Roleplaying Tips Weekly E-Zine Issue #402
Keep The Peace Part 2: Bring the party back together and keep it that way
Contents:
This Week's Tips Summarized
Keep The Peace Part 1: Bring the party back together and keep it that way
- Player Politics and Campaign Goals
- Encounter Mimesis
- Notions Concerning Equipment
- Optional Rules
- Empirical Adjustment
- Last Resorts
Readers' Tips Summarized
- Use Post-It Notes To Store Tokens
- Using A4 Plastic Sleeves
- Causes Behind Troublesome Players
Johnn Four's GM Guide Books
Unbound Adventures -- GM-less playing
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A Brief Word From Hannah
Help Others to Help Yourself
It might seem a counterintuitive way to reduce prep time,
but offer to make things for fellow GMs who are running
adventures you aren't involved in. Statting out critters and
villains for a campaign other than your own will get your
creative juices flowing.
Once you've made all that great stuff, it's more than likely
you'll find a way to work it into your own campaign down the
line, and presto - prep that doesn't have to happen. This is
a little trickier if your GM buddy is running a different
system, but don't let that stop you. Who knows when you'll
need stats for that system, or better yet, a favor from your
friend?
Greek is a Funny Language
My fellow GMs tend to get frustrated when I'm a player,
since my studies in classics mean they can't use Latin words
as names for anything without me immediately knowing what
they're alluding to.
With appearances everywhere from Buffy to Harry Potter,
Latin is well recognized as a language of magic and evil,
but also well recognized in general.
Why not go a little older, and try Greek? The syntax is
tricky, but if you stick with single-word names, you should
be fine. Some Greek words have obvious English cognates, but
a lot of them don't. Grab the Oxford Classical Greek
dictionary and you'll have hundreds of magical-sounding
names that are indecipherable to all but the most scholarly
of your players.
If you don't want to learn the Greek alphabet - and I can't
blame you - you'll have to find a dictionary that offers
transliteration. But if you do learn the lettering, you've
got a ready-made library of arcane runes that appear both
familiar and foreign.
hannah@roleplayingtips.com
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Traveller RPG - It's Back
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spaceships, encounters and trading, it is your gateway into
new universes. The Traveller Main Rulebook is the
cornerstone of all your Traveller games. It contains many
things fans of the classic game will find familiar, but
always with a new twist.
Traveller has returned. Discover what is out there.
Traveller RPG at RPG Shop
Return to Contents
Keep The Peace Part 1: Bring the party back together and keep it that way
10 tips to bring the party back together
and keep it that way
By Joel Fox
Last week, in part 1, we discussed the different
expectations and backgrounds of the players sitting down at
the gaming table. Conflicts arising from these issues are
easiest solved at the beginning of a campaign, though it is
possible to patch them up midway through.
This week's tips focus more on player conflicts that arise
as the campaign progresses, and the ways to solve them.
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5. Player Politics and Campaign Goals
Players not only differ on their definition of adventurer,
but they'll also conflict over character quests: what are
they fighting for?
Often, these ideas coincide closely with the players' own
politics, or are an extension of their moral and ethical
compasses. Since players vary, especially on this point, the
party goal becomes a simplified mix of individual goals.
These basic 'do-gooder' goals include freeing slaves,
overthrowing tyrants, finding treasure, and so forth. While
this mentality is often sufficient as a common goal for a
diverse group, after awhile many groups become bored with
the same sorts of plots occurring over and over.
Since many groups do not recognize there is even a
possibility outside the do-gooder paradigm, they simply
become bored with the game or take out their frustration on
each other or the NPCs in the world.
The opposite of this do-gooder mentality - the evil campaign
- can be a cure for a time, but then falls prey to the same
problem. Even before boredom sets in, the differing goals of
the party create strife.
One solution is to allow fragmented goals of the characters
and players, and to pursue their ends at different times in
the campaign.
During times when one player's goals are emphasized, you can
use foreshadowing or plot threading to introduce the goals
of another player. Also, careful planning can include minor
elements of secondary goals within the primary goal.
For example, say you have four players: Aaron, who campaigns
with the ACLU; Bert, who is a restoration artist; Cindy, a
chemical engineer; and Dave, a defense attorney. For the
first adventure, Cindy's goals are emphasized: the party
hears that dark dwarves have struck a vein of the
philosopher's stone. But:
- The dark dwarves have enslaved goblins to do the
excavation (Aaron)
- With the stone they've found a cache of weapons from
centuries past (Bert)
- The dwarves have used the stone to melt the walls of the
treasury, and a group of local adventurers has been blamed
for the theft (Dave)
Not only does this arrangement satisfy each player's goals
to some degree, it also introduces the cache of ancient
weapons, which might be stolen from the party by hooded
cultists as a segue to the next adventure (where Bert is
emphasized).
Another option to solve the problem of the do-gooder
mentality is to set aside a common, but non-averaged, goal
all the players strive towards.
For example, all of the characters happen to be looking for
the shards of a powerful astral diamond, which, if
assembled, will grant incredible power to its wielder.
Aaron wants the diamond to free all slaves in the world;
Bert wants it for its pure value; Cindy wants it to cure
diseases; and Dave wants to become king of the entire land.
Even though they each want the shards for a different
reason, they work together because as a team they are safer
and more powerful.
Of course, once all the pieces are assembled, there might be
trouble, but then again, maybe the jewel has no real power
at all, and its abilities were just rumors created by a
villain who can actually use it. Even though the drive for
the jewel is gone, all of the players are probably steamed
at this villain, so they work together to stop him.
The idea of this mutual but non-averaged goal is that all
players have something in common, regardless of how much
they disagree with one another.
Even without the common goal, this idea can be applied
through manipulation of the campaign setting: all of the
characters are from a certain region that is ostracized, or
they are all on the run from a certain organization, and so
forth.
This glue will keep party members pointed in the same
direction, and cut down on the amount they quibble.
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6. Encounter Mimesis
A more specific application of the problems faced by an
averaged goal for the party is the repetitive nature of
encounters that often follow such goals.
The characters encounter an agent of the evil wizard again
and again, they run across a caravan being attacked by orc
marauders, and so forth.
A different sort of problem that pops up when you have newer
players partying alongside veteran players is the tricky
balance between going over the head of the newbies and
getting past the same-old for the vets.
Though it might not seem it at first, both problems are
solvable through encounter mimesis: plan encounters with
enough known material so players don't feel lost, but enough
new material so they don't feel bored.
Example: the first group, which keeps running into the same
sorts of encounters. You had planned for the party to have
another run-in with Fodrak the Shade, undead minion of the
master necromancer. That's old material at work.
For new material, what's needed is something the players
have not encountered before with enough spin or novelty so
as to make it new.
This new spin can be easy or difficult depending on how well
you know you players, especially their gaming and media
backgrounds. If you know that none of your players know a
certain game/movie/book, feel free to borrow from it.
If no media seems appropriate to borrow from, try to make
something up or add something randomly.
When Fodrak arrives, instead of having slightly better stats
and a new, more powerful weapon, he has broken free of the
bonds of the master necromancer and signed on with a demonic
cult, whose purpose is not to defeat the party members but
to capture and sacrifice them later on.
For the second group, where new and old players clash, the
process can be a bit trickier. You have to deal with
different banks of experience and somehow make something
that neither boggles the novice nor bores the vet.
Encounter mimesis in this situation is best applied in an
effort more focused on the novice. Take something the novice
knows about for the old, and use something the vet would be
surprised by for the new.
When it comes to true novices, there is a certain set of
fictional works that can be used as a go-to for each
genre. Here is a list you can use if your game is of
the typical pseudo-medieval fare.
- Lord of the Rings - If they haven't read the books,
chances are they've still seen the movies. Lord of the Rings
is arguably the baseline for all fantasy works, so using it
is a safe bet.
- Cryptozoology staples - Frankenstein, Dracula, the Wolf
Man, and so forth. Everyone has heard of these.
- Harry Potter - These books and movies can be a double-
edged sword. While they cover an impressive range of fantasy
topics, the tone of the series varies considerably from one
book to the next, which might flavor the novice's knowledge.
In addition, a vet's view of a fantasy topic will sometimes
differ from a Harry Potter-savvy novice's view, because
Rowling has taken base information and often put a skew on
it.
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7. Notions Concerning Equipment
Equipment is an issue that often fades into the background.
In reality, though, it has a strong effect on the setting
and player enjoyment. There are a lot of issues that rise
concerning equipment:
- When mixing old players and new, or just playing with new
players, often there will be some confusion as to the
specific nature and function that equipment serves in the
campaign.
This rises from the bank of diverse works the players have
encountered. In Harry Potter, wands are needed for magic; in
Lord of the Rings, magic items are rare and more often than
not utilitarian; in Highlander, swords are the lifeblood of
the immortals. Make sure all your players are on the same
page as to what equipment is for.
- The standard treasure tables can get boring. It's sad but
true. When your characters find another +2 longsword, it's
not elation, but rather total apathy that they'll feel,
especially at higher levels.
Even more unique items often find their way to the 'sell-
when-in-town' pile, just because their utility is limited
and their purpose is too specialized for regular use.
It can be difficult to come up with new and original items,
but some strategies can be applied: items that are charged
irregularly (light of the waxing moon), items that are
powerful but with serious side effects (can fly at will but
Int drops to 4 while flying due to bird's intellect taking
over), and items with non-standard effects (sword makes
enemies take less damage from physical attacks other than
the sword itself).
If you're worried about the market value of these items,
make them unsaleable: they're illegal in the province,
reported to be cursed by dark wizards, etc.
- Treasure distribution can be a big point of strife between
players, especially when one character gets a great item and
everyone else gets diddly.
The problem with the standard method of treasure
distribution is there is no built-in mechanic to balance it.
Often, the characters slay a horde of monsters, pile up
their treasure, and just grab what they want.
Alternate methods of distribution help prevent players from
feeling slighted: a store scenario with limited credit
(40,000 gp to split between the party, limited cache of magic
items), treasures that only certain characters can
physically get to, distribution based on certain skills (sea
of junk, only those with arcane sight can spot the magic
items), and so forth.
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8. Optional Rules
Sometimes players fight over the rules. In many pen-and-
paper games, the rules are left vague to allow
interpretations that suit the playing group.
The problem with this is that often everyone will have a
different reading of the rules, so they argue as to which is
more right. When the players argue with the GM as to what
the rules entail, the problem compounds.
If the GM is stubborn, the players feel like they have no
control over the game; if the GM concedes the point, the
players often go nuts with power gaming or accuse the GM of
playing favorites.
One solution is to put optional or house rules that everyone
can agree on into effect. Many supplemental works contain
optional rules, and a lot of websites post their group's
house rules. Not only can optional rules keep fights from
breaking out, but they can also add new life to a group of
tired gamers.
Optional rules can also be used to simplify convoluted
processes and make the mechanics less the center of the game
so that role-playing can take a larger role.
If novices are spending the entire time reading the
rulebooks instead of playing their character, chances are
they're not having fun. By the same token, their fellow
players are deprived of that character's character, so to
speak.
Not all optional rules presented in supplementary works are
useful toward this end, but several house rules can be. The
trouble is veteran players might be stuck in their ways and
become upset. If this happens, remind them that newer
players should be given leeway so they want to keep playing.
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9. Empirical Adjustment
This is kind of a catch-all rule. Empiricism is acting only
on perceived data, not speculated data.
Empirical adjustment is just keeping your eyes and ears open
for dissent amongst the ranks. If you think there is a
problem springing up, don't just act on it immediately. Try
to confirm whether or not there actually is a problem before
you solve it; otherwise, you risk creating even more
problems.
Sometimes, just asking your players if there is something
wrong is enough to get them to express their concerns about
the campaign, their fellow players, and your GMing style. At
the least, everyone gets their opinions out in the open, and
feels like they're getting the chance to be heard.
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10. Last Resorts
Sometimes players just don't mesh. Or, the GM's style just
doesn't click with his players. If this is the case, more
serious remedies are needed. Don't just let the group
fizzle; take active steps towards communication:
- Offer to let someone else GM
- Split an at-odds group into two separate gaming groups
- Get an outside opinion of your group/setting
- Play a different game for a while, such as console games
or those which let players work off aggression towards each
other
- Take a hiatus from the game for a while
- Switch to a different pen-and-paper game altogether
* * *
I can't say all these ten tips will help you and your group
out, but at the least, you now know that sometimes players
forget to role-play and let in too much of themselves into
their characters.
Some players are good at keeping themselves and their
characters separate, but haven't seen many TV shows or
movies; some never argue about the rules, but care intensely
about the party's politics.
Each player in your group is operating on a different set of
internal rules, but each player is also trying to enjoy
themselves at the game. When it comes down to it, make sure
your efforts to bring the party back together aren't
harshing their good time.
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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. Use Post-It Notes To Store Tokens
From: David Walters
I thought I would just drop a line to let you know what I do
with tokens.
I take some Post-It Notes and cut the non-sticky part off. I
then cut the remaining sticky strips into smaller pieces
(about 1 inch by 1/2 inch).
I use these sticky pieces to stick the token onto the
appropriate page of the monster book. For those tokens with
no corresponding section in published books, I find other
pages for them: reproductions of the information from Dragon
Magazine, printed web pages, typed descriptions, etc.
This makes it very easy to find the tokens, and handles
larger tokens nicely as well. Also, the sticky strips are
reusable and don't leave a mess.
Oh, and the left over note paper? Great for keeping notes,
passing messages to PCs, or for use at the office for taking
the odd note or phone number.
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2. Using A4 Plastic Sleeves
From: Tommy H.H.
Hello again Johnn,
This time I write with advice on how I use plastic sleeves.
One of the worst things you can encounter as a DM is piles
of paper. I used to stack piles of notes inside bunches of
note-holders, but after extensive use, the paper holes were
torn and papers couldn't be held anymore unless repaired by
tape or rewritten.
My next method was gigantic notebooks. I would structure a
notebook into a lot of schematics and writings, and the
result was good until I figured out that sooner or later the
notes would be useless because I would find better ways to
write notes.
In the end I came up with one solution: sleeves.
My oldest games were built around landscapes and dungeons
that would change constantly because the world was dice-
controlled.
So, I used A4 sleeves to hold 2 pages of map, one on each
side. The dungeons in the map areas would be folded twice
and placed inside another type of A4 sleeve, the one that is
normally used to hold 4 pictures on each side.
This means eight dungeons possible per map area. The
dungeons would be in one note holder, the maps in another.
"Dungeons" covers everything detailed from a map, so it
could be a city or something else.
Each sleeve was numbered, so the map and dungeon sleeves
would relate to each other, and would be easy to look up.
A head page would hold a miniature map of the whole world
with numbers referring to the maps in the right areas.
My next problem was that now I would have a huge world
filled with details and dungeons, and sometimes it would
take me some time to find a specific dungeon in the maps if
players had discovered its existence.
The solution was to use the picture A4 sleeve. In each
pocket a note could be placed with a headline such as
"dungeons of doom" or "Reinhart's evil bloodaxe."
It was easy to use the picture sleeve to store these notes
alphabetically, and soon I had an encyclopedia that covered
virtually everything in my universe, from unique items and
characters to concepts or historical notes.
Having an encyclopedia custom-made for the players is also a
great tool. It will show the players what adventures you
have prepared and they can be selective about it too, which
makes everybody happy.
I also use the picture sleeves as alphabetically organised
spellbooks. Some quadrants of a sleeve can be left empty for
pictures from fantasy worlds to heighten the mood of
adventure when GM or a player looks through The Great Tome
in search of the right spell.
I also use the picture sleeves to hold folded NPC
characters, and on the backside of the character sheet
(folded to face the reader) I have displayed the characters
name and a drawing of that NPC.
These NPCs also have a table number, so if the players
travel through a dungeon or landscape and encounter an NPC,
I can roll the dice and show the drawing.
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3. Causes Behind Troublesome Players
From: Neil Faulkner
Since problematic players seem to be a perennial topic, it
might be worth considering why - as opposed to how - some
players behave in a troublesome manner, and how that might
be countered. And I might as well be honest and admit that
my own behaviour as a player hasn't always made the grade.
Why? Well, ignoring stuff external to the game (home/work
problems that I couldn't shake off at the gaming table), I
can think of several.
- Difficulties in relating to the game system. When I play
in a game, I like to have a basic grasp of the rules. I like
to know what dice to roll, when, and why. I like to figure
out for myself what the result means. Yet sometimes our
group would be plunged headlong into playing some system
that the GM had only bought the week before.
That tended to leave me feeling adrift, and it dampened my
ability to participate. I found this far less of a problem
if I had the chance to borrow the rule book for a few days,
design a character for myself, and read up on how the system
actually worked, but this was a luxury I couldn't depend on.
- Difficulties in relating to the game genre. I dropped out
of play for several months when everyone else got into
super heroes. I gave it a go for half a session and decided I
simply could not get a grasp on this costumed crime-fighter
thing.
My only exposure to the genre was the old Batman series with
Adam West - which didn't exactly take itself seriously, a
couple of unexciting Superman films, and the Zenith strip in
2000AD (which I had actually rather enjoyed). Super heroes
didn't cut the ice with me, so I did the decent thing and
bowed out.
- Misplaced expectations. One time we got into playing
cyberpunk games. That got me feeling rather excited, because
I'd read the first two books of Gibson's Neuromancer trilogy
and reckoned them excellent, all that angst and alienation,
technology as an autonomous force directing its own
evolution etc. Terrific stuff.
But the rest of the players, and the GM, were more
interested in the cool hardware catalogues and seeing how
many lethal implants they could stow away in their bodies. I
mumbled something about my character not wanting any
implants. Confused silence from everyone else.
I gave it a go for a session before taking a bow once more.
Wonderful setting, maybe, but what I wanted from the game
was not what everyone else wanted from the game.
- Half-grasped settings. Okay, so I understand the rules,
I'm happy with the genre, and I'm in tune with everyone
else's general objectives. But that doesn't mean I'm
automatically geared up for full-blown role-playing.
I need a grip on the setting first, especially in a genre
like fantasy or space opera where every world (or universe)
is different. Middle Earth and Melnibone are not the same
place, right?
One of the most successful campaigns we ever had was a Star
Wars one, simply because we'd all seen the films, we all
knew how the universe looked and sounded, the system was a
snap to learn. So, all we had to do was roll up characters
and go slam bang into the action.
But we couldn't do that with any of our home-grown fantasy
worlds. We had to know stuff. We weren't always sure what it
was we wanted to know. And even if we were, there was no
guarantee the GM could tell us anything, because often as
not his prime areas of interest were miles away from our
prime areas of interest.
I've seen this from both sides of the GM screen. I've run
'silly' characters in other people's worlds, and I've had
players do the same in mine. And I think the underlying
cause was the same - an attempt, however juvenile, to take
control of one's character in the face of a daunting torrent
of the unknown, if not the unknowable.
It doesn't help, of course, that whilst the player might be
very much in the dark, his/her character supposedly isn't,
having lived in this world all of his/her life. There is
thus a disconnect between player and character that hardly
fosters good role-playing.
- Challenged credibility. Some GMs are better than others
at designing, and especially presenting, their worlds. If I
can't suspend my disbelief, I'm liable to start getting
subversive.
I shouldn't, I know, but my sense of irritation needs an
outlet sometimes, and a silly world often leads to silly
roleplaying. One GM in particular was a prime offender.
Not all of his locales were as bad as the Valley of the
Flamenco-Dancing Dinosaurs, but more often than not he
failed to meet the
standards of plausibility I was
expecting. No egotism there on my part, of course. :)
I think those five cover the main reasons why I've been
known to play irresponsibly over the last twenty-odd years,
and they all come down to different shades of the same thing
- a failure to connect with one or more crucial aspects of
the game.
Whilst I'm not claiming to have covered all the underlying
causes of bad play, I think this failure to connect does not
always lie solely with the player. If players misbehave,
there's a reason, and if you can identify the reason, then
maybe you can do something to remedy the problem.
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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
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plus several generators and tables
Advice and tips for designing compelling holidays that not
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crafting, roleplaying, and GMing three dimensional NPCs for
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