Roleplaying Tips Weekly E-Zine Issue #447
How To Create Factions - 3 New Tips
Plus: 44 Awesome Ready-To-Use NPC Hooks
Contents:
This Week's Tips Summarized
How To Create Factions - 3 New Tips
Plus: 44 Awesome Ready-To-Use NPC Hooks
How To Create Factions - 3 New Tips
- Everyone Is A Member
- Base Factions On Your Game Rules
- Create Faction-Based Encounters
44 Awesome Ready-To-Use NPC Hooks
- Background
- Relationships
- Motivations
Gamemaster Tips Summarized
- Age of Misrule
- Sci-Fi Logic Puzzles
- Avoiding Busywork
- Two Library Locations (D&D 3.5)
- More Sci-Fi RPGs
Johnn Four's GM Guide Books
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Return to Contents
A Brief Word From Johnn
The Gamer Lifestyle Project
I receive emails frequently with tip and help requests from
gamers who would love to turn their hobby into an income.
Some game masters want to publish their world, some want to
start a blog or site, and others want to publish their
homebrew game system. Many are keen to write for game
companies or freelance.
Most creators are looking for a way to make extra income by
doing something they love, and a few want to make it their
full time job. This e-zine has been around since 1999, and
I've been in gaming, writing, and publishing for
years, so I've seen and been part of many grassroot success
stories.
Teaming up with Yax at DungeonMastering.com, we've created a
quick - 5 questions - survey that will help us know if we
should reach out and create a step-by-step course to help
fellow gamers make a living out of their hobby or if we
should just mind our own business!
Please take a moment to fill out our survey
Computer Crash Recovery
Thanks to everyone who responded to my request a few weeks
ago for virus protection software. The good news is I
suffered no data loss - the issue was a motherboard
meltdown.
Before I go any further, please take a moment right now to
backup all your stuff.
Finished? Whew. Do that often. Imagine if you had a crash
and lost all your data? How much would you be willing to
lose permanently? That should determine your backup
schedule. For me, it's daily. For you, maybe daily, weekly,
or monthly is enough.
I received a lot of excellent recommendations for anti-virus
software. I ended up going with Avast! as it was recommended
most, and online reviews seemed solid. I'm using the free
home version available at:
Avast.com
The second-most recommended software was NOD32. If, for some
reason, Avast isn't to my liking, I'll get this next.
I also use Malwarebytes' Anti-Malware for trojan, worm, and
additional virus protection. There is a free version. I have
the paid version, but it doesn't allow some automation
features on my 64 bit Vista machine, which is a drag.
For backup software, I use SyncBackSE. It's commercial
software with a free trial, but it does exactly what I want
to do for daily backups. It has an awesome feature set,
including great automation features.
To backup my Google Docs, I use this nifty Greasemonkey
script for Firefox. (A reader let me know about this script,
but I've lost the email. My apologies for not giving you
credit for pointing me to this great tool.)
Hopefully all this nerd info is of use to some readers.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Reader Tip Request: Gaming Podcasts
Reader Jeff G asks:
"Your recent interview on a GM who does podcasts of his
gaming sessions begs me to ask the question of whether you
might put a feeler out in your newsletter for folks who know
good sites to download podcasts of gaming sessions from. I
think hearing other people's sessions might help me as a
GM, and be enjoyable too."
Readers, do you post audio of your game sessions online, or
know someone who does? If so, drop me an e-mail. Thanks.
[email protected]
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.
Roleplaying Tips subscribers can get a special bonus by
using the promo code 'rptips2k9' on signup!
www.obsidianportal.com
Return to Contents
How To Create Factions - 3 New Tips
Plus: 44 Awesome Ready-To-Use NPC Hooks
How To Create Factions - 3 New Tips
By Johnn Four
I discussed in Issue #393: Have Fun With Factions how you
can save a lot of time by combining world design with
adventure design through factions.
Factions are such a useful game mastering tool I encourage
all GMs to consider using them in their games. Even dungeon
crawls would benefit from them.
If you want your PCs to be caught between sides, or
defending their side against another, you need factions. If
you want stories spawned from conflicts woven into the
fabric of your world that ooze with flavour, you want
factions. And if you want adventures and NPCs with depth and
traction, you must try out gaming with factions.
Here are three additional tips on creating factions for your
game.
Return to Contents
1. Everyone Is A Member
If you get into the habit of making the inhabitants of your
dungeon or urban regions members of factions, you will soon
have well-populated factions. A common problem is trying to
bootstrap factions, and it is time consuming crafting NPC
rosters just to flesh out factions.
If you use NPC character sheets or cheat sheets, be sure to
add Faction or Allegiance as a line.
In addition, ensure your NPCs are card-carrying members of
their factions. You want the PCs to feel like they are in a
dynamic environment filled with tensions, politics, and
consequences for their actions.
If many NPCs display passively or actively their
affiliations, you'll remind your group about the setting and
stakes. Also, such signs make great roleplaying hooks and
NPC GMing hints - if you don't know what an NPC would say or
how they'd react, consider their faction and what
orientation that gives them.
Passive display might involve clothing, tattoos, and
mannerisms. Active displays are recruitment efforts; hand
gestures; and the words, language, or speaking style NPCs
use.
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2. Base Factions On Your Game Rules
Your game system can help define your factions. This is a
great way to get started with world design as well. Consider
all the ways your game's rules slice and dice PCs, NPCs, and
critters.
- Classes: If your game has classes, there is a set of
excellent factions right there. Guilds are often formed
around groups of single or similar class types.
- Races: This is a natural division point within your world
and gaming regions. You can also create factions through
sub-races and half-breed races.
- Skills: Look at your skill lists for inspiration.
- Monster groups: Check out your book of monsters or aliens.
Look for groupings that naturally form factions and sub-
factions. Also look for instant enemies or rivalries to
create conflicts right from the start. Ecosystems are a
great source to find or place factions. Territories and
resource competition is another way to slice the pie.
For example, giants in fantasy games are often split into
species. Each types makes a great faction, with groups vying
for dominance, the favour of a titan king, or some other
common goal up for grabs.
- Alignment or ethos: Here's another natural cleavage point
that can drag even gods into the fray.
- Religion: Speaking of gods, religion or competing belief
systems form natural tribes and conflicts.
Note that a faction need not be all about the common bond
that draws members together. That bond can just serve to
help members find like-minded folk, but the purpose and
philosophy of the faction might have nothing to do with the
original hook.
For example, in an alignment system, all the evil folk could
form a faction. However, just being evil should not be the
rationale for a faction. Perhaps a diabolical villain might
seek to achieve some horrific goal, and he draws the black-
hearted to him to help his cause. Everyone's evil, but the
faction is all about the common goal the villain has.
Another example: The Jugglers are all about murdering the
ruling family. Two generations ago the King was ousted and
his family put to death. Two royal members escaped and vowed
to return for revenge. They honed their skills at killing
and stealth, and used the cover of circus performers to get
close to their unsuspecting victims. Forty years later the
Jugglers are an official movement, and while this faction
isn't really about juggling at all, it's a skill all members
have and a creepy hook for a group of nasty foes.
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3. Create Faction-Based Encounters
Make sure your factions have a strong presence, not only in
the game world but in your adventures as well. The best
approach is to make adventures not about the factions
themselves, but to involve faction politics, conflicts, and
NPCs as roadblocks to the PCs' goals. Make encounters that
happen to involve factions, but don't make the factions
central to most encounters or the adventure.
Create a list of encounter seeds
Start with one faction and their goals. Brainstorm a list of
10 actions this faction will take soon to get what it wants.
Note that not all actions are directly related to a
faction's end-game. Herein lies some great subtlety and deft
storytelling potential.
Factions need resources. They need space, money, food,
equipment, weapons, defenses, members, marketing or
recruitment methods, information. Leadership is often
engaged in faction business full time, so they need support
as well - room, board, services at the minimum.
Then there are the special projects. The fruition of plans,
staged events, coordinated attacks. These require additional
resources.
So, when coming up with your list of 10 actions a faction
will take in the near future, make most of those actions
about acquiring resources, not about the execution of end-
goal schemes.
Sure, to acquire resources a faction must scheme to rob,
trick, or coerce (because honest business makes boring
stories) but the smaller scale and purpose of these schemes
casts a different light on the game than the big, end-game
plays do.
Small-game plots, such as a quest for more resources,
prevents faction play from overshadowing your adventure
while still allowing the faction to be an important
participant in the events leading up to your adventure's
climax. It also adds dimension to your faction and
believability to your setting.
Unless every encounter in your games needs to be cinematic
and climactic, then these more mundane-purposed faction
encounters will flesh out your setting, introduce NPCs in
interesting ways, and let your group develop a hate for the
faction because of its ongoing interference with the PCs'
actions.
Make factions collide - with each other and the PCs
Once you have your list, create two more such lists so you
have plans for three factions in hand. Next, look for cross-
overs and opportunities for the factions to conflict. Will
groups be in the same place at the same time competing over
something? This would be inconvenient for the PCs should
they need that time and place for either the same thing, or
by coincidence, something different.
Feel free to tweak your lists to create conflicts where
possible. Sometimes, just having one or more factions in the
area is a great recipe for interesting encounters as they
investigate a ruckus, or spot each other or the PCs, and
decide to interfere, spy, steal, or block the PCs in some
way.
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44 Awesome Ready-To-Use NPC Hooks
by John Lewis of Roleplaying Pro
"Everyone is a moon, and has a dark side which he never
shows to anybody."
- Mark Twain
As both a player and a DM I love good character hooks. In
the current campaign I'm running I had each of the players
draw a couple of the following at random and work them into
their personal histories. I've even been using some of them
for important NPCs to give them more depth and personality.
The following lists hooks by category: background,
relationships, and motivations. Most of them are not
completely specific; they are simply designed to inspire
and get you thinking about your character. Use them for
your character, NPC, or just as inspiration to create your
own.
1. Background Hooks
- You have a former mentor, role model, or teacher that
disappeared under unusual circumstances.
- You owe a significant debt to someone else. The debt
could be financial, moral, or even a blood debt.
- You have an embarrassing secret you do not want others to
know. This secret might be from your past or something
ongoing.
- You have served time for a crime. You may or may not have
actually committed the crime.
- You are the sole survivor of a great tragedy that
affected your family, social group, or entire community.
- You are a reluctant member of your character class.
Unusual or perhaps tragic circumstance brought you to your
current vocation.
- You once served (or maybe still serve) in a local
militia.
- You have no recollection of your past beyond a few weeks
ago. Everything about you is a mystery to yourself, although
others might remember all sorts of things about you - both
good and bad.
- You are scarred from some traumatic event in your past.
These scars may be mental, emotional, or physical but always
serve to remind you of the past.
- You are out to clear your family name due to some
notorious family member or some infamous event.
- You have a childhood rival always out to one-up you.
- Unusual circumstance surrounded your birth and many have
considered this an omen of some sort, either for good or
ill.
- There is a price on your head. This may be a legitimate
bounty placed on you for a crime or debt, or someone might
just be out to get you.
- You feel the burden of expectation placed upon you by
some person, community, or organization.
- Someone close to you was recently killed or disappeared
mysteriously. You want to discover the truth behind the
event and perhaps seek justice or revenge.
- You were once a slave, outcast, or some other pariah.
Perhaps you have escaped that life or maybe it haunts you
still.
- You have returned from the dead. A local priest raised
you. Now you seek out answers for you death.
- You are the rightful heir (perhaps the only living one)
of a displaced noble family. You seek to reclaim your
rightful place as a noble.
2. Relationship Hooks
- You and another PC are related. This relationship could
be by blood, marriage, or adoption. The relationship may be
near (siblings) or more distant (second cousins).
- You are an orphan. You may or may not know what happened
to your family.
- You are the descendant of a well known and much despised
villain.
- You have a significant love interest. This person may or
may not know that you have feelings for them.
- You have a sibling of great renown and fame.
- You are from a well known and highly respected family in
the community.
- You have a twin who disappeared when you were both much
younger.
- You have a child. This could be from a past or present
marriage, a child out of wedlock, or one you adopted. You
might not even know of the child.
- You have a spouse. This person may or may not be
supportive of your life as an adventurer. Your spouse might
even be an adventurer; perhaps another PC.
- You and another PC are former rivals. This rivalry may
have had its roots in something personal, professional, or
even romantic. For whatever reason the heart of the rivalry
is no longer an issue.
- You are trying to please a person, group, or
organization. Your reputation and standing within that is
very important to you.
- People are suspicious or doubtful of you due to some
mistake you made when you were younger.
- Someone looks up to and admires you. This might be an
apprentice you are training or perhaps just a fan who
idolizes you.
- Some person or group believes you are the chosen one.
They virtually worship you and hold you in very high regard.
Some of them might seek to emulate you or even have you
perform miracles for them.
3. Motivation Hooks
- You have a strong commitment outside of your
adventuring. The commitment might be of a family, religious,
political, or even professional nature.
- You are a deeply religious individual. You might revere
one deity in particular or perhaps the entire pantheon. Your
religion colors your outlook on life.
- You are an honor-bound person. Your word is your bond
and you never give it lightly.
- You worry about your reputation. You may want others to
like you, respect you, follow you, or even fear you. You
work hard to achieve and maintain this reputation.
- You have a personal hero, someone you look up to. This
might be a living family member or a long-dead ancestor. It
might be a great hero of myth and legend or someone alive
today. Either way you admire and seek to emulate your hero.
- You carry with you long-standing guilt for a past
misdeed either real or imagined.
- You long for a normal life, one without monsters and
villains or adventures to the far corners of the world.
- You feel the call of some higher power. This could be a
religious calling, some sworn duty or obligation, or just
something you feel you have to do.
- You feel as though it is your destiny to do something of
great importance.
- You grew up pampered in the lap of luxury. Rebelling
against this you have struck out to make a name for yourself
based on your own merits, not those of your family.
- You belong to a secret society or organization whose
goals are more important to you than your own.
- You always strive to make up for some dark past. The
details of this past might not even be all that traumatic
and dark.
These are just a handful of ideas that each could be
implemented in any number of different ways. How might you
elaborate on any of these? What are your ideas and
thoughts?
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For Your Game: Magic Item Backstories
1. The Story Behind The Universal Solvent
From: Alain Chinca
The universal solvent, that unique substance able to
dissolve glue and tanglefoot bags, is a common and
relatively cheap item, selling for 50 gold pieces. Yet it
requires a high level caster to create. Why is that?
Well, it all comes back to how the Universal Solvent was
created. A poor farm girl of questionable beauty grew up in
a small town and was teased and persecuted because she was
poor and ugly. One of the favorite things her abusers would
do to her was glue copper coins to her tattered clothing
or directly on her face.
The girl grew up resentful, and dreamed of revenge. She
started to develop a strong ability for magic and was hired
by a very powerful wizard to become his maid. However, the
girl showed she could do more than wash the dishes and she
quickly became the old wizard's assistant. She listened to
the wizard's instructions, studied hard, and quickly
developed amazing arcane skills.
She could have just altered her appearance or sold her
services to amass riches, but she wanted revenge. Finally,
after years of plotting, she took her vengeance.
Using enlarging spells, she made herself and a tangle bag
grow to gigantic proportion. In that enormous shape, she
went back to the town and dropped the gigantic tangle bag
on the town. Everyone was covered and unable to move. Then
she poured a huge quantity of copper pieces that covered
everything and everyone. Her revenge was complete in her
eyes.
It was then she realized she had become the bully she was
afraid of when she was young. She thought of a solution to
repair what she did but her magic was not good enough. She
went back to the old wizard and confessed her actions and
asked for his help. The wise sage decided to forgive and
help her.
Using his arcane powers, he created a powerful spell that
used the copper in the copper pieces glued to everything to
dissolve the tangle foot bag. After that, he was able to
make a product that would dissolve glue or tanglefoot bags.
The key ingredient is cheap - a copper piece - but the
magic required is very high level.
Hook: The girl, now an old angry crone, has become resentful
again at her home town and decided to reenact her punishment
using a modified tangle bag, which can resist the Universal
Solvent. The group of heroes sees the crone take her revenge
and must find a powerful wizard to come up with a modified
solvent.
Challenges: Find a high level enough wizard, convince him
or her to listen to them and create a modified solvent, and
fight the crone who wants the town punished before the
clock runs out. If the solvent is not applied soon enough,
everyone in the town will die of starvation or be killed by
wild beasts.
2. The Mace of Disruption
From: Michael Sean-Jones
The Mace of Disruption was originally given to the
HellsGate Guardian by the Lord of the Dead. He used it to
make sure none of the dead escaped back to the surface
world.
When the dead were destroyed by the mace they would simply
reappear back at the lowest level of Hell to receive their
punishment at the hands of the Demonic Administrator.
One day along comes a hero who is, so to speak, hell bent
on bringing back the love of his life.
Along the way the hero defeats the Guardian and takes the
mace, not realizing its purpose or nature, just that it's
clearly a special item.
By the time the Guardian recovered, the hero had found and
rescued his love and escaped back to the land of the living.
Denied his primary tool of enforcement, the Guardian was
no longer able to keep the dead in check and now the land
of the living is being inundated with undead.
Fearful of the having to come before the Demonic
Administrator himself, the Guardian travels the world
seeking the Mace of Disruption and its bearer, whom he
hopes to bring before the D.A. himself in an attempt to
lesson his own punishment.
Hooks:
One of the PCs was the hero, or later found the Mace of
Disruption.
The PCs, while trying to discover the cause of the sudden
increase in the number of undead, somehow find out about
the hero and need to convince him to return the Mace -
leaving, of course, the issue of the D.A.
3. Acidic Longsword
From: David Washburn
An elven woodland begins to experience dying vegetation,
especially near the main river that flows lazily through
the area. Over time, the region of blackness and decay
expands farther and farther on either side of the river and
farther downstream.
No insect or other infestation appears to be taking place.
Alchemical analysis is able to determine that both the soil
and water have high levels of acid. The effects on small
areas of contamination can temporarily be halted (and in
some cases even reversed a little) through the use of
restorative nature magics, but once the spells expire the
area once again continues to die. As the affected area
becomes larger, the elves sense a feeling of dread in and
around it.
The elves believe there is a curse upon the land, and the
source of the contamination must be removed. The pattern of
the expansion of decay leads the elves to send an expedition
upstream to see whether something physical is responsible
for the continuing defilement of their lands.
The group follows the course of the river into previously
green lands which now are developing a stench from the
decay. Members also begin to suffer feelings of despair and
fear the farther the group travels upstream.
After some distance the land appears to be affected less
and less. Nothing can be found to be out of the ordinary -
aside from the death all about them as they travel - until
they arrive at an area that appears to be nearly completely
devoid of ill-effect.
The elves come across a number of dead and somewhat
decaying human bodies strewn about a wide area at a large
clearing by the bank of the river. Some even fought hand-to-
hand and died in the shallow parts of the river.
Many of the bodies wear identical black and red scale
armor that the elves never have come across before. These
fallen warriors generally are found with a thick-bladed
falchion nearby, each of which has a blood-red handle.
Other bodies in the area wear a mixture of soft and hard
leather pieces over their tunics. They are variously armed,
but it appears a force of crossbowmen also took part in the
battle from the many bolts found piercing the black and red
armor.
A small portion of one body can be seen a short distance
into the river with the black handle of a sword protruding
from it. The sword will radiate a strong magic.
If the body is moved, it can be determined that the sword is
a longsword of all-black metal. The sword continuously emits
a viscous, greyish liquid from the blade. If the sword is
removed from the body the liquid will stop flowing from it,
effectively ending the poisoning of the water supply. At
that point magic can be used on a more permanent basis to
restore the land to it former beauty.
The only problem is that the handle of the sword is set
with a spring-release mechanism that will stick anyone
holding the handle without one of the black and red armored
soldiers' gauntlets. While this does little physical damage
to the holder, a dose of the same acid is delivered to the
hand of the victim - even through leather gauntlets.
Item: Magical longsword that creates acid along its blade
on a critical hit. The sword hilt also is trapped;
specially magnetized gauntlets must be used to wield the
blade. The blade was created by an evil enchanter and
dwarven master weaponsmith specifically for its user. The
enchanter is given the knowledge of the location of the
blade at all times when held by the hilt.
Premise: A new war band has entered the area, the leader
of which possessed the sword until he was killed in this
recent battle. The leader simultaneously killed one of his
foes with a critical hit.
Because their combat drifted into the water of the river,
the tip of the blade was in the water, resulting in its
never reaching the full level of acidity at its point which
turns off the acid.
When the enchanter sent a scouting party to survey the
last known position of the blade it was not spotted in the
water, so it could not be recovered. He will be after it
again once someone else holds it.
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Age of Misrule
From: Matt
I'd like to add an unusual post apocalypse-style setting
to the list given in Issue #445.
Mark Chadbourn's "Age of Misrule" takes the idea of the
ancient magics returning to the world and causing
technology to work intermittently or not at all.
The first trilogy deals with the main event itself;
however there are two follow-up trilogies. The Dark Ages
takes different characters on an exploration of the new
world setting, and The Kingdom of the Serpent chronicles a
war fought across ages for the future of the world.
Age of Misrule trilogy.
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2. Sci-Fi Logic Puzzles
From: SB
I was trying to find logic puzzles that were suitable for
adapting to exploration and discovery in a sci-fi campaign.
My particular interests involved things that would allow the
PCs to deduce a proper sequence for control settings,
finding paths to a goal in complexes (not just wandering
through a maze), decoding an alien language, working alien
equipment, etc.
I have found a lot of material aimed at fantasy but not a
lot that fits into a sci-fi setting without overly upsetting
the suspension of disbelief - hobbit riddles and most magic
traps just didn't seem to fit.
Below are some links I found. Maybe Roleplaying Tips readers
have other ideas, tips, and links for fun sci-fi cryptology,
puzzles, and traps.
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3. Avoiding Busywork
From: Johnn
Here's a cool article about removing busywork from games.
Here's a D&D specific thread about busywork, mostly from a
GM's point of view.
4. Two Free Library Locations for D&D 3.5
Bards and Sages has made a free 10 page PDF download that
features two libraries, The Quiet Library and the Stairs of
Mirabal, each with NPCs, story seeds, and mini-quests.
See bottom of the page.
5. More Sci-Fi RPGs
From: SB
The survey of sci-fi RPGs was interesting but I must say
I'm surprised a few omissions. So, here are some more
for you submitted with the idea that one cannot have too
many sci-fi RPG references to draw from regardless of the
system one favors.
- Fading Suns
Well, this one isn't glaring but just added for
completeness. On a very cursory level it seems to have
elements of Warhammer 40K and Burning Empires - Burning
Wheel, but without the nearby associations to armored mice
in the case of the latter.
- Spacemaster
This is the sibling to Rolemaster and predecessor to HARP
SF. I preferred the second edition setting to the current
one, but really, how can one go wrong with a system that
has tables of critical strike results like these (game
damage data omitted):
- Nice shot. He knows where you are, now.
- Gee, Jim, that grazing shot appears to have made it
angry. Shame your weapon jammed.
- Beam glances off skull. Blood, permanent hearing loss
(in one ear), and disorientation are just the beginning.
- Paranoia XP
I really think this one was a major oversight, although I
suppose that it could be argued that it's really a
bureaucracy game in disguise more than a science fiction
game. (Too many similarities with where I work.)
It starts with an apocalyptic event and then has mutants,
communists, fantastic equipment, all in an underground complex
run by a computer.
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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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