Roleplaying Tips Weekly E-Zine Issue #413
Fight Environments
Contents:
This Week's Tips Summarized
Fight Environments
- Pits and Portals
- Large-Scale Obstacles
- Environmental Roleplaying Challenges
- Thematic Helps and Hazards
- Puzzling and Limiting Terrain
Readers' Tips Summarized
- Back-to-Gaming Sales
- Fantasy Fonts
- Microsoft OneNote 2007
- Gaming Setup
- D&D 4E: Making Your Own Power Cards
Johnn Four's GM Guide Books
New arrivals at XRPshop!
We are back from Gen Con and have new titles at the on-line
store! Check out 1 on 1 Adventures #11: Unbound Adventures
(designed for GMless playing for any number of players of
any level) and Advanced Adventures #6: The Chasm of the
Damned (4-6 adventures of level 6-10). Keep your eyes open
for previews and sneak peaks on our upcoming fall projects!
XRPshop
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A Brief Word From Hannah
Dawn of Worlds
Ever have trouble getting your players interested in the
background of your lovingly crafted, awe-inspiringly cool
world? Yeah, me too. Aside from giving them a pop quiz based
on the handouts, how can you get your players interested in
the world's background?
Well, why not make the world with them? Dawn of Worlds is a
simple system that lets you collaboratively build a world to
game in. This won't work for every group or campaign, but
it's worth trying out.
I played it with some friends, and our biggest problem was
realizing we eventually had to stop playing Dawn of Worlds
and get on to the campaign we'd been making the world for to
begin with.
We had to house-rule a few things, and some of the rules
took a few readthroughs to make sense. Other than that, the
system worked great. We knew what kind of campaign we wanted
- one involving pirates - so we made sure our world was a
fun place to be a pirate in. We ended up with some cool
stories in our world that no one of us would have come up
with on our own.
Dawn of Worlds [PDF]
Stat Synergy and Roleplaying
Many systems seem designed to reward characters who invest
in stats and skills that are all related to the same goal;
e.g., smashing things in melee combat, accurate ranged
attacks, thematically linked spells. And yet, all of those
systems also have options that aren't related to any
particular goal. Why bother?
Obviously, if you pump up your strength as high as it will
go, take nothing but combat related feats, and pick powers
based on high strength, you'll be a melee monster. The same
with dex and ranged or sneaking, and int or wis and magic.
But what's it like roleplaying that kind of character?
I've made characters optimized to fill a niche, and fill it
better than anyone else, and I've made characters mostly
specialized, but with a bit of this and a bit of that thrown
in for spice. The former are fun to make, and fun to play
when I'm plowing through challenges and racking up
victories, but the latter are fun to play all the time, and
usually leave me with better stories.
How about you? Have you managed to combine mechanical
optimization with unique personalities? Is one of those
goals much more important to you than the other? If so, how
has it affected the rest of your group, if their goals are
different?
Do you think stat synergy limits roleplaying opportunities,
or am I just looking at this the entirely wrong way? Let me
know what you think.
hannah@roleplayingtips.com
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New Adventure Anthology
TALES OF ZOBECK is a loosely-linked set of one-night city
adventures from authors you know (like Greenwood and Baur)
for levels 1 to 10. The action-oriented mysteries includes
everything -- devils, shadow plagues, clockwork
monstrosities, wererats, and the dangers of the undercity.
TALES OF ZOBECK is set in the Free City of Zobeck and built
to the demanding standards of gamers who review it for
problems *before* publication; full playtest and review
means better gaming at your table!
Tales of Zobeck
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Fight Environments
By Danny East
An exciting and addictive way to add spice to your game is
throwing environmental danger into fight scenes. The
following are a few examples to get your party started.
Remember to have a lot of dice on hand when you try these.
Tissues, too, because the players are either going to be so
sad they'll cry, or laugh so hard they'll bleed. It'll be a
good time either way.
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1. Pits and Portals
Add a pit full of spikes, vipers, werewolves, lava, or
deadly snapping clams. Have the villains try and push the
heroes into the pit, and vice versa. Great fun with
miniatures, and allows an element of creativity in combat
that might be missing. Heck, toss a gelatinous cube down
there, too.
Instead of a pit, slap a portal of some sort down on the
floor or against a wall. Try to keep the evil warlord's
alien hordes from leaving this plane to get reinforcements,
all the while trying to avoid the portal yourselves.
This is especially fun if you can concoct it so there are no
weapons being used, and everyone's just pushing and shoving
like it was a Rolling Stones concert.
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2. Large-Scale Obstacles
Want to make a hallway, swimming pool, tunnel, or boxcar a
little more exciting? Chain some Chupucabras to the wall,
allowing each one's lead enough length to just reach the
next. But not always.
There may be just enough room to walk through without
getting hit. Put the fight in a room like this and both the
villain and the hero will have to make dexterity checks. The
players will have to navigate their way around, through, or
between these beasts.
Works great if the villain has these pets enhanced in some
way. Zombies can be chained to a wall and left there for,
well, ever. So it makes perfect sense to find a zombie in
sealed room.
Remember the Geonosis Droid Factory in Star Wars? How about
the factory at the end of the first Terminator movie? Both
made for great fight scenes, with the villains and heroes
chasing and dodging. Toss your party into one of these hives
of confusion and watch the saving throws fly!
A great place to end a campaign or jump start one, factories
also add the long favored element of existing as an
environment the GM can control. Anything you need can be
thrown in, and they are fun to map out with offices and
loading bays as well as conveyor belts and vats of boiling
chemicals.
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3. Environmental Roleplaying Challenges
Being able to control their environment is something the
players will always enjoy, so add that to a fight scene.
Have the villain and hero fight it out in a room filled with
steam pipes. If they are not maintained, they will blow
steam all over the fighters and their precious equipment.
As the pressure rises, so does the tension, and the PCs and
NPCs have to decide if they're going make another attack
roll or if they're going to vent some steam.
This makes for great roleplaying when they have to work
together. The consequences for not working together would be
deadly to both parties.
Next time your adventurers are wandering around and you want
them to have more intimate interactions with their
villainous counterparts, force them to spend some time
together out of the rain. The rain of fire!
While running and chasing each other along the cliffs, have
the volcanic rain come down on them so they'll be forced to
stand together beneath a cliff face. The protective area
will be small enough so that they'll be unable to continue
the fight while they wait for the rain to stop.
Not on a mountain top? Have the suburban streets peppered
with the falling parts of ships, meteors, or construction
equipment and detritus from the rooftops.
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4. Thematic Helps and Hazards
Picture a zombie infested church. The congregation has
turned, and there are rambling, shambling zombies wandering
around, fixing their old lady hats and chewing on hymnals.
Kind of spooky.
But wait, there's more! That's right, a Holy Water fountain,
dead center. Push the zombies in or smash the fountain.
Either way, it's Zombie Soup for dinner.
There seems to be a thriving community in just about every
abandoned subway tunnel, but never in the active ones. The
reason is obvious: that dangerous and deadly "Third Rail."
You know; the one that carries the trains. Next time your
adventurers are chasing lycanthropic mutant gang members who
drink blood, have them see that train coming. They'll have a
time limit before they must get to the side wall or service
door, and they'll be likewise rolling to avoid that rail.
This is a great opportunity for a little creativity.
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5. Puzzling and Limiting Terrain
Try putting the villain in a room surrounded by look-alikes.
Imagine one Stormtrooper hiding in the Stormtrooper armor
locker room, something along the lines of Will Smith in
iRobot. This is better than the old mirror image trick.
Bring the fight to a library, lab, or clothing shop; any
place that would limit (or significantly enhance) the use of
fire spells or missiles.
A room full of propane tanks will allow your martial artist
to shine in a situation where the gunners cannot. Is there
an evil giant trying to hide amongst the hay bales? Toss in
a torch and smoke the monster out.
* * *
Adding this third element to the fight scenes in a campaign
is a quick and fun way to spice things up or subtly force
role play and plot.
It's the kind of thing they'll remember for years to come,
and the more you do this the better you'll get at it. Since
this is such a climactic tool for the campaign, try not to
use it more than once or twice a session.
Try to remember that this is a great way not just to kill
your players but also to lighten their spirits with laughs
and innumerable die rolls. Keep your soda handy and you
rolling hand warm, because these scenes can sometimes last a
while.
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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. Back-to-Gaming Sales
From: Gary Whitten
Just wanted to briefly mention that as back-to-school time
is coming up, so too are the back-to-school clearances that
go with it. This is a fantabulous time for the cost-
conscious GM to save some money while picking up some much
needed supplies.
The duo-tangs/portfolio idea from #412 is a great one; in
fact, I got a bunch of them last year for 2 cents each at a
Target near my office in early September.
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2. Fantasy Fonts
From: Randy Shipp
I thought you might be interested in this source of cool, free, fantasy fonts.
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3. Microsoft OneNote 2007
From: Kiv
My new favorite tool for recording and organizing my
campaign is Microsoft OneNote 2007. This is an incredibly
useful program when applied to any roleplaying game. I've
already suggested it to a number of DM/GMs and they all
agree.
For one, it's set up like a typical notebook with tabs and
pages. Not only can you record all your campaign details,
but you can insert files of all sorts (documents, images,
audio clips, etc). It even has a pretty reliable text
recognition feature for images.
I'm currently building an entire world for my campaign. I
have separate groups for adventures, geography, NPCs, etc.
As every campaign creator is well aware, even a digital
version of their notes can be difficult to sort through.
OneNote solves all that with hyperlinks between pages and a
search function that not only searches text, but can use
voice recognition to search audio files!
I know there are many out there who hate the corporate
monster that is Microsoft, but seriously: if you haven't
looked into this, you need to.
[Comment from Johnn: There's a 60 day trial if this tip
has got you interested in OneNote.
]
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4. Gaming Setup
From: Mark of the Pixie
re: Roleplaying Tips Issue #411
ThinkGeek has a remote-controlled, multi-colour light bulb
that can be set to any one of several colours and
intensities (even strobe and flash) via a small remote. I'm
pretty sure it just plugs into a normal socket, and is a
shade under $50.
While I would not use it as the only light, I think having
it in a lamp near the players would add to the atmosphere of
the normal room lighting. This would probably help set mood
pretty well. You can check it out at their website.
ThinkGeek Multi-Color LED Lightbulb with Remote.
I have a slightly different set-up for my gaming. I use my
living room with two three-person sofas facing each other
over a coffee table. I sit on a wheeled chair at the end of
the sofas, so I can scoot back and forth as needed.
We don't have a game table (the coffee table is for snacks
and drinks). We can get away without because we don't use
maps, miniatures, or dice.
The homebrew system we play uses cards, and so doesn't need
the extra table space to roll dice. Combat tends to be fast,
fluid, and descriptive, so exact positions don't matter.
I also have spare glasses and cups on the bookcase next to
the players, so drinks can be served without needing to
leave the area (tea and coffee being the lifeblood of most
of my players).
Background music is provided by my computer, where I have
set up a separate playlist for each campaign I run, and a
few generic playlists for different genres.
Some tips for what to do when setting up a gaming space
would be:
- No TV or video games (obviously); even a screensaver can
be to distracting for some players.
- Don't have the GM's line of sight below any of the other
players' lines of sight. Try to keep all the players within
your field of vision (without having to turn your head).
- No player should have their back to anyone else,
especially the GM.
- No one should be more than about 12 feet from the GM.
- Players who often talk in-character should be seated
together.
- If possible, quiet players should sit closer to the GM.
- Avoid having munchkins or rules-lawyers too close to the
GM, as the discussions can chew up game time. If a seating
arrangement isn't working, change it.
- If you have players who like to fidget, leave out some
simple, quiet things (like stress balls, stretchy toys,
etc.) for them to fidget with. It will keep them more
focused and annoy other players less than clicking their pen
or constantly rolling dice.
- Avoid having too much incongruent mood dressing as it may
detract more than it adds. It's kind of like the uncanny
valley; a bit is good, all is great, but some is worse than
none.
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5. D&D 4E: Making Your Own Power Cards
From: Johnn
For everyone who wants to make their own power cards for D&D
4E, you'll find this forum thread at ENWorld of value.
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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.
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