Roleplaying Tips Weekly E-Zine Issue #472
9 Things Dragon Age Taught Me About Running a Better Game
Contents:
This Week's Tips Summarized
9 Things Dragon Age Taught Me About Running a Better Game
Game Master Tips & Tricks
- How To Get New Ideas For Adventures
- More Hex Mapping Software
- Naming A Campaign
- Name Your Adventures And Sessions Too
Johnn Four's GM Guide Books
1 on 1 Adventures #12 Now Available!
1 on 1 Adventures #12: Journey into Riddle Canyon is in
stores! Powered by the Pathfinder Roleplaying Game and
designed for Fighter level 6-8, explore the Barren Steppe
and uncover what has become of the Shrieking Goblins. Are
they amassing an army to invade civilized lands? Have they
been displaced by hardier and more dangerous foes? No one
knows for certain but wiser heads hope that Riddle Canyon
holds the answer.
1 on 1 Adventures #12 at Expeditious Retreat Press
1 on 1 Adventures #12 at Your Games Now
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A Brief Word From Johnn
GatorGames.com Giveaway Winner
Congratulations to Bruce Anderson for winning the Pathfinder
Beastiary.
Thanks to everyone who entered, thanks to gatorgames.com for
supplying the book, and stay tuned for another giveaway
starting soon.
A Couple New Reviews Posted
Get the scoop on a pair of D&D 4E products:
Forgotten Heroes, reviewed by Grant Howitt
Blackdirge's Dungeon Denizens, reviewed by Isaac Calon
1.75 Million Words And Counting
Interesting stat: add up all your tips and mine from issue
#1 to present, subtract the estimated 500 words of template
"chrome" and ads for each issue, and the count is 1,759,141
words of everyone's tips combined!
Great job, everyone. That's awesome. I wonder how long it'll
take us to get to 2 million?
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Reader Tip Request: Superhero Campaigns
Good evening, Johnn.
I was wondering if you could help me with something. I am a
player in a super hero campaign, and my GM is not very
familiar with comics or the super hero genre. I have
exercised my Google Fu to no avail; I can't find any
significant advice that pertains to running a super hero
campaign that discusses maintaining the style of the genre,
or even developing adventures and scenarios in the style of
a super hero campaign.
Do you or any of your readers have any suggestions in
regards to running a super hero campaign, or at least
developing adventures that are in keeping with the style of
the genre?
Thank you in advance for your time.
- Jason
RPT readers, if you have any tips for Jason, shoot me an
email:johnn@roleplayingtips.com - thanks!
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9 Things Dragon Age Taught Me About Running a Better Game
A guest article by Hannah Lipsky
chaoticshinyproductions.com
I received a review copy of Dragon Age: Origins, and it has
devoured my entire household. At any given time, at least
one of us is playing it, either on the 360 or the PC, and
the others are probably watching. Considering only two of
the four of us are all that much into video games, that
should tell you something.
http://www.dragonage.com
I've been playing the game through with an eye towards what
it can teach me about running a better D&D game. As it turns
out, the answer to that question is, "a lot."
1. Darkness Is In The Details
Dragon Age is a dark game. That's what I was told. And yeah,
the art is beautiful and the setting is grim and people die
in huge bloody battles in cutscenes.
But what brought the tone of the setting home was the small
things. Side quests that involved finding missing relatives,
and just how upset the NPCs were that their younger brother
or sister couldn't be found.
Orphans everywhere, dealing with their lot in a variety of
ways. Grieving widows, and men who'd run away from their
military obligations because they were scared to leave their
family.
None of these things were any more than side quests, and a
lot of them weren't even that - just NPCs that had something
to say if you cared to listen. But they did a lot more to
impress upon me the dark tone of Dragon Age than a hundred
bloody cutscenes could have.
This is a lesson that's easy to apply to your campaign.
Whatever tone you want to set, hammer it home with the
details. Small things add up.
2. Not All Choices Are Equal
You get to make a lot of choices in Dragon Age. Some are
small, like whether to be polite or impolite to a merchant,
and some are large, like who lives and who dies.
The interesting thing is, some of the small choices matter,
and some of the large one don't. And that's a concept I
think can be applied to your campaign.
Some dialog trees have a place where all the options lead to
the same response. It's the illusion of choice, and we all
know and love it - it's a good way to keep things on track
without it feeling like a railroad.
Present your players situations without choice. The duke
isn't always going to take their advice about what to do
with the prisoner, but it doesn't mean he won't ask or they
won't offer, just that he's unlikely to be swayed. It
doesn't matter how important the prisoner is to the PCs -
he's under the control of the duke.
Likewise, perhaps it doesn't matter how polite or rude the
PCs are to the king -he's still sentencing them to labor in
the mines.
But let even small choices matter sometimes. Insult that
drunk in the tavern instead of making nice, and tomorrow you
find out he's the son of the guard captain. Be a little
kinder than necessary to that widow, and it turns out her
sister-in-law is a powerful enchantress who needs someone to
fetch her supplies.
Having choices that matter is what roleplaying is all about,
but having some that don't saves you work and makes the game
realistic.
3. Modular Planning
There are a few interesting instances in Dragon Age where
you can tell how the dialog was constructed. There's a part
that would have happened no matter what, a part that applies
to what you did yesterday, a part that applies to a choice
you made long ago, and then another part that would have
happened no matter what. The NPC somehow moves seamlessly
between these parts, so if you weren't paying close
attention, you'd think the entire script had been made just
for you.
We all know the pain of writing dialog in advance, only to
have it never happen, or clumsily stumbling through the
lines of an NPC who should be a sophisticated bargainer, but
comes off as an incompetent fool because we did all the
negotiating on the fly.
I like this idea of modular planning - plan out a couple of
things that will happen no matter what the party does, and
then a set of things that will happen if they pick option A,
B, C, D or the ever popular not-listed option E.
It lets you do a bit less winging it, but at the same time,
you know exactly how much of your planning is going to go
out the window - the bits for the four options the PCs
didn't choose.
Sure, there's still waste, but not as much, and now you have
something planned no matter what. Your PCs' actions are
still influencing what happens, but unless they go totally
crazy, you have some structure set up in advance.
4. Not Dead For Plot Reasons
This is a small thing, but I've come to enjoy how you can
all-out attack an enemy, watch their HP bar drop to zero -
and then have them say, "Wait, wait, let's talk." It only
happens sometimes - only for plot reasons.
We've all been there - the players get into combat with an
important NPC, and next thing you know, the last heir of the
bloodline or the one guy who can find the island is gone.
It's good to remember you can insert mental breakpoints,
places where the fight will stop no matter whether the
players are trying to keep him alive or not.
He drops to below half his HP, or below a quarter? Even if
the last hit was enough to take him down to zero, pretend
he's just disabled, but still conscious enough to say,
"Wait, wait, let's talk."
5. Injuries From Unconsciousness
When you get knocked out in Dragon Age you get an injury.
These can do any number of things, from reducing stats to
imposing a penalty to max HP, and come they with a graphic
descriptor like "cracked skull" or "gaping wound." You can
have up to four such injuries at once.
One common complaint about D&D 4e is that heroes get knocked
down and get back up again - there's no real fear of being
KOed since it takes three failed death saves or a whole lot
of damage to take you down for good. And even if you aren't
playing 4e, nothing adds suspense to a fight like hearing
the DM roll some dice while you're unconscious.
Healing injuries is relatively easy in Dragon Age. How you
handle it in your game depends - maybe a common healing
spell can be modified to also heal injuries, or an extra
spell or item could be introduced to solve the problem.
Maybe injuries go away at the end of the day or after a
couple of encounters. It shouldn't be too difficult to get
rid of them, but it should cost something.
Here's a quick dice table I created for adding Dragon Age-
style injuries to your game.
Roll a d10 whenever an injury is received
1 Concussion; -1 Intelligence
2 Bloody nose; -1 Charisma
3 Sore skull; -1 Wisdom
4 Coughing blood; -1 Constitution
5 Hacked-up arms; -1 Strength
6 Hacked-up legs; -1 Dexterity
7 Gaping wound; subtract the greater of five or half your
level from your max HP
8 Massive gaping wound: subtract the greater of ten or your
level from your max HP
9 Sprained ankle; reduce movement speed by 1
0 Stomach wound; halve the effectiveness of all other
healing until injury is treated
The severity of injuries depends on the style of your game.
In Dragon Age, they're relatively minor, but if you're going
for a really dark and gritty tone, double the penalties.
6. Inspired Skills
The NPCs you travel with in the game each have a small skill
tree that is unlocked by interaction. If they like you
enough, if you talk to them enough and learn their story and
do nice things for them, they'll become smarter or stronger
or better at magic. Only a little, but enough to matter.
I like this idea of giving small mechanical rewards for
roleplaying, beyond just items and experience points.
In games that give out a lot of skill points when you level,
what would it harm to give out an extra one here and there
for roleplaying? Or maybe a small bonus to a certain skill,
or the opportunity to consider something a class skill that
isn't normally.
This might not be so balanced for PCs, but it's great if you
have NPCs who regularly interact with the party. Let the
players see the results of their actions - if they take the
time to show those friendly guards their sword technique,
maybe the guards will be a little more helpful in the next
fight.
7. Recaps And Reminders
During loading screens you get a snippet of where you are in
the plot, followed by summaries of various skills and
spells.
Recapping the plot before each session is a great thing to
do in a campaign, but it's hardly a new idea. What interests
me is accompanying it with small reminders about the game.
Use these to offset each player's weaknesses. If your group
is about to level up and one player isn't very good at
choosing upgrades, right before or after your recap is a
great time to remind him that a certain feat would be great
with his current weapon, or that there's a class power he
can choose that he might like.
If one player loves mechanics but tends to let roleplaying
fall by the wayside, remind her that this town has a couple
of NPCs she interacted a few sessions ago or are from her
backstory. Does she want to check up on them?
Small reminders like that at the start of each session could
go a long way towards keeping all your players involved.
8. Team Tactics
Most of this list has been for DMs, but here's one thing I
learned that applies to players.
In Dragon Age, you can set tactics for each member of your
group, based on different situations. If you're surrounded,
use this ability. If an ally is at below half HP, use this
ability. If someone is attacking the mage, you should attack
them. If the rogue is targeting someone, you should target
them too. It's an interesting way of looking at things, and
the constraints make you realize options that you otherwise
would have overlooked.
Sure, we're not computers. But a lot of players don't play
their characters to their full potential in fights because -
especially in 4e - there are so many options. Players also
sometimes spend too long trying to figure out the optimum
choice, slowing down the fight for everyone. Having a set of
basic tactics in place would help both these problems.
If your group has the general agreement, "The rogue and
fighter will flank whatever enemy seems to be strongest, the
warlord will buff whoever has the least HP and otherwise
will keep enemies away from the mage, and the wizard will
debuff the fighter's target," it can speed things up a lot.
9. Small Problems Aren't Deal Breakers
The controls take a little while to figure out, the dialog
sometimes glitches, and every once in a while there will be
an error on a map. But Dragon Age is still an amazing game.
What does this teach me? That even a multi-million-dollar
game from a huge company can have errors. And even if it
does, it can still be a wonderful game.
If this huge entity creating this beautiful game can screw
up sometimes, then I, as an individual DM without much free
time, certainly have the right to screw up. And if the rare
noticeable glitch doesn't ruin my gaming experience, my
screw ups won't ruin my players' experiences, either.
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How Can Players Create Their Own Item Cards?
This was a recent reader request, and here is what your
fellow tipsters have to say:
From: Sarah Williams
I think my favorite toy so far - for item cards as well as
power cards in 4th edition D&D - is the Universal Card Set,
an expansion for the Magic Set Editor software.
Universal Card Set
Magic Set Editor
There was something of a learning curve for me at first, but
I've got the hang of it now. The best part is you can enter
in as many cards as you want into one file and then only
print the ones you need.
The second nice thing I've found is the Power and Item Cards
by JFJohnny5. I found them about 2/3 down on this page:
Dragon Avenue
These are a little more structured than the USC idea above,
but very good for writing things down on the fly.
For extra durability, I print my cards out on cardstock and
then "laminate" them with clear contact paper or craft
laminating paper. I don't have to worry about someone
spilling a drink and ruining the card, and I can write on it
with wet erase marker: no illegible eraser area, and the
information is still there from week to week!
From: Joel Fox
A few months back, I found myself needing a way to make
power cards for D&D 4e without the hassle of using desktop
publishing programs, and what I found was a program called
Magic Set Editor. The purpose of this program is to make
proxies for CCGs and what-not; however, the program itself
is almost perfectly suited towards the creation of magic
item cards for players.
It's simple to use, versatile (with many templates for
different CCGs and the ability to add templates), allows
users to upload art, and best of all, it's free.
The size of the cards is an added bonus, as you can purchase
deck protectors (plastic sleeves that fit over the card) or
put the cards in 8"x11" hobby sleeves that hold multiple
cards, making sure that the cards stay safe from cheeto dust
and the like. Printing on cardstock would be best, but
regular copy paper works just fine.
Here is a sample [JPG].
Magic Set Editor
Card art
D&D 4e power card template
Hopefully this should help fill the magic item card needs of
you and your players.
From: Loz Newman
www.xperiencepoints.com
In Amber Diceless RPG campaigns players can get extra build-
points if they contribute one Trump per game as a Campaign
Contribution.
My players can bring their own images (browsed from travel
magazine adverts or wherever) and make up their own. I
supply standard-sized playing cards as backing, glue,
scissors and those transparent pages that hold Magic The
Gathering cards (nine cards per page, eighteen if you use
the reverse side as well) for a Trumps gallery that can be
consulted.
Also, Trumps can been printed up from electronic images. I
use PowerPoint as it makes caption creation easy. You can
also save the combined images as one single jpg. Six images
per page.
From: Steve B.
Have you seen Craft Robo?
Apparently some people are starting to use it for paper models.
WorldWorksGames Forum: Craft Robo - I've finally got it working!
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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 Get New Ideas For Adventures
From: Johnn Four
I received the following email from Alexander Storm:
I love being a GM, but for the last year or so I have been
kind of stuck and am coming up with the same kinds of ideas
and plots all the time. It drives me crazy. I would like to
come up with something new, but I am just constantly falling
back into old my old ways of making a campaign.
Can you point me in the right direction somehow?
Here are a couple of tips on staying fresh:
New experiences bring new ideas. Try reading books you would
not normally try. Or watch old movies that are rated well
but you do not watch because, well, they're old.
Something I do is keep a swipe file of cool ideas whenever I
cross them. Then I go back when the dreaded writer's block
hits. Here are a few links from my file regarding adventure
ideas:
Finally, here are some tips on twisting plots. Why not take
something you have in mind and twist it?
Roleplaying Tips Issue #75
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2. More Hex Mapping Software
From: Brandon Blackmoor
re: Roleplaying Tips Issue #470
I strongly discourage anyone from using Hexographer, even
the free version. I explain my reasons here.
Based on this conversation.
The article at blackgate.net lists several alternative
mappers as well.
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3. Naming A Campaign
From: John Gallagher
Johnn,
Here's another way to hook players with a campaign name.
Have it allude to something they're familiar with, or at
least *might* be familiar with.
An example: My last 7th Sea campaign was named "On Her
Majesty's Service." For everyone who caught the reference
(to the first James Bond movie, "On Her Majesty's Secret
Service") it gave hints of the type of campaign it was going
to be.
The campaign did indeed turn out to be Bond-like. The PCs
were frequently undercover, and (all too frequently) blew
their cover and then blew things up.
They were frequently in trouble with their superiors for
their high-handed tactics, but they got results. They were
captured more than once, always escaped facing overwhelming
odds, and uncovered plots by a few very large organizations
against the Queen (the Inquisition and Queen Maab's Unseelie
Court, to name just two). They even adopted the Bond smart-
ass attitude (although that *might* have been just their
natural style of play).
I've also used that same tactic in naming places and people
inside campaigns, sometimes to give hints of what to expect,
sometimes as a red herring, and sometimes as a little of
both.
In a Ravenloft campaign, for instance, I once named a
character Henry Usher. A few of the players instantly caught
the reference to Poe's "The Fall of the House of Usher" and
thought they knew what was going on. But they were only
partly right. The character's first name was a reference to
Henry Baskerville. They were pretty surprised when the Hound
of the Baskervilles showed up in the middle of their
(supposed) story about Usher Manor's fall.
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4. Name Your Adventures And Sessions Too
From: Jaege
I really liked your article, and agree completely. In fact,
not only do I name my campaign, I also name each adventure
and each sub-section of each adventure. Specifically I call
them Books (the campaigns) Adventures (the chapters) and
sessions. Although a "session" is often longer than a single
get together.
Doing this helps to bring specific moments to life. The
players can refer back to the "No Stone Unturned" adventure,
and we all know what they are talking about.
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New GM Advice @ CampaignMastery.com
Campaign Mastery
Read the blog of Johnn Four and Mike Bourke that discusses
game mastering advice and issues.
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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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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