Roleplaying Tips Weekly E-Zine Issue #345
Scenario and Campaign Arc Building Tips, Part 1
Contents:
This Week's Tips Summarized
Scenario and Campaign Arc Building Tips, Part 1
- Start With A Scenario Idea
- Twist The Tale
- The Stimulator, The Foil, The Detective, And The Driver
- Revelations Occur One Step At A Time
- Every PC Should Contribute
- NPC Reactions
- Roadblocks Are Inevitable
- Every Problem Has A Solution
Readers' Tips Summarized
- Use D&D Collectible Mini Pics For Tokens
- Tips For GMing With Fantasy Grounds
- Use FreeMind For SRD Import
- Gritty Fantasy With The Black Company RPG
- Campaign Ideas Survey Example
Roleplaying Tips GM Encyclopedia
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A Brief Word From Johnn
MyInfo Requesting RPG Feature Requests
The developer of MyInfo is right now crafting a roadmap for
the next version of their organization software. They would
like to know if you have any feature requests that would
help you GM better or be a better-organized GM.
For example, I'm going to request some graphics features for
mapping and running adventures. You can already paste
graphics easily into MyInfo, such as maps. I would like to
be able to add on top of pasted graphics linked hotzones,
mouseover notes, and basic drawing tools so that maps can be
interactive, labeled, and linked to documents (i.e.
encounter notes) and such.
If you have any feature requests, send them in and I'll
forward the whole batch in a couple of weeks to the
developer.
ICON March 24 & 25
ICON is a virtual game table convention being held online
March 24 & 25. If you would like to check out Virtual Gaming
Table applications such as Fantasy Grounds, MapTool,
Battlegrounds, Klooge.Werks, and others out there, now's
your chance. For info, visit:
iconvention.org/
Thanks for Jason Sandeman for letting me know about this.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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D&D Compleat Encounter: Terror in the Chamber of Pain
Twisted and depraved beyond measure, The Seeker in Shadow
wanders the planes inflicting pain and savage torture upon
his hapless victims. Now the heart of his perverted chapel,
the Chamber of Pain, beats with the blood of his newest
"guests" - and only the PCs can stop his evil once and for
all. A Compleat Encounter, scalable to any level, featuring
a depraved human torturer, his demented half-orc servant,
and a wicked torturer's table.
Terror in the Chamber of Pain at RPG Shop
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Scenario and Campaign Arc Building Tips, Part 1
Hipbone's Connected To The Thighbone:
Scenario and Campaign Arc Construction
A guest article by Mike Bourke with
co-refereeing by Blair Ramage
Last year I started co-GMing an existing campaign.
Initially, I was brought in because I had more experience
with the game system, but I soon began assisting in scenario
design. As a result, I became aware of several techniques I
had developed instinctively over a period of time. This
article is intended to describe and pass on those
techniques, and hopefully they will be of use to you in your
campaigns.
Part one this week deals with the elements of a scenario or
campaign. Next week, we assemble these elements into
scenarios, plot arcs, and campaigns.
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1. Start With A Scenario Idea
Write a succinct, one-sentence statement describing the
events or rough plot the PCs will need to deal with during
the scenario. This gives you something specific to focus on,
get inspired about, and flesh out.
Examples:
- "Mad scientist invents a weapon that destroys gravity."
- "Mischievous imps torment a small town."
- "Ships are vanishing in the Caribbean after sighting a
ghost ship".
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2. Twist The Tale
A good story has a twist of some sort. The key to twists is
the difference between initial perceptions and "reality".
Add to your one sentence scenario idea a twist.
Twist formula examples:
- A difference between what seems to be happening and what
is really going on (a plot twist)
- The difference between who seems to be responsible and the
real cause (a character twist)
- The difference between the expected outcome and the actual
consequences
State your twist in a single, succinct sentence. Examples:
- "The weapon is actually storing gravity and will
eventually form a black hole."
- "The imps are illusions to conceal an invasion of
dopplegangers."
- "The Haitian Army is capturing and refitting ships using
hallucinogenic gas to enable a coup."
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3. The Stimulator, The Foil, The Detective, And The Driver
Think of scenarios in terms of four primary functions, or
roles, the PCs need to perform:
- The Stimulator is most connected to what is apparently
going on. His job is to get the party into the scenario; he
creates a natural, PC-driven hook.
- The Foil is going to make the discoveries that uncover
what is really happening. He also has the function of
getting the PCs past any roadblocks in the plot.
- The Detective takes the discrepancies discovered by the
Foil and makes sense of them by virtue of his experience in
a realm most connected with what is really going on.
- The Driver has the determination and motivation to see
the plotline resolved.
A single PC can have multiple functions in a scenario, and
several PCs can share the same function. An analogy from the
stage is useful here. These roles should remain consistent
within each act of the play, but can swap around between
acts.
Television uses the same analogy. An extreme example that
comes to mind is Law & Order, where half the show is the
detectives and precinct, and the other half is the lawyers
and courtroom. Your scenario should not be that extreme,
because the PCs should all be involved throughout the
scenario, but it hopefully gives you the idea.
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4. Revelations Occur One Step At A Time
Map out a path of breadcrumbs to lead the PCs to the true
nature of the mess they're in. Ask yourself what are the
most likely steps for the characters to take while
investigating and resolving what is apparently going on.
Consider what the results of those steps would be if the
superficial plotline was what was really occurring, and how
the results will differ due to what is really going on
because of the plot twist.
Each time the plotline leads the PCs to a character they can
question, you need to decide what that person knows, what
they are going to lie about, and how and if the PCs are to
discover and confirm the lie.
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5. Every PC Should Contribute
Every PC should contribute something to the success or
failure of the mission. This is important. If you have
assigned the role of Foil to Character X, but Character Y is
better at the skill or ability required to fulfill the role,
then you need a complicating factor to keep character Y busy
somewhere else doing something else at that point in time.
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6. NPC Reactions
Compile a list of the NPCs you will need for plot purposes.
Each NPC should contribute something to the plot, be it a
piece of the puzzle, an introduction to the situation, a
complicating factor, or a motivation to the Driver.
Use the following questions to help pinpoint what NPCs you
need, and what or how they will contribute to the plot:
- Who knows what? (As related to the core plot.)
- Who else would be interested?
- Who else would do something about the apparent situation?
- Who might catch wind of the true situation and what would
they do about it?
- Once the PCs get involved, how will the various factions
involved react?
- Is there anyone who would complicate the situation just
because the PCs are involved?
- Who will the PCs want to interact with?
- Who will want to interact with the PCs?
It's important not to let these NPCs be walk-on/walk-off
roles if they would logically do more than that. It's also
important to make sure these NPCs don't overshadow the PCs.
You might have to devise events to get NPCs who would make
short work of the problem out of the way. Part of the
function of the Driving character is to ensure the PCs don't
just sit back and let someone else solve the problem for
them.
For each NPC, make a quick note about why they are needed in
the plotline, how the PCs are going to come into contact
with them, and how you are going to write the NPC out of the
plot (if necessary) once they have fulfilled their function.
You also need some idea of where the NPC can be found.
It's also important to have some NPCs present in the
plotline purely for comic relief if the scenario is
particularly grim.
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7. Roadblocks Are Inevitable
There are three types of roadblock that can occur in the
course of a campaign:
- Roadblocks that result from an NPC's deliberate
interference
- Roadblocks that exist to give a PC something to
contribute
- Roadblocks that result from the PCs missing or
misinterpreting a vital clue
The first type should be deliberately built into the
plotline as a result of decisions NPCs have made (as per the
NPC Reactions tip). The second type should also be built
into the scenario as a result of decisions made in previous
steps. The third type of roadblock is the one you don't
want; for every vital clue, there should be a plan B for how
the characters are to get the information.
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8. Every Problem Has A Solution
You need to give some thought to how the scenario can be
resolved. Never lock the PCs into a plot train where there
is only one outcome to a situation. If you have to, let the
bad guys win and develop a sequel scenario to set things
right.
Your players will respect you a lot more if they have to
live and die by their own decisions instead of having the
solution handed to them on a silver platter, or having the
problem resolved by a deus ex machina not of their making.
Note: It's fine to let the PCs create a situation in which a
deus ex machina solves their problems if they know that's
what they are doing, however. You hand them a problem with a
rogue god? Then the problem the PCs have is not how to beat
the god themselves, but how to release the other gods from
whatever is stopping them from solving the problem, then
step back and let nature take its course.
A lot of my scenarios are designed in the form of, "Give the
PCs a Problem. Let them solve it." The problem might be a
bad guy trying to take over the world (or the kingdom), a
corrupt official or government, a shortage of money, or
whatever. Most scenarios can be described in this way if you
try hard enough.
To make some problems challenging enough to entertain the
players, it might be necessary to introduce complicating
factors that rule out the obvious solutions. I always make
sure there is at least one solution to the problem, then
referee on the basis that where there's one solution, there
are going to be several more, and it's up to the PCs to find
a solution that satisfies them.
Automatically, there are two approaches to such situations:
the PCs can find a less-obvious solution that avoids the
complication factors, or they can find ways to overcome the
complicating factors so that the obvious answer can be
employed after all.
However, I have learned the hard way never to give the
appearance of an insoluble problem, even if this appearance
is misleading. The act of discovering the reason that the
problem isn't insoluble after all always feels like a plot
train. You have to always give the bad guys an obvious weak
spot, or their plan an obvious vulnerability, no matter how
difficult it might appear to exploit it.
Note: It's fine to have villains taking steps to overcome or
protect themselves against these weak spots and
vulnerabilities. In particular, smart villains will not
permit themselves to be overcome the same way twice (dumb
ones can keep making the same mistake over and over again,
however.)
* * *
Next week in part 2, we discuss methods for how to put all
these ingredients together to form a scenario or campaign.
Stay tuned.
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Bag-O-Dice
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 just get a bunch of dice at a
fantastic price.
Bag-O-Dice at RPG Shop
Readers' Tips Of The Week:
1. Use D&D Collectible Mini Pics For Tokens
From: Michael Lee
When using Fantasy Grounds to run virtual pen and paper
games, I craft tokens from the D&D minis pics at
Wizards.com. I make PNG versions with transparency for cast
shadows and bases.
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2. Tips For GMing With Fantasy Grounds
From: Michael Lee
I find that games often go faster using Fantasy Grounds than
in face-to-face sessions. When I DM with Fantasy Grounds, I
keep all my encounter notes offline. I do rolls offline, and
I keep encounter descriptions and dialogue on voice chat.
Everything I can do offline is kept offline.
Players only enter the character information I need, such as
detections, resistances, AC, SR, DR and HP. I ask them to
set quick buttons for attacks and certain skills. Players
still roll attacks, checks, saves, and damage in text chat.
This all amounts to the players having a hard copy of their
character sheet, and only sharing pertinent details with the
DM - sort of like an initiative card at a table game.
We use maps and tokens as you'd expect at a table game. The
story, dialogue, rules adjudication, and general goofing
around is handled through voice chat just like a table game.
It makes for a very fast and fluid game.
Initially, there will be some set-up and settings tweaks
with your voice chat software. However, once it gets going
the FG game moves faster than a regular table game, probably
because players are more focused while sitting at a
computer.
At first we tried to put everything in FG. I put all the
dialogue, boxed text, creature stats in - everything. It
just felt clunky and slow. I gradually moved FG elements
offline, then decided to approach FG from the other
direction. I thought, "what do I absolutely need to have in
FG"?
So, we only use the features of FG that we need. I'm sure
other DMs' tastes will vary. My group has been playing for
years, so it's generally accepted that as a DM I will not
cheat. Everybody is fine with DM offline rolling because the
game moves faster. We've been running a 16th level D&D
campaign. It's very fluid, and the play experience does not
lack for excitement online.
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3. Use FreeMind For SRD Import
From: Scot Newbury of Dice and Dragons
Hey Johnn,
I caught your tip about importing the SRD into MyInfo and
then pulled out my copy of FreeMind. As it would turn out,
the same version of the SRD makes for an excellent import
into FreeMind as well and it's very easy to do.
After downloading the SRD and unzipping it I opened up
FreeMind (I'm using the 0.9.0 beta 8 version) and then
clicked File -> Import -> Folder Structure.
In the dialog box that came up I selected the SRD\SRD
directory and then clicked Open. FreeMind then creates a
mapping and hyperlinks to all the files. Unfortunately, it
doesn't pull the content directly in, but it does make it
easier to find things.
Freemind is available free at:
http://freemind.sourceforge.net/wiki/index.php/Main_Page
Here's a screenshot of the result in .png and .jpg format.
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4. Gritty Fantasy With The Black Company RPG
From: Patrick
Hi Johnn,
I keep seeing mention in your weekly Roleplaying Tips
emails of how to make D&D games more low-fantasy or gritty,
particularly in relation to combat. I think the solution is
simple: adopt Black Company campaign setting rules. I
stumbled upon this campaign setting by accident through a
friend who works in a gaming store.
Here's a synopsis:
- No races. There are no races in the BCCS. Instead, they
use Backgrounds, each one granting 4 skills that become
class skills, a bonus feat, and often a 'racial' benefit.
Each level, one skill point may be added to one of those
background skills. This replaces the 4 bonus points, bonus
feat, etc. of choosing human in a standard D&D setting.
- Classes. The classes have been changed and added to,
removing all spell-like abilities and spell abilities from
classes and replacing those abilities with other abilities.
For example, the Jack-of-All-Trades class (Bard) has no
magic abilities, but gains a bonus feat every two levels.
Additionally, a JoAT gains the ability to emulate feats and
skills. Only one class has access to magic.
- No Alignment. Instead, PCs choose Allegiances, which can
be to players, societies, nations, groups, ideals, causes.
- Combat. Lots and lots of changes here:
- Damage Threshold is now Constitution + character level,
getting rid of the slow whittling away of enemies over 20
rounds and forcing players to abandon such meta-game
thinking as, "I've got 54 hit points, what's a dagger going
to do to me?"
- Grievous wounds and infection. Certain attacks can cause
grievous wounds (crits, single attacks that go over damage
threshold, etc.) causing temporary or permanent damage to a
character. Infection impacts heal times.
- Surprise. Gaining surprise has distinct advantages. Not
only do you act first, but if you land a hit against your
opponent, they automatically have to roll as per Damage
Threshold rules.
- Three kinds of combat scales: Character (standard),
Company, and Army. If your characters are involved in a war
(e.g., something like Helm's Deep), you can start with Army
scale to resolve the mass conflict, move to Company scale
(e.g., breached wall defenders), then down to Character
scale for personal exploits. Or, simply do Character scale
but resolve Army scale behind a DM's screen.
BCCS is the most intelligent and well-thought-out campaign
setting I've seen, runner-up being Iron Kingdoms. It's
perfect for a DM who wants to introduce a gritty, low-magic
game. No need to keep the setting...just take the rules and
you're still using 80% of the book. (And, it was written for
D&D 3.5 rules).
[Comment from Johnn: here's a shameless plug that'll save
you some money if you are interested in the Black Company
RPG after reading Patrick's tip. The book is currently half
price for a limited time at the Roleplaying Tips store. ]
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5. Campaign Ideas Survey Example
From: Connors
Here's a campaign survey I put together for my group. The
responses provided us with a new type of campaign. I tallied
the results and then we had a big discussion on what
everyone rated as important for the new campaign.
I felt it was important to stress the survey was for the
next campaign - not necessarily what is the best campaign
you would like to run, but what is the best campaign you
would like to do next, at this time, with this group.
Given we were previously working on a campaign that involved
very high ideals of good, it was not surprising that the
responses for a new campaign hinted at darker themes. We
ended up with a group that are working for a mob-like family
in a large fantasy city.
Campaign Ideas Survey.doc
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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