Roleplaying Tips Weekly E-Zine Issue #390
Players, Meet Your Characters: 6 tips to help players get to know their characters
better at campaign start.
Contents:
This Week's Tips Summarized
Players, Meet Your Characters: 6 tips to help players get to know their characters
better at campaign start.
- Get A Photo Or Image For Each PC
- Fill Out Your GM Reference Card
- Have Players Describe Another Character
- Start With At Least One Personality Hook
- Run PCs Through Boot Camp
- Run Campaign Preludes
Readers' Tips Summarized
- How To Avoid Total Party Kills
- Cave Encounter Ideas
- KeyNote Game Information Organizer
Johnn Four's GM Guide Books
Return to Contents
A Brief Word From Johnn
Ideas On Finding An Editor?
I'm on a quest to find a volunteer e-zine editor/writer. I'm
still defining the role, but I need help with writing tips
and putting e-zine issues together.
I have built a long list of ideas thanks to your ongoing
suggestions and feedback on how I could improve the e-zine
and website, but all my hobby time is currently being used
in producing each weekly issue.
With more time freed up thanks to an editor/writer's weekly
involvement, I can focus on making improvements to
Roleplaying Tips, running more contests, and so on.
I'll post the opportunity in this e-zine. However, if you
have ideas on where else I could look, or how to find an
editor/writer in general to help me man the helm, I'd
appreciate your feedback.
Win The D&D 4th Edition Core Rulebooks
Yax at DungeonMastering.com is running a contest currently
with the 4th Edition D&D core rulebooks as prizes. I've
already entered - who can resist free paper? :P
Here is the linky.
Have a game-awesome week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Ideas Request: Bringing The Party Together
What interesting ways, methods, and situations have you used
to introduce the party to each other and kick-off a
campaign?
Though this topic has been discussed in the past, having a
current list of ideas for everyone to use would be a great
resource for the community.
Please e-mail me at johnn@roleplayingtips.com with ideas and
examples of how you've brought the party together in
campaigns past and present. I'll gather these up and post
them in this e-zine for all to use.
Thanks!
Players, Meet Your Characters: 6 tips to help players get to know their characters
better at campaign start.
By Johnn Four
A reader sent in the following request about new players
getting to know each other and their characters:
Hi Johnn,
I hate introducing a new group of players (and more
importantly, their characters). When they come out to game
for the first time, it's pretty much a given they will be
working together. I just don't like using a fiat, "Well, you
all know each other already..." because they truly don't
know each others' characters.
Even if you have everyone introduce their characters out-of-
game (by e-mail prior to the first meeting, for example),
there still is that feeling of, "I really don't know who
these characters are, or what they will do." This is
especially true when you are playing with RPGers you have
just met.
Has there ever been a "how to" on making introductions, for
example as part of a starting a new campaign theme? Perhaps
there should be a list of ideas on how to get the characters
together in one place, and then to get them to work together
that seems realistic, and is satisfying to all.
Dave
Thanks for the tip request, Dave. Below are some quick ideas
how to help players get to know their characters a bit
better at the start, before a campaign gets serious.
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1. Get A Photo Or Image For Each PC
Character pictures convey a lot of information. They pass
theme, personality, and a general sense of who the character
is, quickly, to party members.
If possible, arrange before the first session for each
player to bring in a picture that represents their PC. Put
these pictures in front of respective players, mount them on
a wall or board, or put them in the middle of the table, for
all to see.
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2. Fill Out Your GM Reference Card
A great GM tool is the PC reference card. Whether you use an
actual index card, a spreadsheet, other software, or a paper
form, gathering up the key stats of characters for future
reference is useful:
- Saves you time. Instead of asking players the same
questions over and over, just refer to your card.
- Keeps secrets secret. Avoid giving away upcoming surprises
with skill checks that you need to ask players for. Roll for
them yourself and consult your stat card.
- Design informed. With key points of information about each
PC handy, you can design encounters better.
One way to fill out your card is by asking players at the
table, and making a bit of a game of it. Players get
accustomed to playing together, and they get to know their
characters better.
The game is simple. Ask for most/least, alternating each
time, and determine the winner of each round. Each winner
gets a small reward, such as a gold piece. Questions will be
based on your game system, but here's an example using D&D:
- Who is the weakest? Players will call out their strength
scores, and you dutifully record them, plus give the weakest
PC a gold piece.
- Who is the smartest?
- Who has the least amount of health and vitality? (Hit
points)
- Who is the best person to talk to strangers? (Charisma)
- Who is most likely to suffer a wound in a sword fight?
(Armor class)
- Who makes the most noise when they walk? (Move Silently)
- Who can speak the most languages?
And so on. Notice how well-worded questions can reveal
important information about characters and the party make-
up. Together, the group learns who should be their public
relations officer, who needs the most protection in melee,
who is the sneakiest, etc.
You might consider asking the winner of each round for a
quick story or explanation about their strength or weakness.
"Has your keen intellect ever gotten you in trouble? Where
did you get that fine armour from? What has been your
clumsiest moment to date?"
If you have characters who don't win many of the rounds,
because they are perhaps generalists, then ask for who has
the least amount of party weaknesses, and who has the least
amount of party strengths, and grant those characters a
reward.
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3. Have Players Describe Another Character
Another way to fill out your stat card quickly and get
players familiar with each other's characters is to pass the
character sheets around and ask for your key information.
Start by asking players to pass their character sheet one
player to the left. Then ask for character name. This will
make players search the strange character sheet before them.
Then ask for a few stats and then have players pass sheets
to the left again. Repeat until players have had a chance to
check out every character sheet and your stat card is
complete.
A more roleplaying oriented method is to have a player
describe another player's character. With another character
sheet in hand, each player scans the information, especially
areas of equipment and appearance, and describes their first
impression of each other.
Impressions can change, and don't reflect the true nature of
a character, so if a player gets the completely wrong
impression about someone's PC, no harm is done. On the
positive side, each player gets to know another character
better, as does the group, and players will get new ideas
about how to represent their PC during the game by listening
to another's impression.
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4. Start With At Least One Personality Hook
This tip has been mentioned before, and it's worth
repeating. Ensure each PC has at least one interesting
character hook before play begins. Some players might have
several, but some might have none, so work with these folks
immediately.
A great way to develop a quirk or trait is with a random
chart. This helps an undecided, nervous, or non-roleplayer
quickly determine a hook for their PC without judgement or
hassle.
I was chatting with a player in my group last session about
the good, old, secondary profession chart from first edition
D&D. "Kids these days have a whole list of skills to choose
from. When I was growing up, we had to use a chart, accept
what was rolled, and we liked it!" Heh.
My point though, was this chart provided an instant
character hook. It was amazing to see how many times a
character's carpenter profession came into play. I think
players saw it as a challenge.
The character's personality hopefully won't stop at just one
hook. Often this little bit of information becomes a seed
and many more traits and hooks sprout from it.
This method also sets an expectation for roleplay within the
group. Sometimes players new to each other aren't sure if
roleplay is welcome, and getting a roleplaying hook sorted
out right away communicates "go for it!"
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5. Run PCs Through Boot Camp
An option for the first session is something I call boot
camp. It consists of several quick encounters that cover the
gamut of play styles and character abilities. Such an
approach helps everyone explore their own characters and
learn about each other's capabilities.
This also allows you to observe game play so you can learn a
bit about what each player's style is, their approach to
RPGs, what they like, what they don't like, and about the
party's strengths and weaknesses. Record this information
and put it to work whenever you design.
A classic example is the tournament and fair. This is a
short, discreet event that makes a great campaign launch
point. You can insert as many plot hooks as you like while
the event runs, and because the event isn't long and must
have an ending, you won't be cornered by a campaign start
that forces you along a specific vector.
A tournament and fair often involves numerous competitions
and games, which makes the session accessible to all
character types. Some competitions will be combat and skill
oriented. This is a great way to become familiar with a game
system, and a way for players to get acquainted with
character mechanics plus their own PC's stats.
I highly encourage adding one or more roleplaying
competitions as well. Try an insult competition, a Limerick
contest, or something involving improv. Be sure to sprinkle
all encounters and competitions with interesting NPCs -
hopefully ones that will be recurring.
Often, a GM will weave in an interesting story or side plot
as well. For example, there might be a kidnapping, some
villainy, a strange event or two, or a monster attack.
This is just one example of a boot camp start. Other
examples:
- An actual boot camp. The PCs are undergoing military
training.
- A sports event. Something akin to the Olympics.
- School event. Harry Potter is an example.
- Police. Similar to a military boot camp, the PCs are
taking police or guard training.
The key to a boot camp startup is short, quick, varied
encounters. This means just about any setting and setup
would work:
- Business. Each character works for a corporation in some
capacity and are brought together due to an unusual
circumstance or event. Perhaps the building they work in
collapses and they must work together to get out.
- Family. This is an effective way to get disparate
characters together. Perhaps the PCs meet at a family
reunion where games and events are being held.
- Public events. Sports, entertainment, and rallies are ways
for the PCs to collide and get into several shared
encounters.
- Travel. This is a great way to run an effective boot camp.
Travel allows PCs to be passengers, merchants, guards,
pilots or drivers, hitchhikers, and so on. As the trip
unfolds, events of all kinds can take place, bonding the PCs
together.
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6. Run Campaign Preludes
I've GM'd preludes in a couple different ways to varying
effect. A prelude involves crafting what's happened in the
story before the official campaign start date.
- One-On-Ones
This has worked well for me. I've run exclusive sessions,
with one or two players at a time, preceding the first group
game session. I've also done quick preludes out in the hall
with each player while the others are finishing up their
characters or chatting at the game table.
What's worked best is having the meeting point, event, or
condition already in mind before starting the preludes. This
gives me my target when telling the story, roleplaying with
the player, and reacting to PC actions. If a player does
something unexpected, recovery is easy through GM fiat.
The player takes a boat to an unexplored continent?
Unfortunately, there was a horrible storm, the boat blew
off-course, then foundered, and the PC - lucky to be alive -
washes up right at the other PCs' feet.
This example is a bit extreme, but it happened, and it
worked out well because of the interesting backstory the PC
now had. The prelude status meant there was an expectation
of limited free will, as well. In addition, the shipwreck
spawned a treasure hunt, crewmen appearing later in the
campaign, and a couple of plot hooks based on the cargo.
- Choose your own adventure
This one is literal. I set the start point for each PC and
gave them two or three choices. I then let them know the
consequences of their choice and took them to a new point
where there was a new set of choices. We continued in this
fashion until the PC was at a point where he could start the
campaign.
The stories woven in this fashion were usually interesting.
The gameplay was almost always diceless. The players got to
know their characters a bit better, some of the game world
was revealed, and I got to steer things fairly easily by
establishing choices and outcomes.
The most important part of this exercise, though, was
delving into why the characters made the choices they did.
Some situations revealed a character's morals or alignment,
some revealed preferences, and some revealed character
abilities. In many cases, players revised their character
stats and concepts to align with what happened in their
preludes.
To save time, on occasion, I'll create a single scenario and
run each PC through it. I remember, for one campaign, being
inspired by the fortune teller at the beginning of Ultima IV
and doing a similar "shared experience" prelude.
The other times I've used this method, I've generated a few
light notes beforehand and winged it. There was no pressure
to perform, because we were just running preludes, we
weren't using game mechanics, and I was mostly just reacting
to character choices and steering them with new options.
- Individual game session
These were fun, but took a long time to prepare. I would
run each character through their own game session. After all
one-on-one sessions were complete, I'd look for common
points in the stories that unfolded and chose the campaign
and first session starting points from those.
Most individual sessions started from a point in each
character's life where they departed from normal society and
started on their path to hero, adventurer, or chosen one.
These sessions always went well. We weren't obliged to play
for a full session length, though sometimes they'd go on for
longer. Often they were impromptu. I would suddenly have
spare time and would call players until one could come over
and game their PC backstory.
Sessions were always casual, with the players making
changes, updating overlooked sections of their character
sheets, and roleplaying more than dice rolling.
The big cost was time, but an organized GM can blow through
these in one or two focused weeks, if desired, and start
their campaigns with minimal delay.
- Character questionnaire
The most common method I employ is the character
questionnaire. I'll have a few backstory or history
questions planned out in advance, and then I'll work through
the answers with players either as they finish making their
characters in the first session, or before the session via
phone, visit, or e-mail.
Sometimes I'll go the random chart route and ask players to
weave the results together into a cohesive backstory.
Central Casting has some awesome, out of print books for
random character background generation. And the Hero
Builder's Guidebook from D&D 3.0 has great charts as well.
Here is a couple of excellent questionnaire resources:
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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. How To Avoid Total Party Kills
From: Varianor
- Vary the combats with non-lethal brawls and
confrontations. A bar fight is a tried-and-true choice. PCs
having to run crowd control on a mob of panicked commoners
is another good one.
- Substitute action scenes for fight scenes. If the PCs
need to outrun hot lava pouring down a tunnel and rescue
someone along the way, it's a threat (in d20 it only does
2d6 per round) that will get their blood flowing but has a
lower risk of death.
- Examine the tactics of the players and monsters.
- Is it one player whose PC is always dying? If so, try
a different approach by suggesting they build a tougher
character.
- Is it the entire group suffering from TPKs? If so, why
were they all killed? Did they go up against a truly
formidable foe "just because," or did they feel like this
was the only way they could go?
- In either situation where you keep getting kills, do the
monsters try to negotiate a surrender occasionally, or are
they always jumping out with surprise while invisible?
- Examine the spells and special abilities being used by
the opponents. Is there a type of offensive power your NPCs
are using frequently? Level draining, for example, or
frequent fireballs. Try to vary the spell use and ability
use to mix it up.
- My favorite. Substitute a roleplaying encounter for a
combat. Perhaps the PCs can negotiate an exchange of
hostages, or trade with some hostiles for a rare herb that's
needed to cure a disease outbreak, or even seek critical
information.
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2. Cave Encounter Ideas
From: Strider Starslayer
- The Go Board Of Doom
For those not familiar with the game of Go, the point is to
own a majority of the board at the end. A simple 9x9 board
will take about 15 minutes to play, as long as you don't
spend too much time thinking about it. A full size board is
19x19.
The players enter a room with a lot of lines on the floor.
When attempting to cross the room, they are stopped by a
magic force field that gives a riddle along the lines of
"before you can move on, you must learn to go." Then, a Go
board appears in front of the party.
When the game is done, all the parts controlled by the
riddle-causing force will disappear, leaving what's remaining
to cross the room with. (Don't put anything vital on the
other side in case they loose. Or, provide another, more
difficult way around.)
- The Dragon Who'll Trade
Dragons in most games are portrayed as intelligent creatures,
but are usually given an obsession with building a hoard.
However, the dragon's attachment to a hoard is not
necessarily related to the usefulness of its contents, but
to its beauty and aesthetic value. As such, a dragon might
have accumulated several powerful artifacts that are
somewhat ugly, and would be willing to trade.
The party stumbles upon a dragon's hoard full of weapons and
gold. After a few brief threats by the dragon telling the
party to not touch its stuff, it looks at the quality of
their goods and decides they might be useful. It gives the
PCs an offer they can't refuse: a few, powerful artifacts
(things you could not buy) for 50 times their weight in
gold, gems, and other pretties.
The problem is, how will the party move that much wealth
from their hoards, banks, and holdings to the dragon's cave
without drawing attention and attackers who'd take the loot?
(You could also make the dragon try to double-cross them,
but that's too trite.)
- The Undead Community
Several forms of undead in many games need not bother the
living for sustenance, and are intelligent enough to carry
on existences. However, undead are generally considered
monsters that must be exterminated.
Undead that have no need to trouble the living (liches,
wraiths, intelligent zombies and skeletons, ghosts, etc.)
have set up a retreat deep in a cave complex to avoid the
swords and blades of a society that would kill them for what
they are.
What happens when the party happens upon these rejects from
society? If the party does not make a good impression, they
might have trouble leaving the area - well, alive anyway -as
the undead are fearful they will return with more undead
hunters.
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3. KeyNote Game Information Organizer
From: Francois Beausoleil, Developer of Java GUI Builder
jgb.sourceforge.net
Hello everyone,
I remember seeing a utility named MyInfo in this newsletter.
Well, I found a Freeware/OpenSource version of a program that does just about the same thing.
Check out the KeyNote program on the left-hand side.
This is a utility that lets you attach sounds, pictures,
text and what-have-you to nodes in a tree. Then, when the
adventure is hot, all of your precious information is handy,
since everything is in one file. Search for nodes and/or
text content easily using the handy search feature.
Anyway, I am not affiliated with the person who made the
program, but I thought it might be interesting.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
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How to design, map, and GM fresh encounters for RPG's most
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Advice and tips for designing compelling holidays that not
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Critically acclaimed and multiple award-winning guide to
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