Roleplaying Tips Weekly E-Zine Issue #333
Card-Based Tools For RPGs - Part 1
Contents:
This Week's Tips Summarized
Card-Based Tools For RPGs - Part 1
- Inspiration And Planning Tools
- Card Layout Patterns: A GM Design Tool
- Mapping And Minis
Readers' Tips Summarized
- Counters Storage Idea
From: Brother Finn
- Use A Wheeled Toolbox For Toting Game Stuff
From: Lord Damian
New Releases For 1 on 1 Adventures
Following the success of the award-winning Pleasure Prison,
Expeditious Retreat Press is releasing more titles from 1 on
1 Adventures into FLGS and their on-line store. Check out
our on-line store for details on the first four titles:
Gambler's Quest (rogue level 2-4), Star of Olindor (rogue
level 6-8), Forbidden Hills (barbarian or ranger level 5-7),
and Sixth Cavalier (bard or rogue level 9-11).
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Johnn
Neverwinter Nights 2 Released
Just got my copy of NWN2 and am mightily looking forward to
playing it. While CRPGs won't replace my addiction to pen-
and-paper games, they sure can be a load of fun. They are
also useful for getting story, NPC, and encounter ideas.
Plus, the graphics and environments make for great
description references and visualisation while GMing.
Expeditious Retreat Press Renews E-Zine Sponsorship
Expeditious Retreat Press has renewed their sponsorship of
Roleplaying Tips Weekly for another year. This is great news
because it helps cover hosting for the e-zine (did you know
I was recently quoted $1,000 for e-zine hosting, and that
was per month!).
It also solves another problem - that of finding a company
with great products that I can stand behind (as in quality
products, not products that are tall). I try to screen most
advertisers for relevance, type, and quality of product. I
keep advertising space limited so content ratios remain
high.
With Expeditious Retreat Press, I know their products are
top notch, and useful to gamers. I use their products
myself, like the Magical Society books and the Monster
Geographica books.
You can help support Roleplaying Tips Weekly by reading
Expeditious's ads when they appear in the e-zine, and
purchasing their great products if they fit a gaming need
you have.
www.XRPshop.citymax.com
Hopefully you can find some time to game this week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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The Order of the Stick: No Cure for the Paladin Blues
The Order of the Stick is back in action (and in color!) in
this second volume in book format. Watch in amazement as The
Order of the Stick leaves the dungeon behind and ventures
into the great outdoors.
Watch in amazement as the Order of the Stick finds itself
caught between the forces of Good and Less-Than-Good as
their stupid little adventure turns into a stupid epic
adventure to save the world!
- 244 pages, full color
- 14 all-new bonus strips
- Skip past more than 12 pages of self-absorbed author
commentary
- Foreword by Scott Kurtz, creator of the webcomic PVP
- Preface by Vaarsuvius, elven wizard
- And yes, the book contains translations for Haley's
cryptograms
The Order of the Stick: No Cure for the Paladin Blues at RPG Shop
Return to Contents
Card-Based Tools For RPGs - Part 1
By Johnn Four
Big thanks to Thorsten Hunsicker in Germany, Heather Grove,
and Patrick Waddington for their submitted tips, which I
used in the Plotting And Inspiration section and in part 2
next week.
In Issue #330 I posted a reader request for card-based RPG
tools. Cards have many benefits - easy to purchase,
inexpensive, many sizes, easy to organise, and portable -
making them perfect for gaming. In addition, several
products out there already use the card format, which as
you'll see, we can leverage for GM use.
I'm a big fan of using cards, even in this high-tech age.
Hopefully, you will find some of the ideas in this article
interesting and useful for your games.
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1. Inspiration And Planning Tools
Cards are great because they hold ideas easily in the form of
words, colours, and images. You can write, scribble, and
draw on them. You can print from your computer onto them
with little fuss. You can shuffle them, randomly select them
from a deck, and place them in patterns or layouts.
This makes them a perfect tool for inspiring you while
crafting campaigns, adventures, encounters, NPCs, critters,
traps, puzzles, and other game elements. Imagine having a
Deck of Inspiration at your beck and call!
Inspiration Cards for Writing and Roleplaying
Here's a cool deck of inspiration idea from Heather Grove
over at BurningVoid.com, as mentioned in the original reader
request from Issue #330:
Inspiration Cards for Writing and Roleplaying
The idea is to write provocative phrases onto cards then
pull out one or more cards when you need inspiration.
Art Cards For Inspiration
Using a deck of cards with images on them to generate ideas
is a quick and easy process for most GMs. If you don't want
to make your own cards, you might consider using commercial
cards with art already printed on them. Raid supplies from
various games you own, hit eBay for great deals on card
sets, and check your friendly local game store for clearance
items:
- Magic the Gathering cards
- Other CCGs, such as Conan
- Cards from the Talisman board game
- Bang! game cards (for Deadlands or other wild west genre
games)
- Larry Elmore art cards
- Everway game cards (Did you know there was an Everway
expansion? You can find complete sets cheap on eBay.)
- Comic books. If you don't mind cutting up some old books,
comics are loaded with cool images you can pick and choose
from. Just cut out the selected pane or image and glue onto
a card.
- Trivial Pursuit board game
- Talisman board game
Tarot Cards
The ultimate in inspirational tools are tarot cards. There
are a gazillion different deck themes to choose from, which
makes genre association easy. Some sets, such as the
Aleister Crowley Thoth one, add labels to the cards, making
a powerful image + word combo for idea generation.
Have A Purpose In Mind
Randomly drawing cards and letting your brain freely
associate ideas is fun and exciting, and it works. I
recently read an excellent book on mind mapping by Tony
Buzan called The Ultimate Book of Mind Maps. In it, Tony
states the brain is an incredible association engine.
Different images and thoughts are stored away and then
selected and brought together blindingly fast to form
memories, ideas, and solutions. The key, though, is giving
the brain a specific problem to work on so its association
engine has a strong hook to work with.
Therefore, when using cards in any capacity to inspire ideas
and solutions, it works best when you have a specific design
challenge or GM problem at hand. Before drawing that first
card, think about what exactly you need to create or solve.
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2. Card Layout Patterns: A GM Design Tool
We can take a huge tip from tarot readings. Readings involve
laying out cards drawn from a deck in a pattern that guides
card interpretation. The layout, or pattern, is an awesome
tool we can borrow for our GMing design needs.
There is a huge amount of game stuff we could design
patterns for, including NPCs, plots, encounters, world
development, treasure, traps, histories, and monsters. Each
GM approaches the design of a game element, such as NPCs, in
a unique way based their experience, strengths, weaknesses,
preferences, game system, and design knowledge.
For example, one GM might design NPCs by crafting a short
blurb about their appearance, goals and dreams, and a
roleplaying hook. Another GM might craft several personality
elements, enemies, power base, and goals and plans. A third
GM might prefer to craft a plot hook or purpose, a
personality quirk, a history or background, a job, and key
possessions.
For each method and approach, you can create a different
pattern to help make inspiration and design fast and easy.
How To Create A Pattern
Start by deciding what game element you want to design, such
as NPC, encounter, adventure, kingdom.
- Create a list of attributes the game element should
have, according to your GMing style, campaign needs, and
game system. For example, a kingdom profile for the game
world gazetteer you're creating might have: leader, faction #1,
faction #2, faction #3, primary resource/income, secondary
resource/income, current crisis, future event #1, and future
event #2.
- Add any design elements or processes you desire to flesh
out your design. For example, you might want to add a strong
hook, a conflict, or rewards (player and character).
For our kingdom gazetteer example, you might want to layer in
one conflict between each faction, and a strong design hook
that makes the kingdom distinct, interesting, and memorable
for the players.
- Each attribute and element becomes a placement slot for
you to place a drawn card on. You interpret cards according
to the slot they represent, while keeping the other cards
and slots in mind to help create a unified design. You might
also create rules and conventions for the pattern reading to
help make the process easy to repeat and to make it
consistent.
Example
For our kingdom pattern tool, we might start with a card
draw for the hook. That hook becomes the theme for the whole
kingdom and influences our idea generation for all the other
cards. We put that card alone in a top row.
Next, we draw for leader, primary resource/income, and
secondary resource/income. We place each card side by side
to form a row centred underneath the Hook card.
Next, we draw cards and arrange them for faction #1, faction
#2, faction #3.
Then, we draw for current crisis. We place that card
sideways on top of the Hook card, and decide that sideways
cards placed on other cards represent some form of conflict
for the card underneath. So, our Crisis card represents some
kind of battle, struggle, or threat our kingdom currently
faces, and that is represented as a sideways card on top of
the Hook.
We draw conflict cards for each faction next, and place
those sideways on top of each faction.
Finally, we draw two cards to represent upcoming kingdom
events, and place those in a centred row below the factions
row.
Once you have a pattern, do draws a few times to test it
out. Every GM has different strengths, weaknesses, and
preferences, so designing custom patterns like this ensures
you get the solution you need in the way/format that works
best for you. Don't be afraid to add, edit, and tweak your
pattern until you have a useable and useful tool. The true
test will be in the quality of your designs and usability of
the pattern.
Create A Pattern Map
You should document your patterns right away after testing
and refining them. Who knows when you'll need them again,
and you don't want to forget the process you've crafted.
Drawing a layout diagram, or map, is a quick and easy way to
remember your designs. Draw a box for where each card goes,
and label what the box or slot signifies. Also, label layout
conventions, such as sideways cards = conflict, read left ->
right, and so on.
Consider printing out your diagrams to the scale of your
inspiration card deck and glue them to cardboard for a
sturdy layout aid, kind of like a board game. If you have
several patterns done this way, you'd just select the
pattern for what you're designing, grab that board, draw the
cards from the deck and place them, then grab paper and pen
and start writing.
Here's an example I just crafted using the kingdom template:
http://www.roleplayingtips.com/downloads/rpt_pattern_kingdom.gif
Encounter Pattern
Here's a great formula example from the Treasure Tables blog
for crafting encounters for which you could make a pattern:
"Challenge (combat, social, puzzle or other) + unique
element (memorable NPC, fighting on a rope bridge, etc.) + a
way to advance even if the party fails (although perhaps
with penalties) = a successful encounter."
Encounters: A Simple Formula
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3. Mapping And Minis
Card-based tools are useful for mapping and miniatures as
well.
SOP Templates
There are common situations in games that you can speed up
by using standard operating procedures (SOPs), as discussed
in past issues. Some of these procedures are further aided
by cards:
- Marching order
Marching order often changes according to situation. The
party will align themselves one way in the wilderness, and
align another way in the dungeon. You can write the marching
order on an index card and label the card according to the
situation or circumstances. When that situation comes up in-
game, just pull the card out.
You can also make to-scale cards of marching orders and just
place the minis on them for fast illustration. For example,
if you use the D&D plastic minis, bases for medium PCs are
about 1" in diameter. Grab a card, trace a 1" circle for
where each PC stands when exploring a dungeon corridor, and
label the card 5' Dungeon Corridor. In each circle, pencil
in a PC's name. Beside each circle, write the order number
in sequence in case you ever need to roll a random PC
target. If the PCs are spread out quite far, tape cards
together until you can fit them all on.
Next time the PCs are in a dungeon corridor 5' wide, lay out
the card and place the PCs' minis in their respective
circles. That takes 5 seconds and is much faster than a
discussion each time. A list on paper of the marching order
is even faster, but if you prefer to use minis to note
exactly where PCs are standing, then a card-based solution
is great.
- Traps and doors
As you did for noting PC marching order and position on a
card, you can also create a diagram or to-scale mapping of
where PCs are positioned when confronting a door, disabling
a trap, and other situations that you find often happen at
least once a session.
- Camping and watch
On a card, note what the PCs do when setting up camp and
while sleeping. Feel free to add a diagram of how PCs setup
their tents, where they tend to stand watch, where the fire
and horses are placed, and so on. Make whatever notes you
need to prevent the group from having to repeat themselves
each session or from answering the same questions over and
over. On the back of the card, note the camp break-down and
packing procedure, such as covering tracks, leaving signs or
messages, and so on.
Each time the PCs camp, whip out the card and follow the
instructions.
Ask the players to notify you if they ever diverge from
SOPs, and hand them the cards, whenever they ask, to make
notes and changes on to encourage keeping SOPs up to date.
Minis
Depending on the game and your setup, cards make great
miniatures.
- Art
Cards with character art on them help the group visualize
what the PCs look like.
- Stats
You can write PC information on cards, or the back of art
cards, for added utility.
At stationery stores you can purchase plastic strips meant
to hold posters for hanging. Examples:
http://www.graphicproducts.com/presentation-accessories/images/product/wonder-bar-9.jpg
http://www.hrdirect.com/products/hangingposterdisplays/default.aspx?sessionid=80273m6-822
To make nifty minis card holders, get one of these tracks,
cut it up and glue the pieces upside down to coins or bottle
caps. You can then slide cards in and out of their bases and
move the card minis around pretty easily.
Here are links to some companies who make paper- and card-
based minis:
- MicroTactix. Maker of printable card models, miniatures,
and accessories.
http://www.microtactix.com/
- WorldWorks Games. Maker of printable card models and
accessories.
http://www.worldworksgames.com
- Sparks: Paper Miniatures as a TrueType Font. Fonts for
printing sheets of paper figures.
http://www222.pair.com/sjohn/sparks.htm
- Brabantini Yahoo! Group. Discussion group for all things
card miniatures and gaming.
http://groups.yahoo.com/group/brabantini
- PaperWorlds.com. Site devoted to printable paper modeling.
http://www.paperworlds.com
Map Tiles
Card-based tools are great for in-game mapping as well:
- Print grids on cards, laminate them, and use them as
dry/wet erase mapping tiles.
- On cardboard, draw your miniatures map or battlemap, cut
it up, and lay the pieces down as the PCs explore.
- Print terrain, such as trees, paths, gulches, and hills,
on cards. Shuffle the cards and deal a few out whenever you
need a random wilderness map while GMing. Alternatively,
plan out your maps ahead of time and then place the cards
down as per your design, as needed.
Do you own the Carcassonne board game? If so, check out
those tiles closely to see how they've created terrain that
locks together seamlessly, and then have your custom terrain
cards use this method so continuous terrain, like paths and
creeks, don't get cut-off.
http://s3.amazonaws.com/boardgamegeek/images/pic78106_sized.jpg
http://en.wikipedia.org/wiki/Carcassonne_(game)
* * *
Stay tuned next issue for Card-Based Tools For RPGs - Part 2.
If you have any additional card-based RPG tools or ideas,
drop me a note: johnn@roleplayingtips.com
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Gygaxian Fantasy Vol VIII: Cosmos Builder
Cosmos Builder provides the tools to create a unique
depiction of realms above and below (and everything in
between) for any setting. This book presents new options for
GMs to append to pre-existing or newly conceived settings.
Cosmos Builder offers insight into crafting new dimensions
and the strange worlds that exist on and betwixt them.
This book is a toolbox, filled with ready-to-assemble
components that will allow you to quickly flesh out your
vision of a cosmology.
Gygaxian Fantasy Vol VIII: Cosmos Builder at RPG Shop
Readers' Tips Of The Week:
1. Counters Storage Idea
From: Brother Finn
re: Roleplaying Tips, Issue #153: Token Storage
Hey Johnn,
Great newsletter. I enjoy it with my coffee every Monday
morning. It gets the week started off right for me!
Anyway, you posted some token storage tips from Christian T.
They were great, but you were wondering about storing larger
tokens, like Gelatinous Cubes, Dragons, etc.
You can use the plastic box that usually holds one of those
travelling sewing kits you can buy in most corner stores.
They're perfect because they're usually made of clear, hard
plastic with a snap lid to keep it closed.
[Johnn: Thanks Brother Finn. Other counter storage ideas
might be:
- Fishing tackle boxes
- Nuts and bolts storage boxes
- Baby food jars ]
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2. Use A Wheeled Toolbox For Toting Game Stuff
From: Lord Damian
I use a wheeled toolbox for my gaming materials. The one I
have is out of production, but Stanley still makes them. The
ones we use have a covered storage area (small parts bins)
in the top, great for dice, and a swing out section in the
bottom of the top section, also good for dice (makes a good
cup holder, too).
I usually use the top for non- or semi-game related stuff.
Snacks, soda, my contact stuff, wallet, etc. all fit nicely
under the tool tray. In the tray goes small stuff like pill
bottles, miniatures, poker chips....
The bottom half is deep enough to fit standard size RPG
books. I've put 6 hard back core books in it before, so
it's pretty large.
My fiance uses a rolling tackle box pretty much the same
way, but it comes with tackle trays. I've seen other stuff
that would work well. My suggestion is hit your local
sporting goods store or WalMart and look at what they
have.
[Johnn: here's a picture:
wheeled toolbox ]
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GameMastery Map Pack: Haunted Mansion
Map Pack: Haunted Mansion contains 18 full-color 5" x 8" map
tiles, stunningly crafted by cartographer Corey Macourek,
that unite to form a completely customizable adventuring
area.
* Locations include: Balconied Entry Hall with Sweeping
Stair
* Portrait Gallery
* Root Cellar
* Rickety Wooden Staircase
* Sacrificial Chamber
* Sitting Room
* Nursery
* Attic
* Hedge Maze
For use with the industry's most popular roleplaying or
tabletop miniature campaigns, and useable by experienced GMs
and novices alike, this product fits perfectly into any Game
Master's arsenal.
GameMastery Map Pack: Haunted Mansion at RPG Shop