Roleplaying Tips Weekly E-Zine Issue #400
Mystery Game Tips
Contents:
This Week's Tips Summarized
Mystery Game Tips
- Begin At The End
- Drop Many, Many Clues
- Use Real Pictures
- Use Props
- Let PCs Use Their Abilities
- Keep Hot Trails Hot And Cold Trails Cold
- Engage All Senses
- The 5 Item Witness Formula
- Give Players A Tangible Time Limit
- Allow Good Luck
- Let Each Player And PC Shine
Readers' Tips Summarized
- How To Start A Gaming Group At School
- Four More Ways To Be A Better GM
- Weather Magic
New Arrivals at XRP's On-line Store!
New this week at Expeditious Retreat Press' on-line store:
- Advanced Adventures #4: The Prison of Meneptah and 1 on 1
- Adventures #10: Vengeance of Olindor.
- We will also open pre-orders for the limited edition of the hardback second edition of A Magical Medieval Society: Western Europe
(sold direct only) on May 1. First come, first serve.
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Hannah
Incompetence is Always Believable
A character of mine recently snuck into an Imperial base,
without any of the appropriate paperwork, by pretending she
had inadvertently used the documents in question to mop up a
coffee spill. The guard, used to dealing with moronic co-
workers, found this a perfectly believable excuse.
It occurred to me that if I could use this gambit as a
player, why shouldn't it work for me as a GM, too?
The heroes expect the villain's henchmen to be bumbling, so
why not use this stereotype to lure the party into a trap?
The PCs will think nothing of demolishing incredibly weak
guards at what they assume is the Big Bad's lair, but if the
whole thing turns out to be rigged to fall down around their
ears, the joke's on them.
Rockin' Prep Music
I've been spending a lot of time lately listening to the
Celtic rock group Blackmore's Night. Whenever I hear more
than a couple of their songs in a row, it gets me in a GMing
mood. Witches dancing at midnight, abandoned nymphs,
thunderstorms with a personality; what could be better?
A lot of their lyrics are pretty cheesy, but that's just how
I like my gaming, so it fits. If you're running a high magic
medieval fantasy campaign, I strongly recommend checking
them out. Some of their instrumental tracks would make good
in-game background music, as well.
http://www.blackmoresnight.com/index2.htm
All 5 Room Dungeons +1 In One PDF Download
It took awhile this week to craft, but all 18 volumes, plus
an overlooked adventure from John McCullough, are now
available in a single PDF for download. It's a whopping 181
pages and 10 MB in size!
All 5 Room Dungeons +1 PDF Download
5 Room Dungeons webpage
Hannah,
Editor, Roleplaying Tips Weekly
hannah@roleplayingtips.com
Return to Contents
Johnn Recommends GM Aid: Once Upon A Time
This is a great, short, and simple card-based game where
players create an improvised story based on the cards in
their hands. The winner is the first to play all their cards
and end with the Happy Ever After card.
I'm recommending this game to you because it will beef up
your improv skills and get you thinking more on the story
level of games. It builds quick-thinking in a GM oriented
way because you need to weave the story when it's your turn
in such a way that it allows you more moves. Nice!
You can also take the story from other players in new
directions when you have a card that matches the current
story element and play it quickly.
In a time when it's hard getting a gaming group together on
a regular basis, this game will keep your storytelling and
improv skills sharp.
Once Upon A Time at Amazon.com
Return to Contents
Mystery Game Tips
By Danny East
Mystery Games are gaining popularity, as much for the
challenge of GMing them as for the challenge of playing.
Intrigue, deceit, and evidence were easy enough for Sherlock
Holmes, but outside of a good module or the RPG translation
of a popular movie or book, there is little help for a
mystery GM. These clues should help to crack the case of the
"Hard to Run Mystery Game."
Return to Contents
1. Begin At The End
Work backwards from the end in your mind. What did the
villain do to end up where they did with what they have? Who
owns the apartment/island/car they're in, and how did they
get there? If they got there by segway, did they rent the
segway? From whom?
Using this technique will lead the villain from the end to
start, dropping clues and trails along the way. Work up and
down this timeline, leaving hints and false trails where you
can.
Return to Contents
2. Drop Many, Many Clues
So the villain left their business card in the fishbowl
at the pizzeria, and the heroes never looked. That's okay,
because the GM left extra clues around. Villain's initials
in the High Score of the arcade game, a witness, or a piece
of foreign currency could all be vital clues. Or, maybe
they're misleading clues.
There should be no fear of leaving too many clues. Once the
players have found what they need to continue the story, the
rest of the clues can be ignored, left out, or changed by
the GM.
Return to Contents
3. Use Real Pictures
If time and technology are available, use real pictures.
Take a picture of your work desk, a room, car, or backyard
that contains planted evidence. Show this to the players
instead of giving hints by mentioning the things in the
room. This may also prevent the players from getting
obsessed with looking for hidden things and slowing down the
plot.
Return to Contents
4. Use Props
Use actual clues. It will have untold dramatic appeal
when you hand over the actual balled up paper they saw in
the photo with the cell phone number on it.
This also works great with notepads, address books, or boxes
or weapons with hidden compartments. Feeling adventurous?
Put your own phone number on the clue and let the players
call it. Make sure the voice mail message is changed,
though.
Return to Contents
5. Let PCs Use Their Abilities
Remember that this is a role playing game and not real
life. This means that the players and their characters have
different abilities. If the players were as smart as their
characters, they'd be detectives. Just because Joe Smith
can't interpret a clue doesn't mean his character can't.
Return to Contents
6. Keep Hot Trails Hot And Cold Trails Cold
If they're supposed to follow the villain from the pizzeria
to the theatre to the ski loft to the petting zoo, then
allow that trail to run hot and fast. If a false lead brings
the players to following around the pizza delivery car, than
make that trail annoying and slow. The players will
gravitate to the fast and exciting trails without feeling
railroaded into it by the GM.
Return to Contents
7. Engage All Senses
Remember that the PCs have five senses: Sight, Touch,
Hearing, Smell, and Taste. Don't forget the last two: Smell
and Taste. Does someone smoke a pungent tobacco that leaves
a scent long after they're gone? Taste the soda that was
left behind. Is it flat? Is it diet?
Return to Contents
8. The 5 Item Witness Formula
Every witness will notice some things; no witness will
notice all things. Many events and people are similar and
would have similar things to notice about them. Try this:
Pick five items you want the players to discover about the
event/person. To correctly identify the
event/person, they must know all five things. For example,
the villain is Tall, White, Male, Old, and Bald.
- Witness One remembers a short (the villain was sitting
down) white man with a laptop.
- Witness Two remembers a tall white man in a red hat with a
laptop.
- Witness Three remembers an old white man in a red hat with
a briefcase.
- Witness Four remembers two tall bald white men, one with a
laptop and a red hat.
- Witness Five remembers a tall bald man with a briefcase.
Only after talking to all the witnesses and assessing the
situation do the players get a clear picture of what
happened. Remember to plan this out ahead, though. It'll be
worth the trouble.
Return to Contents
9. Give Players A Tangible Time Limit
They have three minutes before the maid comes back. The
witness' phone card only has thirty seconds left. The train
is leaving. The library is closing. The policeman is going
off-duty. These are solid opportunities for roleplay.
Return to Contents
10. Allow Good Luck
Don't forget the GM holds all the cards in these games. Let
some luck happen. If it doesn't make perfect sense and is
not completely realistic, that is just fine so long as the
players are having fun. Running forty sets of fingerprints,
filling out the paperwork, and waiting for the results to
come back negative is seldom fun.
Return to Contents
11. Let Each Player And PC Shine
As always, be sure to have at least one moment during each
session for each individual player to use their character's
special abilities. Throw in a security system for the hacker
or a car chase for the grease monkey.
Make sure none of the players can say they didn't do
anything the entire session. This is especially important in
a mystery game where there is a definitive plot line and an
absolute goal.
* * *
A mystery game is a game that grips. It grips because it is
fast-paced and often has horrifying results if
things are not accomplished in a jiffy.
Too much realism might evolve into a dull and depressing game,
but there is one aspect that should always remain realistic.
Failure. *Let them fail.*
Finding the cold body of the mayor's daughter, or watching
the museum curator take the bulletins down will motivate the
players to play again. To play again and win.
Return to Contents
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 Start A Gaming Group At School
From: Katrina Middelburg-Creswell
[Comment from Johnn: I received this request from a
subscriber who had just finished reading Katrina's article
at the website about starting gaming clubs at schools.
"Hello, I read your article on how to start an RPG group. I
must say that it's very well structured. But, I am a 10th
grade high school student, and I would like to start an RPG
group, but I don't have a teacher that plays D&D. Do you
have any tips you could offer?"
I forwarded the reader's request to Katrina, and she replied
with the great tips below. Thanks Katrina!]
- Keep searching at school. You'd be surprised how many
people actually do or have played RPGs in their past. A lot
of teachers have. See if you can find someone to help you
search (for example, your librarian can be a good resource).
If all else fails, consider the mass technique of just
putting a small ad in the school newspaper. FYI, D&D is just
a bit over 30 years old, so your best luck will be to find
teachers who were teenagers in the late 70's and the 80's.
Keep looking. They are out there! Telltale signs are
teachers who insert Star Wars and Star Trek references into
their classes.
- Look for a supervisor. Can you find a teacher who'd be
willing to supervise, rather than be directly involved? If
you know someone who'd be open to allowing you to play in
their classroom, that might be the way to go. Then you'll
have to set up your own GMs, but who knows, the teacher
might end up getting involved as more than just an observer,
and then, problem solved.
Here's a good one: bring your dice to your math teacher and
ask her to explain to you how the probability is different
when rolling two 10 siders as opposed to rolling a d100.
Once she is done explaining - after 15 minutes - you may
well be able to get her to support such a game in her
classroom. After all, it's math!
- Find a parent. Ok, no luck on the teacher front? Maybe
one of your friends' parents used to play. Often, if you can
get a parent involved, it's possible to use school
facilities, if the adult agrees to facilitate as an advisor.
- No matter how it works out, make sure your group is set
up professionally. While it might seem like a good idea to
just play in the cafeteria or library after school, my guess
is your school is like mine and would put the kibosh on any
unsupervised gaming quickly. And any incidents like that
might have a negative impact on the chance of getting a real
game club set up in the future.
Good luck! Our gaming club has been a very positive addition
to our school.
Katrina's articles on gaming clubs at school:
Starting and Running a Role-Playing Games Club
Role-Playing Games and Kids
[Comment from Hannah: When I was in high school not too long
ago, I got a previously non-gamer teacher into a casual game
of tri-stat dX. Even if you can't find any teachers who play
D&D already, it's a good bet that at least a few of them
would be happy to learn.
The Star Wars and Star Trek things are good tells, but also
keep a lookout for social studies teachers who are into
civil war reenactment. That's roleplaying, too, and chances
are they'll be up for pencil and paper RPGs as well.]
Return to Contents
2. Four More Ways To Be A Better GM
From: Darren Blair
After a few more encounters and wracking my brain a little,
I've decided to compile yet another list of pointers and
ideas that I've found while running games.
- And Now, The Dramatic Pause
Suppose for a second you've just dropped a bombshell on your
players. Perhaps a beloved NPC has been brutally murdered.
Maybe they've been sold out by one of their own. Or it could
simply be that someone royally blew a die roll and it's
going to have some seriously negative effects upon the
party. So - what do you do now?
Excuse yourself for a few moments.
That's right. Leave the players by themselves for a bit.
Tell them you need to go fetch a manual from another room or
retrieve one that you left in the car. Maybe you just
remembered you have to go call someone. Or it could be that
nature calls.
What you are trying to do is give the players a few moments
to mull over the most recent turn of events while you're out
of the way. This will give the players a chance to recover
from the shock, allowing them to strategize and consider
their options with calmer attitudes.
Think of it this way. You're watching a TV show and
something dramatic happens. That's when the network goes to
a commercial break, right? Same basic principle: give your
players a "commercial break."
- "Forget" Some Rules and Loopholes
It could be the party is riding high, or maybe they're on
the wrong side of the invading hordes. They've got some pie-
in-the-sky strategy that will make their situation better,
such as a grand scheme to make them even richer or a last-
minute miracle spell to pull their biscuits out of the fire.
Problem is, Obscure Rule #867 says that the party's plan
just won't work - it's completely against the rules.
Here is where you, the GM, need to stop and consider a few
things. How many players in the party would actually know
about this rule? How badly would this rule hurt them? How
good have they been at roleplaying?
If you have reason to believe most of the players are
unaware of this rule, and your players have been good at
roleplaying, then just pretend the rule doesn't exist.
Instead, let the party roleplay the situation out.
Maybe, just maybe, their latest hair-brained scheme will
actually work. Or it could be a colossal dud and everyone
dies. At least the party had the chance to give it a shot.
Even if things don't go as planned, the party will feel a
little better for having tried.
Only after everything is said and done should you remind
them that such-and-such rule prohibited what they were going
to do anyway. This way, they'll know about the rule and so
can keep it in mind next time the situation arises. But in
the mean time, they'll think more highly of you for bending
the rules a little for them.
- ...But Remember Other Rules
The party is in a bind. Maybe their position is getting
bombarded by every last capital ship in the region. Maybe
they're stuck on Mount Whatthehugareyoudoinghere right in
the middle of blizzard season. Or maybe the party is just
starting out and the characters are so weak that the chess
club could take them in a fight. Regardless, the party seems
doomed.
Time to whip out Obscure Rule #5309.
This is a situation when, out of respect for your players,
you use some obscure rule, law, or loophole to give the
party a fighting chance.
Perhaps the flavor text for those capital ships states that
the ships' targeting computers are off 5% of the time,
meaning there are going to be shots that won't hit anywhere
near the party's position and might actually be hitting some
of the bad guys.
Maybe the dwarves in your campaign have some sort of special
ability that allows them to detect caves or other crevices
in mountains regardless of weather conditions.
Alternatively, it could be that you've found a way to give
the beginning characters an extra trait or skill that might
give them the edge.
In any case, go for it. As with the above method, you'll be
giving the party a fighting chance when otherwise they'd be
in a big deal of trouble. You'll help teach the other
players a little more about the rules, and in turn you'll
also be known as a fair and fun GM.
- Show Them The Ropes
Periodically give players little tidbits that will help them
visualize the game world and how everything would function.
This will help them better grasp their own character's role
in the world, while at the same time helping to introduce
them to these wonderful resources.
Got a sword and sorcery campaign? See if the Society for
Creative Anachronisms or a similar organization is in town.
A gritty real-world military campaign? Check to see what
museums and collectors in your area handle military history.
A far-out science fiction campaign? Off to the library to
examine the science behind the science fiction.
If you're lucky, it might be as fun as an actual gaming
session!
Return to Contents
3. Weather Magic
From: Ian Winterbottom
Weather can be one of the most potentially useful areas for
wizardry, not just for spectacularly showy spells like
lightning bolt and such, but for more mundane weather
effects.
Imagine the wizard who can call forth fog to disguise the
movements of an army or an adventuring party. What about the
wizard who can summon the wind into the sails of his ship,
or fleet, and deny wind to his adversaries? Or even summon a
storm to lash at pirates or other attackers? Imagine a mage
who can summon or banish rain or snow, even over a local
area.
At the Battle of Towton in the Wars of the Roses, a blinding
snowstorm into the faces of the archers on the Lancastrian
side was a vital factor. The Yorkist side, firing with the
wind and therefore having slightly greater range, moved
forward and loosed a volley, then retreated.
The Lancastrians, firing blindly into the gale, wasted all
their shafts as they fell short, leaving them helpless when
the battle began. The advancing Yorkists even retrieved the
shafts fired vainly at their first position, where they
stuck uselessly into the snow, and fired them back!
Rain can wet bowstrings, or powder, leaving missile troops
defenceless. A good archer of the Hundred Years' War would
not only wax his bowstring to render it as waterproof as
possible (not much), but would unstring his bow when not
immediately necessary, and keep his bowstring somewhere
safely waterproofed; for instance, under his hat!
Mud can paralyse an army, as witnessed by the Turks who
swept into Europe as far as Austria, crushing all before
them, only to be brought up short before the strong walls of
Vienna, with their heavy siege artillery mired uselessly far
behind in mud caused by torrential rain. (No tarmac roads in
the 16th Century!)
Wind can have immense effect, not only in the earlier-
mentioned seaborne encounter, but on land too. Wind affects
the accuracy of even bullets, especially at long range,
while arrows and bolts, with greater area and lower mass,
are much more affected.
If the wind is blowing across the range, accuracy suffers.
If the wind is toward or away from the archer, range is
affected, as at Towton. Still worse if the wind has a cargo,
such as snow, dust or desert sand.
A sandstorm will get grit everywhere, in armour, vehicles,
and anything with moving parts. It can blind temporarily,
and in extreme cases, cause painful burns and chafing. Even
street litter can sting when carried along by a strong
enough wind.
Any light source, pre-electricity, will have a good chance
of not surviving a strong wind; and pre-matches, restarting
a fire was a difficult task. Contrarily, a wind can fan a
conflagration or fire to a hotter temperature, or cause it
to spread.
Bear in mind that, in the days of wooden ships, the worst
disaster at sea was not storms, but fire. With ships made of
wood and everything soaked in tar, a ship could be an
inferno in minutes. Consider also that the ability summon
heavy rain might be useful to extinguish a fire, if needed.
Lightning strikes could be truly lethal to opponents or
armies in iron armour - especially if they are vain enough
to wear spiky helmets.
Above all, Weather Magic would be hard work, demanding large
amounts of power, since weather is due to the movements of
massive amounts of air over vast areas.
Since weather is so powerful, you might think of limiting
its use to higher-level wizardry. Probably, in fact, your
party's high level enemies.
Return to Contents