Roleplaying Tips Weekly E-Zine Issue #351
How To Craft And Use Superstitions To Enhance Your Game
Contents:
This Week's Tips Summarized
How To Craft And Use Superstitions To Enhance Your Game
- Why Use Superstitions?
- Superstition - Real Or Not?
- Design Specific Triggers
- Focus On Action-Based Superstitions
- Craft Specific Consequences
- Design Counteractions
- Statement Method For Creating Superstitions
- Superstition Stat Block
- Superstition Resources
Readers' Tips Summarized
- Scenario Writing
- Drink Coffee
- A Reader's Sample Excel Tracker
- Keeping Things Interesting
Empire of the Ghouls
Expedition to the Demonweb Pits designer Wolfgang Baur is
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earth.
This Open Design project is a 128-page campaign-adventure
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using ghouls, a wide range of original encounters, new
underdark monsters, and the plots of the Pale Emperor.
Membership is available until March 31st. Sign up today at
www.wolfgangbaur.com and join the adventure at Open
Design!
Return to Contents
A Brief Word From Johnn
Superstitious Reader Request And Giveaway
This week's issue is all about creating and using
superstitions in your games to enhance roleplaying and to
serve as a world-building tool.
If you like the idea of superstitions in your game, why
don't we post some superstition examples in a future issue?
Please e-mail your superstition ideas to
[email protected]
I'll assemble and edit your entries, and then give them back
out so all GMs can try using superstitions to enhance their
campaigns and adventures.
As a cool bonus, Mark over at Creative Mountain Games has
kindly offered 5 free copies of his Superstitions PDF. So
I'll do a random draw - one superstition entry gets you one
entry in the draw.
More info about CMG's Superstitions and a free demo
I'm looking forward to your entries to learn what PCs and
NPCs might be superstitious about!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
How To Craft And Use Superstitions To Enhance Your Game
By Johnn Four
According to Wikipedia, a superstition is the irrational
belief that future events are influenced by specific
behaviours, without having a causal relationship.
In game terms, superstitions are a fun device to add
flavour, spawn encounters, and enhance gameplay. Following
are a few tips on creating and using superstitions in your
games.
Return to Contents
1. Why Use Superstitions?
Superstitions are one of those niche, world-building ideas
that get pushed to the far end of most to do lists. However,
they are excellent GM tools because they have high impact
with little effort.
Consider these potential uses:
- Easy to GM
You can summarize the core elements of a superstition in a
short sentence. This makes it easy to read while GMing and
to incorporate into scenes on-the-fly.
While planning, a list of superstitions is quick to build
and reference, making designing with them easy.
- Game Flavour
It's the details that often bring a setting or encounter to
life. Good game flavour stirs players' imaginations and
motivates roleplay. For GMs, flavour can inspire new or
better designs, and encounters that seem rooted in the game
world and not just tacked on.
- NPC Flavour
It's sometimes a struggle to roleplay NPCs. Superstitions
provide easy and accessible roleplay material to help you GM
NPC actions, behaviour, and speech.
Whether the superstitions are real or not, if NPCs believe
in them then they'll behave or react accordingly.
Superstitions add depth to NPCs.
- Make Your World Unique
What makes one game world different than another? It's hard
to tell sometimes, so you need all the tools you can lay
your hands on to help differentiate settings.
Regions also need distinct character. When the PCs travel
from one village to the next, between kingdoms, or to new
continents, you want each place to feel alive, strange, and
new.
Superstitions create a small body of social rules that are
easy to keep in mind and GM with, but have great impact on
the flavour of a region and the feel of gameplay.
- Grist For New Game Elements
A prize in the superstition giveaway being held in this
issue is CMG's Superstitions PDF. They make a good case in
the product introduction for using superstitions to add new
elements to your games:
- "So what makes this product different and useful to you?
Aside from the flavorful superstitions, some based on real
world imaginings and others conjured up whole cloth, the
opportunity has been taken to present many Advanced or
Templated creatures, unusual Magic Items, and interesting
Spells. While the backdrop of superstition is used as a
premise to introduce and integrate these new or modified
game components, one can certainly pick and choose which
components suit your game then plug and play."
- Sprucing Up The Mundane
It's the small details that bring a game and its world to
life - animals, objects of daily living, actions of regular
folk. Keep a list of superstitions posted on your GM screen
or handy in your GM binder. Pick a superstitious event and
make it happen anytime a scene drags or feels mundane.
Conjure up a black cat to cross in front of the bar maid, or
have an owl hoot a PC's name while trudging a long a path.
Spruce up the mundane.
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2. Superstition - Real Or Not?
Fortunately for GMs, we can decide whether superstitions are
real or not in our games. Most genres give us enough leeway
to make superstitions real and binding, even if it's just
blamed on coincidence by the rational.
Before you start crafting superstitions for your campaign,
decide first whether superstitions are real. Is there a
reproducible cause and effect relationship?
This is important for a couple of reasons. If superstitions
are real, you'll want to limit their severity, or, at least,
the consequences to the PCs.
For example, if a rare superstition predicts a person's
death, that shouldn't be applied to and enacted upon a
player character. If a kobold looks cross-eyed at you and
the superstition is you become cursed with physical
weakness, the PCs should be immune - or you should increase
the challenge level of kobolds. :)
If superstitions are real, you also need to examine the
consequences to the general populace. Would it be
problematic to society? If so, craft ways the society would
avoid or cope with the superstition (a great world
development exercise), or change the superstition to be more
benign.
In addition, you need to document superstitions that have
real effects. They become new game rules you want to GM with
consistency and fairness. You'll need to communicate the new
rules to the PCs, or plan for in-game discovery as long as
the effects aren't crippling or unfair, as mentioned above.
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3. Design Specific Triggers
To make superstitions a fun and playable game element, they
need clear parameters. A critical parameter is the trigger.
How does a superstition come into effect? What must happen
so you can identify what superstition from your list applies
to any given situation, and how can you make this easy to
GM?
A trigger is an event or situation that activates a
particular superstition. Superstitions have requirements -
specific objects, circumstances, actions. These requirements
are like a recipe with a list of ingredients and
instructions. If the ingredients and instructions - the
trigger - of a particular superstition are met, then the
superstition activates.
To make it easy to remember and GM, craft triggers with just
one requirement, two at most. If you have a complex recipe,
you'll waste cycles trying to figure out if all the trigger
conditions have been met, or worse, you won't recognize a
trigger while you're busy GMing.
- Many triggers are based on our fears and worries:
- Success at finding food: hunting and gathering
- Death
- Health
- Safety
- Welfare of friends and family
- Money, wealthy, property
- Failure and success
- Some triggers are based on a lost understanding of a
process or series of steps. A middle part is missing or
forgotten, so the beginning and end points seem magical
because what happens in between is not understood or no
longer performed. Therefore, control is lost and the end
result truly is up to luck and circumstances.
For example, folks might believe a fire is coming if bats
fly into your home. That might stem from bat guano being a
spell component for Fireball, and a forgotten community past
experience of enemy war mages harvesting components for
their spells in the nearby caves and burning the village
down in the process.
- Triggers are often based on common themes:
- Animals
- Monsters
- Alcohol
- Death
- Luck (good or bad)
- Character classes
- Time, seasons, climate, weather
- Religion, gods
A great method is to pick one or two themes for a community
and craft triggers around those. This not only keeps design
focused and makes triggers easier to remember, but it leads
you to ask, Why those themes? This question creates a
natural hook for a bit history and community design. And, of
course, you can then tie this type of design into adventure
backgrounds, location possibilities, and encounter ideas.
A key benefit to creating specific triggers is portability
to rules and house rules design. A trigger needs to be a
clearly defined tangible recipe, which rules require.
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4. Focus On Action-Based Superstitions
The best triggers are action-based. RPGs are interactive.
PCs take actions, NPCs take actions. If you can match these
actions to gameplay, and then to superstitions, you've got a
great new interactive game element.
For example, http://www.oldsuperstitions.com/ lists a spider
spinning in the morning as a sign of good luck. Perhaps in
your world this equates to a +1 morale bonus for 2 hours.
PCs can now perform Spot checks for spiders as they travel,
giving players a new tactic and something action-based under
their control. This also gives you something interesting to
put in random wilderness encounters or planned encounters.
Another example, from the same website, is that playing
cards with a dog in the room causes disputes. As part of a
plan, the PCs might put a dog in a card room for just this
effect, assuming superstitions are real. Alternatively,
superstitions might not be real, but such a tactic could be
used to throw off NPC card players.
Superstitions based on passive circumstances, things out of
player or NPC control, are workable as well. The downside is
you need to monitor the environment a bit more closely to
catch any potential triggers.
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5. Craft Specific Consequences
Along with a trigger, you need to craft a consequence for
each superstition. Map out a specific rule, guideline, or
effect. What happens when the trigger condition is met?
Keep consequences small in scale to protect game balance.
Also think about what the players will do if the
superstition is under their control. Can the effects be
abused? Will everyone start spending hours at dawn searching
for spiders and other triggers to buff up on bonuses?
You can mitigate abuse by increasing the time between
trigger and effect. Spotting a spider spinning a web brings
good luck at some point during the day (perhaps the next
time a player rolls doubles).
You can also manage balance with vague definitions of
effects, though being specific is often best. "Spotting a
spider spinning a web in the morning brings some kind of
good luck (GM's pick)."
As with the ephemeral rules of magic, you might make some
global rules for superstitions to better manage
consequences. For example, you might rule that superstitions
can only be triggered by accident or happenstance, and can't
be deliberately engineered.
Regardless of your approach, it's important for players to
learn about the consequences of superstitions to make
superstitions a fun game element instead of useless trivia.
Create Encounters
When designing consequences, try to craft a small number of
superstitions that result in encounters. Examples:
- Dealing with reactions of NPCs who witnessed the trigger
- Presenting a puzzle or clue
- A critter or NPC is summoned - combat or roleplay
- A spell-like effect manifests
- An extreme environmental effect endangers PCs or others
These superstition encounters give you a tool to use for:
- Stalling (need time to think or to eat up the last 15
minutes of a session?)
- Distracting PCs
- Using up PC resources (are they too strong for the
upcoming encounter?)
- Pacing (game slowing down or energy levels low?)
- Variation (need a combat to break things up?)
For example, some adventurers believe stepping on a green
mushroom means treasure is nearby. You decide whether this
is true or not, but curious PCs might choose to stop and
investigate the area, which might lead to an unrelated
encounter, or to actual treasure - and its guardian.
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6. Design Counteractions
Superstitions might feel too much like GM fiat, especially
if they bring bad consequences. To mitigate this, build
counteractions PCs and NPCs can take to prevent or undo the
consequences of a triggered superstition.
Counteractions take the form of instructions - what should
you do when a certain superstition is triggered? Examples:
- Draw a symbol (in the air, on the ground, on paper)
- Bury something
- Kiss, rub, or brandish a lucky charm
- Utter a saying or phrase (perhaps a certain number of
times)
- Pour or throw something
You might consider a passive counteraction. A superstition
requires some form of inaction. Examples:
- Avoid the number 13 in buildings
- Don't spill salt
- Don't pull the dragon's tail
- Don't change a horse's name
These things aren't interactive and not as fun for the PCs.
However, they are excellent world-building devices for
adding flavour to societies, day-to-day life, and
roleplaying.
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7. Statement Method For Creating Superstitions
Fill in these statements with a variety of triggers and
consequences:
- Don't do [this] or else [this] will happen.
- A [thing/animal/item] in the [place/time/situation] will _____.
- If you spot [this] then [this] will occur.
- [This] is a sign of [this].
- Never do [this] or it will result in [this].
- If [this] happens, do [this] or else suffer from [this].
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8. Superstition Stat Block
Here is a stat block to serve as a design checklist and to
help you standardize your game notes and world development:
1) Power level
2) Frequency
3) Trigger
4) Consequences
5) Prevention
6) Counteraction
Power Level
First decide if the superstition is weak, average, tough, or
powerful. This serves as a rough creation guideline to help
you determine the severity or benefit of the consequences,
and the nature of the trigger.
For example, a death or infertility related superstition
would have a rating of powerful, a botched performance
average, an itch to travel weak.
In addition, power level lets you quickly scan your
superstition list and assess potential game consequences and
campaign balance. If you need a minor superstition to dress
up an encounter, look for one that's weak. If you have a lot
of powerful superstitions, consider adjusting a few to have
weaker consequences.
Frequency
This is another good decision to make before fleshing out a
superstition. How often do you want a superstition
triggered?
In addition, more powerful superstitions should have lower
frequency to preserve game balance.
Trigger
How is the superstition triggered? How many triggers are
required? Is there a specific order in the case of multiple
triggers?
Consequences
What happens when the superstition is triggered? Is there a
specific timeframe?
Prevention
What should one do, or not do, to prevent a superstition
from triggering? Not all superstitions will have possible
preventative measures.
Counteraction
What should one do to counter the consequences of a
triggered superstition?
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9. Superstition Resources
* * *
Hopefully you found these tips inspirational for using
superstitions in your games. If so, don't forget about the
giveaway - send in your superstition ideas for a chance to
win the Superstitions Book in PDF format, and to help your
fellow GMs with ideas and examples.
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[Johnn: Mini Review: I purchased this book last week. Lots
of magic items, as expected. :) However, I didn't expect
each item to come with a detailed stat block, which will
make GMing them even easier.
Also, there's a full chapter devoted to identifying,
creating, activating, buying and selling magic items, and
more - an unexpected boon for GMs where I was just expecting
a bunch of new magic items. Lots and lots of art detailing
item look and feel too. Good job.
If you have any questions about the book, feel free to e-
mail me.]
Readers' Tips Of The Week:
1. Scenario Writing
From: Soylent Green via the GMMastery List
I'm looking for suggestions about how to write and prepare
an adventure. I personally don't like running (or playing)
adventures that are linear, but if I am just winging it the
resulting scenes are often unimaginative and predictable.
So, I am looking to find something in-between.
Though I am more interested in methods to structure ideas
rather than actual adventure ideas, I thought it might be
helpful to start with a concrete example from a supers game.
The adventure is a one-off, there is no existing campaign
world to fall back on, nor do I know the background and
personalities of the characters (beyond the basic assumption
that all superheroes fight to right wrongs).
The premise is that a new supervillain in town, called Madam
Mask, is stealing faces of celebrities and supermodels and
holding them for ransom. Of course, the heroes won't know
all that to start with.
I figured the adventure could kick off at a beauty pageant
where the heroes have been invited to be on the judges'
panel. During the event, some of MM's henchmen will use the
Face Stealing Device(tm) on the contestants, which will draw
the heroes into the fray.
The heroes might succeed in capturing the henchmen and the
device, or they might fail. Either way, once this initial
sequence is down, the initiative is in players' hands. They
have a mystery to solve, a villain to track, and any number
of ways doing that.
So how do I prepare the rest of the adventure?
- One thing I can do is try to list things that are likely
to come up. For instance:
- The face stealing device - If the heroes manage to capture
this in the opening scene they will probably want to study
it. So, I can prepare that and understand how it works and
how it was made (could be a good way to introduce a
secondary villain).
- MM's hideout - At some point, the heroes should hopefully
track MM down. So, I can prepare that. I am thinking it
might be a yacht.
- The henchmen - There is a good chance some henchmen might
be captured in the initial scene. At the moment, I am
thinking the henchmen will be trained apes with jet packs
and machine guns, so probably not much good for
interrogating, but it's something I can prepare for.
- I can also make a list of things I can introduce to move
things along if they stall:
- Ransom - MM will send the cosmetics company who sponsored
the beauty queen a ransom demand. So, I can prepare an
exchange scene, think in advance of a cool place to make the
exchange, etc.
- Another victim - MM can strike again. As this is not an
ongoing campaign, filling game time till MM next strikes
might be too slow and awkward. Maybe the beauty pageant is
not the first victim. The real first victim did not want to
come forward till now, perhaps because she was embarrassed
or afraid.
Anyway, you get the gist of it.
My question is how do you guys write your own adventures
without actually "writing" it?
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2. Drink Coffee
From: Victor
A trick I've found to running more entertaining and engaging
games is to be sure to drink something caffeinated before I
start playing. It helps keep me awake and focused on the
game at hand.
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3. A Reader's Sample Excel Tracker
From: Mark Sanderson
Hi Johnn,
Wanted to share my enthusiasm for a recently discovered and
now invaluable playing aid - Excel.
No more lost notes scribbled on a pad, no more re-drafting
character sheets when up-levelling, and no more counting out
on fingers what AC I've hit, or what damage I've done, nor
even having to struggle over working out how to split copper
and silver when divvying up treasure.
I must admit to being a fighter type. Excel probably
benefits them more than other classes.
First off I created my character sheet in Excel. Then I did
a formula table for weapons. Now, if I change the single
THACO value, the table automatically works out all the other
values.
After agreeing with the DM that I could do average rolled
damage + bonuses on every hit, I did a weapon damage table.
Any changed value for damage automatically updates all
values for that and similar weapon types.
Keeping raw detail and adding notes to cells as required
means the longer the character is played the less reference
is required to the Player's Handbook.
Then it was treasure headaches: how much do we get, how many
gold does 2000 silver equate to, and so on. Another table
whipped up in Excel and the party knows exactly how much
they are worth at any given time. Magic is a different
matter of course. :o)
Being a fighter isn't much fun when you have to spend more
time working out die rolls than actually swinging the sword.
My initiatives have gone down from 3-5 minutes to as short
as one minute. All I have to do now is roll D20s and kill
things, I don't know how I managed without it.
Here's an example Excel file.
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4. Keeping Things Interesting
From: Michelle Travis
Dear Johnn,
Just wanted to pass along kudos to you and the other folks
who contribute for sending me lots of good ideas! As a
somewhat-novice GM, I'm still learning how to keep things
interesting, fun, and intriguing for my players, and I look
forward to getting the e-zine in my e-mail each week!
The GM burnout thing hit home for me because I currently run
a game with six players in it (seven if you include my NPC)
usually right after I get home from working all day on
Saturday. Sometimes I come home and I want to chase them out
of my house, so my husband stepped up to the plate and is
starting to run a Champions game that I can either choose to
join in or sit out as I see fit.
For my 7th Sea game, I tried to spice things up the
following ways:
- I gave all of my players a questionnaire asking them what
kind of game they wanted to be in, how their characters felt
about "current political issues" in the game (along with
their opinions of their own ruling monarchs), etc. It helped
cement their feelings about things and gave them a sense of
their own characters.
- Mood music is prevalent in my game (in fact, 90% of my
game was based around different pieces of soundtrack music).
Nothing sets the mood for my game faster than my players
hearing the opening theme to "1492: Conquest of Paradise"
(which is the unofficial group theme song, bombastic and
heroic).
The music that helps inspire scenario ideas or that I use to
solidify a feeling I am going for in the game, in rough
order of use (plus the scenario title):
- Der Name der Rose - Main Titles [scenario: Honour is My
Guide]
- The Lion King - To Die For [scenario: Secret Agendas]
- Braveheart - Revenge [scenario: The Court of the
O'Bannon]
- Doctor Who: The Curse of Fenric - Evil from the Dawn of
Time [scenario: Alekto's Ghost]
- 1492: Conquest of Paradise - Monastery at La Rabida
[scenario: Knight versus Knight]
- The Truman Show - A New Life [scenario: Wanderers of the
Waves]
- The Princess Bride - Once Upon a Time/Storybook Love
[scenario: High Society]
- Quest for Glory V - Dance of Mystery and Intrigue
[scenario: The Greatest Lover in Theah]
- Quest for Glory V - The Rite of Justice [scenario: A
Long-Awaited Duel]
- Indiana Jones and the Last Crusade - Scherzo for
Motorcycle and Orchestra [scenario: A Night at the Opera]
- Indiana Jones and the Last Crusade - Escape from Venice
[scenario: Days of Wine and Roses]
- The Princess Bride - The Friends' Song [scenario: ...
But Never Noble Memory]
- 1492: Conquest of Paradise - Conquest of Paradise
[scenario: Destiny Has No Secrets]
- The Mask of Zorro - Stealing the Map [scenario: Las
Munecas Rotas]
- The Truman Show - Truman Sets Sail
[scenario: La Familia]
- Glory - The Whipping [scenario: Blood of the Martyrs]
- 1492: Conquest of Paradise - Hispanola [scenario:
Sanctuary]
- 1492: Conquest of Paradise - Light and Shadow [scenario:
Dying for the Faith]
- Gladiator - Sorrow [scenario: Dying for the Faith,
Part II]
- The Hunt for Red October - Putin's Death [scenario:
Dance of the Fireflies]
- The Shadow - The Hotel [scenario: Alekto's Ghost]
- The Truman Show - Underground/Storm [scenario: Time's
Tapestry]
- The World is Not Enough - Pipeline [scenario: Running
Out of Time]
- Dark City - You Have the Power [scenario: The World is
Unmade]
- Shrek - Transformation/The End [scenario: Free to Die at
Last]
- Vampire Hunter D: Bloodlust - Charlotte's Love
[scenario: I Could Not Save Her]
- The Last Unicorn - Haggard's Unicorns [scenario: One
Man's Honor]
- Quest for Glory IV - The Rusalka [scenario:
Rusalka]
- Hook - You are the Pan [scenario: Immortal Love]
- Shrek - I Object [scenario: Punishable by Death]
- Gladiator - The Might of Rome [scenario: Into the
Heathen Lands]
- Romeo and Juliet - Escape from Mantua [scenario: Race
Across the Desert Sands]
- There are many, many more...
- I encourage in-character stuff, even if it doesn't
directly relate to immediate action. To relieve the tension
and boredom of a long sea voyage, three of my PCs (a knight,
a courtesan, and the courtesan's sister/bodyguard) decided
to play matchmaker between a fourth PC (another knight) and
a lovely NPC lady. They just happened to notice him staring
longingly at the lady in question, and immediately launched
a romantic story arc the likes of which I have never seen in
a game before. "The course of true love never did run
smooth...."
- I take full advantage of any and all backgrounds,
advantages, and arcana (personality traits) that my players
have. The group tally includes: Hot-headed, Lecherous,
Righteous, Loyal (not an advantageous thing to have),
Reckless, Envious, Lost Love, True Identity, Hunted, and so
on.
Even their skills make for great storylines. Their
backstories keep showing up, just when they think they have
left their painful/embarrassing/secret pasts behind...
mwahahaha.
- My group collects enemies, friends, and weird people like
Imelda Marcos collects shoes. They just can't help rubbing
people the wrong way sometimes. And of course, a simple
scolding won't do for retribution...nope. And then when one
person gets in trouble, the other six get involved in it
too.
Return to Contents
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