Roleplaying Tips Weekly E-Zine Issue #323
How To Get More From Your Monsters - Part 1
Contents:
This Week's Tips Summarized
How To Get More From Your Monsters - Part 1
- It's Never An Orc
- It Never Looks Like An Orc
- It's Never The Same As Before
- It's Never Just Another Fight
Readers' Tips Summarized
- GMing Convention Games
From: Jeff Wilder
- Organizing Game Music
From: Loz Newman
- Being A Kinder, More Gentle Sci-Fi GM
From: Jochen Linneman
- Dramatica: Excellent Though Expensive Story Software
From: Johan Adetorp
- Tweaking Yahoo For Roleplaying Tips Delivery
From: Kate Manchester
- Free Games at pbemnews.org
From: Brandon Blackmoor
1 on 1 Adventures #4: The Sixth Cavalier PDF Release
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www.XRPshop.citymax.com
Return to Contents
A Brief Word From Johnn
Back from Holidays
Camping in British Columbia was great, though the weather
didn't always cooperate. Thanks for your patience in waiting
for this issue. Hopefully, you'll find Andrew's monster tips
interesting and useful.
Standing Orders - see Issue #316. Got any more ideas?
In Issue #316 there was a tip about creating default actions
- standing orders - to help games speed along faster. I have
received a reader request for more standing orders ideas and
examples. If you have any, or know of a web site that lists
a few, please drop me a note.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
TableSmith 5 - The Ultimate Generation Program
Create, edit, and use tables for virtually anything in your
game - names, monsters, treasure, inns...you name it! Link
to other tables for unlimited flexibility, create maps out
of random tiles, and even export favored results to HTML!
You can also archive and retrieve your TableSmith results
through an Explorer-like interface, and have all your
generated information easily available.
TableSmith 5 at Mythosa
Return to Contents
How To Get More From Your Monsters - Part 1
By Andrew H.
Many of the following tips have been suggested before, over
the years. I hope to give you a practical spin that will
enable any game master to turn a single adventure into a
whole campaign. I have used these techniques in my campaigns
and found them to be effective.
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1. It's Never An Orc
It's a Greater Georlocke to the locals, a Drop Bear to
foreigners, a Kellerman's Fiend to the Duke, a Tribal Gengen
to the sage, and a Thorgordrin to the nearest clan of elves.
If any two players can agree on what to call it, they still
won't know what it is. The aim of this approach is to keep
the monster's game stats unknown to the players. This helps
keep the mystery and sense of discovery in the game.
The work involved to make this worthwhile is to craft a set
of descriptions, rumors, tales, and folklore to flesh out
the monsters. This can be done with an extra ten minutes of
design time.
The players should know only what NPCs can tell them about
the monsters. It shouldn't be an orc, it should be:
"The Dark Terror of Ovens Lane that took Fred the Smith last
year and was stalking Hilda last month."
"When Billy the Farm Hand was injured last summer he took
longer than he should have to recover since his wounds got
all infected."
Just one rumor about poison or magic will make the players
approach the fiend differently than they would an orc. This
is a great opportunity for both the GM and the players to
roleplay.
Players will not believe there be vampires here if they are
first level, as they could not be expected to fight such a
powerful monster. But if they hear something more in line
with their own strength, they are much more likely to
believe, and act accordingly.
How This Worked For Me
Like many GMs, I invent names that sound like they belong
to a particular language. Elven names are fluid, musical
with softer consonants, etc. I deliberately chose a name
that sounded like an elven name and used it as the local
name for gnolls. Then I added some eye witness accounts of
a raid on a merchant caravan. The players were convinced
they were facing a new monster I had designed, and they
spent time thinking about the enemy's tactics, strengths,
and weaknesses. The players approached the monsters more
cautiously than they would have ordinary gnolls! Players
will appreciate this approach, especially if they get
experience bonuses for good roleplaying based on what their
characters have heard about the fiend.
Give bonuses for good ideas and preparation. If the PCs
thought to bring some antidotes with them, reward them with
a small experience bonus, even if the orcs don't use poison-
-they are playing their role well and thinking (always
encourage thinking)!
Adventure Hooks
- A sage suggests to the players that, if they could find
the true name of the monster, they would find out its
weaknesses and be able to defeat it. Turns out they only
need to locate the lost manuscript of the sage Alvin Cork
to find out.
- Two party members cannot agree on what the real name and
nature of the monster is. They decide they must travel to
the homeland/town of each of PC and consult their elders,
sage, grandmother, or whatever, to come to the truth of the
matter.
- A sage hires the party to help her write a treatise on
the monster in question. Either the party has to make notes
about the monsters, characteristics, combat strategy, and
abilities, or worse, they have to babysit the sage as she
comes along to take her own notes. Of course, they don't
get paid if she doesn't come back alive.
- The deceitful Duke refuses to pay up his promised reward
for ridding his lands of the fiend because it is not a
Kellerman's Fiend but a Gengen. Ask any of the villagers.
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2. It Never Looks Like An Orc
Rewrite the description in the manual in your own words.
Try not to use a single descriptive word from the book.
This alone, without actually changing anything, has a good
chance of convincing the players they are facing something
new and unusual. The aim of this policy is to keep the
monster's game stats unknown, and to give the players more
variety and excitement in their roleplay.
Have you ever seen an exactly "average" human? No? So why
should the next Tribal Gengen have a description "ripped"
straight from the manual? Instead, this Gengen has spiky
tufts of dark hair covering its misshapen head and brown
warty skin, stands 6 feet tall with a humpback, and walks
with a limp. It gives a gleeful whicker as it approaches
with its rusty axe in hand. If you throw in just one color
the manual doesn't mention, the players won't be so sure of
themselves.
In my experience, size is one of the key features that
players use to identify (from the manual) what monster they
are fighting. Change the creature's height and they will
never know what it is unless you tell them. Bear in mind that
a healthy, genetically "normal" human can be anywhere from
about 4'6" to 7'. That is 2.5 feet to play with, so feel
free to vary the monster's height and size by 25% or more.
Context can also have a large effect on the perception of
your monster. It looks like an orc, but is scrubbed
clean, smells of perfume, and wears the latest
in court style. Is it an orc? Or is it the king's cousin
no one ever talks about?
What if the monster is deliberately trying to disguise its
race? Consider an orc wearing a mask and a long concealing
robe, or a goblin wearing height-boosting boots. This is
good for roleplay and gives the opportunity for discovery
of the "new" monster's traits by trial and error.
How This Worked For Me
In my game, I changed only two key points about the actual
description of a monster (a type of evil dwarf): their eye
color and skin color. Additionally, I used my own
description, adding embellishments due to circumstances,
(flickering shadows from the torches, etc.). The players
were mystified and consequently did not suspect the
abilities the monsters had (straight from the manual).
Players will appreciate the policy of not letting on what
the names of the monsters are in the manual even though
they'll want to know, after an adventure, what the monster
was in game terms. In my experience, they will enjoy the
mystery and adventure of the campaign more if you resist
telling them. Always refer to the monsters by your campaign
name for them in your GM notes, and all discussion.
Adventure Hooks
- Why was that orc trying to hide its presence in the
capital city? And where was it going in such a hurry? Say,
isn't that a temple robe from the local Light Bringers
Church that it's wearing?
- The wizard hires the party to bring him the liver of a
lesser red crested swamp fiend. But the creature the party
killed was yellow crested. They had better find out for sure
what it is before delivering any livers to the testy mage.
- A strange monster has just been slain by the party. The
mayor of the local town asks (maybe offers a reward) the
party to take the carcass to the capital and get the college
of sages to identify the monster. It could be a long trip,
fraught with danger.
- After ridding the town of the nasty Gengen, the party
notices the weird body painting all over it. What does it
mean? Maybe one of them recognizes a few of the symbols.
Maybe the local sage does. Impending invasion or tribal
outcast - the PCs are hired to get to the bottom of it
before potential disaster strikes.
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3. It's Never The Same As Before
The adversary is different, varied, and might be called
something different by the locals. If it's from a different
tribe, it might look and behave differently and be named yet
differently again.
Why should the Running Fist tribe have the same battle plans
and tactics, the same preferences in food, and the same
religious inclinations as the Shield Biters tribe? The aim
of this tactic is variety and surprise. Keep the players
guessing about a monster's behavior and motives. This keeps
boredom low and interest high.
Maybe one tribe is on a religious quest for a perfect human
skull, which to them is a powerful religious artifact, or
will herald the coming of the next leader. Their religious
seekers might be ritually painted up for the search.
The next tribe might be trying to expand its territory
because it has overgrazed its current territory and they are
starving. Their warriors might be posing as ghosts in night
raids and/or waging a quiet war of terror amongst the
farmsteads to drive the farmers off the land.
Individuals from these different tribes will behave and be
motivated differently. This relates strongly to the It Never
Looks Like An Orc tip: never make your monster look typical.
Never have two encounters look the same, especially if the
game stats are the same.
Give an individual monster some distinguishing feature, such
as a scar, unusual coloring, birthmarks, body piercing, the
visible effects of disease, (open sores running with pus
look good on any ogre or orc). Ritual tattoos, body
painting, or garments can dramatically change the look of
your otherwise stock monster.
The extra work for this tactic might be new descriptions and
the additional thoughts and/or notes you might need
regarding possible behaviors and motives. This could take a
few more minutes or days of extra detailed planning, but I
recommend just a few notes; after all, infinite variety
begins to look the same after a while. What you should aim
to achieve is just enough variety to keep the players'
interest, but not so much that they expect a unique find in
every encounter, and so that the players are not sure if
this is a significant plot device or an insignificant
detail.
Note a short list of 4-5 descriptive phrases you can use to
describe the creatures at different times and places. For
example, goblins from different tribes, or just with
different patrol leaders, could be any or all of the
following:
- Short hairy humanoids with a combination of woodsman's
axes and crude polearms made from rusty kitchen knives
strapped to sturdy tree limbs.
- Fine-boned childlike creatures in scavenged leather and
rawhide, carrying finely honed daggers of some
craftsmanship.
- Small, apelike caricatures of human form, hiding in the
trees and throwing down stones, branches, and the odd piece
of broken crockery.
- A troop of motley, armored, dirty children in disciplined
formation, each carrying a spear and several well-cared for
blades.
- Large-eared, small creatures with wrinkly faces pulled
into sneers. They carry a collection of sharpened stakes and
scavenged crossbows.
Remember that individuals can also vary within a group or
tribe. As with the above, having some neat phrases handy can
be useful. For example:
- A white lock of hair that hangs down in front of the
eyes.
- A mottled, purple birthmark that covers most of the left
side of the face.
- A star-shaped tattoo on the back of the right hand.
- Missing two joints of one digit on the left hand.
- Eyes that are running with a yellowish mucus discharge.
- Mouth pulled down on the right by an old scar.
- Bridge of the nose pierced with a carved ivory ring.
- Wears a stained wooden bracelet on the right wrist.
Even if it is "only" a wandering encounter, having just one
oddity, or unique description, action, or item will greatly
enhance the game and the roleplay.
Additionally, a list of unique items for placement at whim
would be useful, especially if the monsters in question are
likely to scavenge things they discover or pillage.
- An ivory handled knife, badly splintered and chipped,
that once had fine carvings on it.
- A sword, rusty and pitted, but with the etching of a
war elephant still visible on the blade.
- A scrap of parchment, water stained and partially
burnt, but with some lines of atrocious poetry still
visible.
- A lump of charcoal worn to a point, and a pot of ochre.
The slain was some sort of graffiti artist.
- A foot-long twig of wood, worn smooth, with a chip of
flint bound to the tip.
- A rough disk of stone, with many concentric rings from
the centre out to the edge.
- A finely embroidered piece of cloth that may have been
the hood of a cloak, long since torn off.
How This Worked For Me
By varying descriptions of the same monsters and how they
reacted to the magic the party was using, the players came
to some surprising, and completely wrong conclusions about
the monsters' motives and strategies. Consequently, when
they finally did uncover the truth, the surprise was all the
greater and the adventure all the more satisfying. The
players had been used to having every unusual thing be a
plot device, so unrelated extra detail confounded them, but
was more rewarding for all in the end.
Players will appreciate this for the added variety and
interest it injects into the game. They could battle ten
tribes of orcs, but every one can be different, varied, and
never boring. It does, however, take a little extra work.
Additionally, experience bonuses for players who can work
out the monster's battle tactics, and/or motives, will
encourage thinking (did I mention, always encourage
thinking?).
Adventure Hooks
- The players are hired to kill the shaman of the local
tribe. The tribe is too powerful for the party, so they must
find a way to target this one individual. They are not told
she is the shaman, however, only that they need to kill the
one who wears the feathered headdress at tribal gatherings.
- Arrows from their first encounter have yellow and black
feathers. Arrows from the second have blue feathers. Does
this mean there are two tribes in the area? Can the party
get them to fight each other instead of the villagers?
- One of the players, or an NPC if a player is not suitable,
has a grudge against a specific monster. "The Kellerman's
Fiend with the white lock that slew my father and took his
ears as trophies."
- The party is hired to collect the toenails of ten blue
fiends. Does the tall, black, warty one count? Does the
short, smooth-skinned, green one count? And just what shade
of blue/grey/green did that priest mean anyway?
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4. It's Never Just Another Fight
Many of the common, low-level monsters are noted for their
cunning. Low, dirty animal, sneaky, sly, desperate kinds of
cunning can make for a difficult encounter and some nasty
surprises.
The aim of this stratagem is surprise, challenge, and
variety, probably in that order. Hack and slash wears thin,
nasty surprises are always in vogue. The players will like
it.
Ambushes, surprise, night attacks, kill the horses, damage
the weapons or supplies. Cunning fiends might do all of
these things and more. They will run, hide, sneak, surprise
attack, find, and use their natural advantages.
Why should they make things easy for the players? They might
not be highly intelligent and capable of complex planning,
but even animals have an overwhelming drive for self
preservation. Watch a kitten at play and you will see it try
all of these things and more. Most monsters are supposed to
be smarter than an average kitten.
More likely, they will assess their chances in a fight and
then try to even the odds: stalk the players, trap them,
split the group, lead them into bad terrain, lead them away
from the lair. Use whatever advantages they have, avoid
their weaknesses. In short, it's not just a fight, it's a
struggle for survival where no one plays fair. If the PCs
are invading the lair of the enemy, the enemy has all the
advantages. Very few adventures seem to take full advantage
of this.
The extra work for this stratagem is the extra thoughts and
notes required to formulate the strategies and tactics of
your monsters. This could take from a couple of extra
minutes to as much extra time as you want to sink into it.
How This Worked For Me
I had a party of 5th and 6th level characters (AD&D 2nd Ed.)
flee, thoroughly beaten by goblins and their lair (in this
case, I did use the real name from the manual, to better
surprise the players once they learned how tough they were).
They had not managed to kill even a single goblin, and while
no actual PCs died, they lost some NPCs and never went into
a goblin lair again.
Lowly, weak, cannon fodder goblins now have status in my
campaigns, and the appellation Goblinslayer means something.
While the players did not appreciate the adventuring setback
at the time, it did, ever after, facilitate roleplaying.
Have you ever had your players walk into a tavern and buy an
NPC several rounds just because he was a veteran of several
goblin nest invasions?
Players will appreciate this stratagem if you remember to
reward the players for meeting the challenges posed with
bonus experience as appropriate. I like to give the players
half, two thirds, or even the full kill experience points
for driving a monster off, and have awarded bonus experience
for staging an intelligent and successful retreat (from the
goblins mentioned above), because, if after two hours of
game play all the party gets is the experience for killing
one orc, they will be disappointed and frustrated.
Adventure Hooks
- The players track the raiders to the lair of a large and
powerful tribe of monsters. Realising they cannot defeat the
tribe in open combat, they engage in guerrilla warfare. This
could become an entire campaign in itself.
- The duke almost slew the powerful fiend, but it escaped
into the dingy forest. As the duke does not have the time
because he has been summoned to the king at the capital, the
party is hired to track it down and finish it off. It could
be a powerful monster and very intelligent, but weakened
enough that it seeks to escape even a low level party.
- The tribe of dark, forest dwelling goblins like to fight
with bows and slings from the treetops, firing down onto
larger creatures below. Unusual tactics and unusual
situations could result.
- A much weaker monster or tribe of monsters might be using
cunning tactics to rob merchant caravans (that they could
not defeat in a straight out battle). The party is hired to
either guard the next caravan or to find those responsible.
The party has to find them, defeat them, and figure out how
they were succeeding and convince the merchants guild that,
"Yes, those weak goblins were holding up twice their number
of experienced and well-armed guards," or risk not getting
paid.
- Design a lair. Use every aspect of the monster to
advantage. Have a lot of them. A low level party will have
to carefully chip away at the tribe until they can defeat
it. The tribe's behaviours and tactics will change over time
in response to the party. A party of beginning characters
could advance to intermediate experience just on this one
lair/campaign.
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If you like science-fiction, then I recommend giving this
game a free spin. Here's a link for a 14 day free trial.
Readers' Tips Of The Week:
1. GMing Convention Games
From: Jeff Wilder
To a large extent, a game intended for a convention has to
break the great Cardinal Sin: it has to railroad players.
Clues have to be unmissable, and motivations for the pre-
generated characters (always use pre-generated characters)
need to be strong.
Develop encounters for the time you have available. In a
four-hour time slot, I try to fit in three combat encounters
(only one of which will be major), two roleplaying
encounters, and a problem-solving encounter. Obviously, you
can do more in a six- or eight-hour slot.
Generate characters who are interesting, but mechanically
fairly simple. Make sure you know the rules those PCs use:
if you build a ranger who uses a whip and a hand-axe, know
the whip's special properties, the rules for tripping, and
the rules for sundering weapons.
For each pre-generated character, I write down six "areas of
expertise," and I build the adventure so that those areas of
expertise come into play. It isn't necessary that every
single skill and feat be used during the game, but if a PC
has Knowledge (architecture and engineering) at an
incredible level, the player will love the chance to use it
in a vital situation (i.e. quickly shoring up a bridge or
arranging for its collapse). It's okay if the areas of
expertise overlap, even within the same character. Three,
four, or six of the fighter PC's areas of expertise might
very well be listed as "kicking much butt."
Clearly designate one character the leader in the writeups,
and make hooks between characters broad and unsubtle; you
want to encourage roleplaying as much as possible. Don't
build in serious conflicts between characters, unless that's
intended as a major part of the game. Oh, and I make PCs
genderless, with ambiguous or alternate names, so the 6'5"
300 pound guy doesn't get stuck playing the elven princess
if he doesn't want to.
As much as possible, allow players to choose the character
they want. (Sometimes it helps to have alternates: fighter
or barbarian, cleric or favored soul, sorcerer or warlock).
I've found this isn't as big a deal if players aren't forced
to play a gender they don't want, however. It is important
to clearly identify one character as the leader, and make
sure (to the extent it's possible) that an active and
asserting (but not overbearing or aggressive) player gets
that character.
Keep the action moving. In my home campaign, I make my PCs
tell me when they're ready to do whatever they want to do.
At a con game, where people are usually all strangers, the
DM often needs to prod the group to keep things moving.
Summarize often, presenting the obvious options clearly to
the players, to minimize decision paralysis.
GMing convention games can be a lot of fun. Look at the
opportunity as a way to stretch GMing muscles that probably
don't get much of a workout in your home group. I find that
I go much more over the top in my portrayal of NPCs at cons,
for example, which is fun for me, but sometimes difficult to
do in the company of my friends back home.
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2. Organizing Game Music
From: Loz Newman
On the subject of ambiance music, I personally find it is a
great help to get players into the mood of a scene or
scenario. I use an Archos Jukebox MP3 Player linked to the
Aux port of the stereo in my games room, which allows me to
switch between playlists at will.
I've gone over my stored music and classified each CD track
according to genre/type so that I could develop "ambiance"
playlists.
The play lists I developed (and use in every game-session)
are:
For Medieval Games
- 1-Battle: Inspirational music for PCs in serious danger
- 1-Creepy: Used for those dungeon-crawls/Call-of-Cthulhu
moments/mystery plots
- 1-Hell: Stressful/oppressive music to put the players
ill-at-ease
- 1-Jungle: Semi-creepy jungle noises and bird sounds for
jungle-walking
- 1-Peaceful: For those visits to paradise/rare relaxation
periods
- 1-Sorcery: For spell-casting rituals/strange magical
laboratories
- 1-Temple: For visiting the temple to get healed, talking to
the high priest
- 1-Town: Just trotting around town/visiting the marketplace
- 1-Voyage: For traveling by merchant convoy, traveling along
long trails
- 1-Wilderness: Wide-open-spaces music
For Sci-Fi Games
- 2-Tech-Battle
- 2-Tech-Creepy
- 2-Tech-Nightclub
- 2-Tech-Town
The "1-" and "2-" prefixes sort out the playlists (otherwise
the "tech" playlist would be stuck in between "Temple" and
"Town") to avoid half-a-dozen button-presses when changing
between playlists within the Medieval genre. Why don't I
sub-divide into Medieval and Tech sub-directories of
playlists? Because the "Peaceful", "Temple" and "Hell"
playlists are also useful in Science Fiction scenarios and I
want to avoid having to jump around to switch between
playlists. This way, I can manipulate the Jukebox quickly,
one-handed.
Don't try to develop these playlists all at once. Add a few
at a time (i.e. one CD at a time). Also, please only copy
tracks from your store-bought CDs. The record companies
shouldn't have too much of a problem with that....
N.B. Credit where credit is due: this is based partly upon
an idea found in a old Dragon Magazine Annual article, but
has been expanded since.
Safety tip: beware of cables on the floor. Not only can your
players trip over them, they will also thus rip the MP3
player from its place! My solution: a "cable run" flat plate
screwed to the floor to protect the cable, and sticky
kitchen hooks (to wind the cable around once) stuck under
the table edge to take the weight off the cables (to avoid
the weight of the cables dragging the MP3 player off the
table).
Use:
- The playlists are set to random shuffle.
- The volume is generally set as background level. I also
use a remote control for varying the volume of the stereo as
the pace of the scene requires, as it is faster than the
MP3 player's volume controls when you are in the playlist
section.
- Don't over stress your players with the Hell playlist.
- Keep your remote control and MP3 player close at hand. If
you can use them without losing to much eye-contact with
your players, that's just about perfect.
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3. Being A Kinder, More Gentle Sci-Fi GM
From: Jochen Linneman
- Let NPCs use non-lethal ammunition or weapons, such as
riot control ammo, tear gas, sleep gas, water cannons,
tasers, tanglers or stunners.
- Give defensive agents to the PCs, such as prism or
blackout gas against lasers, electro stat armor against
shaped charge ammo, or personal force screens.
- Provide for some emergency healing agents, such as wound
patches or rapid healing nanos. As a last resort, put the
PCs into the statis chamber until professional help is
available.
- Provide cover opportunities when fighting; wise PCs will
use it.
- Avoid letting NPCs use cover (that may be silly, but many
movies portray them that way).
- In space battles have escape pods available.
- Don't play out every tactical advantage NPCs may have.
- Inspire PCs to improvise (for ideas, watch MacGuyver or
the A-Team).
- Don't use nuclear weapons against PCs! If you really need
to apply weapons of mass destruction, then use biological
weapons. This way the PCs have at least a chance to survive.
It is no fun to hear your GM say: "The last thing you see is
a star-bright flash. KABOOM! OK, let's create new
characters...."
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4. Dramatica: Excellent Though Expensive Story Software
From: Johan Adetorp
Hi Johnn and all the readers of Roleplaying Tips.
I would like to recommend excellent software called
Dramatica. It is mainly designed for screenplay and fiction
writing, but it can be used for many other things. I have
used it to plan and write several adventures and RPG
campaigns. Dramatica is a wonderful tool that helps you plot
and design your screenplay, adventure, etc. It can also help
you design NPCs, assign personality traits to them, and see
the relationships between these personalities. It is rather
expensive, but you can download a demo at their homepage to
see what you think before buying.
Find Dramatica at: www.dramatica.com
Return to Contents
5. Tweaking Yahoo For Roleplaying Tips Delivery
From: Kate Manchester
I actually have copies of the e-zine delivered to both a
Hotmail and a Yahoo account, and have few problems with
delivery of my issues. The spam filters for both are a bit
picky though, so I suggest readers make sure that they put
[email protected] on their Contact List as they are
usually pretty good about making sure those mails get into
their account. Alternately, be sure you check your junk mail
folder, as that's where such things often end up (and Yahoo
often has a habit of reclassifying items you listed as Not
Junk as Junk, so you may have to repeat the process with
them.)
Admittedly, though, Yahoo's been having a few issues of
late.
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6. Free Games at pbemnews.org
From: Brandon Blackmoor
re: Roleplaying Tips #321
PBEM News, which used to be at pbem.com, and which supports
both email and play-by-post games, has been at
www.pbemnews.org for the better part of a year. If
you are looking to host or play a game, swing by and check
things out.
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D&D Tome of Battle: The Book of Nine Swords - USD $26.96
New combat options for any D&D campaign. Tome of Battle: The
Book of Nine Swords introduces new rules for players who
want interesting combat options for their characters. The
nine martial disciplines presented within allow a character
with the proper knowledge and focus to perform special
combat maneuvers and nearly magical effects. Three new
martial classes allow a character to develop his or her
discipline even further. Also included are new feats and
prestige classes that build on the disciplines, new magic
items and spells, and new monsters and organizations.
D&D Tome of Battle: The Book of Nine Swords at RPG Shop