Roleplaying Tips Weekly E-Zine Issue #498
Romance In RPGs - 5 Ways To Minimize Your Discomfort
At The Game Table
Contents:
This Week's Tips Summarized
Romance In RPGs - 5 Ways To Minimize Your Discomfort
At The Game Table
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A Brief Word From Johnn
Riddleport Campaign
We play session #8 this week in my Riddleport city-based
campaign. My approach for the first few sessions was to
introduce the major factions, as they are all linked
together, vying for victory in some dark plot.
This is a different mode for us, as we've been gaming
published modules for the past several years, and I have not
run a free-form campaign since I lived in Vancouver at the
turn of the millennium. However, I think the slightly awkward
start of "no-plot, but here's a bunch of encounters with
different people" is slowly paying off. The city is becoming
a character unto itself.
I am hoping the plot bubbling under the surface becomes a
catalyst for actions and encounters and not the focus of the
campaign. I am enjoying the PCs going out and doing their
own thing for their own reasons, without a plot hammer
beating them forward.
It is a fine line, though, because as the plot unfolds
everyone will get caught up in it. I think of it as a type
of H1N1 pandemic. It's communicable, and spreading fast, but
people still go about their devious ways, clawing over each
other to get what they want. Hmmm, maybe it's more like
Swine Flu meets Zombieland. We'll see.
This week, one of the PCs has a chance to impress the local
assassin's guild, which he wants to join, by whacking a
prosperous merchant. Another PC is tasked with crafting
several scrolls as part of his monthly obligation to the
Order of Cyphers, the mage's guild. The paladin is trying to
figure out how to fix his new evil sword, which has the soul
of a good entity trapped within it. The barbarian pit
fighter prepares for a month-end match against a Named foe.
The priest was recently raised from the dead, but the price
was damning a commoner to eternity in hell, so he must
grapple with that somehow.
In the background, mysterious storms keep hitting
Riddleport, causing flooding and damage and inflation,
because the pirates can't go pirating. The PCs are learning
various factions are plotting against each other, including
the crime lord of the district in which they run their inn.
They must pick sides, eventually. Further, the streets grow
even more dangerous because of sahuagin raids, githyanki
interlopers, strange dragon warriors and spiking gang
activity. It seems even the storms cannot wash all the new
blood off the streets each day.
That's where we're at right now. I'll keep you posted as the
campaign progresses.
Contest Ends Tuesday
To celebrate upcoming Issue #500 for Roleplaying Tips we're
holding a contest: two sentence city encounters.
To enter, send in city encounter seeds and ideas 1-3
sentences long. Each encounter should contain some conflict
to make it interesting to play.
You can see actual entries in the For Your Game section in
this issue for inspiration.
There are a whack of great prizes up for grabs, as well.
What Can You Win?
All told, there are 20 prizes to give away.
Multiple entries are welcome, and each gives you more chance
to be randomly drawn for a prize.
Contest ends July 20, so you should enter right now before
time runs out. Email entries now to:
johnn@roleplayingtips.com
Try to get a game run this week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Celebrate July 4th with XRP's $4 4e sale!
In the month of July, pick up XRP's 4e products for $4,
4e campaign settings for $10, and XRP 4e e-products 50%
off at YourGamesNow.com! While you're shopping, don't
forget to pre-order your copy of Sorcery & Super Science!
www.xrpshop.citymax.com
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Romance In RPGs - 5 Ways To Minimize Your Discomfort
At The Game Table
By Johnn Four
A long time ago, reader Casey Dare asked for tips on romance
in games. Romance adds another dimension to your games with
new plots and character possibilities. The topic gets tricky
in RPGs though, because of the interactive nature of the
game.
Hopefully the tips in this week's issue will be of some use
to Casey, as well as you for gaming romances in a fun way,
without the potential discomfort the topic sometimes
creates.
1. Pick What Characters You Want Involved
Everybody has different comfort levels when it comes to
romance in the game. You have an easy lever though, to help
you steer the game according to group preference. A romance
in-game has three potential character combinations. Set a
policy with your group about what combinations are allowable
in your campaign.
NPC - NPC
This is the best combo because you have complete control
over it. You control dialogue, actions and encounter
situations. If you have never run a romance plot before,
start with an NPC to NPC storyline. Use it learn where your
comfort zones are in various circumstances (dialogue,
description and action).
PC - PC
This is the second easiest combo to GM. Reserve the right to
veto or bypass gameplay that enters tricky waters. Let your
group know you are acting as referee in this situation and
will intervene if things get uncomfortable.
In the PC to PC situation, you need to do little except
monitor gameplay and player engagement levels (pun
intended). Also make sure the two PCs do not hog the
spotlight. Good roleplaying is great, but you ensure
everyone gets good screen time.
PC - NPC
A tricky combo to GM, but one with rich story potential.
Ask the PC in the romance to involve the other party members
as much as possible.
For example, the culture might require romances to carry on
for at least a year before marriage is acceptable. Further,
in-person visits are not permitted except at events. Letter
writing is the main form of communication. At events,
chaperones are to be present at all times.
This provides the party with several interaction options.
One PC might help with persuasive letter writing. Another
might deliver the letters. Another can act as chaperone.
Another might help arrange discreet meetings.
2. Create A Conflict
Some GMs might associate romance in RPGs with roleplaying
the interactions and awkward dialogue. Not so. Focus on the
conflict. That is where the great encounter and plot
opportunities lie.
We have already seen one example above of interesting
conflict where a society imposes restrictions, standards and
behaviors on relationships. This gives players gameplay
opportunities as they try to work within the system, and
depending on the relationship, try to work outside the
system.
Instead of making the relationship the focus of the
gameplay, look at conflicts surrounding it. Focus on those
who try to break up the romance versus those who gain by
seeing the romance bloom. Then involve the PCs in the
faction interplay.
Another awesome source of conflict comes from the background
of an NPC involved in a relationship. Keep this background a
secret and reveal it in bits and pieces as the game
progresses. Then have each revelation change the NPC from
sympathetic to pathetic to villain to sympathetic again,
back and forth, over and over.
For example, say the PC is in love with the daughter of
someone who is far down the line as heir to the throne.
Aside from all the courtly political plots you might hatch,
you can create a twisted background that keeps the PC
guessing whether the love of their life is a wonderful
person or jaded pawn of the court.
In one encounter the group learns the daughter, Mariele,
saved an orphanage by convincing her father to donate funds
to keep it running. But then the PCs discover the orphanage
is a cover for a gang of thugs who bully the orphans. They
also learn Mariele knew about this the whole time!
When confronted, she tells them she has nothing to do with
the thugs and she raised the money truly help the children.
Suspicious, the PCs eventually uncover proof that she is
telling the truth. But in the course of that investigation,
they learn she is secretly betrothed to one of the thugs.
When asked to choose, she chooses the thug!
But then the party learns she only chose the thug because
the King threatened to call the PCs criminals and throw them
in his dungeon.
And on and on it goes, with the group thinking Mariele is a
victim one moment, then villain the next.
3. Focus On Actions
Show, don't tell. Game out consequences that result from the
feelings created by the romance instead of gaming the
feelings themselves. Feel free to take things to the extreme
as emotions are powerful motivators. Then make these extreme
situations interactive so the PCs can participate.
For example, an incautious word makes a lover feel spurned,
so he climbs up the bell tower and threatens to throw
himself off because he is so devastated, or he plots revenge
and attempts a kidnapping, or he wants to prove himself and
challenges a local thug to a fight.
Think about the actions generated by the romance and use
those as encounter hooks so gameplay can involve the
characters.
4. Avoid Dialogue If It Makes You Uncomfortable
We're not all good actors. I'm definitely not. My wife says
I act up or act out but do not act well. :) So do not feel
it necessary to roleplay the dialogue in a romance scene.
Narrate it instead. Go to an abstraction level above
dialogue and describe what is said and the consequences.
For example, the PCs overhear a couple arguing at the
market:
DM: You spot your friend, Amelious, and his girlfriend
standing near the hot pepper vendor. They seem to be arguing
about something.
Player: I get a little closer to hear what they are saying.
DM: She is demanding he confront his father about something.
He is trying to calm her down. [Roll] She glances in your
direction.
Player: I am not looking at them and pretend to be comparing
two red peppers. What does she want him to confront his
father about?
DM: Apparently, he is spreading false and malicious rumours
about her and her family. You do not hear why. [Roll] She
grabs his elbow and leads your friend away to another part
of the market.
Another example, this time with a PC involved in the
conversation:
GM: The drow prince grabs you affectionately and says you
must come with him to his home so he can introduce you to
family and friends.
Player: "I am honoured, m'lord, that you wish me to meet
your noble parents. But then we would not be able to see the
sun rise and set together each day. And your family would
not approve of one such as me having relations with their
son. Please, can you not stay here with me and my friends?"
GM: The prince considers your words carefully, but you see a
look of sadness cross his face. Perhaps he has realized,
finally, the difficulty of a relationship with a high elf
and the inevitable result. He tries one more time, and
offers a promise of his protection. He swears by Lloth you
will not come to harm and that his family will honour his
wishes.
Player: "There is so much to discover in this land of light
and open water. Please, share these discoveries with me. My
friends and I are ready to embark upon a wonderful journey
to recapture a holy relic stolen by the Guruk during the
last war. Such adventure! I could not bear days on the road
without you by my side."
GM: He seems to consider your offer carefully. Then he grabs
your shoulders so you are facing him, your faces inches
apart. He says yes. My family can wait. He would love to be
your travelling companion.
GM: [Roll] [Writes a note and passes it to another player.]
You spot the drow prince's eyes widen a bit when the relic
is mentioned, then a calculated look darkens his features
for a brief moment. You also think his affection for
Clarisse is genuine.
So, even if a player engages in dialogue, you can still take
a narrative approach in response to run the game in the way
you find most comfortable. You do not need to respond with
in-character NPC dialogue if you find it uncomfortable. You
should try it out once in awhile, though, as getting out of
your comfort zone helps you become a better GM.
5. 36 Dramatic Situations
I recently wrote an article about Gnome Stew's book, Eureka!
501 Adventure Plots. In it I laid out plot stat block you
can use to help create and structure your game's plot
threads:
Eureka! reminded me about a 19th century book written by
Georges Polti called The Thirty-Six Dramatic Situations that
categorizes every possible story configuration.
These situations from his list directly relate to romance
and can inspire your plotting:
#18 Involuntary crimes of love
#22 All sacrificed for passion
#25 Adultery
#26 Crimes of love
#27 Discovery of the dishonour of a loved one
#28 Obstacles to love
#29 An enemy loved
#36 Loss of loved ones
The book is also available at Amazon (affiliate link).
And you can get details on each situation at:
Georges Polti's 36 Dramatic Situations
Here's a great trick for using Polti's list. Consider each
of the 36 situations the result of a romance. Rather than
looking for the romance angle in just the situations
directly related to romantic conflicts, as I have listed
above, start first with the romance instead. Who is
involved? Write a few details about each person. Then, apply
any of the plots to the romance as a complication. Next,
figure out how the situation came about.
I find this reverse method much easier to work with than
trying to start with a plot and figure out how a romance
comes out of it or works into it (though this is possible
too).
To add to the flames, try a sequence of three plots linked
together.
For example, Clarisse and Muvat, the PC and the drow prince,
are falling in love. They met when the PCs interrupted a
drow patrol above ground defending itself against a pair of
mated behirs. Though drow and party almost came to blows,
diplomacy won out as the group learned the prince is on a
peace mission. He wants to prevent a war for which his
father is generating political support in the drow city of
Dezrafaranzen.
The prince and party's cleric soon became friends, and as
the PCs tried to help the drow gain the ear of the Mayor of
Riddleport, their friendship blossomed into romance.
Picking 3 of Polti's plots at random using my d36, I get 6,
13, 25:
#6 Disaster - a Vanquished Power; a Victorious Enemy or a
Messenger
#13 Enmity of kin - a Malevolent Kinsman; a Hated or a
reciprocally-hating Kinsman
#25 Adultery - two Adulterers; a Deceived Spouse
Each must affect the relationship between Clarisse and
Muvat. That is the crux of this method. You must apply each
situation to the relationship, and therefore you treat the
relationship as a new game element - standalone and needing
the GM to mess with it.
#6 Disaster. Let's pick messenger from the options. Muvat
receives a message from his family. The message could be a
status update, a missive to kill the Mayor of Riddleport, or
news on the war effort. But we want to target the
relationship. So the message is from a female drow sharing
personal news and intimate details. The message is signed,
"Love, Alasivig." Muvat will claim it's from his sister.
Ensure there is at least one encounter delay between the PCs
finding the message and Muvat's explanation so doubt, anger
and conflict erupts.
Once (if) Muvat smooths things over with Clarisse, we
trigger plot #13. Let's say Muvat's youngest brother
accompanies him to get blooded while on the peace mission
(that's a strange and suspicious combo in itself, getting
"blooded" while suing for peace, that has great side-plot
potential) and he grows to despise Muvat for having a
relationship with a high elf. What will he do to sabotage
the relationship? You have lots of options here:
- Spread lies about Muvat to Clarisse.
- Spread lies about Clarisse to Muvat.
- Attack Muvat.
- Attack Clarisse.
- Warn the drow king about Muvat (betraying the mission in
the process).
- Spread lies about Muvat to the Mayor (possibly betraying
the mission in the process).
After lots of trials and conflicts involving Muvat's hateful
brother, the game moves to the final plot in the chain, #25
Adultery. You cannot count on Clarisse to take action, as
she is a player's character and out of your control. You
could have Muvat be the adulterer. He could already be
married, and Clarisse or his wife find out about the other.
Perhaps he is forced to betray Clarisse by sleeping with a
powerful female politician who can further his mission and
Muvat sees no other option.
If you are a diabolical GM, you could try having Muvat's
brother disguise himself as Muvat so he could have relations
with Clarisse (a simple kiss might be enough). Muvat finds
them, but his brother has returned to his true form and
pretends he was not disguised at all and that Clarisse has
betrayed Muvat. A further twist might be the brother also
has feelings for Clarisse and wants her for himself - a good
explanation for the enmity of kin situation.
All these situations would be exciting to game without
anything getting uncomfortable because things stay focused
on actions and situations, and because you are targeting
the relationship as a plot device. Good stuff.
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Readers Respond: Car Chase Tips & Rules
Last issue Richard Silver made this tip request:
Hello,
Do you know of a simple way to run a generic car chase? I
know Spycraft has a decent way, but it is more or less
specific to that RPG. I'm looking for something that can
work in CoC, Hero, Spirit of the Century, or whatever.
Here is how your fellow RPT subscribers responded:
From Klydesdale
I have a car chase chart that I used for my games (Top
Secret S.I) that might work. It's simple to use, and with
some modification he should get it to work for his style of
game. (Top Secret S.I was based on skills and abilities being
out of 100%, was a very good system and very logical. :)
Improved Chase Flow Chart for Automobiles
Roll 1d8
- Even road - No driving check unless Special Maneuver is
chosen for turn.
- Driving Up Hill - Driving Check + 10.
- Wet section of road - Driving Check -10.
- Occurrence - See Chart A.
- Driving Down Hill - Driving Check - 10.
- Occurrence - See Chart A.
- Gravel section of road - Driving Check - 20.
- Even road - No driving check unless Special Maneuver is
chosen for turn.
Chart A. Roll 1d12.
- Street Construction Crew. Roll 1d6:
- 1-2: Light Construction - Full Driving Check.
- 3-4: Medium Construction - 1/2 Driving Check.
- 5-6: Heavy Construction - 1/4 Driving Check.
- Accident. Intersection ahead is blocked by emergency
vehicles, damaged vehicles, curious onlookers and stopped
traffic.
- Modifier:
- Evade vehicles: 1/2 Driving Check.
- Evade everything: 1/4 Driving Check.
- Note: Hitting pedestrians will cause 1d4 damage to vehicle
per person hit (roll 1d10 to determine number hit).
- Firing Checks will be at a 1/2.
- Public Event. Parade, funeral, protest, street festival,
street concert.
- Modifier:
- Evade vehicles: 1/2 Driving Check.
- Evade everything: 1/4 Driving Check.
- Note: Hitting pedestrians will cause 1d4 damage to vehicle
per person hit (roll 1d10 to determine number hit).
- Firing Checks will be at a 1/2.
- Red Light. Intersection ahead has traffic stopped. Two
Driving Checks:
- Modifier:
- 1st: Evade stopped vehicles - Full Driving Check.
- 2nd: Evade oncoming traffic - 1/2 Driving Check.
- Special Occurrence - See Chart B.
- Emergency Vehicle Approaching. All traffic slowing down
and turning to right hand lane. Two Driving Checks:
- Modifier:
- 1st: Avoid collision due to change in traffic pattern -
Full Driving Check
- 2nd: Avoid becoming boxed in - 1/2 Driving Check.
- Traffic Obstacle. Traffic circle, speed bumps, meridians,
pot hole.
- Modifier: 1/2 Driving Check
- Pedestrian. Jaywalker, Skateboarder, Cyclist, Ball
Chaser, Animal.
- Modifier: 1/2 Driving Check
- Note: Hitting pedestrians will cause 1d4 damage to vehicle.
- Motorist. Californian lane changer, car pulling out of
parked position, drunk driver, Sunday driver.
- Modifier: Movement of Obstacle
- Slow: Driving Check - 10.
- Medium: Driving Check - 25.
- Fast: Driving Check - 40.
- Speed Trap. Vehicles slowing down suddenly without
warning or obeying speed limit.
- Modifier: (1d4) 1/4 Driving Checks
- Note: If manned police speed trap, officer may pursue.
- Moving Truck And Movers Moving Furniture. Large moving
van and team of movers carrying various furniture.
- Modifier:
- Evade movers: 1/2 Driving Check.
- Evade everything: 1/4 Driving Check.
- Note: Hitting movers and/or furniture will cause 1d4/1d6
damage to vehicle per object hit (roll 1d10 to determine
number hit).
- Firing Checks will be at a 1/2.
- Special Occurrence - See Chart B.
Chart B. Roll 1d8.
- Dual Effect Road. See main chart, roll twice and combine
modifiers (Re-roll if "even road" or "occurrence").
- Train Approaching At Upcoming Crossing:
- Modifier: Beat the Train: Two Driving Checks
- 1st: Acceleration - Full Driving Check.
- 2nd: Dodge - 1/2 Driving Check.
- Pursuing Vehicle: Two Driving Checks.
- 1st: Acceleration - Full Driving Check.
- 2nd: Dodge - 1/4 Driving Check.
- Bridge Raising Up Ahead. Two Driving Checks.
- Modifier: Jump the Bridge: Two Driving Checks
- 1st: Acceleration - Full Driving Check.
- 2nd: Jump - 1/2 Driving Check.
- Pursuing Vehicle: Two Driving Checks.
- 1st: Acceleration - Full Driving Check.
- 2nd: Jump - 1/4 Driving Check.
- Firing Checks will be at a 1/4.
- Fire Or Emergency. City's emergency vehicles blockading
entire road ahead.
- Modifier:
- Evade vehicles: 1/2 Driving Check.
- Evade everything: 1/4 Driving Check.
- Note: Hitting pedestrians will cause 1d4 damage to vehicle
per person hit (roll 1d10 to determine number hit).
- Firing Checks will be at a 1/2.
- Police Involvement. Police car or motorcycle begins pursuit.
- Poorly Maintained Road. Large potholes, uneven surface,
large ruts, manholes and pipage sticking out of ground.
Roll 1d8.
- Large vehicle
- 1-2: Full Driving Check - 20
- 3-4: Full Driving Check
- 5-6: 1/2 Driving Check
- 7-8: 1/4 Driving Check
- Sporty vehicle
- 1-2: Full Driving Check - 20
- 3-4: 1/2 Driving Check
- 5-6: 1/4 Driving Check 1/4 Driving Check
- 7-8: 1/4 Driving Check
- Motorcycle
- 1-2: Full Driving Check - 20
- 3-4: 1/2 Driving Check
- 5-6: 1/4 Driving Check
- 7-8: 1/4 Driving Check
- Firing Checks will be at a 1/2
- Narrow Stretch Of Road. Tunnel, slim bridge, alleyway.
Roll 1d4.
- Full Driving Check - Speed Modifier.
- 1/2 Driving Check
- 1/2 Driving Check - Speed Modifier.
- 1/4 Driving Check.
- Firing Checks will be at a 1/2.
- Entering Freeway. Entering into higher speed roadway by
merging. Roll 1d6.
- 1-2: Light Traffic - Full Driving Check.
- 3-4: Medium Traffic - 1/2 Driving Check.
- 5-6: Heavy Traffic - 1/4 Driving Check.
From Dave
Find a copy of the James Bond RPG from Victory Games. It had
a fun system that involved both sides of the chase bidding
with difficulty numbers.
"I'll bid a difficulty factor of 1. I bid 2. I bid 4! Ok, do
a difficulty 4 maneuver!" (The loser must do a maneuver
equal to his last bid.)
It was fun and was a direct head-to-head challenge. The
better skilled driver tended to win because they could
outperform, though don't forget to make sure the vehicle can
handle it!
GURPS Autoduel could be used too.
From Rod Spellman
While Aces & Eights is a Western RPG, their chase mechanics
are relatively portable.
In short, and possibly from faulty memory, you use a deck of
playing cards to illustrate the chase. Deal out a number of
cards face down in a row that represents the length of the
trip (or set the number of cards that must separate the cars
before the prey gets away).
On each turn, roll the opposed driving checks to see how far
ahead one car gets. Flip over that many cards and move the
car's mini/marker (Matchbox cars are tons of fun as minis in
chases) the required number of cards.
If any of the cards are a face card, they represent a
driving challenge that must be resolved by the car passing
over that card.
Continue each round until one car out paces the other or
reaches its safe card. The card path stays out, so later
cars still need to make the checks for the face cards they
have passed over.
From Grant Howitt
Hi Johnn,
As far as car chase systems go, I've yet to find a better
one than in Unknown Armies. I'll reproduce the gist of it
here:
Mark out twelve spaces in a ladder formation. (Number them
1-12, if you like.) Place tokens for the chasers on space
number eight and the targets on space four. You can put them
further or closer depending on how much of a lead the
targets have.
On their turn, each player makes a roll on a relevant skill
(Athletics, Acrobatics). If they beat a moderate DC, they
stay where they are. If they fail then they drop back one
space. If they beat a hard DC they advance one space.
Players can also elect to take a risk that they describe in
narrative terms - anything that could help them if it pays
off, but might mess them up if it goes wrong.
For example, swerving down a tight side lane to avoid heavy
traffic, taking a jump to leap over a gap in the road,
driving through a shopping mall, ditching your car and
finding a faster one, taking aim and firing at the target to
try and blow out a tyre.
If a player takes a risk, it adds 1 space to all movement -
so passing the hard DC moves 2, medium DC moves 1, and
failure goes back 2.
If a pursuer reaches a target's space, they have caught up
with them. If a pursuer moves off the last square having
failed their roll, they are out of the chase. If the target
moves off the first square, they are assumed to have got
away.
It works for any sort of chase, and the PCs do the hard work
of introducing narrative elements.
From Sean Shannon
I have recently run a few car chases in my post-apoc game,
The Wastelanders.
I find it difficult or impossible to constantly change the
battle map to reference the terrain in chase scenes, since
it is always changing.
So, I orient my map to the cars instead of the terrain.
Treating the terrain as an ever-changing effect around the
cars allows you to place the vehicles relative to each
other, and you only have to adjust for difference between
speed and driver skill.
At that point, it is treated like a skill challenge between
the drivers and each car, with variables thrown in due to
environment, vehicle damage, etc.
As for handling obstacles, present them as part of the
challenge and reorient objects on the map if needed. Most
things will fly by too fast to actually need a map marker.
The check amount would be set given the speed, terrain,
obstacles, and damage to the vehicle. Bonuses of the vehicle
and driver skill would be added to the die roll to pass.
Each car has a given amount of HP, and each player that wins
the skill challenge damaged the HP of the other vehicle by
ramming, shooting or obstacles.
Same goes for losing a check, damaging your own vehicle in
the process.
After one of the two vehicles has been damaged beyond
repair, the challenge ends and you orient the vehicles
around the crash scene, which usually has a fun life or
death fight right afterwards.
This allows for a simple mechanic to drastically vary the
descriptive action while keeping a simple mechanic to handle
the numbers parts.
Keep in mind both drivers will be making checks against
different circumstances. Also consider passengers can make
attacks against the vehicles to further damage them and halt
the scene.
Hope this helps!
From Robert
Hi Johnn,
In Mongoose Traveller, you can choose the special action
Weave when you are being chased in an environment with
obstacles. The chased chooses a weaving number between one
and one per 20km/h of speed. He then makes a skill check
with this number as a penalty to his roll. Failure results
in crashing, but if you succeed, each pursuing vehicle must
make a skill check with the same penalty or lose his quarry.
For example, Baron von Evil is trying to evade the PCs in
his Evilmobile (max speed 140km/h). He doesn't know the PCs,
so he starts with a low weaving number to be on the safe
side (2). His skill is 3, so he rolls 2D6 and passes with a
roll of 7. (He needed 5 or more.) The PC driving his car
only has skill two, but passes his check.
The other PCs, on their go, begin firing at the Evilmobile,
so the Baron decides to speed things up and picks a high
weaving number (6). He fails with a roll of 8 (he needed an
11!) and crashes, mortally wounding him but leaving him
alive long enough to deliver an oratory on how he will
return from the dead.
This system is strong mechanically, but lacks good
descriptions. It can be adapted for any number of systems by
tweaking the weaving number. So, for D20 Modern, I might
raise the DC by 1 per 5mph of speed.
* * *
These are great tips! Thanks Klydesdale, Dave, Rod, Grant,
Sean and Robert for writing in.
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For Your Game: 10 City Encounter Hooks
- A group of goblins, fresh from their foray from the
sewers beneath an alchemist's shop, climb out of the sewer
grate and then begin throwing alchemist fire on many of the
surrounding buildings and then commence breaking into store-
fronts and stealing. Do the PCs fight the fires or stop the
goblin looting problem?
- A noble is mortally offended by a PC's behavior and
challenges the PC to a duel a l'outrance (to the death).
There is no way to back out without violating social mores
and ruining the PC's reputation. Careful investigation will
reveal that the noble and PCs were subtly maneuvered into it
by a third party trying to get the noble killed. And if the
wandering adventurer gets killed instead, who cares?
- A child asks the PCs to help him find his pet dog. This
simple task might lead them someplace where they are viewed
with greatest suspicion.
- A grocer in the market motions the players behind his
cart. In a low voice, he advises that a rival purveyor of
vegetables has somehow sabotaged the farms that the grocer
relies upon, and as a result he is forced to sell stale,
imported wares at inflated prices. Would the players be
interested in investigating, or perhaps taking more direct
action against the accused party, for a reward?
- The party notices a hooded character attempting to sneak
around in shadows doing his best to not be observed. The
hooded man is trying to meet with the wife (or daughter) of
a local nobleman for a romantic encounter. The party could
get in the nobleman's good graces by protecting his honor
and preventing this meeting, or will they allow love to run
its course?
- A leper has dropped his coin pouch. Should the PCs get
his attention, he will gladly share valuable information as
reward. However, should the PCs take the pouch, all who
touch it are susceptible to his disease
- A young girl terrified of the local orphanage turns up
very ill with an incoherent story about the other children
biting everyone.
- A group of kids is playing on a gallows. One has put a
rope around his neck, pantomiming being strangled, and it
looks like another is sneaking up to kick him into the hole.
- A beautiful NPC falls in love with one of the PCs and
thus starts several encounters involving her suitors. Some
try to kill the PCs while others simply want to run them out
of town. The girl is theirs and they don't need any more
competition.
- The PCs get embroiled in a local election scandal and
are asked to help find the culprit behind fraudulent votes.
Perhaps one of the candidates is glamoring the populace into
voting for the "right" person using magic, alchemy, or other
tricks.
Ok, one more:
- An eccentric and wealthy businesswoman in the city
sponsors a contest and offers a large prize of something
mysterious and cryptic: "the source of life and energy!" She
creates a list of items that contestants must secure and
bring back to the businesswoman to claim their reward, which
will be a container of water in a fancy jug.
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