Roleplaying Tips Weekly E-Zine Issue #423
Props Contest Entries, Part I
Contents:
This Week's Tips Summarized
Props Contest Entries, Part I
- Stones, Bottles, and Jewelry
- Small Props
- Deck of Many Things
- Personalizing Documents
- Dollar Store Finds
Readers' Tips Summarized
- Swami's Generators
- More Player Choices, Less Prep
- Seven Rules to Understanding People
- Annoying Low-Level Villains
Johnn Four's GM Guide Books
Advanced Player's Guide Power Card Pack Available!
By request, the Advanced Player's Guide Power Card Pack is
now available! It contains the new powers found in the
Advanced Player's Guide, including racial powers, class
features, powers, and paragon path powers. The color-coded
cards are 2.5 inches wide and 3.5 inches tall, sized to fit
card holders for easy storage and durability.
Advanced Player's Guide Power at Your Games Now Card Pack
Return to Contents
A Brief Word From Johnn
Thank You For The Props Entries
The props contest ended last week and winners were
contacted. Thanks also to Witches Closet for their awesome
prize donations.
Everyone wins, though, starting this week with the first
batch of contest entries posted in the e-zine. Look for more
props ideas in future issues.
Review Of Dragora's Dungeon
Check out my review of Goodman Games' Conan-esque 4E module, Dragora's Dungeon. It's a tough module with a combo of
action and roleplaying, and I'm hoping to run it in my
current campaign soon.
Thanks For The Sharing Secret Information Tips
Last week's tips request for passing notes and sharing
secrets generated some great responses. Thanks to everyone
who e-mailed in! The tips will appear in an upcoming issue
soon.
The readers tips bin is now officially empty, so Hannah and
I have resurrected the Readers Tips Request portion of the
e-zine, and we'll be posting your responses to each request
in following issues. In addition, if you have tips and links
of interest to game masters on any topic, feel free to send
those in anytime.
What do you think about an Ask Johnn & Hannah addition to
the e-zine? Do you have any GMing questions you'd like to
ask? Would such a question and answer format be interesting
to read? Let me know what you think.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Return to Contents
Reader Tip Request: Handling Henchmen
Villains can have henchmen by the dozen, and GMs are used to
running the actions of multiple NPCs, in combat and out.
Players, on the other hand, normally focus on their PC
alone. So what happens when the party starts attracting
followers?
Players who take leadership roles often want to manage their
PC's minions. Combats can get tricky with high-level
characters taking several actions of their own, and
directing followers to do a variety of things.
So, how do you keep things organized? Limit followers, treat
them as NPCs, perhaps set time limits? Or something else
entirely? Send us your tips for helping players to handle
their henchmen.
Via email: johnn@roleplayingtips.com
Return to Contents
Through Dungeons Deep back in print
Published over 25 years ago, this book was an instant
classic. I remember reading it the first time at the
Vancouver Public Library. Long out of print, the author has
recently resurrected it, and it's now available at Amazon.
Here's what Amazon says about it:
"Through Dungeons Deep delves into the art of roleplaying,
showing players and Dungeon Masters how to have more fun and
excitement with fantasy RPGs.
Robert Plamondon wrote Through Dungeons Deep after realizing
that the most important part of role-playing games--role-
playing--is barely mentioned in gaming systems. When it is,
it is often confused with rules. But role-playing really
boils down to make-believe, and the real fun in role-playing
games comes from unlocking your imagination. But it's also
important to carry a length of rope and wear shoes you can
run in."
More info: Through Dungeons Deep at Amazon
Return to Contents
Props Contest Entries, Part I
Entries from the props contest have rolled in over the past
month. There have been a lot of great, creative ideas you
can put to use in your game. Here's the first batch - look
forward to more over the coming weeks.
Return to Contents
1. Stones, Bottles, and Jewelry
From: Brent P. Newhall
As I strolled down the street of a quaint town, I noticed a
curious sign: Geology Store. Intrigued, I entered the shop
and discovered they sell a variety of polished stones,
crystals, etc. My role-playing mind immediately began
churning with ideas, especially when I found a box of white
crystal orbs.
During my next roleplaying session, the players came across
a sorceress who was summoning a dragon. She held in her
hands a white crystal orb, which I held out to the gasps of
my players. During their fight against her, they knocked the
orb out of her hands, and I rolled it onto the table.
I asked, "Which one of you picks it up?" They all looked at
it, dumbfounded, until one of them gingerly took it. I said
"Okay, Kelly picked it up." They finished the fight, and
Kelly offered the orb back to me. I grinned and said, "You
picked it up, and you're carrying it, so carry it!" She said
"Cool!" and put it with her things, under the watchful (and
somewhat envious) eye of her fellow players.
Some other props I've been able to find for low prices:
- Small stone statuettes. I bought tiny ones shaped like
animals for $1 each. My paladin stumbled across one in a
lizardfolk camp, which provides a +2 to his attack roll
against all favored enemies within 10 squares, as long as
he holds the statuette in one hand.
- Old keys, often found in junk shops.
- Potion bottles. You just have to keep your eyes open;
there are also cool old bottles around.I plan to make the
contents completely unknown to my (pretty low-level)
players; they'll have to drink them to find out what they
do. I put water, a little blue food coloring, and some
peppermint oil in the bottles. Be careful; very strong
peppermint can be a bit tough to swallow.
- Pewter rings. My local party store had a bunch of skull-
shaped pewter rings for $1 each.They make great rings of
power. I might create a whole cabal of villains who each
carry one of these rings.
- Pendants.I've been surprised at how often I've stumbled
upon neat-looking little pendants, especially in craft
stores.Perfect for the dying "Take this and remember me"
speeches from NPCs.
Return to Contents
2. Small Props
From: Laura
- Plastic pirate coins. You can buy these for under $5 in
quantities of 144 at most party stores. For my game in which
actual cash is rare and a neighboring empire has money the
PCs occasionally find, I hand out a few coins.
They come in gold, but you can spray paint them silver or
copper. I have also cut some of the gold ones in halves or
quarters because the dwarves are on a strict gold standard
and don't take coins of other metals.
- Business cards with spell, alchemical items, or magic item
descriptions on them. Without having to crack a book, you
have the most important stats handy and speed things up
while in combat.
It's easy to run a combat with spellcasters and monsters
with special items when you can expend the consumables and
not have to stop the pace of combat to look up exactly what
the range of Spell X is.
- Vials. A surplus store had a bunch of these and I grabbed
them for pennies each. They're useful for representing
unidentified potions. Water with food coloring make them
distinctive and you can color code for school of spell.
- Campaign Cartographer dioramas. I modified the Dungeon
Designer treasure to make treasure chests. These can be
glued together and are recloseable. Examples of what you can
put in them are beads, slips of paper listing treasure,
and slips of paper saying: "TRAP! Make a Fortitude save vs.
DC 15 and tell me if you made it." I had a bunch of these
that the players had fun opening. It was a lot like
Christmas morning.
- Beads. I have a bunch left over from various craft kits.
Each color and size of bead represented a different gem.
They're also cheap at most craft stores.
- Parchment paper for books. Each book is printed on parchment
paper and folded to resemble a book. The books all have
titles, some have authors. If fiction, the book contains a
D&D world-appropriate sentence or two summarizing a movie or
book we've seen or read.
Plots and characters of these can give clues to important
NPCs, cultures that may be encountered, lost civilizations,
monster psychology, or artifacts that may be researched. The
players enjoy playing "guess what book/movie this is" and
the party likes adding to their library.
Non-fiction books must be read in their entirety to gain a
benefit, and this benefit comes in the form of a bonus to a
skill in a specific situation. Occasionally, some books are
chock full of misinformation and will create a penalty the
players won't know about until they try to use their
newfound knowledge. The book will have a title, description,
and bonus to be applied when the skill is next used.
Return to Contents
3. Deck of Many Things
From: Bill Parrott
In one past D&D game I ran, the party came across a Deck of
Many Things. I know there are numerous resources out there
with information on how to use a standard deck of playing
cards as the deck, but I wanted something more personal.
For only a few dollars, I had the official cards printed (I
was using the variant deck from WotC) on card stock paper.
Then I had the printer laminate each card. Finally, I sewed
a small pouch from brown, leathery-looking cloth, and added
a flap with a button.
When the party came across the deck, they were eager to know
what "loot" they had found. I won't forget the looks on
their faces when I tossed the pouch on the table and said
"This." Good times.
Return to Contents
4. Personalizing Documents
From: Rob Martinek
Lemon juice applied evenly to paper is great as a player
handout, such as a map or message they find.Leave it in the
sun for a few hours to age and yellow the paper. Further age
it by ripping tears into the document or pieces from it.
This works especially well if you use the separate pieces as
clues to be fit together as they find different scraps.I
have also added character to the paper by crushing it,
wetting it, smearing the ink, and putting food or stains on
the document.
For a paranormal game, I have used news articles cut from
The Sunand Daily World News to put together an "underground
newspaper" for the players.At least one of the articles I
wrote myself to give leads to potential adventures. Since my
pieces looked different from the rest, they usually knew
which one the adventure was based on, butI also sometimes
used the real articles as other possible adventures.
For a vampire game that had Cthulhu overtones, I put
together a pamphlet that contained advertisements fora
local charity/church that included biblical-style text that
seemed to be taken from unknown books of the Bible. While
some characters pretty much only used it for the location of
the church, one person spent a lot of time on the text and
gained valuable additional clues.
For the same Vampire game, I set upa list of all myNPCs
and found pictures of real people on the internet to
representeach. Whenthe characters would first meet an NPC,
I would show themthe picture on my laptop screen.
I also bought a couple of cigarsthat I never lit. Whenever
I played a particular character I would use the cigar as a
prop, either talking around it or gesturing with it. I have
done the same thing with other small items, like a pen or a
coin, giving the character a personal item and gestures the
players would associate with the character.
Return to Contents
5. Dollar Store Finds
From: Michelle
I GM for my 9 and 11 year old boys and have found that props
help keep their attention on the game. Our favorites are
backpacks from stuffed animals, in which they put the other
props.
I give them costume jewelry and Mardi Gras coins from the
dollar store to represent treasure they have found. They are
excited to be able to put the props in their packs and take
them out when they need them in the game.
We also use other little toys, such as farm animals and
dinosaurs. The dollar store has provided a lot of fun for
our games. I know these are used for little boys, but surely
something similar would be useful for grown-ups as well.
Return to Contents
For Your Game: Holidays
Introducing a new feature of Roleplaying Tips, For Your
Game. Each series will have a specific focus, and include
ideas and encounters you can immediately drop into your
game. The first series is all about holidays, with a new
fantastic holiday every week.
Holiday: The Path Not Walked
From: Mike Bourke
Holiday description: Once a year, each celebrant picks a
choice they have made in their life and explores what might
have been had they chosen differently. Myth holds that each
year, the gods choose one person and give him the chance to
actually change the choice made.
Encounter Ideas:
- "Exploring what might have been" might mean apprenticing
yourself to a different (and possibly inappropriate) craft
for a day. Possibilities include a PC taking on an unusual
role (such as Hotel Concierge) and/or encountering NPCs
doing so.
- It might also mean revisiting the consequences and
implications of the alternative choice - normally faithful
wives become predatory man-killers, men place themselves in
jail for the day to discover what it would be like if they
killed a rival or enemy, and so on. These can all be
activities for PCs or encounters with NPCs.
- Finally, what if the myths are true, and one of the
party's enemies gets to succeed in a plot or ploy that the
party had previously foiled? What if one of the PCs gets to
change one of their own choices only to learn that the grass
isn't always greener? Or, what if the granting is only the
opportunity to make the change, instead of a fait accompli?
The first two options give PCs the chance to step outside
their usual roles and comfort zones, as well as gives major
NPCs the chance to display different aspects of their
characters.
Throw in dozens of other PCs and NPCs all doing the same
thing, encounters with characters unfit for the jobs they
are performing, thrill seekers just doing something crazy
they would never normally contemplate, as well as the
possibility of sending the whole campaign down a completely
different track, and I think you have one pretty mondo
holiday!
Return to Contents
Dungeons & Dragons - The Complete Animated Series DVD
"Dungeons & Dragons tells the tale of six kids who, after
riding the Dungeons & Dragons roller coaster, mysteriously
get sucked into its fantasy world. There, each of them gains
magical talents and abilities, all the better to survive
their time in the Realm. The bow-shooting ranger, the
acrobat, the thief, the cavalier, the wizard, and the boy-
barbarian are soon joined by a baby unicorn, and tutored by
the mysterious Dungeon Master. Opposing them is the evil
sorcerer Venger, as well as various monsters and entities
all intent on keeping the kids from getting back home."
Currently 4.5 Stars out of 5, and $31.99 @ Amazon:
Dungeons & Dragons - The Complete Animated Series DVD at Amazon
Return to Contents
What's Your Favourite RPG?
From: Bryan Jonker
GURPS. Why?
- No level, no alignment, no classes. Everything is
flexible. You build your characters based on what the GM
allows and what you envision your character to be.
- GURPS mixes magic, psionics, super powers, and cosmic
powers nicely. It lets you create a character that does what
you want it to do.
- You can give beginning players a template to help them
with 90% of character creation.
- There are a lot of skills, and not all of them are focused
on combat. The standard skill roll is basic and always the
same -- roll 3d6, going for low.
- Combat is terribly quick and realistic and the rules make
sense, but there are plenty of optional rules to make it
more cinematic.
- Character advancement is easy -- you just give extra
points, and players spend them as they spent their original
points.
- The rules are truly generic -- they allow you to do
anything from fantasy to super-science to time travel. You
only need to learn one set of rules to run multiple genres.
- Lots and lots of support.
[Comment from Johnn: and free rules here.]
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. Swami's Generators
From: DungeonMastering.com
A cool link surfaced awhile ago at DungeonMastering.com: The Swami's Generators.
Return to Contents
2. Give Players Choices To Reduce Prep Time
From: Tommy H.H.
I have estimated that the average time in which a group of
players will loot/interact with a room is about two minutes.
They will fight in some rooms and pass quickly through
others. Now correct me if I'm wrong, but the average time a
DM will spend constructing a room will definitely not be two
minutes.
Player choices can decrease the amount of work you have to
do as a DM, because time spent arguing over which choice to
make is time you don't have to do additional prep to fill.
One good option is monsters that are actually a whole
adventure in themselves. Adventures designed to involve
choices that will make players think and therefore use time.
Imagine the players standing outside a giant labyrinth made
of spider silk with a strangely woven entrance.
Tell the players they estimate a travel to the center of the
nest will take at least 1d6+4 rounds. If they enter, roll a
d20 each of these rounds - even results are spent dealing
with encounters.
1-4 Blocking net. This net has HP and AC. The players can
opt to walk past it, adding 1d4+1 rounds to their total
travel, or they can attack it. During this encounter ignore
all other blocking nets rolled on the d20. Ignored rolls
subtract a round from the traveling time.
5-7 Hulking spider. This spider has a high AC, and rounds
spent battling it don't count as part of the total travel
time. Roll the d20 anyway to see if monsters appear.
8-9 Mage spiders. These spiders have a special fireball
spell that phases through bones and spider silk. They will
each cast two spells and then crawl away. They only appear
on the other side of several veils of net, so players are
unlikely to harm them.
10 Barrier raising. The spiders raise a magical barrier
around the nest that can only be crossed by spider-like
creatures. This means that players cannot escape the hive
and will have to forge ahead.
11-14 Spell-eating webs. The players can feel magic being
drained away as they near this area. If they are
spellcasters, they will lose one random spell if they
continue on. If the players decide to avoid the area they
will take 1d4+1 extra traveling rounds to reach the center.
15-20 Hivebrood. This area is filled with miniature spiders.
Any player passing through it will have to succeed in 3
saving throws versus poison; failure means instant
paralyzation for 1d10+10 rounds.
If the players make it to the center, they will be met by a
team of hulking spiders and mage spiders. If they win the
battle they will stand before the hive orb, a magical
phenomena that pulses with an inner light.
If a weapon strikes the orb, it explodes in small brown
droplets that melt away, and the weapon gains +3 versus
spiders. Also, a rune will appear in any nearby spellbook
with an empty page, imparting the mage spiders' spell of
web/bone-phasing. This spell cannot be copied by any means,
and so must be found in ways like this.
You can see the pattern of this design. There is a unique
reward that will make players seek out lairs like this. The
encounter is time-consuming, and involves several encounters
where players can improve their general chances by making
choices.
You can also encourage player choices with puzzles. For
example, "In the room of crystals blue, you fire cast at
columns and gateway opens will."
Every time there are columns and blue crystals in a dungeon,
the players will want to cast fireball. But how many
fireballs can the mage cast a day, and just how many rooms
fit the description?
Rewards can also create difficult choices. Have the players
face an object that can create two beneficial effects. The
downside is that players only can choose one of these and
then the object will fade away as soon as they choose.
Try this one: a stone slab is on the floor with the text,
"If you me crush I offer you, a sword of gold or a book to
behold." If the group has a mage and a fighter, there will
be a lot of arguing about which effect to choose, and this
argument will take time.
Return to Contents
3. Seven Rules to Understanding People
From: Gene snippets of cloud
Reading your article on motivating GMs, I remembered an
article I read recently on understanding people. I thought
it might be interesting and useful.
Return to Contents
4. Annoying Low-Level Villains
From: Tommy H.H.
It would be easy to let a vengeful thief follow the players
on their way to some destination. Let them know that if they
stop the travel they will lose an opportunity - perhaps the
moongem only appears once every hundred years.
Since the thief knows several shortcuts, he can sneak ahead
and set up traps along the way. The players have to avoid or
deal with his traps, and each trap is its own mini-
adventure.
Just before the players arrive at the place, they will find
themselves ahead of the thief for once. If they lie in wait
for him, they can finally confront him. He will fight
furiously to the death, and even though he is only low
level, the players will enjoy killing him at last.
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