Roleplaying Tips Weekly E-Zine Issue #356
Inspiration For Your Games: Superstition Contest Entries
Contents:
This Week's Tips Summarized
Inspiration For Your Games: Superstition Contest Entries
- List Of Quick Superstitions
- Superstition Generator
- The Value Of Lore
- Adventurer Rituals
Readers' Tips Summarized
- Chaotic Good Game Room
- Resume Mid-Combat With Digital Pics
- Scenario Writing - Plan Events Not Locations
- Flowchart Your Adventures
RIFTS: D-Bees of North America
A dozen freelancers contributed to create a book with 30+
new D-Bees along with updated stats and information on 60+
D-Bees of North America collected from other Rifts World
Books.
This is a handy reference for players (especially those
looking to play a particular D-Bee) and Game Masters.
- 35 new D-Bees, around 100 in all
- All new artwork
- Cover painting by Dave Dorman
- Written by Kevin Siembieda and others
- 192 pages
RIFTS: D-Bees of North America at RPG Shop
Return to Contents
A Brief Word From Johnn
A Brief Word From Johnn
Munchkin A Good Game
We've been playing the game Munchkin during lunches at work,
and it's pretty fun. Funny too. Through cards you draw each
turn, you build up your character, try to set-back the other
players, fend off attacks, curses, and other threats, and be
the first to achieve a certain character level. If you are
looking for a casual game, you should check this one out.
Tip & Topic Requests?
A reader wrote me last week and said the content quality of
recent issues was down. First off, thanks for the feedback
T. - it's always appreciated.
Second, the comments were a bit vague and I could use more
information:
I feel a key part of the quality equation is the type of
topics covered. If they are relevant to you, you'll find
them more valuable. So, this is a general callout to see if
any of you have tip topic requests.
Quick Correction
As pointed out by Peter G., the opening paragraph in last
week's article mentioned the contest entry tips provided
were last but least. Oops. That should have been last but
not least. :)
Get some gaming done this week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Dungeonscape
Welcome to the Dungeon! This D&D supplement presents a new
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build deadly snares to catch the unwary.
For players, the factotum class is a cunning wanderer, a
jack-of-all-trades who can cope with anything the dungeon
throws at him. New equipment, feats, and prestige classes
give adventurers the tools they need to survive the dark
beneath the earth.
$26.96 + 5% cash back
Dungeonscape at RPG Shop
Return to Contents
Inspiration For Your Games: Superstition Contest Entries
Recently, I ran a giveaway where gamers could win a prize
for writing in with ideas for in-game superstitions. Here
are most of the entries. Hopefully you can use them for
ideas and inspiration, in-game flavor, plot hooks, and
encounter seeds. Thanks again to everyone who entered. Stay
tuned for more contests in upcoming issues.
Return to Contents
1. List Of Quick Superstitions
- Children conceived (or born) on a holy day are said to be
closer to the appropriate god(s), especially those deities
of plenty or life. They often become priests or saints.
- Council tables always leave one empty chair at the head of
the table in honor of the gods. It is a symbolic invitation
for them to sit in judgement over all that transpires.
- Eating or drinking within sight of the dead is inviting
the corpse to rise at a later date to seek nourishment
itself.
- Sunrods are made with real sun!
- Letting a platinum piece touch the ground means you'll be
poor for 8 years thereafter.
- It's much easier to hit a target if you scratch it first
with the arrow, bolt or bullet that you intend to shoot it
with.
- Garments or items woven from one's own swaddling clothes
or baby blanket are said to ensure longer life when worn as
an adult. This comes from a time when infant mortality was
common and any child that lived long enough to become an
adult was already blessed. Many people wear colorful
bracelets or necklaces woven from parts of their infant
clothes.
- Leaving a bedroom window open on the night of the new moon
(or full moon) is an invitation for fairy visits.
- Saying a greater being's (god/whatever) name gives it the
ability to hear, appear, or act upon events within 100 feet
of the speaker. Careful who you call upon and what you say
about them.
- Inflicting harm to priests on holy ground is asking for
their god(s) wrath.
- Being hit by bird droppings is lucky.
- If you ever find yourself in the presence of a god,
looking it in the eyes will blind you.
- Wearing red hats on Tuesday is bad luck/good luck.
- The blood of a vampire will slow the aging process.
- Werewolf teeth are good luck.
- Ground up unicorn horn increases the effectiveness of
spells.
- If you leave your tooth under your pillow, the tooth troll
will leave you coppers.
- When a full moon looks blue, stay inside because _they_
are coming.
- On harvest-tide eve the recently dead walk the earth
calling upon friends and laying enemies low. Give out
candies to children dressed up at your door.
- Sometimes, when a person does something horrific or when
there is so much suffering the world itself feels sorrow,
the fog will come and take the person away - no one knows
where.
- Bringing women/men/type of animal on a ship is bad luck.
- If you sail beyond sight of land you fall off the edge of
the world.
- Anyone who can climb to the top of the mountain and bring
down a five leaf clover from its top, is blessed by the gods.
- If he/she can cast spells they are cursed and should be
hung before we are all affected. If he/she survives then
they are cured.
- If you flip a coin and it lands standing on its end,
choose neither choice, it's a sign from the gods.
- A cat's scratch is an omen of ill fortune. Consider a -1
penalty on morale or luck checks for 1d4 hours.
- When you bump your shin on the table you have to spin
around three times blinking or a friend will betray you.
- Carrying an oaken twig protects you from evil spirits.
Gain a +1 bonus on the supernatural abilities of incorporeal
undead, one time per twig per tree, max three a day.
- Keeping a river stone in your pocket will win you the
favor of the ladies. Gain a +2 bonus to all non-aggressive
charisma skill checks vs. women. Works for men only.
- If you spill onto a book that's cover up, it's good luck,
if it's front cover down, bad luck. Gain +1 or -1
respectively; can only be done unintentionally.
- If a hen that hasn't laid an egg that day pecks you, you
will catch a mysterious fever. It is said drinking from a
rare basin (e.g. a cactus head for the desert, a fresh pond
for the Underdark, or a hot spring for the mountains) will
cure or prevent the fever.
- Each morning, the NPC drinks a droplet of a cure potion
(or other similar beverage), because his mother said, "It's
good for your health."
- People with long, pointed ears are smart and think of
logical solutions.
- See a falling star on a clear night, make a wish and it
will come true.
- Beware seeing a falling star come through the clouds on a
starless night, for bad luck comes your way.
- Wearing your clothes inside out will ward away faerie
magic.
- Undead cannot enter a building uninvited.
- Smoking every cigarette from a pack is bad luck - you
should throw one away.
- Finding a flower on your clothing or possessions when you
were not expecting it is bad luck.
- Scratching your name into a bullet or arrow tip and
keeping it on you makes you harder to kill.
- If you keep your bottle caps in your hand whilst drinking,
you will stay sober longer.
- Juniper berries are good luck as long as you put them in
your pockets on a Thursday and take them out before Sunday.
- Never mix whisky with well-water - it's bad luck, as the
spirits that live in the well don't like it.
- Dance around the house counter-clockwise with your
significant other from sunset to sunrise, and the building
will be blessed with good luck for a year.
- It's said that if an animal dies nearby while a woman is
giving birth, the child will be unusually healthy. The
bigger the animal, the healthier the child will be.
- If you kill a deer with your bare hands (or with weapons
that you made yourself) and wear its skin from sunrise to
sunset on a frosty day in spring, you will become faster,
wiser, and stronger.
- Never wear someone else's armor. It'll be trying to
protect them instead of you. There are no means of making
armor "yours" - you'll know when it is.
- If you're going to strangle someone, do it whilst wearing
velvet gloves. If you do, you haven't sinned; there's a line
in a holy text somewhere that says it's okay.
- Eating butterflies makes you better at dice.
- If you mix every kind of alcohol in a building into one
drink and down it in one breath, you'll die.
- For every finger you cut off, you live a month longer.
- Chewing ginger lets you start fires more easily.
- Matches are intrinsically unlucky because they burn away
the good fortune that surrounds you. If you need fire, try
to find an existing source.
- Wind chimes scare away cats. This is good, because
invisible demons that steal small items from your house ride
on their backs.
- Never let the bristles of different paintbrushes touch
each other. If you do, they get confused and don't paint as
well.
- Steam is very lucky. Try to have as much as possible
around you.
- Wearing a horseshoe on your person doesn't make you
luckier - it makes you stronger, especially when you kick.
Sportsmen, warriors and acrobats often wear them. The more
you have on, the stronger you become.
- Keeping basil about your person makes you more popular
with the opposite sex.
- Always carry money with you.
- Loose nails are unlucky.
- Never carry a gun with more than 6 bullets loaded.
- Never let a clock stop ticking of its own accord; the
longer it's stopped, the more of your life it takes to make
up for it. Conversely, the more clocks you have in a house
the longer you will live. As people get older they get more
and more clocks to live longer, but the risk of one of them
stopping and killing them is increased.
- Juggling is very lucky - and the more balls you juggle,
the luckier you become. This only works in public, and if
you drop the balls you become unlucky.
- Always keep your toenails and bury them. If you leave them
laying around, goblins take them and use them in their
magic.
- Try to avoid saying the word "underneath" if at all
possible as it's cursed.
- People with green eyes are touched by the devil and should
never be trusted. People with yellow eyes have been touched
by angels.
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2. Superstition Generator
To use the Superstition Generator, roll 4d6 and consult the
following tables. For the Trigger subtype tables (B1-6), use
the one that matches the result from Table A and count left
to right to determine the result.
Table A: Triggers
- Weather
- Symbol
- Animal
- Event
- Item
- Person or physical feature.
Tables B1-6: Trigger subtype
- Wind, light, temperature, storm, rainbow, rare
- Word, letter, number, phrase, gesture, sound
- Wild, domestic, pest, bird, unique, pet
- Regular, religious, social, accident, harmless, crime
- Weapon, tool, money, spice, vehicle, luxury
- Man/woman, old/young, healthy/sick/dead,
virgin/pregnant, familiar/foreign, rich/poor
Table C: Feature
- Color
- Seen
- Passed
- Touched
- Thrown
- Lost
Table D: Effect
- Luck/safety
- Wedding/contract
- Birth/death
- Love/lost love
- Money
- Accident/risk
Example 1: 1,2,3,5 - Weather, light, passed, money.
An on overcast day sometimes light shines through tiny
cracks in the cloud cover - an effect known as the gods
fingers. It is believed wherever such light appears,
great treasure is to be found.
A rural village of hard-working people believes that riches
come to those who are touched by the first rays of the
rising sun, possibly because those people tend to be hard-
working. The origin of the legend is lost, but locals who
have to wake up early anyhow take some pleasure in the
prospects of wealth.
Example 2: 6,6,3,4 - Person, rich/poor, passed, love.
On Midsummer Eve, should the first person an unmarried woman
passes in the morning be a rich one, the man will fall in
love with her; if a poor one, she will fall in love with
him. By putting people in the right frame of mind for love,
this superstition has become surprisingly accurate, which in
turn has given it more credibility.
Example 3: 2,3,5,1 - Symbol, number, thrown, luck/safety.
The favored number of the god of the roads is three, so
travelers embarking on a perilous journey will perform a
small sacrifice, make a donation, or say a rhyme or prayer -
in triplicate. Whether the road god actually cares for the
number is to be determined, but the routine gives some ease
of mind, and stops the traveler to think for a while about
the dangers waiting ahead. This may cause him to take heed
and proceed more carefully.
Return to Contents
3. The Value Of Lore
Superstitions are cultural memory, and as such, not to be
overlooked. They tell of the local history, hinting at
events and facts long forgotten. In an adventure they can
provide valuable clues about the location and nature of the
opposition, or simply provide local color.
Superstition can even be life-saving. For example, locals
would know not to go on any long trips without a traveling
staff and an oil lamp. No one really remembers why, but it
is simply done. The staff can be highly useful when a
vampire needs be staked and the oil lamp the very thing
needed to finish off a troll - rare incidents, but they
could mean the difference between life and death for an
adventurer.
Here are a couple of additional examples:
- The eastern wind being an ill omen could speak of a
dragon's preference to glide in from the west into the face
of the wind.
- Masks on the backs of the head are used even now as
defense against tigers - because tigers tend to attack only
from behind (hear it actually works).
Return to Contents
4. Adventurer Rituals
When I was in college, I took an Anthropology class called
"Magic, Witchcraft and Religion." One of the chapters
covered "Baseball Magic", detailing the sorts of rituals
that professional ball players used to ensure a winning
game. Here's a similar article:
Baseball Magic [PDF]
So, if baseball players have rituals, why not adventurers? A
trip to the local tavern could feature a special drink like
"Dragon Ale" that is the favorite drink of adventurers and
reputed to help achieve victory in battle if drank the night
before a dungeon crawl. It had been the favorite drink of a
noted dragon slayer who never failed to slay his quarry. Or,
you might have adventurers who always throw a coin into a
bag of holding on the table for the same reason.
* * *
Thanks to the following Roleplaying Tips readers for their
superstition contributions: Donald Qualls, Jody Mcadoo, Kate
Manchester, Michael Tumey, Jamie Barlow, Daniel Burrage,
Bernardo Cortizo, Mothshade, Darryl, Steve, ElfWord, Aki
Halme, Grant Howitt.
Return to Contents
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Readers' Tips Of The Week:
1. Chaotic Good Game Room
From: Carl Ross
Hi Johnn,
I enjoyed the picks of Jeffrey Strause's organized game
room. Now I feel I must show the other side of the coin. To
balance out his lawful game area, I now present pics of my
own humble chaos game room. I have been gaming since 1979,
so you can imagine the clutter.
The Chaotic Good Game Room
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2. Resume Mid-Combat With Digital Pics
From: Leah Watts
The games I'm in run on work nights, so we often have to end
the session in the middle of a battle scene. The battle mat
can't be left set up until the next session due to space
limits (and cats), so the GM simply takes digital photos of
the mat at the end of the game session. At the beginning of
the next session, he just pulls up those photos on his
camera's LCD screen. Setting up for the game only takes a
couple minutes. (If you're using cardboard fold-up minis,
take photos from different angles so you get everyone in the
right place.)
Return to Contents
3. Scenario Writing - Plan Events Not Locations
From: Palmer, Squishy of Squishies
via the GMMastery Group
re: Roleplaying Tips Issue #351: Scenario Writing
An adventure only looks linear if it's run heavy-handed.
I find the best adventures are linear - they just don't
_seem_ linear.
The angle I go for is to plot out the requisite scenes, but
not the locations or hard details about them. Let the
players skull sweat those out for you!
You have your hook (pageant) to draw them in, complete with
mooks. Great.
Now figure out where you want to go from there. No, not
where. Figure out what you want to happen. Then come up with
a list.
- Ape fight at pageant - some escape
- Chase scene
- Catch up to escaping apes who are running back to MM
- Fight scene, MM escapes.
- Next day
- Ransom delivered - exchange set up.
- It's phony. What's there depends on how the feel
for the game is going. Could be apes, could be a booby
trap, could be an old bum who was paid $50 to keep everyone
busy by telling long, irrelevant stories.
- Eventually get some kind of clue to MM's fake hideout.
- Track down MM's fake hideout.
- Ambushed by human minions with ape shock troops at fake
hideout.
- Capture a human, who spills everything, including real
hideout.
- Go to real hideout.
- Epic showdown.
Now, you only need hard details for 3 things on this list.
The start (which you have, the pageant), the exchange (even
then, that's not necessarily required), and the showdown.
"Wait, what about the fake hideout? And how do you mean I
don't need to know where the exchange is?"
Simple. The players tell you everything.
You litter each scene with clues and other stuff. Don't
worry about what's right and wrong. It's all right.
The players do the clue processing, and will come to a
conclusion. It's the correct one. Or, it's more accurate to
say, it's completely irrelevant.
Where it is and how they get there, the players figure it
out themselves. Not your job. No matter what they do or
decide, your next planned scene will happen. If they decide
she's at the zoo and rush there to find her, then the fake
hideout and ambush are at the zoo. If they figure her for a
mad scientist and start checking books at the library, then
the ambush will come to them and attack at the library. You
have the scene plotted - they supply the location and
details.
Return to Contents
4. Flowchart Your Adventures
From: Darkechilde via the GMMastery Group
I'm a big fan of flowcharting adventures and I do not go for
simple yes/no, and/or, option A/option B decision junctions,
either.
If you're not familiar with flow-charting methods, a simple
Google or MS Live search will turn up 'how-to' sites. You
can do it on paper, but I bought a good sized dry-erase
board for $20 at Office Max, which works great because I can
make changes easily.
Once I've got the basic flow chart down of how I think the
adventure will/should go, I call up a GM buddy who doesn't
play in my campaign, and we start brainstorming how each
segment or junction can be 'broken' by the players - and
rate the chances of that break happening as 'likely' (which
means I need to consider what they may do, and write down
options and solutions), and 'unlikely' (which means I get an
idea of how to fix it if it happens, but I don't bother
statting anything out - I just wing it if it happens).
After that, if I don't have to start over at the beginning
because of so many broken holes, then I start statting out
the adventure, and map out any place necessary. If I still
have time after that, I start considering working up player
handouts, creating or hunting down props, etc.
One thing I learned a couple years ago that I like doing is
starting at the culmination of the adventure. I envision
what I want the height of the action to look like (e.g. I'll
conceptualize a fight leaping from rooftop to rooftop of a
fantasy Victorian/gothic city, battling a young dragon out
to set fire to the town). Then I'll consider backwards how
the PCs and dragon ended up there and I'll envision scenes
along the way. If I've got inspiration (maybe a picture from
a magic card, a video game, or a character from a book or
comic), I'll try to envision how and where the inspiration
fits in. I'll inspect each scene to make sure an earlier
scene isn't more dramatic or more important than the end-
scene, so that the end scene is truly the summit of the
dramatic story.
I've even started doing flow-charting like this for
published adventures - it gives me a much better feeling for
how the adventure goes.
Return to Contents
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