Roleplaying Tips Weekly E-Zine Issue #364
Encounter Tips: Characterization Encounters, Part 2
Contents:
This Week's Tips Summarized
Encounter Tips: Characterization Encounters, Part 2
- Lead The Way With NPCs
- Use Automatic Successes To Reward Representation
- Design With Character Details In Mind
- Add Character Stakes To Conflicts
- Use Description To Help Players
Readers' Tips Summarized
- Hallmark Cards For Sound Effects
- Give Players Refunds
- Quick Map Creation Tip
- Manage Campaigns With Google
- Dressing Up Combat
Lands of Nevermore: The Wyrd Now Available
Expeditious Retreat Press has released the latest
installment of Lands of Nevermore. Explore the Wyrd, land of
lore where vengeful spirits haunt and the land itself tempts
men to dwell in its ever-shifting realities. Explore
Nevermore for free with the Nevermore Gazetteer, other
titles in the Lands of Nevermore Series, and Liber
Artefactorum, with True20 item creation and over 25 items.
The Wyrd at Your Games Now
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A Brief Word From Johnn
Results From Game Poll
Recently I asked you to let me know what game system you're
currently GMing. The results are in:
- 39.6% D&D
- 31.7% Other
- 9.0% Homebrew rule set
- 7.1% GURPS
- 6.1% D20 Variant
- 4.0% World of Darkness
- 2.5% Hero
This is great information. Thanks to everyone who voted. It
lets me know that most people who subscribe (or, at least,
who answered the poll, heh) are GMing a variety of systems
and I should continue to try to keep the e-zine systemless
and rules-free.
Correction: Spending A Year Dead For Tax Purposes
Last issue I got the attribution wrong for a quote. Spending
a year dead for tax purposes comes from Hitchhiker's Guide
to the Galaxy. Thanks to the folks who e-mailed and let me
know.
Feeds & Bookmarking Links
One click Roleplaying Tips RSS subscriptions to popular RSS
programs and social networking services are now available:
Roleplaying Tips Feeds & Bookmarking
Try to fit a game in this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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GM Mastery: Adventure Essentials: Holidays
- How to design compelling holidays for your game worlds and
campaigns. Step-by-step instructions for building a holiday
full of adventure and depth.
- Holiday seeds, examples, and ideas.
- GM advice. Tips and tools to help you design holidays for
use in your games, campaigns, and encounters.
GM Mastery: Adventure Essentials: Holidays at RPG Now
Return to Contents
Encounter Tips: Characterization Encounters, Part 2
By Johnn Four
This article series is about helping players make in-
character decisions, especially in difficult game
circumstances. Often called meta-gaming, where players use
knowledge their characters wouldn't have, many GMs wish
their players would avoid doing this during sessions.
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.
Last issue dealt with laying the foundation: interesting
characters with depth and enough hooks for players to make
in-character decisions. You can't expect good results from
working with cardboard PCs.
Now we get into encounters, where character options,
actions, and roleplaying take place during games. You can't
force players to play one way or another, and nothing beats
good communication with your group, but there are a few
things you can do at the encounter level to help promote
roleplaying and character representation.
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1. Lead The Way With NPCs
Be an example and make lots of interesting and transparent
in-character decisions with your NPCs during encounters:
- Give NPCs boundaries, goals, and things to lose.
- Have NPCs act and react according to their internal
scripts, not according to your meta-game needs.
- Give NPCs vulnerabilities for the PCs to exploit. Let such
exploitation have repercussions, though.
- Avoid making every NPC an optimized machine. Remember, you
have unlimited NPCs at your disposal. If the PCs screw a few
over or push their buttons, game it out. Create more NPCs to
fill voids and serve up consequences both good and deserved.
- Transparent decisions: By transparent, I mean it's
revealed to players paying attention that NPCs are making
in-character choices according to their make-up, not
according to GM agenda or optimized decision making.
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2. Use Automatic Successes To Reward Representation
GMs, put yourself in your players' chairs for a moment. For
a player who likes to win, hates to lose, is shy, or is
afraid of failure, making an in-character choice that's not
the best choice is difficult.
Most players have no desire to subvert the game by using
out-of-character knowledge. However, they don't want to let
their friends down, the spotlight might feel hot, or they
might not be rules experts and are worried about goofing up.
They could also be competitive, and the enjoyment of
overcoming an obstacle through any means is greater than
sticking to PC knowledge and personality boundaries.
You have the power to take the pressure off. You can make
the game and players feel relaxed, you can make errors fun
instead of embarrassing or painful, and you can set the tone
for exploration, trying things out, and playing _with_ the
characters, not in spite of them.
Do this with liberal use of automatic successes. When PCs
are represented well, and actions would seem within their
abilities, reward such good play with automatic success,
along with good description.
If a tricky in-character choice is difficult, reward with
good description regardless of success or fail, and consider
adding a bonus. The bonus could be a chance modifier, a
clue, or a suggestion.
For example, a narrow pit blocks the party's path and a
player is debating whether his character should jump it, or
drag the pitons and rope out. The player feels his character
wouldn't bother with the ultra-cautious approach - Borag is
brave, confident...and a jumper. So, he jumps.
Your options might be:
- Request a dice roll and ability check, following whatever
rules your game supplies for such an action.
- Tell your player mid-jump that skill checks in your world
are actually 10 points more difficult, then ask for the skill
check (happened to me - true story).
- Describe how Borag, with his great strength, clatters
across the narrow gap, his bulky equipment making the leap a
close call, but he lands safely, though with a bit of noise.
The dark passage beyond beckons....
If you go with option c, it will take two seconds to whip
through that description. You provided a couple of clues -
reduce the load next time and he might want to be stealthier
too - giving the player something to think about and choose
next time.
The game proceeds without getting the dice out, a character
skill check, and a possible rules look-up for jumping. Two
seconds and you're done. Story drama increases too, because
the player is faced with a new set of options without delay.
Most importantly, the player feels rewarded by representing
his jumpy character instead of taking the optimized route.
This example was for a simple pit. You can't make every
action an auto-success, but for the little stuff (which is
often still important stuff), go for it. For the big stuff,
consider providing roleplaying and representation bonuses of
some kind (rules bonus, clue, suggestion).
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3. Design With Character Details In Mind
Tie character details into your encounters as often as
possible. This rewards players who've created the details,
gives you another source of design inspiration, and creates
lots of character representation opportunities.
If players make character representation decisions more
often, they'll be more likely to do so in difficult
situations as well. It might be habit-forming, but most
likely it becomes familiar and comfortable, with lots of
precedents set, reduced peer pressure, and hopefully, more
enjoyment from playing an RPG.
Examples:
- Relative. Make an NPC in the encounter a distant relative,
or the relation of a friend or another NPC keyed to the
character.
- Related interest. Give an NPC in the encounter, friend or
foe, a shared hobby or skill. This creates common ground to
banter with or to humanize the NPC, making brutal, player-
driven actions more difficult.
- Backdrop details. Put something in the encounter's setting
that relates to the PC, such as a painting the PC
recognizes, an instrument the PC knows how to play, a book
that relates to a past experience. These minor details are
not important to the encounter, and aren't meant as
encounter reward, but they link the PC to the world and make
it easier to think in-character.
- NPC details. As with backdrop details, add something that
links to the PC's interests, experiences, or knowledge, even
if in a minor way.
In a pure combat encounter, for example, give the NPC the
same exotic weapon as one PC, the same race as another, and
the ability to speak a rare language that a third PC knows.
This might be too many links, heh, but don't be surprised if
combat is interrupted and a discussion breaks out, lol.
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4. Add Character Stakes To Conflicts
Most encounters should have conflict, whether it's combat, a
duel of wits, a puzzle, or an attempt to earn a new ally.
Armed with knowledge of what characters have to lose, such
as relationships, special items, or privileges, weave these
risks into your encounter conflicts.
- New encounters: The simplest approach is to craft an
encounter specifically to jeopardize something a PC values.
First, you pick what's at risk, then you brainstorm
encounter ideas, then you pick one idea and flesh out the
encounter.
For example, you might start with a wish to call a PC's
loyalty into question. You start writing down ideas as they
come to you. Then you pick the best one and shape it into a
planned encounter.
- Tweak encounters: Another approach is to combine an
existing encounter plan with a specific character risk. For
example, you might switch a new NPC from the encounter with
a recurring NPC who is becoming a potential rival or enemy.
- Impromptu encounters: A third method is to keep character
stakes in mind, perhaps in a list you maintain, and look for
opportunities to add impromptu, character-oriented conflicts
during encounters while you GM.
For example, you know a character loves animals. During a
battle with foes, you have the bad guys set a building on
fire. Remembering the PC's animal interest, you describe a
desperate animal howling coming from the burning building.
The PC is now in a dilemma - good work!
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5. Use Description To Help Players
Descriptions are the perfect place to help players
understand situations, people, places, things, and their own
PCs better. You can provide hints, advice, feedback, and
suggestions in descriptions. Describing things from PC
perspectives also helps keep everyone in-character.
Sometimes, players don't realize the dilemma their character
is in. It's like a friend describing a book or movie in a
way you hadn't thought of. When this happens during
games, description is a good tool to let players know their
characters have options and possible considerations
concerning those options.
Avoid thinking description is for the boxed text stage only.
You can employ description at any time. My favourites:
- During skill checks: Rather than simple success/fail,
provide details about why the result occurred; add in
characterization as you see fit.
"The lock refuses to catch and the portal remains closed.
However, you notice the initials M.F. carved into the
mechanism - something a casual observer would never notice.
And, come to think of it, you realize you saw those initials
on a previous lock. You remember that lock? The one that
blew up and you almost lost your hand trying to pick? Hehe,
good times."
Hopefully this creates a sense of rivalry, even if locksmith
M.F. has long since passed away.
- \During NPC actions: Have NPCs talk or communicate with
the PCs at every opportunity. This creates good roleplaying
moments, and gives you a lot of latitude for providing GM
information in the guise of conversation.
"So, you think you can just flash a bit of steel and I'll
grovel for my life, eh? Don't you know there's laws around
here? Haven't you heard - guards can read minds. You might
kill me now, but they'll pry your head open and find the
truth. Oh yes, they'll catch you and we can meet in the
afterlife for a rematch, eh?"
- Mid-Combat: Even though the combat dice are rolling fast
and furious, description does not have to stop. Look for
opportunities to inject description and characterization.
Point out the big picture. Describe things from the
viewpoint of an objective observer, or from a victim's point
of view. Get the players questioning their characters'
actions and the contexts of the battle.
* * *
Keep an eye out for a third part to this series, where Mike
Bourke provides us with tips on Personality Driven
Encounters.
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100 Fantasy Adventure Seeds
This PDF contains one-hundred adventure seed ideas for your
fantasy games. Each adventure consists of the basic idea,
three twists, and an epilogue. Add your own embellishments
or combine the adventures in any way you please.
100 Fantasy Adventure Seeds at RPG Now
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Hallmark Cards For Sound Effects
From: Ian Toltz
I think we all know the benefits of using sound effects and
background music at the table, but not all of us can or want
to lug a laptop or mp3 player with speakers to the game and
fiddle with it during tense moments when you're trying to
set a mood.
Enter: Hallmark! That's right, the greeting card company
comes to the rescue with their audio cards. I was picking
out one for a friend's birthday and found two different Star
Wars-themed ones - a Vader card playing the Imperial March
and a Yoda one playing a different, more heroic song. It's
nice because they're simple to sort, simple to activate
(just open them up) and don't require any additional
equipment. At $4.99 a piece it might get expensive if you
wanted to assemble a library, but easily affordable for just
a few quality clips.
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2. Give Players Refunds
From: Esteban Brenes via GMMastery
While we might not know all the rules, GMs are capable of
making decisions and rulings on the spot. If there is any
doubt about the rules, you make a ruling and inform the
players of that as they consider their moves. That way, they
can make an informed decision based on what are now the
rules (going on the assumption the GM has the final say).
If a player has a different interpretation of the rules, I
let them change their action. It's hard to feel cheated when
you're offered a refund, and I don't want them to think I've
made a certain ruling to get the best of them. :)
I believe if the NPCs are going to beat the players, they'll
do it regardless of these infrequent "undos", so there's no
loss in letting the player get a refund. If entire scenes or
campaign plots hinge on a single rule interpretation, then
you actually have another problem, which is an unbalancing
power/ability in play. You should be working on having it
removed through an in-game mechanism, or establish a rule
both you and the player feel comfortable with for future
encounters.
I've also found if you provide players with the ability to
make informed decisions they are less likely to feel
cheated. I also try to clarify that certain effects are not
likely if it's easy to be confused and think otherwise.
I try to drop hints embedded in descriptions to help guide
players in their gameplay. After awhile, they start paying
closer attention to your descriptions, as that way they can
get an edge.
Another thing we've done in games that don't have as many
rules (i.e., Nobilis or Everway) is have players write up
various ways in which they plan on using their powers or
abilities. These sheets are then considered like the
characters' constitution/bill of rights, and anything not
previously agreed or included there is negotiable with the
GM having the final word.
You can keep them fairly generic while still providing
helpful guidelines for making decisions. Players can then
focus on the things that are important to them. It also
helps the GM spot troublesome powers/abilities/talents,
and limit them to the scope of the campaign before a player
becomes too attached to them.
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3. Quick Map Creation Tip
From: J.H. Swain
One thing I like to do is take real world maps, upload them
to a graphics program of choice, and trace them. It works
fairly well, and it's not as if anyone's going to notice
that, if you flipped the map of the city of St. Omhurst just
this way, it looks exactly like Bremerton, WA and the
surrounding area.
I've just started doing this, so I'm not an expert, but it
seems to be a pretty solid tactic.
Example:
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4. Manage Campaigns With Google
From: Telas via GMMastery
The Immaterial Plane: Enhancing Your RPG Games with Google
In addition to the mailing lists, shared calendar, etc.,
Google lets you create and post .DOC or .XLS (or many other
kinds) files to your group, and control which users can
read/write/delete them. The spreadsheets are great for XP,
treasure, one-page stat blocks, NPC names/descriptions/etc.
You can edit and view them directly in the app, or as a
downloadable file.
For online games, since every group member has a Gmail
account, you can chat Gmail-to-Gmail (they embed their chat
in their e-mail window).
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5. Dressing Up Combat
From: Palmer of the Turks
Combat can get dull at times. *roll roll* You hit for 8
damage. Your turn Bob. *roll roll* You miss. This gets
boring, quickly.
A little investment in time before the game can keep your
players interested...and make you seem like an
improvisational genius.
Create a couple charts with short but descriptive phrases
describing various hits or misses. Then, read one off the
list every so often to get people's attention. You can use
them in general, for killing an enemy, for really good or
poor rolls, or even for near-misses.
For example:
Kills
- The creature lets out a piercing shriek before dying
- The monster is crushed by your blow, and the body silently
crumples to the ground
Hits
- Your powerful blow sends the enemy reeling back
- Catching it off guard, you slip in a quick strike
Misses
- Your blow misses the foe and collides with the stone wall,
setting off a ringing echo
- You stumble over something unseen, spoiling your blow
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Night Below Booster Pack
This latest D&D Miniatures Game release includes several
infamous D&D characters and popular D&D monsters. Dungeon-
dwelling horrors figure prominently in the set. Various
figures are drawn from key D&D titles, including the various
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Realms, and Dragonlance campaign settings.
Booster Pack Components:
* Eight randomized, pre-painted, plastic miniatures
* Stat cards for each miniature
* A Night Below set checklist
Night Below Booster Pack at RPG Shop