Roleplaying Tips Weekly E-Zine Issue #422
Dark & Gritty Gaming Tips, Part 2
Contents:
This Week's Tips Summarized
Dark & Gritty Gaming Tips, Part 2
- Creating And Keeping A Gritty Atmosphere
- Going Beyond Win/Lose
- Darkness And Horror
- What Not To Do
Readers' Tips Summarized
- Gaming Fees
- Star Frontiers Revival
- XP For Character Backgrounds
- Free D&D 3.5 Solo Adventures
- GMing Tools For Handhelds?
Johnn Four's GM Guide Books
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Return to Contents
A Brief Word From Hannah
Candle Campaign Going Great
Thank you once again for all of the great tips! Candle, my
dark and gritty post-apocalyptic 4e campaign, is going
great. It's turned out to be a lot more dark than it is
gritty, but I'm okay with that.
The game began with village of Candle's heroes going
missing. The son of one hero ran off to look for the missing
group, and the party, each for their own reason, headed out
to rescue him. They found him close to death and with more
questions than answers.
Several sessions on, the party has learned that Candle's
light doesn't shine as brightly as they'd all believed, and
the heroes themselves were anything but heroic. They want to
confront the village elders about it, but first they'll need
to deal with the ever-present undead, victimized dragonborn,
frighteningly organized goblins, and plague-infected dire
rats.
With a devoted Cleric of the Raven Queen and a deeply
conflicted Paladin of Torog, it's like having a party of six
instead of four. The ranger's already shot the warlord in
the back once metaphorically and once physically, and she
doesn't even dislike him.
I can't wait to see what's going to happen next.
Spore Monster Creator
I've been playing a fair amount of Spore lately. While most
of the critters in the game are adorable, the creature
creator could be put to a more dire purpose: whipping up
home-made monsters for your campaign.
If you have incredibly specific visions of your monsters,
Spore Creature Creator probably won't have enough options to
make you happy. But if all you want is a shiny, accurate-
enough visual aid, it could be just what you need.
For those who don't own the game, there's a free demo
version that is still powerful enough to make a host of
baddies:
Hannah Lipsky
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
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Reader Tips Request: Sharing Secret Information
Letting one player know something another does not increases
dramatic tension and leads to great roleplaying. It also
gets around the problem of players inadvertently meta-gaming
with knowledge their characters don't have. But just how do
you share the secret message?
Whispering works sometimes, but it's tricky. Passing notes
means the GM spends a lot of time scribbling. And both
methods can still cause meta-game problems when the players
see you doing them.
So how do you get secrets to your players? Perfected a way
of whispering that requires a DC 30 perception check to
overhear? Mastered the art of penning mysterious missives
without interrupting the flow of the game? Or do you have
some other, even more effective way of getting hidden
information across?
Let us know:
Via e-mail: johnn@roleplayingtips.com
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Dark & Gritty Gaming Tips, Part 2
1. Creating And Keeping A Gritty Atmosphere
From: Jenette Downing
I'm assuming the game is taking place many years after the
apocalyptic event has come to pass. If not, some of this may
not apply.
- Make the basic supplies an absolute necessity and partial
luxury.
Part of what makes such campaigns dark and gritty is the
lack of traveling supplies and high tech items that most
groups take for granted. Simple things, such as a decent
backpack or new set of footwear, should be challenging to
come by, especially in the beginning.
Instead of letting players start off with the "standard
fare" of most adventurers, give them well worn or nearly
worn out equipment and make them work for better gear. If
they want to have a sleeping bag and tent, give them one
that leaks, or is missing some of its stuffing. If they
desire to have a halogen flashlight or scope for their
rifle, ask them for a background story on how they came by
this rare piece of "before time tech."
Taking a little time to personalize their equipment with a
sentence or two of detail makes everything feel more "aged"
and helps to better set the tone for the campaign. It also
opens the door for player ingenuity on repairing/maintaining
some of these worn down items.
Also be sure to carefully track the amount of
food/water/ammo/medical supplies the characters have in
their possession. Foraging for the necessities of life can
make for a fun, recurring sub-plot in dark, gritty games.
Most of the time, towns and trading posts are few and far
between, so scavenging ruins and unexplored wilderness is
the only alternative to dehydration and starvation.
- Reward better equipment sparingly
Part of what makes a setting "gritty" is the overall lack of
high-end equipment the chars have at their disposal
throughout the campaign. If within the first half dozen
adventures they acquire full auto assault rifles, grenade
launchers, or tactical body armor, then the game becomes far
less dark grit and far more "run and gun."
Depending on how far after the apocalypse you plan on
setting your campaign, auto and even semi auto firearms
could be something of a rarity, with the easier to maintain
bolt action rifles and revolvers being the more common
"weapon of the era."
The key is to slowly reward players with better equipment,
and most of all make them earn it. Whether it's by a hard
fought battle, challenging trade negotiation, or difficult
salvage from crumbling radiation-infused ruins, if they
haven't struggled for it, they probably haven't worked hard
enough for it.
- Make the after-effects of combat memorable
In most games, after combat characters patch up their wounds
with med kits or potions/spells and then carry on
unhindered. In a gritty campaign, you should stress the
difficulties imposed by the injury until it heals and
encourage players to roleplay the temporary effects such
injuries have on the characters.
Depending on the nature of the injury and how well it's
cared for, it can also be appropriate to roll for
infection/disease difficulties until it's fully healed. If
the character in question does wind up suffering such a
complication it can make for an exciting roleplaying
opportunity as the rest of the group struggles to find a
cure before it's too late.
It can also make for a good reason why an absent player's
character is out of action for that session, and provide an
easy plug-in adventure that will have wrapped up by the time
the absent player returns.
- Play up the contrast of familiar locations ravaged by
war or the decay of time
As the characters travel through the world, have them run
across familiar locations to the players, and describe them
as if the players have never seen them before.
Instead of describing it as the Statue of Liberty decayed
and broken, portray it as "a once towering metal construct
of a formerly beautiful woman whose face is now pitted and
scarred by the ravages of war and the passage of time." By
forcing the players to visualize what you are describing,
the realization they are actually viewing something familiar
to them will add a sense of loss of the world they know.
It also helps them remain in character as you are describing
the scene as their characters would view it rather than
narrating it as the players would see it.
One of the best resources a GM can use is free travel guides
to tourist attractions as well as a map to help them plan
the rough location of towns and cities surrounding the
players' starting area.
- Increase the severity of environmental dangers
Part of what makes a dark and gritty setting so gritty is
the dangers players can't simply shoot at. In a post
apocalypse setting these dangers can go far beyond the
normal thunderstorms, cold weather, and nasty swamps. One
can include more insidious dangers, from radiation poisoning
to rains of pure acid, that can vary in strength from mildly
corrosive to able to dissolve a person to a pile of bones in
less than minute.
Entire adventures can revolve around the characters seeking
shelter from or traveling through such environmental
hazards. If they are seeking shelter from an impending
chemical storm, and the only sturdy looking structure is
already occupied by another group of people (or mutants), it
can make for an exciting encounter.
- Ideally, such naturally occurring hazards should be worked
into the game as a standard backdrop, and used to make every
encounter all the more harrowing.
- Encourage players to create realistic characters
This is easier said than done, but can make a huge
difference in the grittiness and realism of the game. If
players are min/maxing their characters or making "larger
than life heroes," the dark gritty feeling is greatly
diminished.
Depending on the rule setting, the game master should
perhaps put a limit on the maximum attribute level/skill
level allowed for starting characters, or reduce the number
of available points.
With the characters being weaker overall, it will make them
cautious and desperate, and this better represents the feel
of the game world. Depending on the player group, they might
not be too eager to write up weaker than average characters,
so the GM might need to "sweeten the deal" by giving each
character a couple extra advantages, or award a bit more
experience during adventures.
- Cultural darkness and grit
In a dark and gritty setting one should also change the
average NPC and community from the "happy go lucky
villagers" seen in most "normal" campaigns to townsfolk who
are more suspicious and less helpful to strangers in
general.
In a post apocalypse scenario, many communities will be
rightfully suspicious of newcomers. (Are they spies for a
rival community? Recon for a raider or slaver group?
Carrying some kind of communicable sickness?) This makes the
characters need to put forth genuine effort to earn the
trust of the communities they encounter.
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2. Going Beyond Win/Lose
From: Jolle Lont
Give stories more than two possible outcomes.
In an action-adventure game, the characters normally have a
goal they're trying to achieve, and in the end they either
have succeeded or they have not. There may be more than one
way to achieve victory, but the goal is always victory.
If victory is achieved, it's difficult to maintain a dark
mood. To solve this problem, design plots with more than two
possible outcomes. Make sure each has drawbacks so the dark
mood can come into play one way or another.
This advice applies on other scales as well. For example, a
combat can be made more interesting by giving it more
outcomes than just win or lose. Say the characters are in a
gunfight on the highway. If they win and immobilize the
other car, their own car might be immobile, or at least
damaged. If they lose and the other car escapes, they might
use the other car's license plate number to track them down
later.
For example, James will be GMing a story in which the
players are police agents try to capture a drugs boss in a
city. To prevent the story from simply ending in victory or
defeat, James throws in a few twists.
First, he decides that somewhere in the story the drugs boss
will capture the wife of one of the characters. This gives
all sorts of options for added drama, as she might get
killed or wounded. Maybe the characters need to gather a
huge amount of ransom.
Second, James decides the crime boss blackmails the local
newspaper. The more the characters work against him, the
more their reputation will suffer because of unflattering
articles in the newspaper. Note that because of these
changes, the question corresponding to this plot has changed
from "will the characters capture the drugs boss or not?" to
"how will the characters handle the drugs boss' actions?"
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3. Darkness And Horror
From: R. Jason Kerney
There are four main things to understand in running a dark
and gritty game. First, you need to understand horror and
what it means to be scary. Then you need to know what it is
to be dark and how to best use light to cast deeper shadows.
After that, you need to understand the true essence of a
dark game and what drives it. Lastly, you have to understand
the inherent differences in combat between a normal game and
a dark game.
Horror is an interesting genre with a lot of debate about
what makes a story horror. But in the end, what makes a good
horror is whether or not it is scary. So, we need to examine
what is and is not actually scary.
A monster that we can contemplate, name and categorize is
not scary. Fear comes from the uncomfortable emotions we get
when we are unable to place a piece of information into a
known data set. This causes anxiety and inability to know
the correct or even most correct choice in a given
situation. Then, when forced to make a decision, someone
never feels comfortable with the decision they have made.
The root of the tension in a dark game is the inability to
ever feel comfortable with what you have chosen.
So the darkness in a dark game is a feeling of oppression by
an insurmountable force. This oppressive force is similar to
a shadow; when you shine a light to examine it, it moves.
The root of the force should never be an NPC, an
organization, or even heaven or hell.
It should at some time be all of any one of them, and at
another time be a different one. But even that is not good
enough. Whenever the source of the oppression moves, the
feel should not. Somehow it should seem as if the oppressive
force has something greater guiding it.
The easiest way to have this force move is by "filling the
void." This occurs when the PCs have defeated the source and
whoever steps up to take over the job is oppressive in a
very similar way.
This provides an interesting opportunity to shift the cause
of the oppression onto the PCs themselves. Let them see that
their very actions led to this situation. That they made the
wrong choice, or did not protect the void well enough, or in
some other way it is their fault.
To adequately heighten the tension of a dark game, you have
to measure and weigh the true successes you allow the
players to have. Every good deed accomplished by the PCs
should, as a general rule, cause greater harm to the world.
But this grows frustrating and old quick.
You need to give the PCs just enough light to allow them to
cast the deepest shadows. Allow them true and hard fought
victories that do not immediately rot away into a cause of
entropy. These successes should be minor as far as the world
is concerned, but major emotionally.
A good example would be the rescue of a badly abused girl
from being sacrificed to a nonexistent god. This has a lot
of emotion, but does not change the politics or uncover the
evil that is causing the horror.
The last thing about these sparks of light is space them
out. I like to give them out about every 14th game or so.
A dark game has a heart - something that keeps the story
moving and feeling interconnected. The heart of every truly
dark story is politics. Politics is a web that is woven of
emotion, good intentions, and power. These could be the
simple politics of a town or the unfathomable politics of a
heavenly court.
They need to be twisted and hidden. The players should never
gain actual insight into what is really going on. The closer
they seem to get to truth, the more questions they should
have. If you give the players a position of power in the
political world, then the meat of the politics must seem to
actually be driven by a higher group. There is always a
higher group.
The last note is combat. In a dark game combat has a very
different feel than the average dungeon crawl. Every combat
should hinge on a moral directive. There has to be a moral
reason driving the combat, and as such there should be less
combat in a dark and gritty game than a standard one.
When combat does occur it should feel as if the players'
souls hang in the balance, and they risk loosing them if
they do not fight. This even becomes more enhanced if the
morals behind the combat are not clear cut. If the players
are unsure of the ethics of the combat then they will not
feel comfortable with the outcome either way. This plays
into the horror of a game.
With combat coming with less frequency, this allows other
skills to shine, but you have to be careful with these skill
challenges now. Since they are replacing combat, they need
to serve the same purpose as combat, otherwise players will
feel cheated.
So, make the characters' wellbeing depend more and more on
non-combat skill challenges. Make some of these skill
challenges have the same moral weight as combat, and have
real consequences for success and failure.
With these four things in mind you should be able to run a
fun dark and gritty game.
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4. What Not To Do
From: "Dragon" Dave McKee
I can tell you a bit about how to lose dark and gritty.
We've got a Ravenloft campaign. So far, so good. We were
playing a modern Medicines Sans Frontiers crew who got
sucked into the mists.
First problem was getting us to Ravenloft.
GM's idea: weather gets bad, we hear crying girl, we get out
and enter bog, come out into the mists of Ravenloft.
Our idea: weather gets bad, we hear crying girl, two go out
and get her whilst another preps the ambulance jeep for an
incoming patient.
We got her out of the bog with the winch on the jeep and
huddle her into the ambulance. The GM then took the whole
vehicle into Ravenloft.
Now, this was pretty cool. But it's a bit of a leap and a
change of setting, to have the jeep too.
Second problem: our characters are from the present day. We
all know the best ways of killing zombies: removing the head
or destroying the brain. We know exactly how to deal with
zombies - just don't let them bite you or bleed on you.
We did, however, manage to scare the crap out of an NPC
bartender by casually remarking that, "zombies are
infectious, don't you know?" That was a horror even a
resident of Ravenloft wasn't ready for.
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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. Gaming Fees
From: Paul
I once belonged to a group of around 20 players who
regularly rented a hall to play in. We had three GMs running
three games simultaneously. Since we had to pay a nominal
charge for hall use (£10 / session) we all paid £1 each, GMs
included.
This left around £10 per session extra. We saved that money
until we had around £150, and then split it between the 3
GMs for new game-related stuff of the GM's choice. If they
didn't spend the full £50 each, we'd buy supplies for the
group - pencils, paper, graph paper, dice, etc.
This worked very well for the few years the group lasted. We
ended the club because so many people went away to colleges,
etc., that we couldn't even raise the £10 fee. But it was
good while it lasted.
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2. Star Frontiers Revival
From: Robert Blezard
Star Frontiers fans be sure to check this site out. It
offers with free adventures, downloads, and resources.
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3. XP for Character Backgrounds
From: Palmer of the Turks
One thing that's worked well for me in the past is to award
XP at beginning levels for creating a character background.
This at least gets those borderline roleplayers thinking
about what works well.
There are a couple of possibilities for this.
You could give a flat percentage XP bonus. Those players who
got them - and you can make the amount variable, so Bob
might get 4% while Sally is zipping along with a 9% - will
progress that much faster than those who didn't. The
munchkins might have missed their chance for it this
campaign, but they'll be sure to remember it, and try to get
it when the next campaign rolls around.
Alternatively, offer a lump of XP for a background at level
1. Then, each level they gain, they have the option to add
to that background however they wish. This does not mean
writing what happened in-game between level 1 and level 2,
but something from their character's background. Maybe they
take one noteworthy episode from their past and flesh it
out, or something similar.
They have an opportunity to do this once per level, and if
they do a passable job, they get bonus XP. I'd rate each
story on a 1-5 or 1-10 scale, and then give them that % of
the XP needed to reach their next level.
I'd award double or even triple normal for starting stories
because (hopefully) they're longer and more encompassing. If
the idea of giving up to 30% of the XP needed to reach level
2 before the game starts bothers you, stagger it. Give them
the base percentage increase at each level for several
levels, possibly in addition to the per-level new background
bonus.
You can judge each story on its own, work out a rough
guideline to go by, or even have a precise breakdown of
"having X is worth Y%, and they get 1% for 1 page, or 2% for
longer." Whether or not you let the players know your
scoring scheme is optional, and if you do let them know, you
can choose what level of detail you share.
Maybe you have a precise breakdown, but all they know is,
"The following things in or about your story may earn you
points: length, NPC interactions, explaining where you got
an ability." Then they'll know what you're looking for, but
not which things are worth more and how much.
This allows those with weak opening stories to "catch up"
later on through further additions to their story. This can
massively boost character development as well, and fill out
personalities.
The best part? The more they write about their character,
the more attached they'll get to them, and the easier
they'll find it to get in character.
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4. Free D&D 3.5 Solo Adventures
From: Michael Wengland
Hi,
I'd like to invite you and your readers to my group, The
Solo Adventurer. I write solo adventures for DnD v3.5 and
post them there.
5. GMing Tools for Handhelds?
From: Barry Strain
Johnn,
I was curious if you or your readers had any suggestions for
good GMing tools for Handhelds? I found one by Cartoforge but it is not as customizable on NPCs as I would like. Other
than that it looks good and not too expensive.
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