ISSUERoleplaying Tips Weekly E-Zine Issue #425
Props Contest Entries, Part 2
Contents:
This Week's Tips Summarized
Props Contest Entries, Part 2
- Tactile Treasure
- Miniature Treasure Chests
- Clothing and Costumes
- Weapons
- Ambiance
Readers' Tips Summarized
- Pre-Written Index Cards
- Sidebars
- Post-its and Workbooks
- Decoy Notes
Johnn Four's GM Guide Books
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A Brief Word From Hannah
Level First, Awesome Later
Both of my current groups level by fiat, which means
everyone plays their character and no one does math and
every once in a while the GM says "you all gain a level."
While this system doesn't use experience points (notice the
lack of math), it usually takes into account the characters'
accomplishments. This means that the characters tend to all
level after major battles, and other acts of awesomeness.
What I've come to realize is that using your new feat or
high level spell is a whole lot more fun when it's against
the Great Spider-Priest Deathfromabove than when you're
mopping up some random lackeys. So why not level before
major events, rather than after?
When it comes to major baddies, the more HP the party has to
soak up damage, the more firepower you can give the villain.
More powers means more awesome all around.
In most games, you can be pretty sure that the Great Spider-
Priest is going down, so does it really matter if the
players get their reward beforehand?
If you level by fiat, try doing it before major fights,
instead of afterwards. The fight gets more awesome, and the
players get to use their cool new powers right away in a
climactic battle against a major foe.
Trending Towards Normal
The party in my Candle campaign started out as a warlord, a
ranger, a cleric, and a paladin. Now we have a
fighter/warlord, a ranger/rogue, a cleric/ranger, and a
paladin who sometimes is a wizard. So we've ended up with
the four basic food groups despite ourselves.
We've also recently been joined by a warlock, who bears a
suspicious resemblance to our paladin, whose magic-using
twin disappeared a long time ago. Except that the twin has
been found, and he's already with the party. Or is he? Even
I have a hard time keeping track, since right now we're up
to three characters who look identical to the paladin.
To top things off, Torog is having communication
difficulties, the fighter/warlord is hearing voices, and the
party now has a nuclear-powered generator that they
accidentally dropped in a sewer. It also got hit by
lightning a couple of times. So that might not turn out
well.
In other news, while the party is perfectly capable of
handling a young white dragon, they somehow are stymied when
it comes to battling rats and spiders without half the party
going down. Does anyone else have this problem?
Hannah Lipsky ,
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
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Props Contest Entries, Part 2
Continuing with the great entries in the props contest, here
are more tips for how to awesome-up your game with tangible
items on a tight budget.
1. Tactile Treasure
Coins can be represented by old slot machine tokens, but
pennies can work just as well. One of the things that
players often don't grasp in a roleplaying game is just how
heavy money is. To combat this, I've had players loaded down
with sacks of coin, corresponding with their in-game
treasure collection, to give them a sense of how encumbered
their characters really are.
In a pirate game, it's fun to hand the player a real
doubloon or a few "pieces of eight" when they've picked
someone's pocket. For a fantasy game, you could use any fake
money from board games and such.
You can get pirate loot here.
If your budget allows, check out Campaign Coins.
Otherwise, unused video arcade tokens, loose board game
chips, or coins from other countries will do the trick.
If you can't scrounge up any cool fantasy coins, make them
yourself. Simply take some pennies and beat the heck out of
them with a hammer. You can get them flat, oval, or even
square if you've got sturdy snips. You can use a nail to
make holes in them, or a chisel to create marks on them.
Either way, the end result is going to look like some kind
of ancient copper pieces.
For gems, try using the plastic gems meant for arts and
crafts. They have a paper backing that you can number with a
marker. When gems are needed, or traded in along with coins,
the DM looks up the number and value of the gem on his list.
Costume jewelry, especially gothic pendants from Halloween
costumes, has all kinds of potential. It can be part of a
treasure trove, have magical properties, or fill in as a
character's Holy Symbol when fighting undead. You can find
them in the Halloween sections of department stores.
Don't forget about ways of handing out all that loot! Have a
small pouch full of coins and toss it to the players when an
NPC tells them, "Here's the first half of your payment."
Fill a small decorative bowl full of random glass beads and
fake gems, and pass it around when the players are looting
the treasury.
From: Brothertuck, Brett O'Reilly, Gabe, Jon Smejkal
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2. Miniature Treasure Chests
One unique way of keeping track of inventory is to give each
person an individual treasure chest, about 2x2x3, where
coins and gems are kept. These treasure chests can be found
at an arts and craft store, and each person can personalize
them with colored markers.
Treasure chests are also great for distributing loot. After
the thief picks the lock and the party wants to open a
chest, slide one of these across the table and let them open
it. Inside, stock it with a 3x5 card listing the contents.
You can also set a chest in the middle of the table during
game play and use that to collect anonymous votes in systems
that incorporate that kind of mechanic.
Hobby Lobby has a plethora of leather-bound and wood boxes,
chests, and cases with brass fasteners that make great-
looking treasure chests.
If you can't find a treasure chest you like at a store, you
can also get them online.
From: Brothertuck, Jon Smejkal
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3. Clothing and Costumes
Custom t-shirts are easy to make, and could be based on your
current campaign theme, or some favorite quote or event from
the campaign.
Masquerade masks are available at dollar stores. They are
simple, glossy, coloured cardboard masks with feathers and
plastic gems attached. These are great for elaborate costume
parties, when the players have to interact with NPCs without
ever being sure just who they're talking to. Masks are also
good for instances where characters run into thieves,
highwaymen, assassins, or swashbuckling vigilantes.
Fake rubber teeth can also be found at dollar stores. Though
of limited usability, they can create great moments of comic
horror when a character seduces the buxom farmer's daughter,
and then she smiles. Ah, the joys of medieval hygiene and
dentistry.
Don't forget about headgear: hood and mantles, fur hats,
felt hats, wide brimmed hats and turbans can all lend
personality to your NPCs.
For props of this nature, a thrift store is a GM's best
friend. The clothing is cheap and you (hopefully) won't feel
bad about destroying it.
Next time your players kill that spy and search his body,
toss them a set of clothing. They'll probably notice the
money in the pockets, but will they notice the map you have
sewn into the lining of the jacket? The business card of the
spy's employer tucked into the hat? The note hastily stuffed
into a spare set of gloves? The (plastic) knife hidden in
the boots?
And for certain magic items, you might insist that the
player has to wear it for the character to receive the
benefit. This is best used with necklaces, rings, hats, and
not so much with underwear, heavy coats, corsets, etc. Just
be sure to wash the stuff first.
If you really want to wake up your players, buy a fake
plastic body part and put the clothing on that. The players
decapitated the traitor and now want to search the body?
Toss them the head, complete with bloody neckerchief,
eyeglasses, and hat. There is nothing like lobbing a noggin
at them to make your players take notice.
From: Chris Torrence, Brett O'Reilly, Gabe, Joel T.
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4. Weapons
Swords and knives on the table or hanging on the walls in
your gaming room can be a great way to add to the
atmosphere. Swords are very expensive, so if you don't
happen to have any lying around, there are a lot of great,
less expensive substitutes.
You can use a letter opener as a magical dagger. The light-
up toy swords that make noises might seem cheesy, but your
players will probably love it.
What about the wizard? One reader made a wand of an old goat
bone and gnarly old stick, glued them together and used a
Sharpie to make mystical runes on it.
If you can't scrounge up any real weapons, at least print
off images of them. If a player has two longswords, that's
boring. But if he has a longsword that looks a certain way,
and another one he found somewhere else that looks very
different, everything is more real and more fun.
If you're running a modern game and don't have any guns
around the house, there are still plenty of prop options.
Even if you don't participate in shooting sports, you can
usually go to a local range and ask for a handful of spent
shell casings. Make sure to wash then in soap and water
before use. They make great sound effects when tossed over
your shoulder after an extended gunfight scene - shotgun
shells in particular. If you have the space, lay out a crime
scene. You can even use them as wound markers!
From: Tim V E, Nayamek, Gabe, Giorgio Vezzini, Jon Smejkal
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5. Ambiance
Specific props are great, but what about your game room as a
whole? Here are some things you can do to give the room an
ambiance that suits your game:
- Oriental Trading now has "scene setters" for Halloween
that are simply panels that go around a room.
- The door to the gaming room door could be easily
transformed using a vinyl door curtain. Here's an example:
http://tinyurl.com/3ov63m
- Test tubes can give the feel of a mad scientist's lair,
and there are some types of candy that use test tubes as the
container, usually a gel or powder candy.
- Get some (preferably live sized) skulls. Put them on table
before or during the session. In my own experience, I found
this to be best used in conjunction with some dark red or
black candles.
- If you can afford it, invest in an old oak table. The
table can be covered with an appropriate tablecloth. Perhaps
you have an old linen bed sheet. In horror setting, add fake
blood spots or burned sides.
- For a game where the characters had to slosh through an
underground swamp in winter, I filled a large bowl with ice
and water and a few strips of cloth. The light was very low
and it really drove home how unpleasant the situation was.
- You can go to a pet shop and buy aquarium decorations. They
usually have weird plastic plants, castles, minis, skulls,
treasure chests, etc.
From: Kate Manchester, Nayamek, Ryan Shelton, Sébastien Boily
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Reader Tip Request: How do you help bad guys escape?
How can bad guys escape? In my experience, players are
effective at slaying all opposition. In most systems, the
rules are stacked against the villains. Free hacks,
different movement rates (Darth Vader is not exactly a fast
runner) and all that.
GMs also often shy away from the improv required. If the bad
guy moves off the map, what now? Then there's the dreaded
chase scene. How to GM those well, under pressure, without a
plan?
Many GMs throw in the towel. If they're experienced, they
enter the encounter knowing the bag guy, villain, or stage
boss is likely to die. If they're not thinking ahead with
the proper expectations, then they'll end the encounter
frustrated, thinking they somehow botched things.
How do you help bad guys escape when you hope for a
recurring NPC?
E-mail me at johnn@roleplayingtips.com
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For Your Game: Holidays
Holiday: Starchosen Festival and Empire Day
From: Donald Qualls
Empire Day, celebrated on the 19th of Oktobre (Georgian
calendar - corrected from the Julian that was in effect at
the time) commemorates the founding of the capital of the
Empire of the Star at Starchosen, on the shore of the Inland
Sea.
This happened when the first King, William the Astrologer,
determined that the location of his vision had been reached
and laid the first foundation stone for The Dome of the
Star. That was on the night in Anno Domini 1274 when what is
now known as King William's Star stood directly above at
midnight. This occurrence happens only every four to five
years even to so-so precision, and only about every fourth
century at astronomical accuracy.
During Starchosen Festival, a celebration that includes the
day before and day after what's now called Empire Day, one
might encounter:
- Drunken revelers passing from tavern to tavern
- Streetwalkers plying their trade
- City official, in a carriage, on his way to an official
function
- Healers en route to aid an accident victim
- Caterer's wagon loaded with a complete feast
- Churchman in a litter, carriers a little tipsy
- High courtesan in a horse-litter, driving too fast
- Dead cart hauling away a corpse, no one else in sight
- Baker's apprentice delivering a huge bag of special
holiday bread
- Lost child, whimpering quietly to herself on a doorstep
- Overset carriage, with injuries to passengers, footmen,
and horses
- Black-clad figure leaps across a narrow alley, three
stories above
- Squad of sailors frog-marching a prisoner toward the docks
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What's Your Favourite RPG? Sherpa
From: Brent P. Newhall
brentnewhall.com
I have trouble finding players willing to use it, but my
favorite system is still Sherpa:
http://www.panix.com/~sos/rpg/s2.html
Sherpa was designed to be played while hiking, so it's very
light on rules. As with Universalis, this is not a system
for min-maxers or rules lawyers. It's best for people who
enjoy playing a role, and thinking about their situation and
environment.
Each character has six attributes: Strength, Health,
Experience, Reasoning, Profession, and Agility (what does
that spell?). These should be self-explanatory.
Each attribute starts at 4, and must be between 2 and 8
(inclusive). The GM decides how many points each PC can
spend; about 8 for a standard hero campaign.
In addition to the six attributes and a chosen profession,
each character must have at least one Gift and at least one
Fault. A gift is some fairly unqualified benefit or trait
outside of the character's established profession, such as
high pain tolerance, ability with gadgets, or luck.
Superpowers are considered gifts. A fault is some limit on
the character's actions - prejudice, clumsiness, a powerful
enemy, etc.
Each PC is also given a few "luck tokens," which can be
coins, stones, or anything else convenient.
During play, if a PC attempts an unopposed action, the GM
privately assigns a small difficulty modifier, such as -1
for an uncomfortable action. The GM adds this to the
player's relevant attribute, and rolls a d10. A low roll
wins, and a 10 or 0 is an automatic success. A player can
also turn in a luck token for an automatic success.
For combat, the attribute number and d10 result are added,
and compared to the same result for the opponent. A higher
value wins. The GM assesses the damage and announces damage
points (1-2 for light wounds, 5+ for severe ones). If a
character sustains more damage points than their Health
attribute, they fall unconscious.
If you're hiking in the woods and don't want to roll a d10
onto a nearby rock, use a watch with a stopwatch feature.
Let it run for a brief moment, then stop it and look at the
tenths or hundredths digit for your d10 roll. Neat, huh?
And that's about the entire system. The web page I linked to
explains the rules in more detail, and the book is nice and
complete, but that's about all you need to play SHERPA. It
lets you get into a new adventure very quickly, and resolve
fights and combat with a minimum of fuss. Even better, the
players can do most of the math for the GM.
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Pre-Written Index Cards
From: Mike
I love running games that feature mystery and intrigue, so I
come across this problem a lot. Nine times out of ten, I
know exactly what information I'll need to convey before we
even sit down at the table, so I prepare an index card for
each secret. A GM should know what secrets he's going to
divulge. Of course, some cards are blanks or decoys, so that
not every card I pass actually means something.
Over the years, I can't say I've found a more effective
system of controlling who knows what. Also, this is by far
the best way to let a player know they have succumbed to a
suggestion spell without tipping off the entire party!
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2. Sidebars
From: Sonja Johnson
Our gaming group is fairly casual, but we have a big
advantage in that the house where we meet is enormous. What
I tend to do for secret information involves one of two
methods.
If the secret info is something that comes up in between
game sessions, I send an email to that player with the
information. They can then mention the information to the
other players (or characters) at their own discretion. If it
is something that must remain a secret, I make sure to say
so, and my players are all mature enough to go with me on
it.
If it's something that comes up in the middle of a session,
I generally "sidebar" with the person. This means that I get
up from the table (ostensibly to get a drink) and take the
person with me "to chat."
The other players know that this is a sidebar and that some
sort of information is being passed along, but they never
know just what kind of information will be given - I have
made a point of taking someone aside for a purely story-
related sidebar, like the time that the druid got pulled
aside by a messenger (in-game) and in the resulting sidebar
found that the message was just about her family and nothing
that had any immediate impact on the current situation. In
fact, that information became important much, much later!
But because I do this, the players know better than to try
to second-guess me; if a sidebar happens, it happens. Since
the house is so huge, I can take my secret-information-
giving to any one of half a dozen rooms, severely limiting
the chances of a player trying to be "sneaky" and listen in
on me.
On several occasions I have also had "scribblings" -actually
I've typed up carefully staged documents and letters, and
openly handed them to the player in question at the table.
Such information doesn't stay secret very long though, since
the characters themselves are disdainful of secretive
behavior.
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3. Post-its and Workbooks
From: Mike Bourke
A bunch of solutions, based on different criteria.
Criterion 1: the likelihood that the player will divulge the
information to the party in the short term, e.g. spotting a
possible weakness in the critter they are fighting.
Criterion 2: the likelihood that having this information
will change the character's course of action markedly in the
course of the current day's play.
Criterion 3: the importance or significance of the
information.
For info that will be divulged, just tell the players
straight out. "The mage notices X but none of the rest of
you do, so only he can act on it." In combat, tell the
player making the observation immediately before it's that
character's turn to act.
For info that the player will probably want to conceal for a
while, and when in doubt, move on to the next solution.
For less-important info that might affect the character's
decisions during that day's play, a note written at the
table will usually suffice. For extra concealment, ask to
see the player's character sheet for a moment, write the
secret on a post-it note, and attach the note to the second
page. Then tell them that you have made a correction on that
page for them to look at. If more interaction is needed with
the player in order for them to decide what to do about it,
call a break and talk to the player privately.
For all other circumstances:
Buy a bunch of cheap exercise books, one per player, which
you hand out at the start of the game session. At the end of
each session, the GM takes these away with him. Between game
sessions, write into them anything that the character
learned or overheard or otherwise knew that others didn't.
Players start the session by checking their book for any
secrets that their character has not yet revealed.
They can also add any supplementary questions about the
information that they might have by writing them on one or
more post-it notes and sticking them to the page. The GM can
answer them after the end of the game session unless the
player deems it more urgent, in which case it's up to them
to communicate that to the GM. So that no one knows who has
gotten important info, write jokes, rumours, and other
trivial info into the books for those who aren't getting
real secrets. This hides the secret info in plain sight.
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4. Decoy Notes
From: Erik Luken
I've always preferred notes. If I know there is something to
be found, I'll prepare notes ahead of time with information.
I'll also randomly pass out notes after having a character
make a perception roll or knowledge check that say something
to the effect of "read this, nod, and
smile/grimace/chuckle," or "This is a note from your
friendly neighborhood GM." Non-useful notes keep the useful
ones from being immediately noticed.
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