Roleplaying Tips Weekly E-Zine Issue #336
10 Tips For Crafting Adventure-Based Holidays, Part 1
Contents:
This Week's Tips Summarized
10 Tips For Crafting Adventure-Based Holidays, Part 1
Plus, Holiday Contest
- Design For Adventure
- How To Design For Adventure
- Design For Encounters
- Craft A Game World Calendar
- Game World Calendar Method: Index Cards
Readers' Tips Summarized
- Use Toy Cars For Car Chases
From: John D'Amanda
- Kobold Ambush Idea
From: Arthur
- Use IMDB For NPCs
From: Debler
A great Christmas gift: Bag-O-Dice - USD $19.80
Each bag contains over a pound of assorted and random dice,
some non-standard, in several styles and colors.
This is a great and inexpensive way to get a "house dice"
collection started, or to just get a bunch of dice at a
fantastic price.
Bag-O-Dice at RPG Shop
Return to Contents
A Brief Word From Johnn
Holiday Contest
A new Roleplaying Tips contest is long overdue, so let's get
one going while we are on the topic of holidays with this
week's issue. As you'll read, game world holidays can serve
several GMing purposes, including world design, adventure
inspiration, and seamless encounter design. They are useful
little tools, those holidays.
Contest Entry
------------------
Create a holiday and describe it in roughly 1-3 paragraphs.
Please use this format:
Holiday Name:
Holiday Description:
Holiday Encounter Ideas: (bullet list of ideas or paragraphs)
E-mail your entries in one e-mail message or several to johnn@roleplayingtips.com
You can submit as many entries as you like.
As usual, entries will be edited and then re-posted in this
e-zine so all GMs will benefit from your creativity.
Contest entry deadline is December 17, 2006. Winners will be
selected randomly from the pool of entries, so don't worry
if writing isn't your strong suit.
Prizes Up For Grabs
----------------------------
From Johnn Four:
From Expeditious Retreat Press:
- 1 on 1 Adventures #1: Gambler's Quest (print)
- 1 on 1 Adventures #2: Star of Olindor (print)
- 1 on 1 Adventures #3: Forbidden Hills (PDF)
- 1 on 1 Adventures #5: Vale of the Sepulcher (PDF)
- Advanced Adventures #1: The Pod Caverns of the Sinister
Shroom (PDF)
You can check out the products at Expeditious Retreat
Press's website.
From Ronin Arts:
That makes for quite a few prizes, and great odds for
winning! (If you have a prize preference, feel free let me
know in your e-mail entries.)
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Scourge of the Howling Horde
Goblins set upon the quiet town of Barrow's Edge, and the
community cries out for heroes to save them. What has turned
the secretive and reclusive goblins into bloodthirsty
raiders? Who is the mysterious new leader of the tribe? The
truth lies deep within the Howling Caves....
Scourge of the Howling Horde is a stand-alone adventure
designed for a group of 1st-level characters. Perfect for
new or seasoned players, it features an easy-to-use
encounter format and includes useful DM advice for beginning
and experienced Dungeon Masters.
Scourge of the Howling Horde at RPG Shop
Return to Contents
10 Tips For Crafting Adventure-Based Holidays, Part 1
By Johnn Four
From my new e-book, GM Mastery: Adventure Essentials: Holidays
As you figured from the byline above, I have a new e-book
out. It's about helping you plan, prepare, and GM better
adventures using the in-game element of holidays.
In many of the world books I've read over the years,
holidays are given short shrift. This is too bad, because
they are an awesome GMing tool.
As a GM, you typically have three needs:
- World building and setting design. You need a location
that brings your game to life and grounds your adventures
(pun not intended, sorry :).
- Adventure building and design. You need a reason for the
PCs to act and take risks, and you need a strong central
theme or plot to build your story upon.
- Encounter building and design. Encounters are the
building blocks of adventures. Encounters are where the
action and the interaction takes place; they are the base
unit of interactive stories.
Holidays are one of those excellent, multi-purpose GMing
tools that let you have your cake and eat it too. A well-
designed holiday can satisfy each of those three needs.
This, in turn, creates extra benefits:
- Reduced design time
- Reduced session planning time
- Harmonizing setting with adventures with encounters
- Designing becomes easier
You can wield the holiday tool to craft a tight, integrated
campaign that doesn't seem like a patchwork of ideas
fighting with each other.
Following are a few tips taken from GM Mastery: Adventure
Essentials: Holidays that will help you craft adventure-
centric game holidays.
Return to Contents
1. Design For Adventure
At first glance, holidays might seem like a good way to
flesh out a game world and add interesting trivia to a
campaign milieu. However, holidays are also a perfect GM
tool when used for adventure. They provide plot hooks,
encounters, and interesting encounter locations. Associated
NPCs, events, and history can feed existing plot arcs, spin
off new ones, or tie several together.
A single holiday can spawn numerous hooks and stories that
make perfect RPG plots for players to explore. Properly
designed, a holiday will have deep ramifications, plot
threads, and factions you can use as the backbone for
adventure construction. If you need an adventure idea or a
side plot for your group, holidays are a great solution.
A key holiday design step is to adopt the right attitude.
Holidays are opportunities for adventure; they don't have to
be window dressing. They are campaign and plot design tools
with conflicts and rewards, just like dungeons and
encounters. What makes holidays special is their unique
blend of timeline, events, and location that you can tweak
according to your campaign's needs. They present new and
interesting situations and environments in which to
adventure and tell stories.
Timeline
Deadlines create drama. You decide when holidays occur,
including one-time holidays such as coronations and
funerals. Once set and the PCs notified, the campaign has a
looming deadline, which adds drama if you can weave in
situations that will be difficult to achieve by the holiday
date.
Events
You can design holidays with one important event the PCs get
mixed up in, or with several events PCs can pick and choose
from, much like a fork in a dungeon corridor. Additional
dramatic tension is created if two or more events happen at
the same time.
Locations
Holiday events require locations. Because holidays can range
from simple to complex, sublime to weird, all types of
locations fit without breaking immersion or consistency.
For example, your low magic campaign does not normally have
gates to other worlds or plane travel, yet you have a
craving to do something unusual.
The solution: you craft the Sun Holiday, during which a
portal opens at a special, secret place at high noon
providing a gateway to the Plane of Fire. The holiday makes
this a temporary effect during an unusual time, and
maintains campaign balance and immersion.
Next time you note down a holiday for your game world, adopt
an attitude that this thing is an opportunity for adventure.
Flesh the holiday out and think about how you can use its
timeline, events, and locations to build stories and
encounters with.
Demand that your holiday entry not gather dust, but do the
triple duty of providing world development, adventure
creation, and encounter opportunities.
Return to Contents
2. How To Design For Adventure
Designing with adventure in mind is quick and easy. Adopt an
attitude for adventure so you can spot opportunities as you
design.
While crafting, look for ways to build in the following
basic adventuring elements:
* Conflict. Two or more sides compete for a scarce resource
such as gold, the attention of the Emperor, the right to
participate in the holiday, or control over a special
location. For any given holiday element, create two or more
factions who compete over it.
Note: the level of competition can range from friendly
rivalry to deadly combat to devastating betrayal, giving you
more options to keep adventures fresh and interesting.
- Mystery. For any given holiday element being designed, try
to add an element of mystery, a secret, or an unpredictable
outcome. This not only creates drama, but opportunities for
discovery, quests, investigation encounters, and villainous
plots.
For example, the funny little Groundhog Day we celebrate in
North America has mystery: will winter end soon, or will
there be six more weeks of it?
http://en.wikipedia.org/wiki/Groundhog_day
Imagine in your world that, instead of a groundhog it's a
dragon, and the result is real.
First, you'd want to give the gods a smack upside the head
for creating such a fragile triggering mechanism on which to
base the climate. :)
Second, this looks like the perfect opportunity for a
villainous plot: the evil Black Lord raises and trains a
special group of dragonslayer NPC quintuplets who, on their
19th birthday, are sent to destroy the dragon a week before
the holiday so the whole world is thrust into a nightmare
realm of never-ending winter.
- Location. As you design your holiday, ask "where?" as
often as you can. Holidays often involve history,
ceremonies, and events - which all require locations. These
locations have unusual and cool circumstances and
opportunities for interesting encounters.
For example, the PCs are hunting for a serial killer and are
asked to bodyguard the mayor during Arrow's Folly, which is
a celebration of the city's founding. The mayor must give a
speech on the green outside the mage's guildhall. A platform
and chairs has been set-up, along with a buffet,
entertainers, and several tents.
During the ceremony, the PCs spot the serial killer in the
audience. The integrity of the ceremony is at stake, but so
are the lives of future victims. If a battle breaks out,
instead of fighting in a 10'x10' dungeon room, there's a 10'
high platform, a crowd, chairs, tents, tables full of food,
and other interesting location elements. Sweet.
- NPCs. A great way to ground your holiday to game table
action and relevance is through NPCs. Add notable figures--
past and present--who are integral to, involved with, or
affected by the holiday. These people can serve as hooks,
sources of conflict and mystery, and the basis of encounters
and events.
You can craft specific either NPCs or NPC roles. For
example, a holiday might require a high priest, a
sacrificial victim, and a huntsman who selects and returns
with the sacrifice. You can craft specific NPCs to fill
these roles, if required, or you can move on using just the
notion of the three roles to fuel other details and designs.
Reward. Motivating PCs is half the battle between
adventure design, session preparation, and railroading. When
PCs act out of self-interest, they feel in control, even if
you planted the reward. To this end, know what motivates
your players and their characters, and sprinkle these
elements throughout your holiday.
For example, one of the PCs seeks to build a castle. During
the Festival of Trolls, large bounties are paid on trolls
killed in the nearby badlands, plus the King personally and
publicly thanks those who killed more than two trolls. This
is a perfect opportunity for the PC to earn gold toward his
future goal, plus meet and hopefully befriend the King who
could grant him land in the future.
Return to Contents
3. Design For Encounters
Holidays should be more than a name and a date on your game
world calendar. The mere task of fleshing out your holiday
can spawn encounters, encounter seeds, and encounter hooks.
Your goal should be bringing holidays to the game table and
making them real and interactive for your players through
inspired encounters.
For holidays that are to be the backbone of one or more
encounters, document the following:
- Holiday name
- Brief summary: Craft a solid overview, one to three
paragraphs, of what you've designed for the holiday to help
keep encounters consistent.
- Mood: Pick a specific mood for the holiday and document
the reasons for this.
- Hook: Give the holiday at least one strong hook to
increase the likelihood of PCs triggering the encounter and
to give the holiday a good presence within the encounter.
- Who the Holiday is For: Have a general idea of the holiday
audience as that might influence how you populate the
encounter.
- Timeline: The holiday will get firmly established in the
campaign timeline, so document the date and length of
holiday for future consistency.
- Working Or Non-Working: Know whether this is a working or
non-working holiday as that might influence how you populate
the encounter.
- Costume And Dress: If the PCs will be directly interacting
with celebrants, then you'll want to know if special attire
is in effect. In addition, if the PCs are participants in
holiday events, they might need to know about costume
requirements for disguise, roleplaying, and planning.
- Food and Drink: If you think the menu will be a factor in
the encounter, then know whether there is any special food
and drink associated with the holiday.
- Decoration: If the encounter is within the holiday area,
you'll need to know what decorations there are, if any.
- Backstory: If backstory or an element from it is integral
to the encounter, flesh out the holiday's history. If
backstory won't come into play, then having a general idea
of the holiday's background will help you roleplay and GM
with confidence. A short summary is all that is required. If
the encounter is dependent on a specific backstory element,
then feel free to add more details to that in the backstory
while leaving other details vague.
- Significance: Have a good grasp of the holiday's
significance to help you design and roleplay the encounter.
As with backstory, detailing significance is only necessary
if it's integral to the encounter. Otherwise, just craft a
general idea of how important the holiday is to society and
why.
As you design these holiday elements, note down any
encounter ideas that spring to mind. This is important,
because the purpose of fleshing out an adventure-based
holiday to such a degree is to inspire encounter hooks and
foundations as you build. It's a mental exercise and tool
that accomplishes several things at the same time, as noted
in the introduction.
After you do a first-pass on a design, keep your encounter
idea list handy and use it to seed future game sessions and
adventures. Add to it often. Feel free to go through two or
more pass-throughs of your holiday notes, tweaking and
improving, and to keep writing down new encounter ideas as
they come to you. Even if you only use a few of the
encounter ideas this time around, that means you still have
a long, inspirational list to use in future adventures and
campaigns!
Return to Contents
4. Craft A Game World Calendar
Having holidays means you have a campaign timeline. It's a
horrible moment when you realize you've forgotten about a
holiday and the timeline has moved passed it. Players might
wonder why there was no holiday this year but not say
anything, or you might remember at the last moment and be
caught totally unprepared.
Complex holidays should be noted well in advance so you can
craft desired events, have NPCs roleplay and validate the
holiday's existence, and build whatever hooks, clues, and
paths you need.
You also want to avoid inconsistent timelines where
recurring holidays happen at the wrong time because you
forgot when the holiday happened previously, or you forgot
to track things.
The best way to ensure holidays run on schedule with advance
notice is to craft a game world calendar tool. You will
probably have a calendar created as part of the setting
product or your world design, and now you just need to build
something in physical or digital form that lets you schedule
holidays and events for years to come.
Craft Summary Tools
If you do create a calendar tool, then you should also craft
handy holiday summaries. On these summaries, you should
note:
- Calendar structure.
Summarize your calendar structure:
- # of days in a week
- # of weeks in a month and year
- # of months in a year
- Any other notable periods
- Names of the days
- Names of the months
- Year names, if they have them
- Names for any other important periods
- Cycles of celestial bodies or events
Note cycles or phases for:
- Moons
- Suns
- Comets, asteroids
- Aurora
- Eclipses
- Planetary alignments
- Planes and dimensions
- List of holidays. It will help to have a list of holidays
and their dates in one place. If holiday dates change each
year, craft an updated summary card a year in advance as
time passes.
Place Advance Notice
Regardless of the calendaring method employed, schedule
advance notices of upcoming holidays. Complex holidays and
holidays that require GM planning need longer real-life
advance warning, and possibly, more than one advance notice.
For example, Baker's Day of Delicacies occurs every year one
week after the last crop is in. Bakers, cooks, and chefs
spend a whole week crafting tasty treats and try to outdo
each other with new recipes. On Baker's Day, the whole
community comes out to sample and vote on all the tasty
treats, breads, and dishes.
This is a minor holiday, but you like to roleplay it, so you
put a note one month before Baker's Day to remind yourself
that cooks everywhere are starting to shop and search for
ingredients.
You also place a reminder one week beforehand to tell the
PCs how busy chefs and bakers are this week, how darn good
the streets smell, and about the growing buzz around the
community.
You also like to throw in special dishes the PCs can consume
that bestow various random magical effects (for good or ill)
and this requires a bit of design. So, you put another
reminder two months in advance to have enough time to craft
a table of random effects between sessions.
Watch The Pace
Note how fast time tends to pass in your campaigns. If it's
slow, perhaps because the players like to game out every day
of their PCs' lives, then you can shorten up GM reminders.
If the pace tends to be fast, or if weeks sometimes pass in
the blink of an eye, you'll want to extend your reminders to
the fringes so you have at least one between-session period
to plan for an upcoming holiday.
Return to Contents
5. Game World Calendar Method: Index Cards
This is my preferred method to track game time. Index cards
are physical, portable, cheap, and easy to use.
Each Card = One Day
Each index card represents one day in your game world's
year. You need enough cards to fill out one year for your
game world. Label the date (day and month only, not year) in
a top corner so you can find specific cards/days fast. Make
notes on specific dates as needed, including holidays, plot
events, and session logs.
Craft Month Separators
Find a method to separate day cards into month groups to
make searching and filing faster. One way is to use tabbed
cards. Another is to add Post-It Tabs or Post-It Notes as
tabs. You can also use a marker and color the top edge of
day cards in alternating months.
Aim For Re-use
To avoid making a new set of cards for each campaign run in
the same world, aim for re-use. Do this by attaching Post-
Its to the face of the cards as needed and then tear off the
Post-Its when a new campaign starts. You can also flip the
cards and use the back to get two uses, or divide the cards
into quadrants front and back for eight uses.
In addition, as you make notes on cards, mark the year. This
helps date journal entries when the calendar cycles through
each New Year - day and month are labeled at the top, and
year labeled per entry.
When you reach the last day of the year in the calendar,
return to the first card. You can see last year's notes this
way. Holidays will recur naturally as you cycle through the
cards again. For holidays that aren't synched to a
particular date, you'll need to go through the year in
advance and note new dates for holidays (marking the year
per entry so you can keep your history straight).
Use Colour
Feel free to put holidays on new cards of different colours
and insert them before their scheduled day. The color is a
visual way to note upcoming holidays. In addition, the
separate card lets you document holiday specific information
without filling up a regular day card.
* * *
Stay tuned next week for Part 2: 10 Tips For Crafting
Adventure-Based Holidays
- Game World Calendar Method: Spreadsheet
- Game World Calendar Method: TiddlyWiki
- Create A Holiday Stat Block
- Types of Holiday Encounters
- Crafting Holiday Encounters
Return to Contents
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Readers' Tips Of The Week:
1. Use Toy Cars For Car Chases
From: John D'Amanda
Playing with a drawn-out map of city streets and toy
Matchbox cars is useful. Cover the map with paper sheets
that can be removed as the car chase proceeds. Block off
some streets and tell the players they know some streets are
blocked. Use miniatures for pedestrians.
This means you don't have to map out an entire city--just a
certain route. The car chases are easier if the NPC is
running and the PCs are chasing, but it works either way.
Make the players and villains roll a d20 every round, or
twice if they push the limits, to see if they get a 1, in
which case the wheels fall off or the engine throws a rod.
Every round roll 2d6 for each driver. A roll of 9-12 means
you can do a super car stunt, like driving on two wheels
down a narrow alley or jumping a bridge halfway open over a
river and so on. A roll of 5-7 means you adequately
maintained control of the vehicle. A roll of 3-4 means you
sideswiped something, but kept going. A roll of 2 means you
lost control of the driving and the car is careening out of
control. Slowing down means you never lose control but also
that the one you are chasing gets away.
If your game has skill ranks for driving, piloting a wheeled
vehicle, car operation, or stunt driving, give a bonus to
the driver with a high rank, such as only having him check
to control his car when trying a special stunt or 1 check
per 4 rounds.
Likewise, a high performance vehicle would get a benefit of
some sort too.
Return to Contents
2. Kobold Ambush Idea
From: Arthur
Hey Johnn,
I wanted to share something about specific combat units, or
skirmish units, from a few issues ago. I made up just such a
thing right before the article came out.
The party was coming into a part of a dungeon controlled by
kobolds. I armed them with thunderstones that had flash
pellets tied to them. Instant flash bang grenades!
The PCs entered the lair at a T-intersection, with the
kobolds at either end of the T, and the PCs all bunched up
in the middle. The kobolds threw the grenades then let loose
attack dogs on the deafened and blinded PCs. I had the PCs
make two saving throws, one for the thunder stone and one
for the flash pellet. Some PCs were blinded, some deafened,
some both.
The PCs will never underestimate kobolds again.
Return to Contents
3. Use IMDB For NPCs
From: Debler, www.HylandGaming.com
Greetings,
For a while now I've used likenesses of actors for various
characters throughout my role-playing universes, but a buddy
took it to another level by casting all his NPCs with actors
who play them.
For example, we fought a dagger-throwing rogue in a brown
poncho played by Willem Dafoe
(http://www.imdb.com/name/nm0000353), which instantly gave
the NPC personality in the minds of the players, as well as
gave the GM some basis for how the character was to act.
I later ran an epic Star Wars adventure where I cast every
single NPC the players encountered. The one problem I found
was my less-cinematically versed players would be clueless
when I named an actor they hadn't heard of. Eventually, I
started printing the first couple of pages of their IMDB
history, highlighting films the players might know the actor
from. If the actor wasn't on-point with a picture of
themselves on the site, I'd do a quick Google Image search,
find a pic, and just cut and tape it onto the sheet.
Often you might not know an actor, like Jack Gammon
(http://www.imdb.com/name/nm0304000), but you see his pic
and it all comes back, especially if you can do a halfway
decent impression of his voice.
A danger I've run into is that I flooded my world with too
many NPCs using this technique. So many of them start to
seem significant that players begin to feel overwhelmed with
NPC details. I found that giving the players a list of the
NPCs, their race (significant in Star Wars), the actor who
plays them, and a very brief reminder of who they are helps
players a lot.
When an NPC is not obviously important, the players might
not think about them as important to the story, but if they
see them again and reference them to their NPC cheat sheet,
they re-evaluate their significance to the tale.
Many senators in Star Wars might only have a line or two
about his support of the Jedi in one or two sessions, and
not be that significant to the story, but when the PCs need
to contact a senator who can help the Jedi cause, all of a
sudden that character comes back into play.
As a rule, I've discovered you are far better off re-using
an NPC than creating a new one, if possible. With this in
mind, I have found the benefits of casting my stories with
real actors far outweighs the negatives, and this is a
technique I will be using for a while to come.
Return to Contents
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