Roleplaying Tips Weekly E-Zine Issue #409
How to Add Atmosphere (Without LARPing or Bank Loans)
Contents:
This Week's Tips Summarized
How to Add Atmosphere (Without LARPing or Bank Loans)
- Food
- Dice
- Music
- Maps and Scrolls
- Miniatures
- Quick Tips
What's Your Favorite RPG?
Johnn Recommends
Readers' Tips Summarized
- Painting Without Primer?
- Prop Idea: Tavern Food = Real Food
- 20 Combat Complications
Johnn Four's GM Guide Books
The World of Nevermore True20 Available!
The World of Nevermore is now available in stores and at our
on-line store! Within these 200 pages is all the information
you'll need to immerse your group into Nevermore: a basic
primer on Nevermore, detailed chapters on the 5 domains,
rules for playing in Nevermore, over 25 supernatural items,
and an introductory adventure with pre-generated characters
and handouts. Step into the dreamscape and discover reality!
The World of Nevermore True20
Return to Contents
A Brief Word From Hannah
Worldwide Adventure Writing Month
Better late than never, a shoutout to WoAdWriMo. What is
it? A challenge to write a complete adventure - for any
system, or none - in the month of July. Even though the
month's halfway gone, it's not too late to start, as the
"deadline" for the challenge is just as flexible as
everything else about it.
The first year produced seven finished adventures, and this
year looks on track to end up with considerably more. If the
rest of your July is looking busy, then maybe it's not too
early to start planning your WoAdWriMo adventure for next
year.
I'm working on a one-shot adventure for tri-stat dX
tentatively titled ZOMG! (Zombies, Oh My God!) There's quite
a few other interesting adventures being talked about on the
forum, and I hope to see at least some of you there with
adventure ideas of your own. If not this summer, then next.
woadwrimo.org
Hannah,
hannah@roleplayingtips.com
Return to Contents
Hero Lab 2.0 Now Available
Character Creation Software Has Finally Leveled Up
Hero Lab allows players to concentrate on the fun parts of
character creation while it takes care of the record keeping
and validation tasks. Review every option before making
selections, then see changes in real-time as you adjust
character details - Hero Lab makes it all easy. Files are
available for d20, World of Darkness, and soon Mutants &
Masterminds!
Learn more at: www.Wolflair.com
Return to Contents
How to Add Atmosphere (Without LARPing or Bank Loans)
By Danny East
Remember in "The Never-Ending Story" when the store owner
Mr. Koreander asked young Bastion, "Listen. Have you ever
been Captain Nemo, trapped inside your submarine while the
giant squid is attacking you?" and then "Weren't you afraid
you couldn't escape?" That's the feeling we're looking for
in our table top games.
To actually fear for our character, or to feel the
disappointment when a favored guild loses its power. The
elation and pride felt when we discover a new planet, or
when the orphanage is saved from a troupe of scurvy-ridden
flaming zombie mimes.
Yes, these are all real emotions, felt by us for our
creations. That's why we enjoy the game. That's also why
we're not writing Choose Your Own Adventure novels about our
real lives:
"You enter the kitchen. There's a cat sleeping on the
counter, plastic dishes in the sink, and half a pack of
crackers in the cabinet. It's early in the morning and you
don't want to wake your family. Do you:
Nuke some instant coffee; turn to page 28.
Risk making a little noise and percolate some decent brew;
turn to page 46.
Pet the kitty and go to work without caffeine; turn to page
72."
Pretty boring, isn't it? Now, what if the purpose of the
story was to put insomniacs to sleep? If that were the case,
this little tale would fulfill its function.
Unless, of course, you were reading it by starlight while
scouting out an orc camp, trying to ignore the mesmerizing
sounds of your faithful wizard attempting to memorize a few
fire spells. Kind of throws off the whole boring thing. Some
worlds shouldn't meet.
That is why we should do what we can to minimize THIS world
when we're in THAT world: dress codes, no television, no
Pac-Man, no fire-breathing jugglers on unicycles.
But aside from removing our world from the gaming world, how
can we bring the gaming world into this one? Here are a few
simple tricks to keep things real. Or not real, actually.
Return to Contents
1. Food
Seriously, who doesn't love store brand Mountain Stream
Soda, buffalo wings, and pizza? Elvish bards, that's who!
Instead of getting takeout, make your own gaming foods. Use
a few ingredients and utensils. Let the eating part of game
night add to the atmosphere instead of becoming a
distraction.
Remember tenth grade health class? Wholesome, healthy fare
will keep you going longer and stronger than the convenient
packages of salty oil normally brought to the table. So make
your own.
Jazz it up with some fancy names and make it during the
first part of every session when everyone's just getting in
the mood and catching up on girlfriends and families and
cars and jobs.
Return to Contents
2. Dice
Dice? What the crap? That's a tool for the game. It's
necessary. What do you want me to do, make my own? Nope. But
it would be nice to make them a little more interesting.
Try having each player bring their own set of dice that is
obviously different from those of everyone else that is
playing. Red, White, Blue, Yellow, Speckled, Clear, and
Green are all obvious differences. If you do enough
looking you'll be able to find a plethora of options that
all meet the same criteria. Start with this, and include
black or some other neutral color dice for the DM.
For a fantasy game, put a wooden bowl in the center of the
table and have everyone roll into that. With the different
dice, it'll be quickly obvious who rolled what and it'll
help bring a sense of community and trust to every combat or
skill check.
Running a post-apocalyptic military campaign? Visit the
local Army-Navy store and look for an empty tin, helmet or
explosive shell. Speaking of shells, try a small conch shell
for a naval adventure. Is everyone in the campaign a high
school lunch lady? A 2 quart sauce pan is perfect.
The options here are boundless. You will have much more game
cohesion when the centerpiece of the table exemplifies the
mood of the campaign.
Return to Contents
3. Music
Lately there has been a lot of discussion about what music
to play during what times for each NPC, PC, town, or Blade
of Grass +2. Unless you've got a level 12 Bard spinning out
classics of Middle Earth, then the job of the DM will become
the job of the DJ. You'll lose whatever campaign atmosphere
you were vying for when everyone wants to check out your MP3
player and trade the latest hits.
Try this: pick and stick to a genre. Classic rock is good
for modern zombie adventures, heavy classical (Ghustav
Holst) for a fantasy game, or techno for a space campaign.
Put the CD or playlist on repeat, and leave it in an
adjacent room! Do not allow that thing at the table. It's a
distraction. That is, unless you're all playing college
students in 2010.
To further improve the quality of these background sounds,
and to keep them in the background, look for either pieces
without lyrics or lyrics in a foreign language. Keep it
louder than traffic or crickets, but it's too loud if you
have to raise your voice above softly speaking.
Return to Contents
4. Maps and Scrolls
There are a few schools of thought on how detailed a map
should be, and whether or not computer-generated is
acceptable or is the norm, or if maps are even necessary. If
maps are used, however, it's appropriate to jazz them up a
little. Follow these steps:
Print your map.
Mash it up into a ball. Un-mash. Keep repeating this step
until the paper is too soft to be folded.
Lay out flat, and soak in the remaining coffee you made in
the morning. If you turned to pages 28 or 72, go back and
try again.
While still wet, slowly and carefully tear the edges of the
paper off. It should have no square edges when finished with
this step.
If appropriate, use this time to rub the paper with your
thumb or a sponge in certain spots to hide rooms. This makes
for a very exciting map when your players can't see a few
rooms, or if a name in a scroll is missing.
Dry. If you have a glass top stove, put one of the burners
on the lowest setting and just lay the paper across. If not,
you can try placing it over a toaster on the lowest setting,
or even inside an oven. No microwaving or ironing. No matter
what you do, remember to be very wary of safety.
Roll. When it's dry but still damp you can roll the paper
into a scroll, tying off with a bit of hemp or stained
string. It may be difficult to get that shape right, so try
using a candle or fat marker to roll in.
Completely dry, and then add the finishing touches of
sealing wax, magic glitter, bloody fingerprints, or
chocolate sprinkles.
The first time you try this, it might take you ten or
fifteen minutes of actual work, not including the soaking or
drying time. It gets easier each time you do it, and
eventually your players will come to expect them and be
disappointed when they are not received.
This can make for a great plot device. Just leave it out on
plain sight and watch your players try their hardest to
advance the plot to the point where they can see what's in
that scroll!
Return to Contents
5. Players: Perfect Your Miniature
How can something so small become such a large part of the
game? If used well, miniatures draw us further into the
story and give a sense of legitimacy to the plot. If done
poorly, it stands as a reminder that they are just little
dolls on the table that we have to keep away from small
children and dogs.
If, for instance, you are playing a space pirate mechanic
with cyborg eyes and +1 wrench, and your miniature is of a
space pirate mechanic with cyborg eyes and a +1 wrench, then
that's fantastic.
If, however, your miniature is of a space pirate mechanic
with cyborg eyes and a +1 umbrella, then it's it going to
feel out of place on the table. You wouldn't show your
friends a picture of a girl who looks mostly like your
girlfriend.
There are two ways to properly handle miniatures in a game.
One way is to overdo it; the other, the opposite.
A good way to get using miniatures is to dedicate yourself
to one. Not only do they do their job in the game, but a
good quality miniature looks really nice on a bookshelf,
too.
Dedicate yourself to a campaign, and go shopping for a
miniature that you like a lot and will fit the mode of the
campaign. Design your character (with GM's approval) after
your miniature. When your character dies or retires, set up
a place of honor on the mantle, dashboard, or fish tank.
The opposite of the perfect miniature also works. Try using
Lego men or chess pieces for your miniatures. They are vague
enough for the imagination to fill in the blanks, and they
are of an appropriate size and shape to perform their
function of providing a visual aid for where things are and
who's doing what.
If you are a GM, consider giving XP to players who have
appropriate miniatures. You should also consider buying a
blister pack of goblins or elves or robots to supplement
enemies on the board, or try using the chess pieces as
enemies.
If you're a GM using miniatures, try jazzing it up a bit by
making a visit to your local internet or hobby/toy shop to
see if you can find any cheap model railroad scenery.
A few fake little trees or rocks will add even further depth
to the atmosphere, and engage the players' attention enough
to crank out some great stories. Also check out the bargain
bin at the pet store for aquarium scenery.
Return to Contents
6. Quick Tips
Drink from campaign appropriate vessels. Fancy goblets,
wooden cups, army metal tins, skulls, and coconut shells all
look better at the table than a can of Mountain Stream.
If appropriate to the campaign, a set of walkie-talkies will
have a fabulous impact on the role play and interaction
between players.
If you're running a military or other sort of organized Men
In Black type of campaign, consider buying and using
matching government-style notepads and pens for the players.
This will only cost a few dollars, and look a lot better
than Jenn's unicorn Trapper Keeper.
The DM screen should be your very own work of art. Keep all
the valid and useful information on the inside, but decorate
the outside appropriately.
Techno campaign? Glue a bunch of old computer hardware to
the outside. For fantasy campaigns, try making a pseudo
diorama backdrop with pebbles or hay on the bottom and
cotton ball clouds.
Sure, it might seem corny; but imagine how it will look at
one in the morning from the other side of the table together
with miniatures. Awesome, that's how it will look. Awesome.
Return to Contents
What's Your Favorite RPG?
From: Markus Günther
I have a favourite game that I think too few people know
about. It's "My Life With Master" published by Half Meme
Press.
halfmeme.com
It's a game about a Master / Mistress (played by the GM),
who rules over a village or a rural area in 18th century
Europe - not by nobility or wealth, but by fear. To keep his
reign up, he uses his minions: partly human creatures who
fear the Master just as much as the villagers do, bound to
do whatever he tells them to.
As these commands will mostly be cruel in nature, fulfilling
them will make the Minions drift further and further away
from their ultimate goal: becoming (or at least feeling)
truly human. To reach this, they need to build relationships
with the villagers - most of whom either fear or despise
them.
So, you see, this seems like a very limited setting. I've
heard MLWM being referred to as a "single purpose RPG." But
as much as this fits, I have never seen another game
delivering as diverse characters, stories and most of all,
no other game has given me such reliable drama.
I've used this game as a "no prep needed" game on Cons for
about two years now, and every time I play it, it feels all
new again, and I guess this is mainly because of one reason.
You probably know the phrase, "form follows function."
Well, with most RPGs it seems to be the other way round:
hundreds of pages detailing intricate conflict resolution
rules that might be able to simulate a wide variety of
things (more or less at the expense of the game's flow) and
colorful, interesting to read, yet often hardly playable
setting.
Rarely you will find a game, where a certain theme is so
persistently laid out, that the look and feel of a rulebook
can really be translated into a gaming experience.
MLWM on the other hand starts at the very heart of the
matter: conflict and drama. The whole setting puts the
characters in the middle of a conflict, which they will
eventually bring to an end.
Not delivering specific information about the setting, but
practical guidelines on creating a master, a village, a
mansion and outsiders on your own and as you like. The rules
are not intended to simulate everything, but only the
psychological mechanisms behind this very conflict.
There are two stats describing the setting - "Fear" as the
Master's power, and "Reason" as its counterpart - three
stats for each character - suitably named "Weariness",
"Self-Loathing" and "Love" (which is the measure of (self-
)respect the character has accumulated and may use against
the Master) - and two non-numerical characteristics - "more
than human" and "less than human" - which describe
situations of automatic success and failure for the
characters.
Of course, that's not all there is to this game - but I'm
sure it's enough to show that MLWM is truly a game like no
other.
And so far, I yet have to find the person who didn't love it
instantly. With all its drama, dark mood, and twisted
psychology, it delivers what everybody hopes for, when they
gather around a table: an incredible lot of fun.
Return to Contents
Johnn Recommends
Do you use minis? My groups have been playing with 1" square
giant graph pads for years, and they make exploration,
dungeon crawling, and minis-based gaming fun and easy.
The graph paper we use has 1" squares - a perfect size for
miniatures. The paper is also 27" x 34". Big enough to map
out large sections of dungeons or big encounter areas.
Some tips we've gleaned from using these:
- Draw maps in crayon. Colour adds a lot to the look and
feel, and can also communicate more if needed (i.e. grey =
stone, blue = water).
- Let creative players have at it. Let them doodle, colour
in, make notes, and so on. Let your giant maps become living
session journals!
- Draw your maps ahead of time to save time. Feel free to
cut your maps up, and lay portions down as the PCs explore.
The 1" squares mean you end up with pieces big enough to
handle and organize without tiny bits of paper everywhere.
- Get a tube. Old Christmas wrapping paper tubes work well.
You'll want to keep some maps for future campaign reference
or as keepsakes, and tubes make great containers.
- Label maps clearly. Write the map name, location, or
section in a corner or on the back of the paper, plus any
other info that'll let you find the map you're looking for
quickly.
Here's some product / manufacturer info:
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. Painting Without Primer?
From: Darren Blair
I remember reading a few different guides on how to paint
gaming miniatures, and noted that each guide started the
same way: use a coat of primer on your minis.
After many of my early attempts at painting minis flopped, I
wanted to see if following the instructions in regards to
the primer might make a difference. Instead, after noting
how much a can of gaming mini primer cost, I decided that
there had to be a better way.
By sheer luck, I managed to find it.
I'd previously hit upon an interesting technique for
painting my minis. If I made my first coat of paint a layer
of Testors acrylic, the color of the paint would have an
affect on the overall paint scheme.
Specifically, a layer of black acrylic would make the mini
look dark, as if shadowed, grimy, or infernal. Conversely, a
layer of white acrylic would make the mini look light, as if
it glowing in the sunlight, clean, or holy.
Likewise, I'd hit upon using clear-coat to protect the
layers of paint on my Micro Machine collection. Some of my
vehicles had fragile paint schemes, and the years of play
wear had taken its toll on the paint.
As clear-coat is little more than a specialized urethane, I
snagged a bottle from the arts & crafts section of my local
Wal-Mart to see if it would to do the job; it did.
Given how effective it was on my Micro Machines, I decided
to use the clear-coat on my minis. I grabbed a few assorted
minis (a couple of Battletech minis produced by Iron Wind
Metals) and tested it out. I slapped on my initial layer of
black acrylic and left the room so that the paint could dry.
When I returned about an hour later, I made a surprise
discovery. As it turned out, the metal used for those minis
was so porous that the layer of black acrylic had actually
dyed the metal black.
I scanned every square micrometer of those minis, and
discovered that not one molded line or detail had been lost;
the metal had just absorbed all the paint and that was it.
Still wishing to continue the experiment, I went ahead,
finished my paint job, and then applied the clear coat.
End result?
My accidental dying of the metal fulfilled part of the same
basic effect of primer: it gave the subsequent layers of
paint something to adhere to. The clear-coat fulfilled the
other half, by helping the paint resist chipping and
cracking due to exposure and getting knocked around.
The fact that I used a clear coat with a gloss quality also
left me with another surprise benefit: it made the minis
look like machines that had just been polished.
Iron Wind Metals isn't the only company whose minis this
technique has worked on; I've had the exact same results
with miniatures made by Reaper Minis.
Additionally, clear coat is cheaper than gaming miniature
primer, meaning you've got some extra money in your pocket
for later. Just make sure to read all of the directions and
warning labels and you'll be good to go.
Return to Contents
2. Prop Idea: Tavern Food = Real Food
From: Sage Nagai
Don't forget the classic setup where the RPG starts in a
tavern where there's particular food, and you've got similar
snacks set out for the players. That's always nice.
3. 20 Combat Complications
From: Fred Ramsey
- As a group of monsters is defeated, a new, more powerful
enemy shows up
- Common enemy appears
- Foe produces powerful magic item and uses it (should
probably be charged, like a wand)
- Foe dies mysteriously (poison, ages rapidly, etc.) in a
way not caused by the party
- Foe is revealed to be someone else in disguise
- Foe was just a distraction to allow another enemy to
accomplish something
- Foe turns coward, runs or surrenders
- Foe is revealed to be acting under duress (family
kidnapped, enslaved, charmed, etc.)
- Environment rapidly changes - fire, lava, water, etc.
- Party member (or enemy) becomes charmed, enraged, other
otherwise controlled
- Foe flees, leading party into trap
- Foe gets second wind - healing, etc.
- Foe was an illusion
- Party is double-crossed, abandoned, or sold out by
patron
- Foe reads minds, is prepared for any plan
- Foe exhibits ability to fly, swim, climb, etc. to escape
- Foe is unexpectedly a spellcaster
- Foe is brought back as undead
- Foe (or party) drastically changes size
- Reinforcements show up
These can be used to spice up a combat situation and many
can lead to new plots or adventures.
Return to Contents
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.
Return to Contents