Roleplaying Tips Weekly E-Zine Issue #470
How to Add Pizzazz With A Great Campaign Name
Contents:
This Week's Tips Summarized
How to Add Pizzazz With A Great Campaign Name
Reader's Tips Summarized
- Hexographer - The Hex Map Is Back
- Ask The 5 Why's
- Introducing Your Family To RPG
Johnn Four's GM Guide Books
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Return to Contents
A Brief Word From Johnn
Work on GMing Great, Not The Best
Here's a blurb from a recent post on Seth Godin's blog:
Diablo Cody on the pressure to outdo herself:
So what kind of pressure did you feel, post-Juno, to write
something good?
None.
I don't believe you.
Seriously. How could I possibly? The experience that I had
with Juno is something I could never replicate, ever. First
of all, you never have your first baby again. Second, the
whole production was really charmed from start to finish. I
mean, every moment of it was special. And then it culminated
in Oscar nominations...I'm so fortunate that I got to have
that experience. Now I almost feel this great calm coming
over me. I'd be feeling a lot more pressure if I was still
striving for that goal.
Sometimes, the work is the work and the goal isn't to top
what you did yesterday. Doing justice to the work is your
task, not setting a world record.
This advice applies to game masters as well. I do this
newsletter, in part, to improve my own GMing. You read this
newsletter to be better yourself. You send in tips and
advice to help other GMs better themselves. But it's a
mistake to enter each game session thinking it will be the
best ever; your magnum opus. There's too much out of your
control.
Instead, focus on enjoying yourself, trying different GMing
tips and techniques, and learning. Let the results take care
of themselves without putting additional best-ever pressure
on your screen.
The Adventurer's Atlas
The Escapist has a great list of RPGs appropriate for kids.
It is a guide to the best role-playing adventure games for
young people. To all the parent subscribers, I thought you
might find this resource useful.
Contest Ends Wednesday: Win A Pathfinder RPG: Bestiary Hard Cover
GatorGames.com is offering Roleplaying Tips readers a chance
to win a print copy of the new Pathfinder RPG monster
manual.
There are two ways to enter:
- Follow Gator Games and send me an email or tweet
@JohnnFour letting me know:
twitter.com/GatorGames
(If you already follow GatorGames send me an email too - you
qualify as well.)
- Send me a monster tip - any game system, or just
systemless, is great johnn@roleplayingtips.com
You can send in multiple tips for multiple chances to win.
You can also do option #1 and #2 to be entered twice (or
more if you submit multiple tips).
This contest ends quickly: Wednesday, November 18.
Thanks to GatorGames.com for the prize! By the way, I've
discovered that GatorGames' online store is a great place to
get used and clearance RPG items, as well as hard to get
games. Give them a visit if you're shopping for Christmas or
yourself: GatorGames.com
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Return to Contents
Reader Tip Request: how can players create their own item cards?
You can enhance game play in a simple way by providing card
props that represent special tech, magic items and key
equipment. Such cards bring the item to life for players and
add lots of game flavor. I've seen players brandish their
magic sword card with glee, as if the card was the sword
itself.
Other times I've seen such props save a lot of game time
because the rules and statistics are right there on the
card.
Another great tip is to offer a blank card and ask a player
to draw a picture of the item on the front, with information
on back. It doesn't matter if the drawing is good or not,
the card becomes a special prop because of the time
invested.
I'm not super crafty with this type of thing, though. So
what ideas and methods do you have to help players create
their own cards for magic items and special equipment?
For example, maybe you offer up glue and glitter. Or maybe
you have a great print template?
Email your tips to johnn@roleplayingtips.com
Return to Contents
The Twilight Sector Campaign Setting Sourcebook
Welcome to the raggedy edge of human space, The Orion
Frontier. This is the edge of human exploration. Rimward
from here, There be Dragons! No star chart or encyclopedia
tells us what lies beyond, only whispered tales of scouts
and pirates provide us myth-inspired answers.
The Twilight Sector lies on the edge of the edge. Filled
with mystery and wonder, The Twilight Sector Campaign
Setting Sourcebook introduces the new Traveller compatible
campaign setting from Terra/Sol games.
Twilight Sector Campaign Setting Sourcebookt
Return to Contents
How to Add Pizzazz With A Great Campaign Name
By Johnn Four
Naming your campaign is important. It provides theme, brings
a party together and gives the group identity. It's a small
tool to add flavour and interest.
At first the name is a simple identifier. But the best names
eventually become a source of energy for the group. A name
gets associated with good times, fun and great friends. The
name becomes a movement, an emotion. It stops being mere
words and embodies what RPG means to each player. In this
way, a great name that catches on can even help your
campaign reach a successful conclusion by keeping the
momentum going.
The three tips below will help you craft an awesome campaign
name. If you are mid-campaign and don't have a strong name
yet, these tips can help you pick one as well.
1. Campaign Name Inspiration
What are the best types of campaign names? Ones that have
extra meaning to the players. Pack extra information into
the name to give it an additional dimension. The group might
realize this value immediately, or it might be revealed as
the campaign unfolds. Either way, it's pure gold.
- End Goal - If your campaign has a single purpose or
objective, you might name it after this. A great focus tool
for keeping players on track with the story. The name need
not imply how the goal should be met, just what the
objective is.
Example: The Brink of War. The PCs learn civil war is about
to erupt, either due to their actions in the early days of
the campaign, or from events orchestrated by NPCs. At first,
the campaign name adds a bit of mystery and drama. Once they
realize their role is to prevent fratricide (could be PC
families and friends must even fight each other) the
campaign name becomes a motivator and focus of their goal in
the second half - stop the war.
- Clue - Turn the name into a clue. That'll blow your
players' minds. Bonus points for a name with multiple
meanings or inferences so you can use it as multiple clues.
Example: The Terrible Gift. As a house rule, you give each
PC a bonus feat or ability, but they must take a seemingly
minor character flaw to do so. Perhaps they all suffer
willpower resistance penalties versus devils. "I get a bonus
feat in exchange for -4 saving throws against devils? Deal!"
Then the devils make their appearance in the campaign and
the PCs start suffering from missed saving throws against
charm and mental manipulation powers. A terrible gift,
indeed.
But then the PCs find out the devils are offering the King a
wondrous surprise to celebrate his 25th year of rule. No one
knows it's the devils behind the surprise, and it's up to
the PCs to prove it, or at least find out what the surprise
will be. Hindered with their willpower weakness, it's a
difficult challenge.
Unfortunately, the whole surprise gift was a ruse. Yes,
there was a terrible surprise, and if it had not been
prevented the devils would have been pleased. However, while
the PCs were distracting everyone in foiling this plot, the
Princess receives a scroll as a small present on the King's
anniversary.
The scroll shows how to add more power to spells with only a
small, maybe unnoticeable drawback - a lower resistance
versus devil mind tricks. The wizard Princess is delighted
with her more powerful spells, and she shares this knowledge
with the guild she runs - the Mage's Guild.
- Even when the mages learn the terrible secret of this new
knowledge, many will still take the chance, because who can
resist a bit more power for no immediate pain and perhaps no
future cost at all?
The kingdom is in its greatest danger ever now, as its most
powerful citizens slowly become pawns of evil masters....
- Teaser - you are already familiar with crafting great plot
hooks to launch adventures and encounters. Use these same
skills to create a hook for the campaign and then use the
hook as the campaign's name. The name then becomes an
ongoing teaser sure to hold player interest.
A great format is to start your teaser with the word If.
- If Magic Returns
- If Dragons Ruled
- If The Crown Breaks
- Another good format is to ask a question based on the hook:
- Where is the [relic name] Buried?
- Do Drow Sleep at Night?
- What Lies Beyond the Sea?
- Villain. Name your campaign after the party's enemy and
they'll be sure to develop a good hate-on for that NPC. A
great technique also for establishing campaign purpose and
common foe.
- Venger's Requiem
- The Citadel of Shadow
- The Eye of Vecna
- Party hook. Why do the PCs stick together? What is their
purpose as a group? If you know this before the campaign
starts you can turn the hook into the campaign's name. This
is a great method for creating higher player engagement, a
sense of purpose, and pride in the campaign.
- The Plane Walkers
- The Steel Oath
- Protectors of the Crown
- Band of Brothers
- The Dragon Slayers
- The Guardians of Night
2. Name Checklist
Here is a quick list of elements a good name should have.
For any name you consider, try to give it three or more of
these elements:
Compelling
Memorable
Easy to spell
Descriptive or evocative
Mysterious
Dramatic
Personal to players or PCs
3. Celebrate The Name
Whenever possible, use the campaign name in cool and
entertaining ways. Celebrate the name by using it often:
- As the name of your campaign's website, wiki, mailing
list, or web group
- Create stationery and letterhead with the name
- As the name of your campaign newsletter
- Whenever talking about the campaign to players
Use the name in-game. This is a great way to celebrate the
name. Find ways to embed the name into game play. You can
allude to the name, create derivatives, use parts of it, or
just use the whole thing.
For example, in some movies the name is revealed during a
scene. You say, aha, that's where the name of this movie
comes from. Similarly, you drop the name at some critical
point early on, perhaps during a tense moment of roleplay or
combat.
Have NPCs use the campaign name when the characters are
interacting with them. Enemies are especially good
candidates for this, as they ridicule the party name, or
mock the campaign name in a fourth-wall type of way.
The best method I've seen for celebrating the campaign name
is magic item names. Create a line or related group of magic
treasures branded after the campaign in some fashion. This
can reinforce the party's identity, as well.
Create props. Heraldry, signs, fake contracts, drinking
glasses with the name etched in, and a signature food dish
named after the campaign are a few ideas.
* * *
Have any tips or advice on naming a campaign? Drop me a
note: johnn@roleplayingtips.com
Related resources:
NPC Name Tips and Resources
5 Tips For Crafting Party Names
6 Ways You Can Use Names To Enhance Your Campaign, Part I
6 Ways You Can Use Names To Enhance Your Campaign,
Part II
Return to Contents
How to Create a Believable Character
Inside this ebook, you'll discover:
- The 5 key elements that make up a believable character's
appearance - including details that you may be forgetting
- The 3 categories of abilities that you must develop in
your character in mind, body and spirit.
- The 6 background features that all well-developed
characters have (miss one, and your character suffers)
- The 5 personality layers that transform the idea of a
character into a three-dimensional profile to help your
character take on a life of his (or her) own
- The single, simplest method that helps your character take
that crucial first breath and begin developing into the
right fit for your story
Start Creating Your Own Memorable Characters Today:
http://www.roleplayingtips.com/url/captufantasy
Return to Contents
Holding Epic Sci-Fi Mass Battles
In Issue #468, RPT reader Melissa asked for advice on how to
handle large scale space battles where the PCs could still
affect the outcome.
Thanks to all the tipsters for your replies! Melissa, here
is what readers advise:
From: Phrennzy
Here are my suggestions:
The last thing any hero wants is to just be a grunt on the
field. He wants to be heroic, turning the tide of the battle
with his actions. So give him moments that let him shine,
and have dramatic effect.
The awesome D&D adventure Red Hand of Doom uses the PCs as
an elite strike force during the siege of the town. They are
dispatched by the ruler to take out a specific set of siege
weapons, deal with an assassin, stop fires spreading, and
fight creatures that regular militia cannot hope to
challenge.
In Melissa's case, the combat can be split into sections.
Ground force combat to take strategic locations,
demolition/sabotage of installations, dog fighting, and
starship combat.
The ground force encounters should be focused on the PC
contributions. Fighting the encroaching AT-ATs, for
example. While the main force stays put, the heroes zip out
in speeders to trip or blast the walkers. Also, in a ground
fight, the PCs are tasked with taking out a bunker that has
been mowing down ground forces. A race to take the bunker
before the Imperial reinforcements show up puts pressure on
the heroes, with the payoff being using the bunker position
against the reinforcements and slaughtering them.
Demolition/sabotage could include situations similar to
destroying a ground based shield generator or hanger of
speeders/starfighters. Again, the PCs are a small strike
force able to get in and out of the area, whereas the bulk
of the troops provide a distraction or focus on a more
heavily guarded target. The PCs destroying a hanger of
fighters means there are few to no reinforcements for the
Imperial ground troops.
Dog fighting takes place when the PCs are able to get back
into space. A bang bang shoot em up that leads into
bombing/strafing runs against a strategic enemy cruiser or
space station. Dogfight your way through the protective
ships around the minelayer or troop transport, and blow it
to pieces.
Starship combat would be more difficult, as the PCs are
unlikely to be commanding the ships. The firing of ship
weapons and maneuvering is better left to those trained to
do so. The PCs could instead form a small boarding party in
a fast shuttle that zips to an enemy ship, fights into the
belly of the ship or to the bridge, and takes it out of the
fight.
Don't allow the PCs to just be grunts shooting up yet
another stormtrooper or blowing up the 1000th tie fighter.
They need to be Han & Chewie taking out the shield, or Lando
& Wedge destroying the Deathstar, or Obi-Wan and Anakin
retrieving the captured Senator.
Since the PCs are working as part of a military body, they
have rank and responsibilities. Even as a general, Solo
didn't sit in a bunker and move colored lights on a grid. He
got out there and put his life on the line, using his
incredible skills to aid his cause. The same should be
expected from the PCs, otherwise they may as well roleplay
'Ground Trooper #17529' and roll two dice before being
killed and moving on to 'Ground Trooper #17530'.
From: Dan Howard
Hi,
I liked to use large-scale battles and developed a system
that allowed me to scale the level of detail. This turned
out to be very useful: in some cases, the players might only
hear about a battle that needed quick but fair resolution
with a single roll. Whereas, in other cases, they might be
directly involved as generals.
The four levels of details where:
- Simple
- Basic
- Strategic
- Wargame
Under all levels, four factors can give a bonus to one side:
- Size
- Heroes
- Organization
- Defense
If one side is clearly more numerous (20% more is reputed to
be historically accurate but I prefer twice as much) or has
a technological advantage, it gets the Size bonus.
If one side has clear superiority in strategy or individual
leaders, including the PCs, it gets the Heroes bonus.
If one side is clearly better trained or disciplined, it
gets the Organization bonus.
If one side has a significant defensive advantage, such as a
fortress, it gets the Defense bonus.
As combat progresses, a bonus may be added or removed when
circumstances change. For example, if players wipe out a
large part of an enemy force, the enemy would immediately
have its Size bonus removed.
By using the four factors mechanic, individual acts by the
players can affect the outcome of the battle while still
having the battle resolve sensibly.
Simple Mass Combat
In a Simple mass combat, a battle may be determined by
rolling a d20 for each side. For each bonus, a side adds +3
to the roll. The higher modified roll indicates the winner.
Further, the difference between the modified rolls indicates
the degree of victory. Less than 5 indicates a nominal
victory, nearly a tie. 5 or more indicates a clear victory,
possibly a rout.
Usually, I used the Simple mass combat for a large-scale
battle the players were not directly involved in.
Basic Mass Combat
In a Basic mass combat, the battle plays out, round by
round. Each side starts with 3 special mass combat hit
points.
For each bonus, a side gets +1 mass combat hit point. Thus,
a side has at least 3 and never more than 7 mass combat hit
points.
Combat proceeds normally, with initiative and individual
actions by PCs and important NPCs.
After all individuals act, each side rolls a d20
simultaneously (no modifiers). If one side rolls a 6 or less
and the other rolls a 15 or more, the losing side subtracts
1 mass combat hit point.
If necessary to know, each round takes 2 hours, with 12
hours of combat (i.e. 6 rounds) each day.
I used the Basic mass combat most of the time since players
were uninterested in strategy and often not involved as
generals.
Strategic Mass Combat
In a Strategic mass combat, the battle plays out between
units, round by round. Before the battle, each side divides
into units of a convenient size and type determined by the
GM. Multiple units of the same type are allowed.
Each side lines up its units in any order it wishes, but the
battle takes place only between front units of each side.
To resolve the unit-to-unit combat, the GM comes up with a
table that ranks the effectiveness of each type of unit
against other types of units. Combat is resolved between
units similar to the Basic mass combat.
If desired, adjacent units can exchange places instead of
engaging in battle. I only used the Strategic mass combat if
the players were involved in strategic planning as generals
and wanted to see their strategies play out.
Wargame Mass Combat
In a Wargame mass combat, the battle plays out as a
Strategic mass combat except that units are arranged on a
two-dimensional map, rather than in a one-dimensional line.
I never used the Wargame mass combat, but I would have if
the players were very interested in being involved in a
(simple) wargame.
From: Brian Debler
When I ran Star Wars d20 and wanted to run epic ground
battles, I took an existing miniature game and adapted its
style to that of Star Wars.
In this particular case, I used Warmachine from Privateer
Press.
http://www.privateerpress.com
Models that once shot
steampunk-style powder-driven weapons were abstracted to
instead be blasters; magic swords were instead lightsabers;
and steam-powered magical golems were instead wardroids.
The player-characters took the role of game's warcasters,
but instead of being magicians specialized in combat, they
were warmasters, able to enhance their troops through the
use of "tactics" (instead of spells) and help guide their
wardroids through their direction by using Focus (the main
mechanic of warcasters in Warmachine, which is again
abstract enough of an idea already to work as a measure of a
leader's ability to direct in battle).
Warmachine is all about fast play, where a 10-man unit of
troops can attack and be attacked rapidly. More significant
characters and units have more wounds to take more hits, and
become the center of attention for the battles.
The wardroids can take considerably more damage than
troopers, and often were key in achieving objectives on the
battlefield.
A large-scale battle, with 75+ models on each side, could be
resolved in a relatively short matter of time (maybe 3-4
hours), and convey some of that epic scale fight of the Star
Wars setting without becoming extremely cumbersome.
Not all of the units of Warmachine (and its sister game
Hordes) translate exactly into Star Wars, but enough of them
worked well enough to make for a diverse and interesting
wartime setting.
Players would get certain droids based on what would be
available from the plot, or have other mercenary or ally
troops depending on the situation and their own backgrounds.
I ended up developing a lot of the setting around the story
of the various wardroid armies and other forces, and how
they came together and worked for or against one another.
Usually all I would have to write up from scratch were the
opposing force's warmasters, but I had plenty examples of
how balanced warcasters worked from Warmachine to draw upon.
The only major departure from Warmachine mechanics to Star
Warmachine (as I liked to call it) was the exclusion of
warcaster Feats, which are dramatic displays of extreme
magic that often make or break the game of Warmachine.
Making Star Warmachine work took some creative abstracting
to translate abilities from Star Wars d20 into comparable
Warmachine abilities and spells (again, called "tactics" in
Star Warmachine).
Likewise, I weeded through the spells of Warmachine and
Hordes to figure which ones could be abstracted into Star
Warmachine. Not every tactic had to necessarily be caused by
an application of the Force. In fact, many of them were
instead abstractions of expert leadership in various
specialities.
A master marksman warmaster, for example, might have been
able to convey some of his experience to make a unit fire
more accurately, all without the use of the Force, but still
expending the warmaster's focus points each turn.
Though I never got around to it, I thought it would be
possible to use similar mechanics to make a starship version
of Star Warmachine to resolve space battle mechanics.
Running Star Warmachine really requires a very good
understanding of the Warmachine rules and game balance, plus
enough models to carry out the big fights. I happen to be a
huge fan of Warmachine, and had enough fellow players with
enough experience and models to make Star Warmachine a
fantastic success for my Star Wars campaign.
For those not into Warmachine, I still feel the rules are
simple enough that you can pick up enough to make your
setting come alive in quick-paced mass-combat.
I hope this summary of my experience with using Warmachine
to resolve Star Wars battles is a helpful tip that if not
directly useful has at least stirred up other ideas to
consider. I'm sure there are other miniature games out there
that can be abstracted equally well to resolve Star Wars
battles. Do a little digging and see what other games sound
like they could work for your campaign style.
From: Telas
Check out the Savage Worlds section on Mass Battles. It's
one of the quickest and most intuitive mass combat systems
I've seen, and it also lets the player characters affect
(and be affected by) the battle. It is somewhat tied into
the Savage Worlds rules system, but should be pretty easy to
transition to another system.
From: Mike Harder
Hi, when I have characters interacting with a large scale
battle I usually plan the battle, and maybe make some rolls
to see how the battle fares generally. For example, "On the
25th turn the gammorrn left flank begins to falter."
Then I think of four or five things the characters could do
to influence the battle.
Examples:
- Lead a charge to the left to inspire the sagging troops
- Attempt to convince stubborn general Krang that the
reserves are needed
- Sneak across the enemy lines an assassinate the caliphto
disorganize the enemy
- Pray for divine favour
- Use cavalry to cut the enemies communications
After that, I plan another 25 or so general turns based on
the possible results. For example, the left is strengthened,
either by the characters or the reserves, and the enemy is
now confused because of assassination or disruption. What
happens then?
Through several repetitions the battle will work itself out.
I think battles must be loud and confusing situations, so I
present many options to them in a fast and demanding way,
and give them little time to think and respond.
I really like this method of battle planning because I don't
even know how the battle will end. I have had to rewrite an
entire campaign because the Golden General was cut down
through several bad choices and lots of bad luck. Then the
campaign became one of guerilla warfare and rallying more
troops to the cause.
From: Brandon Echols
Johnn,
In response to the request for tips for a large-scale sci-fi
battle management strategy, I submit the following concept:
the PCs are the stars of the show, and the details of the
massive battles are not what they should be dealing with.
I suggest making the big battles a backdrop. Have the PCs
take on the special missions, as mentioned, but give them a
running commentary on what's going on elsewhere - a cut-
scene, if you will - and make their actions absolutely vital
to the battle's outcome.
This reduces the numbers you have to deal with, and makes
the action elsewhere important to the players. Focus on the
players, not the battles.
I read once that PCs in massive battles should be treated
like special forces soldiers - the best of the best, the
elite - and they are not "line of battle" infantry. Stay
player-centric, and use the battles as dynamic backdrops.
I would also suggest watching Episodes IV, V and VI as if
they were roleplaying sessions. Ask what kind of encounters
are being shown, or what kind of rules are being used. Try
to relate roleplaying characteristics to the on-screen
action, and think of what is being seen in RPG terms.
What we see as the grand, sweeping epic of Star Wars is
mostly an easily-told, simple story that focuses on the
dramatic actions of a small group of heroes. We see those
actions in such a light because of what's happening in the
background.
So, in summary: focus on the players, use the battles as
backdrops, and use compelling storytelling - for which there
are all kinds of tips in the GM Archives - to make the
players shine.
Hope this helps!
From: Danel Fisher
Melissa,
I'm sure folks have all kinds of battle-map systems for land
or space combat, and Star Wars is full of epic battles
blasting across space or snow. But Star Wars is ultimately
about the heroes. The setting is ripe with examples of a
single hero, or small group, managing to win the day amidst
dozens of star destroyers, hundreds of fighters, and
thousands of ground troops.
As the Game Master of a Star Wars game, you should recreate
this same tradition for your characters. In my group, we
call it 'cinematic battlefield' where there is a fight going
on in the background but the actions of the player's are
what is carrying the day.
The cinematic battle begins with a description of the
overall line of battle. A view of a hundred star destroyers
in a wall, or a wave of storm troopers cresting a hill. Then
it narrows down to the immediate situation the party finds
themselves in.
Play their encounter out in the same way you would normally;
then move out to another description of the battle as it has
changed. Let the actions of your players have metaphorical
parallel in the battle at large.
The minor starfighter skirmish in which the party won by the
hair of their teeth is reflected in the heavy alliance
losses in the initial barrage of turbo-laser fire.
Keep this flip-flop of micro to macro going back and forth
through several short encounters. Easy win for the party
means overwhelming victory for the good-guys. Minor loss for
the party means their side is pushed back in the battle.
Keep the drama high and the adventure flowing with surprises.
The party is needed on the left flank NOW or else the entire
battle will be lost.
Roleplay the chase scene to get to that flank, cinematically
describe the battles through which they are passing, then
play out the climax on site where their actions save the
day, or their failure is the loss of the entire battle.
I hope this helps to keep the feel of the Star Wars genre
and makes your players feel like they are true heroes of the
republic.
May the Force be with you.
Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Hexographer - The Hex Map Is Back
From: Erin Smale
The Chimera RPG: One Game. Infinite Worlds...
The Welsh Piper
Ever since David Cook's 1981 D&D Expert Rules, my attraction
to the hex map has been strong. The Known World Gazetteers
kept it alive, and Bruce Heard's "Voyage of the Princess
Ark" series in DRAGON magazine put it over the top.
Unfortunately, a lack of feature-rich hex mapping software
has made it difficult for us hex map fans to produce them
electronically.
Enter Hexographer: a full-featured, tile-based hex mapping
tool that's easy to use, customisable, and capable of
stunning output.
Hexographer gives you more than what you'd expect from a hex
mapping tool. Sure, there's a blank hex grid, terrain and
symbol icons reminiscent of TSR's old gazetteer style, and a
bunch of line, text, and hex-numbering tools. But you'll be
impressed with its functionality and intuitive interface:
just choose terrain and place it on the map.
You can do the same with symbols, and lines can be drawn
freehand or via a snap-to command that automatically lines
up with hex corners.
You can also apply your map labels with customised text
styles.
Even hex numbers can be formatted to your exact specs.
The online version of Hexographer is free, but I suggest an
upgrade to the affordable Pro version, which lets you work
without an Internet connection and adds extra features. My
favourite is the Notes tool, which lets you add text notes
to any hex, then exports them all to a nicely-formatted HTML
file with headings for each entry. The Pro version also
includes an automated Map Key generator, which dynamically
creates a map legend based on the terrain, symbols, and
lines you've placed - it's a major time saver and a
thoughtful addition.
In an unexpected (but welcome) twist, Hexographer has really
been a shot in my campaign's arm. Using a combination of
standard hex templates, custom encounter tables, and
Hexographer, my core setting has better detail, and I've
quickly expanded it with good results. I didn't expect a hex
mapping tool to actually improve my campaign design, but
Hexographer has really exceeded my expectations.
If you love the hex map (and, admit it, you probably do),
you really need to give Hexographer a spin. I say you'll
like it.
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2. Ask The 5 Why's
From: Alex Bender
In a recent release of Campaign Mastery you said something
that had me thinking:
"Use the 5 Ws: As discussed in a recent issue of Roleplaying
Tips, take each event and run it through a series of
questions using Who, What, Where, When, Why, and How. Write
down ideas that come to mind."
In my experience, this is a great seed for the now, but is
missing something I learned through my work in Quality
Assurance: Ask the 5 Why's. This gets far closer to the root
of things than any model or mental exercise I've used in
gaming or in problem solving.
I know that even 3 Why's gets you further than just 1, but
the core idea is that players are curious. They may not be
curious about everything, but there will always be some
aspect of the campaign they will want to explore, and so by
working with the Why's rather than the What If's, I've been
able to be much more flexible in how I deal with the
problems that come up when the players start poking their
noses where they don't belong.
Take a random encounter with kobolds using the kind of quick
1-line answers that can be used to answer the party's
inquiries in time with the game:
Action: The party successfully dispatches a random ambush of
kobolds on their way to their next adventure.
- Why? Why what? Well, in theory we know why the party was
in that given location, but what about the kobolds?
Answer: The kobolds are the local raiding party of their
tribe, and they were returning from a recent raid on a
nearby village.
- Why? Why did they raid this particular village?
Answer: The village makes for easy pickings.
- Why? (Now we are really starting to see some meat of the
situation. This is the 3 Why threshold that is critical to
get at least this far.)
Answer: This village is off the beaten path. The people are
a bit isolationist, and have grown old without anyone fit to
provide a suitable defense.
- Why?
Answer: There have been no new children born to any of the
families in over 20 years. The women are too old, and with
the village not on the trade route, no new blood has moved
in.
- Why? (Well, isn't that a twist? At this point we see that
things are getting juicy for plot hooks, and we can take
this tale in any direction.)
Answer: A banshee in the nearby woods has been slowly
leeching the life essence of all the women (or men) in the
surrounding area.
This mental exercise can take you in many directions. The
Why paths could have taken us more in the direction of what
is going on with the kobolds, and to be honest, that's what
I thought about when I initially posed the first Why.
But then the village piqued my interest since it would be
more likely something the players may ask about, especially
if you have a group that considers themselves inherently
good. Never mind that another twist could be that the
village isn't made up of human/elf/dwarf, but could be
anyone.
How would it look for this side-line track to then reveal
the village is a band of hobgoblins who generations ago
deserted the dragon armies that passed through during the
party's grandparents' time?
I find this exercise exceptionally enlightening. Each Why
only needs to go 1 step. No further. I don't have to plan it
out, and with practice, I can answer these kinds of
questions on the fly during the game. I just need to keep
track of my answers, so they can bear fruit later in the
campaign.
This is better than worrying about the What If's, because
you then have to get into the minds of the players and
predict the future.
Using Why's doesn't predict the future, it recounts the
past. It gives you data the players can mine, and you only
need to worry about very major things in the campaign.
I hope this has helped some of you, as it has become a vital
tool in my GMing toolbox.
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3. Introducing Your Family To RPG
From: Gillian Wiseman
re: Roleplaying Tips Issue #464
A. E. asks about introducing his family to RPGs?
I strongly encourage this. When I was a preteen and teen, my
favorite games were played around the dining room table with
my brothers, my parents and our family friends.
My father loved the game, even though he never read sci-fi
or fantasy. He learned the same way everyone does - by
experience. He even ran a few adventures for us. Mom was
never as interested, but she played because we asked her to,
and it was a way to share our interests. She played a wicked
hobbit thief (Sneaky Took lives in infamy!) in one memorable
game.
My older brother is the one who introduced me to the game,
and we Shanghaied our little brother in, just to make up a
party. He played off and on through high school, but was
never quite as avid as we were.
You are not responsible for your family's response. Treat
them, and the game, with respect, but remember you're there
to have fun. Start with a rules lite game, such as Microlite
20, if you're worried about rules complexity.
http://microlite20.net/
If your parents don't see the game as a source of family
bonding and strength-building, then maybe they won't take it
seriously. But silly has a place in gaming, too. Don't write
them off.
And good luck!
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GM Mastery: NPC Essentials
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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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
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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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