Roleplaying Tips Weekly E-Zine Issue #365
Craft A Timeline Tool - Prepping A Game World For GMing and Play
Contents:
This Week's Tips Summarized
Craft A Timeline Tool - Prepping A Game World For GMing and Play
- Prepare A Global Snapshot
- Create A Timeline
- Timeline As History
- Timeline As Game Log
- Timeline As Plotline
- Update Your Timeline
- Ptolus - An Example Timeline
Readers' Tips Summarized
- Watch Where You're Stepping - Interesting Combat
- Tool Tip - Graphviz
- General World Creation
- Making More Dramatic Combat Scenes (D&D 3.5 Specific)
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A Brief Word From Johnn
World Dev Series
I am in the unusual position of starting up a new campaign
using Monte Cook's Ptolus product, plus having another,
different world product sent to me for review. That's 1500
pages of world info, combined.
How does a GM process world books so you get a good
understanding of what the world is about? There's so much
material, you could get lost for a long time before gaming
your first session. That's before contemplating
customization and fleshing out the campaign region. Whew!
This week delves into one of the tools I use for grappling
with world information - the timeline. It serves a number of
purposes, as you will see, and works for processing
published world info, or for designers developing homebrew
realms. I hope you find the tips useful.
Recent Past Issues In Txt Format
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Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Return to Contents
Craft A Timeline Tool - Prepping A Game World For GMing and Play
By Johnn Four
1. Prepare A Global Snapshot
If you are like me, you don't have time to read every page
of a world product before putting it into gameplay. My
deadline for making Ptolus ready to play is two weeks.
Ptolus is 700 pages, plus all the digital and online
information available for it. There's no way I have enough
time available to process everything.
Best option is to freeze the game world at a point on the
timeline, and take a global snapshot of it so you can record
and learn its essential details, such as the economic,
social, political, religious, magical, and adventure
landscapes.
The best timeline point is the first moment of gameplay.
That ensures your notes are fresh and relevant.
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2. Create A Timeline
First thing I do when processing a world for play is to
create a timeline and capture any dates I run across. This
teaches you the game world calendar at the same time.
I use Excel so I can shuffle things around and sort, because
you can stumble upon any date in any order in the text of
most world products. Use index cards, Post-It Notes, graph
paper, or any system you feel comfortable maintaining a
timeline with.
I consider a timeline a core GM tool. Not only do I use
timelines to track game world past, but also game world
present and future.
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3. Timeline As History
Pick your starting date for your campaign. Any date and
information that happens before this is history. World
history is good to know because it contains themes and
events that influence the present day.
For example, one of the best ways to create a campaign is to
use past world events as a basis for the plot:
- The information is there for mining, either in the
history chapter, or sprinkled throughout the core world and
supplemental materials.
- It's a great way to reveal a new world to players and
yourself. To flesh out the campaign background and premise,
you'll need to mine NPC names, past conflicts, past key
locations, and other important world details. You get two
things accomplished at once: you become familiar with the
world's history, and you get some adventure planning done.
- It usually allows you to explore the core world themes
and ideas of the designer(s). Most world builders have a
vision for how their realm is special and different, then
they try to pass this vision on through writing. This has
mixed results, but diving into the past often reveals the
unique aspects of a world and much of the designer's thought
processes.
- Grasp the big chunks. Most world histories deal at a high
level, with the big playing pieces. Details become finer as
you get closer to the present day mark, as designated by the
product.
I wouldn't take much time at first reading in detail about a
world's history, unless it's short, as there's more
important information you need for your snapshot. Skimming
will do for now, and if you create a timeline tool, you can
record the past in an efficient, accessible way for ongoing
reference.
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4. Timeline As Game Log
The second stage of our timeline tool is present day. Most
world products will provide a date they call present day as
a helpful benchmark for your campaign starts. Often, this is
buried in the text, so you'll need to dig for it.
Feel free to begin your campaigns in any time you wish. For
example, I find sometimes a game world's present day is in a
state I don't like, or doesn't work for my campaign concept.
There's too much war, or not enough. It's too civilized, or
not civilized enough. Sometimes a period in the past is too
good not to take the players there and game out, and
sometimes you can envision a compelling future based on the
world's current vectors that drives you to start play at
that point.
When you are ready, declare what the present day is.
Everything that happens before that date is History. This is
noteworthy because it means it's non-interactive. Time
travel campaigns and flashback encounters aside, what is
history cannot be changed, and therefore the players have no
say in it. The day your campaign truly begins is when
players can take their first actions or make the first
decisions that affect the world around them.
Therefore, pick present day strategically. Don't bypass what
you'd like to play out. Skip ahead of stuff that is critical
and must happen in a certain way for your campaign premise -
players represent a high-risk agent of change. Players
accept history as such, especially at campaign start, so now
is the time to ensure any set-up conditions.
Once the clock ticks past the start date, you change from
history mode to present day mode. As PCs take actions and
make choices, you'll need to record events, consequences,
NPCs met, places visited, and so on. 'Present day mode' is
just an ugly way to say game log.
Your timeline, by recording events as they happen, becomes
your game log.
This solves a few GM logistic issues, such as organization,
pre-game and in-game note taking, planning, and reference.
You are taking regular notes, but each entry has a date
stamp, allowing you to list entries in the order they
occurred. As soon as the clock ticks, the encounter that just
happened is now History. Game log = timeline = happy GM.
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5. Timeline As Plotline
For my GMing purposes, I've defined plot as my plans for the
campaign. These plans are not in cement though. The players
are welcome - and expected - to change them. Having plans in
place gives me a foundation to plot out reactions,
consequences, and follow-up encounters.
I define story as how things play out during sessions. Story
combines my plot with player choices. It's dynamic. Story is
what's happening right now in the campaign.
Always keep an eye out for story, like a journalist with
keen senses. Find story by taking account of the current
situation - who the PCs are, what the PCs are doing, what's
at stake, who the NPCs are and what they're doing. Strip
away the rules, condense gameplay, and wrap actions,
consequences, and characters into a story.
Story is a sense of what's happening or what has just
occurred. For example, a battle might take 2 hours in real
time to game out. However, the story is the PCs were waylaid
while on their mission to save the kingdom, losing precious
time and resources doing battle with creatures looking for
their next meal. The fight was won, thanks to the life-and-
death actions of the heroes, who have come a long way from
their humble roots. They don't have time to congratulate
themselves though, because they must press on.
This sense of decoding and condensing game play into a tale
is important to develop. Be sure to share these views,
summaries, and observations with your players at every
opportunity. Tell the story. Encourage your players to do
the same, either in retrospectives, or better yet, during
descriptions of PC actions.
Story is the dynamic unfolding of events based on player
decisions, character actions, and GM in-game actions. Plot
is your static plan of what's happened in the past and
what's slated for the future.
If you plot future plans with estimated dates along your
timeline, then what you've got is your plotline - the third
stage of the timeline tool. This is a great planning method,
as long as you can stay flexible and not be tempted to force
things in a certain direction against player wishes to suit
your schedule of events.
The timeline of plot points has the added benefit of being a
reminder and scheduler. As the calendar moves onward, you'll
see events and plans appear on the horizon, plus any short
term plot points about to be triggered.
When plans go awry for a particular item, you can change the
date, or move the item to a dateless limbo area where you
can quickly insert it back into the plotline.
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6. Update Your Timeline
As with any diary or documentation tool, it's only useful if
you keep it current. As soon as you lose trust in the
information - outdated, missing, incorrect - then the tool
becomes a burden or gathers dust.
Prepare to keep your timeline up to date:
- Keep it handy while you do planning.
- Update it during sessions, if possible. Use it as your
game log.
- Update it after each session as a habitual post-session
activity. Fix entries, refine information, add entries you
forgot during play.
- While you read campaign and world related books, keep the
timeline nearby for data entry, or develop a system so you
can transfer dated items quickly when the timeline is
available. For example, make entries on Post-It Notes, then
process accumulated Post-Its as soon as possible.
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7. Ptolus - An Example Timeline
Here is an example timeline I'll be using for my Ptolus
campaign. I've cleared out some data to protect the
innocent.
Notes:
- I track the current date in the top left corner for quick
reference and updating.
- Names of weekdays and months are numbered so I can figure
out their order and sort them in Excel easily.
- I've appended the number of days in a month to the end
of each month name for reference. If I memorize this
information through use I'll just remove it as it won't
affect sort order.
- The Type column contains a drop-down with current values
Event and Log. This lets me sort or filter by entry type in
the future. For example, I will want to view only game log
entries so I can get a report on what happened during game
sessions. I like to review session logs, when I have time,
to mine for hooks, loose ends, planning, and logic and
consistency checks.
- The plot columns will contain plot specific notes about an
entry. PCs might have their own plots, and I'll be running
at least two plot threads, so having seperate columns to
track notes, ideas, consequences, and reactions to an event
entry lets me sort, filter, and view on a plotline specific
basis.
* * *
Past, present, future. History, game log, plotline. A
timeline is a handy GM aid for many reasons. At the very
least, it helps you learn the world calendar. :) Create a
timeline for your campaign today.
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Watch Where You're Stepping - Interesting Combat
From: Palmer of the Turks
You're in a fight, sure, but how much do you know about the
terrain? Yeah, there's walls here and there, and that space
is blocked by a boulder, but what are you _standing_ on? Or
in, for that matter?
Before combat, it's a good idea to create a number of minor
terrain hazards and inconveniences you can toss out there to
make people pay more attention to what they're doing. When a
fight breaks out, pick a few and scatter them on the field
secretly.
Note the game effects of entering, passing through, and
staying in each affected space (if they apply).
Some hazards can be minor inconveniences most combatants can
ignore safely (loose gravel on cave floor, minor chance of
losing balance and suffering a small penalty). Some can be
inconvenient (heavy, tall grass slows movement). Certain
terrain should be relevant to the setting (patch of lava,
perhaps).
Depending on the feature, perhaps allow characters a free
roll to see if they notice it before they enter the space,
with the option to move elsewhere instead).
Ideas include:
- Shallow pothole
- Gopher/Rabbit hole
- Tall and/or heavy grass
- Small shrubbery
- Small fire
- Campfire
- Bonfire
- Smoldering firepit
- Flaming oil patch
- Unlit oil patch
- Shallow mud
- Deep mud
- Black/Slippery ice
- Thin ice
- Puddle
- Thornbush
- Corpse
- Old, dusty corpse
- Pebbles/Gravel
- Loose rubble
- Dusty patch
- Breaking plank/step/tile
- Lava
- Shallow water
- Deeper water
- Running water/river
- Low ceiling
- Distracting glare
- Slippery muck
- Wobbly footing
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2. Tool Tip - Graphviz
From: Alex Bender
Tool Tip - Graphviz: www.graphviz.org
Ever want to track the intricate interweaving of anything
via text but have the output in an easy to understand
picture? (jpg, gif, tif, png, etc.) Graphviz originally used
to track code-module dependencies, but I've found it great
for keeping track of all the characters, both PC and NPC,
and how they relate to each other in my campaign.
As things change, rather than re-draw the whole diagram,
just change a line of code and it all works out.
For one set, to track a large online setting with over
1000 characters, I use a database and then just run a report
to get up-to-date information. For my tabletop game, where
there's only a few characters involved, I make the changes
by hand.
Here's an example gif relationship diagram.
Here is the code that generated the diagram in GraphViz.
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3. General World Creation
From: Michael L. Bricker
When creating a fantasy or sci-fi world, it helps to keep in
mind several often overlooked points about planetary
features.
- Deserts
When deciding where deserts should go, remember that a
desert always forms on one side of a mountain range or a
similar barrier. The reason being that, when winds carrying
clouds bump up against a tall mountain range, they prevent
the continuation of the clouds' travel. This results in one
side of the mountains being lush and wet, and the other
being a dry, arid, desert.
To further the general feeling of realism, remember that the
direction of the planet's rotation affects the direction of
prevalent winds in a region. Earth rotates from west to
east, which means prevalent winds in the northern hemisphere
are west to east, and ones in the southern are east to west.
If your planet rotates in a different direction the winds
will switch accordingly.
So, it helps to make sure your deserts are on the proper
side of the mountains as to the direction of your planet's
rotation (this avoids discrepancies).
- Mountains
Being huge amounts of rock and soil thrust up due to the
shifting of continental plates, mountains will mostly form
around the edges of the plates, so it pays to draw up a
rough outline of where your major plates are, and then build
your mountains along the edges.
Same goes for some types of island chains that form where
the plates cause mountains to grow out of the ocean.
After you have your plates, you can easily place island
chains (if wanted) and mountain ranges, and after the
mountains, your deserts.
- Lakes
Lakes are often large and shallow canyons and valleys that
got filled with water at some point, and do not drain
quicker than they are fed. As such, it pays to give thought
to how such a large dent was made.
A prime reason is glaciers. The Great Lakes around the state
of Michigan and along Canada were formed this way.
Therefore, imagine where a glacier from your planet's past
would grow. Place it down on the present-day continent and
imagine how it receded north. You will hopefully see good
places where the land would be gouged and lakes would form.
Note that lakes need to be fed by some source of water,
usually a few rivers and many streams and creeks. There
should also be a point where water leaves the lake and heads
toward the ocean.
- Rivers
Rivers usually start on or near a mountain and make their
way toward the sea. Rarely do they spring from nowhere, and
as such, it does not give the world a natural feel to have
your rivers spring out of the blue instead of slowly forming
from small creeks and tributaries. (Of course, if you want
to give your a world that fantastical feel, by all means
ignore everything I'm saying here.)
Remember that a river is usually flowing toward the closest
sea, following gravity and the path of least resistance.
This might not always be in a straight line, but if it
matters in which direction the water is flowing, it helps to
know which way the ocean is at.
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4. Making More Dramatic Combat Scenes (D&D 3.5 Specific)
From: Miguel Garcia
- 1) Tossing and pushing in melee
There are rules for Bull Rushing and pushing characters,
enemies, and objects around. If you want additional action
in a combat scene, spice it up with a few characters and
enemies being knocked around a good distance with the
appropriate attack roll/damage rolls.
This only applies with bludgeoning and unarmed weapons. (A
slicing weapon would just cut through.) If a huge troll
swings his club like a baseball bat and deals damage, send
the affected character a few feet away instead of keeping
her in the same place.
To reduce the frustration that opportunity attacks might
cause your players, just suppress the opportunity attacks
against that specific enemy (in roleplaying terms, this
would mean the character has already measured her opponent,
and now approaches carefully).
Assign the knockback distance based on the size of the enemy
(5 feet per size increment x 2), on the damage ( 5 feet for
every XX HP received), or on the dice roll (all crits).
- Slamming and bouncing
Ok, now that you've sent your characters flying, give them a
chance to recover instead of slamming against a wall or the
ground. You can set a reflex check to land or bounce
properly against the wall, or an agility/strength check to
either bounce or slam against the wall without taking
damage. Skills like tumble or jump can also be used to be
fairer with acrobatic classes.
To define damage, set a damage dice roll per feet (i.e., 4d
per 5 feet flown), or half the damage taken with the first
attack, for example.
- Collateral damage and effects
A combat scene with sharp objects and nasty magic blasts
falling around doesn't usually result in a tidy or safe
place. Unexpected events can happen. For example:
- Smashing an opponent's head with a morningstar might
result in a spray of blood that might blind the character.
- A freezing effect inside a cave might turn the fungi and
ooze on the rocks unnaturally slippery.
- A specific kind of energy inside a temple might activate
some trap mechanism.
- A fire blast inside a forest might ignite the highly
flammable oil on the leaves of the local trees.
- A bludgeoning attack on a disarmed/defenseless attack may
smash not only the enemies' head but the highly valuable
artifact he magically hid inside his skull.
- A missing arrow crushed a hive of venomous bees, pierced a
box filled with poisonous gas, or the side of a humongous
creature that resembled the wall of a cave.
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