Roleplaying Tips Weekly E-Zine Issue #430
How to Game Master at Conventions
Contents:
This Week's Tips Summarized
How to Game Master at Conventions
- Registering
- Preparing
- Running
- After It's Over
Readers' Tips Summarized
- DMs Playing NPCs In The Party
- GM Exalted To Help Players Describe Better
- RPG Review Issue 2
- Dwarven And Elven Name Generator
Latest Posts @ CampaignMastery.com
- DM Tool: Scrabble Tiles for Your Minis & Battlemats
- Are Special Effects Killing Hollywood?
- Guilds, Organisations, and other Bad Company
- Moral Qualms On The Richter Scale
- Races Should Make a Difference
Johnn Four's GM Guide Books
Nuke-Con 2009
Mark your calendar and save the date! October 2-4, 2009 Mid-
America Center, Omaha Metro Area.
Nuke-Con 2009 Registration
If you liked Nuke-Con or its game days, please tell a
friend. Thanks!
Return to Contents
A Brief Word From Johnn
The Nap of Doom
Two sessions ago in my campaign the group had delved deep
into an underground complex infested by a death cult.
Numerous guards, foul creatures, and traps were overcome.
The party of heroes then reached a death temple filled with
blood and a powerful high priest.
A mighty battle followed that eventually resulted in a party
victory, a dead death cult priest, and destruction of an
evil, magical altar. But wait. What's that sound? Curious,
the group peered down into the large opening where all the
magic blood had flowed. They couldn't see anything but they
did catch what sounded like chanting, as if another ceremony
was taking place.
Exhausted and spent, the party decided to find a secure
location in a room one level up and call it a night. The
chanting went on....
A candle mark later, a massive quake rippled through the
complex, jarring the PCs awake. After 30 seconds, the
horrible shaking and pummeling stopped, but on its heels a
demonic laugh washed over the group, taunting and haunting
them.
Still not fully rested, the PCs resumed their slumber...only
to be rudely interrupted again by a creature from beyond the
grave passing through the thick stone wall and attacking.
After the battle, still not recuperated, the PCs packed up
and chose to investigate the pit. They discover that undead
have infested the place and a rift to the Shadowfell is
churning out ancestors and past kills like a demonic popcorn
maker.
The PCs flee.
And that, ladies and gentleman, is how the rift to the
Shadowfell was allowed to be created, dooming the land to a
dark era of fear, terror, and corruption. Civilization
teeters as undead claw legions of weak peasants and
humanoids into their ranks.
I'm looking forward to next session. The PCs have returned
to the area of the rift and are in great danger. They have
tapped one contact, their employer, for help with closing
the rift. Let's see if they reach out to any other factions
for help.
Complimentary Ads For Conventions
Do you have a gaming convention running in your area in
2009? If so, could you ask them if they'd like to promote it
to all your fellow gamers with a complimentary blurb in this
e-zine? I'd love to help conventions and gamers hook up.
Just have them email me. Thanks!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Gamestorm 11
Oregon's premier gaming convention, held March 26 -29, 2009
at the Vancouver Hilton. This year's Guests include Rob
Heinsoo and Andy Collins (designers of D & D 4th Edition)
and Andy and Kristin Looney (Looney Labs).
gamestorm.org
Return to Contents
How to Game Master at Conventions
by Kate Manchester
With the convention season fast approaching, there are many
GMs thinking about running a game at one. Here are a few
helpful tips to help you successfully GM at a con.
Return to Contents
Registering
Be An Early Bird
GMs registering early get their game sessions listed in the
convention's program. If you're running more than one game,
you may be able to leave a note for the Events Coordinator
to give you the same table (or one close by). This works
well if you register all your games around the same time.
Scheduling early also gives you the ability to make changes
later if a conflict arises. It can also help prevent
conflicts, as GMs often check the current listings to verify
that someone else isn't running the same game.
Games scheduled prior to the convention's start are also
typically available for online registration, which allows
the slots to be filled faster. But take heart if your game
doesn't fill before the con. Many games might fill closer to
the start of the game after other events turn players away
due to not having enough spots, not having enough players to
adequately run the game, or the GM's failure to show up.
Space
Be sure to take space into account when you reserve a table.
RPGs, with their myriad source books and papers, tend to
require more space than a board or card game. Round tables
often work far better than square or rectangular for RPGs.
It's also usually much easier to move around a round table
because you generally won't have other tables set so close
to it you can't get in or out without making someone from a
neighboring table move. Some conventions will ask you what
sort of table you need for your game.
Scenario
Choosing what scenario to run is one of the most important
decisions you'll make. The goal should be relatively simple
and something players can complete within a 4 - 6 hour time
period (the typical time slot for an RPG at a con.) You
should have it fairly well planned out and know it well. If
you don't plan to specify the level of player expertise,
then make sure the adventure is something a beginner can
understand. A linear storyline might help keep players stay
on the desired course of action, but don't be surprised if
they decide to latch onto something you didn't think was a
terribly important detail. Another option might be to break
the scenario into segments, so you can add or subtract
pieces as time allows.
If you want to run more than one game at the con, you might
consider running the same scenario more than once, as this
helps you stay focused on it. You can also choose to run a
series of linked adventures over several long sessions, but
keep in mind that many attendees might not want to commit
that much time to a single game, as they might want to play
something else.
Size
Some games work well with 8 - 10 players, others work best
with 2 - 3. Factor this in when you consider how many
players you plan to allow. You should also know your limits
as to how large a group you can handle without assistance.
When registering your event, you can specify how many
players you're willing to accept. During online sign ups, if
those slots fill, subsequent players will be assigned as
alternates. Do _not_ accept more players than you feel
comfortable working with. It's better to have five really
involved players than 9 who get quickly disinterested
because you can't deal with them all.
Details
If you register your game early, you'll likely get space in
the convention's program. If you do, make the most of it.
Try to come up with a good description of the sort of game
or scenario you plan to run. Try to write something that
will attract players. Don't say "A game set in Ancient
Babylon for 6 - 8 daring adventurers", but say "The Hyksos
and Babylonians have been at war for nearly a decade. You
are part of the caravan for Hyksos ambassador, sworn to make
sure the diplomat arrives safely at his destination, unlike
the last four."
Be specific in your listing too. If it's a game with mature
themes meant for experienced players bringing their own pre-
existing characters, be sure to say so, or you may find you
get unqualified (or worse, unhappy!) players, as a number of
convention goers come to a convention to try out a system
they've never played before. Keep in mind that while space
on the program will likely be quite limited, the online
registration system (which most cons offer) may give you the
option to write a longer description that may show up on the
sign up sheet and the convention's website listing for your
game.
Scheduling
At a convention, timing is everything. Some games are time
sensitive (Vampire and Cthulhu games are so much better when
played at night). Some time slots are very popular and have
lots of games scheduled, while others have very few. The
popularity of slots tends to be in direct relation to
attendance, as Friday to Saturday evening tends to be the
best attended part of the con.
In addition, the type of adventure you run should be taken
into account. A thinking scenario tends to be more enjoyable
played Friday evening instead of Sunday morning when players
tend to be tired. While the scheduling of your game isn't
entirely within your control, you do have some say in the
matter. When you register, you typically have the option of
specifying times that you're not available to run games, so
you can use these restrictions as a way to get a more
optimal time.
Your own limits should be considered when scheduling. If you
never get up before 10 am on Saturday, don't schedule a game
for 8 am Saturday. If you're going to run more than one 3 -4
hour gaming session, be careful to schedule a break. It's
certainly tempting to run back to back games during the Con,
but when running games becomes a chore, or you're just too
tired, it's not going to be fun for the players. They're
paying to be there playing your game, so they deserve your
full attention and energy level.
If your game causes you a time conflict, contact the
convention organizers right away, as programs have printing
deadlines. Last minute time changes can make it harder for
your players to attend. If you're going to run more than one
game, it's good to have at least a small break between them
so you can have some time to sit down, eat, and get ready
for your next game. If the convention staff doesn't schedule
a needed break (I once found myself with three games back to
back with no dinner break) don't be afraid to ask the staff
to reschedule one of your games so you get one.
Also, be sure to track when you're running games. While you
might have the option of printing a schedule, or you might
be handed a paper schedule of what you signed up for when
you check in, don't assume this will be available.
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2. Preparing
Knowledge Is Power
Know the system. The better you know the rules, the less
time you have to spend during the convention looking things
up. You might actually try to anticipate issues prior to the
game and study up on them. For example, if you know the PCs
could fall from a 10 story tower, you should know the
system's rules on falling damage. Also consider using marked
post-it-flags to help you quickly identify rule sections you
might need to reference during the game. You might also use
a screen with the information you need printed on it, which
has the added advantage of hiding things from your players.
Many game systems sell just such an item, or you can make
one yourself.
Know The Scenario
As mentioned before, you should know the scenario you're
planning on running. Look through the material and try to
budget how much time you will need for each encounter.
Typically, a 3 - 4 hour game can be divided into 2 to 3
'acts', which is typically "Discover a problem" and "Solve
it." Allow time for breaks and set-up, and make cuts if
necessary. Since combat takes up the largest part of game
time, you might want to limit combat to one or two major
battles.
Plan mini-cliff hangers into the game that allow you to take
a brief break. Be careful to add preparation time and breaks
into the scenario, and plan on having less time than you're
scheduled for. You might also key your final event to real
time so you have enough time to finish.
If you have time, gather up a few friends and run the
adventure prior to the con so you can work out possible bugs
and make alterations if it runs over your allotted session
time. Running the game ahead of time may also give you an
idea of some of the ideas the players may come up with to
foil your evil plans. ;)
Advertising
If you don't have all your spots filled, you might consider
advertising your game. Some game masters actually print up
flyers to advertise their game during the con. This isn't a
bad idea, but make sure that you check with the convention
or building staff before you start taping flyers to the
walls. If you can't use the walls, there are usually tables
available for gaming literature where you could leave your
flyers. If the convention offers a hospitality room, you can
certainly leave flyers on the tables there (as long as
they're not being utilized by the hospitality staff).
Pregenerated Characters
If you're running a system where it takes a lot of time to
build characters, then make several characters up in advance
with allowance for tweaking. This will save precious session
time and give characters suitable and useful for the
adventure you're running. I highly recommend making more
than one copy of each sheet so you can have a copy of the
sheet for yourself for future reference. Character generator
software comes in handy for this task. Pregenerated
characters should have an equipment list, description, and a
brief history so they aren't just numbers on a page.
Handouts
Handouts are always helpful. In addition to the character
sheet, these can include: a brief history and culture of
your setting, maps, pictures of the PCs, scrap paper for
writing notes, name tags with the character's names,
character goals, and any house rules you might have.
If the PCs have spells or other special abilities, you might
consider writing up the description and mechanics involved.
For example, if you're running Vampire the Masquerade, you
might write the following: Aura Perception: Allows you to
'see' into another's soul. Roll Perception + Empathy at
difficulty 8.
A spell list might include the following: A missile of
magical energy darts forth and unerringly strikes its target
inflicting 1d4+1 force damage. For every 2 caster levels
beyond first you gain an additional missile.
Packing
Print your handouts/notes/character sheets/etc. at least a
week before the convention (printers often pick inconvenient
times to run out of ink). Pack your things no later than the
night before the convention. Make lists of the supplies
you're going to need, and keep everything in one place.
Putting the scenario(s) in binders of different colors isn't
a bad idea, as it allows you to organize the materials you
need and makes it visible enough to remind you to look for
it later. In addition to your scenario, have one (or more)
copies of the source materials available for the players as
well as some extra dice. You'd be surprised how many people
come to a convention without any dice!
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3. Running
Hygiene
While you don't have to wear a suit, you should wear clothes
in relatively good condition (unless you choose to dress
like one of your NPCs), and not smell like an unwashed
human. I don't know about your preferences, but I don't like
spending 4 - 6 hours with someone I can smell from across
the table.
Promptness
Arrive at least 10 - 15 minutes early for the session. It
gives you time to find your table, unpack, and prepare your
materials. It also allows the early birds to get settled and
reassures players that yes, you are there and ready to run
your game. It also helps remind the person running a game
before yours they need to wrap things up and vacate the
location soon. If you're running more than one game, I
highly recommend you scout out the locations of the tables
assigned to you as soon as you have the schedule in your
hand. This can help you avoid the embarrassment of getting
lost on the way to the next game, and it allows you to
factor travel time into your schedule.
If for some reason you're going to be late, try to recruit
someone to send a message to the table of waiting players
that you're running late. Players will only wait so long,
and GMs that flake out or cancel their games won't be
considered favorably by the convention staff, and some
potential players have long memories. (There's one GM that
runs really fun games at the local con, but his abrasive
personality generally makes me think twice before I sign
up.)
Visibility
There are lots of tables in a typical gaming room, and
making your location easy to find helps cut down on
stragglers. This can be accomplished by a sign posted on the
wall (if possible) or set on the tabletop. (I'd recommend a
three-dimensional or vertical sign as opposed to sticking
one directly onto the table.) You might also want to have
the sign say that you're accepting players (this can be
removed later). At the convention I attend, the organizers
came up with a cone system for attracting players. When
placed on the table, the orange cone signals that a game is
still accepting players. Once removed, then only observers
are allowed.
Visual aids are also helpful. A grid map, markers and
miniatures make it easier for players to visualize the PCs'
surroundings and locations, eliminating a lot of conflict
over things like where the door was located, or who opened
it....
Expect The Unexpected
GMing at a convention is nothing like running a weekly game.
In the former, you know the people you're gaming with and
you have an idea what to expect. On the subject of players,
convention gamers are like a box of chocolates: you never
know what you're going to get, and you won't know until
about 5 minutes (or less) before you start. Be prepared for
younger players, folks with a handicap, and adults who are
totally neophytes to gaming. Many gamers bring their kids
and the kids want to play. Keep the rules simple for them
using just what's needed to have fun.
Unless you're a long-time veteran of the con, or you know
lots of gamers, you probably aren't going to know some or
all of the people that show up for your game, which means
you won't know anything about their gaming style. It's not
uncommon for players to come up with an unexpected angle you
didn't anticipate.
Another thing is that players often have a lack of
commitment to the character. When you're dealing with a one
shot game with pre-generated characters, the players don't
have as much emotionally invested in it, and may consider
suicide or killing off other party members as a potential
option.
Surroundings
Running a game at a convention is nothing like running one
at your house. One room typically has several separate games
all running at once. Volume levels in a room can swing
wildly. If you're soft spoken, make sure your players can
hear you so they don't miss important information.
Conversely, if you're a loud talker, be aware of your
surroundings. If the other tables have gone quiet, you might
want to ratchet down the volume. If the tables are noisy,
either talk a bit louder than normal, start writing things
down, or try asking them to be quieter (especially if they
appear to be off the gaming tangent). You might consider
standing up, as this will allow your voice to carry so you
can be heard a little more readily. (And it's a lot easier
to dodge thrown objects.)
Distractions
Distractions happen at a con. Most people can't go 4 to 6
hours without taking a 'bio-break' or getting up to get a
glass of water. Planning breaks into the scenario can help
eliminate this. Otherwise, try to encourage your players to
do this when you're taking yours, but if they can't, wait
for the player to get back or ask them before they leave
what their plans are. On the other hand, if a player wants
to 'talk to a friend for a quick minute', it is perfectly
acceptable to totally skip their turn(s) until they return
(assuming they return).
Players are also a major form of distraction. Many RPGers
waste HUGE amounts of time with cross-talk, trivia, 'war
stories' and interruptions that have nothing to do with the
game. If you allow it, you probably won't finish the game.
If you don't want to tolerate it, announce at the beginning
that you won't tolerate out of game distractions and be
prepared to steer the players back to the task at hand. You
can also enact the 'if you say it, the PC does it' rule.
Flexibility
Things happen. More players might show up than you expected,
your table might be taken, there might not be enough chairs,
or worst of all, no one shows up. If something unexpected
happens, try to deal with it yourself before having the
overworked convention staff step in. An unscheduled group
can be asked (politely) to leave; a game that runs over
might get the hint when there are several people standing
around waiting for the table, or you can attempt to move
yourself and your players to a nearby table that has nothing
scheduled for the time slot.
If need be, play fast and loose with the rules. Always
looking things up robs the game of precious time and
valuable energy. If you don't know or can't readily find an
answer, feel free to fudge the rules a little in the
players' favor (unless they've done something stupid). Do
not allow the players to spend time arguing over your
rulings. It's your game, you make the rules.
Go where the players take you. Sure, you know your scenario
up, down and sideways, but if your players aren't having
fun, it's better to go in a different direction than to
press on.
Set Limits
If you're not going to use pregenerated characters, be sure
to have clear limitations on the sorts of characters and
equipment you'll allow. You can either use guidelines in a
rule book and let the players choose their starting
equipment, or write a list of helpful equipment they have to
divide amongst themselves.
On the subject of rules, make it clear to your players you
will NOT tolerate arguing over the rules. These arguments
sap valuable time and energy, and should be avoided at all
costs! Only look a rule up if you don't know the answer and
the PC has something invested in the consequence, like if
they can successfully swing on a monofilament rope or if
magic missiles can fly around corners.
Action
Always try to keep the game moving. Stay on task and in
character. If the characters stall or dither, be sure that
the action comes to find them. Don't sweat the small stuff.
If it's not important to the plot, let them succeed in their
attempt to listen at the door. If part of the party wants to
scout ahead, be sure the ones left behind have something to
do as well. There are few things worse than spending HOURS
of game time having your character do nothing. Consider
establishing a rule that if the player says it, then the
character does it.
Subtlety
A convention is not a time to be subtle, as the players
might not pick up on it. You might need to spell things out
for them. If you want your players to realize they're
dealing with a fake security guard, make it more clear than
simply 'he's wearing a gold, star-shaped badge.' Instead
say, 'he's wearing a gold star-shaped badge and is
travelling alone. And you just walked past a pair of guards
wearing silver badges.'
Time
Time is a luxury at a convention and going over your
allotted time is not an option. Give the players about 15
minutes to sit down and get settled before starting your
adventure. Keep control of the group and out of game chatter
to a minimum. Give your players a very limited amount of
time to respond when you pose them a question or ask them
what they're doing.
Streamline dice rolls. Have your players roll several
initiatives in advance, and roll initiatives for your NPCs
before the convention. Roll attack and damage die at the
same time. If your PCs are going to use spells, disciplines,
gifts or other special effects, be sure they have the
description at hand. (Having lists made up for the players
can aid this.)
Lastly, keep a watch, cell phone or other time keeping
device handy, as the convention site might not have a clock
within the gaming area.
Beverages
As a GM, you'll do a lot of talking. Be sure to drink lots
of water. Avoid drinking soda or energy drinks because they
don't do as a good a job of keeping you hydrated and all the
caffeine in them will keep you running for the bathroom. If
the convention has water stations available in or near the
gaming rooms, be sure to make use of it.
As for having food and beverages at the table, many sites
have strict rules about outside food and beverages (i.e.
food and drink not provided/sold by the venue) in the gaming
rooms, so be sure to abide by them. If you're going to bring
food, bring items that aren't terribly messy, require no
refrigeration, and travel well in a gaming bag. Beverage and
food spills happen (I once had a GM spill water on me and my
dice bag), so try to avoid bringing truly valuable items
that could potentially get ruined or put them in a very safe
place.
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4. After It's Over
Feedback
Ask your players for input about the game. What did they
feel went right, and what went wrong? Did they enjoy the
game? You might also want to give a small award for role-
playing, heroism or having a good idea. Again, getting
feedback from the players can aid you in this task.
Follow Up
Most cons provide sign up sheets for the games. Be sure to
collect the form(s) from their posted location (it's not
typically on the table you're using). Have your attendees
write down their names and/or badge numbers, then turn the
forms into the office. Cons use these forms to gauge
interest in games (though this is a thing that can greatly
vary from year to year), and sometimes you might get
rewarded (my local con generally has more than enough swag
available for the participating GMs).
Enjoy the Con
This sort of event typically happens only once a year. Don't
spend all your time running games. Try expanding your
horizons by playing other games or attending a panel
discussion. You might even consider volunteering some of
your time to help the convention staff. (They nearly always
are in need of volunteers.)
Next Year
(Assuming of course, you enjoyed your attempt at running a
game at a con.) If the convention offers the option of
paying for next year's membership at this year's convention,
I strongly urge you to take advantage of the offer, as you
can usually get a substantial discount. Some conventions
also offer discounts for GMing during the con, and sometimes
even offer complimentary memberships to GMs that run a lot
of games.
Good luck and happy gaming!
* * *
Thanks for the wonderful tips Kate! GMs questing for more
gaming convention advice should check out these tips at
"Running Games At Conventions" [TXT.]
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D&D 4E: Adventurer's Vault
In my 4E campaign, peasants and low level PCs and NPCs are
called grogs. Grogs need to find an employer, patron, guild,
or some group to claim them in exchange for protection and
enough wages to afford food and a bit of shelter.
Last session, the PC grogs were about to travel to a
dangerous region where a rift to the Shadowfell was open and
disgorging undead. The PCs' employer, Falroth, didn't want
his newest grogs - who seemed to be slightly more capable
than his other grogs - to die just yet. He needed them for
his grand plan.
So Falroth offered each character two healing potions and
one consumable magic item or potion of their choice from his
stockpile.
Out of character, I handed the group my copy of the
Adventurer's Vault and said they could pick any potions or
consumables up to 500 gp value from their Player's Handbook
or the Adventurer's Vault.
One crafty player roleplayed himself into rental of a suit
of dwarven armour instead. And another PC landed a half
dozen magic arrows. My excuse is I was weak from low blood
sugar. :)
After the game a player mentioned how much they liked the
Adventurer's Vault, having just flipped through it for the
first time. Maybe the book would be useful for your game
too?
Check out reviews and whatnot at Amazon.
And RPG Shop.
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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. DMs Playing NPCs In The Party
via Roleplaying Tips Facebook discussion
Johnn says:
A reader asks: "I am running a DnD 4e game with 2-3 players.
Would it be right for me as the DM to play a character to
expand out the party or not?"
Johnn says:
Yes, it would be ok to play a character in that situation.
However, it is tempting to give that character special
favours and attention - because he is yours - and that
bothers players a lot. Your best bet is to treat the
character as an NPC and not to put much at stake with him.
If he dies, doesn't get the best loot, and gets the worst
jobs, so be it. Another approach is to give the PCs a shared
NPC to manage.
Here are a couple of ideas I've used successfully that might
be of interest:
- The DM's character is working for the villain. He helps
the PCs until the end, at which time he betrays the party.
Remember to remain impartial during the betrayal encounter.
- The DM's character is dumb and mute, but wicked with a
two-handed sword. This means you don't have to spend many
GMing cycles running the NPC, but he's there to lend a hand
in battle.
- The DM's character is a spy. He reports back to some other
agency, evil or not, through magical or mundane means.
- The DM's character is the PCs' employer. However, he's a
bit weak and he gets the PCs into lots of roleplaying-type
trouble.
Joel Fox says:
I actually end up having to do this quite a bit, as my
current play group only consists of two people besides
myself. Something I've definitely encountered as a problem
is when the DM's PC is the 'brains/eyes/mouth' of the party
(the other characters have lower Int, Wis, or Cha,
respectively), then the role-playing dynamics and plot
pacing can vary drastically.
The least intrusive of these is probably the Wis-based
(N)PC, but in any case you might find yourself doing a lot
of the footwork yourself (which is the exact opposite of
what you should be doing as DM). The solution so far as I
have found is a careful manipulation of your character's
mannerisms to make them more of a mechanic, rather than a
character trait. This way the (N)PC is more a hireling or
even a piece of equipment rather than a party member.
For example, the brainy (N)PC finds his companions brutish,
so he often keeps his ideas to himself or uses his intellect
to manipulate the party into benefiting him. Upon
encountering a riddle that party cannot solve, he makes a
deal that he gets a larger share of the treasure for solving
it.
While this may seem to de-emphasize the importance of your
(N)PC, it can be a great role-playing exercise: as you know
all in the world, the ability to 'double-think' without
using meta-game information can make for a unique character.
Not only that, but it will also enhance your role as DM:
while playing as a PC, you become acutely aware of gaps in
your descriptions and information doled out as DM. If the
amazing riddle you put in the party's path is impossible
based on the information given, you'll recognize it right
away when you try to solve it as a PC and come up short.
All in all though, the deaf-mute idea seems best and I
laughed when I saw it, thinking how much easier it would be.
The only trouble is that the other two guys I play with
often play that kind of character; whenever I'm just a
regular PC, I usually end up in the brains/eyes/mouth role
anyway. Next time though, I think I'll just play Brainless
Jr. and make one of them to do the thinking for a change!
I do like the idea of the shared NPC though. Might have to
try that one again (it's been a while and I kind of forgot
about it).
David Astley says:
Many aeons ago, my 3 PC party met a random encounter - an
NPC party. Next session I had the NPC cleric ask the PCs to
rescue her suddenly captured companions. The PC fighter fell
for her, and when the mission was accomplished all 3 NPCs
were asked to join the party!
Thus was added a fighter, mage and cleric, all of which I
was expected to run. The NPC fighter was very chatty,
forthright and active - I killed him first. :-)
This caused a fair degree of horror among the PCs who had
quite grown to like him over several sessions. After his
death, the PCs were very protective of the remaining two
NPCs.
The cleric was mostly quiet, timidly gave suggestions when
asked, and often sided with the PC fighter she was falling
in love with. As the healing machine, she made some combat
contributions, but mostly patched up the PCs after each
combat and got an equal share of the treasure.
The mage was the perfect NPC. Sneering, contemptuous and
arrogant, the PCs quickly learned not to talk to him, and
they only asked for his advice or help in the direst of
circumstances. Thus was an NPC I needed to only put minimal
work into. He avoided participating in combat, so at the end
he was always there on full health with the right spell to
save the party but only if they were about to lose. He got a
reputation as being quite powerful, despite the fact he was
a level below the PCs. The rest of the time, he did nothing
and got an equal share of the treasure too.
Ultimately, why are you adding an NPC? Mine got dragged in
by the story, and because of that they provided a few plot
hooks and story elements and I tried to keep them away from
the combat.
If your PCs just need more strength, try making the combats
easier - fewer minions, dumber monsters, more story and
investigation based encounters.
If it's impractical to make combats easier due to module,
common sense, settings, or whatever, maybe the PCs can hire
a mercenary or the like.
My original experience has taught me do not play a PC NPCs
if you can help it, unless you're prepared to put in a lot
of work. If you do put in that work, they can be very
rewarding for both you and the party. But really, that's
what the other PCs are for.
Reply here.
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2. GM Exalted To Help Players Describe Better
From: keeponwalkin via Goggle Talk chat
Keeponwalkin: plans for the weekend?
Johnn: busy. Board games today. Also meeting up with a
fellow rpg blogger who lives in town. You?
Keeponwalkin: me too get to play in an exalted campaign.
Johnn: nice. More daclave!
Keeponwalkin: :) I'm a politician though eclipse. We are
setting up traps for the db.
I get to disgrace and anger some meddling db nobles until
they decide to go all out. Then my buddies come in and clean
up house while we keep all the local support :).
Johnn: nice! What does db stand for?
Keeponwalkin: dragon blooded. You played it before?
Johnn: no.
Keeponwalkin: I love how the system promotes description in
its core mechanics using stunts.
keeponwalkin: I was never really able to get my players to
fully describe in a powerful fashion.
Johnn: the game helped them?
Keeponwalkin: with Exalted it becomes natural. Players feel
compelled to get the most out of it by describing (you get
bonuses based on detail and coolness factor).
Keeponwalkin: it is very cinematic.
Keeponwalkin: I'm using it now to promote it for other
systems. Hope it will be as effective.
Keeponwalkin: the main thing is you can stunt (what it is
called in the system) anything. So players begin looking for
ways to make any action seem and feel cool so they can get a
bonus.
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3. RPG Review Issue 2
From: Lev Lafayette
RPG Review Issue #2 [PDF] has just been put up on the website.
It has a review of Pathfinder Beta Edition, Fantasy
Australia, an interview with James Flowers of Redbrick,
three Middle Earth articles including Warhammer FPG linked
scenarios in The Shire, Rolemaster PBeMs, three Dragon
Warriors articles, a review of Grey Ranks, computer utility
programs, a review of Hellboy II, Christmas advice from
Orcus, and a Sacred Time song.
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4. Dwarven And Elven Name Generator
From: Olan Suddeth
One of the biggest challenges to creating a non-human
character is in coming up with a decent name. We've created
a couple of excellent (if I do say so myself) generators at
the Red Dragon Inn to help address this issue.
They are:
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Latest Posts @ CampaignMastery.com:
Campaign Mastery is the official blog of the Roleplaying
Tips E-zine. It's a great way to get more GMing advice and
to chat with me and other readers about GMing. Here is a
quick summary of what's new.
Of all the board games I could raid for props and DM tools,
Scrabble tops my list, especially for D&D 4E. Enhance
battlemats, track minis, and make combat easier with those
crazy, square lettered tiles....
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Special effects these days can sell just about anything, in
the context of making it look real, and do it for less money
than was dreamed possible only a few decades ago. I find
myself considering whether or not this new-found facility
with the art of illusion is killing Hollywood and taking
gaming along with it....
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The DMG II for D&D 3.5 defines Prestige Classes as
representing organisations. Taking a prestige class is
synonymous with joining the organisation that the Prestige
Class represents. At least, that was the original theory. It
was only ever partially true in D&D 3.5, and D&D 4 has a
completely different paradigm in place....
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A couple of years ago, I was approached by a player who was
considering getting back into roleplaying after an extended
hiatus from the activity. He had dropped out because he
found himself objecting to the concept of magic on religious
grounds. He didn't give any details about the incident, just
its effects on him....
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How does each race in your game make a difference? Put
another way, if any of race disappeared, how would the
setting be different? How would gameplay be different?
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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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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