Roleplaying Tips Weekly E-Zine Issue #384
Jail Break - Part III: It's All About The NPCs
Contents:
This Week's Tips Summarized
Jail Break - Part III: It's All About The NPCs
- The Warden
- The Governor
- The Guards
- Gangs
- Fellow Prisoners
Readers' Tips Summarized
- Why Does The Town Guard Need The PCs?
- Mapping Software: Dia
- Free-Form Combat Method
- Roleplay Character Creation
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remove the head, scoop out the brains and place the still
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jigs around a roaring bonfire.
While some refute this is a work of fiction, Toy Vault's
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after awhile believed it to be entirely true. It's also
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Return to Contents
A Brief Word From Johnn
Volume 5: 5 Room Dungeons Ready For Download
The fifth volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- Spawn of the God-Egg
by Wulfhere and EchoMirage
- Foray into the Forest of the Frog King
by Thewizard63
- Troll Brothers Cove
by Nik Palmer
- Black Fire Ruins
by Will Cartier
- Shadow Vault
by William K. Wood
Download (PDF 1MB)
Volume 4 Updated
Volume four of the 5 Room Dungeons PDF was missing a
paragraph from the The Sanctuary of Sumuho adventure. I
updated the file Tuesday, December 4th 8 a.m. MST. If you
downloaded the PDF before that time, please grab the latest version.
Notice Of Christmas Break
To let you know a bit ahead of time, the e-zine will be on
Christmas break from Dec 23 until January 6. I hope you
have a great holiday season!
Stave off seasonal insanity by having a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
Jail Break - Part III: It's All About The NPCs
One element often overlooked in prison RPG game sessions is
the NPCs. As with most adventures, NPCs are where the best
gameplay lies, whether they are foes to defeat in combat,
allies to make through diplomacy, or pawns to manoeuvre to
achieve party goals.
Following is a brief list of typical prison NPCs, derived
from watching too much TV and too many movies. :) Each NPC
archetype comes with a few plot hook suggestions. If you
have additional suggestions, please feel free to send them
in for inclusion in a future issue.
Return to Contents
1. The Warden
"I don't care what you have to do Captain, but get the
situation under control now - and get the inmates back in
their cells!"
The warden is the boss of the prison. He is the head
administrator, he sets policy, and he approves all decisions
or delegates decisions as he sees fit. He also metes out
punishments and promotion to special case prisoners and
staff.
Due to his position of authority and power, the warden makes
a great villain NPC. Most citizens, and often most regional
governments, prefer prisons to be out of sight, out of mind.
This gives wardens great freedom to run their own little
kingdom with a healthy supply of minions and labour.
Plot hooks:
- The warden runs the prison like a labour camp, selling
goods and services produced on the open, grey, and black
markets, and taking a skim of the profits. However, a senior
staff member has discovered the warden's secret and wants in
on the action or he'll turn the warden in.
- The warden is using inmates for horrific experiments for a
nefarious purpose. Perhaps he's trying to craft super-
soldiers or a controllable, magic aberration. Mutated
prisoners become enemies for PCs to fight as the party
conducts an investigation, tries to escape, or crosses a
plot of the warden on the outside.
- The warden is fighting a losing war against corrupt senior
staff who are exploiting inmates for personal gain. He
believes in justice, second chances, and rehabilitation, but
his staff are so oppressive no prisoners are motivated to
listen and change their ways.
- The warden, a guard, and a prisoner are in the midst of a
deadly love triangle, and innocents are being harmed as they
get in the way of a lovers' war.
- The warden is training prisoners to become a lethal strike
force, and he has plans for a coup or for carving out his
own kingdom.
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2. The Governor
"It's an election year, and I don't want no trouble from you
or your people, you hear? That bribery thing nearly got us
both lynched. Thank goodness voters got short memories."
Most prisons have some kind of political or institutional
director. This can take the form of a political appointment,
an inherited position, or assignment via jurisdiction or
geographical location. This director we'll fondly call The
Governor, but it could be a committee, the King, the
President, a bureaucrat, and so on.
Classic roles in fiction have been staying or overturning
death penalties, getting involved when situations spin out
of control, and getting into schemes with the warden. The
last is ripe for RPGs, as the governor can be a villain's
boss -the true power revealed as layers of the plot onion
get peeled back.
Plot hooks:
- A prisoner's appeal gains the attention of the press,
requiring the annoyed Governor to intervene, perhaps hiring
the PCs to investigate or "smooth things over."
- A new Governor gets elected, throwing a corrupt prison
administration into chaos as they cover their tracks and set
up political barriers. The PCs might be ideal scapegoats
framed by the administration, or perhaps they are brought in
by the 'guv to determine who's the ringleader and to get
enough proof to gain a conviction.
- The Governor faces pressure, extortion, or death threats
from a villainous organization to look the other way while
crimes are committed at the prison. Perhaps the villain's
rivals are being murdered, or maybe a black market is being
setup.
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3. The Guards
"Ok scum, hands up against the wall, feet apart! Don't cause
no trouble and you won't get any. Just another friendly cell
inspection. Now shut up and don't move."
Guards represent a significant force in the prison. In
theory, they are the only ones allowed to bear arms and
armour, and their training lets them works as a team, which
gives them an edge despite being outnumbered.
Guards will operate in a hierarchy:
- Leader (i.e. Captain of the Guard)
- Lieutenants (i.e. squad leader, unit leaders, sergeants)
- Guards
- Support staff (i.e. surveillance, forensics, medical,
specialized roles)
Guard staff tend not to be numerous, but should there be a
large force, then additional leadership tiers might be
required.
Roles:
- Sympathetic guard. This guard has a soft spot for the PCs
or the PCs' side of the conflict. Before play begins, decide
how far he'll bend the rules, and if he'll grant small or
large flavours. As part of gameplay, this guard is often a
piece of the escape puzzle.
- Nasty guard. A nasty guard makes a good minor villain, or
presents set-back types of challenge for the characters.
Either the guard has taken special dislike for the PCs, or
he hates everyone equally.
- Is extra vigilant, suspicions easily aroused
- Tendency to be in the right place at the right time to
catch PCs breaking rules
- Punishes PCs indirectly by attacking what they value -
friends, tools, relationships, advantages, reputation,
location access, privileges, etc.
- Lazy guard. The lazy guard can be an advantage or
hindrance to the PCs. Mr. Lazy might be lax about the rules,
locking things up, or being alert. However, he could also
let the PCs down, not bother to honour his end of any
agreements, or be where he's supposed to. A clever GM will
motivate PCs to have to rely on the lazy guard, to create
tension and additional challenge.
- Scared guard. This person fears the inmates, the other
guards, or both. Alternatively, the guard fears a specific
individual or circumstance. Smart PCs can discover the
nature of the fear and ally with the guard for mutual
protection or benefit, or be cruel and use the fear to their
advantage. Note that scared NPCs can be unpredictable, and
sometimes will show surprising courage when cornered, making
them an interesting game element.
- Special guard. Be creative and look for ways to create
special or unusual guards or guard units. A guard might be a
monster, alien, cult leader, or robot. They might have
special powers to catch the PCs by surprise, be part of the
challenge, or offer an escape possibility.
- A force of highly intelligent blink dogs
- A guard with psionics or telepathy
- Guards with magic items or special equipment
- Bionic guards with real-time audio and video feeds
- Guards with wings, jet packs, or flight ability
Plot hooks:
- Corrupt guards extort prisoners for profit, or give
certain inmates special privileges in exchange for bribes.
- Guards are disappearing and no-one knows where. The PCs
must investigate either as prisoners in disguise, as an
outside investigation unit, or perhaps a combination of
both.
- The warden has leverage on a specific guard, and makes
that NPC do all his dirty work. The guard would jump at the
chance to be cut free of the warden's strings, but the PCs
would have to take action as the guard is scared to do so
himself.
- A unit of guards knows a secret way out as they use that
access to trade money from prisoners for illicit goods from
an outside contact.
- One or more guards are aware of horrible experiments
taking place on prisoners in the hospital ward, but are too
afraid to speak up.
- A guard discovers gold or something special in the
prison's mine and tries to make a side business out of it.
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4. Gangs
"Nobody messes with the Crits. Nobody. We ain't scared of
no-one, and we don't back down from anything. Everyone's
scared of us, including the guards. Especially the guards.
Consider yourself a Crit now, punk. And if you want to see
tomorrow, you'll do this little job for us...."
For self-defense, mutual protection, power, or profit, it's
natural that prisoners would organize themselves into
groups. Gangs create great plot possibilities and obstacles
for PCs intent on escape. In addition, if there are factions
in your game world, chances are these seep into prison
politics as well.
You can create new, prison-only gangs or factions, or just
mirror the groups from the world region. Basis of factions
might be:
- Race
- Class or prestige class
- Special ability
- Game world territory or home base
- Beliefs or principles
- History, tradition
- Family
- Business
Each gang will have a hierarchy whose pecking order will be
constantly communicated and enforced. This provides GMs with
many gang-internal plot hooks and encounter possibilities to
keep prison settings interesting.
Here is a typical hierarchy to use for your prison factions:
- Gang leader - could be an individual or partnership, calls
the shots, maintains order to prevent civil war, must always
guard position from rivals who want to be in charge, handles
critical tasks personally, speaks for faction.
- Gang lieutenants - execute plans and deploy members, often
are leader favourites but sometimes position is won through
great ability, protect leader and faction interests,
discipline flunkies, handle important tasks personally.
- Gang flunky - average rank and file member, does footwork
for faction, takes the blame or consequences as required.
- Gang initiate - not yet a full member, might even be a
targeted prospect, required to perform one or more tests to
gain membership.
Some inmates request to join a gang, and others do not have
an option. Either way, membership is a catch-22 as it
involves committing ongoing acts or crimes that make
enemies out of rival gangs, gives the gang leverage over the
inmate, and possibly extends the inmate's sentence, giving
the faction a longer period of service. Leaving a gang is
not usually an option.
Plot hooks:
- One or more PCs are the targets of a gang initiate's
attack.
- Multiple gangs try to recruit the PCs. Refusal creates
enemies and reprisals; acceptance requires committing new
crimes for the boss.
- A lieutenant tries to ally with the PCs. He can use gang
resources to assist the PCs if the party agrees to help the
lieutenant become the gang's new leader.
- The warden hires the PCs to learn the identity of a secret
gang leader. The leader is not an inmate, but seems to have
some sort of presence on prison grounds. The faction is
growing in power, which is stirring up all the other
factions, and a dangerous war is brewing.
- A guard lieutenant and his squad have become gang members.
Due to the power of the faction though, nobody can act
directly against the employees. The PCs are approached to
deal with the problem, perhaps by the warden, or maybe by
one or more other factions.
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5. Fellow Prisoners
"Pssst. Yeah, you. Watch ya in fer? Hey, me too! Listen, I
heard you fellers talkin and I might have somethin you might
wanna know. Real important, like. But, it'll cost ya. Are
those new boots you got there?"
Those trapped with the PCs in the prison should provide the
majority of life and flavour in your adventures. They will
come from all areas of life with different backgrounds,
personalities, and motives. They can take on all roles, from
ally to pest to enemy. Use the PCs' fellow prisoners like
you would for any game sessions - as interesting NPCs and
important game elements.
Plot hooks:
- A prisoner confesses to the PCs he has an escape tunnel
built and he's almost ready to break out. However, the NPC
has made a mistake and the tunnel leads to the guard room.
- A prisoner, who really is innocent, becomes the target of
the Cruel Guard and asks the PCs for protection.
- A prisoner promises the PCs a large reward, which he can
deliver, if the PCs help him escape. However, the prisoner
is incompetent and jeopardizes the plan numerous times. Is
the reward worth it?
- The PCs' discover an inmate has learned the details of
their escape plan. A shadowy figure was seen talking to the
guards, and the overheard conversation included talk of the
escape. However, the PCs don't know the identity of the
snitch.
- A prisoner can get the PCs some of what they need to break
out, such as weapons or tools. However, the PCs must do a
couple of things for the prisoner first, starting with
avenging a friend killed by a certain gang.
- Two prisoners who hate each other start gathering
supporters and planning retributions. This attracts the
notice of the guards over time, bringing unwanted attention
to the PCs activities in general.
- One or more PCs have skills needed by a group of prisoners
involved in black marketeering. The PCs are approached with
a deal.
- A jolly prisoner befriends the PCs but then his life is
jeopardized when he learns a dark secret.
- A prisoner was framed and sent to prison. He must gather
evidence of his innocence from other inmates at the same
prison, and he beseeches the PCs for help.
- A corrupt administration wages gladiator-style matches
between prisoners. Any prisoner or group who wins 50 fights
wins their freedom. Will the PCs step into the ring, and can
they survive the bizarre array of foes thrown at them by an
increasingly desperate warden?
- Prisoners are being horribly treated by an oppressive
administration, and some turn to the PCs to lead a revolt.
- A powerful prisoner, affiliated to no-one, is violent and
will attack for apparently no reason. The Captain of the
Guard has befriended the prisoner and now uses the NPC to
control the other inmates. However, the NPC also has
information or abilities useful to the PCs and must be
approached somehow without triggering an attack or alerting
the Captain.
- A prisoner receives odd visitors, and other inmates have
begun speculating what he's up to. By coincidence, a PC
knows one of the visitors, and if contacted, the visitor
will be very scared and refuse to speak of what is going on.
- A prisoner is actually the Prince. He has been jailed by a:
- Jealous brother
- Corrupt or mislead father
- Enemy of the state
- Current region leader who successfully staged a coup
- Add to all these plot options the possibility that:
- Everyone knows he's the Prince, making him a target
- No-one knows he's the Prince, giving him a compelling
secret
- The Prince is unaware of his identity, providing a great,
upcoming plot twist
- Further, the Prince might be:
- Content to serve his sentence and so needs prodding and
motivation from the PCs to act
- Gathering support as we speak, and planning an escape
- Occupied by a new gang war between his loyalists and
rivals
- An inmate is slated for the gallows soon, and he reveals
to the PCs all sorts of interesting information, secrets,
and plot hooks. At the final moment, his sentence is
overturned by an appeal to the Governor. Now the PCs know
too much about a dangerous criminal....
* * *
Next week, in part four of the Jail Break series, I cover
escape, plot, and encounter tips for jail adventures.
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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. Why Does The Town Guard Need The PCs?
From: Johnn
On the Dungeon Master's Guild Yahoo! Group, a GM requested
ideas for why a nearby town guard wouldn't just go in and
clear out the nearby dungeon that the PCs have been hired to
deal with. Here was my response. Maybe an idea or two will
be of use to you.
- A plague from the adventure site brought back recently by
NPCs has made everyone violently ill for three months. The
NPCs are nowhere to be found.
- The authorities are superstitious (perhaps with good
reason) of the dungeon. The guard commander will only
provide the PCs with volunteer guards. The number and
quality of volunteers is...underwhelming.
- The local priests' god(s) send them visions warning the
priests and militia not to go near the dungeon.
- The dungeon is on contested land. If militia or temple
trod upon it, the situation suddenly becomes political,
which the king/baron/leader must avoid. The PCs must be
regarded as independents doing their own thing without
interference or assistance from local powers.
- There is a powerful creature guarding the entrance. It
wiped out many of the militia and temple helpers during the
first battle, and local leadership refuses to sacrifice
more.
- Guards and priests are dispatched with the PCs, but then a
messenger frantically catches up with news of attack, coup,
or war. The troops must return immediately.
- In many places, policing is a separate branch from the
military. One handles internal matters, the other external.
It depends on the leadership type of the city. Leaders fear
powerful generals and will often not let military troops
within a certain distance of the city borders. The city
guard/police over time becomes specialized in urban conflict
management while the military becomes specialized in
battling other armies and dealing with regional threats.
Neither group's training is likely to include dungeon
crawls. Unless there is compelling reason to take the risk,
leaders of any force are not willing to sacrifice trained,
equipped, and valuable troops/guards to launch an
expedition.
For priests, mages, and guilds, there will be members
powerful enough to be able to crawl with the PCs. However,
these types are most likely to hire a solution, like the
PCs, rather than sacrifice precious members.
- There is a curse or prophecy dooming those who venture
into the bowels of the dungeon. This scares off most options
for hirelings.
- A traitor poisons everyone the night before they are to
enter the dungeon. The PCs are treated as outsiders and
aren't invited to eat with the militia, so they are spared.
The cook mysteriously disappeared in the night.
- The militia agrees to go but only if the PCs take point.
- The guard require 75-90% of the loot as the price for
help.
- A couple of powerful NPCs volunteer to help and go with
the PCs to the dungeon. It turns out the NPCs were over-
confident or lied about their abilities and they fall
quickly.
- Rivals get a head start and bring back stories during a
rest and re-equip stage about how easy the dungeon is. The
guard scoff at PC requests.
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2. Mapping Software: Dia
From: Coleonyx Online
I use Dia, a diagramming tool, to create maps. It's easy to
use. Here's an example.
To create this map, I used the line and arc tools, and I set
the "snap to grid" option on the preferences menu. To create
a grid, I created a separate layer with the lines in it. The
Dia source file for this image is here.
You can get Dia here.
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3. Free-Form Combat Method
From: Garrison
Hey Johnn,
A reader in Issue #382 asked about free-form combat and I
have a suggestion I'd like to share. With this method, all
rolls can be accomplished without dice and without changing
any existing rules.
If the character is making an attack and the game mechanic
calls for a d20 roll, have the GM count to 3, and right
after 3 have the player and the GM both say a random number
between 1 and the maximum number on the die, in this case
20. For example, the player might say 20 and the GM might
say 1. You then add the numbers together. If the result is
more than the number of sides on the die, subtract the
maximum number of sides on the die.
To continue our example, the player chooses a 20 and the GM
chooses a 1 for a total of 21. You are trying to roll a d20
so you subtract 20 from the combined total, resulting in a
roll of a 1. In my campaign, that's a fumble, and the PC
will be displeases and will probably feel duped. So, be sure
you practice this a few times before you start using it.
For the second trial, the PC picks 18 and the GM picks 5.
The total is 23, so subtract 20 and the result is a 3. On
the third try, the player gets desperate and picks a 10, the
GM tries to be crafty too and picks a 7. The result is 17,
and since this is less than the maximum number of sides on a
d20, the result stands as a 17.
To roll a d10, have the GM and player pick random numbers
between 1 and 10, add together and subtract 10 if the value
is greater than 10. Any random number can be generated in
this manner.
It's worth noting that, over time, GMs and players learn to
anticipate the other's number picking pattern, which reduces
the random nature of this method to a degree. To offset
this, you can add a third person to the guessing game. This
leaves the possibility that you will have to subtract up to
twice the number of sides on a die. For example, if the GM
and each player picked 18, 19 and 20 respectively (on a
d20), the total would be 57. Subtract one d20 and you get
37...still too high. Subtract another d20 and your roll is a
17.
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4. Roleplay Character Creation
From: Max
Hi Johnn,
I have an alternative way of creating characters for games.
It boils down to this: every time I play D&D, the first day
is almost always devoted to just character creation, and by
that, I mean mostly dice rolling and figuring out what kind
of character that people want to play. Even with veteran
players, at least half the session is spent on character
creation.
So, I came up with a way to roleplay the character creation.
This way, the characters can be developed along the way, and
all the players can get involved in-game.
In my recent campaign, the kingdom is preparing for a great
war with an unknown source of evil, so it has been
recruiting all kinds of people from different aspects of
life. Players can decide on a simple background on how their
PC came to be there, whether they were a simple farmer
looking for an adventure or a prisoner who is trying to earn
a pardon.
Next comes the actual stat rolling. Each stat is like a
proficiency test the characters have to go through, so they
all go through the process together. This is how I set it up
for my campaign:
- Test of Strength - one at a time, each player rolls dice
(4d6, counting the 3 highest only) to see how much weight
they can handle.
- Test of Dexterity - dice rolls determine how long they can
stand on a balancing beam.
- Test of Constitution - dice rolls determine how long they
can stay in a sauna before passing out from the extreme heat.
- Test of Intelligence - dice rolls determine their score on
their written exam.
- Test of Wisdom - dice rolls determine their score on their
psychological test (had a little trouble coming up with this
one).
- Test of Charisma - dice rolls determine their score on the
talent show competition. The players are encouraged to sing
a song, recite a short poetry, tell a joke, dance, or any
other performances as such for the GM and the other players,
with the possibility of bonus xp for great performances.
The players may choose a race before starting with their
proficiency tests to adjust ability points as the go along,
and unless they botch the roll badly, as in all 1s or
something, I encouraged players to accept "flaws" as part of
their characters.
Alternatively, they could "re-take" up to two tests once,
but at the penalty of -1 to a random ability point at the
discretion of the GM. This method might be frustrating to
players who are adamant about what type of character they
want to play, but I think it also gives them interesting and
unique challenges to work with.
As for the other stuff, like feats and skills, I designed my
first session to be like a boot camp for the characters.
The people I was play-testing this with loved the idea,
since it gave all the players something to do together,
instead of the veterans sitting around waiting for newer
players to finish character crafting. It also gave newer
people the opportunity to get into the feel of the game very
early.
I hope that this idea has been helpful in speeding up
initial gameplay, and spicing up the character creation
process.
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