Roleplaying Tips Weekly E-Zine Issue #448
8 Tactics for Mooks
Contents:
This Week's Tips Summarized
8 Tactics for Mooks
- Wear Down Resources
- Terrain and Traps
- Combat Maneuvers and Strategy
- An Edge
- The Battlefield
- Forethought
- I Got Friends
- Illusion
Gamemaster Tips Summarized
- Alternative to Candles
- D&D 4E Resource
- Gaming Podcasts
- My Favorite RPG - Mythworld
- Simple Game Master Improvement Process
- Post-Apocalyptic Weaponry
Johnn Four's GM Guide Books
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A Brief Word From Hannah
Faerie Books
I've read a couple of books recently which have given me a
whole new way of looking at faeries.
The first one is Midnight Never Come, by Marie Brennan. I
love everything she's written, so I overcame my misgivings
about intrigue-y books and picked it up. It's set in
Elizabethan England, and follows the lives of courtiers in
both the mortal court and the faerie court hidden beneath
London. If I had to summarize the book in one sentence,
that sentence would be, "Seven hundred pages of reasons not
to mess with the fae."
If you're looking for the perfect blend of fantasy,
history, and manipulative cunning, I suggest giving it a try.
Midnight Never Come
The second book is Blood and Iron, by Elizabeth Bear. It
is similarly full of faerie intrigue, but set in modern New
York City, among other places. Faerie is gradually being
overcome by the mortal world, which fights battles with
iron and magecraft rather than names and glamouries.
This book gives even more reasons why crossing - or even
catching the eye of - the fae is a bad idea, even in a
world where steel girders keep the faeries from one's
threshold more surely than horseshoes ever did.
Blood and Iron
Gaming with Children
It seems all anyone can talk about these days is how to
game right, who's doing it wrong, and how difficult it all
is to tell it apart. A refreshing change from that is the
story of a father running through Keep on the Shadowfell
with his seven year old son:
http://www.story-games.com/forums/comments.php?DiscussionID=6630
It's full of inspiration for gamers of all ages, great
ideas for running games with kids, and more than a few
"awww" moments.
Hannah Lipsky
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
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Advanced Adventures #10: The Lost Keys of Solitude in PDF
Advanced Adventures #10: The Lost Keys of Solitude will
hit stores in June, but you can pick up your electronic copy
now at YourGamesNow.com, the publisher's cooperative. This
OSRIC(TM) module is designed for 6-8 adventurers of levels
6-10. Explore the terrors and treasures of Solitude!
The Lost Keys of Solitude at Your Games Now
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8 Tactics for Mooks
By Ian Winterbottom
Encounters in the early days of campaigns are harrowing and
exciting. Nothing beats the feeling of accomplishment that
comes from overcoming a real threat by the skin of your
teeth.
As your PCs get more powerful, though, this old zest might
fade. The joy of desperation and the excitement of winning
begin to disappear as the group cruises through encounters
without feeling threatened. There is hope though, as you'll
see below. Following are a few ideas for making mooks deadly
for even tough parties.
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1. Wear Down Resources
Use strategy, tactics and missiles to whittle away PC health
while causing pain and frustration. This makes the
character's fantastic +5 Holy Avenger into overkill; smiting
the evil ones is suddenly using a sledgehammer to crack a
nut. Make them also waste spells, magic, oil, holy water,
etc.
Have whoever gave them directions to get here be
hopelessly wrong or even evil, but now out of reach.
Maximise frustration, minimise abilities. Have the mini-
enemy insult the character, and also have him beaned by a
rock; only one hit point is lost, but the player feels
singled out. Make sure the monster seems uncannily accurate.
Make the most powerful character, who thinks himself
indestructible and invulnerable, feel vulnerable and even
targeted. And make his ripostes seem useless; there is
nothing worse than getting shot at when you cannot fight
back effectively.
This has the added advantage that each foe they dispatch -at
possibly high cost to themselves - nets them a relatively
low reward in terms of treasure and the experience.
Contempt can also be a useful tool. If players despise the
lowly attackers, they are more likely to get careless and
more likely to allow lost tempers to cloud judgment - how
dare these pesky little blighters challenge real men?
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2. Terrain and Traps
Have the contemptible mini-attackers use missile weapons,
ambushes, or preset traps towards which they herd the PCs.
Caltrops, rockslides, collapsing floors and pits.
Have archers and crossbowmen use cover and surprise, lie
down or kneel, and open fire from a high and impregnable
position. With any luck your PCs will waste time, hit points
and energy trying to take a position by frontal assault,
before trying to figure a way around it.
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3. Combat Maneuvers and Strategy
Charge and swarm tactics by even the smallest or lowliest of
opponents can take down an overconfident character. Above
all, remember there are a lot of them.
Nets, ropes, and tripwires can immobilize characters or
render them helpless.
Small characters might be swift to claim their bonus to
avoid being hit by larger characters. Who's to say that
smaller, swifter, sneakier goblinoids don't enjoy the same
advantage versus that hulking fighter?
Even an extra point, or better, two, in defense will make
them that much more elusive.
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4. An Edge
Give your monster some relatively tiny advantage - what the
old-time gunfighters used to call an edge.
Perhaps they can fly, if only for short distances. Some form
of camouflage ability; can they Blink, or just Hide in
Shadows, even become invisible for a short period?
Any of those render them capable of a surprise attack,
possibly while a PC, who should be able to shrug off their
attacks, is busy attending to several of their mates.
Remember that flanking and rear attacks often get bonuses to
hit.
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5. The Battlefield
Have the battle occur in some place that maximizes the
creatures' advantages and minimizes those of the PCs. If
some obstacle such as magma or a chasm is separating the PCs
from their adversaries, have the baddies maximize its use.
Even better, if the enemy is atop a mesa or cliff, the PCs
need to climb to reach their adversaries, leaving them at a
disadvantage when they reach the summit; they must spend at
least a few moments reorganising themselves before battle is
joined. Have the monsters attack while the PCs are busy
climbing and sorting themselves out.
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6. Forethought
Planning ahead doesn't only apply to dragons. Just because
they're only kobolds doesn't make them stupid.
They will know the terrain in which they live, and will have
taken steps to fortify it. They might set up cover, pre-laid
traps, or blocked escape routes or attack routes that
nevertheless seem inviting.
If the PCs don't take enough trouble with reconnaissance, it
is their own fault. Secret passages can be a two-edged
sword; as well as leading the party in behind enemy lines,
they can quite easily lead to an attack on your own
vulnerable rear.
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7. I Got Friends
Maybe the crafty kobolds have befriended someone or
something a lot bigger than they are. Who's to say that just
around the corner from their hidey-hole, in what looks like
an inviting route to sneak up on the pesky creatures, they
haven't installed (or at least made a pact with) a brutal
and bestial ogre?
He, she or it is willing to cooperate to some extent because
the kobolds have promised him that if he lays off them,
they'll do their best to lead succulent adventuring parties
right to his front door.
They might even promise him the lion's share of the loot. If
you are only two feet tall, a double headed axe twice your
own height is not much use to you, nor is a two handed
sword; but the ogre could use it, if only to trim his
fingernails.
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8. Illusion
Not necessarily magical. Remember these little buggers know
their home turf, and have had plenty of time to think out
ideas to defend it, and to make the lives of those invading
it nasty, brutish and short.
Perhaps there is a cave somewhere where the voice of even a
kobold echoes like that of a god? One could hide there,
hurling the most vile of insults; "stunty" to a dwarf,
"pointy-ears" to an elf.
Don't overdo this, but if some fact about the adventurers is
in your opinion obvious from their appearance, let the voice
use it, giving the impression of supernatural knowledge.
To further that illusion, might they not leave the
aforementioned axe or double handed sword in plain view,
fostering the impression that whatever is making all the
noise is big or mean enough not to need such a weapon, and
has simply discarded it?
And while the party's attention is focused in the direction
of the disembodied big voice, the friend from above can
attack from the other direction.
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For Your Game: Magic Item Backstories
1. Rifle of Magic Missile
From: Tommy
Two factions are about to begin fighting and tensions are
high. During this period forces begin to arm themselves as
best as possible. An alchemist or mage offers the PCs' side
certain rifles that never miss their mark. This suddenly
shifts the advantage towards the one side.
This is a problem. The mage/alchemist is an enemy of the PCs
and by selling his rifles he is going to gain large amounts
of wealth and power. This is something that would definitely
be harmful in the future.
The PCs are therefore left two choices: allow him to gain
power and face him in the future, or confront him now and
risk him switching sides. They should also consider if they
can beat the other side without have his help.
2. Ring of Sustenance
From: Brandon Echols
A talented sorcerer decides to call it quits after a
youthful career of adventuring. Having had enough of life
on the road, he retires to his home community for a life of
peace and quiet. There's just one problem: his beloved ring
of sustenance.
Over time, he's become so used to having it that he finds it
nearly impossible to readjust to requiring food, or drink,
or more than a couple hours of sleep every night. Taking it
off throws his entire life into chaos, and so he resolves to
simply keep it on.
Who wouldn't, when such a problem presents itself? After
all, a ring of sustenance is a great little item to have. Of
course it is; as long as you're keeping watch every night in
the wilderness, going days without food in a dungeon, and
crossing great deserts by night.
Living in a small town is a bit different. The common folk -
not knowing the ways of magic, especially sorcery - being to
make subtle warding signs when he passes, because they never
see him eat or drink. The lamps stay lit in his home all
night. When he dines at someone's home, he acts as if food
and wine are foreign concepts - as if he has not eaten in a
long, long time.
He is never seen in the local food market. There is no
garden at his house. Eventually, the rumors start. People
begin to suspect that something horrid happened to him on
one of his adventures. Local "experts" on the subject
suspect he might be some sort of undead creature, or that
some fell power has taken hold of him.
Slowly - so slowly he barely notices - he becomes an outcast
within his own community. The somewhat-bizarre behavior of
sorcerers does not help his case, and it doesn't take much
for a mob to form after a few men get particularly drunk and
brazen in a local tavern. Taking farm implements and torches
to his home, they crash through the gate and drag him into
the street.
Although he tries to explain that "it's just my ring!" the
people are in no mood to have their suspicions allayed, and
he ends up being driven out of town by the horde of armed
citizens. A hundred spells come into his mind, but he is too
good of a man to use them on the townsfolk. Later, he
watches from a nearby hilltop as his house and all his
treasured possession are turned to ash.
That's when something dark and twisted awakens within him,
and he vows to get revenge. He decides he'll never lose
anything, ever again, because of his simple-minded morality.
He begins to wonder if such things as "law" and "ethics" and
"common decency" are what have been holding him back for so
long.
All because he did not want to take off a simple, innocent,
little ring.
3. Dwarven Cure Potions
From: Brent Jans
Far and wide the dwarven people are renowned for the
strength and unique tastes of their brews. While everyone
can name at least one dwarvish ale, porter or stout, few
outsiders are aware this same love of brewing is present
among dwarven clerics.
Competition - friendly and otherwise - is fierce between the
clerics of the various dwarven deities to see who can brew
the most flavourful, and above all, potent, potions.
Although each faith can lay claim to superior brewing of one
or two more exotic (expensive) potions, it is the humble
curative potions that inspire the hottest competition.
Clerics vie continuously to create better tasting and more
powerful curative potions than their brethren of other
faiths.
Holy festivals are held so that each church may present its
best brews for judgment. In this way churches gain prestige
both for their brews and their deity.
The Hook: Shortly before one such holy festival, the Head
Brewer of the Church of Moradin goes missing. He was working
on a secret curative brew that he had assured his superiors
would win them the festival competition.
Naturally, suspicion falls on the other churches. Not that
they would hurt a fellow cleric, no; but they might
"misplace" him until after the competition. But was it one
of the other clerical orders, or is there something more
going on? And what the heck is in that secret brew?
4. Food-fixing Buttons
From: Aaron Bianco
The wine waiter at the expensive restaurant rolls over a
small cabinet with several wine bottles inside. He offers
the patron a sip of a bottle and ask if it OK, or if he
would want something slightly sweeter, or dryer, to suit
his tastes.
As this expensive restaurant is all about style, atmosphere
and wealth, the waiter tugs on his cuffs to bring down his
sleeves and reaches in to grab another bottle for the patron
to sample. Once the patron is satisfied with the sample, the
waiter again straightens his appearance and then bends his
knees to get the unopened new bottle from the bottom rack of
the mobile cabinet.
Unbeknownst to the patrons, the wine waiter is adjusting the
dryness of the wines using the magic cufflinks.
This is not the only magical jewelry that operated in this
five star establishment. However, one of the owners has gone
missing and taken the other pieces with him.
Each of the other items was a button on his shirt which,
when activated, changed the food in one of several ways.
Each button on the shirt has a flat face with the following
symbols: an orange, a honeycomb shape, a type of pepper
(almost like a zucchini), a spider web pattern, several
round circles with very numerous circles of smaller and
smaller shape.
These buttons, when pressed, affect food in the following
ways:
- Increase the "orange" flavor in a food or drink
- Sweeten a food or drink with a honey flavor
- Increase the spiciness (heat) of a food or drink
- Detect poison
- Made a drink effervescent
Alas, the owner who always "sampled" a food from the
kitchen to make sure it was to the "personal tastes" of the
patron, has gone missing. It is important to not only find
out what happened to him, but to get the buttons back.
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Twin Rose Software Launches New Site
Twin Rose Software, creators of the Campaign Suite line of
RPG Management tools, has launched a new web site featuring
downloads, blogs, forums, articles and more! New content is
added daily, as well as updates and previews of the
upcoming Campaign Developer Suite. Webmasters can promote
their sites, post their blogs, and more.
www.twinrosesoftware.com
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Alternative to Candles
From: Jeff
One alternative to real candles are the many varieties of
battery powered candles now on the market. From small tea
lights to tapers and larger pillar candles. Safer because
there is not hot flame to deal with. Especially if the game
host has pets or small children in the house.
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2. D&D 4E Resource
From: Mike Evans
I don't know if you've ever been to this site or not, but
it has some good helpful sheets for 4 players.
Thought I would pass along the love!
Dragon Avenue D&D 4E Resources
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3. Gaming Podcasts
From: Paul Ramer
Check out Role Playing Public Radio (available free on
iTunes). They have some sessions of live games recorded as
well as other content.
The official DnD podcast is also pretty good (on iTunes).
It's now obviously always 4th edition but still worth
checking out.
From: Jason Schaumberg
I listen to a number of excellent RPG podcasts. Fear the
Boot, Have Games Will Travel, All Games Considered are all
excellent.
For actual play I'd recommend Role Playing Public Radio
first and foremost.
From: Johnn
A few more actual gameplay podcasts or audio files:
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4. My Favorite RPG - Mythworld
From: Paul Cardwell
Mythworld is one of those little desktop jobs you won't find
in the game stores, but still has an abundance of ideas to
improve the state of the art in game design. It was
originally designed as a proposal for RuneQuest 3, but was
rejected as being too detailed.
The game is sub-titled Realistic Fantasy. This is not an
oxymoron. The laws of physics are relatively intact.
Except for the traditional fantasy factors of polytheism,
magic, and many intelligent species, it is like our world in
the early iron age. Many players base their characters on
actual cultures.
Mythworld is easy to learn. If you don't know the rule, you
can usually figure it out. After a character is generated,
about the only chart a player will consult is in the unhappy
event of rolling a fumble. Charts are for the players to
make characters and for the scenarist to determine the
weather and other natural phenomena that may affect the
story. Otherwise, they are not used in playing the game.
There no levels for the character, only for their different
skills, which are on a percentage-to-accomplish basis. These
skills can be improved either by training or experience. The
effect of the thousand meter fall depends on terminal
velocity, not "level" (yes, it is covered in the rules and
is in metric - the math is easier). Characters can get
injured. They don't carry on as though nothing happened
until the last hit point is used and then drop dead. They
can lose abilities and even consciousness and still survive.
Beginning and experienced characters (or players) can
participate in the same game with no problem.
All characters have a trade and a religion. Trades come in
handy at the oddest moments in an adventure and the religion
is the source of magic ability, with some spells that are
unique to that religion. These are covered in the books on
Skills, Spells, and Outfitter.
The Bestiary has such useful details as actual movement
speeds, life-cycle chronology, population density, etc., and
was once used by the Dallas Museum of Natural History for an
Olympics tie-in exhibit on animal running speed and jumping
distances because it was the only single place with those
details. There are even permission-used Gloranthan critters
left over from the game's RuneQuest ancestry.
There is no alignment. Real people don't have it, but are a
mess of sometimes conflicting loyalties to self, family,
nation, religion, job, political party, hobbies, and other
groups. Game characters should be just as complex.
There are no experience points for the nasty referee to hand
out or withhold as the mood strikes - or more precisely, EPs
are intrinsic in the game. Learning can be by experience,
there is the lawful loot obtained in an adventure that may
be used directly or has monetary value, and there is income
from one's trade. All can be used to obtain training,
equipment, and supplies, but training takes time as well as
money.
Mythworld is anti-hack'n'slash. The adventurer operates
under far more restrictive rules than a modern bounty
hunter. A live prisoner is worth ten times that of a dead
one. Many adventures will have no combat at all.
Character generation takes time - which is often
intimidating to beginning players. The character sheet is
four pages, although one is for mounts and most of another
is equipment inventory. However, you will start with a well-
rounded character - a bit weak in some essential skills, but
they will develop. Once, at a convention, we discovered the
handout characters were missing so three experienced players
generated ten fully developed and detailed characters in one
hour to make the event.
Cooperation between PCs and often NPCs is essential. There
is at least one NPC essential to the success of the mission,
so violence is never a first choice. There is an established
way to divide loot (weaker gets the item most needed to
correct the weakness). There is a lot of teaching of skills
within the group since that keeps the money in the group and
thus increases the power of the group as a whole. Indeed,
the most unrealistic aspect of Mythworld is that one can
often make more money teaching than from the loot on an
adventure.
Disease and injury exist. There is even coverage of altitude
sickness for those stupid enough to seek a hippogriff egg
(hippogriffs are viviparous). Resuscitation exists, but is
not the cheap grace of D&D. It requires a shaman capable and
willing to perform the ceremony, and is dangerous to both
the shaman and the PC.
There is an introduction scenario in the boxed set, and
three separate scenarios have been published, with more on
the way once the revision is complete. Of course, those for
other game systems can be adapted with varying degrees of
difficulty.
The game is currently in revision (the first since the
original in 1985), but includes an update of the changes so
far in testplaying the revision. Assistance in testplaying
is welcome. Further questions and order requests can be
directed by e-mail to [email protected].
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5. Simple Game Master Improvement Process
From: Loz Newman
To paraphrase the immortal Alan Demming:
- *Perceive* a need
- *Develop* a potential improvement
- *Check* its effects
- Repeat steps 1 to 3 in order to *Act* to correct the
unwanted side-effects or install more improvements.
- (Optional) Raise your base-line acceptable minimum to
meet new standards.
Repeat 1 to 5 as needed to continuously improve.
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6. Post-Apocalyptic Weaponry
From: BetraM
re: Roleplaying Tips Issue #445
Good day,
I was just looking at Issue #445, and noticed the part on
post-apocalyptic weaponry.
It reminded me of a chat I had with a friend once, over the
absurd level of technology featured in some games, such as
the Fallout series. There were basically 3 levels: spear-
chucking tribals, then a sudden leap to just-pre-war
weaponry, and then the slightly futuristic laser/plasma
weapons.
It was kind of weird that most of society was seemingly
still perfectly content with the supplies the past had given
them, with minimal production. There was no middle-thing
between the tribals and the 21st century.
I would like to point the distinguished GM to degenesis.com,
home of a German indie RPG, (translation in progress)
centered around a post-apocalyptic Europe, one of the
meteor-struck kind. It has a very interesting Bazaar chapter
that assigns to all items a tech-level, which a city must
have reached to produce any given item.
The levels are fairly simple:
- Nomadic tribes, items mostly made of stone and bone
- Junk gets molten and turned into tools, nails allow the
construction of buildings and ships, swords and farms
- Early muskets and cannons, manufactures
- Automated conveyor belt production, modern guns
- Actual computer networks, possibly even government-
sponsored education
- Magical fairy wonderland, pre-war cities
The possibilities are quite interesting; imagine desert
rangers coming across a Napoleonic army, or a band of Libyan
slavers cutting down knights on horseback with WWII era
machine guns. I for one also enjoyed parts of the fluff
text, some of it was quite atmospheric.
There are levels of technology between the stone age and the
21st century. Use them in post-apocalyptic games.
www.degenesis.com
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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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