Roleplaying Tips Weekly E-Zine Issue #389
The Art of Propaganda: 7 Tactics to Influence Character Behaviour
Contents:
This Week's Tips Summarized
The Art of Propaganda: 7 Tactics to Influence Character Behaviour
- Name-Calling
- Glittering Generalities
- Transfer
- Testimonial
- Plain Folks
- Card Stacking
- Bandwagon
Readers' Tips Summarized
- Timeline Based Quests
- Loss Of A Player
- Use Monster Parts For Spell Components
- Practice Quick Thinking With Snappy One Liners
Johnn Four's GM Guide Books
Expeditious Retreat Press' Fifth Anniversary Sale
XRP turns 5! To celebrate, we are selling most of our books
for $5 at our on-line store during the month of February.
Pick up Magical Society Books for $10 each, pick up Monster
Geographica books for $5 each. Don't forget to grab Liber
Artefactorum, Advanced Adventures, and 1 on 1 Adventures —
all selling for $5 each (except for the newest titles).
Expeditious Retreat Press' Fifth Anniversary Sale
Return to Contents
A Brief Word From Johnn
Foil Their Plan With Initiative
It's been mentioned in this e-zine before that you can foil
any group plan by rolling initiative. We proved that in our
recent game session on Thursday. It doesn't even need to be
initiative. Just go around the table and play things out one
character action - and decision - at a time.
Unless your group is disciplined and has clearly communicated
and established what each character needs to be doing along a
timeline, all of their plans will unravel as each character
does his own thing and begins to deviate from the intended
assignments.
Use this power to save a villain or to give important NPCs a
chance in their next battle against the PCs. Avoid over-
using this, else players will get frustrated. Reward good
planning as well, perhaps by not calling initiative and
instead declaring the plan successful.
Between Sessions - Gather Info
Another tip that came to mind after Thursday's game was that
players are better off using in-between game time to gather
as much information about their options as possible, instead
of doing elaborate planning.
At the start of the session all sorts of character options
came out, and we spent some time investigating those. The
PCs checked in with their contacts, went shopping, used
teleport spells, cast divinations, and so on. That was
great. The more information the PCs have, the better-armed
they are against the tough foe that the Temple of Elemental
Evil is.
The downside was that any between-session planning went to
waste because all sorts of new options came to light. So,
encourage your players to do as much investigation and
accounting they can between games, instead of figuring out
what their grand plan of action is.
Looking For New Dungeon Ideas? Volume 10 Ready To Download
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- Revenge of the Urn Beast
by Cheka Man
- Raid on Tantalus IV (sci-fi)
by dark_dragon
- Sewer Lair
by Daniel Burrage
- Orcish Olympics
by Aki Halme
- Pitfall Castle
by Nathan Wells
Download (PDF 1.1 MB)
All the previous 5 Room Dungeons
Have a game-full week.
Johnn Four,
johnn@roleplayingtips.com
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The Art of Propaganda: 7 Tactics to Influence Character Behaviour
By Johnn Four
A favourite marketing blog, Dosh Dosh, recently posted about
how bloggers can use propaganda in their promotional
campaigns to emotionally engage readers. Blog author Maki
notes these methods aren't for deceiving people with false
or misleading information, but rather to place your messages
in contexts that will engage your audience.
As I was reading the article, I thought the methods used by
media, governments, businesses, and politicians are perfect
tools game masters can use to influence players and their
PCs.
The ideal game night often involves the characters
fulfilling the adventure plans of the GM. This isn't a
requirement, but it's optimal because the game is frequently
better when using what the GM has prepared. If this isn't
true for you, then you might consider not preparing for
games any more and putting your time to better use, such as
by doing more world-building or reading great fiction to
fill your well of ideas.
Your best bet is to lure the PCs along your desired path,
and make it seem like the players are making free-will
choices. Everybody is happy in this scenario when done
right.
Below are my GMing interpretations on Maki's propaganda tips
to help you lure the PCs into your plans better. You might
want to read Maki's article first before diving into the
tips:
The Art of Propaganda: 7 Common Tactics Used to Influence Behavior
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1. Name-Calling
Use derogatory names, titles, appellations, and words to
associate the target with something negative. This can be a
shortcut way to discredit someone, because the audience will
emotionally pin their thoughts and feelings associated with
the name to the unfortunate target. Why put forward a
complex argument of fact and evidence when you can just call
them a warmonger or rich or geek and win the audience over?
Game master use:
- Influence the PCs by having NPCs calling them names.
Example: The characters are about to leave your plot hook
behind, uninterested. A rival shows up and uses racial slurs
to goad them into action.
- Influence the PCs by an NPC manipulating audience
perception of them through name-calling.
Example: The characters won't engage in the exciting combat
encounter you have planned. The foes start making noise,
drawing a crowd of onlookers, and then call the PCs cowards
and wealthy foreigner mercenaries to pressure them into
fighting.
- Influence the PCs' perception of an NPC with name-calling.
Example: The party is skeptical an NPC could be guilty of a
crime they're investigating. In truth, he is not, but
another NPC comes along and declares him evil, a consort of
demons, a sympathizer of the Usurper, and any other name
that would have an impact. Suddenly, the NPC is on the
suspect list now.
- Motivate PC action with name-calling on signs, in
graffitti, or in clues.
Example: You'd like the party to visit one tavern in
particular, out of dozens in the city. To attract them, you
give the tavern a name that speaks directly to one or more
characters through name-calling.
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2. Glittering Generalities
Use poorly defined, emotionally charged words and phrases
to stir up feelings of approval, sympathy, and support.
As Maki says in his article, this technique works well
because each person will apply their own preconceptions,
experiences, and ideas as to what the generality means. It
means something important to everyone, so you can reach and
affect each person who reads, watches, or hears your
message. With this method, you don't have to customize the
message to each audience member.
Quotes Maki: "Our first and natural reaction is to assume
that the speaker is using the word in our sense, that he
believes as we do on this important subject. This lowers our
'sales resistance' and makes us far less suspicious."
Game master use:
- A villain could flatter and influence the PCs by declaring
them heroes in front the Mayor. To one PC, hero means saving
innocent lives. To another, it means chopping down waves of
monsters. To a third, it means facing powerful foes with
only your spells and wits to defend yourself with.
- A rival thieves' guild member approaches the PCs in
disguise and points out how his enemies are thieves and are
stealing from honest folk. He says he knows where the rogues
operate from and the PCs would be doing their civic duty and
earn great honour if they destroyed the operation.
With such glittering generalities as stealing from honest
folk, civic duty, and great honour, the PCs might be
motivated to act immediately. Even if they do take time to
verify the truth, they might be lulled into not questioning
the motives of their new informant.
- As a plot hook, you promise the party great wealth for
performing a certain task. You might even lend greater
legitimacy by signing a request with the King's seal. The
King actually intends to pay a sum of 10 pigs and 5
chickens. But, when the characters read the posting, they'll
superimpose their own ideas of what the great wealth might
be.
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3. Transfer
This method uses such things as symbols, titles,
memberships, or associations to transfer what is good,
respected, or even revered about something over to something
else.
The recipient of the transfer inherits the ideas, respect,
or authority the audience recognizes or identifies with the
source. Uniforms, religious symbols, heraldry, and flags are
good examples.
Game master use:
- Reputation system. If your game has reputation, transfer
should be part of its toolkit.
- In D&D, this technique could be a subtle reward for
prestige classes. A small bonus to social skills, or grants
of certain mundane powers or authority.
- Roleplaying. Have NPCs fall for the trick and react as
intended transfer methods.
- Party name and colours. As news spreads of the party's
actions, encourage your group to come up with an identity.
Roleplay NPC reaction to the identity, especially over time
as the identity becomes clearer and associated with certain
ideas and beliefs.
- Give NPCs greater impact by having them bear the symbols
of power, authority, or association. For example, certain
NPCs might bear crests or badges that the PCs identify with
the villain. Wearing such symbols isn't illegal and doesn't
provide proof of criminal activity, so the PCs must use
restraint and think about how to properly ensnare these
people.
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4. Testimonial
Social proof has great influence over others, especially
those who haven't made up their mind, or are not critical
thinkers. The technique involves a source the audience
approves of, trusts, or respects vouching for what the
propagandist wants to promote.
Modern examples include reviews, rock stars promoting a
cause, and athletes endorsing products.
Game master use:
- Have an NPC the party trusts vouch for a plot hook. Nobody
is perfect, so if you want a twist then the NPC could be
making a mistake.
- If the PCs disregard a plot hook as rumour or speculation,
let NPCs speak up for it through gossip, eye witness
accounts, or bearing "proof."
- Do a reverse where a rival or enemy says to do one thing
to motivate the PCs to do the opposite.
- To influence how the PCs think of an NPC before meeting
him, perhaps to setup interesting roleplay or to play a
trick, have stories of the NPC's deeds reach the party, and
have other NPCs provide testimonials about the non-player
character.
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5. Plain Folks
"Hey, I'm just like you." The plain folks method earns the
propagandist acceptance, sympathy, empathy, or trust because
he appears to share the same qualities as the audience.
Often, the qualities include having the same beliefs,
enduring the same misfortunes, and having the same heritage
or social class.
Game master use:
- A great disguise for a foe is to have him be just like the
PCs. Perhaps the NPC is "running from a tragic past, but
can't settle into a routine life and seeks adventure." The
NPC waits patiently until the perfect moment to reveal his
true motives.
- NPC self-defense. The party might not respect commoners
and will not hesitate to use fireballs in the street or bust
up buildings and personal property during skirmishes. To
curb this behaviour at the GM level, get the PCs to
sympathize with the locals using the plain folks method so
they might be less likely to kill a family's winter food
supply next time with an errant explosion.
- If the PCs avoid a plot hook because they don't trust the
NPC source, have the NPC enter into plain folks mode. Let
the non-player character reveal something in common he has
with one or more PCs, or have the party spot the NPC doing
something that earns their respect or sympathy, such as
being bullied or standing up to authority.
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6. Card Stacking
The card stacking game master focuses on the positive side
of his agenda, and downplays the negative side. Pros,
benefits, facts, and supporting opinions are brought into
the limelight and stacked up, while cons, dissenting
viewpoints, and counterpoints are pushed aside, not
addressed, or repressed.
Game master use:
- Plot hooks. Upsell the reward, excitement, danger, sense
of exploration and other positive aspects to motivate the
party to bite on the hook.
Facts such as no one has ever returned from the adventure
location alive, legalities, who the quest ultimately
benefits, potential collateral damage, and other concerns
are not revealed unless the PCs specifically ask or
investigate.
- NPC motives. Give NPCs motives independent of the current
main quest. This adds a bit more depth to your campaigns,
gives realism to NPCs, and makes the game world seem less
like it revolves around the player characters.
For NPCs to achieve their goals, they will instinctively
card stack when making their cases to the PCs.
Sometimes, an NPC just wants to complain, and the PCs are
his unfortunate audience. Such an NPC is unlikely to give an
objective account. Everything will centre around him, and
the unfairness of his situation, and how everything is out
to keep him down. This is a great basis for a roleplaying
encounter or background moment.
Other times, an NPC will manipulate the reality or
perception of the situation in his favour to get the PCs to
do what he wants.
- Merchant sales. Change boring, accounting gameplay when
the PCs restock supplies or buy new equipment into an
adventure.
Some goods might have a downside. Let the merchant card
stack so the PCs are convinced their expensive new
investment is the best thing in the world. However, once out
in the field, they learn the item has charges, is cursed, is
half-drained, has a quirk, was stolen and is being tracked
down, and so on.
Bartering is great fun if the party is interested in such
roleplaying. Ensure the shopping trip doesn't last too long
or risk boring non-shopping PCs. In the meantime, enjoy
gaming merchants who try to earn more than market value for
goods with card stacking, or who try to pass off less than
top quality goods for the standard price, and who try to
sell goods the PCs might not actually need.
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7. Bandwagon
My mom used to ask me, "If everyone jumped in the lake,
would you jump in too?" I wasn't sure what she meant at the
time. I couldn't swim in those days, and I thought I was
being warned about deep water. Now though, I realize she was
warning me about how cold lakes can be.
If everyone is doing or thinking the same thing, then that
creates pressure to conform. In Maki's words, "It's aim [is]
to persuade people to follow a general trend by reinforcing
the human need to participate on the winning side."
Bandwagon propagandists will point out, or create the
perception of, what everybody is thinking or doing - in
alignment with their agenda, of course. Bandwagon GMs can
use this technique to influence PC and player decisions.
- All the locals call their leader a tyrant. His soldiers
patrol the villages, watching, lurking, and meting out cruel
punishments. His taxes are a burden. His ways are evil. The
truth though, might be something completely different, and
enemy spies are planting these suggestions and skewing
villager perceptions to turn the leader's populace against
him.
- Everyone regards the PCs as heroes. They are given a
parade, free food and lodging, property, and money. Who
could refuse the new benefactors some small favours? Who
could say no to the people who now revere and celebrate
them? What cold-hearted characters would want to alienate
their new friends, turn them away, and return to an
ignominious life?
- What NPCs are the best to deal with or talk to for
information and services? The ones that serve the villain,
of course. :) Use the bandwagon technique so the PCs are
pointed to working with these NPCs, further miring them in
your evil plots and plans.
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Dungeon Crawl Classics #52: Chronicle of the Fiend
This special tournament module was used for the Fourth
Annual Dungeon Crawl Classics Open Tournament at Gen Con
Indy 2007. It includes the official tournament scoring
system, pre-generated characters, and illustrated player
handouts.
Four apprentices of a venerable hedge mage return from
running errands to discover their master's tower has been
burned to the ground. Arming themselves with the meager
equipment undamaged in the fire, they set out to rescue him.
Thus begins a series of adventures that stretches many
years, as the young servants mature into mighty heroes and
finally confront their master's killer.
This adventure module was originally played as a three round
tournament with level 0 characters in round one, level 8
characters in round two, and level 10 characters in round
three. In home play, the three adventures can be spread over
an ongoing campaign.
Chronicle of the Fiend 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. Timeline Based Quests
From: Strider Starslayer
Reading about the recent 5 Room Dungeon project, I thought
of how I approach quests in my own campaigns, and felt that
it might be useful to share this methodology with others. I
call the concept timeline based quests.
It is a fair departure from the normal organization of
quests, but not complex. I find my players seem to like it
for two reasons:
- It gives them a real feeling the world they are operating
in is alive and things happen in it beyond the actions of
the PCs (which might automatically make it unsuitable for
some games, like 4 colour super heroes).
- If the PCs get stuck they don't have to feel like the GM
has bailed them out. They know that, if they can't figure
out a given section of the quest, then eventually something
else will happen allowing them to try to piece things
together from that point on.
The base premise is to write the quest assuming the
PCs will _not_ be present. You break the quest into as many
discreet chunks of time as possible. A very basic outline
for this would be, 'An evil necromancer has taken up refuge
in a crypt outside of a small farming village."
In a timeline based game, if the PCs do nothing, eventually
the problem will be solved by other adventurers or the
villain simply moving on. To build the campaign properly,
you should set up overlapping timelines with events tied to
them. A gantt chart can help with this, or doing it on
paper. I'm going to try my best to do it via ASCII:
- Day 0. A necromancer sets up in the crypt outside a small
town with population 180. He has 15 zombie bodyguards, and a
specially prepared body that he is trying to make a high end
undead with. During the time that he is building his new
creation, the necromancer will be much less powerful due to
most of his magical energies being focused into the
creature. He still has enough might to raise a zombie every
day, and become invisible to escape from combat.
- Day 1-10. Occasional raids by the necromancer into the
village increase his stock of zombies by about one every
day, as well as providing him the necessary sacrifices for
his undead project. In the event the necromancer runs out of
captured citizens and cannot get more, his undead project
will be delayed in completion. The prison the necromancer
has constructed in the crypt can hold a maximum of 4
individuals; any more would have just been slaughtered and
turned to zombies immediately.
- Day 4. A call for assistance is set out. On a percentage
roll of 30 or less the guard will be deployed in three weeks
to deal with the problem.
- Day 7-15. Somewhere in this time period a few of the
village toughs work themselves up enough that they actually
attack the necromancer. They cannot push past the zombies
however, but do manage to kill 1d6 zombies. (If a 6 is
rolled they will attempt to push past again two days later.
If they manage to kill all of the zombies, the necromancer
will abandon his crypt at that point.)
- Day x-20 (only happens if the village toughs clear out the
zombies). The crypt has been hastily abandoned and likely
contains treasure, as well as potential pointers to where
the necromancer escaped to, but still contains magical
traps. The village toughs, and assorted adventure seekers in
the village, will make runs at the crypt almost nightly,
costing several lives. By day 20 someone will have managed
to circumnavigate the traps and pick the place clean. Any
time before that, assume that 1d6%/day has been looted.
- Day 20. Unhampered by the foolish attempts of the village
toughs, the necromancer finishes his high end undead
project. The necromancer can now use the full might of his
magical spells, and has a powerful undead bodyguard.
However, the necromancer still wishes to rest to recover
from the project's drain.
- Day 25. If the guard was going to arrive they arrive that
night, and easily dispatch the zombies, only to be
slaughtered by the combined might of the necromancer and his
new undead minion. Replace any remaining zombies with 8 high
basic physical stat zombies wearing full plate with fine
quality weapons.
- Day 25-45. Emboldened by his success, the necromancer
increases his attacks on the village, intent on making
another powerful undead minion.
- Day 35. Another adventuring group arrives in the town and
spars with the necromancer. They have a 25% chance of
success, and a 5% chance of actually killing the
necromancer. These odds 5% and 1% if the guard now make up
the defending zombies. In the event of success, the day plan
continues as per x-20* from that point on. (If the 5% is met
there is no necromancer to track down.)
- Day 45. The second high end undead is completed, the
village is now stripped of more than half its population.
The necromancer will launch a final assault into the town,
destroying and looting everything, and raising all intact
corpses as zombies before proceeding to a more easily
fortified position, such as an abandoned castle or cave.
Based on that timeline, the PCs can arrive anywhere within
that 45 day period. They might have heard of the necromancer
earlier on through rumor, and have had a chance to stop him
before he becomes more of a problem. If they ignore the
rumor, they might receive a request for help from a villager
later on. If the guard shows up and is destroyed, they could
be hired by the guard to scout the location (and your PCs
might or might not remember this being related to the
necromancer rumor), or through the family/friends of the
other adventuring group wondering what happened to their
friends.
The best way to implement this sort of adventure setup is to
have:
- Many multiple quests like above (more than the PCs could
ever attend to at once, so that some things will reach
conclusion without them).
- Hook points to catch the PCs' attention.
- Perhaps some way for the PCs to get status updates on
what is going on, so they can decide where there is the most
need, the most money, or the least risk, depending on the
party's goals.
It's a bit more work and bookkeeping for the GM than simply
having "this week's quest." But, I feel the amount of life
it gives to a campaign world is definitely worth the effort.
A well put together series of adventures like this allows
anyone else to take over GMing _without_ having to break the
campaign progress as well. Just hand them the sheet for
whichever timeline the party has chosen to pursue, and let
them make any changes to the setup they like.
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2. Loss Of A Player
From: Darryl Hodgson
One of our players took a couple of months off from our
fantasy game (of two years) but his return is questionable
now. While waiting for his return I switched to a "one night
stand" sci-fi game. But not having him return, I asked the
players what shall we do? Most feedback wanted to continue
the fantasy game but with new PCs and a new quest.
To meet their ideas and put an end on the unfinished quest,
I moved to ten years later with a written history about
their old PCs. It included their accomplishing the main
quest and several personal quests. Then I added a few notes
about what each did after the quests using their PC's
personality or desires to guide my ideas.
The players enjoyed the history of their characters, and
their new PCs get to begin with real knowledge of their
world. It also means I can bring back their old PCs on
occasion.
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3. Use Monster Parts For Spell Components
From: Danny East
Merlin and Gandalf. How do you imagine these iconic
gentlemen? I see a tall, slender fellow, bearded, with
crow's feet and ink stained fingers. I see them in robes,
with a thin sword tucked into their belt, a gnarled walking
staff in one hand, and a leatherbound spell book, fat with
torn pages and notes, being cradled against their chest.
What I do not imagine is Barry, the guy at the auto parts
store downtown, who can find a single spark plug or fuse
amongst thousands in a moment's notice. Yet, this is the way
spell components are treated in the rules of most of our
fantasy games.
So I decided to change the rules. My thoughts turned to that
initial image I had of Merlin and Gandalf. Ink stained
fingers. Though I was able to picture an owl in a cage, I
could not imagine him keeping an octopus in a bucket or some
such nonsense.
From now on, the only necessary spell component (other than
speaking it) would be the ink used to record the spell. My
players loved this idea, and the added fun has persuaded a
few to make mages.
Here's how it works:
One vial has enough ink in it to write a total of five spell
levels. A fifth level spell takes one total vial.
They can buy the vials from shops or hermit mages. The
price, of course, will change with the contents.
Adventurers can obtain the ink for their mage friends or for
sale. Could these be quest options? Heck yeah.
Similar spells necessitate similar ink. For my group, all
fire spells need red dragon's blood for ink. Mind control
spells need tears or barbarian blood, depending on the
control desired. Cold spells use mountain ice, magic
missiles need storm clouds, and so on.
As far as the research of the spell goes, this enables them
to act more like wizards and less like Barry, trying to get
smarter and more experienced, and learning how to figure it
out instead of learning how to find. This "spell ink" also
enables them to become creative with inventing their own
spells. Mixing elemental ink is a fun way to add a little
fun to the campaign.
And this system makes it easy and quick to throw together a
short session. They now have a reason to look for and fight
a hydra other than XP.
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4. Practice Quick Thinking With Snappy One Liners
From: Tyler Elkink
I read the article in #388 about on-foot thinking today;
found it interesting. I thought I'd suggest one more thing
that's helped me. The "quick thinking" a GM needs is awfully
similar to the style of thinking used to come up with snappy
one-liners and comebacks.
I used to be in the same boat as the fellow who wrote you,
able to think well given time, but not so good at responding
quickly. While I am not the fastest wit among my friends, I
can now zing with the best of them. What changed? I went to
college and ended up in a dorm, where humor was rapid-fire,
cutting, and short.
If a GM feels the need to improve the speed of their
reactions, they don't need to speed up their slow, deep
thoughts; they need to learn quick, "good enough" thoughts,
and this can be trained.
Punning contests, word games, and even speed chess, can
encourage the brain to sort through options quickly. Take a
look at the famous "Who's Line Is It Anyway?" for ideas. If
GMing is like anything, it's like improv comedy. Watch it,
try to come up with answers of your own while you're
watching. You'll always think of the perfect response five
hours later, but what a GM needs is the ability to make a
good enough response right away. If there's a local drama
club, I suggest joining it just for the improv training;
freezes is a famous one.
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