Roleplaying Tips Weekly E-Zine Issue #428
Character-Specific Drama Points
Contents:
This Week's Tips Summarized
Character-Specific Drama Points
- Divine Favor Points
- Archetype Points
- Karma Points
- Destiny Points
- Artifact Points
Readers' Tips Summarized
- Quick 'n Dirty World Building
- Stagger Weapon and Monster Upgrades
- Highlight PC Abilities
Johnn Four's GM Guide Books
A Brief Word From Johnn
Roleplaying Tips Holiday Break
The e-zine is taking a break over the holidays. Next issue
will be in early 2009. Happy holidays!
Would You Game at a Cafe?
This article caught my eye about a cafe and bookstore that
hosts a weekly chess day and a weekly D&D day. If you are
having trouble finding a place to play, maybe this option is
for you.
Do You Read Post Apocalyptic Fiction?
Lately, I've been chewing through end-of-the-world books. It
started with The Road by Cormac McCarthy. Then I read Nevil
Shute's On the Beach and Swan Song by Robert R. McCammon.
So, now I'm looking for more. Got any suggestions?
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Character-Specific Drama Points
By Hannah L.
Many systems these days have drama points or plot points of
some sort that let PCs do awesome things. The action points
in D&D partly fill this niche, but don't give players quite
the narrative control that drama points do.
If drama points aren't purely mechanical, how do you know
when to award them? You could give them out for particularly
good roleplaying or for finishing quests, but that's what
experience points are for.
Why not have drama points function in such a way that the
act of earning them impacts the plot at least as much as the
act of spending them?
In my recent 4th edition campaign, I've been using drama
points in just this way. Each player receives and spends
them in a way specifically tailored to his character. My
examples are from D&D, but the mechanic can work in any
system.
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1. Divine Favor Points
My party includes a Cleric of the Raven Queen and a Paladin
of Torog. I decided early on that my campaign's setting
would feature divine interference on a daily basis, and
Divine Favor Points are a manifestation of that.
Whenever the cleric or paladin does something above and
beyond the call of duty in the service of their god, they
gain a Divine Favor Point. They can spend these points to
enhance their Channel Divinity powers, which are the spells
and abilities they specifically derive from their gods. They
can also ask for a minor miracle or anything else
thematically related to their god's domain.
The players are allowed to go into negative point values,
spending points they have not yet earned. The catch is that
refusing their god's request now subtracts an additional
point, rather than merely being met with disappointment.
Once they get down to -3 points, they start losing divine
powers as the gods react to the abuse of their favor.
Divine Favor Points can only be earned by extraordinary
actions. Slaying zombies and wraiths pleases the Raven
Queen, but she won't give the cleric points for it. It's
something he would have done anyway.
Our cleric has one Divine Favor Point at the moment. The
party had been searching for a runaway boy, and they found
him badly injured and near death. Their first thought was to
heal him and bring him to safety, but the Raven Queen told
the cleric that it was the boy's time to die. She ordered
him not to heal the boy.
The cleric shared his queen's wishes with the party, who
were less than thrilled. This led to the party ranger
sneaking off in the dead of night with the boy, fearing the
cleric would seek to hasten the child's death. The cleric
had no such intentions, and the entire party was nearly
wiped out as they battled dangerous creatures of the night,
the cleric and warlord pursuing the fleeing ranger and
paladin.
Things were further complicated when the paladin asked Torog
to send goblins to slow the pursuers down. This neither
earned nor cost him a point, as both he and Torog benefited.
Had it been a more dramatic effect, it might have cost him,
but the goblins were in the area and Torog was happy to
provide.
The cleric's action in the service of his queen earned him a
Divine Favor Point because it ran contrary to his natural
inclinations and the party's goals. It also caused some
great drama that I, as the DM, could not have planned on my
own.
I didn't care one way or another whether the cleric healed
the boy. I introduced the choice to add dramatic tension,
not to railroad the cleric. The choices brought on by the
points should be about improving the story, not helping the
DM.
Divine Favour Points also fit characters who worship less
specific forces, like nature or ancestral spirits. As long
as the source of the character's power has needs that
sometimes diverge from the party's, and can communicate
those needs, Divine Favour Points work.
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2. Archetype Points
In the world of my campaign, dragonborn are just appearing
as a race. They face prejudice from the villagers, who
believe them to be monsters, and kill them when they find
them. The exception is our party's warlord, who was found as
a child by the ranger's parents. They convinced the
villagers to spare his life, and now he fights to prove his
worth as a person.
He wants to be strong, able to fight to protect those in his
charge, but also diplomatic, with the eloquence to heal the
rifts between the scattered survivors. He tries to be as
noble and honorable as he can, to prove to the humans that
he is no monster. In short, his character is all about being
the best archetypal dragonborn that he can be.
Because dragonborn are so new as a race, I decided that each
dragonborn's share of their species collective unconscious
was bigger than that of humans. This dragonborn aspect is
also more malleable, able to control and be controlled by
the first few dragonborn. The dragonborn warlord's player
wants his character to be acknowledged as one of the
founders of the dragonborn race, so his character's points
are all about being dragonborn.
He gains Archetype Points by doing extremely dragonborn
things. In one battle, he was stunned for several rounds.
The fight was going badly by the time he finally saved
against the stun. He spent an action point to take an attack
on that turn, and killed the enemy. He described his
character as leaping to his feet, sword in hand as he ripped
the ghoul's claws out of his body and dove at the vile
creature, destroying it with a mighty blow. The party was
saved.
This seemed to me like a very dragonborn thing to do, and it
was certainly out of the ordinary. He earned his first
Archetype Point, which he spent not long after. He was cut
off from the rest of the party as they battled a small tribe
of rogue dragonborn. The tribe's leader himself was
confronting the warlord, keeping him from joining his
friends.
The warlord spent his point to overcome the tribal leader
with a surge of eloquence, and together they raced back
toward the melee, bursting in with a roar and halting the
battle just in time to prevent members of both sides from
dying. The warlord used his Inspiring Word power to heal not
just one or two allies, but every person on the battlefield.
Impressed by this display, the tribe of dragonborn agreed
that talk was perhaps better than slaughter.
As you can see, Archetype Points have a powerful effect.
This is because earning them is so difficult, and because
all the drama points of this flavor are so rare. In three
sessions, only two characters have earned points, and only
one has spent them. If points were given out more
frequently, they would have to be less powerful.
Archetype Points can work for any character seeking to live
up to some kind of ideal. The arcanist who searches for new
and more powerful spells, or the martial character who
strives for physical perfection both fit. These characters
would earn points for powerful and creative displays of
spellcrafting, or flashy and deadly attacks, respectively.
Other varieties of drama points can't go into negatives like
Divine Favor Points, but they also don't come with the same
restrictions. Anything a character would do to earn an
Archetype Point is something they would have done anyway,
just more awesome. This makes Archetype Points a little less
flexible and powerful, but also less likely to cause party
conflict. I feel this is a fine balance, but player
attitudes will probably vary. Use whatever version of each
works best with your group.
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3. Karma Points
The party's ranger was feeling left out. Everyone else was
getting passed secret notes, either orders and advice from
their god or urges from their dragonborn unconscious. The
problem was, our ranger isn't especially devoted to
anything. She's an elf, yeah, and she likes stabbing things,
but neither of those is an ideal she strives toward. She
respects Melora, but doesn't worship her. So how could I
include the ranger in the drama point and note-passing fun?
Inspiration struck me around the same time the ranger's
third critical fumble that session struck the warlord in the
back with an arrow. Our ranger criticals a lot, but this is
more than balanced out by how often she fumbles. She's also
a perceptive character who tends to notice things other
don't. The pieces suddenly fit together.
Now, whenever our ranger rolls a 1 on a d20, and doesn't re-
roll it with her Elven Accuracy power, she receives a Karma
Point. She can cash these points in to gain insights -that
is, to ask the DM to pass her a note about the subject of
her choice.
She can try to tune in on other characters' secret notes, or
seek to get a sense of what lies beyond that ridge or if
there's a safer place to camp in the area. Our party has no
rogue, so it's good to have someone who can get a hunch
about whether there are traps nearby, or how best to disable
that lock.
Karma Points are the least powerful of all the points
mentioned so far, but they're also the most plentiful. We're
hoping to find something a little better for the ranger
eventually, but for now, Karma Points are enough to get her
in on the drama point action without forcing her character
in a new direction.
This sort of system works great for characters and players
who roll play as much as they roleplay, but don't want to be
left out of the shiny new mechanic. Not everyone is going to
be as unlucky as our ranger, so you'll have to adapt it for
each player.
Some players might also abuse the mechanic, and try to find
excuses to roll d20s extra times in the hope of getting more
1s in less dangerous situations. In that case, it's probably
a better idea to limit Karma Points to fumbles in combat and
skill challenges.
Insight might not be what everyone wants, so other minor
boons are perfectly appropriate. Possibilities include a
chance to re-roll some other d20 roll, or a temporary bonus
to a skill or stat.
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4. Destiny Points
These are closely related to Archetype Points - at least the
way our warlord uses his - but they're not quite the same.
Destiny Points are for that character in your campaign that
has one specific quest they focus on above all else, be it
freeing the kingdom from evil, reclaiming their rightful
throne, or destroying a particular enemy. This can also work
for a character who has a destiny that remains as yet
hidden, though that is a little bit more difficult.
Destiny Points are earned whenever the character does
something extraordinary in pursuit of his or her destiny.
Take care not to confuse these with experience points - they
are not a reward for passing plot milestones. Rather, they
celebrate effort that is above and beyond.
A character seeking to dethrone an evil king should not get
a Destiny Point just for slaying some of that king's elite
guards. However, if in the battle with the guards' captain
he tells his allies to stand back, makes a brief dramatic
speech, then charges forward with a righteous yell as he
plunges his ancestral sword into the captain's heart, that
would be worth a Destiny Point.
Destiny Points not only reward excellent roleplaying and
fantastic maneuvers - they can also create tension. Perhaps
the party had been laying low in a tavern, trying to avoid
attracting interest when the guards walked in. Slaying the
guards, dramatically or not, would go against the interests
of the party, but help advance the character's destiny. In
that case, a Destiny Point might also be appropriate.
This is a little trickier to manage than Divine Favor Points
in terms of not upsetting the party overmuch. The DM
controls what extraordinary requests the gods make, whereas
the player can take it into his own head that a certain
disruptive action would advance his destiny. If you think
your destiny-touched player would abuse the mechanic to sow
discord, then stick with rewarding Destiny Points for
dramatics only.
Destiny Points, like most of the other drama point
varieties, should be traded in for thematically relevant
rewards. The most appealing of these is probably added
narrative control in scenes where the character's destiny is
at stake. The player described above could immediately turn
in his new Destiny Point to announce that the few remaining
guards are shaken by what they just saw, and two flee while
the third falls to one knee and pledges his loyalty to the
party.
Other rewards could include bonuses and re-rolls in key
fights. Rather than saying that the guards are shaken, the
player spends his point to gain temporary bonuses to
Strength and Dexterity and spend a freebie healing surge as
he finishes the battle.
Another option is the addition of previously unmentioned
back story elements that help out the character. The players
want to hide the bodies of the slain guards, but don't know
where to turn. No problem - it seems the destiny-touched
character's father knew a master thief who lives nearby, and
who would have no problem doing a favor for his dear
friend's son. The thief also knows a couple of back ways
into the palace, and has a few extra sets of masterwork
thieves' tools lying around.
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5. Artifact Points
There are already legendary items that confer benefits to
wielders they like and hinder those they don't. But these
items only stick around for a few levels, and most
communicate only vaguely. If you want an artifact that has a
little more narrative punch, or have a player who likes
shiny things and doesn't fit any of the other drama point
varieties, Artifact Points could be right for you.
Artifact Points most often work like Divine Favor Points.
The artifact wants the character to take an action that is
out of their way, and communicates its desire. The character
either ignores the request or acts upon it. If she chooses
the latter, the artifact expresses its favor by releasing
spectacular powers at a time of the character's choosing.
Some characters might have a close and personal relationship
with their artifact, much like our paladin has with Torog.
The two chat happily away, exchanging notes on
inconsequentials, and do each other minor favors simply
because they are friends.
Or, they could have a more reserved relationship, like that
of our cleric and the Raven Queen. They converse fairly
often, but always in formal tones, and seldom request
anything of the other that they are not willing to pay for
in kind.
Artifacts are allowed to be more quirky than gods generally
are, so they could have jealousies, forbidding the character
to ever touch a sword besides itself. This sort of minor
directive would not have an affect on Artifact Points, much
like minor actions do not win the gods' favor.
The artifact's demands should have some kind of thematic
unity. If the sword was forged by a pious templar, it might
beg the character to spare the life of a fallen enemy, even
knowing the villain could rise again, more dangerous than
before. If the character did so, it might reward her by
healing her compatriots at a time of need.
Artifacts can also have more specific goals. Perhaps the
shield belonged to a fallen knight, and seeks to avenge its
former wielder's death. In that case, the points would act
similarly to Destiny Points.
The artifact could also be a weapon that constantly craves
battle, in which case it would be excited by displays of
martial prowess, or even suicidal foolhardiness. Such an
artifact would be similar to a martial character using
Archetype Points.
An artifact could even mimic the effects of Karma Points.
The weapon feels apologetic for its embarrassing failure to
land a blow, and gifts its wielder with a minor bonus of
some kind.
Artifacts can act like any of the other drama point systems,
or they can have personalities and demands of their own. A
single artifact, such as a flying carpet, might even belong
to a whole group, and as such have point tallies for each
character.
Artifact Points can also be used to represent a magical
companion of some sort. A genie in a bottle might not have a
limit of three wishes, but he will expect favors before he
does any in return. A witch's familiar might be a warlock
trapped in raven form, who will repay her help in seeking to
regain his lost shape with occasional displays of his former
powers.
* * *
While I haven't yet playtested Artifact and Destiny Points,
I can vouch that the other three types are working
fantastically. The gods are constantly active in the lives
of their adherents, the dragonborn warlord can call upon the
strength of his dawning people, and the ranger doesn't swear
quite so much when she fumbles.
In addition, I'm constantly passing notes back and forth
with each player. Each gets information and motivations the
others don't have, leading to increased dramatic tension and
roleplaying. Sometimes they act on the notes, sometimes they
don't, but either way, the plot thickens.
Finally, when the players do cash in their points, they get
to do something that's flat-out awesome. And isn't that why
we play this game to begin with?
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What Sci-Fi RPG Should I Play Next Year?
What Sci-Fi RPG Should I Play Next Year?
My D&D campaign is slowly forming a plot, and our gaming
schedule is as regular as a bowl of All Bran now, which is
awesome. So, I'm now casting my sensor array at 2009 with a
desire to get some sci-fi gaming in on the side.
At Amazon, there are a few candidates I'm considering:
What do you think I should play? I'm looking for gritty,
hard core sci-fi stories to tell, but I don't have a lot of
technical knowledge, so the game system needs to hold my
hand a bit. I also need a pre-fab universe as I won't have
time to do world building at that scale. It would be great
to have conflicts, villains, and story opportunities baked
into the book, as well.
Do you recommend Traveller, Transhuman Space, Burning
Empires, or another RPG?
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Complimentary Ads For Conventions
Do you run a roleplaying convention? If so, I'm offering
this ad spot in 2009 at no charge to help support game cons
worldwide. Let Roleplaying Tips readers know about your con!
Contact me for details and to reserve your ad: johnn@roleplayingtips.com
Cons small and large are welcome.
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For Your Game: Dance of Ghalad Holiday
For Your Game: Holidays
Holiday: Dance of Ghalad
From: Andreas Rönnqvist
This one week long celebration of the prophet Ghalad takes
the form of a nation-wide dancing contest. This was Ghalad's
favorite pastime, so what better way to honour his memory?
Every little village or city becomes a watering hole for
bards and musicians. Stories are told (of Ghalad and
others), music and song reverberates throughout the streets,
and no one is allowed to go hungry. Every participant shares
their food with whomever needs it, usually while cheering on
the neighbourhood dancing contest.
Holiday encounter ideas:
- The players are invited to a dance contest, but a jealous
rival doesn't take well to being challenged. He could poison
their wine, or taunt them in public.
- The players are asked to judge a dancing contest in a
larger city. Since the winners gain so much prestige, they
are offered bribes. Whether they accept or deny the bribes,
they will make new enemies who will want to settle matters.
- The players are asked to share stories of their adventures
during a village feast. The tales of the hordes they've
raided lures a thief to try to steal from them. The thief is
an amateur and will most likely get caught, but it turns out
he is also the winner of the dance contest.
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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. Quick 'n Dirty World Building
From: CyberSavant
You have a collection of published scenarios and resources.
The problem: everyone owns them (or has played them or knows
them) as well. The solution: build your own world! But
doesn't that require massive amounts of time and effort? Not
necessarily.
Start local and expand from there. Sure, you have to keep in
mind the overall picture, but these can take the form of
just a few notes on how the larger world functions and
interacts.
So, you've decided to start with the fire swamp, or the
gnarly forest, or the thunder mountains. Now, take a look at
those RPGs you paid good money for (or not) and which are
now in storage, having been used already.
Take interesting parts from them, rename them, and place
them in the area. Even if you don't plan to use them, they
can provide town maps, local rumors, and background color.
What works well in this way are resources from different
game systems. You don't need to convert everything; just
note the general encounter types and then create stats with
your preferred system.
You can take this idea a step further: add in elements from
your favorite novel, story, magazine, movie or TV show. Even
National Geographic can be useful. That lost tribe or new
evidence of a lost culture or species might be a perfect fit
for your campaign.
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2. Stagger Weapon and Monster Upgrades
From: Hannah L.
After playing a lot of video games, I've made the following
observations:
- If your weapons get better slightly faster than the
monsters get stronger, you feel like an awesome, unstoppable
hero.
- If the monsters get stronger slightly faster than your
weapons get better, you feel like you're just barely hanging
on, struggling against impossible odds.
- If your weapons and the monsters advance at exactly the
same rate, you feel like nothing ever changes, even if the
numbers keep going up.
I think that's a good lesson for us DMs. We get to hand out
the loot, and determine the challenge level of the monsters,
so both weapon and monster strength are under our control.
The only question is, what tone are we going for?
If the players are super heroes, hand out the big guns, then
bring in the big bad. If the players are gritty mercenaries
in a world of darkness and betrayal, scare them with the
next dire monster before you let them get their hands on the
legendary artifacts.
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3. Highlight PC Abilities
From: CyberSavant
One way to tailor adventures to the PCs is to do a character
generation session a few weeks before you plan to start the
game or campaign. Get the players to include background
details when they roll up their characters; things like
family contacts, unusual childhood events, and even just
other family members.
As the GM, you can incorporate some of these elements or
expand on them to make the game more personal to the PCs.
Childhood legends could have a grain of truth in them that
leads to an adventure, an old family friend could come to a
PC's aid, and so on.
Take a look at PC skills and abilities; maybe create a chart
or table of them for reference. Add puzzles, problems, and
challenges that require PCs to use their skills and
abilities to succeed.
You can add in house rules that highlight skill use. Some
games, like TORG, have regular and dramatic scenes. TORG has
a game mechanic called Dramatic Skill Resolution: initiative
is determined through the use of a card deck, and in a
dramatic or climatic scene you have to complete actions in
segments. For this, you have to have an initiative card that
allows you to perform part 1 of the action, then part 2, and
part 3, etc., until the task is finished, making skill rolls
each round.
Some games have little or no skills. In such cases, you can
either add some in, or look for other elements of character
design you can incorporate into game sessions to help
highlight each PC at different times.
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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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