Roleplaying Tips Weekly E-Zine Issue #435
Treasure Siphons
Contents:
This Week's Tips Summarized
Treasure Siphons
- In-Character Encouragement
- Reward Generosity
- Out-of-Character Encouragement
- Group Obligations
- Individual Obligations
Gamemaster Tips Summarized
- Critical Thinking Exercise: Hunger Pangs
- Managing Character Equipment
- Running Henchmen in Combat
- Godchecker
- Slow Grilled Dragon (Beef) Ribs
Johnn Four's GM Guide Books
A Brief Word From Johnn
My Group Relishes Their First Smash and Bash
Last game session the PCs' patron, Lord Falroth, asked them
to visit a poor old potter two blocks down the road. It
seems the bowl-maker owed Falroth a bit of money, and the
characters were to either collect it or "send a message."
The group suits up, walks down to the little shop, and
barges in. The 60+ year-old potter has been extremely busy
with his kiln, of late, for there are hundreds of bowls,
cups and urns lining numerous rickety shelves, all packed
tight in a small space. He must be working hard to sell
enough to pay off his debt.
The PCs have to squeeze themselves in between the shelves,
and the dragonborn mercenary nearly knocks over several
items just by walking around. There's a door to the back,
and the ranger quickly scoots around to the rear alley and
covers it in case the destitute, feeble old shopkeeper tries
to make a break for it.
The mage does the talking. With a charisma of 10 - the
highest amongst the PCs - his natural talents always help
the DM craft interesting new encounters. Questions are
barked out like attacks. The answers aren't good enough.
Threats fly. The old man starts begging. The group closes
in.
In desperation, the potter offer the thugs a small,
beautiful urn with delicate decoration and says he'll have
the money soon. How much do you owe? 5000 gold. The PCs look
around the shop astounded that the man in rags could owe so
much. The potter starts edging for the rear door, offering
his prize urn in exchange for his life.
That's when the ranger confronts the old man in the back
alley. Trapped, the potter panics and throws the urn to the
ground. It shatters and mists gather in the air over the
pieces. The mists solidify into a dangerous cave bear that
attacks the PCs!
As the PCs fight the bear, pottery is smashed and sundered,
creating dangerous shrapnel and painful footing. In the end,
the pottery rendered more wounds than the bear. The potter
almost dies from the flying shards, but the mage manages to
drag him to the safety of street, bloodied and sobbing.
Magic is illegal in the city of Carnus. And the potter was
too poor to have been able to buy such a potent relic on the
black market, unless that's where the 5,000 gold went. The
PCs discuss the mystery while merrily smashing every last
piece of pottery in the shop as their message to the
hysterical shopkeep.
Satisfied, the PCs raid the money box and search for any
valuables amongst the destruction. Then they toss the potter
back in his shop and write a warning in coal on the wall:
"Pay your debts!"
The group leaves, a job well done. Looks like there's a new
gang in town. I hope the PCs don't learn what the locals are
calling them.
The Ultimate Gaming Vacation
Yax at dungeonmastering.com is offering a crazy gaming vacation-in-Hawaii deal. He will be your dungeon master for
10 days of D&D, and promises to bring your PC from 1st level
to 30th in that time. On top of that, he guarantees beach
time every day.
Gaming marathon in Hawaii! That's awesome. I've never heard
of this being done, but if I had the vacation time I'd go.
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Are you considering making money with RPGs?
A question from Johnn
Last week I called out a new eBook called the Ultimate
Freelancer for people interested in making money doing
freelance writing. I bought the book and saw its immediate
value to anyone looking to write for roleplaying companies
or start their own RPG enterprise.
I especially saw the guide's value to new bloggers because
so many blogs fizzle out in their early days. The Unlimited
Freelancer is all about making the business end of
freelancing as easy as possible so you can focus on content
creation.
Did you check the eBook out? If so, drop me a note as I'd
like to hear your thoughts on it. I'm curious if any
Roleplaying Tips readers are looking at freelance writing as
a way to supplement their income during the recession we're
in. Maybe I should post a poll somewhere.
Are you thinking of freelancing? If you already freelance,
do you have any tips to share?
In case you missed it last week, The Ultimate Freelancer is
200 pages full of tips and advice. It discusses in detail
how to set-up a freelance business, how to automate a lot of
stuff so you can claw out more time for writing, the best
business models, how to build a team for the larger
projects, and other similar topics.
The Unlimited Freelancer - more info.
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Treasure Siphons
A guest article by Roleplaying Tips Editor Hannah L.
Imagine this: your players have just slain the Mighty Dragon
Silverclaw and burst into his treasure-room to find a horde
of gold, gems, and priceless artifacts. But they don't
bicker over the loot, or begin scribbling down totals on
their character sheets, or even start looking up equipment
prices.
Instead, your cleric exclaims, "Those rubies are just what
our temple's new altar needs to be finished!" The rogue
begins looking for jewelry that his lady-love will
appreciate, while the wizard searches for just the right
scroll to donate to the school where he learned magic. The
fighter begins calculating how many crossbows she can now
buy for the town guard of her impoverished home village.
The PCs come away with a few helpful artifacts, and some
gold. But better than that, the cleric's mentor praises her
generosity, the rogue's girlfriend promises to be his and
his alone, the wizard's school names a new classroom after
him, and the fighter's village elders write to tell her they
were able to fend off an attack of kobolds thanks to the
weapons she purchased for them.
Getting the players involved with the game world is
difficult, but rewarding. An often overlooked aspect of this
involvement is finances. NPCs from the characters'
backgrounds don't just need rescuing; sometimes, they need
money.
Such characters or organizations can act as "treasure
siphons," receiving a portion of the loot that would
otherwise go towards buffing up the characters.
This not only strengthens PCs' ties to the world in which
they live, but allows the DM to give out more treasure than
normal, safe in the knowledge that it won't massively
overpower the party. Everyone loves huge hordes of treasure,
and with treasure siphons, such hordes can be a lot more
common without wrecking game balance.
Given how hard it is to get players involved, even when it
isn't costing them money, just how to do you about creating
treasure siphons?
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1. In-Character Encouragement
Sometimes, players will set up treasure siphon situations on
their own. Maybe the fighter started adventuring because it
was the only way to raise enough money to save the family
farm. If that's the case, it stands to reason that a portion
of the character's loot will be sent home on a regular
basis.
Of course, many players won't see it this way. Their end
goal is to save the farm, but that will happen later, once
the campaign is over and they've amassed a godlike amount of
treasure. Sending anything home before then likely won't
occur to them.
Some letters from the family about how hard the harvest has
been since the PC went adventuring might be all it takes to
encourage the player to consider more of an installment
plan.
If this fails, an immediate threat might be in order - the
local baron has decided there's something amiss with the
family's tax payments, and will take the farm by force
unless he's paid 30 gold by the next full moon.
Such a sum is a huge amount for a poor farming family, but
much less significant to an adventurer. Sending the first
stack of coins home might clue the player in that perhaps
that's the sort of thing they should be doing more often.
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2. Reward Generosity
As soon as the player has parted with their hard-earned
treasure, have an immediate reaction. The family writes back
that they were not only able to save the farm, but had
enough silver left over to purchase some new equipment.
You can even throw in incentives to continue the generosity.
The family's new-found wealth caught the eye of a local
lord, and the PC's younger brother now has permission to
court the lord's beautiful daughter - assuming, of course,
that the cash keeps flowing.
You can always compensate the PCs for the donation of
treasure with more tangible benefits. The cleric's temple,
thrilled with her gift of rubies for the altar, equips her
with an enchanted cloak and some holy water.
I would caution against having direct rewards too often. The
purpose of a treasure siphon is to reduce the impact of loot
in mechanical terms while increasing its impact in
roleplaying terms. If players know that giving up gold will
get them something else, they'll treat it like every other
trade-off in the game: as something to be maximized.
Instead, the players should be encouraged to donate treasure
to worthy causes because it's something their characters
would do. They are, after all, the heroes, and what's more
heroic than facing down death to earn some gold not for
yourself, but for the rebuilding of the local orphanage?
While it might sometimes make a good plot hook to have the
shipment of gold to astray, I would suggest not doing it too
often. Players aren't going to want to send away money if
they know they'll have to go chasing after bandits every
other time they do so.
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3. Out-of-Character Encouragement
Parting with treasure is not a concept that comes easily to
most gamers. It's not likely that one of your players will
incorporate a treasure siphon into their backstory on their
own. While you might be able to turn a backstory element
into a treasure siphon, even that can sometimes fail. What's
a GM to do?
Talk to the players out of character. It's great if you can
do this before the campaign, to make sure everyone starts
out with treasure siphon in their background.
This can also work just fine mid-campaign. Your players have
probably interacted with several people or organizations by
this point; simply suggest that a donation might be in
order.
At first, the players might not think this is a great idea.
A good way to start is by reassuring them this will not
reduce their net amount of treasure. If they were receiving
X amount of treasure before, they will now be receiving X +
Y treasure, with the expectation that Y treasure goes
somewhere other than in the PCs' inventories.
This can be difficult to enforce, and that is why this isn't
for all groups. If your players mainly play for the joy of
killing things and taking their stuff, treasure siphons will
not work.
If your players enjoy finding a balance between diving into
piles of gold and forming meaningful relationships with
NPCs, then treasure siphons are perfect.
Treasure siphons work best when tied closely with the
characters' motivations. They also work much better when the
whole party is involved in some way. If treasure gets
divided equally, but one character is sending half their
share away to support the family farm, that's hardly fair.
You can encourage the players to keep PCs' financial
obligations in mind while apportioning the loot. Or, you can
try to arrange it so that every PC has somewhere to send
their money. This can be done individually, or as a group.
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4. Group Obligations
The party is adventuring together, so it makes sense that
they would have a common cause. If everyone has reason to
donate gold and artifacts, then it will be a lot easier to
come up with a fair way of dividing up spoils.
Here are some possible treasure siphons that would apply to
a whole group:
- All the PCs are from the same impoverished village, and
are all doing their part to help strengthen it. Weapons,
gold, and spells all are welcome, and the party will forever
be hailed as hometown heroes.
- The party has a debt that must be paid off. Perhaps it's
property damage from previous adventures, or maybe the
reason they're adventuring is they were indentured to begin
with and must work to buy their freedom.
- The party all belongs to the same school, temple, or
guild. This organization might have dues, or perhaps the PCs
simply feel a strong tie to their alma mater, and wish to
encourage its growth with regular donations.
- The party hopes to improve the world. If they fund their
local gnome alchemist, he'll come up with a way to magically
purify the town's water supply, and other such mundane
benefits. He might even occasionally give the PCs some
interesting toys to play with.
- Rather than working for a wealthy patron, the PCs are
patrons themselves. They support a local theatre or museum,
and are rewarded with the satisfaction of knowing they've
helped enrich the local culture. As a side benefit, there's
always the chance one of the theatre's bards will
immortalize the party in song.
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5. Individual Obligations
Many parties don't have backgrounds that are intertwined
with each other, so it can be hard to find a common interest
towards which they can all contribute their treasure.
No problem; individual treasure siphons, while perhaps
trickier to manage mathematically, are even easier to set up
plot-wise.
All of the examples for groups work well with individuals.
In addition, there are a lot of other directions to go:
- Someone back home is in dire straights. This might be the
family farm, or it could be a relative with a gambling
problem, or a childhood friend who once saved the PC's life
and is now down on his luck.
- A power-hungry character probably isn't interested in
philanthropy, but she just might want to make regular
donations to an up-and-coming political party.
- A PC's young nephew wants to become an adventurer, too,
but that means buying armour and weapons and maybe even a
horse. All those things are expensive, so what's a doting
aunt to do?
- Similar to the above, a PC might have an apprentice who
needs to be outfitted with gear, and given the occasional
gift on holidays.
- The roving fighter is promised to his sweetheart back
home. Absence might make the heart grow fonder, but it
probably won't make the girl's parents grow fonder as they
watch their daughter's marriage prospects wane with every
passing moon. A gift of gold and jewelry now and then will
go a long way towards reassuring the parents of the absent
suitor's seriousness.
- The traveling ranger doesn't have to worry about a
sweetheart going astray, but that's because he's married.
His wife and kids will, of course, expect some financial
support from the absent father figure.
* * *
The key is that treasure siphons should be something the PCs
enjoy devoting resources to; something they can accomplish.
Being defrauded by a blackmailer or paying the King's
burdensome taxes might lighten the PCs' pockets, but they'll
hardly give them a sense of accomplishment.
A good treasure siphon takes a specific kind of treasure,
something the PC can keep an eye out for, and be excited to
find. There are routine, intangible rewards to contributing,
and occasional tangible rewards. And best of all, the PC is
now much more tied to the game world, and concerned about
something other than just himself, his companions, and
whatever cause they're fighting for at the time.
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For Your Game: 10 Pocket Dimensions for Supers and Modern Horror
By Aramax, with permission from Strolen's Citadel.
- Shangri-La
Located in a remote section of Tibet, Shangri-La is a
paradise with a dark side. The dimension consists of a large
Tibetan village surrounded by farms and sheep. The village
is filled with temples and homes with only a few shops. The
residents are immortal, happy, and free from the stresses of
modern society.
The villagers manifest various superhuman abilities. Many of
the monks possess supernatural abilities with martial arts
and can pass some of these secrets to the PCs. Other Monks
can speak with the dead. Some others can heal and (depending
on the campaign) raise the dead.
On the outskirts of the dimension are passages to Hell and
the land of the dead - keep out.
More correctly called Shamballa.
- Jake the Road
A 30 mile stretch of old US highway 66 in Arizona that is
sentient. If you travel the whole 30 miles in a US-made red
convertible at exactly 66.6 miles an hour you will cross
onto Jake.
The road will at first give you normal exits (usually
Barstow and San Bernadino). Later it will give you exotic
exits (Paris or Tokyo).
Then the fun comes. Canals of Mars. The Roman Senate. The
Battle of New Orleans. Wherever and whenever you want to go.
As Jake becomes used to you he can tailor exits for where
you want to go.
(This is my version of Danny the Street from DC comics - I
strongly advise checking out the wikipedia listing.)
- Realm of the Othermen
This is the realm of where the neandertals disappeared to.
It is a primal forest of mammoths and saber-toothed tigers.
The neandertals hate and fear humans. Beware their powerful
shaman. It is entered through a portal in a Ukrainian
forest.
- Wilde Berkeley
One too many acid trips in a dorm room in Berkeley caused a
mini dimension to form. The realm looks like an LSD version
of the campus. Filled with pink elephants and talking fire
hydrants, it is entered by doing acid in just the right dorm
room. Beware of bad trips!
- The Hole of Moscow
Similar to Wilde Berkeley, The Hole was formed by the KGB's
experiments with drugs, ESP and Black Magic. It is a dark
realm of shadows and thoughts given bodies. Not as trippy as
Wilde, but dangerous from the hostility it was born of.
Entered through the Moscow Subway.
- Tesla's Micro Universe
When the great inventor Tesla died his soul ended up forming
a workshop just outside reality. It is filled with
incredible inventions and many electrical devices. Unhappy
with the unwanted visitors, he has littered the place with
killer robots and electrical death traps. If you brave the
dangers, fabulous devices can be found.
- Worm Hole Experiments
Scientists experimenting with worm holes created several
small permanent holes that shift from place to place and are
able to randomly enter the pockets on this list. The
experiments were abandoned after several of their attempts
at exploration ended in TPK.
- True Salem
The truth of the Salem witch trials was they were witches -
but only one of them was evil and deserved her fate. The
innocent witches became trapped in a realm created by their
suffering. Slowly, they drew their persecutors into the
realm with them. Now they are all burning over and over.
They need to face their deaths and to be released.
- Croatoan
In 1587 an English colony vanished from Roanoke Island.
Known as the Lost Colony, they are trapped in a dimensional
hell of their own making. A religious leader arose among
them and said he could lead them to paradise - all they had
to do was trust him and perform one little human sacrifice.
Desperate and starving, the settlers agreed and newborn
Virginia Dare was sacrificed. The leader used the energy to
open a portal to a pocket dimension.
The dimension appears as a small English colony circa 1600.
The leader, still alive, controls and manipulates the poor,
suffering inhabitants.
- Aleister Crowley's Retreat
This occultist did not die in 1947, but passed on to his
private little dimension. When he was on Earth, some people
called him the "wickedest man alive." He continues in
isolation, dragging people in for magical experimentation,
drug use, and chess.
Want more? Get 20 more pocket dimensions.
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Critical Thinking Exercise: Hunger Pangs
From: Darren Blair
When it comes to being a GM, sometimes it can seem hard to
come up with things that can challenge a party. Make it
insufficiently challenging or seemingly not worth their
time, and your party can lose interest. Make it too hard,
and you've got angry players. So what can you do? Get them
where their characters will feel it: their stomachs.
It's a simple situation, something that frequently happens
in the real world: for whatever reason, although the
characters have access to sufficient water, they have only a
limited amount of food and must make it last a full day.
In a military setting, it could be that the players have
gone too far ahead of their supply lines and must make one
of their rations last three meals instead of one.
A disaster setting could have it that the characters' food
stores have been wiped out and they're left with what little
they could scavenge. Any setting at all could have the
characters be so poor they can't afford much.
For you, the GM, your task is simple: put together the menu.
Make it small enough that at first glance it looks like it
would only last a single meal, but large enough that a
clever player or a character with some sort of cooking or
domestic training could indeed make it last.
The players have the task of trying to ensure their
characters have at least a moderately full belly.
As an example, a character in a modern-day or sci-fi setting
could receive the following inside a military ration:
- beef and cheese burrito
- seasoned rice (rice with corn, pepper pieces, and
seasoning)
- cake piece
- strawberry spread
- two packets of bullion mix
- packet of lemonade mix
- two pieces of gum
On the surface, this looks like a meal someone might order
at a Mexican-themed restaurant. With a little creativity,
however, a person could make three full meals out of it. For
breakfast, the character could have a pastry made from the
cake and spread. They could heat up one packet of bullion
mix and have that in place of coffee.
Lunch could be the burrito and lemonade. Dinner could be a
thin yet warming soup from the other bullion mix packet and
the rice. The character can have a piece of gum between
meals to help suppress any hunger pangs.
Thus, with a little clever thinking, disaster is averted.
Not only will the character be fed for a while, but you can
award the player experience points for creative thinking and
role-playing.
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2. Managing Character Equipment
From: Chad Samuels
Hi Johnn,
From reading your readers tips on props I thought I would
share similar use for index cards. In my one-on-one games
the PCs have their own binder for character information,
photos, maps, and copies of rules.
The pages are held in by 8-1.2 X 11 sleeves for protection.
One added bonus is for game stats that change during a
session these sleeves take dry erase marker, so you can
adjust as you go. The dry erase does rub off easily, so you
need to be careful and make a quick note at the end of the
evening or risk losing your current stats.
What is different, though, is how we handle equipment. In
the binder we have placed the nine-slot trading card
holders. Each item a character has is written on half an
index card and placed in a card slot.
With it you can place any important information about the
item activation codes or rules how the item works, and
appraised value. In the case of magical items you can place
any description of the item on the front - like an old rusty
ring - and on the back write what the item actually does -
ring of invisibility, 2 charges.
I also keep actual values on the back as well to help in
barter/bargain rolls. This information ends up being covered
from the player as you place item cards back to back. As PCs
learn more about the item you can replace it with an updated
card.
Consumable items are removed and handed to the GM. For items
that come in quantities or have a number of uses, I draw
circles that can be filled in - and yes, you can use dry
erase marker to temporarily fill them in for the evening.
This system also allows you to organize your equipment to
make it easier to find. I use the blank side of the index
card and write on it in highlighter equipment locations such
as in backpack, on horse, potions bag, or at home. I use a
highlighter so the location card stands out.
Finally, because each item has a card, it allows for the GM
in high pressure situations to require the PC find the item
and remove it from the sleeve to be able to use it in time.
For example, finding a potion in a potion bag during round
of combat. Time the PC six seconds. and if he or she fails,
the action takes two rounds.
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3. Running Henchmen in Combat
From: Chad Samuels
I run a one-on-one campaign that is mostly NPCs traveling as
a party. I run the NPCs myself using personality and skills
to decide what each one would do in combat - common sense. I
am reaching a point where the party will soon have
followers. It is my intention to do the following regarding
henchman:
Each round a PC or NPC will give direction to the henchman.
Then, as a free action, I will have the PC roll a command
skill check. If the check is successful the henchman will
follow the command to the best of their ability.
If the command is vague, I give a little latitude to alter
their actions as long as it fits the basic structure of the
command. If the roll fails then I will have the henchman act
on his own accord using personality and skill sets dictate
what they will do.
The henchman executing the action will act last unless
someone in the party defers their initiative. This is
because the party are the heroes and they are the ones to
"excel and rock it out."
For speed of combat I preset henchman initiative so they go
in the same order each time. Since I am in a one-on-one
game, I currently have a binder with the NPC character
sheets organized in order of initiative. This way I can give
an NPC action then flip to the next to keep things flowing
and not get papers all over the table. In this case I would
simply add the henchmen in order after the NPCs.
I hope these thoughts help.
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4. Godchecker
From: Mike Bourke
A net resource every GM and player should know about.
"We have more gods than you can shake a stick at.
Godchecker's Mythology Encyclopedia currently features over
2,850 deities. Browse the pantheons of the world, explore
ancient myths, and discover gods of everything from
Fertility to Fluff with the fully searchable Holy Database
Of All Known Gods."
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5. Slow Grilled Dragon (Beef) Ribs
From: Jason Sandeman www.gamerscookbook.com
"After a thousand years, the mighty dragon has fallen to our
swords and magic. The old reptile's meat is tough after all
that time. Cook it this way, and you will have a meal you
will speak of to your grandchildren!"
~ Salibass, Dragon Hunter of Yuth'as
These ribs have a long marinating time, (up to a day
before). However, a slow cooking process will render melt-
in-your-mouth ribs. Since dragon meat is in short supply
these days, we will use the next best thing - beef ribs.
Makes enough for a medium sized gaming group, including the
GM. (Serves 6)
- 2 kg (4.5 lbs) beef shortribs
- 125 mL (1/2 cup) soy sauce
- 75 g (1/3 cup) sugar
- 45 mL (3 tablespoons) sherry
- 1 pear, cored and roughly chopped
- 6 cloves garlic, minced
- 3 scallions chopped
- 30 mL (2 tablespoons) sesame oil
- 30 mL (2 tablespoons) roasted sesame seeds
- 2 g (1/2 teaspoon) fresh grated ginger
- Remove papery membrane from the back of the beef ribs
with a sharp knife and towel.
- Dissolve sugar, soy sauce and sherry in a bowl.
- Add remaining ingredients and mix well.
- Pour over meat; marinate 3 hours to overnight.
- Preheat oven to 150°C (300°F).
- Place ribs in casserole dish, pour marinade over top.
(Marinade should come to over halfway point in meat. If
necessary, add more water.)
- Cover with wax paper and aluminium foil.
- Bake in oven for two to three hours, checking to see that
the liquid level remains halfway covering the meat. (Add
more liquid if necessary.)
- Once bones start to break free of meat, the ribs are
done.
- Remove from the oven and re-cover with foil. Rest for 10
minutes to allow the meat's juices to relax.
- Serve hot with steamed rice.
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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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