Roleplaying Tips Weekly E-Zine Issue #326
7 More Monstrous Tips
Contents:
This Week's Tips Summarized
7 More Monstrous Tips
- A Way To Make Low Level Monsters Scarier
- The Wise Old Vampire
- Unicorn As A Villain?
- Find Inspiration From Our World
- Craft Clay Critters
- Build Suspense For A Special Creature
- But I Read the Monster Manual
Readers' Tips Summarized
- One GM's Campaign Design Method
From: The Chicken Reborn
- Make NPCs As Real As You Can
From: Ian Winterbottom
- Craft Encounters By Considering Four Choices
From: Ian Grant
- World Building: Don't Paint Yourself In A Corner
From: Ian Tyrrell
- Citizenship: Right or Reward?
From: Jared Hunt
- The Seven Golden Rules Of Character Design
From: Mike Bourke, Sydney, Australia
- Add Pre-Planned Events To Spice Up Monster Battles
From: Mat Hart
- Don't Railroad Your Con Games
From: Buzz
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A Brief Word From Johnn
Reader Poll: Links or Inline Content?
Recently I polled you on your preference of HTML and plain
text for e-zine format. Based on your responses, I'll be
sticking with plain text (and still posting an HTML version
at the web site). Thanks for the votes and comments.
Now I'd like to poll you on another topic. I'm thinking
about shortening e-zine length by hosting some or all of the
content at the web site and sending you links to it.
So, I'd like to know if you would prefer to receive articles
and tips inline in each issue, or if you'd prefer to receive
links to articles and tips.
What is your inline content vs. links preference?
- I prefer receiving the feature article and readers tips in
the e-zine
- I would prefer just receiving links to feature articles
and reader tips posted at the web site
- I would prefer the feature article in the e-zine, and
links to readers tips posted at the web site
- I would prefer reader tips in the e-zine, and a link to
the feature article posted at the web site
This poll represents a potential major change to the e-zine
format. If you have any comments, thoughts, or opinions,
feel free to send them to me: johnn@roleplayingtips.com
To fill out this poll online instead, visit: www.roleplayingtips.com/polls/poll_links.php
Thanks for your time!
Back in the Swing Of Things
We had a great gaming session Thursday, after a summer
hiatus. I was surprised at the rust I accumulated after just
a couple of months off. I found it trickier than usual
providing impromptu descriptions, remembering certain rules,
remembering campaign information, and such.
Next time I take a planned break from a campaign that will
last more than a month, I'm going to create a summary
document of the current campaign state, plus ensure my notes
are up to date. When I sit down to prepare for the first
session after a long break, I want a document from myself to
myself that reads, "Here's all the stuff you have forgotten
but need to remember," just like in those movies where the
main character has amnesia each day and needs to write
reminder notes.
Get some gaming done this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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7 More Monstrous Tips
In July 2005, Roleplaying Tips Weekly ran a contest for
monster related tips of all kinds. Subscribers responded
with nearly 100 entries, and many prizes were handed out.
Below are a handful of entries from the contest. May your
critters live long and prosper!
Return to Contents
1. A Way To Make Low Level Monsters Scarier
From: Sparrow
One of the scariest things for a player can be his own
imagination. You can use this to increase player
entertainment by relying on some automatic metagaming.
Many players know the Monster Manual or whichever monsters
you use most. You can make a player believe they are
fighting an impossible opponent by creating a monster with
an ability that seems similar to a more difficult one.
For example, you might create a humanoid that has a taste
for brains. It gets to food by shooting out a tongue with a
hard, sharp barb on it that breaks a hole in the skull and
allows it clear access to its meal (yuck). A group of PCs
stumbling onto a bunch of corpses who've had their brains
sucked out might just think they're actually headed toward
something a little more dangerous, such as a mind flayer.
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2. The Wise Old Vampire
From: Aki Halme
The vampire is a challenging opponent, yet often seems
mundane. Players view vamps in the cliched terms of its
monstrous abilities and behavior: it only comes out at night
to menace society, so the heroes can move in during the day
with stakes and garlic to try and get the job done by
sunset. Failing that, things get difficult. Thus, a smart
vampire (and old vampires have to be smart or they won't
become old) would therefore try to make its lair hard to
find and navigate.
Anyone entering the lair is welcome to do so, as long as
they stay for supper. A trapped maze would serve this
purpose admirably, and also provide cat and mouse style
recreation to the vampire when guests enter. The vampire's
ability to become gaseous at will allows it to bypass traps,
and provides passage through cracks in stone, grills, and
grates.
The maze could also be home to creatures that do not
threaten the vampire's existence. They would offer an
additional buffer of protection to the vampire.
Should the vampire wish a fight, or be forced into one,
there is no reason not to give it the same benefits that its
opponents enjoy. Neck guards protect against bites, heart
plates do the same against stakes. Fast healing, a gaze
attack, and a daily ability to summon reinforcements to
distract the opposition give the undead every possible edge.
A vampire need not be a beast to hunt. Vampires tend to be
long-lived and can create additional vampires easily enough.
Vampirism as a part of a Chaotic Evil religion could make
for a very challenging city adventure, especially as the
priests of the religion who become undead retain their
abilities, including their ability to rebuke undead, just as
they did in life.
Against such a religion, even a high-level party would be
hard-pressed, especially if they're facing a physical threat
to their existence when the leaders of the religion can make
all their followers living dead. Should that happen, the
living members of the community would have eventful nights
ahead of them.
Vampire Spawns can be a real danger to most opponents,
having a permanent ability drain power combined with charm.
Attacking the vampires politically could be hard as well,
due to the vampire's mental domination, infiltration
abilities, and the charm of the spawns. Leaving a town to be
saved in ashes with few remaining survivors is hardly what
most employers would call a solution.
A vampire can be very old indeed, which allows for knowledge
most have forgotten, especially if the vampire was a bard in
life. The bardic mind-controlling music abilities work well
with the vampire's abilities, and the search for lost lore
matches the immortality given by a vampire's bite. As bards
have a hard time turning themselves into liches from having
fairly limited magical abilities, the less expensive way
could be tempting to an aging song slinger. Such a
combination does not necessarily mean the vampire would be
something the player characters fight. It could be a mentor,
patron, or someone to consult...possibly for a price
partially paid in blood.
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3. Unicorn As A Villain?
From: Aki Halme
Unicorns are protectors of woodlands with some immunities
and weaponry, but not nearly enough to be a problem to a
determined and unscrupulous hunter. They also literally have
a price (prize) on their head. Unicorn hunting can be
introduced into practically any story to make a moral point.
However, if player characters are of shady intentions, there
is no reason why the equines could not be a lot more than
meets the eye.
Being as smart as the average human and superior in all
other respects (with the exception of lacking opposable
thumbs) there is no reason why a unicorn could not acquire
levels as Ranger, Barbarian, or in a class of their own.
As written in my source books, a unicorn is a fairy tale
creature that requires a romantic high-fantasy setting of
maidens and pixies. Being a magical beast, it is an
exception to any rule, and is certainly exotic enough to
need its background thought through.
Even then, it might be badly suited to tales with foul
thieves and murderous orcs where reality gives way to a good
story, but plausibility is retained, and the nitty gritty
details of magical engineering of how the world "really"
works are built into the campaign itself.
In such a world, a unicorn could turn from a noble magical
beast to a victim. If this is not desired, it might need
additional touches.
A unicorn could be a hero type, an example of an alternative
set of values, or more interesting, it could be a villain.
While officially good from the tip of the horn to the points
of the hooves, a unicorn is not one to bow down to the laws
of distant kings even though its forest has been drawn on
the kingdom maps. This could prove problematic when
aristocracy hunting for sport is found skewered, lumberjacks
are chased away or trampled, and passage through the woods
is allowed or denied at the neigh-so of an authority other
than the king. A unicorn could easily be the hero of a Robin
Hood kind of a tale, a legendary creature forming a legend
of its own. The merry men could then prove to be sylvan in
nature.
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4. Find Inspiration From Our World
From: Isaac Calon
Watch and listen to nature shows, read legends and myths,
and peruse books about animals to find inspiration for new
critters. The advantage to using an existing animal, myth,
or legend as your inspiration is two fold: it saves you
time, and you are able to draw on existing information that
can lend credibility and interesting details to any
encounter you devise.
Real-life vermin, like the assassin bug or the fire ant,
make for implacable and highly-evolved PC killers.
Arthropods encompass some of the most bizarre and amazing
behavior in the animal world, which makes them excellent
grist for your creative mill.
I recommend the Blue Planet series of nature videos for
inspiration, as well as CBC Radio's Quirks and Quarks
program, but there are many other fantastic sources waiting
to be tapped.
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5. Craft Clay Critters
From: lytdana
The best way to create new monsters is to have a craft
session. Bring along different types of clay (or failing
that, Play-Doh), pipe cleaners, google-eyes, and anything
that you have lying around, including fake fur, twigs, and
so on. Your imagination's the limit.
Then, hold a contest with your gaming group. Offer a special
stat, or prize for the best monster created.
The crux? Each player has to design a monster from clay and
the rest of the supplies, and write up a mini-bio on it, its
relevant levels, and other stats. Offer a prize for the best
written monster, and a prize for the best looking monster if
you're feeling generous.
Now the fun begins. Take the monsters and their notes away,
and later in that campaign you've got a whole slew of new
monsters for the heroes to face!
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6. Build Suspense For A Special Creature
From: Andrew McLaren
If you plan to use a special creature as an opponent in a
game, don't just spring it on the PCs. Build suspense and
wonder first. Let the characters come across evidence of the
creature, let them speculate over what it is, and give them
a few hints. When the monster is finally revealed, the
players will already have a little history with it, and will
remember the battle more.
For example:
- "You find the bones and carcasses of different animals
lying on the rocks. It looks like some of these animals were
dropped from a great height. Whatever did this was big
enough to pick up a horse, take it high, and then drop it."
- Later: "You see that the orcs have built large ballistas
to defend their camp. The ballistas are all aimed upwards."
- Still later: "You come across an orc commander proudly
wearing a large golden feather as his mark of rank."
- "You're attacked by a giant eagle!"
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7. But I Read the Monster Manual!
From: Leslie Holm
My players have read the monster manuals - all versions and
all expansions - at least as many times as I've read Lord of
The Rings. And they know them better! So when I say, "You
see something that looks like a giant brain with a vicious
beak and 10 dangling tentacles," I hear, "Eisel, would my
character know that's a Grell?" Even if I say no, that
player still has the knowledge, and consciously or
subconsciously, uses it to battle the creature.
My world now has an ancient tower that once housed a
brilliant wizard whose main hobby was creating and altering
creatures. There was a horrible battle hundreds of years
ago, and he was defeated and cursed into an undead creature,
unable to leave the room he's in. All of the creatures he
was working on were trapped at this time. Now the traps are
failing, and the creatures are being revived. That Grell the
players ran into just happens to be a sentient being now,
whose only aim in life is to have its tentacles scratched.
On the other hand, the house cat wandering around purring
has poisonous needles embedded under its fur and would be
almost fatal to anyone petting it.
For this portion of the adventure, at least, no player knows
what to expect from any creature. It's my hope that even
when they leave the tower, they will bring some of their
lack of surety with them.
* * *
Previous Roleplaying Tips monster contest entries:
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Readers' Tips Of The Week:
1. One GM's Campaign Design Method
From: The Chicken Reborn, via the GMMastery List
The first question to consider with a new campaign is, what
is your group like? For example, my group is full of method
actors. They think about what their characters would do and
how it would be fun for themselves. They rarely create
connections for their characters. They don't put too much
thought into advancing the plot. (It makes them sound kinda
selfish but they're really good gamers.) They are generally
great at creating spectacular character backgrounds with
good NPCs and lots of niches into which I can fit my own
plots.
So, what I do when I start a campaign is this:
- I design the general flow of the campaign. Then I zoom in
on the first part (act, episode, book, chapter, season,
whatever you call it).
- I create lots of connections between the plot and the
characters (through NPCs, past events, and so on).
- I define lots of ways to link the characters and keep
them bonded (after several failures in this department, I
have become paranoid about keeping the characters together).
After these steps, I have a nice web connecting the plot to
the characters and the characters to each other (in theory).
- We game.
- Use every element of your world you can to create a fun
plot.
I like to start things out slow. I announce the
campaign after doing considerable work on the world and a
few plot ideas. The players start work on their characters
immediately. The next session isn't really a session at all;
it's just a time to get info and maybe some preliminary
RPing. Then I ease them into the world. I like to gauge what
their characters are really like, what the players really
want to do with them, and how they are going to play. Then I
start weaving. It's taken me three full sessions to get them
rolling with the plot.
So, what I am trying to say in far too many words is: gauge
your players and their characters, and then work with how
they work.
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2. Make NPCs As Real As You Can
From: Ian Winterbottom
Detail. Not pointless bits about colour, shape, sound, or
whatever - though that is wonderful for describing the
actual scene, so your PCs can actually imagine it. What you
need is reaction and interaction. And the best way to find
that is to make the people - the population - as real and as
detailed as you can. The more detailed the character the
more ways he has to spark off the others. There's only one
of you and a lot of them, so best consider how to put on
another head!
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3. Craft Encounters By Considering Four Choices
From: Ian Grant
I just finished an article on choices in RPGs and a thought
occurred to me: aren't all scenarios one of four choices?
- Fight
- Flight
- Negotiate
- Avoid
It seems to me you could build encounters with these four
elements in mind. For example, encounter #1 could be: fight
best option, negotiate second best option, avoid third, and
whatever else the players do, flight is the worst option.
You could mislead players by initially presenting a
description that favors one option and then switch to
another as the encounter develops. Some options might be
excluded, or so restricted by required high rolls as to be
virtually excluded. Sense motive or tactician skills could
be used to help players decide what option seems to lead to
the best solution. A GM need think about only 4 solutions to
each scenario and never be caught off-guard by planning for
these four options as well as the consequences of failure.
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4. World Building: Don't Paint Yourself In A Corner
From: Ian Tyrrell
A simple tip on planning your world: don't set everything
(anything) in concrete until the players actually
experienced it.
For example, by not giving them the history of the world in
minute detail you can change anything at any point and they
will never be the wiser. Plus, it means if you suddenly get
a fantastic brainwave and think up a wonderful backstory to
something, it will fit in fairly easily.
Having said that, creating some major reference points at
the start is good because it will allow you to build upon a
framework and embellish it. Throw in some details with no
backstory and let the players figure out how it got to be
like that, and then just tweak what they have said into
"history."
For example, a giant obelisk coated with gold leaf and
inscribed with unintelligible hieroglyphics is located in
the center of a ruined city. The players may discuss this
and guess the city was built around it and then was
destroyed. You can then take this idea and let them know
later on the obelisk itself destroyed the city after its
inhabitants created something way too powerful.
Players will never know that the world and its details are
being 'created' by them, but think they are discovering it
for themselves.
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5. Citizenship: Right or Reward?
From: Jared Hunt
In modern society, citizenship is generally something you
are born with. Steps can also be taken to acquire
citizenship in other countries with varying effects
depending on your country of origin. Though it differs in
detail from country to country, this is essentially the way
most people perceive citizenship in the modern world.
A different method for achieving citizenship is presented in
the book "Starship Troopers" (it is not dealt with in detail
in the criminally bad movie of the same name). In that
society, citizenship is granted only after serving a term in
the military. In essence, only those willing to risk their
lives to protect their country are granted the privilege of
being called citizens. Citizenship grants the right to vote
and to run for elected office.
Whether you agree or disagree with the premise, I think it
would make for great campaign development material. All
kinds of things could be related to citizenship:
- Owning land
- Running a business
- Guild membership
- Training and schooling options
- Marriage
- Carrying a weapon and/or wearing armor
- Riding a horse (or other mount)
- Housing (location, quality)
Also, consider other ways of being granted citizenship aside
from military service:
- Valorous deeds. Perhaps citizenship is akin to medieval
knighthood.
- Money. Citizenship costs money. Ancient Roman citizenship
was so valued that foreigners paid outrageous amounts of
money for it.
- Genealogy. Only by proving you descend from a certain
family can you be considered a citizen. (This could make
scribes influential people.)
- Magic. In a magocracy or other mage-centric society there
may be certain magical performance standards that must be
met to achieve citizenship.
Consider these questions for your campaign:
- How do people view citizens compared to regular people?
- Is there a badge or other display of citizenship?
- Can it be faked?
- If executive power (i.e. voting) is a right shared only
by people with similar experiences, how will that affect
the rest of society?
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6. The Seven Golden Rules Of Character Design
From: Mike Bourke, Sydney, Australia
When you're generating a character background, it can be
hard to tell when you've gone far enough. The two extremes
of nothing but raw statistics vs. every last fact specified
in full are equally unsatisfactory. There has to be a way of
knowing when you've built enough detail into the character
background. The best answers I've found are the Seven Golden
Rules of Character Design.
Character Design Is Complete When:
- The character has become an individual, not a cutout.
- All the key events required to develop newborn child 'A'
into character concept 'B' are incorporated without
conflicting with the campaign background.
- No grey areas remain in the personality, signified by the
use (implied or overt) of terms like sometimes,
occasionally, usually. Also, there are no contradictions
with other parts of the background.
- All aspects of the personality are justified by
triggering and/or causal events, and no decision or action
subsequent to an event contradicts any personality aspects
without being justified by a stronger personality trait.
- All the character's past decisions and actions are
justified by the then operative personality traits without
contradiction.
- The key elements of the character's personality are
recognizable themes within the character's background or are
rendered dominant personality traits by recent experiences.
- There are a number of hooks for involving the character
with adventures (at least one per life period) but no life
period excludes the addition of more hooks.
When writing up your character's background, use these tests
to map out what's essential.
One final tip: a lot of people generate the character and
then try and fit a background to it. This is putting the
cart before the horse, in my opinion. Character creation is
carried out in stages. You start by coming up with a strong
concept. The character background details how the character
became what the concept describes him as being. Only when
the background is finished should you make _any_ choices for
the character construction.
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7. Add Pre-Planned Events To Spice Up Monster Battles
From: Mat Hart
Create canned events that make encounters unusual or more
interesting than a toe-to-toe hack'n'slash. For example, the
party is wandering through the back streets near the docks
of a fishing port. All around them are fish warehouses with
big burly fellows filleting and storing on ice all manner of
fish and sea creatures. A group of press-gangers feel the
party is a reasonable target for 'enlisting' as oarsmen and
attack.
Canned events I'd have in my notes would include:
- A barrel of ice gets kicked over (forcing balance checks,
or even better, tumble checks to leap on top of the barrel
and continue fighting).
- Someone loses their weapon and picks up a large fish as
an improvised weapon (make sure you have the damage for a
large fish in your notes).
- A party member gets bull-rushed/shoved into a group of
fishermen, thereby embroiling them in the melee
- A gantry falls down while the heroes fight on it.
- Someone rolls a fuel cannister, barrel, or container down
the street at the party and shoots at it.
Use inspiration from films and TV shows for examples of
these set pieces, and work out a way to get them in without
it seeming too contrived. Your encounters are guaranteed to
become more exciting and interesting as a result.
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8. Don't Railroad Your Con Games
From: Buzz
re: http://www.roleplayingtips.com/readissue.php?number=323#R1
In my opinion, railroading is just as unacceptable in
convention games and one-shots as it is in ongoing
campaigns. "But Buzz," you may ask, "how do I get the
players moving through the adventure if I don't railroad
them a bit?" The answer is easy:
The players are there to play your game. They may very well
have paid money to play in your game. They want to play. You
don't need to convince them. What you do need to do,
however, is give them clear goals and motivations. Let's
compare.
Bad: "You're all sitting in a tavern when a stranger comes
up to you and..."
The problem above isn't simply the cliche. The problem is
that you're starting the adventure at a point where the
players can say "no," and not giving them a good reason to
say "yes." If you railroad them into this, even if it's just
to get the adventure started, you're making them feel, right
off the bat, like their input doesn't matter.
Good: "You and your guildsmen stand together before the
entrance to the Pit of Despair, holding in your hands the
map to the Ring of MacGuffin. That same map that has cursed
all of you to die and be reborn as ghouls unless you can
find the Ring before sunrise."
What's going in the good example?
- Motivation. The cursed map not only drives the players to
act, it also provides a built-in deadline that screams, "Act
now."
- In media res. We're starting with a clear goal and
motivation already built into the situation. This isn't
railroading. This is skipping the boring stuff; boring stuff
that allows troublesome players to say, "No, I'm not going
on your adventure." To give another example, you don't start
the event with Marcus asking Indy if he feels like going
after an Incan idol; you start with Indy walking into the
hidden shrine as tarantulas creep up his leg.
- Connections. The example PCs are all part of the same
guild. Go even further than this. Tie the PCs to each other.
You're crafting these characters for your event, so give
them a reason to be together and reasons to be going on the
adventure in the first place. Make them companions, cousins,
brothers, sisters, subordinates, commanders, rivals.
The key point is, by building motivation into the situation
and the characters, no railroading is necessary. You present
the PCs and the setup, and say, "Go!" The players then drive
all of the action. You have complete control over the design
of your event. Exert that control before the players sit
down at the game table, not afterwards. Don't craft a story;
craft a situation. Then present it to your players and let
them go nuts.
Trust me. There is no worse feeling than schlepping all the
way to a con, having paid money or gone through an arduous
registration process, to sit down at an event where the GM
just tells you what your PC does for four hours. It doesn't
need to be this way.
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