Roleplaying Tips Weekly E-Zine Issue #438
7 Tips to Keep the Fear of Death Alive in Any Campaign
Contents:
This Week's Tips Summarized
7 Tips to Keep the Fear of Death Alive in Any Campaign
- Unconventional Damage
- Aggravated Damage
- World-Level Calamity
- Temporarily Disrupt Their Abilities
- PC-Powered Enemies
- Drawbacks For Healing
- Tolerance
Gamemaster Tips Summarized
- Running Dark Games
- Drop it Down a Level
- Re: XP for Roleplaying
- Use Recurring Rivals to Help and Hinder
- GM Screentop Tracker
- Brainstorming
- Small Details Count
Latest Posts @ CampaignMastery.com
- 50 Barbarian Hooks
- Building The Perfect Beast: A D&D 3.5 online monster generator
- Ultimate Toolbox of Ideas
- The Flói Af Loft & The Ryk Bolti
Johnn Four's GM Guide Books
A Brief Word From Johnn
Fun New Contest - Hooks and Histories for Common Magic Items
Our latest contest is all about plot hooks and back stories
involving common magical items. More specifically, these are
iconic items we all take for granted in our games, yet never
think too much about.
Where do bags of holding come from? Are healing potions
really as ubiquitous as we all assume? And how did that
flaming sword manage to get passed down for ten generations
without anyone inadvertently burning down the house?
How to enter:
Email your entries to johnn@roleplayingtips.com - multiple
entries are allowed, feel free to put them in single or
multiple emails, whatever is easiest for you.
Craft a hook, history, background, or story about a magic
item.
Each entry should follow this format:
- Name an iconic or common magical item
- Short, creative plot hook related to it, 3 paragraphs max
- Prize preference (optional)
An ideal entry would show the item in an entirely new light
than the way we're used to seeing it.
Contest ends April 11, 2009. Winners will be drawn at
random, so don't worry about writing or editing skills -it's
the magical fun that counts!
Entries will be edited and made available after the contest
for everyone to make use of in their own campaigns.
Two example entries:
Here are two examples using everyone's favourite cursed
item, the Girdle of Masculinity/Femininity:
- In a society where only men can wield weapons, a woman
dons the girdle to be accepted as a warrior. After a
successful adventuring career, she's finally ready to settle
down with the man of her dreams. Perfect, except she has no
way to get the cursed girdle off, and the man has never
known her as anything other than a fellow warrior. Can the
PCs help her get off the girdle and confess her love before
her heart's desire is married to another?
- A young scion flees his feuding family, and puts on the
girdle to seek haven with an all-female order of
priestesses. Now word has come the feud has ended with the
death of his elder brother, leaving him the last of his
noble line. It's up to the PCs to help him get off the
girdle and prove his identity as the vanished heir - while
protecting him from the machinations of greedy cousins.
Prizes up for grabs:
E-mail me your magic item hooks and back stories for a
chance to win these great prizes.
Good News For Blue Planet, Earthdawn, Fading Suns Fans
I just received a media release from Mongoose Publishing in
my inbox this morning and part of it caught my eye. Many of
you commented on Blue Planet during my sci-fi RPG quest a
few issues ago. Also, I know some of you play Earthdawn and
other games mentioned in the release. So, for the fans that
this effects, here is the news:
"Mongoose Publishing is pleased to announce that we have
signed contracts with RedBrick Limited to publish new
editions of the Earthdawn, Fading Suns, Blue Planet, Age of
Legend 4e, and Equinox game lines under our Flaming Cobra
imprint, already famous for such popular games as Dragon
Warriors and Spycraft 2.0."
More information is available at:
Have a great gaming week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Return to Contents
Ditch the notebook. Get a wiki!
Always killing the excitement at the table when you're
leafing through your notebook to find the name of an NPC you
jotted down months ago? Then ditch the notebook and get a
wiki!
Obsidian Portal allows you to create campaign websites for
tabletop RPGs. Every campaign gets a shared blog/wiki to
showcase their story, as well as integrated tools to help
track NPCs, locations, treasure, and all the other details
that make up the game. After all, the story is the game!
Obsidian Portal
Return to Contents
7 Tips to Keep the Fear of Death Alive in Any Campaign
A guest article by Pahl
Send feedback to [email protected]
As GMs, we deal with the double-edged sword of healing and
resurrection in virtually every game setting. Be it high-
tech cloning vats in a sci-fi game, spells and items in a
fantasy game, or the very nature of supernatural creatures,
PCs are hard to kill outright.
At low levels, these things are part and parcel of what
keeps the players going. It conveniently side-steps long
periods of downtime, and gives the party a degree of
emergency management in combat. It even gives the GM a
backdoor to make up for an unceremonious or anti-climactic
death. As characters progress, their resources expand, and
so do their abilities to cheat death.
A group of players with no fear of consequences, however,
can quickly derail a game. They often become bored, taking
wild risks and attempting game-breaking fights secure in the
knowledge they can simply out-heal damage, or revive
themselves, no worse for the wear should they fail.
Here are some tips to keep the players on their toes and
keep them thinking about their actions. Remember, as the GM
you ultimately control how successful or not their recovery
can be.
Return to Contents
1. Unconventional Damage
A flesh-eating virus that is resistant to medicine. A
mummy's curse that can't simply be removed by spells - a
specific task must be accomplished to break it. A new kind
of energy damage that hasn't been accounted for in
resistance spells and items.
The race-against-the-clock scenario to find a cure for a
new, strange affliction is a classic that can be applied
even to high level parties. Good thing they have all these
resources; they're going to need them!
You can be as creative as you like, giving clues to the
nature of the new form of damage, or making the players work
to figure it out in time to save themselves.
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2. Aggravated Damage
The concept of un-healable damage already exists within some
systems, such as World of Darkness.
If a werewolf is damaged by silver, they can only heal it
through time. This gives even the most powerful lupine pause
when facing down a fed-up farmer who has been making his own
silver buckshot.
It evens the odds with even the least threatening of beings,
and causes the players to consider whether diving headfirst
into every fight is really wise. This concept can be ported
to other systems.
The key is coming up with something of which the characters
have little or no knowledge and making them figure out
whether it can be subverted. As GM, this is your call; maybe
there is no quick cure for damage caused by dark lightning.
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3. World-Level Calamity
For no foreseen reason, people have stopped returning from
the Underworld when summoned. Healing magic simply fizzles
and fails. Are the gods cut off from the world altogether?
This sounds like just the sort of problem for intrepid, high
level adventurers to solve - very carefully.
Maybe some dire artifact is blocking the material world from
the divine. Maybe some foul cult has found a way to disrupt
every sort of healing magic but its own - and it charges
exorbitantly for it.
Ham-handed? Possibly. Effective? Absolutely.
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4. Temporarily Disrupt Their Abilities
I ran an Exalted game in which we eventually arrived at a
point where I was having trouble coming up with foes that
would even be able to hit some of my players, so high had
they pumped their evasion abilities.
When a bad guy did land a hit, it was another challenge to
get any amount of damage through their high soak scores, and
what did stick they could heal almost instantly. My players
were doing nothing more than using standard abilities and
character development - that's just the nature of the game.
But they were getting bored, and I was getting annoyed. So I
came up with an enemy whose only real power to speak of was
the ability to create an area of effect that would cut the
PCs off from their powers. They had to use their base stats
to do anything.
I was then able to harass them with much weaker opponents,
and finding out how to defeat this enemy became top
priority. The group and I had a lot of fun over a few
encounters before they ultimately defeated her, but rumors
persisted that she had hidden the secrets of this fell new
power all over the world.
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5. PC-Powered Enemies
Don't mess with their abilities at all - just let the bad
guys have the same thing!
Okay, so you can auto-heal into infinity, and you can just
pop back from the dead whenever you see fit. Well, so can
your enemies.
Now the PCs have the difficult task of discerning how to
defeat their very strength. And if they can find a way
around it, so can the bad guys.
Give the party a dose of their own medicine. It may not
solve the problem entirely, but it will keep them occupied
with an enemy who isn't any more easily disposed of than
they are.
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6. Drawbacks For Healing
If you feel like the mechanics of your game are predisposed
to make your player characters broken, go ahead and set some
consequences in place - from the start.
Perhaps, as in Iron Kingdoms, clerics have to take a damage
roll equal to that which they heal. And let's not forget
that in some versions of D&D, when a character is
resurrected, they are supposed to lose a permanent point of
Constitution. This causes them to gradually become sickly
and weak, and eventually unable to be raised at all.
You could make stim-packs carcinogenic, or viciously
addictive. Few things in life are without drawback, and
there should be no free ride back from the dead.
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7. Tolerance
Lastly, it could be that the same old healing just isn't as
effective any more. If it works for antibiotics, I don't see
why it couldn't work for healing potions, spray-skin, and
healing spells.
How much or how little you make the efficacy deplete is up
to you, but it should probably be mentioned early in the
game, since this would be a part of common folklore. It
would also allow the players to manage their resources,
using healing only when it's really important.
* * *
The important thing to remember is you ultimately have
control of the mechanics of the world, and the
responsibility is yours to maintain a good flow to the
story. Keep in mind the players are just doing their job -
trying to survive as effectively as possible.
You should never use rules-bending to push around your
group, and they should ultimately be able to overcome any
serious impediment to their abilities. Temporary setbacks
are the name of the game here.
These tips revolve around dealing with their ability to heal
and resurrect, but you can also make characters less lethal
to provide extra challenge. Think back to challenging video-
game boss fights. Things like temporary invulnerability or
rotating elemental weaknesses keep the party on their toes.
Things like anti-magic fields are there for a reason, too!
Just make sure to know what tools you have to challenge
players, because rest assured, they know what tools they
have to stay alive!
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New Releases at Noble Knight Games
D&D 4th edition - Dungeon Delve
The Collected Book of Experimental Might
Tunnels & Trolls adventures - Goblin Crag, Castle Death
Corporation from Mongoose
Mecha vs. Kaiju for True20
Star Fleet Battles miniatures
Babylon 5 & Battletech miniatures
New Releases at Noble Knight Games
Return to Contents
For Your Game: 10 Fantasy Beers
By Murometz and Scrasamax, with permission from Strolen's Citadel
- Groemdeggers Stout
This is the dwarven grand-daddy of dark ales. No other
stouts need apply. At least according to Groemdeggers
Breweries, a well-known brand throughout the lands. Quips
abound among tavern-goers about this thickest of brews. One
can stir it with a spoon for example, so rich and yeasty is
the beer.
Elves look upon this stuff with revulsion, humans tolerate
it, halflings can appreciate it, but only dwarves can truly
savor this dark stew. What all dwarves know, however, that
many others don't, is that so rich in nutrients, starches,
and proteins is Groemdeggers Stout, that it can offer a
starving dwarf the same nutrition as a buttered loaf of rye
bread; and indeed, many dwarves quaff it for breakfast.
- Ale of the Dales
A common type of beer, the Ale of the Dales is the popular
way of asking for the house brew at a tavern or inn, rather
than drinking beer that was made by the brewers guild. Ale
of the Dales runs the gamut from terrible to terribly good,
and it is usually inexpensive.
- Stella's Blessing
This lager is special in that it is raised from seed to
barrel by a civic-minded Loru Valsharris who has adopted the
human name Stella. This goddess of the grain maintains a
large palatial estate that is overrun with plant life, wild
growing grains, and a mill/brewery in the middle.
She has since learned the intricacies of brewing and the
value of gold. She has no use for gold other than what it
can do for her, but she takes great pride in brewing what is
considered the best beer in the kingdom. The only way to get
this beer is to travel to her estate and purchase it.
- Cowhead Double
Cowhead double has a special place in having one of the more
convoluted and unsavory fermentation processes. Cowhead is
taken in a half fermented stage, while it is still a slurry
of water and mash, and is fed to ruminant livestock -most
commonly cattle.
The brew is allowed to spend only so long in the stomach of
the cow. Once this is done, the cow is forced to vomit up
the liquid where it is strained and mixed with a larger
batch of beer that is almost done.
- Fruits O' Labor, Lambic Ales
Created by capricious gnomes, and fitting their somewhere-
between-dwarves-and-halflings niche. These light, cloudy
ales are flavored with fruit, adding a refreshing flavor of
tart sweetness to the concoctions.
Any and all fruit are used, but particularly popular are
gooseberries, quinces, raspberries, and pears. Gnomish
Lambic ales are well-known and liked, though beer
connoisseurs would never be caught alive drinking the stuff.
Fruit in beer? Pshaaww!
Giant's Brew
- The giants of old were known for many things, and chief
among them was their fierce and potent beer. This beer was
made from the sheaves of grain grown in high and distant
places, fermented in dark vales and barreled in wooden
barrels the size of a cottage.
The old barrels are long since gone, and the brewers among
the giants have since retreated from the world to practice
their craft well away from the spears and arrows of upstart
humans. Giant's brew has a full and robust flavor, and no
matter how much is drunk, it will not leave a hangover.
- Goblin Piss
While many beers are called Goblin Piss, there is only one
that is the real deal. This local brew is indeed made by
goblins, but contains no actual urine. It is a pilsner type
beer with an almost sweet taste to it.
The goblins who brew it tend to keep the name so they can
keep selling their other more appealing and expensive
sounding brew to greedy humans and keeping the good stuff to
themselves. The goblin taste for this beer has given rise to
the expression "Happier than a goblin drinking piss."
- Caravansary Stout
This thick, yeasty beer is one of the strongest of the human
made beers, and it is considered semi-dehydrated. Drinking
the thick concoction is a sure way to get a sour stomach.
The correct method of drinking Caravansary is to mix the
thick brew with at least an equal part of water, and then
add a crushed wedge of some sort of citrus fruit. Oranges
and limes are the most common, but it is in vogue in the
southern reaches to use the grapefruit.
- Fog-King's Mist
Also called, "Possum's Brew," "Oekkelstagg's Juice,"
"Cloudspit," and "Foggymoot," this rare mixture is brewed by
the Tribe-of-Possums dwarves, amidst their fog-shrouded
fens.
The recipe is unknown to the outside world, but the cloud-
white ale is one of the most sought after and expensive
brews in existence! Pity the ghost-face dwarves of the
Possum Tribe do not sell it, nor do they barter with the
stuff, but simply brew it for themselves.
- Kobold Dragonhead
This beer is unique in that it lasts for a very long time
compared to other beers. Once in a keg, a beer's lifespan in
measured in a few weeks in the best of conditions, days in
the worst. Dragonhead will oddly enough keep for years in
good conditions, and weeks in poor. The secret is that the
kobolds who brew this beer have the ill fortune of being
around fire breathing dragons. The gouts of flame have the
side effect of pasteurizing the beer, provided the beer
isn't boiled off, and the kegs aren't burned.
Want more? 30 Beers
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Running Dark Games
From: David M.
The players should always be out-numbered and out-gunned.
Part of the thrill is winning (sometimes) against over-
whelming odds. Picture Aragorn, Legolas and Gimli sneaking
through Mordor ambushing orcs and trying not to draw the
attention of anything really nasty.
To make up for the odds and give players a chance of
survival, they should have an edge. A nice weapon that only
works under a full moon, a safe and secret haven, a powerful
but fickle ally - something they can pull out when they're
in trouble but isn't useful every day.
Many campaigns have a money or power motivator but, unless
you have exceptionally greedy players, the campaign should
be a constant fight against inflation. More gold. A +4 sword
to replace that old +3 sword. An even bigger castle with
more henchmen. Only 20,000 gp? Ho-hum, those mated red
dragons were hardly worth ambushing and killing in their
sleep.
If done correctly, the motivation for a dark campaign is
survival. Every day. Every watch. Every round. Staying alive
never gets old. The trick is to keep the players in reactive
mode; never let them gather piles of money, henchmen, or
magic items.
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2. Drop it Down a Level
From: Loz Newman
Ever had one of your players say, "I want my character to be
the heir to the Dark Lord, and have awesomely badass powers
that he uses for good!" Uh-huh. Doesn't sound like there's
much role-playing in the near future, does it? Hack-n-slash
time, more likely.
Here's a potential solution: drop it down a level. Make the
"Dark Lord" just a local warlord who lied to his family
about how far up the hierarchy of evil he was.
This gives you more wiggle room for character progression,
and sets up new avenues of role-playing in the form of
hidden family lies, rival warlords (and heirs thereof),
intrigue between factions, new regions and dark armies, and
so forth.
This technique gives a DM a strong hand of handicaps to
gently lay on a cringing player's head.
- Heir to a Dark Lord? Big negative reactions from
everybody even mildly decent, especially if he demonstrates
"awesomely badass powers," such as evil and dangerous stuff
nobody in their right mind wants to be associated with.
"But hey, I'll hide the fact that I'm his heir!" cries the
player. Yeah, right; your rivals are going to let you slide
when a few anonymous (and perfectly true) words in the right
ears will heap huge troubles on your head without exposing
them to the slightest danger?
That "You're a so-wonderful powerful hero, please save us!"
reaction the player was hoping for? Nope. Try "Oh my Gods,
an incredibly dangerous evil psychopath / spy / assassin,
run for your lives! Call for the Sacred Order of Bad-Guy
Mashers, quick!"
- Guess what? Awesome Powers come with a price: regular
sacrifices or hidden vulnerabilities or worse. You can just
bet that the Ultimate Bad Guy holds the secret keys to the
Awesome Power and he wants to have fun as well.
Irritate Mr. Ultimate too much - betraying his secrets,
allying with the never-sufficiently-cursed good guys,
disobeying orders or just displaying too much free-
mindedness - and he'll do that Secret Power Thing that
allows him to stay the top dog. He might be able to:
- Sense his power and its users from way off. Those rivals
and enemies just love to be authorised - nay, ordered - to
kill enemies of the Dark Lord, don't they?
- Shut off, diminish, scramble, paralyse or overload all or
part of that Awesome Power with a secret wave of his
fingers.
- Curse the PC with his true name.
- Send out Elite Skull Hunters of Sudden and Infinitely
Painful Death (or whatever they're called in your campaign).
Those guys who are expert with those sneaky combat moves the
player drooled over. The ones who taught him every thing he
knows, but not half of one third of everything they know.
- And then the good guys start hunting him down. Refusal of
support, denunciations, bounties on his head, being actively
hunted by Paladins eager to torture him for all that inside
info on the Dark Lord's power / armies / factions. It just
keeps piling up. Why is the party looking at you like that?
Next time one of your players asks "Can my character be the
heir to the Dark Lord, and have awesomely badass powers that
he uses for good?" his next question should be: "Why are you
smiling like that?"
This isn't a list of excuses designed to help a DM flex his
sadism-muscles. But it should help provide a bit of campaign
spice and common sense to help keep the hack-n-slash within
reasonable limits and furnish more hooks for role-playing.
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3. Re: XP for Roleplaying
From: cra2
In regards to the reader tip in issue #427
The problems you describe - bored players, for example - are
a symptom of a GM problem, not a player problem. Treating
the symptom (staring at the wall) is not going to solve the
problem.
Why is Joe Player staring at the wall? Why does he have time
to? Why isn't his PC being threatened to within an inch of
his life? Or being engaged by an NPC? Or pursuing some goal
or background issue he has?
Joe Player won't be in the kitchen making a sandwich if his
PC is being pushed up against the wall by a giant half-orc
guard.
When you create scenes for the night's game, you have to
look at all the PC sheets and their bios and backgrounds and
goals and unique skills and come up with encounters that
really matter to them.
No one wants to roleplay shopping for gear or drinking ale -
we can do that in real life. Select scenes for the night
that will force the PCs to make tough decisions or take
desperate action.
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4. Use Recurring Rivals to Help and Hinder
From: manfred
Hallo Johnn,
I liked the article on recurring villains and it reminded me
of one character I used long ago.
It was a one-player campaign and the PC received an NPC
companion for a smoother first adventure. I wanted to kill
the companion off later as a warning about the dangers of
the world, but a more natural solution was found - they
didn't get along, so they parted ways.
A few adventures later, the PC has underestimated a dungeon
and let herself to be knocked out in a dangerous
environment. After some pondering, it was announced that
miraculously she wasn't eaten by anything, but was rescued
by her old partner, who followed the same leads. He patched
her up, but declared the place was too hot and left
suspiciously quickly despite pleas to stay.
Still shaky, the PC carefully explored some more and it
started to dawn on her. The huge guardian she didn't dare to
attack was destroyed. In his room was a secret passage.
Behind the passage with disabled traps was a small treasury.
And the treasury was cleaned out, with a _single_ silver
goblet left in the middle of the room.
Boy, was she pissed. :)
In the terms of the article, in the first encounter he was
actually an ally, but they separated. In the second
encounter he helped her, but made clear they weren't
partners anymore...and left with a big treasure, which the
PC felt very entitled to have a cut of. Perfect material for
later encounters.
So you can use the same ideas not only for recurring
villains, but also for recurring rivals to good effect.
Happy gaming.
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5. GM Screentop Tracker
From: Perry Rogers
Johnn,
Like many people, I am constantly searching for ways to
streamline the process of tracking all that is going on
during a combat encounter. I also like things to be easily
accessible, and visible to everyone at the table. Finally, I
hate things that use up valuable table space.
So, I bought some large metal clips from a local office
supply store, and glued pictures of my players' characters
to them. At the start of each combat I arrange the clips in
initiative order across the top of my GM screen. If someone
changes their place in the order, or a new creature joins, I
simply rearrange the clips.
The clips are spring steel, so I made a magnetic turn
indicator that I move from one character to the next as the
turn progresses. I mark conditions on the monsters and NPCs
using Litkos base markers on the map, because there are
often several to be tracked simultaneously. I mark any
conditions affecting the PCs using folded slips of paper on
the clips atop my screen.
In the photo below, it is currently the monster leader's
turn [JPG]. His troops' initiative clip (color coordinated with
the leader's clip) is at the end of the turn.
View from the player's side of the screen [JPG].
The dwarf has two ongoing effects: Stunned and -2 to Attack
rolls[JPG].
The turn indicator and a player's clip [JPG]. Note the magnet on
the turn indicator. The magnet does a great job holding the
marker in place atop the screen.
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6. Brainstorming
From: kaeosdad
kaeosdad - Obsidian Portal
For brainstorming I usually make tables organized by topics
on Google Docs. For instance, I'd make a table with 3
columns and 8 rows and head it with Idea, Milestones, and
Encounters. Then I'd start filling it with whatever came to
mind first. If I got stuck or thought of something that
didn't fit the table then I'd make another table.
Usually, I end up with a dozen tables that are related to
one another. Important events, villains and their
motivations, magic items and their history etc.
Some end up partially filled, a few are sparse, but at least
a couple of them end up taking up the majority of the
document. That's pretty much the best brainstorming method
that works for me.
Here's one that I chopped up into different documents. I
took the different tables, combined some, moved some to
different docs etc.
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7. Small Details Count
From: Friday Jones
Maston, my fantasy setting and world name for a two year
campaign, was meant to be a typical fantasy setting. It had
various societies ranging from the feudal to the nomadic in
regions of the world as characters travelled. I found
players were familiar to greater or lesser extent with the
variety and shape of these societies and their consequences,
and that this would sometimes lead to misconceptions of how
things work.
While I can't claim fabulously accurate knowledge myself,
there are some consequences that can be worked out.
Pratchett gives us the example of Ankh-Morpork where,
leaving aside the magical consequences, such as the pork
future warehouse, he reflects on the influx of food, raw
materials and other goods into and out of the city. On any
given day, there must be vegetables, meat, eggs and fish
shipping into and around the city by the ton to feed the
citizenry. There will be grain for beer, cattle for market,
and flax for clothes. The industry of the city must be fed
every day. Pratchett talks about the candles, manufactured
in the city literally by the million from tallow and wax,
the raw materials for which must flow into the city by road
or river constantly.
The consequence of this is that, for miles of farmland
around, there is some sort of industry, the fields and
farmland are not empty, and crops change according to
climate and season.
Adventurers are in a unique position to see the changes in
the land. When my player characters were travelling, I would
spend up to half an hour describing their journey when it
was uneventful, in terms of what they were seeing in crops,
industry and people. I remember that, when crossing into a
new country where the land was divided into fiefdoms, and
serfs were the order of the day, the shock of the party at
my description of the differences in how things worked and
what the people were doing. Eddings tells us of a place in
which serfs would work naked because they did not have the
money or resources for other clothes, and I included this
idea in my campaign, along with the idea that serfs would
run and hide from mounted and well-armed travellers.
I wanted the players and characters to have a sense that
they were moving from society to society, from place to
place, without telling them they were simply moving around.
It was important that all places were not the same.
The feedback I received was universally positive. They
enjoyed the descriptions and the feeling they were moving in
genuine way. When they had travelled 100 miles, they
understood on a visceral level that the social rules were
not the same.
This was very important to me as I don't generally write
stuff down when I'm running games (as a player I'm an avid
note-taker). I suggest things to players and tend to store a
great deal of the campaign and memories of the campaign in
their heads. I build a world by talking about it, and they
remember, because so many things are important to them. The
most offhand remark can lead the group to whole new
adventure.
Yes, it may seem disorganised and unplanned, but I run the
world in my head, and things move on outside the purview of
the player characters, unless they come across them or ask
about them, and the timing of their journey can make all the
difference between that village being burned down because of
bandits, or being intact and ready to fort up.
Players love the sense that the world is large and things
remain to be discovered. This more than anything keeps them
interested. They are interested even when the characters
themselves are unhappy about their situation, because the
players are happy they are getting into interesting
situations.
The journey, and the narrative that accompanies it, is the
magic, even more than the system or the magic of the
setting, and there is nothing more rewarding to me than to
see a group of players respond to the description of an
eagle hunting rabbits with awe and wonder, rather than the
reaction "Oho, hunting practice, let's kill it!"
That awe and wonder is hard to come by in roleplaying.
People are jaded and exposed to so much fiction and film
that it takes away their imagination. They don't have to
imagine, it's done for them. I feel privileged that I have,
on a few occasions, brought back that wonder and amazement
that we all had as children at the way the world is, and
those moments are among my most precious memories.
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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.
Here are 50 barbarian character hooks and quests. If a new
barbarian character is about to enter the game, we might as
well take advantage of the opportunity and make the campaign
more interesting because of it, eh?
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Mike tests out a new critter creator by constructing a
creature he need for his next Shards Of Divinity session: a
Leonine.
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When Toolbox for d20 by AEG came out I scooped it up right
away and have found it very useful over the years. Now, in
2009, its big daddy has arrived on the Prime Material Plane
and it's awesome. Read my full review:
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A standalone setting for an encounter with an original
creature. It also serves as an example of Mike's approach to
game-prep, adventure design, encounter design, and monster
creation. When he ran this setting, he got 20 sessions of
play from it.
* * *
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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