Roleplaying Tips Weekly E-Zine Issue #363
It's About The Character, Not The Player - Serving Up Characterization Encounters, Part 1
Contents:
This Week's Tips Summarized
It's About The Character, Not The Player - Serving Up Characterization Encounters, Part 1
- Aim For Character Representation, Not Acting
- Top 6 Character Details To Develop
- Create Backstories As You Play
- Ask: What Would Your Character Do?
Readers' Tips Summarized
- Steampunk Resources
- Supernatural Weather Ideas
How to Setup Map Files For Printing
Download this free print prep instructions PDF for users of
Campaign Cartographer 2 & 3, Dundjinni, Heavy metal Pro,
Dungeoncrafter, and CAD programs.
Before you send your colour RPG maps to a professional
service for printing, you should check out the tips and info
in this short guide.
How to Setup Map Files For Printing
Return to Contents
A Brief Word From Johnn
Article Topic Requests Updated
I have updated my list of article topic requests and ideas.
If you are interested in writing an article for the e-zine,
send me a note and I'll pass along the list. You are always
welcome to pitch your own topics, as well. Thanks for the
help!
"He's Spending A Year Dead For Tax Purposes"
From an ENWorld thread about a new D&D product was mention
of an NPC who is spending a year dead for tax purposes. I
thought this was a funny and entertaining idea too good not
to share.
I often read about GMs who are burned out or bogged down
with prep and planning time. I sometimes feel that way as
well. However, it's fun ideas like these that inspire new
stories, encounters, and game moments.
As we get older, I think there's increased pressure on
making things realistic and correct. We become
perfectionists, worried about pleasing the players, and
providing good games.
One of the best pieces of advice I've seen on fiction
writing is to ask What if? What if evil won? What if
creature xyz made its lair in the parliament building? What
if an elemental cult struck a deal and had access to nearly
unlimited small air elementals? What if someone tried
spending a year dead to avoid taxes?
This kind if thinking is inspirational. It creates renewed
interest in setting up such ideas and gaming them out with
your friends to see what happens. Rules, details, complex
databases that store campaign world info - these things are
just there to support your imagination.
It starts with an idea you find inspiring and then just
playing a game.
Get some stress-free gaming in this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Aces & Eights RPG - Kenzer & Co.
By far the most deluxe western ever produced, this leathered
hardcover rides into town with 400 full color pages crammed
with beautiful period artwork, innovative Shot Clock game
aids, a new poker chip-based brawling system, and realistic,
deadly combat.
In addition, the Aces & Eights RPG is the first western to
focus on the rest of the major western movie adventures
beyond the gunfight. Prospecting, cattle drives, frontier
justice, and so on, all have a complete mini game system
tailored for that type of adventure.
Whether you prefer simple shoot-'em-ups or on-going
campaigns, this is the western RPG you can't afford to miss.
Aces & Eights RPG - Kenzer & Co. at RPG Shop
Return to Contents
It's About The Character, Not The Player - Serving Up Characterization Encounters, Part 1
Here's a reader request I received:
Could you put some advice in about roleplaying encounters?
Specifically, encounters where players can make choices that
are equally valid, so they have to think about what their
character would do, not which way is best.
- wsawin
This is a great topic. The solution I have in mind comes in
two parts. The first is character details. You and each
player need good information about their characters to make
choices and encounters interesting. You can't blame players
for not roleplaying if their characters have no depth or
details.
You also need to develop the right details. Some character
information is more useful. For example, you can't expect
different actions from a character with blonde hair and
green eyes versus a character with black hair and blue eyes.
Develop the proper character details to provide the best
opportunities to roleplay.
Part two is good encounter design. Lots of character
information equals more choices for you. Based on your
options, you can help players roleplay by choosing to design
situations where more than combat stats are useful and
rewarded.
This week's tips focus on the character development part.
I'll cover the encounter tips in another issue. Hopefully
these tips will help, wsawin.
Readers, I'd love to hear what tips you have to offer on
character development and encounter building as well, or if
you have another approach to helping players play according
to what their characters would do, not what they'd do.
Return to Contents
1. Aim For Character Representation, Not Acting
The first step is to acknowledge there are many definitions
of roleplaying, and to communicate and synch up on this
topic with your players as soon as possible. Once everyone
understands your definitions and expectations, and you
address concerns they might have and adapt to their
requests, you can build and play to a common purpose.
Keep your mind open to their feedback as well. They might
have ideas and suggestions that would help, especially if
you ask. Avoid telling them it's your way or no way - seek
consensus instead.
Acting Versus Representation
I'm open to being schooled on this subject, but in my
opinion, the various aspects and definitions of roleplaying
a character fall under two groups:
- Acting
- Representation
Some folks feel roleplaying is all about the accents,
demonstrating the character in real life, impersonating the
character, and acting at the table like the character would.
There's nothing wrong with this, and it often breathes life
and creative energy into game sessions. Be sure to
communicate to this type of player, though, that you're
looking for character representation as well.
Representation gets my vote for being the more important of
the two categories. If I had to pick only one category for a
player to game within, I'd choose representation.
With representation, the player puts themselves in their
character's position and makes decisions the character is
capable of and motivated to, based on information the PC has
available. The character is portrayed. The player does not
lend the character meta-game knowledge. The character stays
true to himself, though he is capable of change.
While the character is an extension of the player in the
game world, the character is not the player, and the PC has
his own thoughts, personality, and experiences. It's the
player's responsibility to represent the character to the
best of his ability during the game.
Did I miss anything? If this is clear, then make this
distinction with your group. If you want players to think
about what their characters would do, and not what they'd
do, aim for representation, not acting.
Return to Contents
2. Top 6 Character Details To Develop
Characters details of any kind are welcome for
representation purposes. Ability scores, equipment worn,
appearance. Each detail builds a stronger mental image of
the PC in the mind of the player and everyone else at the
table.
Some details help representation more than others though. If
you are looking for players to make decisions according to
what their PCs would do, here is my top 6 list:
1) Why is the PC Taking Action?
Is starts with motive. Why is the PC here? Why is he on this
mission, in this place, doing what he is doing? Being an
adventurer is not a strong enough motive if you want players
to make representational roleplaying decisions for their
PCs.
Some players are able to work with little and carve a solid,
independent character out of a general motive like gaining
fame, wealth, and experience. Most need more.
Survival plots also make it difficult for players to
roleplay. There's not much fun in making a sub-optimal
choices that increase chances of character death just to
stay in-character. You need to serve up encounters that
cater to more than just the survival character motive.
Characters should have more than one motive as well. This is
the best way I know of to create a dilemma. You set up
options where a character can advance one goal or the other,
but not both. Another version is where you jeopardize at
least two character goals, but the character can only
defend, protect, or save one. Great gaming moments erupt
when a player figures out how to accomplish both goals or
save all goals when it looked hopeless minutes ago.
Character motives should come from the player. They'll bond
to them better and are more likely to play them in the game.
Ask what's important to the PC. Why are they an adventurer,
law enforcement agent, pilot? If you don't get an answer,
work with the player to flesh out some character motives.
Last resort is to assign motives, but don't expect
compliance.
The best motives are reward-based. Players are more likely
to chase a dream if there's something in it for their
character or themselves. It helps to know what each player's
and character's preferences are so you can work with rewards
you know they'll want.
For example, a player might decide his character wants a
powerful weapon that'll do tons of damage. You can see the
fire in his eyes as he envisions rolling ten pounds of dice
and cackling with glee as the numbers add up into the
millions. Well, it's a start at least. :) And you know the
player is motivated to get this equipment monstrosity. So,
you explore the motive a bit and ask questions to flesh it
out:
- Why does the _character_ want this weapon?
- Who does he imagine he'll use it against? Why?
- How did he hear about it? How does he know it exists?
- Will the character automatically know how to use it, or
will it require new skills or abilities?
Hopefully the answers generate more questions. If you focus
questions on external factors, you'll generate details about
the game world, locations, NPCs, and things. But, if you can
keep questions focused on the character, you'll generate
juicy PC details.
2) What Is There To Lose? (Ask: What Do They Have?)
Knowing what a character has to lose, or what's at stake for
the PC in any given conflict, is a seamless way for a player
to represent his character.
- It provides clear direction about what choices their
character should make. Often, characters are under-
developed, and players just need a basis to make in-
character decisions.
- Players are often motivated not to let their characters
suffer setbacks, so character hooks such as having
something personal at risk synchs up player and character
motives. Even though the player is not technically thinking
outside of themselves and representing their character, it
helps players empathize with their characters in new ways,
and gives them practice and examples of thinking like their
characters.
Asking players what their characters have to lose will result
in squinted eyes and guarded answers. It's more fruitful to
ask what the PCs have. The best solution is to provide
rewards during gameplay that the PCs can choose to accept.
Your goal, then, is to give each PC many things they are
unwilling to lose. To repeat myself here though, these
attachments must stem from player choice, as mere GM
assignments will be brushed off, ignored, or rebelled
against.
Players are often reluctant to create ways their characters
can be harmed, setback, or made vulnerable because they are
worried about GM abuse. Perhaps they've been bitten by past
GMs, or they find save-and-protect plots boring. The good
news is you can use gameplay to develop such character hooks
without player angst.
Examples:
- Precious equipment. As described in past issues, instead
of handing out +1 swords, provide memorable and distinctive
treasure that captures the pride and imagination of the
character and player.
It starts with a good description. Give key pieces of
treasure significant details and special features. These
things don't have to translate into more character power
either. Because it's treasure - their treasure - players are
more receptive to the fluff. Perhaps the magic wand is
embedded with valuable gems (bling!), or the shiny suit of
armour comes with a celebrated history and a bit of respect.
Be sure to give this treasure vulnerabilities as well. These
will be your back door into setting up situations where the
PCs will face risk and loss.
For example, thieves can plot to steal the character's gem-
studded wand, and a can monster threaten to mar the PC's
armour with acid and corrosion.
- NPC attitudes. Most characters will not refuse a growing
reputation or respect from NPCs they respect or admire.
Other coveted NPC attitudes are willingness to help or
comply, friendship, acceptance, and friendliness. Once
received and accepted, this become something characters can
lose.
I think this is the most important category for helping
players make in-character decisions. NPC relationships
create gameplay that flows well and encourages roleplaying.
They don't ruin your game's power economy like excessively
valuable treasure would.
Most important, situations where PCs jeopardize valued NPC
relations are often self-created and self-corrected by
players and their characters. For example, just as a PC is
about to plunge their sword into the bound orc prisoner,
they see horror on the face of their staunch ally and
hesitate. Do they murder the prisoner and risk the
friendship?
- NPC contacts. Try to build a cast of NPCs who provide
value to the characters. Once accepted and relied upon,
these NPCs become sources of PC motivation. The key is not
to directly jeopardize these NPCs; otherwise the PCs will
withdraw, rebuff new relationship offers, and seek to become
even more self-sufficient.
Instead, you want to threaten the relationship, as mentioned
above in managing NPC attitudes. Create NPCs with their own
motives, characteristics, and ethics. If the PCs cross any
of these, then the relationship is at risk. If you make the
PCs aware of how potential actions will ruin NPC
relationships, they'll learn the boundaries and roleplay
accordingly. Sometimes a contact isn't worth it, but your
job is to make the PCs increasingly dependent on the
contacts they cultivate.
As always, player choice should drive these relationships.
Having an NPC control the recipe of the serum that's keeping
the PCs alive isn't much of a choice. However, the PCs are
not likely to turn down the friendship of a wizard who gives
them first-buy opportunities of any new magic items he makes
or acquires. If the wizard hears in the future about illegal
PC activities, such as attacking the town guard or stealing
from others (albeit evil NPCs), he might share his concerns
with them and warn he isn't willing or able to do commerce
with thugs and criminals.
Another example is a valuable NPC informant with distasteful
minions. The PCs get questions answered and valuable plot
hooks from a shadowy figure who only deals with them through
employees and messengers. Some of these NPCs are rude, evil,
and aggressive. However, if the PCs don't want to lose their
contact, they have to put up with the underlings.
This is a great set-up for pitting the underlings against
the PCs in future encounters. Perhaps the characters foil a
bank robbery and unmask one of the robbers to reveal he's an
important servant of their informant. Do the PCs hand him
over to the law? Kill him? Let him go? Chase after him, kill
him, and then hand him over to the law when he laughs in
their faces and warns his boss will be very angry? All these
choices are made possible because of a valued NPC
relationship that you indirectly threaten.
- Privileges. Special perks, benefits, rights, and
abilities are great rewards - and things characters will not
want to lose. After a victory against the thieves' guild,
the mayor might hand over a key that gives the PCs free food
and drink anywhere in the city. Perhaps the cleric's god
rewards for vanquishing evil with an extra domain spell once
a week. Citizenship might be awarded after the PCs defeat an
enemy raid.
Privileges are best jeopardized by attaching conditions with
their acceptance. It's up to the PCs whether to break these
conditions, so the choice is theirs, but you now have more
character elements for players to work with when making in-
character decisions. Citizenship is revoked if convicted of
a crime; the extra spell is not granted if the cleric
commits an evil act; the free food stops when the PCs anger
the mayor.
3) What Is There To Gain?
The opposite of character loss is character gain. Work with
your players to figure out what goals and desires their
characters have. Create several carrots for them to chase
after and numerous incentives for them to pursue.
I advise putting PC goals in all-or-nothing risk situations
often. Instead, flesh out conditions for achievement and
parameters for success, and try to craft more than one path
the PC can take to accomplish each goal.
Each condition and parameter becomes a thread, step, or
stage you can offer as a reward or jeopardize. As above,
it's best if these requirements become character choices and
opportunities to roleplay. In case of failure or PC refusal,
there are other paths to follow.
For example, a character might want a device that lets them
travel faster. You could throw a flying carpet in a cave
along with a monster, and point the PCs in that direction.
Alternatively, you could let the PC know that, if they earn
the respect and trust of the retired hero down the street,
the NPC has a carpet in the garage the character could use
when needed. Perhaps the NPC wants to make sure the PCs are
responsible folk, so he has a task or two for them so he can
judge.
4) What Won't The PCs Do?
What are the PC's values, morals, ethics? For some, an
alignment system handles these questions. For others, you
and the player will need to develop the answers manually.
This information creates a player road map to follow so they
can make character-based decisions instead of player-based
ones. Often, the best part of RPGs is playing characters who
think and act differently then you would in real life.
Some players won't find this type of character development
interesting. You can try another approach by asking what
their character won't do. You might get joke responses, but
in those will be a few kernels of possibility. Answers might
range from phobias to trivia to ethics.
If you get poor answers, or if the player responds there's
nothing the character won't do, then you might need to
prompt with questions. A great approach is to start at
extremes, as they're easy to picture and speculate on:
- Will your character kill the good and innocent?
- Will your character steal from his fellow party members?
- If presented with the choice of sacrificing himself to
save the world or letting the world be destroyed, what would
he choose?
- Is there anything your character would do that you wouldn't?
Asking Why? after receiving answers can yield further
details and boundaries.
Drilling down into grey area questions might not be
profitable; it depends on the player. The main point is to
establish a few things the PC will not do, to create an
example of such thinking, and to set things up for future
character development.
5) What Is Your Backstory?
A backstory offers a plethora (a cornucopia, even!) of
potential character details that you can highlight to help
players make in-character decisions.
Backstories create a pattern of past behaviours and actions
players can use to decide how their character would act.
They also give you a chunk of material to explore character
motives with the player. Even short backstories will cover a
few past character actions and decisions. Just ask Why? and
let the player come up with his character's reasons and
motives. Ask How? to uncover more material to delve into.
6) What Is Their Personality?
The last area to explore is the PC's personality. You can
get into deep detail at the time of creation, or establish a
few touch-points and let the character develop over time.
It's up to everyone's preferences.
The important thing is to get at least two or three
personality details sketched out immediately so you create a
base to build upon during gameplay, and an expectation
between you and the player.
The Mother Of All Character Questionnaires has over 300
potential questions you could ask.
A favourite approach of mine is to start with a look at the
character's ability scores and chat about the high and low
ones. Having great strength or willpower, for example,
should be more than just a number. Work with the player to
imagine how the character uses their ability in everyday
life and what others think about it.
Next, check out the character's skills and abilities and try
to put together a mental picture of the PC's capabilities,
ideas on how those might have been important in the past,
and the character as a whole package.
Have the player pitch you their character like a script
writer would a Hollywood producer. Encourage the player to
brag about their PC. Ask the player to tell the PC's
present-day story, like they were making a book cover
character snap-shot.
Whether you use a formal process, such as a character
survey, or an informal one, such as a casual chat, you want
details and personality traits that stem naturally from the
character's make-up.
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3. Create Backstories As You Play
I've found developing backstories and character details as
you play is one of the best methods to encourage roleplaying
and in-character thinking. It also shows you are a fair and
flexible GM, which keeps things relaxed and flowing well at
the game table.
During games, players will ask whether their characters
would know about something, or if they can do something a
bit tricky that doesn't translate to an entry on their
character sheet.
An answer that has worked very well for me is to ask in
return:
"Is this something your character would have
experienced before?"
Not only does this encourage the player to think about their
character as an individual, but it also breaks rigid, rules-
bound thinking.
The key is to let them answer yes. While this gains them an
advantage in their current situation, and you give up a bit
of control, it has the huge, long term benefit of adding a
new piece of information to the character's make-up. You
don't have to allow it, but this tip only works if you do,
from time to time or more frequently.
If there's time during the situation, ask for a bit of
explanation. Have the player make up a quick story about how
their character got this knowledge or ability. If there
isn't time, ask the player between sessions - and let them
know you'll be doing so.
Let players create or flesh out their PCs' backstories as
they play, and allow them advantages if that's how they tell
it.
For example, they decide their character has indeed heard of
the creature they're fighting and therefore know - or have a
better chance to know - information about it that would help
in the current encounter.
In my years of GMing, I haven't had a player abuse this.
Many players actually give themselves disadvantages, and are
happy to do so! For example, a player might ask if they
recognize any of the NPCs in the room. You ask back: would
they have met or be familiar with any of the city's
nobility? The answer might be yes, because the character has
a noble relative whom he has visited often. The answer often
is also, in my experience, no, because the PC has an
impoverished background or they are strangers to the area or
some other great reason.
It's just like any shared story. The rules and boundaries
are created along with the details, and keeping things
consistent and fair ensures the story progresses along with
greater depth and involvement.
After doing this a few times, you create a more complete
character background that will further guide and encourage
players in making in-character decisions.
It's important to keep a PC's details and facts straight.
What you are doing, over time, is filling out a box that
represents the character's past experiences, personality,
and general knowledge. This box informs all future character
roleplaying. It also starts to fill up and it's not as easy
for players to abuse, if they are inclined to do so. New
advantages are more difficult to weave in because facts laid
out before limit possibilities. Things balance out in the
end.
However, I'm glad when a player creates a new bit of
backstory, even if it's to gain extra knowledge not provided
by character points or skill levels. A GM wields unlimited
foes, traps, and dangers, if needed. I don't feel threatened
with players giving themselves small boons. As mentioned, my
experience is players treat it as a fun exercise and don't
abuse it. YMMV.
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4. Ask: What Would Your Character Do?
While GMing, encourage players to seperate themselves from
their characters. Get them to view things through their PC's
eyes, think like their PC, and make their PC perform actions
the PC would likely take without the benefit of player game
knowledge.
Create a distinction if you think that will help a player
make better in-character decisions. Create a conscious
divide in players' minds between them and their character
when it seems like players are representing their characters
more as themselves rather than as distinct game personas.
This might ruin immersion for some players, so pay attention
when you do this to see if it helps.
For example;
- Address players by their character's name when you want
in-character thinking. Address players by their real name
when you want out-of-character thinking.
- Ask about character actions, not player actions. "Ok, what
does Zem do now?"
- Be direct, if required. "Bob, what do you think Zem would
do in this situation?"
- Reintroduce PCs at every opportunity to keep players'
mental images of the character fresh. Get players to focus
again on their characters as people, not just numbers and
abilities.
- During the reintroductions, have players describe who their
PCs are, what they look like, their demeanour, and any other
PC-personal details they want to share.
- Example opportunities to reintroduce PCs to each other:
- o When a new player joins
- When a new character joins
- During roleplaying encounters with important NPCs met for
the first time. Have players paint a verbal picture of
how their characters might seem and appear to the NPC.
* * *
In part 2, I'll look at tips on building encounters that
assist in character representation. I'll also present tips
on this topic from you and your fellow Roleplaying Tips
Weekly GMs. Looking forward to your e-mails!
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GM Mastery: NPC Essentials
NPC Essentials is a collection of tips, techniques, and aids
designed to help game masters inject detailed NPCs into any
role-playing campaign. Inside the book, you will find advice
on designing, roleplaying, and managing NPCs during the
entire lifetime of your campaigns. Also included are NPC
archetypes, encounters, charts, and an example NPC-centric
adventure. Written by Johnn Four and illustrated by V Shane.
GM Mastery: NPC Essentials at RPG Now
(Be sure to check out the 30 reader reviews at the link
above.)
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Steampunk Resources
re: Roleplaying Tips Issue #362
1) GURPS, Iron Kingdoms, Constructs
From: Chris Whitcomb via GMMastery
I'd highly recommend GURPS Steampunk. Also, if you're using
the d20 system, I'd highly recommend Iron Kingdoms. They
have mecha combining steam-tech with magical control
systems. Along the same lines you might look at the Eberron
campaign setting. There's also an older book from Mongoose
called Encyclopaedia Arcane: Constructs. It was all about
golems and constructs, including construction rules for
making your own (both in-game and out).
2) Castle Falkenstein
From: Wolf Bergenheim via GMMastery
A year ago I read a Castle Falkenstein novel, Masterminds of
Falkenstein, by John DeChancie. I liked it. I've never
really considered the setting before reading the novel, but
afterwards I found myself thinking of perhaps at some point
running a steampunk setting.
http://www.talsorian.com/cfindex.shtml
3) Steampunk Workshop
Cool site with instructions on how to make steampunky stuff,
such as a steampunk keyboard and monitor. Ideal if you game
with a computer at the table.
http://steampunkworkshop.com/lcd.shtml
4) Steam-Tech, Factory, TOH III
From: Andy Goldman
Hi Johnn, I suggest GURPS Steampunk and Steam-Tech (by
Steve Jackson Games) and Factory (by Perpetrated Press) for
ideas. Also, the Tome of Horrors III (by Necromancer Games)
has a Clockwork template to be added to any creature and is
3.5-compliant.
5) Brass Goggles
The lighter side of steampunk:
http://www.brassgoggles.co.uk/brassgoggles/
6) Fantastic, Mysterious, and Adventurous Victoriana
An index of Victorian characters and places:
http://www.geocities.com/jessnevins/vicintro.html
7) Wikipedia Entry
As always, Wikipedia brings us great info goodness:
http://en.wikipedia.org/wiki/Steampunk
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2. Supernatural Weather Ideas
1) From: Donald Qualls
aka The Silent Observer
There's one area with consistent supernatural weather in The
Empire of the Star; west of Whiteharbor is a compact range
of rugged mountains called the Olympic Range, after the
Mount Olympus of Greek myth. Almost always visible from
higher ground in and around Whiteharbor when the local
weather is clear enough, despite a rough distance of one
hundred miles, these mountains are high enough to carry
glaciers and snow caps but cover an area of only about forty
miles, roughly circular, and stand on a broad peninsula
between the large, deep inlet on which Whiteharbor faces and
the greater Western Ocean.
Despite the near distance, asking around the city will
reveal that, while there are many tales of what lies within
those mountains, it's impossible to locate anyone who's
actually been to their interior.
This is because, though one seldom sees the Olympic Range
swathed in cloud, as one approaches them (through dense
forest composed of genuinely immense trees - firs well over
a hundred feet tall and up to a dozen feet in diameter,
cedars even larger at the base, blackberry brambles in which
progress can be measured by the handful of miles per week)
the weather grows steadily wetter. Rain becomes more
frequent and heavier, from the already-damp general climate
of the area where it usually rains a couple times a week and
may drizzle for days on end, to the point of raining hard
for hours every day and never becoming dry enough not to see
patches of fog in hollows, weather in which seventy degrees
is as stifling as a ninety degree summer day in Washington,
D.C.
If explorers persist, they'll eventually climb to a point
where the rain is continuous and comparable in rate to the
downpour beneath a high waterfall. Every step leaves a deep
track in the soft, mossy ground, and that track instantly
fills with rain water, overflows, and starts a rivulet that
is quickly lost in the general runoff. The runoff somehow
never produces serious erosion or forms gullies and washes
though.
The occasional fallen tree forms a major barrier here, for
one won't see it until quite close (visibility in this
downpour zone is a few feet to a few yards). The trunk will
be large enough to seem like an overhanging cliff, and it's
a major detour to slog around either the root ball or crown.
The constant soaking will rot ropes, tents, and clothing;
spoil food (even invading supposedly sealed ration packs and
magical larders); cause skin and foot problems; and make
sleep almost impossible.
This is the region in which any explorer the PCs manage to
find will have turned back, for weather magic that might dry
conditions enough to permit travel at a rate above a
vigorous crawl becomes steadily less effective (along with
magics that would offset the effects of the rain and damp)
the deeper the rain zone is penetrated.
What lies within? Only those who manage to win through the
densest part of the rain zone will ever really know - and
they likely won't be believed, any more than the other wild
tales of what lies within are believed....
2) From: Michael Tumey
Gamer Printshop
Johnn,
The weather sometimes affects our moods - rainy, gloomy days
bring melancholy behavior. What about a specific rain or
mist that preceded an event or the coming of an enigmatic
threat? The rains cause despair, and perhaps a great number
of suicides occur during such weather, affecting the PCs
traveling or fighting under such conditions?
And, just as dawn brings renewed strength with its own
powers, there should be weather that brings positive affects
to rejuvenate the populace and characters.
3) From: the Ploogle
- Why's it raining indoors?
The strangest kind of weather comes from inside a barrier
from the elements. "Weather" it be raining inside the castle
or snowing deep in the ogre's lair, indoor weather is sure
to arouse player interest. Is there a mage in there? Maybe
it's a punishment to the cave-dwellers from their god?
This is a good plot device, but like anything else, use it
sparingly. No one wants to be rained on every time he opens
a door, or sets foot in a cave. Lightning does not exist in
every underground chasm, just like it does not exist in
every inch of air above ground.
- Smoke on the water, Fire in the sky
Downpour doesn't have to be limited to water, ice, and
lightning. What about fire? Condensed air? Maybe even acid
rain. If the fire from heaven is foreseen, then local
priests might take advantage of the townspeople and take up
a special offering to appease the gods. What if a faked
weather forecast, like fire, actually happened? Or, what if
the downpour started as rain, but in a slow transition of
hot steam became fire?
- Raining Cash
Heck, you could have it rain gold! Is it a blessing from the
gods? Is it the work of a wizard? "Who cares?" But, what if
this gold was cursed, or disappeared after 24 hours. Or
perhaps this gold will melt, burning a hole in your player's
pockets or bag, leaking or destroying precious items or
documents? Maybe some enchanted swords fell straight down,
blade penetrating ground. Are there any additional effects?
Will these blades turn on them when they're needed most?
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DCC #45: Malice of the Medusa
In the slums of a small desert-shrouded city, the malformed
and degenerate huddle in darkened alleys, their ranks
growing with each passing year. More and more children are
birthed with horrible, snake-like deformities, a result of
the creeping influence of demon worship among the
downtrodden of society. Now a troubling plague has befallen
the higher castes: inexplicably and without warning, members
of the ruling elite catch fire and within moments are
reduced to mere bones. Terrified and powerless, they turn to
the heroes for salvation. All the clues point to one place:
the lair of a powerful medusa and her spiteful curses.
DCC #45: Malice of the Medusa at RPG Shop