issueRoleplaying Tips Weekly E-Zine Issue #417
10 Easy Tips for Player Involvement
Contents:
This Week's Tips Summarized
10 Easy Tips for Player Involvement
- Character-Specific Items
- Hints Of Adventures To Come
- Individual Encounters
- Addiction And Need
- The Perceptive Bystander
- Deactivate Pushy Players
- Mystic Communications
- Lost In Translation
- Party Savior
- The Love Interest
Readers' Tips Summarized
- HeroScape Terrain And Minis
- Celtx Organization Software
- Borrowing The 5 Room Dungeon Concept
- Consumable Magic
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Turn +1 Into Something Meaningful
Two sessions ago the PCs were fighting evil kobolds who
dared protect their territory and families from
encroachment. On the battlemap supplied by the module there
was a magic ring of runes on the ground that gave anyone
inside a +1 to attacks.
While planning the night before, I decided to try something
different with this +1 for the group, and it ended up
working beautifully.
Usually, such a +1 would be announced when a PC triggers it.
"Hey Bob, when you enter the ring of stones you get a +1 to
attacks."
If a GM enjoys roleplaying and setting a scene, he might
beef up the description: "Canthros feels magical energies
surge into him from the rune stones, and he is infused with
confidence and clarity of vision. [Bob, you get a +1 on
attacks.]"
In my session, I decided to hold back and wait until a +1
would make a difference, then trigger the effect along with
description. This was tough to do. At one point a PC jumped
into the ring, but his attack rolls were always an easy hit
or miss, and never within 1, so nothing happened.
The fight raged on and I started to worry my plan was moot.
However, the mage jumped into the ring and started
attacking, and finally one of his attacks missed by 1.
The player announced his big miss, but as the next player in
initiative order was about to declare their action, I jumped
in and told the mage how magical energies from one of the
rune stones suddenly seized him and corrected his aim at the
last moment, causing him to strike true.
Amazing! This had a much greater impact than any previous +1
enhancement had when DM'd the old way. The group was excited
about the surprise success, the ring of runes got its own
special spotlight moment, and the mage player was thrilled
to have discovered something magical and cool. This all
occurred mid-combat, so the encounter felt more dynamic as
well.
Next time you DM a +1, try to hold back and unleash it when
it counts to surprise your group and celebrate how that
small bonus made a bit of difference.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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10 Easy Tips for Player Involvement
By Danny East
"You crest the hill, and there you see the Goblin Bandits.
There are seven of them, three with bows, and the other four
are charging your location. What does each of you do?"
"I'll prepare a fireball spell!"
"I'm setting my spear to prepare for a charge!"
"I'll use my shield to protect the wizard!"
"I'll hide in shadows!"
"There are no shadows. It's high noon."
"I'll...I guess I'll just hang around and stay out of the
way."
"Cool. Can you get us some more chips?"
Has this happened to you? Prepare a great campaign, full of
plot twists and intrigue, only to have one of your friends
bored and leafing through this month's Cat Fancy at the
table? Fear not, intrepid Master of Dungeons. There are some
easy and fun ways to get even the lamest of characters
involved in the story.
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1. Character-Specific Items
Fudge a die roll, and make the next magic item found cursed
(or blessed) so it can only be used by one character.
Restricting race, class, gender, or stats is the easiest
ways to do this. With a few minutes' thought you can look
into the character's past and give her a family connection
to the item.
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2. Hints Of Adventures To Come
A character can read Sanskrit, and this is very important to
the story, but the players have gotten bogged down in fights
and bartering.
How to get a pulse out of your player? Next time the party
goes to a bar, club, or carwash have the proprietor take a
good look at him for awhile before declaring that someone
was there a few days ago asking about someone who looked
like him.
These hints are easy to drop on the fly, and if you throw a
few in you'll be off the hook till the next session, which
should give you enough time to think about what to do to
liven things up.
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3. Individual Encounters
While one PC is separate from the group, have a thug or
aristocrat or android accost him and offer information, a
fight, an item, or a choice opportunity.
This gives the player that special feeling while the rest
are adventuring, and will keep him coming to the table every
other Saturday night with pizza and cola.
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4. Addiction And Need
It's a bit dark, but a drug addiction is an excellent
opportunity for role play.
Remember in "Return of the King," when Frodo and Sam were
desperate for food while crossing those stupid marshes?
Their desperation and need were what drove them on, and
though nothing happened that can be represented by
miniatures and hexagonal maps, it's one of the most precious
character portrayals in fantasy fiction.
Use a drug addiction or medical necessity like diabetes for
characters you know are meant more for role playing and less
for roll playing. This is a great tool for horror campaigns.
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5. The Perceptive Bystander
Speaking of horror campaigns, there will come a time the
fighting members of the group are fighting off a horde of
Zombie Poodles, while the character with connections is
waiting in the background for his chance to roll to see if
he knows anyone in a foreign country.
Since this will happen once a campaign, have that one fellow
who doesn't fight be the one to notice the opening door or
growing tentacle. Don't roll for it, just let it happen.
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6. Deactivate Pushy Players
Oftentimes, it is not the fault of Lame-O the Useless that
he's not active, but of Blabby the Loud, over-talking
everyone else in the group. This is when you need to step up
as a DM and let Lame-O shine.
Have the NPC find a reason he needs to talk with Lame-O
specifically, or devise a trap or situation only he can
bring the party through.
The goal here is to make Blabby useless for a few minutes to
switch gears. A rule of thumb for game preparation is to
have something special each session for each PC.
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7. Mystic Communications
Are you running a campaign with a bit of magic and mystery?
Let that bored PC be the one who receives the e-mail or plot
twisting dream that spices things up.
Instead of having them just find the cave full of trolls,
let someone have a dream about it first. It doesn't need to
make sense if it's fun.
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8. Lost in Translation
Speaking of Sanskrit and dreams, one of the easiest and
funniest ways to get someone involved in the game is to have
them roll poorly on a translation or understanding of
something important, and then have to tell the rest of the
group misinformation.
What's mostly black with areas of white and has four legs
and smells awful? An undead Black Dragon/Bone Dragon? Or a
zebra?
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9. Party Savior
Another easy method of getting someone involved is to hurt
them. I'm not suggesting any borderline improper LARPing
here, but something in-game. Poison Arrows, Poisoned Coffee,
or Poison Frogs can all bring a group together.
Don't want Shy Sam to get his feelings hurt by hurting his
PC's ability to feel? Let him be the only one to order the
decaf, or not to accept the dare. Saving a party from
ultimate doom is always a morale booster.
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10. The Love Interest
There is, of course, the ever popular Secret Admirer. Use
this technique to slowly introduce an NPC, or even a new
player of the opposite sex. It's easy to do, with the
reception of flowers or poems leading to a meeting.
* * *
Any method you choose is the right method. There is nothing
worse in a game than to be there just to help carry
equipment, or to have an NPC more important to the campaign
than the PC. Keep them active, and keep them happy.
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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. HeroScape Terrain And Minis
From: Andrew
I've been playing a miniatures game for more than three
years now called HeroScape. It's manufactured by Hasbro
(recently delegated to Wizards of the Coast) and intended
for kids around 10, but a surprisingly large adult gaming
community has sprung up around it.
The premise of HeroScape is that heroes have been summoned
to a magical world from all places, times, and planets, so
you can send your samurai, minutemen, and WWII paratroopers
up against zombies, killer robots, and dragons.
This huge range of minis can be used in any setting from
fantasy to sci-fi to horror; if you're only interested in
one genre, you can pick your figures because the boosters
are not blind purchase.
The real sweet deal is the terrain: 3D, interlocking,
stackable terrain shaped in hexes. Even if you throw away
the rulebook, the terrain is amazing in its flexibility.
Aside from two versions of the HeroScape Master set, there
are castle, forest, glacier, lava, and jungle expansion
sets.
The game is great, too; a minute to learn, a lifetime to
master. But even if you're disinterested in playing the game
in the box, the minis and terrain are a great addition to
any gaming table.
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2. Celtx Organization Software
From: Francois B.
Greetings Johnn,
Long time reader, D&D player, and soon to be DM. I found this software I think will help organize a session in
"movie-like" terms.
As per their home page: "Celtx is the world's first fully
integrated solution for media pre-production and
collaboration. It replaces old fashioned 'paper, pen &
binder' media creation with a digital approach to writing
and organizing that's more complete, simpler to work with,
and easier to share."
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3. Borrowing The 5 Room Dungeon Concept
From: Chatty DM
Johnn,
I was thinking of the five scenes adventure model as a tool
for prepping adventures. Below, I've summarized what you
wrote initially and then added an additional model for a 5
scene adventure for genre-neutral event-based adventures.
Something similar can be done with an event-based adventure:
Scene 1: Get the Quests
- Meet NPCs
- Get background/story
- Get quests; possibly conflicting ones
Scene 2: The Roleplaying Challenge/Investigation
- Non-combat obstacle to get to next scene
- Must not be a bottleneck for the rest of the adventure
- Challenges the whole group
Scene 3: Opposition/Obstruction
- Where antagonists try to prevent you from succeeding
at main quest
- Combat or other type of conflict (race, joust, court
case, etc.)
Scene 4: Red Herring/Optional Puzzle
- Something to put PCs off the trail
- Secondary quests may come into play here
- Can also be a puzzle for problem solving PCs to hack
at while other scenes are played out
o Reveals a bonus advantage, reputation, or treasure
not critical but helpful for adventure
Scene 5: Final confrontation
- Boss fight
- Final negotiation
- Last obstacle to get to quest goal
- Possible party conflict over quests
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4. Consumable Magic
From: Mike Bourke
Even as a GM of some 25 years experience, I still discover
from time-to-time that I have been failing my 'spot the
painfully obvious' roll for all those years. Last night (as
I write this), it happened again.
The notion of magic potions is pretty much everywhere in all
forms of fantasy gaming: small, 1- or 2- use items that are
consumed or otherwise used up to give a non-mage character
access to a limited repertoire of low-level spells. But why
stop at potions?
Why not:
- Beads of perfume
- Gems or crystals that must be crushed underfoot
- One-inch long pieces of incense that must be burned and
the vapours inhaled
- Seasonings that can be sprinkled onto food
- Grapes or berries or other fruits that must be eaten
- Lines of an original epic poem or song (a bard might be
able to recite the story verbatim afterwards, but the lines
no longer contain the magic)
- Collections of Haiku
- Coins that must be spent
- Coins that must be given away or given in change
- A variation on the last two ideas that affect the person
receiving the coin and not the person who owned them
- Twigs that must be snapped in two
- Seeds that must be planted
- Ink that must be used to compose a (lay) prayer
- A block of Swiss cheese in which the magic is in the holes
- Braided hair
- Rune stones that must be broken (the mage in my super hero
campaign uses these)
This is an area few GMs (in my experience) take advantage of
when describing a culture, race, or even a specific deity
within their campaigns.
The incense suggestion, for example, would be more
appropriate than the standard potion for a desert-dwelling
culture. The seeds idea might be appropriate for halfling
"potions." A God of Nature, or elves, might go with the
fruits idea.
These have ramifications beyond the obvious. It's a lot more
difficult to swallow a potion when underwater, or light a
stick of incense, than it would be to swallow a grape. A
coin that must be spent to activate the magic involves the
purchase of something. The form itself adds a variety of
applications to the use of such standard items. Some are
better suited to surreptitious use.
The costs and difficulties of creating such disposable
magics should be exactly the same as those for creating a
potion, only the flavour text describing the acts of
creation and use should vary. The requirements should also
be synonymous. In D&D terms, replace the feat "Craft Magic
Potion" with "Craft Consumable Magic" and the relevant
subtype.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
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Advice and tips for designing compelling holidays that not
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