Roleplaying Tips Weekly E-Zine Issue #338
How To Awesome-Up Your Players
Contents:
This Week's Tips Summarized
How To Awesome-Up Your Players
- Always Keep The Main Thing The Main Thing
- Give The Players The Sun And Make Them Fight For The Moon
- Your NPCs Suck And They Are All Going To Die
- The Game Is Neither The Mechanics Nor The Rules
- When In Doubt, Let A Player Roll Some Dice
Readers' Tips Summarized
- Holiday Tips
From: Garry Stahl
- Lesser Curses (D&D)
From: James Thomas
- Creating Believable NPCs
From: Kit Reshawn
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A Brief Word From Johnn
Dog Dish Best Purchase In Awhile
A couple of weeks ago I purchased a plastic double dog dish
for two bucks to be my new dice corral, and it's been my
best game aid purchase in awhile! I put my dice in the
section where the water should go, and I roll in the section
where the kibbles are supposed to go. It makes a satisfying
rolling sound too. :)
Check it out (JPG image).
Contest Week #3 - Deadline Is Next Week
The holiday contest is just about over, so be sure to get
your entries in this week. For contest entry details, e-mail
me or visit:
Roleplaying Tips Issue #336: A Brief Word from Johnn
Prizes Up For Grabs
---------------------------
From Ronin Arts:
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: www.xrpshop.citymax.com
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
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D&D Cityscape
There's more to adventuring than crawling around in
dungeons. The city holds many avenues of peril and intrigue.
It teems with adventure and offers unsurpassed opportunities
and challenges. Dark alleys, busy guildhalls, rowdy taverns,
fetid sewers, and palatial manors hold secrets to be
discovered and mysteries to be explored.
This supplement for the Dungeons & Dragons game reveals the
city in all its grandeur and grimness. It makes the urban
dungeon feel alive with politics and power, especially
through influential guilds. This tome also describes new
feats, spells, urban terrain, hazards, and monsters
guaranteed to make the party's next visit to the city a
vibrant and exhilarating event.
D&D Cityscape at RPG Shop
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How To Awesome-Up Your Players
A guest article by Jeff Rients
[Comment from Johnn: I first learned about this article from
the Treasure Tables blog. Thanks for the link, Martin!
Treasure Tables: Five Tips for High-Octane Play]
I liked Jeff's article and contacted him to get permission
to share his tips with you. Cheers to you, Jeff.]
What I'm about to lay on you won't work for every campaign.
My comments are mostly applicable to the kind of game where
kicking asses and taking names isn't a job, it's a calling.
What I'm trying to do here is outline how you as the DM can
empower your players to make the game a non-stop, high-
octane freak-out. (Now, with extra hyphenation!)
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1. Always Keep The Main Thing The Main Thing
Is that an old Bob Newhart line? My wife likes to bust out
this phrase once in a while. Anyway, the Main Thing in an
awesome-focused campaign is this:
Your players are rock stars and they're here to rock
your house.
In this paradigm your job is to be the roady, the manager,
and all the other people who make the concert possible. This
isn't one of those analogies that can be stretched forever.
Instead, just meditate on the simple fact your job is to
help your players rock out without getting in their way.
Everything the follows builds from this foundation.
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2. Give The Players The Sun And Make Them Fight For The Moon
Give the players almost everything they want and then put
them through a thousand Chinese hells to get everything
else. Put the PCs on the throne of Aquilonia, if that's what
they want, then have ten-thousand angry Cimmerians invade,
intent on burning their capital to the ground. Not because
you're a sadistic jerk, but because fighting off an army of
Conans is one of the cool things kings get to do.
One good place to put this principle in play is at character
generation. Even a guy like me, who like robots and lasers
in his D&D, occasionally gets on this funk where I consider
trimming down the character build options to achieve some
sort of artsy-fartsy effect.
You know the drill. "I want to do something Arthurian, so no
Asian-flavored classes in this campaign," or, "This is going
to be all Conan-y with the swords and the sorcery, so no
demi-humans in this campaign."
Although I truly, deeply understand the profound artistic
reasons for such an approach, let me simply say: screw that
crap. We're talking about D&D here. If you can't fold themes
and motifs into a game starring an elf ninja, a halfling
bard, and two ill-tempered gnome wizards, then you should be
writing bad fan fiction, not running actual games for real
players.
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3. Your NPCs Suck And They Are All Going To Die
Few players show up to the table to soak in the glory of
experiencing your skills as a thespian. Even fewer will ever
show the awe and respect you want for your own personal
Drizzt. Leave that stuff at home. Instead, show up to the
table with stats for people they can beat up. Similarly, you
and your players will be a lot happier if you get into the
zone of thinking about your campaign world as "that place
the PCs are going to destroy and then remake in their own
image."
On a related note, I've never seen any good come from uber-
powerful people sending the PCs on pissant missions. "If we
don't pick-up Elminster's laundry from the Dry Cleaners of
Doom then he might turn us into a toad," is never a sound
way to structure an adventure. You'll do better just frankly
stating to the players, "I wrote this dungeon. That's
tonight's adventure." And leave it at that.
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4. The Game Is Neither The Mechanics Nor The Rules
Don't let the mechanics dictate anything they don't have to.
For example, Doug wanted a spiffy new magic sword. He had
120,000gp burning a hole in his pocket. (That's a big
pocket.) The 120,000gp disappears from his char sheet and
the ubersword takes its place. The rules say Doug's PC Angus
has just purchased that sword.
But Doug knows better. He knows the rules are there as a
tool to support the game. So, right in the middle of my
hack-n-slash gamist pawn-stanced D&D game, Doug seizes
directorial control and gets all narrative on our asses.
"Angus is given an ancient, ultimate sword by his homies in
the church of Thor. He blows the 120K on the biggest party
the City of Greyhawk has ever seen."
Doug rocks. And I rock too, because I run a game where Doug
feels comfortable wailing on his mind-guitar like that. This
example goes right back to Keeping the Main Thing the Main
Thing, as Doug was very actively rocking when he did this,
but my rocking right then was more of the wei wu wei method
of rocking. Sometimes the DM paints a picture, but sometimes
he just sets up the canvas.
[Comment from Johnn: some related links for the curious:
Here's an example that doesn't involve me high-fiving myself
for doing nothing but sitting on my ass while my player does
all the work:
Last night, Gruul the half-orc had a bead drawn on one of
the bad guys and loosed two feathered shafts into him. This
dude only had 2 hitpoints left and Gruul hit him with two
critical strikes. In some games those crit rolls would have
been wasted. Any two arrows hitting would have iced that
mofo. But Jon (the DM) freaked me out when he then called
for Jason (Gruul's player) to roll two to-hits against
another foe standing directly behind the first. The shots
hit and damage is tallied.
Jon: "The first guy totally explodes and the arrows pass
through him into the second guy, who drops dead."
Do you see what Jon did there? He went over and above the
call of the mere rules to allow Jason's guy to totally kick
ass. In-character, this did much to cement Gruul's
reputation in the party as a badass mofo with the bow. Out-
of-character, my appreciation of Jon's DMing went up a big
ol' notch.
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5. When In Doubt, Let A Player Roll Some Dice
If your Inner Magic 8-Ball isn't giving you anything to work
with, sometimes you should pitch things back to the players
in the form of requesting a die roll. If you can't make up
your mind how to answer a question, just break it down to a
simple roll. Clearly outline the stakes and have a player
roll it.
This technique gets at least one player engaged in the game
(making it a good thing to drop on an otherwise disengaged
player), gets them rolling dice (which all decent, right-
thinking, non-communist players love to do), and gives them
ownership over a part of the game that isn't their character
(thus empowering the player).
And if the die roll yields a result unsatisfying to them,
the blow is softened because they had a fair chance to get
another result. It's not like you faked some roll behind a
screen. Not that I'm against faking rolls behind a screen.
By the way, I break out a real Magic 8-Ball once in a while.
Because I can.
* * *
Good tips Jeff. Thanks for writing them!
Tips readers, you can read the original blog post of Jeff's here:
Jeff's Gameblog: How to Awesome-Up Your Players
Do you have a tip about how to awesome-up your players? I
think the principle is a great one that all GMs should add
to their toolboxes. If you have anything to share, drop me a
note: johnn@roleplayingtips.com
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GM Mastery: NPC Essentials
NPC Essentials is a collection of tips, techniques, and aids
designed to help game masters inject detailed NPCs into any
role-playing campaign. Inside, readers will find advice on
designing, roleplaying, and managing NPCs during the entire
lifetime of their campaigns. Also included are NPC
archetypes, encounters, charts, and an example NPC-centric
adventure. Written by Johnn Four and illustrated by V Shane.
GM Mastery: NPC Essentials at RPG Shop
(Be sure to check out the 30 reader reviews at the link
above.)
Readers' Tips Of The Week:
1. Holiday Tips
From: Garry Stahl
Holidays are important to any civilized setting. In the
religions glosses I create I make sure to include holidays
that reflect the purpose and flavor of that religion. I list
a date, the reason for the celebration, and the manner in
which it is celebrated. Likewise, in my atlas listings civil
holidays are listed.
How To Use Them
Calendars are prepared a head of time. Each calendar has the
holy days and civil holidays that will matter or affect the
PCs. As the days pass I check them off.
Plan to take the holidays into account. For example, the
party cleric might not be able to travel during the Festival
of Cleansing, which comes in a week. The planned journey
will take at least ten days, so the party must postpone
plans.
In my current Saturday group, the PCs are local yokels. With
three religions practiced in their hometown alone, everyone
gets into everyone else's parties. The calendar of feasts is
very important, and the PCs make every effort to be home for
the big bashes.
Include The Unexpected
Include the unexpected to enliven a group. In a past session
the group used a flaming hands spell to stop a rust monster
from attacking them. Other rust monsters where stopped with
holds. As they gathered their wits about them I described a
savory odor rising form the "cooked" rust monster. Gingerly,
they tried the taste of the beast and found it delicious
indeed. When the remaining beasts were examined and one
found to be an egg heavy female there was much rejoicing.
The newly renamed "Land Lobsters" were taken home and the
husbandry of rust monsters was begun. Party plans must now
take into account the care, feeding, and breeding of the
rust monsters.
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2. Lesser Curses (D&D)
From: James Thomas of Roseville, California
Everyone's heard of "the gypsy curse" or the "evil eye of
the old woman." Country folk have blamed each other for
giving "the curse" for all kinds of misfortunes: poor
harvest, cows not milking, acne, bad luck, unrequited love,
diseases, etc. While not seriously debilitating, a Minor
Curse is annoying and frustrating for the subject and his
companions. So, what happens when a PC falls victim to the
"evil eye" of a resentful Adept or village Wise Woman? Offer
a role-play bonus of 50 points times the PC's character
level for those who perform well during the game session. A
Lesser Restoration spell will remove the Minor Curse.
One of the following befalls the PC:
- Convinced he's another, random character class.
- Laughs uncontrollably at anything another person says.
- "Chosen One" of the gods! The gods don't fart, you know. PC farts constantly by becoming the vehicle of divine flatulence (-2 charisma).
- Three words: painful, rectal, itch (-1 Dexterity).
- Bad breath (-1 charisma to anyone within 10 ft).
- Bad body odor (-1 charisma to anyone within 10 ft).
- Attracts insects.
- Attracts animals (specific type: mice, birds, cats, skunks, etc.).
- Makes bad jokes.
- Has no inner dialogue.
- Says everything twice. Says everything twice.
- Whenever anyone makes a successful skill check he always declares, "I can do better than that..." or the equivalent
- Always eating/drinking.
- Shouts whenever he speaks.
- Loses all sense of hygiene.
- Loses all sense of modesty.
- Large warts (-1 charisma).
- Acquires a rare, but harmless, skin disease (-1 charisma).
- Drools constantly.
- Stutters constantly.
- Enlarged body part:
- Ears
- Nose
- Chin
- Feet
- Hands
- Becomes a pathological liar (will always tell an untruth, even if it is pointless or harmful to do so)
- Is convinced a common inanimate object is a beloved pet or advisor; talks to it.
- Loses at all games of chance.
- Obsession:
- Cleanliness (always washing and avoiding others' "germs")
- Food item
- Shiny things
- Tidiness (hates messes; will "tidy up" after battles)
- Wealth acquisition
- Grammar (corrects others)
- Sings whenever he speaks.
- Contrariness (will disagree or contradict any request or proposal, but is easily fooled by "Reverse Psychology").
- Has to "go" every 15 minutes.
- Has to write down everything that happens in a journal.
- Thinks he's invisible.
- Cannot say any word with the letter "D".
- Blinks constantly.
- Only speaks in questions?
- Phobia (PC is shaken whenever confronted by his phobia):
- Heights
- Darkness
- Vermin
- Reptiles
- Water (going in or crossing)
- Aberrations
- Undead
- Clerics, Paladins, Druids, or Adepts
- Outsiders
- Indecisive: PC declares his action for his combat turn and rolls a die; if he rolls low, he must change his action to something else.
- All hair falls out.
- Insists on going barefoot all the time.
- Can never finish a sentence (others have to help them).
- Has to use "Huzzah!" in every sentence.
- Equipment wears out twice as fast.
- Nearsighted: -2 ranged attack, x2 range penalties.
- Farsighted: cannot read books.
- Grumpy: acquires Abrasive feat.
- Narcoleptic: -5 spot/listen, -2 saves vs. sleep.
- Hiccoughs constantly: -1 move silently, -1 to charisma based checks.
- Sneezes frequently: -1 move silently, -1 to charisma based checks.
- Sweats constantly.
- Has frequent itching spells: -1 dexterity.
- Becomes hard of hearing: -2 initiative.
- Stutters: +20% spell failure.
- Bad Luck: -1 to all d20 rolls.
- Sickly: -4 to disease saves.
- Clumsy: -2 to all dexterity checks.
- Insecure: -4 to fear saves.
- Jinxed! 50% chance of -1 to any skill check rolled by any companion within 50 ft. (Have the player throw a "jinx die" in front of the player making the skill check, if it comes up low, he's jinxed!)
- Sleepless (fatigued all the time).
- Drained: loses 1 hit point per character level until minor curse is removed.
Lesser Curse (Necromancy)
Level: Clr 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will Negates
Spell Resistance: Yes
With a fling of spittle or a forbidden gesture of the hand,
the subject receives a subtle but annoying minor curse.
Effects vary and are not terribly debilitating, but the
effect on commoners and those in the public eye can be
devastating.
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3. Creating Believable NPCs
From: Kit Reshawn
Creating believable people is a little bit more difficult
than it sounds. There are many things that go into making a
believable person, and without putting in a lot of effort,
it can be easy to overlook important factors. To keep things
easy, here is a process I created to make things more
organized.
First, start out with how this character will fit into the
world. What job will he or she perform in their life, and
what type of history do they have. From this it is easy to
figure out their personality traits and general world
attitude. Although no two characters should ever be exactly
the same, you will probably start to see several basic
personality types that characters will tend to fall into.
This makes a nice template you can then take to the next
step....
Add in character specific traits. These are things that make
your character easy to recognize and can be anything from
defining physical characteristics to turns of phrase. Be
careful to not go overboard here. For minor characters, one
quirk is probably plenty. For major ones don't go over three
or four. If you get too many then it becomes difficult to
believe. Also, keep in mind that sometimes having a
completely 'normal' character should happen.
Next, you need to figure in the character's skills. Try to
keep this in line with the person's personality and career.
For instance, a thief would probably be good at stealth and
acquiring things that do not belong to him, and may also
have some talent in fast talking the police. It is likely he
knows how to fight, but is probably barely proficient since
it is better for the thief to run rather than fight. He is
fast on his feet and smart, but sticks his nose into things
he shouldn't.
Once you have the personality and history, specific
character traits, and skills worked out, it is time to
figure out the character's motivations. For 99% of
characters the first motivation should be to stay alive.
This is vital for a believable world. Most people's first
goal is to stay alive. There are exceptions, but unless
someone is losing their grip on sanity or truly fanatical
about something, they are likely to have life be their
primary motivator. After this pick two or three more, and
determine how important each one is relative to the other.
The character's goals along with personality and skills help
you determine how they are likely to act. For example, take
the blacksmith who has the following goals:
- Stay alive
- Create the most magnificent weapons ever
- Make money
A PC comes to the blacksmith and wants a weapon, triggering
goal 3. They haggle and the blacksmith is very unforgiving,
refusing to lower the price very much because he wants to
make money.
However, another PC approaches the same blacksmith and has a
rare material and wants to have it made into a sword. This
triggers goals (3) and (2). Because the blacksmith really
wants to make a magnificent weapon this takes priority and
he is much more willing to lower his price, although the
goal of making money means he is unlikely to do the work for
free. As a result, the PC gets his weapon and a good deal to
boot, while the blacksmith brags about the sword he made to
every customer to come to his shop from then on.
Finally, there is the PC who decides to rob the store at
sword point. The blacksmith may want to make money (which he
cannot do if his stuff is stolen), but he is not a fighter
and doubts he can overpower the PC, so he doesn't resist,
knowing he can call the guards later, and hopefully get his
things back that way.
Things to keep in mind:
- Since most people have their first motivation as 'stay
alive' it ought to be rare for fights to the death to
happen. In the event someone thinks they will lose they will
try to escape or surrender. Killing someone outright would
probably be rare (a good roll on damage). Of course, if the
players become known for abusing/killing prisoners they may
find people don't surrender as often. In general, the only
people who should be willing to fight to the death are
fanatics or highly trained and reliable military personnel.
- One thing that _must_ be included in each character's
personality is his likes/dislikes. The list doesn't have to
be huge, but should include what types of people and things
an NPC likes or hates. Don't be afraid to create the
occasional racist character, or old war vet who refuses to
trust anyone who is from the nation he spent his life
fighting. If players are clever, they will find out who and
what an NPC likes or hates, and try to find a way to use
this to their advantage.
- Have a few sparsely built NPCs on hand. Just a few notes
on the NPC's name, skills, personality, description, and
motivations. Try to keep it as bare bones as possible and
write it down on a 3x5 card. These are your emergency stock.
It is impossible to plan out every person in the game, and
every so often your players will start chatting up a random
person. At times like this pull out one of these cards at
random. By keeping the notes sparse you are able to easily
insert this NPC into any setting and have something ready
that doesn't seem like a cardboard cutout. Also, if the
encounter gives you an idea you can keep the NPC and jot
notes down on his card.
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Mini Santa Cthulhu
This is a mini version (5"-6") of the popular Xmas Cthulhu
we've offered in the past, just the right size for a
stocking stuffer!
Limited number available.
Screenshot:
Mini Santa Cthulhu