In addition to their
motivations, provide them a character and organization
background. Tie the foil NPC into the players backgrounds.
Make the foil flesh by adding information: names of books,
clues about plot points, and information about the PC group.
This type of simple development will help provide
personality and background to the game world.
For their minions and multitudes, NPCs such as commoners,
tribes members, or a general local archetypes, I would only
highlight a few traits and also note the point at which they
flee (typically when they have taken 25-50% damage).
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7. Get An Assistant GM Or NPC
In the smallest game I played, there were less than a dozen
characters. Even this game had two GMs to run it smoothly.
When you have an important NPC or group, get an assistant to
play them. The assistant helps gamemaster and maintain the
personality of the NPC.
You could also have someone interested in joining the game
play an NPC for a few encounters. Having an extra brain to
help contribute witty comebacks and combat tactics is
usually a good thing. When the party is assaulting the
temple, have a less experienced GM handle most of the peon
cultists and soldiers. A more experienced assistant GM could
be tapped to handle the cult leader and lieutenants. I have
rarely used an assistant GM in the past, but the few times I
did, it was very effective. If you have done so in a
tabletop environment, please let me know how you implemented
it and what the results were.
Some ways to have an assistant GM:
- You run the game, they run the NPCs
- You run the NPCs, they run the combat
- When a party splits, each GM handles a group
- One GM is the information and story source, one GM is the
rule interpreter
* * *
My experience at Intercon F benefitted my GM and player
skills. I strongly recommend you learn from the LARP
community and use these techniques to bring greater depth
and life into your NPCs and encounters.
Dr.Nik is the president of Carnage 9 From Outer Space!
Fairlee, VT, USA. November 10-12, 2006.
http://www.carnagecon.com
He writes a blog that includes his gaming interests at:
Sponng!
You can email him sponng AT gmail.
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Readers' Tips Of The Week:
1. Media Based Games
From: Leslie Holm
Everyone has heard the hoary old chestnut, "You know you're a
roleplayer if you shout out during a television show 'He
can't do that without a +1 sword!'" Well, you know you are
a gamemaster if you can't watch a movie or show without
shouting, "That would make a great game!"
I've been roleplaying for over 30 years, and I'm just plain
tired of the quest to retrieve the sword, or the Enterprise
encountering a new species, so I'm searching the media for
ideas. There are already plenty of Buffy, Matrix, Charmed
and Stargate, but there are hundreds of other ideas.
Want a modern RPG? Law and Order would be perfect for 4-6
players. You could have 2 or 3 detectives, a couple of DAs,
a judge, and one or two players could even be the jury. See
if they handle the case the way you expect them to; you
might really be surprised. Another interesting modern RPG
would be House--a group of doctor detectives--if you've a
medical bent.
Dr. Who is perfect, of course. Start with the Doctor and
Rose, and pick up a few more passengers along the way - all
from different times. Now you have ready made settings from
world history, and to spice things up, you can visit other
planets as well. Along the same lines, how about Sliders or
Quantum Leap?
Remember Roswell? Aliens here on Earth lends itself to
thousands of scenarios. Lost could be terrific. Veer off in
any direction that takes your fancy.
Tired of modern and Sci Fi just doesn't grab you? Try Wild
Wild West, only with 4 or 5 secret agents working together.
Get as crazy as you want with mad inventors and pit your
agents against them.
The next time you are stuck for an idea for a game, just
peruse the TV Guide. The ideas are boundless.
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2. More On Hidden Rolls
From: Warren Tamerius
Hey Johnn,
Thank you for an excellent resource. I look forward to
receiving your e-zine each week. In the reader tips of the
week, Secret Rolls to Maintain Mysteries by Dan'l Danehy-
Oakes makes good points and carries it through by providing
thoughtful solutions.
A variant I use in my current campaign requires random d20
rolls from the players at the beginning of each session. A
list in my campaign notebook is kept of 20 or so rolls for
use in the current session. I begin by carrying forward the
unused rolls from the previous session and then having the
players generate the replacement rolls for the current
session. As they use the rolls up during the session, a line
is drawn through each used random die roll.
From: Michael Downey
Hi Johnn!
At the beginning of each adventure, I have a chart of
character stats I ask the players to fill out for me. This
chart includes name, class, race, gender, level, alignment,
base attribute ability bonuses, saving throws, and bonuses
for skills.
With this bank of information, I can make secret rolls for a
player, but what is more fun is to ask a player to simply
roll a d20 without telling him why and then add the
appropriate bonus.
This has several intended results:
- It helps me to decided what happens to the character.
- It alerts the player that something is up.
- It immediately prompts several questions from the player.
The first question is always, "What was that roll for?",
which is inevitably ignored. The next few questions are more
in-character, like "What does Ragnar see?, What does he
hear?, etc.
- It brings players back into character.
- It reduces table-talk to zilch real fast!
- It entertains me immensely.
Don't forget the evil chuckle/grin after such rolls! ;o)
From: Simon Neville
I have a spreadsheet with a column for each player. Each
column holds 30 numbers. I get each player to roll a d20 30
times and record those numbers. As these numbers get used
up, I fill in their space with black to ensure I don't use
the same roll twice.
This works extremely well since the party never knows when I
am making checks.
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3. Gamer Podcasts
From: Buzz
The Sons of Kryos, is a must-listen for any gamer, doubly so
for gamers with an interest in indie RPGs.
Have Games, Will Travel is also fantastic.
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4. People Generator
From: Janis Maggs
I came across this generator and thought it might be useful
for those playing d20 Modern. It generates a complete name
(with first/last names weighted so more common ones are
generated more often), address with city/state/zip,
telephone # (with area code and prefix that match the
generated city), birthday, and mother's maiden name. While
there might be a lot of illegitimate uses for this, it also
seemed like a great way to generate quick yet detailed NPCs.
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5. Make Gods Individual
From: Sam Radjabi
Hi Johnn!
I thought I might add a cent or two to the religion debate.
How many Christians are all the same? How many Muslims,
Rasta-followers, and Pagans follow exactly the same set of
beliefs, life-styles, or worship schemes? Even in a single
family (real world :) the differences between individuals are
huge, hence, individual!
I greatly dislike D&D core rulebook ideas where you simply
go and buy magical services for a fixed sum of gold, or
where there is a standard set of beliefs, descriptions,
ideas, and pictures of each god.
I prefer an approach where you outline a god's powers and
personality in the form of a set of aspects, functions, and
attributes.
Each time you and the players are confronted with a
situation where a god/religion description is needed you
roleplay it. For example, have the priest, farmer, girl, or
whatever NPC deliver relevant concepts of the god in their
own words based on the aspects you created for it. While
creating a temple description and depiction of a god,
roleplay the architect, artist, sculptor, etc. all
seperately, crafting a simple but individual mind-set for
each. Thus each of your temples will be rich and memorable.
Real world examples:
- All churches do have altars, but hardly two look alike.
- Of each Hindu god, you will find hundreds of thousands of
different statues, and before the times of cast concrete, I
guess all looked different.
- The altar (mihraab) of mosques is generally a deeper part
of the wall facing Mecca, but the exact shape of it is
variable, as are the decorations.
- On Greek vases, there are many different ways a single god
is depicted. Just look at the pictures of this article:
Zeus at Wikipedia .
All depictions should share some of the god's aspects and
attributes (lightning bolt in the Zeus example), but there
are even different ways of drawing a lightning bolt!
All in all, what I try to say is that one should stay away
from standardized descriptions, not only for gods and
temples, but for magic and monsters as well. This way, your
campaign can be much more realistic and believable for you
and your players.
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6. Index Card Tip
From: Ian Toltz
I get a little long winded here, so I'll just summarize this
tip real quick: Use index cards to help and remind players
who aren't that familiar with the system. For example, craft
an index card listing their attack options, another index
card listing special abilities.
Anyways, I just finally got around to using index cards in
my game, something I've been wanting to do for a long time.
It was a little daunting trying to figure out how to use
these things as an actual play aid rather than just another
abstraction.
I think I finally hit on a good use after the game when I
was helping a player make a new character. This player isn't
very comfortable with all the rules, so he's always shied
away from complicated things. After a series of godly rolls
though, I convinced him to give a Thri-Kreen Monk a try (D&D
3.5 edition).
To make things simpler for him, I made cards for all his
limited use abilities, such as poison, stunning fist, and
various psionic abilities, which all explained how to use
them and had check boxes for keeping track of how many times
he'd used them each day. The index cards allowed me to be
more verbose and clear than I could on a character sheet.
In addition, by having something tangible sitting in front
of, him he's more likely to remember to use them when it's
advantageous to do so.
I also used two different cards to enumerate his different
attack options, which were unusually complicated given his
race and class. He has to choose between using unarmed or
natural attacks (which took me about a half an hour to
figure out myself and I'm still not positive about).
Before the next game I might create cards for all the
different combat maneuvers you can make during combat, such
as charging, grappling, disarming, and give them to all the
players. One tends not to remember to use such actions, and
so combat can get a bit boring and static.
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7. Moving From Socialise To Play
From: Shane Hyde
Someone wrote a few issues ago they had problems with making
the transition from socializing at the beginning of the game
to starting the game and getting in-character. Here's what I
do.
I've got a couple of tools I use to get the players to get
focused, stop talking about Lost on TV last night, and pay
attention.
1) Theme Music
I can't overstate the importance of theme music in my game.
It sets the mood, sets the theme, and says to the players,
"This game has begun!". Currently, I'm running a World Of
Darkness game set in Modern Day America. I'm using Breaking
Benjamin's 'So Cold' as the theme song. We've played 19
sessions so far, and it's still running well, and the
players love Breaking Benjamin (shame about their other
songs :(). In a parallel story for one of the players (same
setting, same game, different character, lower mortality...)
I use Evanescence's "My Immortal."
2) Introductions
This takes a little preparation, but is something that adds
depth to the world, the story, and everything else. I
prepare a written introduction (usually around 600 words)
before each session that deals with something else that is
happening elsewhere in the game. It doesn't even have to be
relevant to the characters - just a little something that
illustrates the world is populated by more than just them
and the NPCs. Consider it like that little bit you'd get at
the beginning of the X-Files just before the credits.
Even better, relate it to the story. Or relate it to the
characters. Or feature an antagonist. Even if the antagonist
is in a bar or eating a burger, you can also follow their
inner discourse.
I use it to introduce thematic elements in the game as
well...just a little something to unify the story and make
it feel more complete.
I also use it to imply the characters are in danger when
they're not. Even more fun.
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