Roleplaying Tips Weekly E-Zine Issue #465
World Building: 4 Easy Culture Creation Tips
Contents:
This Week's Tips Summarized
World Building: 4 Easy Culture Creation Tips
Game Master Tips & Tricks
- Waking Up Is Hard To Do
- The Appeal of Ruins
- Dark Heresy and 4e Necromunda
- Scrivener
- Free Castles
- Beating Burnout with Funny One-shots
- What Good Is A Hook Without Bait?
Johnn Four's GM Guide Books
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Zombie Murder Mystery at Expy Games
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A Brief Word From Johnn
Godspeed by Charles Sheffield
Just finished this older (1994) space opera book. A boy
finds a clue about long-forgotten technology that could save
his resource-starved world. This takes him into the stars
with a tough crew of spacers to deal with.
The leader of the crew would make a great NPC villain. At
times you want to see his butt kicked into the vacuum, and
other times Sheffield renders a plausible position for the
captain, who is seemingly forced to make difficult
decisions.
The crew is also given the same treatment. In some books
they'd be cut and dry evil, but in this story they're just
stupid or following their own code. Reading this type of
stuff is great inspiration for GMing games that aren't black
and white.
The book is ok. I give it a 7/10.
Godspeed at Amazon.com
Game master tips for Excel: How to speed up your gameplay
A new article is up at the Roleplaying Tips website written
by Sean S. It discusses how to use Microsoft Excel for note
taking, map-making, and making combat tables with formulas
for dice rolls. Thanks for the article, Sean.
Excel Gameplay TIps
Have a game-full week!
Johnn Four,
johnn@roleplayingtips.com
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World Building: 4 Easy Culture Creation Tips
By Johnn Four
Mine your game world's history to create the basis of
cultures. This not only saves you time, but it draws history
back into your game instead of being long-winded trivia. It
also creates connections between different societies in your
world, whether for cities or countries or empires, instead
of your cultures being a tossed salad that feels like it was
the spawn of a random generator table.
If you are using a published game world, history is often an
entire chapter. When making new cultures, even for small
entities like villages and towns, you can use the following
tips to link them better to the world and put that chapter
to good use.
1. Struggles and Losses Become Fears
The greatest pains and sorrows become future generations'
fears. Fear drives a lot of our day-to-day actions, whether
we realize it or not. However, new fears don't appear daily.
Most of them were known or taught to us early on. By the
time we're adults, fears - and our reactions to them - have
become habit and unconscious behaviour. They are a part of
who we are.
Use this to pattern a culture's thinking and behaviours so
the characters experience NPCs who think and act a bit
differently from what they're used to. This will communicate
what's different about a culture quite well and make
gameplay interesting.
Also use this tip to pattern various cultural aspects, such
as fashion, government, commerce, architecture, art, and so
on.
Read through history and note what struggles and losses a
particular culture (or previous cultures upon which the
current one is built) suffered:
- Wars and battles
- Interactions with deities
- Social class struggles (riots, poverty, rights, etc.)
- Interactions with technology, magic, super powers
(unemployment, disempowerment, threats)
- Struggles against monsters, aliens, and races
Once you've identified key points in time that would have
made a huge impression on future cultural memory, look at
the nature of the loss, what was lost, and how it was lost.
Map these things into current day fears. Just make a list:
fear of X, fear of Y.
With a list of six or so fears and their roots, translate
these into different aspects of culture:
- Language (cuss words, words that are never spoken,
insults)
- Fashion (colours that are avoided or signify negativity,
styles that resemble objects of the past)
- Government (type, leader types that get avoided, accepted
ruling styles, what is illegal, types of punishment)
- Commerce (the type and design of currency, accepted or
forbidden methods, what goods and services are illegal)
- Architecture (what designs and colours and styles are
avoided)
- Art (what is defined as tragic, hurtful, negative)
For example, World War I is often thought of in the context
of massive loss of life in futile efforts that never gained
any ground. This might have made some cultures fear
stalemate and status quo. Trenches and bayonets became
symbols of intense suffering. Stories revolved around heroes
fighting against systems and bureaucracies that muzzle
change. Architecture avoided trenches or the hap hazard grid
patterns of trenches built to face each other and forestall
advances. Agents of change are celebrated, such as new
discoveries and technology advances, while stalemates are
avoided, such as tie games in sports.
Another example: 1,000 years ago a massive battle between
dwarves and orcs took place in a mountain. The dwarves lost
horribly, and orcs were allowed to bypass ancient defenses
and spread throughout the land, setting civilization back by
generations.
In current times, the distinctive look of that mountain is a
symbol of fear. It is used in the design of armour and
weapons to subtly invoke fear in foes. Hats of prisoners
look like the mountain. The poor, unlucky and ill-fated are
called by a derivate of the name of the mountain. Aspects of
the orcs - their language, clothing style and behaviours -
have become negative connotations in insults, design and
table manners. The name of the orc tribe has become a swear
word: kuruk!
2. Villains Become Archetypes of What's Evil
Identify the bad guys in history. The winners write the
history, so the losers often become the bad guys. In
addition, there could be evils that caused suffering
regardless of what side, if any, they were on.
List out the villains of history and use them to define what
is evil, bad, and negative in your culture.
There is overlap here with using past losses to create
negative aspects of culture. While deep grief translates
into culture fears, we want to use the personality and
attributes of villains to create very specific culture
artifacts that influence current day attitudes, designs, and
behaviours. To take things one step further, use old
villains to create irrational and interesting cultural
quirks.
For example, a long time ago a fire giant plagued the world.
His story has been handed down in story and song, and the
facts have become lost or twisted. No matter, his legacy has
left an indelible mark on a city the PCs are currently
visiting:
- Fire is evil.
- Cooking (by fire) has become a solemn act and no speaking
is allowed while making meals.
- Complex heating systems have been invented so that open
fire is never present where cultured people live or gather.
- Red and orange are the colours of evil.
- When the red robed priests of a nearby kingdom were first
encountered they were immediately attacked. This caused a
long war, and city and kingdom are bitter rivals to this
day.
- The name of the order of those priests is now a term of
mockery or casual insult.
- Wood is a holy material.
- Large people are shunned, assumed to be troublemakers,
criminals, or worse.
- Underground societies, such as assassin and thieves
guilds, use symbols of giantism and the colour red in their
motifs.
- If something is hot it's considered bad.
- The first time a PC brandishes his flaming sword +1 he is
mobbed, then hunted. A purification quest is the only way to
save his soul and allow him back into the city.
Know thine enemy
Another important aspect of historical villains is they can
influence who a culture identifies as evil and as an enemy.
This is apparent in my fire giant example. Pretend the
historical villain had a character sheet. Everything on it
is a candidate for modern day identifiers as to who or what
is an enemy. Equipment choices, high or low stats, notable
skills and abilities (or lack of ability in certain areas),
personality traits such as likes and dislikes, background
elements.
In our fire giant culture, swimming is the sport of heroes.
If anyone cannot swim it's a sign of inferiority and is
suspicious. Pools are plentiful. The fire giant also wore
magic arm bands. Consequently, arm bands are never in fashion
and a certain type must be worn by foreigners as their
visiting passports and paperwork.
If you crafted villains and evil NPCs for this city, you
would use the traits you've defined in this exercise to
identify them as enemies. Beware the sign of the torch.
3. Victories Become Values
Going to the opposite end of the spectrum, we perform
similar actions to determine what the positive and virtuous
values of a culture are. We cannot only define what is bad,
because that just creates a void, in general. This makes
gameplay dull.
For example, if everyone avoids something, that's going to
be hard to pick up by the players unless you call it out,
which is sometimes heavy-handed. And you can't run every
encounter with some element of avoidance in it.
You need the good to fill up the space left by the bad.
To figure out what is valued highly in a society, look back
in history for victories. What events marked positive
turning points? What victories created great gains or
pleasure for the culture's citizens? Make a list of these
and use the same process you used when defining losses and
fears, only now you are defining what is sought after,
honoured and praised.
For example, in the year 1082 a battalion was cut off. It
never rejoined the main body of the army, which was almost
completely annihilated soon after. Instead, the battalion
explored the mountains for a defensible location and
discovered a pass that lead to a new land. They settled
there when scouts brought back news the enemy was
victorious, and this region became the city that is rich and
powerful today (the same city that fears fire).
Based on this historical event, the culture now values
exploration above all else. It also values tactics and sound
defense. It does not like taking risks, and it has a long
history of fine military commanders who knew the value of
not antagonising enemies into war.
Style and design are subtly influenced by secrecy and
narrowness, hearkening back to the discovery of the mountain
pass. Clothes are tight fitting with clever pockets.
Buildings are packed close together, creating winding
alleyways only the locals know how to navigate. Ambassadors
and merchants are highly regarded, especially if they are
adept at secret dealings and negotiating shrewdly.
4. Heroes Become Archetypes of What's Good
As you did with villains, identify heroes and famous people
in the past who contributed to the current success of the
culture. Their traits will be emulated and identified as
positive attributes, counter balancing what villains have
caused to be regarded as evil and to be avoided.
Create one or more archetypes that represent good, success,
or holiness. Then create cultural quirks based on the
heroes' attributes as exotic flavours to entertain players
with. Use these quirks to base NPC roleplay on, potential
quests and missions, and culture profiles.
For example, St. Albadeen is the city's protector against
snakes, which unfortunately, plague this side of the
mountains. Years ago, the farmer Albadeen saved a prince
from a poisonous snake. Using tricks he learned as a child
working the fields, he charmed the snake and lead it far
enough away from the prince so the guards could safely chop
it up. The farmer asked to keep the meat for the night's
dinner, and the prince, after laughing long and hard,
invited the man and his family to be the royal snakekeepers.
So the story goes, at any rate.
Albadeen performed many other heroic acts in his tragically
short life, and at his funeral the water priests named him a
saint. Each year a long parade is held that winds through
the narrow alleys and corridors of the city. People dress up
as snakes or as Albadeen, and thousands of mock charmings
and slaying are played out all day long.
When the PCs arrive, there will be many opportunities for
them to be hired on as explorers, snake hunters, scouts,
ambassadors, caravan guards, fire guards, and swimming
champions. They'll have to learn quick to avoid handling
fire and speaking orcish, and to make themselves seem
smaller if they're big. If they can't swim they better hide
that fact as well.
* * *
These techniques are not the only way to flesh out cultures,
but they sure do tie in world history well. The benefit of
this is more relationships between details, creating a
tighter, closer world for players to experience.
Also, mining history is a great source of inspiration, and
doing it for culture building is just the beginning. How
else can you use history for other parts of campaign
planning and design?
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Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Waking Up Is Hard To Do
From: Foltor
Sometimes things happen during the night that can throw off
your whole day - even without getting attacked or standing
watch. Here are some (mostly) mundane sleep events to add
flavor to your campaign.
Always describe dreams in some detail so the players are
unsure if the dream is significant or not.
These things shouldn't happen every night; maybe just a 5%
chance per character per night. Basically, the PC critically
failed at sleeping.
- The PC wakes up with a zit.
- The PC wakes up with abnormally bad bed head. Even with access to a shower, he will still have a bad hair day.
- The PC wakes up with a cramp, charley horse, crick in the neck, or other persistent stiffness or discomfort.
- The PC suffered from insomnia and tossed and turned all night, possibly from heat, stress, something he ate, disturbing insects, or just an uncomfortable bed.
- The PC had to get up to relieve himself a few times during the night.
- The PC wet his bed.
- The PC had an episode of sleepwalking.
- The PC rolled out of bed.
- The PC tossed and turned, perhaps disturbing other nearby sleepers.
- The PC talked nonsense in his sleep.
- The PC talked in his sleep, revealing a secret.
- The PC snored heavily.
- The PC had a nightmare. He feels unsettled for the first few hours of the day.
- The PC had a mundane dream that seems prophetic.
- The PC had a prophetic dream that seems mundane.
- The PC was visited by a ghost of a loved one in a
dream, or dreamed about an unresolved issue from his past.
- The PC had an erotic dream.
- The PC had a really weird dream.
- The PC had a lucid dream.
- The PC wakes up temporarily disoriented about where or
when he is.
[Comment from Johnn: haha, these are great ideas for adding
flavour. Thanks Foltor.
Does anyone want to take a stab at _good_ things that might
happen? A critical success at sleep? :) ]
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2. The Appeal of Ruins
From: Logan Horsford
Heroic Cthulhu
I've been asked, "What's the appeal of ruins?"
Here are a few thoughts:
Observe the old world grandeur - speculate on what was.
To this day, people still visit ruins to get more insights
on their past or the past of others.
Ruins are dangerous to travel in - you must be careful
of collapse, old dangerous stuff left around, etc.
Ruins have dangerous inhabitants.
There are strange mysteries to uncover.
Strange artifacts might lie around, waiting to be
discovered.
Ruins have a lot of danger and potential loot.
I think that, to do ruins well, all of these factors must be
dealt with. Not all of the buildings need to be detailed out
- most are just piles of dangerous rubble that can be
quickly and easily dispensed with by narration.
But there are a few things which can be put in to make
things interesting and help with the exploratory feel of
campaigns.
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3. Dark Heresy and 4e Necromunda
From: Jamie I.
If someone is looking to start a Dark Heresy campaign, my
first suggestion is: Don't.
The system can be very frustrating at times, and it seems
like all the PC's are clumsy amateurs who can't get
anything right. Most of your stats begin in the 20% range,
which when challenged with an "easy" task, takes the odds
of success to just over 50%, as easy gives a +30% bonus.
If someone is set on starting DH, I would advise that the
PCs start somewhere well above 1st level, to give them some
sort of satisfaction that they can get things done. After
all, they have been selected as "chosen" of the Inquisition.
Lastly, if they have a copy of 4th Edition D&D, I have re-
skinned D&D over to Necromunda, also in the 40K universe.
They will still require all the core D&D books, and I would
suggest several 40K minis, for sure, but the system seems
to be a bit more heroic.
While I haven't written anything for Inquisitors or Space
Marines, it could be a start. I'll be expanding the writing
as I buy more of the PHBs and so on. The classes translated
over rather easily, fighters became brawlers, rangers
became bounty hunters. Races translated to gang
affiliations, etc.
The trick was inventing a set of firearms rules that
weren't too complex, and an Armor Penetration system. I
think the end result went pretty well.
The website is Necromunda: 4th Edition
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4. Scrivener
From: Bryan Jonker
In my last few campaigns, I've been using Scrivener for
the Macintosh. It's a word processor specifically for
screen writing or novels. You can create and search through
text fragments easily, and load graphics and PDFs into it.
I have a folder that has PDFs of each character, plus a
graphic of the world map.
Scrivener
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5. Free Castles
From: Joachim de Ravenbel
Summer being a game-less period for me, I used the time to
create those two guides to Castle Frankenburg and Castle
Riche-Guet that, thanks to JimP, are downloadable here:
There's also a lot of other interesting goodies at
crestar.drivein-jim.net
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6. Beating Burnout With Funny One-Shots
From: Michael Beck
I am a GM who always goes for the epic, for big adventures
with PCs having a lot of backstory. We take it seriously
and this is fine; everybody is having fun. But after a
while something happened to me that I think happens to a
lot of GMs: it's just not as thrilling as before.
This kind of burnout had been described before me a lot of
times so I won't go into detail. Long story short, I was
running low on creativity. But I found a solution at an
unexpected point.
A friend of mine and I went to the student-cinema and
watched The Gamers I + II. As usual it was very funny, and
after the movie an idea was born: I wanted at least one
session of gaming like in the movies. No, "Yeah, please
let's focus" or "Try to think as your character, please."
It should be just, "Yeah, have fun!" So I did something
very unusual for me.
I decided to run a one-shot, just one evening of amusing
gaming, with PCs we were not going to use ever again, a
storyline that was completely closed, played by people who
probably will not game in this constellation ever again.
The whole thing about this was to make the players (and
myself) laugh as much as possible. This isn't possible in a
classic setting. So I decided on a setting that takes
inspiration from Terry Pratchet, Munchkin, Shrek; whatever
is funny and has a medieval-fantasy background.
Never had adventure writing felt so simple and fun. In two
days I had a 17 pages long adventure with fleshed out NPCs,
interesting locations and magic items with background, a
nice hook for the adventure, an unexpected twist and nice
rewards. In short, everything an adventure needs.
Remember that this is a one-shot adventure. There is no
reason why you should game this with your normal group of
players. It's a perfect opportunity to get some people on
the table you normally don't get together.
I said to the players, surprise me with your characters; I
don't want to know too much about them, and remember it
should be funny.
During the session I had the one thought in mind: "Is this
funny?" Minor errors, the game pausing for anecdotes, all
of the usual things that can derail a game; they all just
added to the spirit of the evening.
In the end I even learned some lessons as GM from all this:
- We don't need the big long-scope story-arc. Small ideas
(in particular for low level characters) have a lot of
advantages. And by the way: If you have not mastered the
art of short/small adventuring, how can you expect to
successfully run long campaigns?
- The most important is the setting or the tone you want
to create when writing on an adventure. The rest will come
naturally to you, just by asking "is this contributing to
the tone I want?"
- Far more important than supervising the actual PC creation
process is to let the players know and understand what kind
of setting/tone you wish for. They will come up with
characters which fit in your adventure, because they fit the
setting.
- Actually playing the adventure there is again just one
question: "Are we still contributing to the tone?" Relax as
GM; there is no big need for you to be active except when
something happens that leads away from the atmosphere you
and your players agreed on.
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7. What Good Is A Hook Without Bait?
From: Ian Winterbottom
GMs think a lot about plot hooks. But what good is a hook
without bait?
How many times have you come across someone or something
that made you uneasy, without necessarily knowing why? And
perhaps when you think about it later you realise why, but
by then it is too late to do anything about it. The moment
is gone.
And guaranteed it will nag at you for ages. "What did he
mean by that?" "What if I'd...?"
It's a feeling you can use successfully in RPGs, by
introducing things or people that don't necessarily have
anything to do with the plot, but are designed to make your
PCs think they might be.
1. Suspicious Strangers
How many times have you been buttonholed in a shop, bus
queue, library, or pub by the weird person who just wants to
talk incessantly about something completely off-the-wall?
He just wants someone to listen. He might have some strange
view of the universe, have just had a Close Encounter - or
thinks he has - have just seen Elvis, anything. Maybe it's
true, maybe it isn't, maybe it matters and maybe it doesn't,
but it will make the PCs think.
How about the man in a crowded city street who stops and
stares at you, for no apparent reason, without speaking,
before moving on? It wouldn't be so bad, but his eyes were
the most piercing ice-blue gimlets you have ever seen.
Or maybe he had a low hat or hood, a patch over one eye, or
lord help us, a raven perched on his shoulder. Nah, couldn't
have been!
2. The Half-True Tale
Your players pay attention to detail because they don't want
to miss anything. Give them half a conversation or story so
they are frantically trying to get hold of the rest.
My players once encountered a drunk burbling generally in a
sort of word association manner. He overheard a chance
reference in the party's conversation to treasure and
dropped a pebble into the pool of conversation with
"Treasure is it? Ah, and wouldn't ye be likin' to talk with
me friend Mikal, and him knowing where all that great
treasure is (hic)." At which point he passed out.
Cue players frantically trying to wake him, getting him to
remember, and getting a coherent story out of him. To get
him to talk they had to ply him with drink, befuddling him
still further.
Eventually, after much hilarity, they managed to discover
that Mikal had just been taken hostage by attacking goblins
in a raid on the caravan he and the drunk had been traveling
with. Hence his drinking, since he was holding a private
wake for his buddy, who was about to be sacrificed to the
goblin deathgod, Gruumsh, on the morrow's full moon.
This led to a raid on the goblins, but it got a lot more
exciting when the PCs found that the goblins were actually
orcs, and mob-handed at that. There were other denizens in
the cavern complex, as well, including ogres!
Another example: people at a neighboring table are having a
raucous conversation when there is a sudden lull and the PCs
hear someone say, "I never thought he might have had the
diamonds!"
If you don't know they're describing a card game it could be
interesting, huh?
Or perhaps the same men are deep in discussion, in low
tones, over a scrap of scruffy parchment. One of them
glances up, makes eye contact with a PC, and takes note of
them eavesdropping. Perhaps he smiles, very slowly. It could
be a map, it could be a knitting pattern, but it is
intriguing - and finding out which could be dangerous!
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Johnn Four's GM Guide Books
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