Roleplaying Tips Weekly E-Zine Issue #343
Maintaining An Online Game
Contents:
This Week's Tips Summarized
Maintaining An Online Game
- Plan Your Campaign
- Be Prepared For Drop-Outs
- Know Your Players
- Be Organized
- Be Flexible
Readers' Tips Summarized
- Handling Omnipotent NPCs
From: Mike Bourke
- OpenRPG
From: Nicole
- Developing Original Races And Cultures In A Fantasy World
From: Lance
D&D Complete Scoundrel by Wizards of the Coast
Fair Fights are for Suckers. In a world filled with monsters
and villains, a little deception and boldness goes a long
way. You know how to take advantage of every situation, and
you don't mind getting your hands dirty. Take the gloves
off? Ha! You never put them on. You infuriate your foes and
amaze your allies with your ingenuity, resourcefulness, and
style. For you, every new predicament is an opportunity in
disguise, and with each sweet victory your notoriety grows.
That is how legends are made.
This D&D supplement gives you everything you need to get the
drop on your foes and escape sticky situations. In addition
to new feats, spells, items, and prestige classes, Complete
Scoundrel presents new mechanics that put luck on your side
and a special system of skill tricks that allow any
character to play the part of a scoundrel. Tricky tactics
aren't just for rogues anymore.
D&D Complete Scoundrel at RPG Shop
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A Brief Word From Johnn
Would You Visit RoleplayingTips.com Forums?
I'm on the fence about installing forums at
http://www.roleplayingtips.com/
There are a few logistical challenges, such as finding
moderators, but I think a place to discuss e-zine issues,
chat about GMing, and posting tips would be great. There are
lots of forums and communities out there already though.
So, my question for you is, would you visit forums if they
were installed at http://www.roleplayingtips.com?
Thanks in advance for the feedback!
My First RPGA Event Was Fun
During the Christmas break I was able to play a character at
a local RPGA event here in Edmonton. The event was well-
organized and I was able to register and book a spot at a
table easily via e-mail.
I played a rogue in an introductory Living Greyhawk
adventure. He only survived in the end thanks to the
leniency of his captor - not by the slow wits of his player.
:) It was a lot of fun meeting new gamers and getting out to
play.
I tend to come at D&D from a campaign perspective, and I
found the RPGA system stretched my sense of disbelief a bit,
but that is more than compensated by its playability. For
example, the game table was made up of a random group of
players, and therefore so was the PC party. (How did we
meet? Why are we together? Do we trust each other?) However,
this approach means it's easy for any player to show up on
game day and join a group and get right into playing.
In addition, characters have 52 time units each game year to
spend. Depending on how each adventure plays out, time units
are spent on adventuring, studying, and training. This
ensures that, at the year level, all PCs have equal chances
for adventure and development. Treasure gained is converted
into gold that PCs can spend between sessions purchasing
magic and equipment at book prices. These rules make drop-in
play and overall Living Greyhawk timeline management easy
and fair. They also help keep PCs consistent and equal to
their peers over time.
If you are wanting to play RPGs, I highly recommend finding
your local RPGA group and giving it a try! Here's the
Edmonton group's website.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Ptolus Premium Vinyl Map
A deluxe, full-color 32" x 48" map of Monte Cook's new
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allow wall-hanging, this product is truly a premium item,
unique in the roleplaying game industry.
Ptolus Premium Vinyl Map at RPG Shop
Return to Contents
Maintaining An Online Game
A guest article by Leslie Holm
Senior Editor, RPG Gateway
If you've decided to run an online RPG, the main thing you
need in your arsenal is dedication. You will get bored. You
will get irritated with your players. You will get
frustrated by lack of response.
So why bother? Because when everything is going right, when
your players are excited and posting daily, when development
is at its peak, running an online game is thrilling.
Here are a few tips I've picked up over the years on how to
be dedicated and keep a game running.
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1. Plan Your Campaign
Sounds simple, right? Every GM plans his campaign, at least
to some extent. You will find, however, you need a detailed
campaign when you are running an online game. My theory is
that the time between posts allows the players to be more
creative, curious, and inevitably, thwart the GM who isn't
totally prepared.
In a tabletop game, players can, for the most part, be
guided and heavily influenced. Things move quickly, and you
can give them just what information you want them to have
and move them along.
Online, the players are going to come up with questions
about everything. Players in my PBeM want a description of
every shop they enter when they make a trip to town. They
want names of shopkeepers and folks they might meet on the
street. They want to know if the temple is on the west side
of town, and the docks on the south side.
Know your setting. Use generators if you need to - town,
NPC, whatever - but be prepared to answer lots of questions.
I recommend using a published setting that you are familiar
with to make your job easier. If you are using your own
world, make sure it's complete before you begin; right down
to the garderobes in the castle.
You should also be planning your second adventure while
running your first. During current adventure, you should be
dropping clues to other exciting things they can do when
they complete their goals. That way you can have a week or
two break, and start right back up.
Offering a choice of adventures is always a good idea. For
example, they could have heard of a gang of thieves
operating in a town they visit, one of the orphaned
characters (there are always orphaned characters) could have
learned something about their family they want to follow up,
or they may have heard of mysterious and dangerous things
happening at a temple nearby. Then, let the players discuss
their options and decide what they want to do. They will
participate more eagerly if they think they are the masters
of their own fate.
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2. Be Prepared For Drop-Outs
If you lose your only cleric because his player just went
back to school, and doesn't have enough time to play
anymore, it leaves the rest of the party in fairly dire
straights. I generally start my adventure with 8 to 10
players, knowing that one or two will drop out in the first
few weeks for any of a number of reasons, ranging from not
liking my game to illness. Since a PBeM usually runs at
least a year, you will lose more players along the way.
- Allow lurkers in your game. This almost guarantees you
have a person familiar with the story, and possibly eager to
jump in, who can take over the defunct character or create a
new one in the class you need.
- Always advertise. If your party drops down to just a
couple of players who want to continue, and you have no one
to fill in, advertise quickly. In your ad, emphasize you
have a long-standing game - players often prefer to join a
game they know will stick around as opposed to a brand new
game of unknown quality.
When you don't need players, keep a list of interested people
can help when membership gets lean. Put and ad in your e-
mail and forums signatures, keep your open ads fresh and up
to date at various forums.
- Edit logs and post them regularly. Edit a version of your
logs for public consumption and reference. These logs give
interested players a taste, or help generate interest in
prospective players. Party members will find the abbreviated
version good for reference and catching up after missing
sessions as well.
- Maintain a contact list. Record names and e-mails in an
address book or file so you have a quick and easy way to
find contact info when you need it. Record recruitment site
addresses as well. Keep a separate section for players who
are potential invitees or replacements. When a current
player drops-out, send out invitation e-mails and post at
your flagged recruitment sites.
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3. Know Your Players
Don't accept the first submission you get. When you
advertise, it's wise to explain you are starting a new game,
and that character creation will take several weeks. This
gives you time to get decent samples of writing - many DMs
require a background of 1,000 words or more. If your
applicant can't be bothered to use spell check, or good
grammar, chances are he/she won't be bothering to post
regularly either.
You also need to lay firm ground rules with regards to
posting - what you expect from each player. It is not too
much to expect they will post twice weekly, and that they
will give you a reasonably long post - not a sentence or
two. Their cooperation during the character creation process
should give you a good idea of how they will post.
For example, in a game I am joining now, my GM has written
me 6 times in 3 days, and I've answered promptly each time.
Hopefully this indicates to him that I am cooperative,
responsive and prompt, and that's what you need to look for
in a player.
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4. Be Organized
For some reason, in online games, we don't always take the
same care to stay organized as we would in a tabletop game.
In a tabletop game, we have everything written down, and we
have notes, charts, and maps to refer to. In an online game,
you often make an off the cuff post, and if you don't keep
notes on it, you could be in trouble later. Sure, you can go
back and search messages for whatever you've forgotten, but
that could be time-consuming. I have a friend whose game has
been running since April of 2004, and currently has 5,610
messages. In a well-run PBeM, plan on between 200 and 500
messages a month.
There are programs to help you stay organized, such as DM
Buddy and DM Genie. Some are free; others are downloadable
for a small fee. If you would prefer to do it yourself, I
recommend using Microsoft Excel or OpenOffice Calc.
I use one file with many worksheets:
- One sheet lists every NPC I mention, with description,
place met, and any notes that might come up later.
- Each town they visit gets its own worksheet. In it, I
record each place they visit, who they met there, what they
did, and any notes needed.
- One sheet is a game time calendar - day one, they visited
a town, bought equipment, slept at an inn. Day two was spent
on the road, and so on.
- Each player has a sheet where I have pertinent information
recorded. This includes stats, bonuses, spells, skills,
feats and anything else I think I might need at my
fingertips.
Now I have one file to open whenever I am posting, and I can
find whatever information I need quickly.
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5. Be Flexible
Okay, you've done everything right. You've planned your
campaign down to the color of the hair on the barmaid in the
first tavern they visited. You've got great players who can
spell and write short stories for their posts. You're
organized and you've kept copious notes. Still, for some
reason, your game has stalled. Players aren't posting
promptly anymore and it feels like lethargy has descended on
everyone. This is where most games fall by the wayside.
First, decide if you still have enthusiasm for the game. The
GM falling prey to boredom is the foremost reason players
lose interest. If you are still gung-ho, and you think your
players can be salvaged, then it's time to be flexible and
shake things up.
One thing you might do is announce a hiatus. During
this time, review your game. What has caused it
to bog down?
- Think about each player. Sometimes you'll find it's just
one player, and speaking to him about it, or removing him,
will solve the problem.
- Analyze your own posts. Have they become lackadaisical and
unexciting? If so, stop thinking about your game. Read
books, watch movies, play other games, such as computer or
board games. After a week or three look at your game again -
hopefully your enthusiasm will have returned.
- Shake things up. Unless you are in the middle of a dungeon
or a huge combat scene, (and rarely does a stall happen in
these circumstances) take a different direction. If your
creativity is in a lull, pick up a module or download one of
the millions of free adventures on the web and fit it into
your campaign. I think you'll find a whole new set of
circumstances will boost everyone's morale.
- New blood. Bring in a new player or two. The excitement a
new player brings to the game might be infectious!
If nothing has worked, and you want to continue, then just
plug away at it. Increase posting frequency, do more to get
your players involved, develop the adventure or world out a
bit more, craft some NPCs and fun encounters, and hope it
all gets exciting again.
[Comment from Johnn: one thing I've done to stir up a
stalled game is present a new side-adventure out of the
blue. Sometimes a GM gets bogged down from the slow pace,
emerging complexity of the plot (causing planning
paralysis), or lack of planning time.
Find an adventure that's short, different, and captures your
interest and imagination. The adventure should be self-
contained so you can drop it in and wrap it up without
sabotaging your campaign.
I keep the old D&D module Castle Amber always on hand for
just such a bail out move. :) Other ideas are published
adventure and encounter compilations, Dungeon magazine
adventures, the intro adventure you might have in the back
of the rule book, and freebies posted at the publisher's
site.
Next time the campaign stalls and gets boring, shrink the
PCs down and drop them into a rabbit hole, or have them get
lost in mist and find a strange mansion....
More tips on GM burnout from Roleplaying Tips .
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DCC #38 Escape from Forest of Lanterns
For levels 6-8. A mysterious magic book has transported the
heroes to the Forest of Lanterns and turned them into small
children! They must find their way to the Warty Witch at the
center of the forest to escape.
DCC #38 Escape from Forest of Lanterns at RPG Shop
Readers' Tips Of The Week:
1. Handling Omnipotent NPCs
From: Mike Bourke
John de Lancie appeared as 'Q,' an ongoing character in Star
Trek: The Next Generation that transcended that series and
went on to appear in Deep Space Nine and Voyager. In the
newsstand DVD publication Star Trek: The Collector's Edition,
Part 57, he gives an in-depth interview that contains a
number of comments inadvertently applicable to a recurring
problem for GMs in most types of campaign: the handling of
Omniscient, Omnipotent Beings.
Whether they be deities in a fantasy world or Galactus in a
superhero campaign, these gems can be useful to just about
every GM out there. The following is a carefully chosen set
of extracts from the article, each accompanied by a brief
discussion of how they can be applied to roleplaying.
Personality
"One of the major reasons John chose to [make] Q flamboyant
was Patrick Stewart's straight-faced performance as Captain
Picard."
Identify the major PC personality elements that the villain
is to play against. Then make the villain the exact opposite
to keep the interaction dynamic and interesting. If elements
are the same, the contrast between omnipotence and ordinary
is easily lost. This is why Blofeld was such a popular
villain in the James Bond movies - the icy, fastidious,
calculating villain contrasts against the natural
flamboyance of Bond. Similarly, whenever Moriarty was on the
scene, Arthur Conan Doyle always played up the more
eccentric aspects of Sherlock Holmes just a little.
Create Contrast
Contrasting the manner of delivery with the content of
dialogue is a way of keeping the situation interesting but
there are limits. "...turn the sound off and you'll see the
difference between what is written and what I do. Did I
change words? No. Did I give them a spin? Yes. The script is
a blueprint, it's an indication, it is a suggestion. Like a
river, it's going in a particular direction; you can only
swim in the other direction for so long...but that doesn't
mean that there aren't a lot of curlicues that you can
explore in the process."
This is such excellent advice because it can be applied in
so many different ways - to the portrayal of a particular
character, to the progress of any given encounter or scene,
to the construction of scenarios, and to the overall flow of
a campaign from one scenario to another. It's not going too
far to suggest that each and every one of these should
contain two contrasting emotions or moods or tones or
performances.
If the primary purpose of a scene is the dry imparting of
technical information, throw in a moment of petulance or a
little comedy or whatever - even if you have to add in an
additional background NPC whose only role in the situation
is to provide a vehicle for the contrasting mood. A bumbling
assistant providing ongoing slapstick while the
distinguished scientist is trying to lecture the PCs....
Create Motives
"I think the success of playing a villain has to do with
tickling the audience with the idea that what you have to
offer has validity... There's no villain who gets up in the
morning and says 'How villainous can I be today?'... if you
play a villain and imbue him with a real sense of purpose,
... the villain in fact begins to become like an anti-hero,
and ... are not simply dismissed as obviously evil and
therefore not to be taken seriously."
Again, incredibly good advice, but for roleplaying purposes
it should be generalised a bit to say that _every_ character
should have an agenda, wish, or ambition, either big and
long-term or petty and short-term. The merchant who is
bargaining with the party over an emerald statuette is more
believable if he is late for a rendezvous with his mistress,
or has just bought an expensive bottle of wine to apologise
to his wife for some angry words, or whatever. It's these
little things that add nuance and colour and life to the
character and make them individuals.
Be Whimsical
"One of the major problems with an omnipotent being is that,
since he can resolve any problem, it is difficult to create
a sense of danger or tension. This gave John another reason
to play up Q's unpredictable nature and childishness. What
you play is, 'I'm not going to help you, because what I
really want to do today is...cooking."
To maintain PC interest in a situation where there's an
omnipotent being available is to make dealing with that
being more trouble than it's worth. If a character _knows_
that they can fix any situation with a snap of their
fingers, they have absolutely no incentive _not_ to wait
until the last possible moment.
Individuals have no more significance than pieces on a chess
board, and if any happen to be lost, new ones can be created
with that same finger-snap. Capriciousness, pettiness, and
childishness are often used in their negative senses with
such super-beings. What John has identified here is the
value of playing to the positive aspects of those attributes
as well. Think of the Younger God in David Eddings' Tamuli
trilogy who likes a sunset he's made so much that he decides
to keep it in his studio.
There's a lot more in the interview, but those four items
are the only ones directly relevant to roleplaying -
although they are so insightful they are well worth bringing
to the attention of the audience of Roleplaying Tips.
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2. OpenRPG
From: Nicole
Rather than using AIM, use OpenRPG. It takes the AIM
chatroom to another level, adding die rolling and maps,
among other things. There are plugins available for things
like keeping track of initiative for various game systems.
The application is system-generic, meaning you can easily
adapt it to any system you can think of or make up. Also,
it's open-source and freely available, having been coded by
volunteer gaming programmers. It can be a tad buggy
sometimes, but those moments are usually rare, and the
experience is worth it.
If you ask me, for long-distance gaming, nothing beats
OpenRPG.
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3. Developing Original Races And Cultures In A Fantasy World
From: Lance
Not too long ago a friend of mine designed his own campaign
world. He added two races to the usual D&D lineup. The first
was a society of bipedal cats that had the society and
culture of feudal Japan; the second were bipedal wolves that
had the society and culture of Romany gypsies. Upon looking
around I realized that most campaigns, and even the D&D core
books, created new races and nations by comparing them to
societies that exist in real life or that are a part of
established fiction (most notably J.R.R. Tolkien).
My friend is not uncreative. He has designed campaign worlds
with very unusual societies and cultures, but then he has to
spend a good deal of game time introducing these concepts to
the players. Think of the Kender from Dragonlance. This was
a vibrant and interesting race, so well designed that in the
3rd Edition D&D books a halfling is a Kender, not the Hobbit
from Tolkien that was in 1st Edition D&D. However, it
required the Dragonlance fiction series to bring this new
race into the mind of the average gamer. The trick then is
to create a new and interesting race or nation that can be
conveyed quickly and easily to the average gamer.
The good news is this can be done in three easy steps:
- Society
- Culture
- Location
Rather than give the new race or nation the society and
culture of a known people, give them a society of one well-
known community and the culture of a different community.
Then decide what kind of area they live in. This requires
three quick definitions.
- Society is how a race or nation organizes itself. This
includes government, economy, and social hierarchy. In
Feudal Japan, it is the whole feudal system of samurai
following the will of the emperor.
- Culture is the art, technology, magic, clothing, beliefs
and religion of a people. In Feudal Japan, this includes
both the artistic side of samurai composing poetry as well
as their belief in intense isolationism and the superiority
of the Japanese race. It also includes technological
advances such as the Katana and gunpowder, the style in
which the buildings are crafted, and a divine magic system
that hinges on non-aggression.
- Location is where the community resides geographically and
can influence both society and culture. In Japan, this is a
large isolated chain of islands. Put the Japanese culture in
the Arabian Desert and it will turn out differently - it
will destroy the isolationism of Japanese culture, their
dependence on rice as a crop, and most likely the armor they
wear.
Take two nations from real life or races/nations from your
favorite book or TV show. Take the society of one and the
culture of another and mix them together. Place them into a
geographic area of your world and check to see if that
changes anything. Stir, simmer a few minutes, and serve.
For example:
Society: The Vikings. The Vikings are farmers that supplant
their means with overseas raiding. Jarls and Kings are
decided by popular vote of all men that own ships. They
fight in shield wall formations that are devastating to
troops who are less organized in combat.
Culture: Ancient Egypt. The Egyptians are a deeply religious
people whose beliefs follow the pantheon of Ra and are
deeply involved with death and the afterlife. Art and
culture are important but usually put to religious purposes,
which includes the building of monuments. Clothing is
usually brief due to the heat of the region.
Location: A jungle kingdom on a Mediterranean-like sea.
The Result: The Jool people are much feared throughout the
Sunlight Sea. Their war triremes (ships) sail throughout the
sea disgorging throngs of half-naked warriors wielding
Kopesh swords and shields. Spoils are returned to their
jungle kingdom where they are used to erect grand pyramids
and sphinxes in honor of their deities.
This system has worked great for me producing races and
nations the players can immediately identify with yet are
unique and exciting. When choosing your base peoples be sure
to choose ones familiar to the players. Historically well-
known ones, such as the Egyptians, Romans, Medieval Europe,
and Native Americans are all good choices. Don't choose the
Maya if your players don't know much about them.
What you choose from TV and fiction should depend on what
your group is interested in. Some well-known examples are
Klingons, Wookies, Hobbits, Predators (from the movie
Predator), Morlocks, Mimbari, and the Dragonriders of Pern.
Trying crafting your own mixes of society, culture, and
location and soon your players will be adventuring in a
Greek-like city state ruled by screaming, leaping priests,
and facing stone age goblins who are breeding bigger and
stronger every generation thanks to their Nietzschean
upbringing.
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Wounds, Bruises, and Blood: A Rules Option
Sure, it's an easy matter to keep track of hit points. Sword
stabs for 3 points of damage and character's hit point total
is reduced by 3. Sword stabs again for 5 points of damage
and hit point total is reduced by 5. And on and on until the
character either is healed or reduced to 0 hit points. This
is a perfectly acceptable system and one that needs no
changes to work.
But let's say you're looking to run a low fantasy, gritty,
violent game. Let's say you're looking for wounds that
bleed.
Wounds, Bruises, and Blood, by Philip Reed, presents an
optional system in which not only is hit point damage
tracked but each individual wound is tracked. That sword
stab for 3 points of damage now has a chance of bleeding if
it isn't properly cared for and, even if bandaged, there's a
chance that the stress of combat will re-open the wound at a
later time.
Additionally, under this system magic damage -- if uncared
for -- continues to eat away at the target for hours after
the attack and bludgeoning attacks can cause disfiguring
bruises and potential loss of strength and flexibility to
battered and broken bones.
And healing is no longer a "heal hit points and move on"
process. Under this system, each wound heals separately -- a
truly deep gash, for example, may require days or even weeks
to heal.
With "Optional Options" scattered throughout this PDF, DMs
can tweak and customize the system to suit their needs.
Overall, though, the system is fast to use and adds only
minimal record keeping to the game.
Wounds, Bruises, and Blood: A Rules Option at RPG Now