Roleplaying Tips Weekly E-Zine Issue #366
Notes to the GM - What a Player Wants
Contents:
This Week's Tips Summarized
Notes to the GM - What a Player Wants
- Get Started Quickly
- Black Box What's Outside My Character's Perceptions
- Be Decisive, Not Defensive
- Come Ready, But Not Necessarily Prepared
- If It Has No Impact, Be Ready To Skip It
- I Can't Handle Much Homework - Let's Game It Instead
Readers' Tips Summarized
- Post-It Time Travels
- Timeline Calendar Excel Add-On
- Plan For Encounters, Not The Encounters
- Recorded Sessions For Your Listening Pleasure
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Return to Contents
A Brief Word From Johnn
Characters Finally Arrive at the Temple
When my Temple of Elemental Evil campaign started, players
were asked to craft a motive for their characters to go
after the Temple and its minions. A year and a half - 28
game sessions - later, we've finally arrived at the doorstep
of evil. It was a sweet moment of character achievement, and
I can't wait to see what happens next.
The Temple has not been idle. They've been smart with the
resources meted to them by their divine masters, though
faction in-fighting has blunted their designs somewhat. It
should be a tough slog though, fraught with peril and all
that.
Singularity Sky a Good Book
Just finished Singularity Sky by Charles Stross. It's a
great sci-fi book and I recommend it. The author's ideas are
big and it was a lot of fun trying to wrap my head around
them. The story takes place in the 25th century, and humans
have mastered FTL and nanotechnology. A backwater colony
comes under attack by an alien foe, and the fleet of the New
Republic races through time to save its peoples. Everybody
has an agenda though, and those out to save the colony could
end up being its worst enemies.
Not to spoil the book, but everybody dies in the end. Oops,
that's not true. I was thinking of my Temple campaign there
for a sec. Never mind.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Monster Manual V - USD $31.46 + 5% cash back
New monsters ideal for any Dungeons & Dragons game.
Monster Manual V is the most recent volume in the best-
selling Monster Manual line. This 224-page D&D supplement
presents a fully illustrated horde of new monsters, as well
as ready-to-play variations of previously existing monsters.
In addition, this supplement features maps of monster lairs,
sample encounters, and tactics sections to help Dungeon
Masters run the more complex creatures. In addition, many
entries contain information about where monsters are likely
to appear in the Forgotten Realms and Eberron campaign
settings.
Monster Manual V at RPG Shop
Return to Contents
Notes to the GM - What a Player Wants
By Johnn Four
This week's article is a bit cheeky. They are from a
player's point of view, in the form of notes or requests to
the GM. They are actually from myself to myself, and apply
equally to players and GMs, who can lift out tips and
reminders as desired.
The idea for the format came from an interesting article by
Paul Robertson, "Tips for GM's, From a Player's
Perspective." Read his tips at the Arcadian Guild website:
Arcadian Guild website
I've also been given permission to archive the article:
Tips for GM's, From a Player's Perspective
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1. Get Started Quickly
I come to play. I can socialize anytime, through any number
of devices, programs, and technologies. Face-time with
friends is important too, but how often are we able to get
the whole group together to game? Let's take advantage of
this rare moment and do what we came to do. There will be
time to chat during the game (quietly, or away from the
table) when it's not our turn, or when we take breaks.
I do not mind in the least if we have some pre-session
banter, but as soon as you're ready to get started, let's
go. If you need help with anything, I'd be happy to help
clean up, organize, or set something up for you.
2. Black Box What's Outside My Character's Perceptions
I trust you. I know that, when things happen, you've got
reasons: creative ideas, rules considerations, plot ideas.
You don't need to defend yourself or justify gameplay by
revealing what's going on behind your screen. Please try to
present the game to me as my character would experience it.
Rather than say, "He makes his saving throw by 5, so your
spell misses," I'd rather hear, "The creature swiftly dodges
and grins at you as your blast passes harmlessly by."
Put all the gamespeak, rules, and metagame information in a
black box and hide it from me when I'm in-character. I enjoy
the game a lot that way.
There will be times when we need to discuss things player-
to-DM, and that's ok. It's part of the game. But don't
hesitate to inform me of what's happening in-game using
description. I trust your GMing and the calculations and
rulings you've got to make.
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3. Be Decisive, Not Defensive
I would like fair, consistent refereeing. I do not mind at
all if you rule against me, as long as it doesn't feel like
you're being arbitrary for some temporary advantage.
We share a rule set - a common set of expectations and
understanding - and I would like to point out when I feel
rules aren't being followed, are being broken, or are being
forgotten. You are welcome to change the rules, or disagree
with me and keep the game moving, but please allow me to
voice an occasional opinion, be objective, and then make a
decision.
I'd be happy to record house rules or interpretations for
you so we can refer back when needed. I'm also fine with
modifying and tweaking these things over time as long as we
can do this before my character decides what to do.
If my character does something unexpected or not covered by
the rules, I'm happy if you take a moment to consider how to
game it out, but please don't cancel or invalidate my action
just because it's unusual. I'd be happy to suggest possible
rulings if you get stuck, and sometimes even a 50/50 roll is
fair. If you think the odds of success are low, and my
character would perceive that, please let me know.
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4. Come Ready, But Not Necessarily Prepared
I do not mind at all if you make things up as we play.
That's part of the fun! Don't feel pressured to craft up
perfect encounters for me. Instead, trust me to explore
situations and seek out things that will interest me and my
character.
Sometimes this will catch you unprepared, but I'm confident
you will think up something. When you can't, I'd be happy to
offer suggestions or ask more questions to give you a better
idea of what I'm looking for. Don't put pressure on yourself
to have everything planned out, or to have perfect answers
all the time. Let me help, especially when it prevents all
my options and interests from being blocked because I do
something that's not on the menu.
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5. If It Has No Impact, Be Ready To Skip It
As GM, you are always busy doing something during games. As
player, I get a lot of brief moments where I can sit quietly
and do some in-character thinking. I will use a bit of that
time to think a few steps ahead. If I can draw a straighter
line from where we're currently at to where we need to go,
I'll point that out to my companions.
Unfortunately, this might result in bypassing some of your
planned encounters and events. Sorry, I wasn't trying to do
that on purpose. I just want to keep the game moving along,
keep things relevant for our characters, and maximize
storytelling time.
For example, if we're walking en route to our next
objective, and we get caught in the wrong time and place and
are attacked at random, I'd rather we just run away and
continue pursuing our goal. As another example, if we learn
of an A-B-C plan or route, I'd opt we skip A and B and go
directly to C - unless there's a reason why A and B are
important.
If it has no impact, be ready to skip it. First, let me
explore with you in-character some ways we could add impact.
Let me help make something relevant or important, or at
least interesting. If we can't suss this out, however, then
we might opt to choose the straightest path.
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6. I Can't Handle Much Homework - Let's Game It Instead
There's a lot on my plate these days, and unfortunately I
can't contribute much to the game between sessions. Family,
school, work, friends, other obligations, and competing
activities - you know, the usual. :)
This means I won't have time to read the 200 page world
document, and I'll struggle to even get the 50 page player
reference studied by next week. The group's e-mails are
stacking up in my Inbox. I also still need to level up my
character, fill out that survey, and get you a list of
character requests.
Could we do this stuff in-game instead?
Perhaps the NPCs we'll be chatting with could give us
nuggets of information about the area? Maybe I could reveal
my goals to a mentor that I could quest for? Bits and pieces
of the world could be revealed through locations,
encounters, and treasure.
I'd also be happy to handle documentation requests when I'm
not engaged in the current encounter. Is there a computer
around where I can update my character on the wiki? Could I
fill out the campaign survey now? Maybe I could roleplay
with the other players about character goals and desires,
and I'll hand you a brief transcript at the end of the
session?
Anything we can do to minimize homework and get stuff
accomplished while we play would be awesome.
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Order of the Stick: Start of Darkness Book
The Order of the Stick: Start of Darkness is the second all-
new, print-exclusive volume in the popular Order of the
Stick collection of comedic fantasy roleplaying game comics.
The companion volume to our best-selling On the Origin of
PCs, this book delves back into the past to explore the
genesis of the Order of the Stick's arch-nemesis, Xykon the
lich sorcerer. Learn how Xykon became a lich, how he met
Redcloak the goblin cleric and the mysterious Monster in the
Darkness, and how he totally killed Roy's dad's master, like
right in front of him. Ouch.
- 112 pages of brand new, never-seen-before comedy that fans
of the OOTS comic can't read anywhere else.
- Black and white, but with a special 16-page full-color
insert telling the Secret Lore of the Crimson Mantle - in
crayon format!
- Preface by Miko Miyazaki, paladin.
Order of the Stick: Start of Darkness Book at RPG Shop
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Post-It Time Travels
From: Mike Bourke
Hi Johnn,
A quick reader's tip to follow your crafting a timeline
article. When doing a time travel plotline, a timeline can
be incredibly useful but far more complicated than usual. I
find putting a draft of the timeline on Post-It Notes lets
me rearrange them to make sure everything makes sense for
each of the different perspectives.
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2. Timeline Calendar Excel Add-On
From: Scott Kerns
Johnn,
I just wanted to drop you a note regarding the timeline tip.
I run a 1st edition AD&D campaign, and have been making a
timeline since the second session three years ago. I
started out using Outlook's calendar, because it was simple
and available. I've looked hard for a more freeform tool,
but haven't really found one that suits my needs. I
recently switched over to Excel and use a calendar
generation macro and my own homebrew form. I like having a
daily timeline, it helps my players and I keep close track
of the daily "lives" of the party.
Here's a :
screenshot.
The tool is free
here.
It comes with a collection of calendars and can be used with
a custom form like the one above. Here's an example Excel
file:
example Excel file.
I really enjoy the newsletter, although I would like to see
some tips specifically for 1st edition, but I get something
useful from every issue. Keep up the good work, and thanks!
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3. Plan For Encounters, Not The Encounters
From: Jonas Dorn
Regarding the request in:
Issue #363
"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."
Which way is best? From the question it sounds as if the
players are not making choices in-character, and that they'd
rather use meta-knowledge to further some goals that are
different from what the GM considers best for the game.
I believe you have addressed well the requirements on the
character side that make it possible to do in-character
choices, and ways how the GM can support this. I would like
to point out a different aspect behind the question:
motivation.
What do the players want? Some players are motivated by
killing things, some are motivated by treasure, some are
motivated by solving riddles, and a few are motivated by
roleplaying. Almost all of them, however, like their
character and want it to survive and to succeed. So does,
hopefully, the GM.
Thus, the GM has a tendency to set up encounters in which
the players can succeed. Furthermore, players will learn to
read the GM, and go along with the "best" way, which is
often the way the GM hoped and planned for. In other words,
even if the GM tries to avoid railroading, it will happen
unconsciously and the players will go along with it.
An example of such railroading is the standard battle
encounter. The players travel along the road in the forest
when a monster jumps at them from the shadows - and everyone
knows it is time to whip out those swords and scorching
rays. While it may be satisfying to kill the critter and
collect the loot, it is a rather boring encounter role-
playing wise. The same applies for roleplaying encounters,
such as a king telling the characters to hunt the goblins
that threaten the trade routes. Sure, the players could say
no, but who is going to ruin the GM's day by doing so?
The main remedy for this is to plan for the encounter
instead of planning the encounter. If the GM wants one
outcome (the players should save the beggar from the
bullies, and the beggar will then reveal to them the
location of the secret passage), the players will be
consciously or unconsciously nudged toward that outcome.
Instead, set up the scene, and allow the characters to act.
For example, when they want to rush to the beggar's aid,
have them held back by a bystander who warns them of the
consequences of offending the local mafia, and who tells
them the beggar belongs to the tribe of the G'hanye (who
are, as the players know, guardians of the secret passage),
and should therefore not be helped. Of course, this only
becomes a dilemma if the game is lead in a way so they know
their actions have lasting consequences.
To make matters more complex, give all the NPCs a motivation
and a plan they will try to bring to fruition. For example:
- The bullies might be paid by local merchants to keep the
beggars off the street, which the bystander doesn't know,
and they might thus be unwilling to fight for their lives
about the guy.
- The beggar might be an "Eye of the Guardian" - a spy for
the tribe trying to spot the PCs who have been reported
searching for forbidden knowledge. The beggar might thus
want to attract the attention of the PCs and lure them into
a trap.
- The bystander might have had his brother abducted and
killed by the G'hanye for trying to find out about the
secret passage, and he would want to try and protect the
strangers from a similar fate once he learns their plan.
With such a set-up, a GM has to play the NPCs as characters,
not as decoration, having them make decisions to further
their goals. Thus, rather than determining the outcome of
the encounter, the GM defines the plans and motivations of
the NPCs and has the environment react to the actions of the
PCs.
Such a style of play means a GM needs to improvise and let
the PCs do things the GM has not thought of. It should be
fine for the players to ruin the GM's day from time to time.
This makes GMing a challenge, but also highly rewarding. It
also prevents railroading, because the GM doesn't know what
the best outcome is going to be, and there will be no biased
signaling (this shouldn't mean that there should be no
signaling at all, or only confusing signaling - the NPCs
should always behave according to their motivation, and
according to the information they currently have).
Furthermore, if not everything is planned out in detail
ahead of time, the GM can easily start to incorporate the
ideas of the PCs/players. While they speculate about what is
going to happen if they do A instead of B, they might be
coming up with ideas that fit the NPC's motivation better
than originally planned. Stealing ideas from players is
going to make everyone happy: the GM has a better plot, and
the players will be happy to have figured it out.
P.S. re:
Automatic Successes
I believe the GM should allow an automatic success whenever
the PCs should not be failing. For everything else,
especially if the players do something risky, the GM should
have them roll, but at the same time try to be benign. After
all, the rolls are there to find out whether a tricky action
should succeed or not.
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4. Recorded Sessions For Your Listening Pleasure
From: Logan Horsford
Here are MP3s for recently run games. I thought they might
be interesting listening for other GMs or for people who
haven't played face-to-face before and are wondering what
it's like.
This is uncensored material (lots of swearing in parts,
strong language). Pretty much the only editing I've done is
when we are eating or smoking.
Sounds Heard During The Game And What They Mean
Strange sounds you might hear during the game on Logan's
MP3s and what they mean. To make this make sense, play this sound wave and follow along with the text below.
- Cigarette break.
- We travel straight to the place in question.
- I am acting as though I agree with this old stick
in the mud.
- Oh, my word, someone has need of the Lysol spray,
please do it quickly lest we perish.
- I'm English.
- I am the best!
- I'm a confused English person.
- I don't care either way.
- I brief the people sitting at the table on everything I
just found out they were sitting here listening to.
- Threatening Logan.
The Disappearing Man
Edge of Darkness
Star Bright
The Haunted House (published module, available in the Curse
of Cthulhu book)
The Haunted House, continued (Sat July 14 session)
Note that part way through this one we had three gamers show
up to play, two of which had never done this system before.
So, if you are wanting to, you can learn a bit on how the
system is set up. If you don't want to hear the newbie walk
through it, fast forward over that bit. During the
introduction, I had to step hard on a newbie who was talking
more than listening. Since my purpose is getting into the
game quickly and moving forward, I didn't feel bad about it.
He took no offense and shaped up to do very well. I look
forward to having them back in the future.
Yes, this coming weekend (the 20th and 21st of July) I am
planning on running the continuation of this. I have no idea
if it will get solved or if I will just be torturing the
PCs, but I know they hate letting go of a mystery till they
solve it.
If you enjoyed these and would like to get in on the
game (in person, Hoffman Estates, IL), please contact
me at logan9a[at]yahoo.com
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Shadowdale: The Scouring of the Land
USD $26.96 + 5% cash back
Elminster's tower lies in ruins, and the town of Shadowdale
has been conquered by evil Sharrans and the nefarious forces
of Zhentil Keep. To drive the villains out of Shadowdale,
the heroes must organize and lead a desperate revolt of
Dalesfolk against their conquerors, as well as thwart the
sinister designs of Shar's servants and the Zhent garrison.
Shadowdale: The Scouring of the Land is the second part of a
three-part series of 160-page hardcover super-adventures set
in the Forgotten Realms campaign setting, although it can be
easily played as a stand-alone adventure. In addition to
encounters, this book contains detailed source material on
the town of Shadowdale and environs.
Shadowdale: The Scouring of the Land at RPG Shop