Roleplaying Tips Weekly E-Zine Issue #467
Long Story Arcs - 3 Tips On How To Finish
Contents:
This Week's Tips Summarized
Long Story Arcs - 3 Tips On How To Finish
Game Master Tips & Tricks Summarized
- How to GM Old School
- PCs Do Not Always Know How Things Work
- Palm and Online Dice Rollers
- Get Ideas From Dragons: A Fantasy Made Real
Johnn Four's GM Guide Books
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A Brief Word From Johnn
A Bit Late This Issue
I just returned last night from a visit with my parents in
Comox, British Columbia. It's always great visiting with
them, and my stay was far too short.
I took a flight to get there and back, and I always aim for
a window seat. Looking at civilization and wilderness from
thousands of feet above is great for meditation - and world
building.
I was at airports for a few hours all told this weekend, and
as always I had my notebook with me. When I needed a break
from reading I pulled it out and started profiling
travellers. Just from appearances and interactions I
generated a number of new NPC seeds. Time well spent.
Hopefully you enjoy the tips this issue. We delve into a few
tricky topics, including how to manage long-running games
well, some advice on recruiting your family to play RPG with
you, and some GMing views from an old school gamer. An
interesting mix!
Back Up Your Game Data
Just a quick callout to backup your game data. Don't forget
any online data, such as in Google Docs or a wiki service.
PBWiki users: did you know you can backup your wiki, even if
you're using the free version? Email me if you need help.
Losing game files and data is a horrible feeling. Backup at
least monthly.
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Long Story Arcs - 3 Tips On How To Finish
A reader wrote in with a request for tips on how to finish
long plots. He just could not get closure. Following are
three pieces of advice for game masters looking to run long
campaigns to their natural conclusion.
More tips on how to finish long campaigns are welcome. Email
me directly at [email protected]
1. Divide the plot into three smaller arcs
When tackling large plots you get overwhelmed. There are too
many branches, possibilities and details to manage. When
overwhelmed you either give up or leave your planning for
another day, and that day rarely comes.
So you get an unplotted game. How can you finish a plot if
there isn't one?
Solve this situation by carving your plot into three smaller
chunks. You could call these sub-arcs, acts, stages, or
phases, but divide your work into pieces you can handle and
manage well.
The simplest way to structure these acts:
1) Set-up
2) Development
3) Resolution
Act 1) Set-up
Establish the world and the PCs' relationships in it. We
learn who the characters are, their capabilities and some of
their potential, and what drives them. Flesh out the setting
by introducing cool elements and aspects of it through
encounters and adventures. Watch the characters grow.
This could be a home base type arc, for example. NPCs become
friends, rivals, dependents, enemies, useful. Players
develop relationships with locations as well, such as their
home base, favourite hangout, mentor's home, and preferred
vendors.
The PCs shed light into dark corners and eventually piece
together clues about a great danger. This act ends with the
PCs taking up a call to arms to defeat the darkness.
Act 2) Development
On the path of their mission, the group faces various
challenges and setbacks, but makes progress. Players learn
more about their characters and the depth of their strengths
and weaknesses. The characters grow in power, ability,
knowledge, or all three.
The development arc ends with the final goal in sight. The
PCs have the information they need. They have come to the
boundary where the last act begins, such as traveling to the
evil fortress, gathering the army, or winning the support of
the council.
Act 3) Resolution
The PCs pass the point of no return. They are committed now
and in the greatest danger. They're in enemy lands, the
villain is actively opposing them, allies have all their
hopes pinned on the group. The toughest challenges yet lay
before them. How will it end?
When chunked out this way, each acts becomes manageable.
Determine what requirements need to be met so the PCs can
enter each new act. Armed with these details you can plan
things out in batches or let gameplay inspire you. There are
the usual pitfalls of planning things too rigidly, so do
what's best for you and how your group likes to game.
For more tips on this:
2. Create A Remote Villain - Move One Step Closer Each Act
Make the end objective to kill or nullify the villain. This
generates a tangible goal. Players can grasp it easy. You
have a clear picture of what a successful end looks like.
Planning takes on a clear focus to help you and your group
drive to completion.
Previous RPT readers have counselled making villains remote.
Do not bring them into encounters. Do not offer up their
lair location without a lot of PC effort. Instead, offer
outposts and minions. This is excellent advice.
Pace your campaign by structuring it so a major victory
represents getting one noticeable step closer to the
villain. The PCs work their way up the command chain, or
penetrate one layer deeper towards the villain base, or get
one more ingredient in the recipe needed to win.
Keep the whole path to success a secret. This lets you steer
things as the campaign develops any way you like. For
example, a recent trap I fell into was requiring the PCs to
find six pieces of a key. For various reasons we opted to
end this campaign and switch games, but we wanted to finish
the campaign off one way or the other just for closure. I
was committed to the six part quest, and it would have been
weak to have the remaining three pieces fall out of the sky.
If I had just said find all the pieces and not given a
total, I could have engineered things for a much faster
campaign conclusion.
3. How To Manage Loops Well
A loop is some unresolved issue in the game. It might be a
To Do item for a PC, a quest, a mystery or unanswered
question. Great games have many loops.
Managing loops well keeps games interesting but also gives
you a clear idea of what needs resolution to finish a long
campaign at any given time.
Step 1: Create loops
Open a lot of loops. Either let the players do it for
themselves or you be the one to create them.
PC-based loop inspiration: character backgrounds, interests,
relationships with NPCs, goals and conflicts, strengths and
weakness
GM loops: quests and side quests; plot hooks; NPCs with
goals, conflicts and hooks who tangle with PCs; encounter
hooks
Lots of loops equals lots of choices from the players' point
of view. You are welcome to make loops lead to the same few
encounters and adventures, but by having many open loops you
cast a wide net that increases the chances of activating
your plans.
Step 2: Manage loops
For every loop opened track it yourself. Do not rely on your
players to record them as they will overlook some, forget a
few, and misunderstand a few. It's up to you to track open
loops.
Do this with a simple list. I often use a plain text
computer file, though I started using a spreadsheet of late.
In my spreadsheet I make an entry for each item and track
its status (pending, open, closed).
Pending: yet to be unleashed on the PCs
Open: triggered and in play, but not yet closed
Closed: resolved
In my old plain text file I had the same three categories
and just cut and pasted items as their statuses changed.
This list will keep you organised without much effort.
Between sessions just scan it to see what was activated,
what was closed, and what is still in the hopper waiting to
be triggered. Update your lists accordingly. Also, add new
loop ideas (pending) and new loops introduced (open).
Your list of open loops will give you a sense of control and
an easy checklist to plan with. It provides confidence while
planning and makes preparation more efficient.
Step 3: Close loops often
It might seem backwards, but resolving a lot of open loops
keeps games exciting and builds momentum. Closure gives
players satisfaction and motivates them to stay active in
play by opening more loops.
In long campaigns, good loop management keeps you motivated
too. Closed loops show you progress made, which is
satisfying.
The infusion of new loops gives you a creative outlet to
stay engaged yourself - especially if you are the type of GM
who gets lots of ideas and does not like being
straight jacketed by rigid plans.
* * *
Dear RPT reader, I hope those three tips help answer your
question about managing long campaigns and increasing their
chances of closure.
RPT subscribers, do you have any additional advice? If so,
email your tips to [email protected]
Thanks!
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Getting Your Family to RPG
These tips from readers are in response to a request made in
Issue #464:
"I am considering introducing my family to roleplaying.
However, I'm not sure how to get the idea across to them as
none of them have encountered RPGs before."
http://www.roleplayingtips.com/readissue.php?number=464#requests
From: Angela R.
Although I am not interested in getting my family to
participate in long-running campaigns, I have wanted to
share with them the joys of my particular gaming hobby.
My plan is to get them there slowly, so they don't even
realize where I am headed. I come from a standard old-school
gaming family. We have played numerous board games and party
games and are always trying something new at each holiday
gathering.
To start testing the waters, I got a couple of murder
mystery box sets for us to play. This introduces the concept
of inhabiting another character without a lot of work on the
player's part or complicated rules to learn.
Since then, I have run two different Dread scenarios
(http://www.tiltingatwindmills.net/). Again, this stresses
more character involvement and a very simple resolution
mechanism: pulling Jenga blocks.
From there, I plan to try some more rules light games before
I would attempt anything a role-player would consider
serious.
Part of my success so far is I have focused on surroundings
that I know the family would enjoy more - contemporary and
science fiction rather than medieval fantasy. If I can
eventually inch them into a D20 or similar rules engine, it
will probably be Star Wars, Star Trek, or a modern spy
setting.
Similarly, I would suggest you find out what kind of
characters and time-periods your family members enjoy and
try to inch them into a game doing some one-shots that are
rules-light.
From: Dragon Dave
I think careful consideration of what you're running is key.
If your parents will act silly, make the game a little silly
- either throughout, or starting daft and becoming more
serious. Also, consider setting the tone for the game with
either an appropriate film at some point or music. If your
brother is likely to powergame and rules lawyer, make sure
the system is both resilient to powergaming and promotes
tactical cooperative play.
I'd argue that the new D&D is probably the best system to
run in. He can help his parents make their characters more
useful to him (and help them learn the system!) but the
modular design of the powers and character roles means that
characters excel at one field and perhaps dabble in another,
meaning he can't dominate the party dynamic.
It also has a large number of hints in the Dungeon Master's
Guide on a variety of useful topics, many relevant outside
of D&D. I'd avoid 'Stat+Skill' systems (White Wolf, for
example) since these seem to always have obvious and
abusable loopholes.
However, the simplest thing to start with is What if?,
requiring no dice or character sheets; you can play it in
the car with no real preparation.
"So, little brother, what would you do if we found the
supermarket crawling with the living dead?"
"And where exactly are you going to get that shotgun from,
hmm?"
"As you dive nimbly through the zombie hordes, searching for
the cereal aisle, you hear a scream..."
These are just a few thoughts - you know your family better
than anyone else. Make what you're running suits them at
first: if you have a dream campaign you want to run that
doesn't quite fit, run some shorter games to let them get
started.
The golden rule applies to this as much as the rules of any
roleplaying game - if you don't think it makes sense for you
and your players, junk it.
From: Andrew McLaren
Hi A.E.,
So you want to get a game running with your family, eh? Why
not! Most families have played UNO or Monopoly and other
board games, so RPG is something that could come fairly
naturally.
I just want to make sure your motivations are right. I
noticed you started your request with the words, "There are
no gaming groups where I live, so I am considering
introducing my family to roleplaying..." and that sounded
some alarm bells in my head.
Any gaming group is doomed for failure if the players don't
want to be there, and I would suggest you to make sure it is
not just yourself who wants to start roleplaying. Remember
that it could be a big time commitment.
Perhaps the trickiest part about getting a family group
together is the players are from different age groups and
may not have the same interests and so it might be hard
finding a setting that suits everyone.
Maybe mom doesn't like sci-fi and dad thinks that fantasy is
lame. I think a familiar starting setting that everybody can
quickly get stuck into is the key, and so I'd recommend some
sort of modern day police campaign. A team of specialist
police investigators working together to solve a tricky
case. Think "CSI" (only with more team-oriented field work,
car chases, hostage scenarios - fast-forward straight past
the lab work).
This is just a suggestion, but the point is to find a
setting that everybody understands straight away without any
sort of longwinded explanation of history. You'll probably
find that some sort of TV series that everyone in the family
has watched will be a good starting point. You should keep
the pace going quickly through the first session, without
the players ever thinking to themselves, "What are we
supposed to be doing now?"
When it comes to the actual mechanics, you should definitely
go rules light. There are many rules light systems out there
that you could use, and many systems that you may already
own could be cut down to the bare minimum for this
introductory game. Don't bog everybody down with too many
numbers and modifiers and such things.
Remember that the rules for Monopoly could fit onto one
page, and you shouldn't intimidate your new players. Keep
the focus on the action, the story and on the characters.
Get past your first session and then re-evaluate whether
everybody would like to play again some time. I wish you
luck!
From: Johnn
Great advice, everyone. Thanks very much for writing in!
Here are a few additional thoughts.
Try D&D Basic. It's cheap, classic, and great.
Harry Potter might be common ground. If your family has
watched and enjoyed the movies, this might be a great combo
of popular subject matter, fantasy, and shared knowledge.
You could try making your own version of the setting and
premise - a magic school - adapted to D&D or game of your
choice. You can tell everyone the game is like Harry Potter
but you've created something a bit different.
Redhurst Academy is a neat product along these lines, if you
can find a copy:
http://www.rpg.net/reviews/archive/9/9722.phtml
Avoid conjuring up visions of a perfect game played by hard
core players and using that as your benchmark for your
family game. Do not worry if the game goes off the rails, or
if your players do strange things some GMs might consider a
bad move. Not only will you have a wide assortment of player
types, but you have the whole family dynamic on top.
Your first session should have just one goal: to be fun
enough that most everyone agrees to play session two.
If someone wants to ignore the villain and sail rubber ducks
down the river, let it be - and make the duck scene fun. If
someone else wants to play mean jokes on other characters,
GM with a fair and even hand. If the adults want to talk
with the bad guys to reason with them, roleplay with gusto.
Keep your family interested in playing, not by being an iron
DM, but by letting them be themselves and playing the way
they want. Make games fun enough so they keep coming back
for more. After several sessions the rules and perhaps more
traditional style of play you are craving might kick in.
If the words "you're doing it wrong" are on the tip of your
tongue, bite your tongue. Just let your family be, having
fun. Be patient. Enjoy the GMing experience.
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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. How to GM Old School
From: Michael Crown via DM Advice and Tips
Playing since I was ten, DMing since I was seventeen, now
nearly fifty with a thirty+ year-old campaign. Credentials
established for "old-school" (though being a good DM can be
a VERY different thing), here is my advice on how to GM old
school:
1) The value of a character grows with the degree of effort
and risk put into them
If the player knows you are fudging, giving them third,
fourth chances, changing rules to save them, ignoring dice
rolls to be sure no one dies, creating characters at high
level to start off, giving away magic items like candy,
ANYTHING that reduces the actual growth that a character can
go through, your players will treat their PCs like the paper
they are, rather than the deep, creative, developed heroes
that they are.
The heroes aren't the ones the DM saves. The heroes are the
ones that survive on their own. With simple characters who
struggled in dangerous dungeons and everyone willing to die
or create a new one for different adventures, the characters
that survived became that much more valuable.
With modern PCs, they require great detailing, and the loss
of even one is a tragedy for the min-maxer who created it.
Simple to begin with is old-style, and it creates very
valuable characters as they develop because they earned what
they have; they weren't just loaded up at the beginning
(which is a fun style for short-term adventures, of course,
or long-term where the DM is out to protect you from dying).
2) Choice
DMs can easily fall into the idea that they are the gods,
that they have to step in and adjust things frequently, move
the PCs toward an adventure, keep them moving toward the end
goal.
As your world develops, as you get past module hopping
because you have a collection of adventures, you will not
need to move them in one direction or the other. If they
miss an adventure, it doesn't cost you twenty dollars.
Move away from the idea of interfering with time. This
effect was gained in old-style games because DMs didn't
think twice about killing off the characters. Because of the
upset due to the killing of carefully crafted powerful
characters at first level, this practice was avoided.
You can regain this by having clear rules, clear odds, and
going with the dice so players know they actually risk
something each adventure. There is no value to an award that
everyone receives. There is no value to a character you know
cannot die because the DM will save it from the odds.
3) Options
With all the things TSR/WotC put out, it's always
interesting to see players act like they are owed the
newest, the coolest, the best of the newest classes, races,
etc. They aren't, they never were. Set your limits.
You'll lose some players but save yourself immense grief. At
the same time, put those new elements somewhere, so the
players have to work at getting them.
The excitement of finding out where half-dragons actually
live and spending time there until one of the characters
dies so you can create a half-dragon is priceless. Giving
your player a piece of paper with the half-dragon on it just
because it's been printed? Worth very little.
Players who can step into a game, use the DM's limits in
character creation with a cheerful smile, and make it work
are priceless. Keep them close. Those who think that the DM
is unjust because they don't include "X, Y, Z" are a dime a
dozen. The risk? You end up with fewer players. But in the
end, the experienced players choose your game, and the
inexperienced players choose other games where they learn
why you do what you do.
4) Realism
Modern adventures are a long way from the old-school
dungeons we had. Everything now has to be detailed,
explained, fit into a larger world, etc.
The fun of the old dungeons was that there was always
something in the next room, always a new treasure, always a
new monster, or some interesting twist that made you
appreciate an old monster more.
A good way to make that happen is to get a map, fill it with
at least one monster, one treasure, one detail (like cracks
in the walls, dripping water, a fountain, etc.), then go
back and think of why those things are there. Then remove
those that don't fit your ideas, and detail.
Sometimes, when designing things, we over think. We try to
fit everything in according to a plan, and the result isn't
a realistic adventure, but a feeling of some master planner
manipulating the players toward a final end.
Give them some unexpected things. Don't be scared of
wandering monsters - a dose of the randomness of reality can
add a lot to a campaign.
5) Don't try to develop the PCs right at the beginning
Think of your game and the PCs as part of a developing
novel. You don't start the novel knowing everything about
the main character. Develop them through events. Don't make
your PCs into twenty page novels to begin with, just the
beginning of one.
Same with your world. Pick some aspect of your PCs, of your
world, and add details to it through discovery, not
narration. No one likes the narrator who tells half the
story at the beginning of the movie. This effect was
achieved in old-style dungeons by simply not bothering. You
can make it deliberate and effective.
6) Don't try to cheese your character
Half the fun of old-style characters was that they started
generic and you MADE them unique.
Make your skills part of your personal development. TSR
started the practice, but WotC took it to new heights.
Looking at PCs, they developed at different rates. Fighters
were tough from the beginning, wizards weak. Later, wizards
pass fighters by quite a margin.
For long-term campaigns, it's worth it to play either one.
For short-term campaigns, which is what draws new players
in, it's a real pain to watch that fighter kill everything
before you can cast a second spell.
So TSR started creating sub-classes, started giving benefits
to low level wizards, but they also gave powers to fighters,
with the result that new players still had the same problem.
WotC cut to the chase and simply made the PC classes as
equal as possible, but the result is that they made them
power heavy at low levels and gave more power all through
their development.
That's not the same game. Instead of soldiers heading into
battle, you have veteran Navy Seals going in for the kill.
That can distract from the development of a character for
those used to earlier systems, so they lost many old-style
gamers.
3rd and 4th Edition D&D are both great systems, in their own
way, just as the earlier systems have their flaws and
benefits. But if you want believable characters, don't load
them up. Let them develop.
There are lots of ways to do this with the newer systems.
Don't offer everything in the books to begin with. Let them
find it. Much of that was accidentally occurring because
the extra books came out every week and it was like a
constant treasure hunt for new abilities and items.
Have fun, all.
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2. PCs Do Not Always Know How Things Work
From: Mike Garcia
Rather than telling a player it is the DM's fiat, try
instead, "You haven't yet figured out quite why it works
that way."
If a player demands to know your DM reasons, just tell him
that you won't meta game. If he wants to figure it out or
get answers, he'll have to do it in-game. There's no
guarantee the PC will get an answer, but he can try if he
thinks it's worth it (and that usually costs time and
money).
I've found that most players will drop it. Others might
persist, but you'll have time to develop an answer, if you
wish to provide one.
Lastly, this in-game investigation often allows the PC to
explore more of your world, regardless of whether or not you
eventually provide an answer. You may even provide him with
an in-game reason why something is inexplicable, and he may
swallow that easier than DM's fiat. It's worked for me so
far.
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3. Palm And Online Dice Rollers
From: Eric Basir
Here is a die roller for a PDA (Palm).
Web based die roller. You can try it online or download it.
You can choose any type, quantity and color for the dice.
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4. Get Ideas From Dragons: A Fantasy Made Real
From: Jesse C. Cohoon
There was a recent special on cable called "Dragons: A Fantasy Made Real." Watching the program can give ideas
about how to run and play, plus some adventure seeds.
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New GM Advice @ CampaignMastery.com
Campaign Mastery
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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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