Roleplaying Tips Weekly E-Zine Issue #419
How To Use Props In Your Games - 8 Tips
Contents:
This Week's Tips Summarized
How To Use Props In Your Games - 8 Tips
- Use Me-Props
- Use Visceral Props
- Find Props You Can Touch
- Get Props That Make Players Think
- Introduce Props At The Right Moment - They Are Distracting
- Make Prop Copies To Allow Multiplayer Play
- Avoid Fragile Props
- 10 Props Ideas
Readers' Tips Summarized
- Use A Fractal Planning Approach
- Holiday Idea: Time of Uprooting
- Another Word Game Character Generation Method
- Ideas For Using Trivial Pursuit In Johnn's Campaign
- City Map Generator
- Creating Maps With Photoshop/GIMP
Johnn Four's GM Guide Books
Advanced Player's Guide in Print and PDF!
Advanced Player's Guide is now available! For fans
interested in a PDF, stop by YourGamesNow.com, the publisher
cooperative. For those interested in the physical book, they
will hit FLGS shelves this week and is currently available
direct from our on-line store. Don't miss out on the review
featured at Critical-Hits.com!
YourGamesNow.com
www.xrpshop.citymax.com
Return to Contents
A Brief Word From Johnn
Props Ideas Contest Begins - Enter Today
It's time for another fun contest, this time themed on
props. To enter, write in with your game props ideas and
experiences. Each prop tip or idea is worth one entry,
multiple entries are encouraged. You can find entry examples
in tip #8 of this issue - 10 Props Ideas.
I'll post entries back in this e-zine, as always, so we can
all discover new and fun ways to enhance our games and
entertain our players.
The prizes are several great props from Witches Closet
- Cloak
- Scroll Case
- Bag of Holding
- Healer's Kit
- Bracer of Magic
- Bracer of Strength
- Message Pouch
- 3 x $10 Gift Certificates
Witches Closet is a great place to find quality, hand-
crafted game props and garments. Pictures of the prizes
they're supplying above will soon be available on their
web site.
When Laura from Witches Closet first contacted me about
sponsoring a contest I knew I had to run a props contest
just because the prizes are so neat and the theme is a
natural fit. I might enter a dozen times just to try to win
the Scroll Case, Bag of Holding, and Message Pouch! :)
Please find time to get some gaming done this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Return to Contents
RPGLife.com
Join the new mega social site RPGLife.com and get $25 of
FREE pdfs!
RPGLife.com Registration
RPGLife has tons of free resources for players, game
masters, & webmasters. Exclusive content & celebrity blogs.
Articles for artists, writers, and game masters as well as
the business side of things. It's a Gamer's Life.
http://www.RPGLife.com
Return to Contents
How To Use Props In Your Games - 8 Tips
By Johnn Four
1. Use Me-Props
Avoid the trap of using props that are all about you the
game master, and that have little to do with your players
and their characters. It's easy to get wrapped up in
handouts, charts, and pictures that show off your ideas and
game world.
While GM-focused props are interesting, and definitely
better than nothing, you have an opportunity to wow your
players by making your props all about them and their
characters.
Use props with consequences.
One technique for this is to use props that have
consequences and impact. For example, showing your group a
map of your world helps your players conceptualize their
characters' travels and the PCs' relative position within
the land. This provides a bit of structure many gamers
appreciate who would otherwise feel a bit lost when everyone
talks about places and destinations.
However, applying the me-props principle, how about making
your world map more about your group's interests:
- Place warnings. Add graphics of sea serpents and other
monsters that actually indicate lairs and threats.
- Issue challenges. Add text that dares the PCs to cross
these lands or wander near those caves.
- Useful reference. A map with a thousand dots and place
names is useful, but mostly to you unless you are GMing a
travel campaign. Instead, give your group a map dotted with
ally locations, trading posts, training locations,
information and contact points, secret routes and shortcuts,
and hints and clues.
- Exploration. What makes one place more interesting to
explore than other? Communicate this on your map. The cliche
map of just a few lines and an X works because it generates
a sense of wonder, mystery, and excitement. How could you
label and frame your map information to recreate mystery,
wonder, and desire to explore (especially the locations for
which you have adventures in mind).
- Create blank versions of your maps, sparsely labeled, so
players can log their travels or make notes important to
them.
Here's a test next time you plan a prop to see if it's a me-
prop for your players. Ask yourself this:
"Is this prop something each player is going to look at or
pick-up once, and then put it down and not touch it again
for the rest of the campaign?"
Return to Contents
2. Use Visceral Props
Visceral: affecting emotions.
Use props that will get a reaction out of your players.
Perhaps you have a gargantuan dragon mini ready to scare
your group with when the PCs enter the massive cavern. One
option is to have it sitting by the table, ready for the
battle map. Another option is to hide it, and to think of a
cool entrance plan for maximum surprise and effect.
Perhaps it's hiding in an innocent looking box, and just
before you unleash the creature you call a break, clear the
room, and set things up so when the players sit down again
you punch away the box and play a loud thunder crack sound
effect.
Another technique is using memorabilia. Find something from
yesteryear, such as an old toy or game, and give it a place
in your adventure. Players will reminisce a bit, or have a
surge of great memories, or just get excited. Soon, the
real-life aspect of the prop will fade into the background
and gaming can come into focus again, but for the rest of
the campaign that prop will be treasured, and remembered.
Look for props that invoke emotion:
- Clothing and costumes. Not only to get into character
better, but to stir each other up, get imaginations
activated, and to feel different for awhile.
- Mock weapons. Nothing dangerous please. :) Imagine the
excitement generated after you or a player performs a
representation of their critical strike and a loud,
"hiiiiyah!"
- Clues left behind by the villain that contain truly funny
jokes.
Return to Contents
3. Find Props You Can Touch
Photos, art, projected/computer maps and pics, and items
from books and magazines make great props, but a prop that
each player can touch, play with, experiment with, our use
to accentuate their descriptions and roleplaying are
wonderful. Use props everyone can touch, pass around the
table, and pick up at any time.
For example, one reader writes: "I use things to help my
players feel what it is to be in a particular situation (one
that can not happen in the real world). For example, to make
them feel what it is to be in a purple worm belly, I use
those non-toxic slimes they sell in stores. Or I can make
them put their hands into a bowl full of baked macaroni to
make them feel what it is to fall face first in a pool full
of worms...YYEEEWWW! Disgusting."
Return to Contents
4. Get Props That Make Players Think
The line between character knowledge and player knowledge is
based on your GMing style and the preferences of your
players, but if permitted, use props such as puzzles to
engage players' minds and imaginations that also have impact
on the PCs and the game.
For example, cra2 writes, "I have a book of knots and I'll
tie up some doozies of varying degrees of complexity. When a
player tries to use his rope use skill or escape artist
skill, I'll toss him a rope knot and say, 'undo it.'"
Here is a web site that shows you how to tie cra2's doozies.
Over the years I've collected books on puzzles, logic
problems, and lateral thinking problems. Find ways to insert
these into your campaigns.
Another idea is word games. Not all players will enjoy word
puzzles, but for those who do, this type of prop is a huge
amount of fun. For example, you might make a crossword using
in-game clues, and the password to get by a magic gate is
one of the words from the crossword. A hint is that the word
does not have a clue in the numbered entries.
"Hey, there's no clue for word #13."
"Oh really? Weird. Maybe that's significant?"
Such props are a great way to keep idle players busy, or to
have a small part of your group who are working together on
the answers feel like they're still contributing to the
campaign during a split group situation.
I remember the fun I had with the code wheel from the old
Gold Box D&D computer games. On game start you'd be
presented with a code, and you'd need to use a cardboard
wheel to get the reciprocal code to activate the game for
play. The codes were all in Forgotten Realms languages, so
it was a neat prop.
Return to Contents
5. Introduce Props At The Right Moment - They Are Distracting
When you reveal your prop, gameplay will stop as the players
check it out. If it's something small that can be handled,
then expect a delay as players pass the prop around and take
a few moments to examine it, make comments or jokes, and
hand it on. If your prop has detail, expect several player
questions and players spending time examining things
closely. If the prop is a puzzle, your players will likely
stop everything and try to solve it. If your prop requires
assembly or set-up, expect more game delays.
Think ahead and imagine how your group will react to your
prop. If it's likely gameplay will come to a halt, then be
strategic about its reveal.
For example, if you have the option, introduce your prop
toward the end of the session when energy typically flags.
If it's a puzzle, wait until the very end of the game so
players can work on it between sessions (unless you want to
keep players busy with it in-game).
If the prop is noisy or smelly, be aware of the real world
timing. Late night noise doesn't go well with anyone trying
to sleep upstairs.
It might be appropriate to have a planned break just as the
prop is introduced so the players can explore it without
guilt or conflict. You want to avoid the situation of some
players wanting to keep playing while some want to
investigate the prop. An official, short break settles this
issue nicely.
If your prop is to generate a certain emotion, be aware of
potential clashes with game mood and atmosphere. For
example, if you hand out "magic" plastic clown masks to be
used as weapons against the villain, but you had intended
the villain battle to be dark and gritty, you are setting
your tactics up for failure.
Return to Contents
6. Make Prop Copies To Allow Multiplayer Play
It's frustrating as a player to not have access to an
important prop. If possible, have copies of your prop handy
so players don't have to wait for access, or if one player
tends to hog things.
Photocopy - or print out - multiple copies of puzzles and
paper-based props. Try to find multiple versions for other
types of props.
Keep props in front of your GM screen so players don't lose
them or set them out of reach of the other players.
Consider putting props on display away from the game table
so anyone can get up and look without disturbing others or
finding the prop is inaccessible.
Beware of props that require just one brain or set of hands
to deal with. These become exclusionary. If you have the
option, employ these props to single, isolated, or split-off
PCs. While all players will want to check the prop out,
they'll acknowledge that just the one PC has in-game access
to the prop and they should leave the player alone with the
prop in peace to solve or deal with.
For example, you can use a dream or vision to strategically
introduce the prop to a single PC. If you can make the prop
setting neutral, then you can place it when the time is
right for just one PC to find. An NPC might take a PC aside
and give the prop just to them for safekeeping. And, fudging
skill checks let you open a secret area to give the prop to
a PC at your chosen moment.
Return to Contents
7. Avoid Fragile Props
Props will be manhandled, dropped, dunked in pop and pizza,
and otherwise abused, especially if they recur in multiple
sessions. Is it ok if your prop gets damaged? If not, then
take action to protect it.
Warning your players to be careful with it is possible, but
not fair to them. If a real, unavoidable accident does
occur, then you end up with an upset player and a broken
prop.
Your best bet is to avoid fragile props. If that's not
possible, then it's your responsibility to protect the prop:
- Use a protective container
- Have a do not touch policy
- Only handle the prop yourself
- Do not make it interactive in-game (if the PCs aren't
supposed to touch it, then there's less pressure for the
players to handle it)
- Take a picture of it instead and bring the photo to the
game
Return to Contents
8. 10 Props Ideas
- A Rubik's cube and a solutions book. Several solutions
books give you patterns in addition to solutions to the
original goal of getting all colours the same on all faces.
You can use the alternate patterns as player challenges,
with the book providing solutions for stuck players.
Patterns might be used as keys to magical locks. The cube
could be a magic item and each pattern generates a different
effect. A pattern might be shown to a secret cult to gain
admittance.
You might also cut up the solutions book and have players
quest for individual pages / solutions.
- Create potions with cheap, clear glass and plastic
containers. Baby food jars, dice holders, and containers
from all the stuff you buy. Go to dollar stores and yard
sales to find more containers.
With a small collection, you can get coloured, crystallized
juice (i.e. Tang or Cool-Aid) to fill the containers up to
craft nifty potions. You can also get coloured sand or
crystals from craft stores for this purpose.
- Fake cigarettes. Wooden dowel is great for these. Cut the
dowel into cigarette lengths. Paint 3/4 of each length
white. Leave 1/4 brown. Roleplaying while holding one
between your lips or in your hands.
- Hidden pictures. Find the childrens books where an
artist has hidden animals and other shapes into the art.
Give players a page and ask them to find what's hidden.
Perhaps turn the request into a riddle or puzzle to add
another fun element. Give them a page with the following
animal hidden on it, along with the riddle:
I have wings but I'm not a bird.
I am small and colourful.
I live in gardens and fields and forests.
Another great book of hidden pictures is The Tasks of
Tantalon by Steve Jackson.
Puzzle Island
Tasks of Tantalon
In Search of King Tut's Tomb - A Hide and Seek Puzzle Book
- Halloween soon approaches. Get all the plastic swords,
monster masks, pirate hats, and other props you can while
they're in season!
- Candles, especially floating candles in tinted water, can
create a great mood for a nighttime setting, in dingy
castles or dungeons, or just a fantasy/medieval setting.
Just remember to have adequate ventilation, or you'll put
everyone to sleep as the oxygen levels drop, and the walls
will get stained with soot. Also, be wary of potential fire
hazards, such as curtains, posters, flammable pets and
clumsy players! (From: Gareth)
- Headpieces. Hoods are a great way to convey mystery, or
at least a different personality. Other headpieces, such as
caps, crowns, scarves, (even tea towels for that middle
eastern feel) are easy to get hold of. They are easy to put
on and take off, and are immediately obvious to the group.
(Plus, they don't usually get in the way of your notes, GM
screen or dice rolling). An interesting option is to take a
necklace with a large setting on it and wear it across your
forehead...gives a real impression of something arcane and
different. (From: Gareth)
- Bottles. Trying to impersonate a drunk, an apothecary, a
healer or a shadowy figure selling mysterious potions? Get a
bottle (preferably glass), remove the label with warm water,
and fill it with different coloured water, coffee (with or
without milk), or any other liquid you want.
With a bit of glue and paper, you can make your own labels,
and there are a stunning variety of shapes and colours of
bottles if you look hard enough. Antique shops and junk
shops often have old bottles.
You can even have PCs drink the contents when they quaff
that unknown potion, but make sure it's safe to do so...if
you use dishwashing liquid, make sure everyone knows! Also,
your thirsty player will not appreciate it if the bottle
they just drank had milk in it, and it was filled three
sessions ago. (The look on their face is priceless, but it's
not good for their health). (From: Gareth)
- Need some treasure? Go through all those junk mail
catalogs and antique auction brochures. Cut out the
interesting pictures of "antique" items, jewelry, fancy
rugs, furniture, and art. Use them as treasure for your
party. When they rake in a big haul, or find something
unusual, you can show them this picture, or simply hand it
out and let them try to guess what the item is worth or what
it is. (From: Chris Tutty)
- As I am going through old travel magazines or National
Geographic, I often see pictures of places and I try to
think where that would be in my campaign world. So why not
cut out those pictures and put them in a file for use when
the PCs are in that area? (From: Chris Tutty)
* * *
Hopefully these prop tips and ideas get your imagination
going. Don't forget to enter the props contest for a chance
to win some fun prizes.
Return to Contents
Get Your Claws In A Secret Cult
"Cities of Fantasy V.1: The Gravediggers Guild" offers a new
cast of villains for your campaign: the death-god
worshipping Gravediggers! This fully fleshed out
organization is a perfect framework you can attach to any
fantasy game.
Buy it at RPG Now
The 15-page PDF is published by RPG Objects and written by
Dungeon magazine author and GM Mastery contributor John
Simcoe.
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. Use A Fractal Planning Approach
From: Aki Halme
re: Roleplaying Tips Issue #418
Another approach in seat-of-the-pants style gaming might be
the fractal principle. That is, each detail is as complex as
the whole it is a part of. Adapting this to the Trivial
Pursuit approach you mentioned last issue:
- The town has six distinct areas or themes (city ->
cultural, historical; or city -> gate area, castle, north,
east, south, west)
- Each area or theme has six distinct features (park,
theater, etc.)
- Each feature has six distinct spots (park -> lake, forest,
bushes, paths)
And so on. That way, there is no way to really run out of
detail, as wherever you look, there will be detail - and
only there, which saves preparation work. Doing this in four
steps, giving players essentially four choices of one-out-
of-six, requires preparing 24 things while giving the
impression of 1,296.
Return to Contents
2. Holiday Idea: Time of Uprooting
From: Marcus Nichols
Time of Uprooting: Lai' Tordor (in Wood Elven)
This is a time of awakening for trees and tree spirits.
Nobody knows how long it has been happening, but the wood
elves recall only 3 occasions in their written and oral
history, so infrequent is it. Each time it comes with fewer
years passed since the last. For a limited time, Lai' Tordor
allows trees to express themselves. But some use the time
for revenge, hating all who take from the forest and never
giving back. The wood elves in times past bore the brunt of
the anger, because some see no difference between friend and
foe!
Lai' Tordor begins slowly with small events, such as long,
dormant forest spirits awakening. They begin to rouse their
brothers, sisters and the trees. Trees still rooted may
speak or attack. Slowly, the forest begins to truly awaken.
As days pass trees will uproot themselves. Eventually a
forest will look quite bare. But not all trees and spirits
awaken; some choose to sleep until next time.
- I could see this holiday having lots of wood elf NPCs.
- Maybe you need to work with the elves and "nice trees" to
make a magic item of some sort.
- This could be the work of a ancient evil druid and you
need to find his/her old lair to set things right.
- I feel this holiday would make a nice campaign, with
players fighting the slowly awakening forest. Fighting weak
monsters first, perhaps climaxing in a fight with an
enormous tree monster.
- This campaign is ripe for players who like to do
diplomatic parleys. Perhaps you need to convince the nice
trees to go to full scale war.
- There should be a distinction between treemen and the
trees that have awakened.
- Make sure players understand this is happening everywhere
and only they can stop it. It might begin to happen often if
it isn't stopped now.
Return to Contents
3. Another Word Game Character Generation Method
From: Yettimann
re: Roleplaying Tips Issue #414
I love the word games idea of character creation. There's
another game I used to play as a kid that could give you
interesting results. You start with two words of the same
length and change one letter at a time to transform the
first word into the second. Every letter change, however,
needs to create a new word.
BACK --> STAB
TACK (Maybe this particular rogue is a horse rider or
enthusiast)
TALK (Obviously good at talking)
TALL
TAIL (Either it's not human or it carries a lucky
charm or talisman)
TOIL (This and the next indicate farming roots -
background...)
SOIL
SOAL (Obsolete spelling for the fish now know as "sole")
SOAP (It does not like being dirty - maybe that's why it
left the farm)
STAP (It's a Star Wars game...maybe it's particularly good
at piloting as well)
STAB
As you can see this game gives you a lot to work with. I've
always loved parlor games like this. Gladstone's Games to Go
(ISBN-13 9781931686969) has a whole chapter on word games
like this and variations to make things more interesting.
(There's one variation to this game where you get to add
letters, which means you could conceivably get SNEAK-->
ATTACK or USE --> COMPUTER, though the latter would be much
more difficult). Check it out.
Return to Contents
4. Ideas For Using Trivial Pursuit In Johnn's Campaign
re: Roleplaying Tips Issue #418
"I'm using the Trivial Pursuit board game as inspiration for
Carnus. The city is roughly round and districts are somewhat
pie shaped. I'm using the board as a mapping of the
political structure, but I haven't found a use yet for the
player pie pieces (do you have any ideas?)."
From: Michael Horton
The pie pieces (and respective holders) are for voting in
important, city-wide issues. Sure, you might have 6 distinct
Warlords ruling their parts of the city, but sometimes they
have to vote on something together.
The holders would represent a motion, law, or proposal put
out by one Warlord and the others could vote for it (by
putting their color wedge in) or not. Or, perhaps there are
several options (holders) on the table and you place your
wedge into the one you favor. Could lead to a lot of vote
buying and deal-making as each "wedge" vies for power while
trying not to let anyone else get too strong.
Perhaps this method is carried down within each district and
the councils for each area vote the same way.
Optionally, when you send your PCs around to gather
McGuffins from each part of town, those playing pieces and
pie slices would be a good way to keep track of it.
From: Mark of the Pixie
You could use them to show political support. If I remember
correctly, each piece has space for 6 pieces of pie. If each
district has a colour you can use this colour to represent
the political support it gives to the other 5 districts
(can't support yourself). The political landscape of support
and obligation can then be seen at a glance, and is easily
adjusted if a district offends its neighbours.
If a district gets more than 6 pies of support then it may
be able to grow into other areas. Similarly, if a district
is unsupported (has empty spaces) it risks losing ground or
falling into decay.
Wealthy districts might get more pieces to give out to
represent their greater financial support, and poor ones
might have fewer.
PCs might get hired to help any one of the interest groups
on any side to help shift the political landscape of the
city. They would then be able to see the effect their
actions have in the pie pieces.
Return to Contents
5. City Map Generator
From: Pok
I stumbled a nice link for a city map generator.
It's Windows only, so I can't use it, but it looks
interesting.
Return to Contents
6. Creating Maps With Photoshop/GIMP
From: Wolf
I ran into a marvelous series of fantasy cartography by
Butch Curry from Zombie Nirvana Games where he teaches how
to create cool maps with Photoshop. His instructions are
also usable to people using the GIMP (like me).
Here is the URL to the podcasts.
And this is the link to his site, where there might be some
additional material relating to the podcasts.
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