Roleplaying Tips Weekly E-Zine Issue #506
Taking The Initiative: These Methods And Ideas Will Surprise You
Contents:
This Week's Tips Summarized
Taking The Initiative: These Methods And Ideas Will Surprise You
Game Master Tips & Tricks
- 20 Ideas For Inserting Legends And Myths Into Your Campaign
- Source of Maps And Inspiration
- Use Wallpaper For Great Mapping
- Use Tarpaulin For Maps
- Generate Encounters Using Tarot Meets 5W2H Meets Maslow
- Haunted Western Ideas
Eight eerie forest adventures for Pathfinder
Enter the darkness of the deep woods in Tales of the Old
Margreve by lead designer Tim Connors and Open Design
patrons. In this setting, inspired by the medieval folktales
and superstitions of Eastern Europe, you may hear the
rusalka's song rising over the crackle of a midnight fire,
or glimpse the white flash of a deer centaur's tail as it
vanishes between the trees. Here, those who ignore the old
ways are never seen again...
Old World adventures, monsters, spells and incantations --
get Tales of the Old Margreve in print or PDF today!
Eight eerie forest adventures for Pathfinder at Kobold Quarterly
Return to Contents
A Brief Word From Johnn
New Contest: Win Packs of D&D Minis
Time for a new Roleplaying Tips contest. Gator Games (see
their ad in this issue) has kindly offered an amazing 12
packs of D&D Heroes minis as prizes. There will be four
winners in all, and each will receive two or more packs of
minis. Thanks very much, Gator!
How To Enter
Email me a tip related to minis or battlemats.
- Do you have a cool minis storage or organization idea?
- A neat way you use minis in game?
- Ideas on how to use minis for better storytelling or
faster combats?
Enter as many times as you like. Each entry gives you a
chance to win packs of D&D Heroes minis by Wizards of the
Coast.
How To Win
Winners will be selected at random. Do not worry if you can
write well - it's the idea and tip that counts.
Due to shipping restrictions, minis can only be sent to
residents of Canada and United States. However, if you do
not live in those countries and win, I'll hook you up with a
cool RPG PDF.
Contest ends November 30. Minis will be shipped in December,
when the new packs are released.
I'll assemble and edit entries, and give them away to
Roleplaying Tips subscribers. So your tips will be helping
game masters have more fun at every game, too.
Email me your minis tips right now while you are thinking
about it. Tips can be short as short as one sentence or as
long you need to get your advice across.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Campaign Mastery
Return to Contents
Taking The Initiative: 4 Methods
By Curn Bounder
Amongst tabletop roleplayers, it is often said that nothing
brings a halt to a suspenseful narrative better than "Roll
for initiative."
However, there is little that can be done about it. Most
games people play, including the controlled chaos of a
football field (or pitch depending on how you just read
football), require participants to take turns.
Following are four great ways for taking turns. They help
the GM and players stay aware of the order. The most
frustrating player is the one who, upon reaching his turn,
acts shocked and is completely unprepared to act.
1. The Gamemastery Combat Pad (by Paizo)
This is the one I use (which is why it gets first billing).
A simple dry erase board can work just the same, but hey,
this screams "GAMER."
PROS: Easy to use. Write the names once on the dry erase
magnets and then adjust them as needed for the rest of the
session. It has a space to track your baddies' HPs and
conditions, as well as a row of numbers to track the round.
CON: It is not easily made visible to the players. A dry
erase mounted on the wall could do this for you, but the con
to that is finding available space on the wall.
Gamemastery Combat Pad
2. Numbered Flip Charts - Index-Card Sized
Spiral bound paper with numbers 1-10 stenciled on them. One
is given to each player and the GM. These then stand like
tents. Once initiative is established, everyone flips the
number on his or her chart to their rank in the order and
proceed accordingly.
PROS: This keeps everyone, including the GM aware of who
goes when. The numbers can be changed easily if someone
delays.
CONS: Takes a bit of time to set up each round. The GM still
needs to keep track of the round, specifically when the
count starts over (though this too can be done with another
flip chart that everyone can see).
3. Playing Cards
Used in the Savage Worlds system, this is a great way to
establish and track initiative. Even if you don't
deal the cards each round (as in the SW system), playing
cards, lying face up, remind the players and the GM who's
turn it is.
PROS: Simple to give GMs and players a visual way to keep
track. Once a player acts, she turns her card over and the
next highest card goes.
CONS: May require exchanging cards if someone delays. Also,
cards lying flat on a table are not always openly visible to
all the players.
4. Dice
Make sure everyone has the same die type (d8 or d10 are
enough). The larger and more readable, the better (though
don't go to extremes). It also might be beneficial to make
them all the same color. Once initiative is established,
everyone turns their designated initiative die to the number
indicating their order in the initiative.
PROS: Easily changeable. Gives everyone access to the
information. Who doesn't love dice?!
CONS: Requires a little bit of time to set up once
initiative is established. It might be difficult to
coordinate so that everyone has large, readable dice. Dice
are sometimes too easy to knock around and once a die gets
tipped, it might take some time to reestablish.
* * *
Sometimes the best way is the easiest way. One of the
greatest GMs I've played with uses a spiral notebook where
he scribbles everyone's name and order, using check marks to
track who has acted and what round it is. But he always uses
a scrap of paper with the order draped over his GM screen -
and his combats are always smooth. It works for him and the
players are all made aware of the order.
Still, not a combat goes by without someone saying, "Oh, is
it my turn?" At that point, you might want to have an out of
game roll for initiative. :)
Return to Contents
Reader Tips On Initiative
1. Cut Gamemastery Combat Pad Magnets In Half
From Mark C.
Hi, Johnn. I use the Gamemastery Combat Pad (and love it).
I've cut all of the PC and monster label magnets in half,
length-wise, so I can get twice as many individual
combatants in play.
I make init rolls using the PrismDice dice rolling
application (PC). I've thrown over 20 different opponents at
my players at once on occasion. While the bad guys might be
all the same type (gnolls, drow, etc.), each one gets an
individual initiative roll (so they don't all go at once).
PrismDice lets me roll all this faster.
(http://personalpages.tds.net/~huntergreen/prismdice/.
The beauty of this app is that you can customize your dice.
You have bad guys with a +4 initiative? Customize one of the
dice to roll d20+4. After that, you roll initiatives as fast
as you can click. Quickly transfer the values to the Combat
Pad magnets, sort them into order among your PCs' initiative
values, and you're ready to rumble.
I also have all my Combat Pad PC and NPC tags pre-labeled
with computer-printed, easy-peel labels, so I don't have to
write down the players or monsters each time I use it.
Monsters are simply labeled "monster 1" through "monster
20."
2. Ranks, Quickdraw and Merit Methods
From Mark of the Pixie
For large groups of 12 or more players I tend to break
initiative into 3 ranks: Front line, Ranged, Support.
I do all the Front line characters first, then Ranged
characters, then Support characters. By breaking it up like
this I can run 3 interrelated combats rather than one huge
combat.
If I am doing a quickdraw duel or gunfight, I make rolling
initiative the crucial step. Both sides roll initiative and
attack (and if successful, damage) at the same time and in
secret. They can repeat this as often as they want, stacking
the damage from attacks that would succeed until one of the
other calls "draw!"
They then compare their best initiative roll (the one who
calls draw gets a +2 bonus) and dish out the stack of damage
they have accumulated.
Basically, it's compressing the normal rolls of back and
forth combat into one deadly blow.
Characters actions are ordered by how successful they are,
from least to most. Each round starts low and ends on a high
note, creating a small amount of tension in each round.
Because the Big Bad doesn't fall till the end of the round,
it also means they get dropped by the person who had the
biggest, best and most spectacular attack that round.
My method is fast, as there is no separate roll for
initiative, no extra notes, no extra questions. I ask what
they are doing and what they rolled (all actions use the
same roll) and that gives me everything I need (typically,
my sheet has the character names and I just note down their
roll this round for everyone, then describe the lowest
result, cross it off, then describe the next lowest, etc.).
There is a bit of a trade off between doing well and going
first, which spreads the spotlight nicely. This method also
handles monsters and foes nicely; their attacks (or other
actions) just drop into the same list as the PCs.
An occasional problem is PCs who want to use quick attacks
or other effects to move up or down the initiative order. In
my games this is rare enough that I just tend to move them
if they ask to be moved, and leave them be otherwise.
So, a PC who wanted to grab something off the table before
the bad guy does will succeed if he gets a higher roll, even
though this means he would normally act afterwards (but he
will fail to get the widget if he rolls low, even though
this would normally mean he acts earlier).
3. Excel At Rolling
From Adam Crockett
Hi Johnn, I have some thoughts on managing initiative.
I use a rolling initiative system. With MS Excel as my
friend, I load all the characters and monsters in one column
(A) and their modifiers in the next (B). Then I use the
=RANDBETWEEN(1,20) function next to each of those (Column
C), and in the fourth column (D) I sum columns B and C
(e.g., =B9+C9). Then each round I hit F9 to refresh, which
generates a new round of numbers. You can also autosort from
top to bottom.
Why use rolling initiative? Well, in D&D it makes high
Dexterity and the Improved Initiative feat statistically
more significant. Let's say you have four combat encounters
in a night. That's four chances for the initiative modifier
to be significant. But let's say each combat goes for an
average seven rounds, now you have 28 times in that session
for the initiative modifier to matter. That means your
quicker players and monsters benefit from being quicker, and
your heavy armor-wearing, greataxe-wielding giant takes more
time to get his attacks off.
Talk about excitement! Players pay attention to the actions
between their own when there's a chance they could go back-
to-back. This also fits with the chaotic flow of battle. I'm
always reminded of R.A. Salvatore's method of describing
Drizzt's battles. One round Drizzt could be on his heels,
reacting to his foe each round, but then The Hunter in him
comes out and he pushes forward, onto the balls of his feet,
and takes control of battle. The rolling initiative system
enables this type of combat storytelling.
I also use an electronic timer set to one minute. Each
player has one minute from the start of their round to
decide what they do and begin doing it. If they take longer
than that, they forfeit control of their character and I
take over. I never do anything nefarious; I typically just
make them do a full attack while standing still. This may
seem mean, but after two years of doing it I've noticed that
100% of my players get the gist of it by session two, and
they start taking as short as 5 seconds to perform their
actions in combat. That tension, anxiety, and need for
decisiveness really helps the players FEEL the battle!
4. Roll Initiative Every Five Rounds
From Paul Simmons
Hi Johnn,
One thing I have found when role-playing and initiative is
that there is two main ideas on initiative. Initiative is
determined once at the beginning of combat, or it is
determined at the beginning of each round of combat.
Over time I have become a fan of neither. I now expect
players to roll initiative every five combat rounds or so.
To me, this allows a little more planing for the players on
their actions. Let them take advantage of their good rolls
and develop strategies of defense for bad. It also reduces
the number of rolls per round.
I also let players forgo their action for a round to re-roll
their initiative, thus trying to better position them self
for the next round.
5. Chunk Your Initiative
From Mark L. Chance
http://spesmagna.com/
Johnn:
Here are two tips for managing initiative regardless of
group size:
- 1. Don't. Think about the combat system. In many cases, it
simply doesn't matter who goes first. It does matter when:
- Someone suffers an effect that takes him/her/it out of
the fight.
- Someone does something that potentially can disrupt an
activity.
When these situations pop up, do a quick initiative roll off
between those involved. Otherwise, don't sweat it. I ran 1E
and 2E this way for years, and it worked like a charm. It
does, however, require some flexibility and the ability to
adjudicate on the fly.
- Chunk Initiatives. What I do now with Pathfinder is chunk
initiatives. Everyone rolls every round. Typically, the bad
guys all act on the same initiative. I tell the players what
the initiative to beat is.
Everyone with a higher initiative acts in whatever order
they want. Then the bad guys go. Then, everyone with a lower
initiative acts in whatever order they want.
If a difference of opinion arises between players about who
get to go when, you can always fall back on the initiative
rolls or resort to paper/rock/scissors/lizard/Spock (my
favorite solution).
From the ever-reliable Wikipedia:
"Spock" is signified with the Star Trek Vulcan salute, while
"lizard" is shown by forming the hand into a sock-puppet-
like mouth. Spock smashes scissors and vaporizes rock; he is
poisoned by lizard and disproved by paper. Lizard poisons
Spock and eats paper; it is crushed by rock and decapitated
by scissors.
Vulcan Salute
Paper, rock, and scissors work like normal against each
other.
Visual aid
6. Roll Once, Write It Down
From Josh
When GMing 6 players, 4-5 NPCs, and around 10-15 enemies,
including a few special foes or bosses, I sometimes just
have everyone roll for initiative at the very beginning of
the conflict. I take a piece of scratch paper and write down
every number that is rolled next to the name of the person
who rolled it. I do this for players, NPCS, and even low
level enemies.
Then, I add initiative bonuses (if applicable). If there are
any ties, I have them roll to see which of the tied rolls go
first. Then I write the entire order down, in order, by
name, starting with the person who won the initiative, all
the way to the bottom of the list. I use this list for the
entire battle.
At some point I may have them re-roll after reaching a
certain point, but I usually stick with this order until a
special point has been reached. It takes several minutes to
get done, but once it is done it allows for pretty seamless
gaming from there on out.
7. Only Use Init As Needed
From Norman Harman
Troll and Flame
Determine initiative in secret (computer/gadget aide would
be required for many rule sets). No one is sure when they
will get to act or if delaying will let the enemy have their
action.
Only call for initiative when needed. Does elf get arrow off
before wizard sneaks out backdoor? Roll initiative. Does
thief grab Orb of Gor before necromancer can finish
summoning? Roll initiative. Unless there are extraordinary
circumstances, melee combat is considered simultaneous.
Trade to hit for init bonus. -2 to hit +4 on initiative.
I tend to group monsters for initiative, so the three orc
archers have one initiative, the four charging berserkers
another and their shaman leader his own.
This is also a way to manage large groups, especially large
groups of players. Give them group initiative or a couple
separate groups. Actual resolution (while simultaneous for a
given group in game) is handled by going clockwise around
the table. A bonus to group initiative is that it encourages
players to work / strategize as a group, rather then a set
of individuals.
8. Use Index Cards And Battlemat
From Mike K.
Hi Johnn!
My D&D group uses a simple method of determining
initiative. On the side of our vinyl mat, I have the number
0 through 40 written in permanent ink. Every player has an
index card with their character's name and Dex mod on it.
They'll fold that card into a tent before play.
When combat breaks out, every player can roll initiative at
the same time and then simply place their card on their
initiative number. Ties are easily handled. I generally
place monsters on the initiative tracker as their first turn
comes up (having secretly rolled to break ties with
monsters).
This way, combat starts in about 20 seconds and everyone can
see when their turn is coming up. It also handles Readied
and Delayed actions easily: have the player hold their
initiative card. They aren't likely to forget about their
turn that way.
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Return to Contents
Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. 20 Ideas For Inserting Legends And Myths Into Your Campaign
From Derek Rawlings
Two farmers on opposite sides of a fence argue over which
hero of legend was better as the characters come into town.
Eyeing the heroes, the farmers call them over to settle the
score.
A coffee table book sits on the magister's sitting room
table. It details the history of an ancient war fought over
the magister's territory.
Locked away in a dungeon, covered in cloth, is a 4'x8' wall
painting that depicts a famous mythological moment (like
Gruumsh losing an eye to Corellon).
A bard is in mid-song about a local hero when PCs walk into
a pub. Exact words are not needed, just the gist of what's
being sung about.
Have a living legend walk into town while the PCs are there.
The locals gush about the legend's accomplishments in the
presence of the PCs.
An NPC guide escorts PCs through a town or forest and
mentions in passing that this alley or this rock formation
was the very same place that a hero of yore did something of
note.
At the beginning of each game session, give a brief synopsis
of a legend from this world - some will have relevance to
the chronicle, others will not, but all add flavour.
A collection of young children sit in a semi-circle in front
of an older NPC. That NPC is telling the children an old
wives' tale to scare them away from a certain area outside
town.
A smith's brand on a newly found magic suit of armour
reminds a PC of a hero (and that hero's deeds) who wore
armour fashioned by that same smith.
A villain, while delivering his biting, villainous
monologue, drops in a few lines about how she will be a far
greater necromancer than X villain from antiquity.
While in town, PCs notice a group bringing flowers to an
opulent grave site. There lies the body of an ancient hero,
who died X years ago on this very day. The NPCs tell stories
of the fallen hero's glory.
In honour of a hero's past deeds, an area of town has been
named after that hero. The same could be used for historic
events that occurred in a geographic area.
A creepy old man walks up to the PCs and insists on warning
them about a myth regarding the location they are about to
go to.
A disheveled looking map is marked with red pen. It marks
out areas where epic battles once occurred. The map belonged
to a treasure seeker bent on plundering the war sites.
On a certain day every year citizens celebrate the defeat of
a mighty tyrant from a nigh-forgotten past. NPCs tell
ludicrous stories of her cruelty and of the heroes who
overcame her.
An artist is gathering art supplies at the general store
while PCs are doing their shopping. The artist insists on
keeping the shopkeeper away from the PCs by explaining the
hero/legend that the artist intends on creating.
The PCs are stuck in a line-up behind two teenagers who are
telling each other about legendary events and people, but
they keep getting all of the facts wrong.
A neglected old statue in a dungeon depicts the bust of an
aged arch-fiend. The statue has no magical properties, but
why is it here?
A wandering peddler attempts to sell items to the PCs that
are really just useless knick knacks. The peddler claims
that the same kinds of items were used in historically
important moments by long dead heroes.
The PCs take a captive from amongst the enemies slain for
information. It turns out that the NPC captive was the
group's bard, who knows a lot about local legends (from the
bad guys' perspective).
Return to Contents
2. Source of Maps And Inspiration
From Timothy Riley
Found a site with lots of cool maps and items:
blog.microdungeons.com
Return to Contents
3. Use Wallpaper For Great Mapping
From Ironchicken
Keep old wallpaper rolls. Whenever there is any decorating
with wallpaper or lining paper there is often half a roll or
more left over. This is cheap (effectively free) and great
for rolling out and drawing quick battle-mats. I bet many of
you have several odd rolls loitering in cupboards or up in
the loft. They can be even saved across sessions. This
works very well with FATE with its zones approach to maps.
[Comment from Johnn: great tip, Ironchicken, thanks! I'm
counting this as an entry in the minis contest (see Brief
Word section above). You might also try Gaming Paper, a past
advertiser of the newsletter. It is durable but easy to
flatten out, unlike wallpaper sometimes:
http://www.gamingpaper.com/ ]
Also here's a related tip with some different info appeared
in RPT#66:
From Martin B.
One tip we've found useful is to use a roll of wallpaper.
Seriously - I got the idea when I saw rolls of wallpaper on
sale in the everything for £1 shop.
You can use it for maps, diagrams, making notes, everything.
Then once you've finished with a particular encounter
location, you just roll up the paper and you have a new
fresh area to write on. The best thing about using wallpaper
is that you have a canned history of your campaign in a nice
easy to store format. You want to see just what happened
last week, just roll back the wallpaper a little bit and
take a look!
I am now on my third roll!
Return to Contents
4. Use Tarpaulin For Maps
From Monstrim
My group's battlemat is a printed slip of tarpaulin, about
0.5 x 1.5 m. It has wooden rods on the shortest extremities,
like a scroll, and is kept rolled. We had it printed with
1.5cm hexagons, but you could have squares.
We can write with water-based markers on it, but it takes
awhile to wipe it out. We use cut pieces of styrofoam (long
tetris-like black ones and small square green and yellow
ones) to make our scenery. The coloured squares could be
anything, depending on context. We also use them to mark
minis.
[Johnn: This has also been entered into the contest. Thanks
for the tip, Monstrim.]
Return to Contents
5. Generate Encounters Using Tarot Meets 5W2H Meets Maslow
From Aki Halme
Three methods I use for generating encounter ideas:
I start with tarot cards #1-22, the Major Arcana cards. I
use the card itself or the description for inspiration and
then do some creative writing. Some are obvious enough, such
as Magician or Lovers. A few others, like Temperance and
Star, I consider the meaning in divinations, and base the
plot on that. I could use any words for inspiration, but
tarots are familiar.
Some random words: table, knife, spoon, fork, glass, plate.
Table; elevation, membership.
- Party is denied information or access because they lack a
crucial membership.
- Red light district of the town is controlled by a guild of
prostitutes that keeps prices up by controlling the supply
of sex-for-pay. Seducing a PC becomes an entry exam. The PCs
are not informed, and telling them means failing the test.
- The latest success of the party opens them doors to a
hidden group, which means some privileges such as access to
special supplies, information and lodging. However, there
are downsides too.
Knife; cutting, weapon.
- The PCs get a fancy blade as an anonymous gift. It is
literally an offer too good to be true - stolen, a murder
weapon or cursed.
- The PCs receive information about an assassination soon
to happen; an assassin offers his services and seeks the PCs
as patrons. The offer includes partial information of an
assassination about to take place, such as the time. For the
next work sample they might get place, or perhaps the
victim's name.
Fork; choice, lightning, music.
- The PCs end up in a situation where they antagonise a
group while gaining the friendship of another.
- Curiously, the PCs find that, in a crowded area of the
city, there is a road no one seems to use. Locals just
ignore it even when it seems to be an obvious shortcut, as
if they weren't even aware of it.
For other encounter inspiration, I use Maslow's hierarchy of
needs in terms of what I would find in a city, as everything
corresponds to some need - otherwise, it would not exist.
Maslow's Hierarchy of Needs
Basic survival for food and such; security for housing, granaries,
sewers, medical facilities, army, city watch; then taverns and
churches, etc.
The list done, I add the 5W2H (who, what, where, when, why,
how, how much?) next to it, coming up with a grid of
combinations. Five levels by seven questions would
immediately provide 35 possibilities, but as each level
means a multitude of groups of facilities, it is simple
enough to come up with hundreds.
For example: city sewers
- Who used them to rob the home of a player character's
girlfriend, stealing her valuables and leaving her bedroom
smelling of excrement?
- Why did the sewers flood to the roads in one area of the
town?
- Where does the stuff thrown in go, and where does it come
from? Something the PCs would not normally be concerned
about, but when the crucial item they need to recover is
flushed down, or when the sewage starts emitting gas that is
flammable or toxic, it becomes necessary.
- When were they sewers built?
- What is the threat underneath the town that accesses the
sewers as an attack route?
- How does one go about fighting a thieves' guild entrenched
under the roads?
- How much damage will fighting in the sewers do the town?
What will the town think of that?
This works both for bigger plotlines and hundreds of two-
liners without much trouble.
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6. Haunted Western Ideas
From Aki Halme
re: Roleplaying Tips Issue #503
For Angela, the first thought that came to mind was a
collectible card game called Deadlands: Doomtown. (It was
fun to play too, as shootouts were in terms of playing a
hand of poker.)
Anyhow, a number of power groups fight over control of a
small town, called Gomorra, made vital when people
discovered a substance named ghost rock. The townsfolk mined
the rock without realising that doing so caused spirits to
be released, the dead to come back to life.
The power groups included some law oriented groups
(Pinkertons, sheriff), a family with occult traits, bandits,
Chinese pirates, mad scientists using the ghost rock for
steam based technology and the army.
For a one-shot, it might be good to keep it fairly simple. A party
rolls into town and gradually realises things are not as they
are supposed to be, with doomtown giving inspiration for how off
everything is.
Any western flick would give a whole lot of plotlines
to work with:
- A rancher taking control of the land by hook or crook
while stubborn farmers keep building barbed wire to protect
their fields.
- Saloon scenes with card sharks and dancing girls.
- An undertaker taking measurements of PCs to have the
coffins ready.
- Priests either nice or fire-and-brimstone.
- Bad guy in jail-under-siege.
- High noon duel with an unstoppable gunslinger.
- Hangings of bad guys.
- Mail carriages and train robberies.
- Wanted! posters.
- Gold rush.
- Someone standing on an old wooden cross, with a noose
around the neck.
For props, sixshots from a toy store, a Stetson, boots and
those spiky things that some use when riding. Poker chips
for keeping tally of various game things like hit points.
Country and western and other appropriate music for a moody
soundtrack. Theme oriented backgrounds for all game
material. Rope on a wall coiled as a lasso or noose.
Return to Contents
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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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