Roleplaying Tips Weekly E-Zine Issue #393
Have Fun With Factions
Contents:
This Week's Tips Summarized
Have Fun With Factions
- Public "Shell" Information
- Connections And Agendas
- Faction Details
- Secret Information
- Hooks And Inspiration
- Blob Chart Finishing Touches
- Use Your Factions
Readers' Tips Summarized
- Indoor Mapping Tips
- Create The Appearance Of Choice
- Another Chess Game Idea
- Player Handout Ideas And Tip Request
Johnn Four's GM Guide Books
Happy GM's Day from Expeditious Retreat Press
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A Brief Word From Johnn
HTML Coder and Web Programmer Help Request
I need some HTML/CSS help, and some PHP/MySQL help. A few
web pages at the site need markup, and there are also a
couple of small PHP and MySQL projects I could really use
help with.
If you have some spare time and knowledge of HTML & CSS, or
PHP & MySQL, please ping me. This would be volunteer help,
but if you enjoy web content development and RPGs, hopefully
it won't seem like work. :P
5 Room Dungeons Volume 13 Now Available
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- The Wizard's Challenge
by Thewizard63
- Drop of Blood in the Bucket
by mrcelophane
- Temple of the Four Elements
by Nathan Wells
- Random 5 Rooms Dungeon Generator
by Davide Quatrini
- Promised Aid
by Jonas Dorn
Download (PDF 1 MB)
Previous 5 Room Dungeons
Please fit a game into your schedule this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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City of Stormreach
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Return to Contents
Have Fun With Factions
Here's a bit of help for GMs who get bogged down in campaign
creation: don't sweat the small stuff. Economise your
creative energies to avoid nasty pitfalls.
An example of this is factions. When I create a campaign
world, I know a big part of it will be the interplay between
the various groups (guilds, noble houses, political and
religious sects, and so on). My players will be creatively
unpredictable, and often downright sneaky, in the ways they
handle challenges of the game world. If I force them to
follow a linear plot or timeline, they'll feel oppressed,
and might balk.
Factions let me create dynamic situations that are easy to
plan but give my players great gaming freedom.
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1. Public "Shell" Information
To optimize planning and player choice, a method I've
developed over the years is to have "shell" presentations of
what is *publicly* known about each major faction. Players
use this information to decide who and how to approach. Once
I know they are interested in such-and-such a group (or
guild, mercenary band, religious movement, etc.) I can flesh
out minimal details behind the public façade, creating the
NPCs only when necessary.
Advantages:
- This saves spending unnecessary time on creating NPCs
who'll never be used.
- You can have dozens of different factions displayed and
interacting without much planning time investment.
- A little cut-and-paste and name-replacement on little-used
factions gives you material for future campaigns.
- The players are free to explore the gameworld at will.
Disadvantages:
- Sometimes players will have a rush of inspiration and dash
off to contact an NPC in one of your shell factions. You'll
have to improvise the encounter, or delay it until the next
session (especially if it's a combat encounter) to give you
time to prepare.
- Sometimes players get it wrong and let a major menace
develop unhindered.
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2. Connections And Agendas
Create a "blob chart" of the 15-20 top organisations, with
just their names inside circles ("blobs") and arrows to/from
other organisations. Along the arrows, write 2-5 words about
the relationship or why the factions are connected. For
example, "Rivals for Silk Market," "Secret allies against
X," "Secretly controls..."
Quick tips:
- You don't have to cover all the categories of the needs of
the people of your game world.
- Just list the biggest factions.
- Not every faction needs to link to all the others.
- Just note down the exceptional stuff and assume normal
relations elsewhere.
- Factions do have their own objectives and agendas, and if
the players don't interfere, some of them will achieve these
objectives. This can have strong effects on the game world,
and thus on the players' plans.
Faction gameplay gives a stronger feel of a Weltenspiel - a
living, evolving game world, in which the players are moving
around and affecting what they can, which affects them in it
turn.
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3. Craft Faction Details
The level of definition I use for a shell faction is as
follows:
- The faction's type and title. Noble house, temple, minor
family, mercenary group, guild, etc.
- Their source of revenues/influence
- A brief history (5-10 lines) of the faction
- A gallery of images of the most influential NPCs (one line
of five, thumbnail-sized images)
- A short summary of the most influential NPCs:
a) Titular head of the faction
b) His/her right-hand man
c) The three most (in)famous people of the faction
- A brief note on their public status (e.g. level of royal
approval) and why
- Known rivals (and why, if publicly known)
- Known allies (and why, if publicly known)
- Their projects
- 5+ rumours: at least 1-2 per NPC cited above, plus 1 per
project. Projects and rivals are often closely linked.
This faction overview should fit onto two sides of a page,
with room to spare. If it doesn't, edit it down. Don't drown
your players in prose or information overload.
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4. Secret Information
On a separate sheet I note down the truth about the NPCs,
rather than the publicly known (and often wrong or twisted)
stuff I hand out to the players. This includes the numbers
of the rumours that are true (I may change my mind about
which are and which aren't later), and so forth.
If I'm feeling exceptionally creative I might add a few more
(mostly true) rumours and the difficulty threshold that a PC
must roll to find out each of each.
I also note the true head of the faction (and/or his
rivals). This sometimes involves notes on a few important
NPCs about whom the public doesn't know.
Again, keep it short and sweet and expand only when needed.
Often, this information is so simple I can just file it in
my memory and move swiftly onwards.
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5. Hooks And Inspiration
Each NPC should have one publicly known thing that makes
them stand out - a "hook" players can easily remember. For
example, a mage is known to have created four inch tall
silver golems to hunt down the rats in her noble house's
library.
Attach a secret or a rumour to the hook.
Examples:
- Those silver golems are really to spy on guests via the
ventilation network!
- The rats in the house have eaten so many magic scrolls in
the library that they can only be killed with silver
weapons!
Let your sense of fun feed your imagination. Also, if you've
found a good image for your NPC, you can let the details in
the image dictate the description of the NPC and their hook.
Stuck for inspiration for the main characters in the
faction? Pick out five images at random and build the
descriptions and their personalities from the images. It's
much easier to do this than to dig for the perfect image to
match the specific traits you've written down.
Life is surprising in its variety, and this will help you
simulate that and avoid being repetitive. For example, a
pale, huge-eyed waif in black leather is head of a warrior
house? Wow, there's a story behind *that*, no doubt about
it.
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6. Blob Chart Finishing Touches
Revisit the blob chart after finishing the faction shells
and add any new relationships between factions that the
rumours you created might have suggested. A "publicly known
relationships" blob chart might be useful for the players,
for example.
A few (and I do mean a few - avoid information overload)
colour-coded symbols/numbers on the GM's version can help
gamemasters visualise their Weltenspiel's interactions. For
example, symbols signifying the real levels of royal
approval and sources of revenue/influence.
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7. Use Your Factions
Have the PCs run across the NPCs from time to time, in the
pursuit of their different agendas. This is an easy way of
coming up with role-playing encounters that stimulate player
paranoia and desire to be "in the know."
If the GM needs to let the players hear of a particular
event, it's fairly easy to pick a NPC whose name can be
given as responsible for the event. The far-off rumbling of
events is a great way to foreshadow changes that the GM
intends to include later on in the campaign.
* * *
Have fun with your factions. That's what they're there for.
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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. Indoor Mapping Tips
From: Neil Faulkner via the GMMastery Yahoo! Group
- Rooms of related function are liable to be close
together. So, the pantry will be next to the kitchen, and
the kitchen won't be far from the main dining area.
Likewise, the armoury will be close to the barracks.
- Accessibility is related to the number of people needing
to get to a particular room and the quantity of goods liable
to move into or out of it.
Storage areas, therefore, tend to have large doors and be on
the ground floor. (A storage area higher up is probably for
all those things no one actually uses but no one wants to
throw away either.)
The main hall of a castle will have several exits. The
lord's private chambers will likely have only one (or two
if you include the obligatory secret escape tunnel).
- Persons of prestige will have more space in their living
quarters, more privacy, and better security. They are also
likely to be further away from drains, middens, and other
unsavoury parts of the household.
History throws up certain factors specific to particular
periods and cultures. Terry Jones, for example, notes in his
(excellent) monograph on Chaucer's Knight that the rise of
mercenarism in the 14th Century forced a change of castle
design. Guards' quarters had no direct connection with the
lord's rooms, because the guards could no longer be trusted.
He includes a plan of Doune Castle to illustrate that very
point.
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2. Create The Appearance Of Choice
From: Syd Halterman
As mentioned in Issue #94, the PCs will always go the other
way from what you planned or do the unexpected. What I tend
to do is use the age old philosophy of "all roads lead the
same place."
I am running a series of pre-written adventures (3E D&D) and
each one builds slightly on the previous ones. The last
adventure in the series will culminate in many old names and
items coming together.
Invariably, when one of the adventures is complete, there is
some 'null time' where the characters will create magic
items, or invest in material components for powerful spells,
or even work on their poetry recitation skills. But when
it's time to head toward the next adventure, it always comes
to this:
"There are 3 roads out of town. One to the East, one to the
Northwest, and one to the South, which is the way to come
into town. Which way do you go?"
After they decide, I simply let the terrain lead them to the
appropriate adventure and throw in some pre-made 'random'
encounters (which lately have truly been 'random') along the
way.
So, even though the players in my campaign know that I have
all the modules in order, it still seems as though they are
choosing their own path.
I also thought I'd share a couple of the "unexpected" things
the PCs have done during game sessions.
In one adventure, they were hired by the captain of the
guard of a particular town to find his daughter's cat. I
figured they would go around the town asking people if they
had seen a cat that looks like (insert description). I had
even placed commoners with clues and other things to direct
them to the underground tunnels where the cat was going (and
the adventure was set). I figured there would be one whole
game session just trying to find where the cat was.
Much to my surprise, the next morning, the cleric cast a
speak with animals spell and talked to the cats behind the
inn where the PCs were staying. Most of the cats ran because
they were startled by the cleric, but a couple stayed and
were able (despite their low Intelligence) to understand
that the cleric was looking for a particular cat and tell
him where the cat went.
So, in a matter of 10 minutes, the party had bypassed a
whole day's worth of game session and were onto the main
portion of the adventure. I gave them a full XP award for
ingenuity and a bonus for the role-playing while talking
with the cats.
This just proves that the PCs will *always* think of
something you don't.
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3. Another Chess Game Idea
From: Monstah
My GM set up a grid, a little larger than a chess one. He
asked us to choose two players from the group (which was
rather large) to play the game. The other players would be
the pieces. I was one of the chosen players.
The pieces were actually our miniatures. Movement was based
on class. Fighters had to walk two squares and attack an
adjacent block (no more, no less). Wizards could walk 3, or
cast.
Can't remember them all, but it ran along these lines. The
enemy side was composed of monsters (including a small
dragon), a fighter, and a wizard. Each side had a statue
with 80HP that was the king piece.
The goal was to destroy the opponent's statue or the whole
team. (Killed players would respawn with 1HP after the game
was over.) A twist, however: players did not know these
rules. We just told them where to go and what to do, and
they deduced it themselves. (The fighter was a bit puzzled
when we asked him to attack thin air a couple times.)
Each player had one chance of "rebelling" and doing whatever
he wanted instead of the order, but he did not know that
either. Any subsequent rebelling would cause damage to our
statue. They also knew a few rules that the two of us
playing the game did not (and still don't).
Oh yes, we won. The GM forgot that the statue was a prone
target. Never underestimate a dwarven fighter with power
attack and an battle axe. ;)
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4. Player Handout Ideas And Tip Request
From: redchin
I think a good article idea would be "Designing Player
Handouts - things to keep in mind." It could include advice
on materials used for construction, types, the purpose of
player handouts, timing, tips and tricks using them.
For example, I could see each player being handed a puzzle
piece and having to put them all together to make a key.
Or, building a fantasy art library, and how to organize it
(so that you can pull appropriate pieces to plug into an
adventure and be able to show players).
Or, a section on designing journals. (How to make them look
old, how to get cheap materials, good fonts to use that look
like handwriting, etc.)
In some cases, a player handout could be a reference work
the party's brain is always consulting for more information.
(Imagine a datapad (PDA) full of alienology facts, or an
ancient-looking tome of tactics useful against beholders.)
Some handouts may be constantly referenced, and may need
greater care in construction.
Anyway, I'd love to read this article, because I'm big on
player handouts. It really helps players to stay in
character.
[Readers: does anyone have an itch to write an article about
player handout construction, designing journals, or general
player handout tips? If so, drop me an e-mail and I'll
reserve your chosen topic for you.]
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
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Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
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