Roleplaying Tips Weekly E-Zine Issue #488
GMing Gods, Demons And Immortals
Tips on running encounters with all-powerful beings.
Plus
tips on how to prepare for game sessions using my loopy
method.
Contents:
This Week's Tips Summarized
GMing Gods, Demons And Immortals
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A Brief Word From Johnn
Back up your game data
A quick reminder to make copies of your stuff - computer
files, Google Docs, character sheets, websites and anything
else you would miss.
Two Goodman Games 4E crawl reviews posted
Grant Howitt submitted two reviews that are now available at
the RPT website. If you play D&D 4E and like dungeon crawls,
you might be interested in learning about:
Riddleport Session #5 - Plots Thicken
Last game interesting developments I planned seemed to go
over well. First was the unexpected assassination of an NPC
who had a business proposal on the table for the characters.
The Slaying of Butan
It seems the inn the PCs inherited was used as a safe house
by mages seeking to escape Riddleport. The Order of Cyphers
mage guild has stringent membership rules that give it a lot
of power. Apprentices often find themselves sold off to
wealthy merchants and nobles as slave-like house mages. Poor
parents sell smart children to The Order, which trains and
resells them once they hit third level. Pirates will return
with captured mages or intelligent prisoners for sale to The
Order.
Those who fear such a fate need to get out of Riddleport
undetected. Butan, a Mwangi mage who escaped via the inn
with help from the former owner a year ago, returned in
Session #3 with an offer. If the PCs continue on with the
safe house, he will arrange regular boat transport to Mwangi
and will take care of the escapees.
The PCs parleyed with Butan for quite awhile and used all
their skills and spells and powers to root out whether Butan
was a good person trying to help, or just a profiteer.
Unfortunately, Butan had a good poker face and the meeting
ended with the group wanting to think his offer over.
The point is moot now, because Session #5 started with Butan
getting attacked and murdered in his room at the PCs' inn.
Fortunately, the group was able to catch a glimpse of the
killer and identify it as a shadow demon - a creature adept
at magical movement. The demon left a dagger with a spider
design in Butan's back. This calling card was also used when
Saul - the NPC who left the inn to the PCs in his will - was
assassinated a few days ago in his room.
Astrinus's Amazing Offer
In Session #2 a kindly old man introduced himself to the PCs
as the new owner of the building next door. He leads a
philosophy that says the gods are not divine but instead
just powerful beings who keep Golarion in thrall for their
own selfish ends. The PCs detected that Astrinus was
overwhelmingly evil, yet they remained civil.
The building is being renovated and will be the new
headquarters of a club whose members can gather to debate
the gods and the nature of the universe. The PCs were
invited to be members, but they politely declined.
In Session #5, Astrinus invited the group over for tea and a
special offer. With reluctance, the PCs paid him a visit.
During the friendly meeting, Astrinus offered each PC a
Raise Dead contract. If a PC signs a simple document saying
he agrees to join Astrinus's club, then he will bring them
back from the dead at any time if the character's body can
be brought to the club headquarters.
Quite an offer! Who would not want a second chance in case
of an accident or worse?
Two PCs agreed to sign. Others are mulling it over. The
paladin feels he now has a new burden to protect his friends
from succumbing to Astrinus's evil trickery.
False End
In Session #1, a member of the Order of Cyphers hired the
PCs to venture outside the city to a nearby estuary and
return with a lock of dryad hair. The group was worried the
task might exceed their current abilities, so they delayed
going on the quest.
The PCs' inn has a few guests. One, unfortunately, was
Butan. Another is a strange old rat-lady who is the former
owner of the building Astrinus purchased. Now that she's
rich from the sale, she is staying at the inn until she can
book passage to Cheliax where she has family.
The only other guests right now are The Iron Oak - an NPC
mercenary group. They left on a mission in Session #2.
Well, in Session #5 they return. Bursting through the inn
entrance in song and revelry, they have the body of a female
fey creature hoisted in the air. They keep chanting, "We
killed the dryad! We killed the dryad!" Looks like the PCs
can scratch one quest off their list. Dang!
But wait. As the characters get a closer look at the body,
they spot webbed feet and hands. And thin, shiny scales. Too
bad the Iron Oak took the head off already for collecting
their bounty. A few skill checks later and the group
discovers the poor creature is not a dryad at all. The quest
lives on.
Patting the members of the Iron Oak on the back and offering
them free drinks, the party rubs their hands in glee....
Have a game-filled week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Campaign Mastery
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GMing Gods, Demons And Immortals
1. GMing Gods, Demons And Immortals
By James Yee
Gods, demon lords, imps, immortals. The names bring up
images of powerful beings whose mere presence changes
everything around them. Stories abound of hapless heroes
facing such beings and coming out on top, normally through
some bit of trickery or quick wits.
So how do you run one of these over-powered beings and still
give the players the sense of accomplishment and the memory
that such encounters create?
First decide the flavor or theme of the encounter. No
encounter with a powerful being should be taken lightly.
These beings have the ability to completely save, screw up,
or raise the level of your game for your players.
Is it a violent encounter? A revelation or conclusion
encounter? Perhaps it's a Puck encounter? I'll go into
detail on these three, and afterwards you'll see how most
encounters will fit into these categories; but feel free to
come up with your own flavors using the ideas and tools I'll
present.
Are you a god?
From modern day Ghostbusters to pint-sized female mages,
many major stories end with a climactic battle against an
impossible opponent of godlike abilities. On the face of it,
these hostile encounters are campaign enders, as no PC
should be able to kill something this powerful.
That is why, if you want to have an encounter like this,
you'll have to come up with a few ways the PCs have for a
chance of winning.
Step one for encounters like this is the lead-up. This is
normally done throughout your entire campaign and it should
all lead toward this goal.
Have your PCs take on messengers, gatekeepers, and minions
that all leave clues as to the identity of the powerful
creature in question. Also provide hints and clues to your
proposed solutions to taking on this creature.
Step two is coming up with those solutions. Sometimes it'll
be something simple like a major spell or item of power that
you've had your PCs quest for and only THAT object can take
down the creature.
Perhaps it's the summoning ritual itself that can be
reversed, or its streams crossed to force the being back
where it came from. Maybe the PCs have to kill the mortal
form and ignore the big invincible being trying to kill
them?
Do not be too obvious with these ideas. For instance, if
it's an item of power maybe it doesn't work as you think. A
powerful sword could be the item of power but it breaks upon
striking the monster. The handle could then be shown to
produce a magical sword of light with the metal blade merely
a facade to protect its identity.
After you've come up with your solutions, put your PCs
through hell and back discovering them and rushing to fight
their enemy.
Set-up a major set-piece for this encounter. The top of a
skyscraper, the ruins of a major city, the top of a mountain
during a thunderstorm. This encounter is a major deal and
your PCs will be expecting a lot, so go Hollywood on them
and pull out all the stops.
Draw out any pre-fight dialogue you can to savour it. Have
fun with it. As GM, you are playing an all-powerful being
and the PC's are merely flies buzzing about you!
In encounters like this you want to emphasize the being's
total disdain for PCs (or at least any danger they might
present). This also comes in handy if your PCs are being a
little dense and can't figure out how to use the Dust Buster
of DOOM to take on the Cyclone Demon. Have the being not
attack for a round or two, whatever it takes for your PCs to
figure things out. They can even spill the beans
"accidentally" on how they can be defeated. "You silly
mortals will never seal away my ashes again!"
Another attitude to take could be sorrow and confusion. A
godlike being that is totally surprised his "children" would
want to destroy him. Or a being who wants to bring about
world peace, by putting everyone to sleep forever, might be
a bit confused as to why anyone would fight that. "Why do
you resist me? I only want what's best for you!" This
attitude also gives the PCs a chance to win, because the
being wouldn't be going "all out" as to not destroy that
which it wants to "save" or "help."
A third example attitude is total oblivion. The being
doesn't care or pay any attention to the PCs. Perhaps it's
just the deamon's hand coming into the PCs world and hence
it has no clue, or care, as to what it's doing. Or it's a
being that doesn't think like the PCs and hence couldn't
communicate if it wanted to. A sentient hurricane is still a
hurricane after all. Perhaps the being isn't programed to
respond to outside stimuli and just goes on with its
mission. The Doomsday machine merely responded to attacks
automatically; it doesn't care who is on the planet it's
eating, it just eats it and goes on.
Make sure when the being is defeated it's not a simple flash
and it's over. Come up with a nice afterwards and epilogue
to go along with this epic encounter. Even if it's hugging
and back slapping while covered in toasted marshmallows,
make it a memorable moment for all concerned.
I am the great and powerful OZ!
Perhaps your all-powerful encounter is more of an
informational or conclusion encounter. The all-knowing
immortal or the great and powerful wizard may only want to
talk. These encounters can be a good way to start or end a
campaign. How often you plan on encountering these beings
influences how much work you have to do.
First, work on a strong description of the being. From the
scent of sulfur in the air to the emerald shade of his giant
floating head, it's the details that will sell this being as
knowing far more than the PCs ever will.
Mannerisms and speech patterns are key to making a talky
character like this be more interesting than reading from a
book. Do they stutter? Or make grand pauses or overly
dramatic gestures like they were preaching to the PCs
instead of merely talking? Perhaps they have an accent or a
limp. These details are good for every NPC you want the PC
to remember, but are doubly so in extremely powerful NPCs
since they are supposed to have so much power over the PCs'
lives.
Next, you need a good reason to have this character around.
It can be as simple as being the final stop of the campaign,
it should be something that means everything to the PCs.
Is this being their only way home? A way to bring back a
lost loved one? How about returning a fellow PC to their
body? More than a simple wise man archetype, you should use
a powerful being like this for a major reason that will
change everything about your campaign, either by kicking it
off with a bang, or ending it well.
Talking encounters like this give you a wide range of tone
and attitudes to play with, and is by far the most varied of
all the encounters with super beings. As such, you should
think what drives this being and how it sees the PCs.
Is it a kindly fatherly type or an old thinker put upon by
noisy kids? A caged animal who grudgingly helps the PCs? A
slave trapped in a bottle who is only allowed out to perform
a simple task? Or someone pretending to be all-powerful so
as not to lose their place in the world or their life? Every
reason produces a different tone and attitude. Here are a
few examples.
Jack in the Box
The basic Wizard of Oz idea. Your all-powerful being isn't
anywhere near as powerful as it claims to be. While the
being can be wise and helpful, it must always be wary of
others figuring out the truth.
Encounters like this are normally flashy and boastful as the
Jack tries to keep the PCs off balance. Include a hint of
wariness or hastiness to prevent the PCs a chance of
catching on.
These can be fun encounters to run, as it is a subtle game
of cat and mouse between GM and PCs.
Decide how much of an impact learning the truth is. Can
destroy a kingdom or just give the PCs leverage over the
being?
The old worm
This is usually a powerful and dangerous being who doesn't
care too much about the PCs. It could be an ancient dragon,
a guardian, or a creature content being left alone for the
next hundred years.
The key to these encounters is the being doesn't want the
PCs around, but at the same time isn't riled up enough to
actually want to do anything about getting rid of them, not
much anyway.
These encounters are usually cranky, short tempered, but
tinged with restrained aggression. The being could grumble
about "eating noisy meat sacks" or complain about "massive
intellect wasted on stupid questions." If you've got pushy
or annoying PCs, these encounters should be able to become
combat encounters. If you poke a dragon often enough it will
eventually eat you!
The Master
Strange and mysterious masters-of-some-theme, these
characters have various opinions of PCs depending on how
much they know them. Some will be kindly and fatherly,
wanting to help the hapless fools, while others will be
grouchy and unhelpful until the PCs prove their worth in
some way.
Another way of using these is to never give a straight
answer, as that is too easy on the PCs. Replies should be
vague and mysterious, giving answers that even if looked
upon in a mirror while standing on your head will still make
no sense.
Usually a safe and effective powerful being, they can be
used regularly without being too over the top. Be prepared
to have these beings pull off something to prove their
abilities, especially if you've used a Jack-in-the-box in
the past.
The Genie in the Bottle
A confined or coerced being of extreme power. Encounters are
usually formal and to the point. "You've got three wishes
left" or "State your business." Most beings in this category
have no patience for mortals or whomever has control over
them, they just want to get out or be left alone.
Encounters are usually tinged with hatred or a desire to
escape. The Disney version works here with a happy-go-lucky
character who tries to make the best of a bad situation by
being silly and over the top. By and large these encounters
are brief but game changing. Use them sparingly.
A talky encounter with a powerful being is a great way to
shake up a campaign if you're willing to put in the effort
to make them worthwhile. They need to be more memorable than
most of your NPCs, and always appear to be more powerful
than the PCs. They should change the flow of the game and
make the PCs wish they'd either never met them or can't wait
to see them again.
I always keep my agreements, sir. Look... we're nowhere near
your vessel.
Puckish characters have been around even before The Bard
decided to create that fanciful character. These beings are
usually tricksters who tend to complicate things more than
actually cause harm to people.
Make no mistake about it, though, these beings are extremely
powerful and deadly. Some can play with the minds of men
like a baby with a ball of string, while others can
literally move objects light years in seconds. Others have
the ability to grant wishes or to answer any question, but
never quite as PCs expect.
Use beings like these to lighten things up or make them
challenging depending on your needs. If your players have
just finished slogging through months of dungeon crawls or
trench warfare, a run through a candy land created by a
sugar crazed being might be a nice change of pace. If the
PCs are starting to get full of themselves and laugh in the
face of your carefully laid plans, throwing a trickster at
them who makes them take on something completely beyond
their experience can be just the splash of cold water you
need.
Another good thing to create for your Puck character is a
shtick. Something strange and unusual they always do that's
a bit of a signature for them. Do they always speak in
rhymes? When they use their abilities does it always create
a flash of light? Do they have a sweet tooth? These little
touches should be decided early on and always used so the
PCs start to know who is messing with them.
Most of the time these characters should be untouchable, no
matter how much the PCs may want to hurt them. Though if
you'd like they can be killable, in which case they should
just require some odd way of taking them out, such as
learning their true name or driving an old piece of wood
through their heart.
Allowing them to be hurt but just having it cause no long
term damage is another interesting way of using a Puck
character. A cat that always comes back when killed, or a
being who is constantly banished only to return another day
are some quick examples.
No matter how annoying or silly you make the character, make
their powers real, even if used in a silly way. If the being
tosses the PCs in candy land, then the chocolate might be
acid or the candy canes might act like guns. Getting beat up
by a gingerbread man could be just what an uppity PC needs
to get his head turned on straight.
In the end, while the Puck should be nothing more than an
annoyance, it should still be an annoyance that has a real
chance of causing serious harm to the PCs. The attitude and
tone of these beings is usually determined by how deadly you
want them to be.
Plucky and Quirky
This default version of a Puck-like character. A trickster
and meddler, this being is usually bored or otherwise
unhappy at the moment and sees the PCs as a fun diversion.
They can be childlike and literal, often using the PCs own
words against them, or tossing them into fanciful settings
based on the PCs' own culture.
Some will create constructs or summon up real people to fill
in their "plays." Others make games forcing the PCs to "play
along or die." These beings can be deadly or silly depending
on what the GM needs.
Puppet Masters
These beings are often dark characters but can also be
playful or misunderstood. They control the minds of others
or force others to do things for them through threats of
violence, such as keeping their children hostage or another
loved one.
These beings try to avoid direct confrontations, preferring
to speak through their proxies. As such, encounters with
these beings can actually occur dozens of times before the
PCs realize they're encountering a powerful being.
Direct encounters with these beings should be rare, perhaps
only the final reveal after the PCs have fought their way
through hapless puppets or tracked down the whereabouts of
the mastermind.
Depending on the source of this being's abilities, a final
encounter here can end up as a combat encounter or a talky
one or both. These can be as dark and sinister as you like
or just plain sad. Who wants to kill a kid who's been using
dolls to keep himself company for years?
Idiot Savant
These big beasties are barely sentient or very young, and
are usually accidentally bad or destructive.
A baby dinosaur might just want to play and trashes an
entire room, or the rock golem doesn't notice the five doors
it walks through to return the item it was sent for.
The beings can be fun reoccurring characters that can be
useful, but only if the players are smart about it. Perhaps
you need to bribe the beasty with a tasty snack, or get the
PC that it likes to ask it nicely.
Whatever it is, encounters with these beings should be fun
and light-hearted, with a touch of "duck and cover" thrown
in to keep the PCs on their toes. Any damage these beings do
is accidental or incidental.
Having a devil dog as a best friend could have its uses, so
be wary of letting the PCs keep these beings around
permanently because they can easily unbalance a campaign.
Conversely these encounters can become dangerous fast if the
Idiot is angered; striking out with blind rage and
unrestrained power can be bad news for any group of PCs.
* * *
Super powerful beings can be a rewarding addition to a
campaign if used properly. The biggest hurdle is they can
become a crutch for GMs and PCs alike, so use them sparingly
and in specific situations.
Take a look in your favorite books and movies and see how
they use powerful beings as major encounters. Feel free to
steal liberally from these sources, but be warned, your PCs
read and watch movies too.
Go out there and challenge your PCs and ask them if they are
gods or not. Just remember there's no good answer to that
question.
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Loopy Session Planning
By Johnn Four
My method of session planning is simple. Some might call it
loopy. It lets me get done what I can between sessions
without the trap of planning too deep into one thing so
everything else is left undeveloped. If I run out of
planning time before a session starts, my system gives me a
foothold on numerous fronts so I can still GM with
confidence.
I've explained this process in the ezine before, but new
subscribers might not have read the archives. As this is how
I'm currently GMing, I thought it might be valuable to long-
time readers as a refresher to consider for your own game,
to disagree with, or try parts of it mixed with your own
thing.
Step 1: Create Buckets
It's critical to have a place to capture all your
information. Your game notes system cannot be part of the
problem. You need a simple setup that works for you so when
you generate ideas, designs and plans there is a place for
everything, and everything is in its place.
Your buckets might be software, GM binders, index cards,
Post-It Notes, notebooks or some combination of these
options. No matter what, get this figured out before your
campaign starts.
If you are mid-campaign and struggle with managing all your
game information, stop right now and flesh out your
information buckets system, else you will always be hampered
by this problem.
Step 2: Create a Session Plan Template
Just like your information system, you do not want to re-
invent how you will plan for each session. Create a session
plan template to make prep easy so you spend all your time
working _in_ your system instead of working _on_ your
system.
I use software for my buckets, so I created a blank session
plan template and copy and paste a new version for each
session. If you use paper, you can print out or photocopy
blanks to fill out.
My template has the following items in it:
- Session #
I like to track how many sessions we've played in a
campaign. It also makes sessions and logs easier to
reference.
Plus, my group has a betting pool going on right now for
when there will be a TPK. I bet session #15. As I'm the GM,
I'd place my money on that session, if I were you.
- Real world session date
This gives me a deadline to work with.
- Who's coming
This gives me a contact list for each session. When the
session actually happens, I remove names of absentee players
who didn't end up making it.
- In-game calendar start date
At the beginning of the session, what's the game world date?
Noting this helps me keep my timeline straight.
I'm using a new game world - Golarion by Paizo Publishing -
and I have not memorized the months and weekday names yet.
So I typed out the days, months and year into a text string
in the template. I just remove everything but the current
day and month names to create a fast date.
Well, that's not technically true. I leave the string intact
and keep it at the bottom of the template. I paste the names
I need to create the start date. Having the string handy
during sessions lets me diarize new dates quick.
Here's what I use for Golarion:
Moonday Toilday Wealday Oathday Fireday Starday Sunday ##
Abadius Calistril Pharast Gozran Desnus Sarenith Erastus
Arodus Rova Lamashan Neth Kuthona 4710AR
- Log
This is where I store my notes as I GM the session.
- Threads
Here is where I do the meat of my session planning. All plot
threads, big and small, get listed here.
- News
In this spot is one section for out-of-character news (e.g.
real world news, campaign updates, schedule updates, player
news, status updates) and one section for in-character news
(rumours, gossip, clues and information).
Removing all the commentary, my session template looks like
this:
Session #:
Real world session date:
Who's coming:
In-game calendar start date:
Log:
Threads:
News
OOC:
IC:
Step 3: List All Threads
Template copied, pasted and ready for next session, I list
out all the campaign's current plot threads - old and new.
By thread, I mean everything that might generate an
encounter next session: upcoming one-off encounters, major
plot threads, minor plots, side-quests, and so on.
Here is an example. The items will not mean anything to you
as they are pasted from an actual session plan, but I just
want to show you a real life example to give you an idea of
how I record things in the Threads section.
- Black Daggers
- Warehouse - goblins
- Beggar children - Tam
- Sahuagin
- Warehouse - trapdoor
- Green Daggers come to collect payment
- Butan
- Pit Fight #2 for Crixus
- Saul's Murder
- Raston wants to be Crixus's agent
- Repercussions for all the gather info checks
- Order of the Iron Oak
- The Beggar Master - PCs want revenge?
- Commander Toeral's Favour
As I use software, I bring forward the list from last
session's plan via copy and paste. I remove anything that
was resolved, and then add new items that developed or whose
time has come.
Step 4: Prioritize What Will Happen First
In case I run out of planning time, I work on what will most
likely trigger first next session. I go through my list and
organize it into two groups:
Group 1: Will happen for sure. (Well, as certain as anything
can be in an interactive game.)
Group 2: Could happen, but it's unlikely or uncertain.
In each group, the least likely to happen goes to bottom of
the list.
There is no guarantee what I plan gets into play, or that
what I do not have planned will not trigger. I've found
prioritizing things works well though. It is rare I need to
improvise a whole session these days because I get caught
100% off-guard.
Continuing my example, here is my ordered planning list:
Group 1 - Most likely to happen
- Warehouse - trapdoor
- Warehouse - goblins
- Green Daggers come to collect payment
- Butan
- Pit Fight #2 for Crixus
- Saul's Murder
- Raston wants to be Crixus's agent
Group 2 - Could happen, not likely
- Black Daggers
- Repercussions for all the gather info checks
- Sahuagin
- Order of the Iron Oak
- The Beggar Master - PCs want revenge?
- Beggar children - Tam
- Commander Toeral's Favour
Step 5: What Is The Next Step For Each Thread?
I run through my list, top to bottom. For each I ask, what
is going to happen next? Most of the time it's logical. The
PCs will take an action: visit a location, talk to an NPC,
attack a foe, use a skill or spell or special ability.
Sometimes a list item gets high priority because it's time
for an NPC or faction to act instead of being reactive to
the PCs. This type of next action is easy determine - what
will they do next?
I jot at least one answer beside each item.
- Warehouse - trapdoor: PCs enter 5 room dungeon
- Warehouse - goblins: PCs enter 5 room dungeon
- Green Daggers come to collect payment: PCs negotiate or
use force
- Butan: Meeting - he presses for an answer
- Pit Fight #2 for Crixus: Halcos confirms match
- Saul's Murder: PCs open locked chest
- Raston wants to be Crixus's agent: he's spotted watching
Crixus train again, meets with Crixus
- Black Daggers: they pay a visit to issue threats or try
to ally
- Repercussions for all the gather info checks: ambush if
can catch 1 or 2 PCs alone
- Sahuagin: attack again
- Order of the Iron Oak: return victorious, PCs will
question what they were up to
- The Beggar Master: PCs want revenge? PCs will spy on or
confront
- Beggar children - Tam: pending
- Commander's Toeral's Favour: pending
'Pending' is code for me to keep an eye out as play develops
for opportunities to trigger this thread. Sometimes I do not
need to take on an active planning stance. I can sit back
and insert a thread when the time is right.
For each next action in Group 1 I get my ingredients ready
to GM. I design, create the encounter, draw a map, create
some NPCs, figure out rewards, stat block monsters or NPCs,
fill out the dungeon, and so on.
If I have time, I go through the list again, but just for
Group 1, to figure out the second next action, if any. Some
threads will be resolved once the combat is done, the
dungeon explored, or the quest ended. For threads still open
after the first next action, I will list the next step and
design or plan that.
For example,
- Warehouse - trapdoor: PCs enter 5 room dungeon; ends
- Warehouse - goblins: PCs enter 5 room dungeon; ends
- Green Daggers come to collect payment: PCs negotiate or
use force; NPCs likely to get mistreated so report back to
Street Boss and get assigned temporary muscle to go back and
teach PCs a lesson
- Butan: Meeting - he presses for an answer; if agreement
reached he departs (sched reminder +30 days) else pending
- Pit Fight #2 for Crixus: Halcos confirms early in day with
Crixus; ends
- Saul's Murder: PCs open chest; ends
- Raston wants to be Crixus's agent: he's spotted watching
Crixus train again, meets with Crixus; training session and
new match arranged and announced
Step 6: Keeping Looping
For as much time as I have, I keeping looping through Group
1 planning next actions and creating required game elements
(people, places and things) to game those out.
After the third or fourth loop Group 1 items usually reach
an end or get too uncertain to be worth spending more
planning time on. At this point I include Group 2 items in
my planning.
Most times a couple loops consumes all the time I have to
spare on campaign planning, and next session arrives. I do
not reach too far into the future.
If a large gap of time occurs though, perhaps due to session
cancellation, then I'll divert to sandbox creation: world
building, villain and faction building, special rewards
planning and so on.
* * *
That's it. One step at a time, one thing at a time. If I
have a crazy period between games and only get a couple
things planned, that is two more items ready to game than I
had at the end of last session. That is a win, in my books.
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For Your Game: 10 Musician NPCs
By Dragonlordmax from Strolen's Citadel with permission
1. The Master
Few can play this man's instrument of choice as well as he,
but fewer still can match his arrogance and disdain for
those of lesser talent. He is always finely dressed and
equipped with a masterful instrument.
2. The Cheater
Although he plays masterfully, this man possesses neither
the innate talent of the prodigy, nor the remarkable
experience of the Master. Rather, he has made a pact with
some dark power in exchange for his skill. He now owes that
power his loyalty - and his soul.
3. The Untouchable
A nobleman or even a member of the royal family, this man
has no talent, yet insists upon playing at every
opportunity. Unfortunately for those with ears, his rank
makes it impossible to refuse him. Those who try find him
easily insulted and quick to express his anger.
4. The Killer
An assassin of nobles, this man's flute is a blow pipe, his
drum a bomb. His seeming preoccupation at the time of the
murder prevents his becoming a suspect. At least his victims
are treated to some lovely music before they die.
5. The Competitor
An above-average player, the one thing this man loves above
all else is a challenge. He'll compete in any musical
competition and attempt even the most impossible piece of
music. He strives not for the glory of victory, but for the
thrill of the challenge.
6. The Spy
This musician, who happens to be a personal favorite of His
Lordship, is actually the employee of another noble. Even as
he entertains, he gathers information that his true master
is certain to find interesting.
7. The Brawler
A hot-tempered tuba player, this musician is one whom no
tavern owner wants to have playing at his establishment -
unless he seeks to collect insurance money, that is. This
man's tuba is more often seen swinging through the air into
some poor chap's face than it is at the Brawler's lips.
8. The Wizard
A remarkably expensive individual to hire, this mage uses
magic to create beautiful, otherworldly sounds, which no
normal musician can match. As such, he is always in demand.
Unfortunately for him, the local Entertainer's Guild isn't
quite so happy with his recent successes.
9. The Novice
Although this young man is still learning, he is
sufficiently competent to be worth hiring, particularly to
strapped-for-cash nobles. Unfortunately, he has little
experience playing before an audience, and his nerves will
likely get the best of him.
10. The Inclined
This man does not play on stage, and does not, in fact,
regard himself as a musician. But he is, and it is deeply
ingrained in his mind. Frequently, he accidentally makes
music through everyday activities - he idly taps his
silverware against his glass, creates a melody through the
shifting of furniture, or orders cannons fired in a pleasing
rhythm during battle. He does not realize he does this, but
it is a part of him nonetheless.
* * *
20 more musicians await you at Strolen's Citadel
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Johnn Four's GM Guide Books
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