Roleplaying Tips Weekly E-Zine Issue #426
9 DM Tools and Integrating Them Into Your Games
Contents:
This Week's Tips Summarized
9 DM Tools and Integrating Them Into Your Games
- Battle Maps
- The Big DM Bag
- Tokens (Red Beads)
- Giveaways
- DM Binder
- Initiative Cards
- Effect Cards
- Name Tags
- The One-Minute Timer
Readers' Tips Summarized
- Provide Fewer Details to Speed Searching
- City Building - Use Layered Districts
- NPC Monikers for TableSmith
- Calendar Template
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Interested in Reviewing Helix the RPG?
Helix: The Post Apocalypse, High-Tech, Fantasy, Western Role
Playing Game is a big name for a game. In it, you take the
role of a Wastelands denizen. You play Cyber Mystics, Code
Slingers, Gun Jacks and Gun Jills, Average Joes and Plain
Janes in an age of cowboys, high noon duels, saloons, and
magic.
Unfortunately, I have several reviews to do in my queue
already, and I don't have the time to read and play this RPG
to share my thoughts with Roleplaying Tips subscribers.
However, HelixRPG staff Adam, Gloria, and William have
generously offered a free PDF of the game to a Tips reader
who would like to write a review for the e-zine.
If you have the time and are interested, drop me a note and
I'll hook you up. This sounds like a fun game, and you can
find more about it at:
helixrpg.wordpress.com
HanginOutForums.com and RPGworlds.org Corrections
re: Roleplaying Tips Issue #424
Staff at HanginOutForums.com sent along an e-mail correcting
a Readers Tip from 424. (Thanks Edward.) Here are the
details:
"I wanted to inform you the information for
HanginOutForums.com and RPGworlds.org is outdated.
Cybatrons.org no longer hosts a chat center. They've built a
directory of free sites and are concentrating their efforts
on it. If your visitors are looking to advertise free RPGame
sites, they have sections specifically for that purpose.
Cybatrons Free Network
HanginOutForums.com offers many free services: member owned
and managed ad-free feature rich forums and X7chats,
discussion groups, message boards, HTML posting, member and
forum webpage webspace, profiles, signatures, email, private
messaging, and more.
Hangin Out Forums
RPGworlds.org is a free RPGaming website. They offer free
hosting for member owned and operated ad-free phpbb2 forums,
message boards, and X7chat rooms. They also host an
RPGlossary, built and maintained by members of various
associated websites. Does your game need a home? Ask about
having it hosted at RPGworlds. This website is a proud
member of the Cybatrons Free Network, and is donation and
sponsor supported.
RPGworlds.org
I hope this information will be of help to you and your
visitors."
Word of Caution on Gun Props from Kevin B.
I received this excellent and wise cautionary note from a
Tips reader this week. Please heed his advice.
"Just about all of the advice contained in the Roleplaying
Tips email is harmless and adds flavor to gameplay. However,
I feel it necessary to bring to your attention some advice
that I read in the recent weekly tip email, Roleplaying Tips
Weekly #425: More Props:
"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."
Being someone who has been around guns all of my life, in
addition to teaching gun safety courses, these words alarmed
me. The majority of gun accidents happen with people who
thought the guns they had in their hands were unloaded. You
should never use a real firearm as any kind of prop for a
game or anything else! This is extremely dangerous and could
result in injury or even death.
If you need a prop that looks like a gun, use a plastic toy
gun. Even then, make sure it really is a toy, as some
plastic gun replicas can resemble the real thing. Nowadays,
it's harder to find toy guns that resemble the real thing
for the very reason that they don't want children and adults
to equate a harmless toy gun with the real thing as well as
eliminate the instances of using plastic guns to commit
crime.
As for the spent shell casings, those are perfectly ok as
long as they _are_ spent and not live rounds. Even if a
round is live the likelihood of it going off if you drop it
or ding it is next to nothing, but why take the chance?
Have a great week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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9 DM Tools and Integrating Them Into Your Games
A guest article by Brent P. Newhall brentnewhall.com
It's weird. I like to live a simple life of relatively few
possessions, but I find myself with an alarmingly large
number of DM accessories. Besides all the books, I have
miniatures, red beads, rusted keys, laminated maps, 3-ring
binders, name tags, an egg timer, and all sorts of little
pieces of paper.
But I use all of them in my games, and my games are more fun
and memorable because of them. Here's how:
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1. Battle Maps
I carry three battle maps in my Big DM Bag (more on that
later). Two maps are on card stock, and the third is a
flexible, roll-up battle map with 1" squares on one side and
hexes on the other.
I also - and this is important - bought a pack of six
differently-colored wet erase markers.
I use the maps for combat, for non-combat encounters in
which location is important (such as a room full of traps),
and to quickly sketch out larger areas for the players.
"Okay, the city is here, and the mountains are over here,
with the woods between them here, and you're going along
this road...". They make great public scratch paper, and are
the first things I roll out, in the center of the table.
They are our signal an adventure will soon begin.
What's important about the marker colors? My players
respond strongly to a map where the walls are drawn in
black, the pool of water is blue, and the three sarcophagi
are brown. Color brings the map to life.
And why do I keep three maps? For large dungeon exploration,
I quickly run out of space on one map. But I don't
necessarily want to erase it; the players may well come back
to this area of the dungeon. So I'll pull out another map
and start drawing on it.
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2. The Big DM Bag
My groups don't play at my house. As such, I keep all my
DMing materials in a big duffel bag. This has been a great
blessing. I'd still use my Big DM Bag even if everyone
played at my house. All my DMing materials are in one
(relatively) small place, easy to access and update.
My DM bag contains:
- DM binder
- Character sheets
- Player's Handbook
- Battle maps
- Wet erase markers in many colors
- Tokens (small red beads)
- Name tags
- Mechanical pencils
- Miniatures
- A big bag of ugly dice, for players who forget to bring
theirs
- A small, portable speaker that plugs into my iPod
- Blank index cards and a note pad for scratch notes
- A one-minute egg timer
- A tin of coins, useful as temporary counters
- The DM's Mug (crucial)
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3. Tokens (Red Beads)
I use small, semi-clear, red plastic "stones" as tokens.
When playing a game that uses any sort of action points or
tokens, they're great - they fit into any era of gaming. I
keep them in the small plastic tube they came in, and hand
them out at the beginning of the game.
I made sure they look nothing like anybody else's gaming
materials. My players know to give them back at the end of
the night.
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4. Giveaways
The more I GM, the more stuff I give away.
My players love to get physical representations of their in-
game loot and special objects. Why wouldn't they? So I keep
my eyes peeled for neat objects, especially at second-hand
antique shops, county fairs, and odd little stores. I have
old keys, little carved statues, gems, shells, pewter rings,
and a pendant, among others. Most of them cost a few dollars
at most, and I gradually build a collection.
Since I'm always writing new adventures and campaigns, I can
easily find ways to work those into the game. But you can do
it in a published adventure, too. The shells - all circular
coral - might be tokens of a cult, always kept on their
person. That's easy to work in; just include it as part of
the next civilized human the players kill. The pewter rings
might be used only by certain nobles to verify their
identity; very useful, if you can get one. One statue might
be a magical artifact, kept deep in the next temple the
players explore, that glows whenever dragons' blood is
nearby and steadies the blade of whoever holds it.
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5. DM Binder
As with most DMs, I keep a 3-ring DM binder. However, I also
use this as my DM screen. All my notes stay inside the
binder, and I can quickly flip to any page.
I've also learned the knack of printing double-sided, and I
use thick printer paper. As a result, I need very little
table space, and I'm not constantly shuffling papers around.
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6. Initiative Cards
I printed out my own D&D initiative cards, which contain a
few very basic fields: Character Name, Initiative, Total HP,
Current HP, Bloodied HP, AC, and attack (to-roll and
damage). These take up the top half of each card; the bottom
half contains any extra, important information (such as
useful spells or items carried).
I've filled out cards for each player-character, and before
each session I fill out cards for each creature in the fight
(including pre-rolled initiative!). I also keep a bunch of
blank ones on hand if I want to add an extra creature or
three while playing.
When combat begins and players announce their initiative, I
write that down on each initiative card, then put all the
cards in initiative order. I then flip through the cards and
announce each player's turn as it comes up. Boom!
I also keep track of HP on these cards. As a result, I
usually only have two things behind my DM binder: initiative
cards and dice.
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7. Effect Cards
I printed out a set of D&D 4th Edition effect cards; they've
been a big hit. Each card names an effect ("Slowed,"
"Grabbed," "Deaf," etc.) in big letters, then lists the
specific rule effects that occur as a result. Each effect
card is folded in half and placed in front of the affected
player, as a placard.
So, when a character is marked or slowed, I just put the
appropriate effect card in front of him or her. No more "Oh,
I forgot she's slowed" or "Now what does 'marked' mean
again?" moments.
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8. Name Tags
At the beginning of every session, I toss out a few name
tags, and everyone's encouraged to write the name of their
*character* on a name tag and wear it. This helps us to
remember the characters' names, especially in a larger,
rambunctious group like mine.
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9. The One-Minute Timer
We've had a few players spend many minutes trying to decide
what to do when their turn came up in combat. So, I
instituted a light-hearted One Minute Rule. If a player's
turn comes up in combat, and they're not ready, I put out a
small, one-minute egg timer. If they haven't decided on
their action when the sand runs out, we move on to the next
player. Once the first player has decided on his or her
action, they can do it once the current player's done.
We don't permanently change the player's initiative order.
I've found that just implementing the one minute rule keeps
players on the ball.
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Dragon Dice for Christmas
Every gamer can use more dice. Limited Edition Dragon Bones
sets come in a painted metal box, contain 7 dragon bone
dice, and are available in variety of colours. A nice,
expensive gift for your players or DM.
Pictures and information (affiliate link):
Dragon Dice at GM Master Dice
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Readers Tips Request: Cook Your Own Rat on a Stick - And
Recipe Request
From: Steve B.
Johnn,
In going through some old, long forgotten files, I just
found this one from the Judges Guild:
Quoted from the website:
Cook Your Own Rat on a Stick
While sorting through the Judges Guild archives I, your
humble Webmaster, unearthed the following recipe. After a
bit of research and some help from a reader I found out that
the author was Pixie Bledsaw, who also drew some of the
first art in the early days of Judges Guild. Clearly a very
creative lady!
I should warn you that I haven't actually tried this recipe
yet. It looks very tasty, however. It is basically cheese-
stuffed meatloaf, and the mere thought of that is making me
want to abandon my computer and head for the nearest
kitchen. I'll report further when I have a chance to cook up
some.
Ingredients
- 1 to 1-1/2 lbs. ground beef
- 1/2 cup finely crushed cheddar cheese crackers
- 1 egg
- 1/4 tsp. black pepper
- 1/2 lb. cheese (Colby, Colby Cheddar, or Jack Colby)
- 1 Tbsp. honey
- 1 cup barbecue sauce
- 8 wooden meat skewers or equivalent
- For optional tails:
- 4 pieces spaghetti
- red food coloring
Instructions
- Preheat oven to 400 degrees F.
- Cut cheese into half-inch cubes. Impale cheese cubes on
skewers, dividing cheese cubes evenly among skewers.
- In large bowl, mix beef, egg, cracker crumbs, and pepper.
If mixture doesn't stick together well, add 2 tablespoons
milk.
- Divide mixture into 8 sections.
- Press each section flat until 1/2 inch thick.
- Wrap each stick of cheese in a section of meat. Make sure
there are no holes or cracks in the meat that would let the
cheese leak out while baking.
- Shape top end of meat "rat" into a point.
- Optional tails:
- Fill a small saucepan with water and add four drops of red
food coloring. Bring to a boil.
- Break 4 sticks of spaghetti in half. Place spaghetti in
water, leaving one end out of water.
- When spaghetti has softened and turned pink, remove from
water.
- Using unsoftened end, insert 1 piece of spaghetti into
round end of "rat."
- Drape soft end of spaghetti around handle of stick.
- Place rats on baking sheet. (One with sides.)
- Dribble honey over rats.
- Pour barbecue sauce over rats
- Bake 30 minutes at 400 degrees F, basting and turning
occasionally.
- Serve to hungry gamers.
Do Tips readers have any favorite gaming recipes? If so, I
would love to see them in future e-zine issues.
* * *
Thanks for the request Steve. If anyone has a great recipe
for game sessions, send 'em on in to me at
[email protected]
Thanks!
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Provide Fewer Details to Speed Searching
From: Joe D.
Johnn,
I have a suggestion to all GMs who play extensively with PCs
who take up too much game time searching. Do not give extra
description. When a PC looks into a room, only say what he
sees in a glance.
For example, a PC enters a room with a three-drawer desk in
the north corner, a bed on a frame on the west wall, and a
window above the bed. Telling the PC there are three drawers
in the desk will make him want to search everything in them
to an extreme extent. Instead, inform the player there is a
desk, a bed, and a window. He will search the desk, but he
won't over-search and eat up precious game time.
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2. City Building - Use Layered Districts
From: Sébastien Boily
re: Roleplaying Tips Issue #418
In Issue #418 you gave tips about creating city districts to
give cities better structure and divide them into more
manageable chunks. This is an idea I've been using for
awhile and I thought you might like to have a wider view of
the concept.
First, do not limit yourself with districts and the like.
Here are a few other larger concepts adding to those you
suggested:
- Layers
- Floors
- Levels
- Branches
- Clouds
- Building types
- Departments
For example, my campaign has a huge, elven tree city where
layers of branches act just like districts. Layers of a
branch go like this, from top to bottom:
- The King, castle, and his direct family
- Nobles, highest ranking military officers, highly wealthy
merchants
- High priest and temple along with druids
- Giant eagle trainers with nests (trainers are well
respected among elven people)
- Low rank military officers and soldiers
- Commoners, shops, inns, fletchers, etc.
- Grounds below the tree: non-elven residents and
blacksmiths
In my campaign there are two trees: one ruled by a King (the
one described above) and the other by druids where you have
a druid circle at the top instead of the King.
Districts can be used to define clearly the social class.
When my players discovered that giant eagles and their
trainers where living higher up in the huge tree, they
immediately understood that the elven people valued and
respected this group more than their own soldiers. That
powerful realization set the table for the whole elven
culture in my world.
Other ideas that work pretty well:
- Hill Dwarves
The deepest are the richest or more important for the
society. The King is at the bottom. Farmers are just below
the ground in hillside houses. Diggers, miners, soldiers,
blacksmiths, etc. are important, so they live down below at
different depths.
- Mountainside (Birdman City)
The birdmen have a mountainside city with stairs dug inside
for ground dwellers to walk up to the top levels. Again, at
the top, you have the King, but at the mountain top there are
shrines and temple for their gods. (They believe the King is
no greater than the gods.) At a certain floor you have the
hatcheries for the youngest and eggs. Shop are at the ground
level.
This idea can be stretched to any kind of setting. In a
ShadowRun game I used this concept for the big bad
Corporation main building.
Accountants had levels 1 to 5. Levels 6 to 10 were dealers.
The villain and his guards where at the top. Below the
ground were secret research quarters, military labs, etc.
that again acted as districts.
Another futuristic example is the famous Midgard in Final
Fantasy VII where city districts are in numbers that
correspond to Mako Reactors.
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3. NPC Monikers For TableSmith
From: Erin Smale www.welshpiper.com
Note from Johnn:
Erin Smale, designer of the Chimera RPG, sent me a data file
for TableSmith to generate random NPC monikers and
nicknames. TableSimth is free software for Windows, and it's
one of my all time favourite DMing aides. If you haven't
tried it and you run Windows, be sure to check it out.
Download TableSmith
TableSmith Yahoo! group:
Erin's NPC Monikers data file [ZIP]
Copy Erin's uncompressed ChimeraRPG folder into your
TableSmith Tables directory, and then select ChimeraRPG from
the Categories & Tables drop-down when you run the
TableSmith program.
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4. Calendar Template
From: Chad Samuels
Hi Johnn,
Here is a drop and use calendar for GMs. It does not contain
holidays, so people can fill in their needs. The year has 16
months and 480 days. Weeks are divided up into five days for
two reasons:
- 480 is divisible by 5, so there will be no staggering of
days from year to year. Just print out a new calendar and
go.
- In some settings, this calendar means a lot of the work
required doesn't take a break every 6 or 7 days. All work
and no play is a problem, so the solution is to add plenty
of holidays and festivals. Some can run multiple days at a
time. You can also place equinoxes and solstices wherever
you want.
Word format
Word Perfect format
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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.
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