Roleplaying Tips Weekly E-Zine Issue #396
Start Campaigns With Unrelated One-Shot Adventures
Contents:
This Week's Tips Summarized
Start Campaigns With Unrelated One-Shot Adventures
- Creating A One-Shot
- Same Rules, Different Setting
- Same Setting, Different Plot
- Same Plot, Different Angle
- Extra Twists
Readers' Tips Summarized
- Create Relationship Diagrams To Manage NPCs Better
- There And Back Again: Give Players Inaccurate Maps
- Use ReBoot TV Show For Inspiration
- Use Post-Its For Quick Referencing
- Rationale For Trap Clues
Johnn Four's GM Guide Books
Expeditious Retreat Press releases The Prison of Meneptah
Advanced Adventures #4: The Prison of Meneptah is now
available in stores and in PDF! This 32-page OSRIC(tm)
module is designed for 4-7 adventurers of levels 8-10, and
explores a mysterious desert-like plane in hopes of
uncovering powerful magicks to overthrow the dreaded
Lord of Flies himself!
Advanced Adventures #4: The Prison of Meneptah at Expeditious Retreat Press
Return to Contents
A Brief Word From Johnn
Top RPG Movies For Game Masters
Thanks to Bob G. for putting together a web page of the huge
movies for RPGs list that first appeared in Issue #386. The
web page includes new additions and errata.
Top Movies for Game Masters
5 Room Dungeons Volume 16 Now Available
The next volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
- The Sledge
by Dragonlordmax
- The Pyramid
by Jeremy Coffey
- The Masters of Evil
by David J Rowe
Download (PDF 800 KB)
Previous 5 Room Dungeons
Have a great gaming week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
An Adventurer's Guide to Eberron
This lavishly illustrated visual guide explores the magical,
medieval fantasy world of Eberron. Climb aboard an elemental
airship and visit wondrous locations, from the soaring
spires of Sharn and monolithic mountain strongholds of the
Mror Holds to the cyclopean ruins of Xen-drik and the
gleaming glaciers of the Frostfell.
See the world like never before and discover its many
secrets. If you're a fan of fantasy artwork and literature,
the Adventurer's Guide to Eberron makes an excellent
addition to your library. It brings the world of Eberron to
life visually and gives non-Eberron gamers a glimpse into a
rich world of magic and mystery.
An Adventurer's Guide to Eberron at RPG Shop
Return to Contents
Start Campaigns With Unrelated One-Shot Adventures
By Hannah L.
My first D&D character was a mage who didn't know the spell
Magic Missile. As laughable as that sounds, I'm sure most
gamers have been in a similar situation: you're building a
PC for a brand new campaign, and, not wholly clear on the
rules, you overlook some vital trait or stat, and you end up
with a severely underpowered character.
To avoid having players in that situation, try starting off
a new campaign with an unrelated one-shot. Not only will
your players get to know the game mechanics, but they'll
also get to know each other's gaming styles. This leads to a
more balanced, functional party, and that means less stress
in the first few sessions as players settle into the
campaign.
You can set up a starting one-shot in a number of ways, each
with different benefits:
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1. Creating A One-Shot
The first step in making a one-shot is to calculate how much
time you have to play. If this is your players' first game
with a new ruleset, budget in extra time to get a quick
explanation out of the way. Don't worry about details to
start. Part of the purpose of the one-shot is to familiarize
players with the system, so it's better to just explain most
of the rules as they come up.
Keep It Simple
Once you have a rough idea of how long the one-shot should
take, start plotting. Good one-shot plots are usually
simple, with a defined start and end point, and room for at
least a few choices in the middle.
Create An In-Game Time Limit
A good way to define an end point is to set an in-game time
limit. Action movies, and zombie movies especially, are a
great source of inspiration for this. The villain's plan
will take effect, the city will be bombed by the air force,
or the space ship will run out of air if the players don't
do something by a certain time.
PC Fatalities Are No Big Deal
The key to designing a one-shot ending is to remember it
doesn't matter if the PCs die; the players only have a few
hours invested in the characters, and will have to set them
aside afterwards anyway. You don't have to come up with a
reason why the air force might call off their attack if the
players stumble; if your real-life game time is up, the
bombing will begin.
Use Pre-Generated PCs
Crafting a starting point for a one-shot is easier than for
a campaign, because in most one-shots, the GM will have
designed the characters. This saves valuable gaming time,
and is especially helpful when trying to introduce players
to a new system. Be sure to have more characters made than
players - about 1.5 times the number of expected players is
a good rule. Having premade characters also gives players
the benefit of trying out different classes and races before
committing to one. Be sure to have a variety of choices
available.
Use The One-Shot To Demo PC Choices
If the system you are using is classless, try building a
couple characters that are similar to classes from games the
players are familiar with, and a couple of characters that
are entirely different, to illustrate the range of
possibilities. Depending on everyone's style, you might want
to write up backgrounds, or just brief personality sketches
of each character, and let the players flesh out the rest.
Define the characters' personality, or at least how they
relate to each other, to make starting the one-shot much
easier.
Allow 10% Customization
If you think you will have extra time, or some of the
players have played the system before, try building the
characters 90% of the way and allowing the players to add a
few personal finishing touches at the start of the game.
Use In Media Res And A Direct Threat
Starting in media res (in the middle of things) is a good
option, especially when time is limited. If the one-shot's
end point carries sufficient urgency, the middle of the
adventure should take care of itself, as players try to foil
whatever disaster threatens the party. Building a one-shot
around a direct threat is certainly the easiest way to go,
though a competition or a minor quest also works just fine.
Build Encounters That Showcase PC Abilities
Once you have the basic plot outline and the characters,
create encounters that show off the various talents of the
PCs. Have encounters that highlight the game's core
mechanics, as well as one or two of the trickier mechanics
players might not have seen before.
Before doing all this, you should figure out if, and to what
extent, the one-shot is going to relate to your final
campaign.
One option is to have the one-shot be completely unrelated
to the campaign. Use the same rules and rules modifications,
but set the game in a completely different world. This is a
great opportunity to explore a new genre, or maybe just play
with different themes. If you've been gaming for your group
with a while, a chance to switch it up might be just what
you need - a refreshing change of pace before you dive in to
a whole new campaign.
Alternatively, working a bit of the main campaign's plot
into your one-shot gets things started right away, and gets
the players itching to learn more. Even just exploring the
setting is a good way to start. Letting players get a feel
for the game world before diving into the story allows them
to create characters with more cohesive backstories.
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2. Same Rules, Different Setting
If you want the one-shot to be about learning the rules, you
have a lot of plot design freedom. Try having the one-shot
take place in an entirely different world than the main game
to ensure nothing the characters do impacts the actual
campaign.
Depending on the system, you might be limited to a specific
genre. If not, this is a good opportunity to try something a
little out of the ordinary. One caution is to make the play
style similar to that of your campaign. If you're planning
on a low magic campaign, running a high magic one-shot risks
confusing your players, and leading to the very problem
you're trying to avoid.
Unless your system's rules focus heavily on usage of
technology, varying the tech level should be fine - players
who enjoy wielding a light saber during the one-shot
shouldn't be too disappointed by using a great sword during
the campaign.
If using a different setting just for one adventure seems
like too much work, then don't bother. A one-shot set in the
campaign world doesn't necessarily have to interfere with
the main storyline, and can have benefits of its own.
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3. Same Setting, Different Plot
Getting player knowledge of the setting up to par with
character knowledge is never easy, especially when you're
running a homebrew adventure instead of a published one.
Running the one-shot in the world of the campaign lets the
players get a feel for the setting before designing their
characters. It can also be a different way of exploring the
setting than the players will get to experience during the
campaign. There are various ways of ensuring the one-shot
doesn't intersect with the main campaign's plot.
One way of distancing the one-shot from the main campaign is
to set it in an out of the way corner of the world, among
people who will have little plot impact. This is a good way
to show off the unique flavor of your campaign world, and
give players a break from epic adventuring.
Not too many parties spend a lot of time interacting with
the average people of the campaign world. Having a rather
low-key one-shot where players take on the roles of typical
citizens could be just what's needed to make the setting
come alive.
If what your players crave is more epic action, consider
setting the one-shot far back in history, in a time the main
campaign will regard as mythical. Having the events of the
one-shot turn into legends the eventual PCs might hear about
gives players a great connection to the setting.
High-powered characters tend to be more complicated, so for
a group of players just getting to know the system, playing
demi-gods might not be ideal. However, perhaps the events of
the mythical age weren't quite so epic while they were
happening, and it was only in later retellings that the
figures of that time became larger than life.
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4. Same Plot, Different Angle
If the plot is so tied to the setting that it's impossible
to avoid, or you just can't wait to get started with your
shadowy web of intrigue, running a one-shot that interacts
with the plot from a different perspective than the eventual
campaign also works.
One possible perspective is the distant past. Rather than
having the party play a part in a minor legend, send them
back to the time and place where the current conflict began.
This gives the players a chance to see the roots of things.
If the main campaign centers on an ancestral feud between
two races, how cool would it be to have seen firsthand how
it all started? Perhaps the party's own characters
inadvertently triggered the fatal disagreement. Even if the
one-shot PCs were only on the fringes of things, it will
still give the players a deeper appreciation of the
conflict.
Another possibility is to set the one-shot in the future.
This can go in one of two directions - either the rosy
future the eventual PCs will be fighting for, or the dark
dystopia the party will be seeking to prevent.
A glimpse of either or both of these possible worlds is
a great way to build investment in the plot, and maybe even
a way to drop some early clues. If the overlord's top
henchman in the future is nothing but an ordinary, if
charismatic, politician in the main campaign, you can bet
the PCs will be keeping an eye on him.
Setting the one-shot in the worst-case future also makes
ending in a timely fashion easier - just have the PCs
mercilessly gunned down by random thugs. What better way to
make the players that much more determined to foil whatever
evil wants to bring about such a dark future?
If you know your players are just as excited about causing
evil as foiling it, perhaps their one-shot PCs could be
minor bad guys. Spreading mischief for the main villain will
give the party better insight into their eventual foes, as
well as a connection to the conflict. Spending part of the
first session repairing the havoc their one-shot PCs wreaked
is also a great reminder that actions have consequences,
something many players forget.
If you're worried the consequences your players cause might
get a little too chaotic, consider just setting the one-shot
in an alternate timeline. This lets you reset everything
before the main campaign, without having to worry about
consistency.
It's also great if you're planning your first session to be
extra challenging. If the one-shot is something similar, the
PCs get a chance for a "do over." This can work well if
you're trying a new gaming style your players might not be
used to. If the hack-n-slash players get a chance to
discover that rolling initiative first and asking questions
later isn't going to solve the problem, they're less likely
to make the same mistake the second time around.
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5. Extra Twists
Beyond all of the obvious, you have a lot of options when
running a one-shot that aren't available to you during a
full campaign. Some possibilities:
- Whatever pre-generated characters the players don't choose
become backup lives. Whenever a player dies, let them take
over one of the spare characters, and keep going as if
nothing had happened. This works well for violent one-shots,
and also lets players try out more types of characters.
- Have a competitive one-shot. Rather than racing to prevent
some sort of disaster, the players are on different teams
with mutually exclusive goals. Maybe it's even a complete
free-for-all. This can get messy, so be sure you know your
players can handle it.
- Play as monsters. If the enemies have similar game
mechanics to the characters, this can be a good way to learn
the system. Be sure your players don't get too attached;
it's hard to run a campaign for a party of dragons!
* * *
While the purpose of starting a campaign with a one-shot is
to introduce the players to the rules, the setting, or even
just each other, it is still a one-shot. Try something new,
get a little crazy, and above all, have fun with it.
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Battlestar Galactica GM Screen
The Battlestar Galactica universe offers many gaming
possibilities, from the crew of a war-weary military vessel,
civilians struggling to survive in a rag-tag fleet, or
guerilla fighters striking out against the Cylons on
occupied worlds.
The Battlestar Galactica Game Master's Screen is the perfect
accessory to accompany the Battlestar Galactica Role Playing
Game. Four panels provide everything you need to run the
Cortex System game rules at a glance, and a poster map shows
full deckplans of Galactica itself.
Battlestar Galactica GM Screen 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. Create Relationship Diagrams To Manage NPCs Better
From: Phil, The Chatty DM
Musings of the Chatty GM
Sometimes, when you sit down to prepare your next adventure,
you are struck with a cool idea for a convoluted plot. You
know, the kind of idea involving a large group of NPCs that
your players need to untangle to move the story forward.
Alternatively, you might be doing some world building by
creating groups of countries or city-based organizations and
trying to establish the relations between each without
writing a geo-political essay.
In such cases, depending on the time you can allow to
adventure preparation, you might decide to forget about the
whole idea and try to improvise it, hoping you'll be able to
keep the relationships between each NPC/Country/organization
straight. Some GMs are very good at this. Others, like
myself, aren't that gifted.
Fortunately, there's a simple tool you can use to help
rapidly map out these more complex relationships. We call
it, appropriately, the Relationship Diagram.
Here's an example (PDF). See Figure #1.
It boils down to writing the name of your NPCs or
organizations on a sheet of paper (graph paper works best)
and linking them with arrows. You then label the arrows with
a short description of the relationship. Examples of such
relationships can be 'in Love,' 'wants to kill,' or 'at
war.'
Make arrows bi-directional if the relationship is
reciprocal. Create your own legend of arrows to code for
secret relationships, alliances, magical domination, etc.
Such a diagram can even be used to plot out a character-
intensive adventure. For example, in Figure 2 in the PDF
linked above, I charted some NPC relationships, based around
the biggest cliché of fantasy role-playing: The Tavern
Scene.
Take a couple running a tavern. They have a beautiful
daughter (of course) that isn't the actual daughter of the
owner. Her mother had a secret relationship with a
traveling bard that led to the daughter's birth.
The daughter now has her own secret liaison with the town's
baker, who's actually an evil cultist. Said cultist is
plotting to corrupt the daughter to his dark gods and take
down the town's Holy Guardian, the Paladin.
Of course, said Paladin, who's the stuffy, rather righteous
sort, also just happens to be an old adventuring buddy of
the Traveling Bard. He doesn't know that his buddy is the
true father. The Paladin has also fallen madly in love with
the much younger tavern keeper's daughter. (I say, when you
go for a cliché, embrace it thoroughly!)
Finally, the bard has gotten wind of the cultist's plot but
can't afford to get involved personally. The bard therefore
approaches the PCs with the very sensitive mission of
investigating the girl's activity and protecting her.
Figure #2 summarizes this graphically and can be used during
the adventure to drive NPC decisions or reactions to PCs and
other NPCs.
You can also use your favorite graphics or software to
create your charts. I used PowerPoint to create them in a
few minutes.
The tool is not limited to game masters. Players who need to
work out a complex situation can create their own charts to
help them work out how to navigate the GM's devilishly
created tangled skein.
All in all, it can be a very useful and easy to implement
gaming aid.
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2. There And Back Again: Give Players Inaccurate Maps
From: Patrick Riegert
Don't consistently, if ever, give players accurate maps.
There are many good reasons to deceive your players:
- Historically, mapping is inaccurate
- It takes less GM prep time
- It allows the players to add to the map as you go, making
it theirs
- It allows you to add new places or new encounters that
the players (and perhaps you) did not expect
A lot of RTS (real-time strategy) games use the "fog of war"
mechanic whereby areas not explored are blank. Do the same
thing with your maps given to players: leave areas blank.
Let them fill it in as they go, thereby letting the players
themselves create the inaccuracies! *insert evil cackle
here*
If a map is from a farmer, make it look crude with thick
charcoal pencils, and don't write anything on it. (Most
medieval farmers were illiterate.) Make it vague. Distances
will be exaggerated; the distances are either much farther
or much shorter than indicated.
A map coming from a librarian or scholar in a large urban
centre would be more accurate, but still nowhere near
perfect. That doesn't mean you can't give assurances from
the NPC that it is: "Accurate? Of course it is! It was
originally charted by Vanay in the field during the Wars of
Consolidation."
Use large, thick sheets of paper for your maps. They come
fairly cheap at art supply stores, are easy to roll up, and
can take a bit of rough handling. I also use charcoal
pencils - thick ones for more rustic maps, and finer ones
for more articulate ones. Normal pencils don't tend to be
dark enough, and they don't smear. Smears can make maps used
and authentic looking. If you want to be really fancy, use
an ink pen.
When drawing maps for player use, consider:
- The time the map was charted.
- Who charted it.
- How much knowledge the charter has/had of the world, or
how much access they have/had to records, other maps,
and geographical notes.
A 400-year-old map might be almost useless to players since
city names may different (if even noted). Cities, towns and
villages might have been destroyed or built; rivers get
redirected or flood new areas; fires destroy portions of
forests; landslides close mountain passes; etc. Though the
map might be useless, the players don't know that.
The best place for inspiration is online. Search for maps
of Europe or North America circa 1700s and you can see how
almost comical they seem given today's cartography
technologies.
[Comment from Johnn: check out the map links in Roleplaying Tips Weekly Supplemental #12 "Online Sources of Free Maps". ]
Also, J. R. R. Tolkien created much of his own art, at least
for the Hobbit. His map for the Hobbit included specific,
personal markings, and certain landmarks were out of scale.
Add these great little touches. If it's a hand-me-down map,
maybe there's a recipe on the back, or crossed-off names.
The players will wonder if it's relevant. If nothing else,
it adds to the belief that not everything in the world pops
into existence just prior to them arriving there.
Also, be realistic. What if, in the course of an adventure,
the map should be exposed to fire? Simple. Expose the actual
map to fire for the duration it takes for someone to rescue
it. The party takes a spill into a body of water? Soak the
map and see what happens. Your players will moan and laugh,
but mostly they'll be excited to see real consequences.
Use misdirection in your games. It keeps the players on
their toes, and adds a realistic touch, both of which make
games more fun, for you and them.
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3. Use ReBoot TV Show For Inspiration
From: Tom Brendlinger
With regard to basing ideas on TV shows and movies: the mid-
nineties brought us excellent GM fodder: ReBoot. MegaByte
and his bumbling henchmen are excellent models for
incompetent villains, while a character similar to that of
Enzo is great for giving plot hooks.
I've run a campaign about chasing after a villain based on
Hexadecimal, an evil character who wears a variety of masks
to show her expression.
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4. Use Post-Its For Quick Referencing
From: Tom Brendlinger
Use post-it page markers to speed up book referencing. Sure,
it makes you look like a nerd among nerds, but when a PC
strikes up a conversation with the man walking down main
street, I know where in the DMG II to find the Random NPC
Agenda table. If I want the Random Harlot Encounter table, I
turn to my good old AD&D DMG and find the tab labeled
Harlots.
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5. Rationale For Trap Clues
From: Joachim de Ravenbel
Everyone has heard about the trap where the floor is tiled
with letters and you have to step on the letters to form the
command word. What I found a bit odd is that often the trap
is found with a clue giving the right word. It means that
the trap won't work on any foe of average or better
intelligence.
How can we still use that nice trap without breaking
disbelief? I've found some solutions:
- The foe has many such traps (or at least a lot involving
codes) so he can't remember all of them and has to leave a
clue.
- The foe has the clichéd dumb assistant who can't remember
anything and needs the clue. But, he might carry it. So have
the PCs meet and search the assistant to find the clue.
- Better yet, the PCs met the assistant sessions before and
have had the clue for some time. Will they think of it?
- The word is obviously the only one those letters can
form. No clue needed. The word should be related to the game
world and/or the foe.
- It is possible to form many words (in French we call that
game "Mots Placés." I don't know how it translates) and you
can only step on those letters not used in any word.
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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
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.