Roleplaying Tips Weekly E-Zine Issue #362
Supernatural Weather, Part 2
Contents:
This Week's Tips Summarized
Supernatural Weather, Part 2
- Design Weather Effects
- Make Weather A Plot Element
- World Building With Supernatural Weather
- Give Your Villain Special Weather
- Avoid Apparent GM Agenda
- Use Weather During Wilderness Treks
Readers' Tips Summarized
- No Plot? No Problem!
- Metagaming Tips To Create Paranoia
- Use Post-Its To Prepare Published Adventures
- Sample Tracking Spreadsheets
- Two Types Of Rules Lawyers: De Facto And De Jure
ENnies Sale at YourGamesNow.com
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Return to Contents
A Brief Word From Johnn
What Game System Are You Currently GMing?
Please take a moment to do a quick poll at the site and let
me know what you're currently GMing. I see quite a few GMs
are selecting Other - could you e-mail me the game system
name so I can properly represent the choices next time I run
the poll?
http://www.roleplayingtips.com/index.php
New Articles Posted
I added a couple more articles to the site recently:
- DM Delegation by Bill Mahmet
Aimed at workaholic GMs who could use advice on how to
coordinate players and ease the workload a bit.
- Reviews of HARP and HARP Lite by Lev Lafayette
These were up awhile ago, but I didn't link to them well or
call them out in the e-zine.
- Advantages of Amber: Diceless Gaming by Loz Newman
Advantages and problems with diceless roleplaying, plus a
few diceless GMing tips.
- Drama Doubloons A nifty GMing tool and how to use it to encourage
roleplaying.
Thanks to Kate Manchester, JL Hatlen Linnell, and Niilo Van
Steinburg for editing these articles and others!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
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We can print Profantasy Campaign Cartographer files,
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www.gamer-printshop.com
Return to Contents
Supernatural Weather, Part 2
By Johnn Four
Thanks again to the following for their help: Robgonzo, Eric
FitzMedrud, Gus, Lorele Phoenixjade, Bobby Nichols, Telas.
Here's a suggestion if you have the time this week. Use the
tips in this issue and in part 1 to craft five types of
weather events that can occur in your current campaign
region. Not only is ongoing world-building a worthwhile
task, but having a specific design case will help you use
and remember these tips better.
Once you have crafted your strange weather, send the ideas
on over and I'll put them in the e-zine to inspire other
GMs.
Note that stranger is not better. You are welcome to design
high-fantasy weather, but often the best supernatural
weather for your world, and the type that fits into other
campaigns with ease, is that which has something just a
little strange or unusual about it. Subtle often plays out
best.
Return to Contents
1. Design Weather Effects
Determine what attributes and effects the weather event has.
Some effects might require game rules, and others just a
brief description. Think of effects as occurring in two
stages:
- During the event
- After the event
Mid-event effects are based on the direct qualities of the
weather. For example:
- Storm surges - flooding
- Fierce winds - broken trees and building damage
- Strange lights - panic, temporary blindness, feelings
of peace
- Post-event effects deal with the consequences once the
weather has passed.
- What kind of recovery efforts are required?
- How do those affected cope with, or take advantage of the
situation?
- How long until life returns to normal?
Examples might be refugees, a temporary sellers market for
magic hail stones, attacks by crazed or supernaturally
buffed monsters, incredible stories from survivors.
Another way to think about effects is to classify them as
weal or woe. Doing this gives you a sense of the design's
balance. A tip from Gus is to avoid events that decimate
commoners. Ensure your weather designs don't create worlds
inhospitable to life.
Core Attributes
At the minimum, you should record a few weather attributes
to get an idea of the base event experience.
- Temperature
- Precipitation
- Wind speed
Temperature: Does it change? By a little or a lot? It can
also be a requirement - snow, for example, requires cold.
Note any important or relevant details about temperature.
Precipitation: Is there any, what form does it take, how
much is typical for the event? Look at temperature to inform
what kind of precipitation falls: a warm summer rain, cool
spring mist, cold sleet or ice rain, and so on.
A little precipitation gets things wet, a lot might cause
problems such as flash flooding or rivers that are
impossible to ford, and huge quantities cause disasters.
Wind: Is there any, and how fast is the air moving? Wind is
a huge factor in determining destructiveness of your
weather. Here's a handy chart to help you out:
Beaufort Scale
Supernatural Effects
We didn't come here to just talk about wind and rain. You
wanted supernatural weather, right? You should first decide
if the weather has supernatural causes, if it has
supernatural effects, or both.
For example, a heat wave in winter caused by fire devils is
still interesting, even if it just involves a mundane
weather effect.
For supernatural effects, the limit is your imagination. You
can make it rain goblins, open portals to other dimensions,
or unleash plague-curing air tunnels.
If your effects are destructive, try to avoid a design that
only does damage. There are so many other things in your
campaign that can hurt your PCs that it seems like a waste
to have supernatural weather just be another wounds roll. If
you want damage, ok, but wrap it into a challenge or
something interactive the characters tangle with.
Here's a short list of weather events and effects for
inspiration:
- Animated clouds
- Aurora Borealis
- Avalanche, mudslide
- Ball lightning
- Brocken Spectres - shadows of mountaineers projected onto
low clouds and reflected back by the tiny water droplets in
the mist
- Crop circle
- Dust devil, water devil
- Earthquake
- Extreme temperature shift
- Flood
- Hail, sleet, snow
- Hoar frost
- Icicles
- Lightning
- Meteor shower
- Methane rain
- Mirage
- Radiation
- Raining animals, such as frogs or dead birds
- Reverse magnetism
- Solar wind
- Sundog - illusion of multiple suns caused by ice crystals
in the sky
- Tsunami
- Whirlwind
Have any other weather effects ideas to add to the list?
Please send them along: johnn@roleplayingtips.com
Return to Contents
2. Make Weather A Plot Element
Get double-duty from your weather designs by making them a
plot element. You could involve the fixable cause (see the
related tip from part 1), but there are other ways to
involve weather in your stories as well:
- Omen
- Foreshadowing
- Clue
- Prophecy
- Helping with pre-event preparations
- Dealing with post-event consequences
I think the last bullet point is the most interesting to me.
In the real world, nothing operates in a vacuum. Everything
is interconnected to a certain degree. Ye old butterfly ->
windstorm chaos theory tale. Therefore, it seems right that
after a supernatural event there will be a variety
consequences that will take more than a night of healing to
deal with. These consequences seem ripe for storytelling,
either as sideplots, backdrops, or primary encounters.
For example, suppose an event creates healing rain that can
be stored and used for up to a month. After 30 days or so,
the rain loses its healing properties. I imagine people
would go to a lot of effort to capture the stuff. How would
this affect the healing potion business? Perhaps an
overbearing religion would declare it a sin to trap the holy
water and hire the PCs to enforce the law?
You might strategically build up to the event and then have a
torrential rainfall just as combat with a stage boss or
villain occurs. What would the PCs do if their foes heals
all his damage each round? Along the same vein, imagine the
PCs' reaction when the critter they're fighting flees
outside into the rain and then runs back inside, surprised
by the healing but ready to fight for its lair again.
If enough signs are present, the sick and wounded might rush
to the expected downpour location. Perhaps priests divine
the event weeks in advance, word spreads, and a region
unaccustomed to visitors must deal with a flood of a
different kind.
After all this thinking, you might decide that maybe the
rain doesn't heal everything. Maybe certain races get healed
and others injured. That would create a bit of conflict.
Could be the PCs are quested to determine where the next
healing rains will fall. They might need to retrieve a
special component for the divination. Foes might be aware of
this ingredient and try to find it first and horde it or
destroy it.
Maybe the rain gives too much healing. Just like a negative
charge is induced when you charge a partially drained
battery, perhaps healthy people suffer if they have no need
for healing and get caught in the rain.
Too much fun! Time to get on with the next tip.
Return to Contents
3. World Building With Supernatural Weather
An inspirational world-building exercise is to reverse
engineer your weather's effects, and to brainstorm ideas and
consequences surrounding the event.
For example, here's a quick brainstorm I've done for
lightning hail:
- Lightning hail strikes once every two months, on average.
- Each storm kills 1 commoner per village, 10 per town, 100
per city. Non-fatal injuries amount to about 10 times that
number.
- Staying in a fortified, dry structure is the best
protection.
- Hail keeps its charge for a few seconds after landing.
- Maximum size of stones are 1" diameter, and most average
1/8".
- Certain creatures have evolved in reaction to the hail.
Some are capable of absorbing the energy and go on
devastating rampages after a storm, or perhaps they store
the energy for future self-defense. Other creatures have
developed immunity to electrical damage.
- Plants can take advantage of the hail too. Lightning trees
have long, low-hanging branches that deliver shocks to
passing animals. Lightning berries sound like fun. Perhaps
some plants have developed resistance and can be made into
special armour or lightning resistant clothing.
- Some believe drinking meltwater from the hail protects you
from future storms.
- After the hail stops, some will risk injury to gather hail
stones to melt them down for drinking, or to sell or trade
them.
- Myths, legends, and stories abound about this event as
part of a cultural warning system.
- Give the event a different name in each culture. Thor's
Tears, black hail, Mendel's Curse, ha'il.
- Regardless of the true cause of the hail, use the hook or
premise of each of my world's cultures to create their
explanation for the event. A religious culture might see it
as divine punishment; a primitive, warlike culture will
blame it on their enemies; a magical culture will blame an
experiment gone awry or ancient mages with too much power.
Return to Contents
4. Give Your Villain Special Weather
Couple your villain with the presence of supernatural
weather to make him appear larger than life. Imagine how
memorable and fun encounters would be if lightning storms
always accompany the villain, or if an evil wind always
preceded his arrival.
You can have supernatural weather occur during villain
appearances, or you can make the weather shroud his home
base. Both ideas are great and will entertain players.
Return to Contents
5. Avoid Apparent GM Agenda
A quick note of caution. It's a frequent error of design to
prop-up a specific plot hole or campaign weakness; rather
than fix the cause, it's tempting to treat the symptom. If
the design looks forced or seems to target the PCs directly
and unfairly, the players will lose their sense of disbelief
or get frustrated.
If you want to design a supernatural event to achieve a
specific purpose, such as challenging buffed PCs or
providing a reason why a poorly designed predator would not
dominate the region, you are better creating an event with
general or non-targeted effects, and then tailoring the
consequences to suit your exact needs.
Don't make it look like your weather was designed to
specifically foil the PCs, weld together awkward plot
moments, or prop up unbelievable campaign elements. Avoid
strong coincidences whenever possible.
Player: Ok, I cast my fly spell and attack from above.
GM: Suddenly the storm strengthens and all flying creatures
are grounded.
Player: Wow, what incredibly believable timing. [Grumble.]
Return to Contents
6. Use Weather During Wilderness Treks
Perhaps an obvious tip, but for the record, supernatural
weather makes for great wilderness encounters. Use sparingly
though, else the PCs won't leave the city. :)
Mix things up by having the PCs encounter pre- or post-event
conditions. Characters don't need to always have weather
happen to them as they travel. Perhaps stormy days preceding
their trip caused swollen rivers or difficult road debris.
Maybe strange weather, such as sun spots or moon conditions,
stirred monsters and other threats, making travel more
dangerous than usual. The PCs might get involved in
encounters dealing with preparation, helping victims, or
stumbling upon uncovered caves and other formerly hidden
location entrances.
Return to Contents
Expedition to Undermountain
Expedition to Undermountain is a 224-page super-adventure
that revisits the greatest dungeon in the Forgotten Realms
campaign setting. Located beneath the city of Waterdeep,
Undermountain has lured countless heroes to their doom.
This mega-module includes source material for the players
and a new combat encounter format designed to make the
Dungeon Master's job easier, as well as information to help
Dungeon Masters adapt the adventure to serve their home
campaigns.
Expedition to Undermountain at RPG Shop
Readers' Tips Of The Week:
Have a roleplaying tip you'd like to share? E-mail it to
johnn@roleplayingtips.com - thanks!
1. No Plot? No Problem!
From: Thorsten Hunsicker, Germany
Hello Johnn,
Here is my most valued trick: how to come up with adventure
seeds and plots without problem.
When I feel I need a new twist of thoughts, I go to
www.amazon.com and look up various books from my desired
genre. All these authors have already done great work in
figuring out some good stories, and you can built on that.
I open a Word document and start copy-pasting fragments of
the summaries and reviews, that I like. When I am done, I go
through the copied text, sort it out, and get a core story
out of the heap of sentences. Then I connect them to my
desired story / campaign / agenda / or band of characters.
To get the final touch done, I figure out a way to introduce
the plotline and best include the characters.
* * *
I also have a request for help from the community. I want to
create a new setting, and I need some good resources for
steampunk technology and clockwork magic for my background.
Does anyone have any suggestions?
Return to Contents
2. Metagaming Tips To Create Paranoia
From: Laura
When running a game session, one of the worst things a DM
can do is tell players how their characters are feeling.
Telling them that they walk into a room and feel nervous
will make players dig in their heels and explore with
superhuman bravery.
Here is how to encourage players to roleplay fear and
paranoia without actually telling them how to feel and
without making them fail a fear save:
- Grant a secret paranoia bonus to scry, listen, and spot.
If they need the bonus to succeed, the character sees
something, hears something, or feels something. Describe it
in detail.
- Have everyone's scry, spot, and listen stats in a list.
Call for d20 rolls. Take the players who rolled successes
aside. The ones who succeeded on scry will get an
indescribable feeling of Something Out There Somewhere. The
ones who succeeded on spot will be told of moving shadows
off in the distance. The ones who succeeded on listen will
be told that they hear some trees or bushes rustling.
- Pass notes. Some notes you can pass are eerie
descriptions, a request to roll d20, a request from an NPC
to ride to the back of the group for something unrelated.
The players not getting the note will react to this.
- Don't tell players what d20 rolls are for when you want to
create suspense. Dummy die rolls. Telling everyone to roll a
d20 makes players sit up and take notice that something is
about to happen. Dummy die rolls will camouflage the
meaningful ones.
- The right time to metagame paranoia will depend on the
scenario and where the party is. If there is someone scrying
on the party, yes. Traveling through a haunted swamp, yes.
As a prelude to encounters with supernatural beings, yes.
That creepy village with everyone controlled by a mind
flayer, yes. The baron's castle just before the baron
springs a nasty surprise on the guests, maybe.
- Rolling dice is no substitute for good old-fashioned
descriptions. Don't tell the players a dragon is flying
toward them, tell them a large shadow is blotting out the
moon. Don't tell the players they're being attacked by
zombies; start with the smell of rotting corpses and
describe the pus oozing out of decomposing skin and muscle
once the PCs are close enough to see it. Describe the slow
steady footsteps as the zombie gets nearer, and don't be
afraid to use the horror movie convention of having the
slow-moving zombie be right behind the fleeing character who
makes the mistake of looking back.
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3. Use Post-Its To Prepare Published Adventures
From: Tom, Germany
re: Roleplaying Tips Issue #202
One little thing I have to add to Jared Hunt's perfect
article of How To Prepare A Commercial Module: use little
(or big) Post-Its. I use them to write down poison effects,
spell effects, feats, etc., so that I have them at hand,
when I need them, and don't have to browse the rule books.
Just pin them into the module.
The advantage - you won't block any text because you can
just flip them to see what's below.
In addition, because I don't like to DM with a screen, my
notes (and the module) are lying plain on the table. Not
that my players will have a look at them, but sometimes I
want to be sure, so I put big Post-Its over important
information, stats, or whatever.
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4. Sample Tracking Spreadsheets
From: M. J. Young, www.mjyoung.net
I keep a referee's spreadsheet on my computer for all my
characters - a sort of uber character sheet, on which
everyone's ability scores, saves, encumbrance, preferred
weapons, or whatever is important to the particular game is
listed. This enables me to find what I want to know without
always having to ask the players, which is particularly
useful when I need to know everyone's numbers on a
particular question at the same time. I print it out before
the game begins, and so have hard copy for reference in
play.
One of the categories on that sheet is depletable resources:
arrows and oil flasks, rations and torches, and anything
else that has to be ticked off during play. I enter how many
are on each character's sheet, and the spreadsheet tells me
how many the party has left.
Spreadsheet programs can help a great deal with game
management. I've used them to divide and track experience,
record treasure and expenditures, manage encumbrance, and
organize large hordes of monsters. Probably everyone reading
this has one available on a computer, but how many have put
it to use?
Thanks for continuing your wonderful resource.
362_pc_tracking.doc
362_treasure_spreadsheet.xls
Return to Contents
5. Two Types Of Rules Lawyers: De Facto And De Jure
From: Mike Lawhorn
re: Roleplaying Tips Issue #179
Johnn,
Just wanted to add that I thoroughly enjoyed the The Logic
Death Guide to Players. I got a good laugh and several good
ideas from it, so thank you. However, I wanted to comment on
the Rules Lawyering and attempt to come to their (and my)
defense.
I'd like to start by pointing out there are two types of
Rules Lawyers, De Facto and De Jure. De Facto Rules Lawyers
are the lesser of the two evils by far, and not really
lawyers at all, but they are commonly mistaken for De Jure
lawyers.
De Facto Rules Lawyers
De Factos are those who've memorized most, if not all, of
the rules, and in many of cases are actually created by the
very groups that might later come to fear and hate them. De
Factos are spawned by groups too lazy to look up the rules
themselves and never bother to read the rule books they
spend so much money on.
Oh sure, it starts innocently enough with simple questions
like, "how much damage does my heavy crossbow do?" Few
people are going to tell one of their best gaming buddies,
"well, what does your rulebook say?" This is, of course,
where it all starts. Soon it evolves into, "how long does
the sleep spell last," and, "can I take a five-foot step and
still shoot my shortbow without provoking an attack of
opportunity from the ogre?"
Eventually, the group creates this symbiotic relationship
with its De Facto that is essential to keep the game moving
along. If Rules Lawyers are the sharks of the gaming world,
then the gaming groups that spawn them are the remoras that
hook themselves to the shark for survival. This is
especially true in the case of De Factos.
The best spell to prevent the creation of a De Facto has
only a verbal component: the words, "What does your rule
book say?" This makes players crack that book open and at
least make some semblance of finding the answer. If the
question's more difficult, say, "how does grappling work?"
the group, led by the DM, needs to break out their guides
and figure it out together. Alternatively, a good DM will
explain how grappling works having already prepared for
something like this in advance.
Sometimes DMs aren't prepared to cover certain situations
and haven't figured out the rules in advance. This is surely
the path of evil when your party harbors a De Facto. No
words cause more frustration for De Factos like me than the
pathetic phrase, "because I'm the DM and I say so!"
That phrase means, "Crap, I realize now I ruled one way last
week and don't want to admit I'm wrong by doing exactly the
opposite this week." Or better yet, "Dang, I didn't realize
that spell could work like that to give the characters the
upper hand against my clever ambush. I better rule that this
spell doesn't work because there's an anti-magic field all
over the Inn..." You get the point.
My most frustrating story is the DM who ruled that there
were no animals in a five-mile wooded area because he was
afraid my druid would make friends with one and ask it to
scout out a cave where a few low-level bandits were hiding
in ambush. He wanted us to have to stumble blindly into
their crossbows and by God, it was going to happen,
regardless of what the rule for the spell said, or what good
idea the party came up with.
No good player is going to hold it against you when you say,
"You're right, the modifier is +4, not +2, good call." Great
DMs can roll with the party's ideas and say, "yeah, you find
an animal and make friends with it, but it won't go near the
cave but can't explain why." I mean, really, does anyone not
think you're getting jumped by whatever's in a cave in the
middle of a forest?
We all realize that life is situationally dependent. I mean,
no DM worth her weight in gold pieces is going to make the
call in the middle of the game that, "Oh, well in my world,
Rogue sneak attack damage starts at 2d6 not 1d6 because I
say so." DMs don't do that and if they do, they say that up
front during character generation.
Unfortunately, most situations aren't that clear and aren't
thought of until a critical moment in the game. If you have
changes to the ways that rules work you owe it to your
players to make that clear up front, not in the middle of a
fight to the death where they are depending on certain
things to work certain ways.
De Jure Rules Lawyers
Now to the real danger: the De Jure lawyer. This is the guy
that takes one rule from here, one rule from there, and says
"because X is true, and Y is also true, therefore Z must be
true." This is the player that will argue using terms like
"realism" and "fairness."
A perfect example of this is a party whose rogue wants to
climb a cave face. The DM rules that, although there are
some handholds and a slight incline rather than a purely
vertical face, the wet surface cancels this out and the
rogue must make a straight climb roll, no modifiers. No
problem right?
Well, later the characters are at the bottom of this same
cliff face and an orc makes a desperate attempt to ambush
the PCs and jumps down the cliff face. The same DM rules
that the incline is enough to allow the orc to take one less
d6 of falling damage than normal.
That's blood in the water for the De Jure lawyer. "What do
you mean less damage?" he'll ask. "If the modifiers
cancelled each other out on the way up, then realistically
they would cancel each other out on the way down. That's not
fair."
The point is that rules extrapolation is rules
lawyering...knowing the rules isn't. This is where the DM
needs to be firm, and can, in cases like this, fall back on
the "that's how it works here," but only if absolutely
necessary, and only in moderation.
Next time one of us points out that under "mounted combat"
it's perfectly clear you can ride a horse at full gallop and
still shoot a bow (albeit at a penalty)...that doesn't mean
we're a rules lawyer just because you don't like people
galloping and shooting bows. We're only a rules lawyer when
we tell you that because it doesn't say "with a saddle" it
means you're not allowed to impose an additional penalty for
doing the same thing bareback.
Remember, rules don't create lawyers, parties do...at least
sometimes.
Return to Contents
The Sinister Spire - Wizards of the Coast
The Sinister Spire is the second adventure of a three-part
series, but it can also be played as a stand-alone
adventure. In the first adventure, Barrow of the Forgotten
King, the heroes stumbled upon an evil plot involving the
theft of ancient bones from a king's tomb. In The Sinister
Spire, the heroes chase the tomb-robbers into the Underdark
and stumble upon a desolated subterranean city with a dark
secret.
This 64-page adventure is designed for 4th-level characters
and uses a combat encounter format designed to make the DM's
job easier.
The Sinister Spire at RPG Shop