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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #103
8 Ways To Make Your Campaign World Come Alive
Contents:
This Week's Tips Summarized
8 Ways To Make Your Campaign World Come Alive
- Calendar
- Holidays
- Other Cultures
- History
- Legends And Myths
- Slang And Colloquial Expressions
- Superstitions And Traditions
- Avoid Cliches
Readers' Tips Summarized
- Another Goblin Idea
- General GMing Tips
Return to Contents
A Brief Word From Johnn
Holiday Publishing Schedule
Just a reminder (and as an announcement to all the new
subscribers) that the next issue, #104, will appear in your
Inboxes around December 30th.
I'll also be away from email until the New Year, so please
do send in your comments and feedback--I'll respond in
2002. :)
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Return to Contents
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Return to Contents
8 Ways To Make Your Campaign World Come Alive
Guest Tips by Julia Pope
Send your feedback to her at julia.pope@mcgill.ca
- Calendar
You wouldn’t believe how fast players can snap out of the
fantasy mind-set when the enemy prisoner says that his
people will attack "next Friday, the 6th of March". So, take
the time to devise names for days of the week, months, even
hours of the day if necessary. After all, what does 5
o'clock mean in a world where clocks are unknown or
uncommon?
If the enemy will invade "Windday at the hour of Prime, on
the half-moon of the month of the Serpent", it adds a lot of
flavour to your game. Be sure to provide players with a
hand-out explaining your calendar, so that they can
interpret what you're saying and also use the expressions
themselves.
Month names could be based on seasons and weather
(Frostfall, Harvestmoon), on events (Moon of Popping Trees,
The Month of Shooting Stars), or on the names of gods,
planets or constellations (Venus, Aries, Gemini).
For simplicity's sake, I prefer to make my years and months
roughly the same length as those in the real world – it is
easier for people to relate to them that way, and it
prevents certain problems from arising (if years are 600
days long, then someone we would see as twenty years old is
really only 10 or so, for example). But if you want to go
for a very different world then indeed, radically altering
the length of a year or a month is one way to accomplish
that goal.
Return to Contents
- Holidays
This ties in with the first point but I think it merits some
separate discussion. All cultures and religions in the real
world have particular days that are holy, festive, or
commemorative. So should your imaginary cultures and
religions. Such details can tell players a lot in a few
words, and often they can serve as interesting hooks or
settings for an adventure.
For example, a small farming village might have an annual
"Applegin" festival, which is an occasion for consuming the
produce of the local orchards and brings people from miles
around to dance and celebrate.
Another example: a cult of pain that celebrates the
"Glorious Sun-Staring Day", during which worshipers attempt
to blind themselves by gazing intently at the sun, seems
that extra bit insane.
And Saint Glennifer's Day, on which believers make a
pilgrimage to bathe in a sacred spring, could be an
opportunity for travel and adventure.
Other examples of holidays can be easily adapted from real-
world examples: Children's Day (when children can tell the
adults what to do), Carnival (a great big party before a
month of fasting), a Day of the Dead (for remembering those
who have passed away), the commemoration of a great battle
(when patriotic stories are told, perhaps by the veterans
themselves), or the king's birthday (maybe all loyal
subjects must give the king a small present).
As a rule of thumb, I try to make each culture or religion
in my world have at least 3 holidays a year, and the main
culture will certainly have many more, perhaps one a month.
This not only adds detail but also structure to your
campaign. Players love it when they can anticipate a
holiday, or recall what happened at the last one: "Remember
at last year's Imperial Music Festival when that arrogant
jerk defeated me by bribing the judges? This year, I'll be
sure to get my revenge..."
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- Other Cultures
Whenever I start a new campaign, I give my players a hand-
out describing not only the culture they come from, but also
the cultures around them. This will not only make your world
seem much bigger (without the additional work of creating
dozens of fully detailed cultures, if you don't want to or
have time to do that), but will give them ideas about travel
and probably present lots of other plot possibilities.
Also, it's only realistic in most campaigns that the PCs
would know at least a little bit about the surrounding
nations and peoples (although I'm always careful to specify
that they might be misinformed about particular details, due
to prejudice or simply distance and lack of contact).
Things I usually include about each nation or people are:
location (high in the mountains to the south, in the desert
a hundred leagues to the north-west, etc.), relation to the
PC's culture (allies, friendly, indifferent, or hated
enemies), what the people tend to look like (short and pale-
haired, tall and freckled), any personality quirks they may
possess (hot-tempered, stoic, or practical jokers), and any
other details that may be of interest (this country provides
most of the iron for the surrounding nations, its
inhabitants are known as great archers, and it has a famous
college for training bards).
That way, when the PCs meet an NPC from elsewhere, they'll
have some notion of what to expect from that person, and
also a better idea of how they might react themselves. Also,
if and when the PCs decide to travel to another land, they
(and I) will already have ideas about what they might be in
for when they get there.
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- History
It should go without saying that worlds have histories.
However, this is an often-neglected aspect of world
creation. Nations that were long time rivals but are now at
uneasy peace will have a different present-day relationship
than two nations that were united, but recently split in a
dynastic power struggle.
How much detail you put into your histories will depend on
how cultured the civilization is you are creating (do they
keep accurate written records going back hundreds of years,
or is their people's story recorded on twelve great stone
tablets in simple pictographs?), as well as on availability
of information (were all records about the reign of the
sorcerer king destroyed by his successor? Are books on most
any historical subject commonly available in the local
library?)
Some historical information which I would consider a bare
minimum for any culture would include questions like:
- Who founded the nation, and how long ago?
- Have there been any major wars in the past century or so?
- Any religious conflicts or heresies?
- Any important discoveries (new continents, technologies)?
- Who are some of the great historical figures of note
(generals, priests, monarchs, traitors)?
- Why are they famous?
Whatever other details you do decide to add beyond the bare
minimum, they should be interesting:
- Were mages once put to death for witchcraft?
- Was the ancient royal family overthrown and replaced by a
new dynasty at some point in the past?
- Did this people once make a great journey full of
hardships to arrive in their 'promised land'?
- Was the nation once conquered by a greater empire?
Any of these ideas might have great bearing on the tone of
the world you create, and would certainly give rise to some
interesting plot ideas.
In the examples I gave above, further elaboration could include:
- How do people view mages now?
- Are any members of the old royal family still alive?
- Was there already someone living in the 'promised land'
when the settlers arrived, and if so, how did they deal
with them?
- Why did the great empire eventually fall?
Some players can get very interested in this sort of
material and will want to know more, which can often
necessitate a whole series of adventures. Finding out the
truth about a particular historical incident (particularly
if it's very different from the commonly-accepted version of
events) can be a great accomplishment for the PCs.
Return to Contents
- Legends And Myths
As opposed to history, which 'really happened', these are
stories that may or may not have any basis in fact, but are
nevertheless important contributions to a nation's identity.
They can help establish the general tone of a culture even
better than history, I have found.
Great heroes of the Age of Legends who did deeds beyond the
abilities of modern folk make a campaign world seem to have
more depth and character, not to mention lending a real
'fantasy' feeling to it. Think of a culture like the
Spartans, who glorify warfare above all else – what would
their legends be like? What about a nation of peaceful,
nature-loving halflings? The warlike culture would certainly
have legends about illustrious fighters and epic battles,
whereas the nonviolent race might tell stories of quick-
witted tricksters who defeat enemies through riddles and
cleverness rather than brute strength.
Some other ideas for legends (which might give rise to a
whole series of adventures, or might just be interesting
background material) could also include tales of vanished
civilizations (Atlantis, the Lost Cities of Gold), great
weapons (Excalibur, Thor's hammer), strange beasts (the
Phoenix, the Midgard Serpent), prophecies about the future
of the world (Ragnarok, the Book of Revelations) and so on.
Books on the mythology of various real cultures are very
numerous and available at any library, if you want some
quick inspiration.
Return to Contents
- Slang And Colloquial Expressions
I know that many people have mentioned how useful slang can
be for adding character to NPCs, but I think it's important
to note that it can also be used to add flavour to a culture
or world.
A world with many wizards, for example, will be likely to
have slang terms for many things to do with magic (rather
than saying she "teleports", a mage might say she "pops"
from place to place), a very pious culture could have lots
of expressions based on gods, saints, or other religious
figures ("By Jove!", "The Devil take you!") and a land with
lots of monsters may have nicknames for the various beasties
("bloodsucker" for vampire, "fetch" instead of
doppelganger).
Insults and swear words can be particularly fun - I still
occasionally call a person I'm annoyed with a 'wether', a
term that means 'a castrated sheep'...
Other common slang terms might include words for money
(royals, groats, double eagles, or thryms, rather than
simply boring old "gold pieces") and nationalities/ethnic
groups (such as Canucks, Yankees, or Limeys). Colloquial
expressions go along with slang, and can sometimes be just
as difficult to understand for foreigners. The "cat's
pyjamas", a "frog in the throat", going to "Davy Jones's
locker", and other similar phrases can add interest to a
culture, if used judiciously.
Giving the PCs a short sheet with some common slang terms
will encourage them to use them when they speak (and so will
using them consistently yourself). Also, I recommend
attaching a few frequently-used expressions or terms to each
culture or region in your game – it can be a quick way of
identifying a member of that culture through their speech
patterns, and the players will come to recognize that people
from the high mountain valleys always call young men "lads"
and young women "lasses", for example.
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- Superstitions And Traditions
These are the things that people do without much thought, or
because custom demands it. Such aspects of a campaign world
can tie in with many of the topics discussed above,
especially holidays and mythology.
Just about anything can be turned into an interesting
tradition or superstition. Common beliefs or customs might
involve particular animals (black cats are unlucky, seeing a
spider means it will rain), numbers and days of the week
(some auspicious and some inauspicious), food (you shouldn't
swim right after eating, finishing all the food on your
plate is rude), clothing or accessories (don't wear shoes
inside the house, wearing black indicates that a person is
in mourning), gems and precious metals (a diamond signifies
eternity, gold rings are worn by married people), and
dwellings (don't open an umbrella inside a house, a groom
should carry his bride over the threshold of their new
home).
Most, however, centre around particular actions one should
or shouldn't do. Some examples might include throwing
spilled salt over the left shoulder, making a wish on a
shooting star, saying a short verse or making a particular
gesture to ward off the evil eye, not walking under a
ladder, or saying "Bless you" when a person sneezes. A
couple of unusual superstitions are enough for any secondary
culture, while a primary culture could have a dozen or more.
If you want to make things even more memorable, each culture
could have at least one tradition that has a large impact on
day-to-day life (a prohibition against eating raw foods, a
requirement that all people bathe daily). I also suggest
(although it is not absolutely necessary) that you develop
some rationale for each superstition: "The number three is
unlucky because there were three evil demons who once
threatened our land"; "We don't wear green because it is the
favourite colour of the fairy folk".
Of course, there are some superstitions that people follow,
but don't really know why they do so – such a belief might
present an interesting puzzle for the PCs to solve.
Return to Contents
- Avoid Cliches
Experienced players (and avid readers of fantasy novels) can
quickly recognize a "standard medieval fantasy world" when
they encounter one. To keep your world from seeming generic
and bland, avoid the major cliches wherever you can. Elves
don't have to live in the forest and embrace nature, dwarves
don't have to be surly miners, and orcs don't have to be
uncultured savages (and they don't all have to hate each
other!).
Mages aren't necessarily sickly, bookish loners who live in
isolated towers. Thieves are not required to organize
themselves into guilds. Not all nations are hereditary
monarchies – some could be elective monarchies (where anyone
qualified can become king or queen), oligarchies,
magocracies, theocracies, or even democracies.
There does not always have to be a pantheon of gods, each
devoted to a particular domain (war, love, music, trickery,
and so on) – why not a monotheistic or dualistic faith or a
shamanistic religion instead?
There are two simple rules of thumb to follow – don't take
anything for granted ("My world must have dragons, because
fantasy worlds always have dragons") and don't do something
if you've seen it done in at least three other games or
novels unless you add some twist of your own, even if it
seems like a minor one (maybe your dwarves live in the
desert, or your elves are a race of sailors; perhaps your
mages are highly religious and thus strongly tied to the
priesthood). Of course, you can retain whatever conventional
elements you want – and don't try to change everything at
once, especially if your players are expecting a fairly
traditional game. Even mixing up just a couple of the
standard gimmicks can make your world much more memorable.
Return to Contents
[Johnn: Thank you for the great world building and
enhancement tips Julia!]
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Readers' Tips Of The Week:
- Another Goblin Idea
From: Moe
After reading the "Goblin Tips" From Mike H, I had to write
in and let you know about something our DM did to spice up
part of an adventure for us. We had been on our way to a
local wizard's tower and ran into a single goblin standing
in the road with a sword. He said to us "I challenge your
strongest", and stood there defiantly.
This caught the entire party off-guard. Nobody was quite
sure what to do. It had to be a trap of some sort. Finally,
the barbarian in the party stepped forward to take up the
challenge and was slashed by the goblin's blade for an
incredible amount of damage (for a "mere" goblin). When our
barbarian hit it, it died quickly. But, we still couldn't
believe how much damage the creature did. The old, rusty
blade it had used wasn't enchanted.
A half hour later we came upon the wizard's tower and saw a
goblin flapping its wings flying towards the tower. Inside
the tower we were met by goblins who had different strange
powers, from fire breathing to increased ability scores
(like Strength) to invisibility.
Later we found that the wizard had died in an experiment and
these goblins had taken over the tower...and they found the
wizard's large potion stash. We had a great time, never
knowing what kind of enhanced-goblin we'd find in the next
room.
- General GMing Tips
From: Jason L.
- Before each session draft a rough outline like you would
a term paper (back in the days of yore) with some ideas for
what may happen along main plot points -- it helps establish
a flowchart and highlights key actions.
- For each plot point you expect to encounter, create a
list of "five senses" information you can pass along to your
group -- sights, sounds and smells they encounter to make it
more visceral (these senses are really what make encounters
stick out to me as a player, so I try to include them as
often as possible as a DM)
Here's an example of an outline from last week's session
with five senses notes:
On the road again
- Before leaving, any last minute requests or "orders" for
equipment, etc.
- Head out overland, and weather gets colder as they go.
5 senses: biting cold, swirls and eddies of snow, dripping
noses, frozen rivers.
- Encounter a giant Dire Bear; hungry, searching for food
(attack or let alone?) 5 senses: roar, fetid breath, musky
odor, muscular creature with dark stripings and coloration.
- Encounter several Bloody Hand barbarians fighting an
ettin (attack or let alone?) 5 senses: din of battle,
rumbling bellows, screams of pain, shattered bodies, a red
hand tattoo on the barbarian's faces.
- Leave 10-15 minutes at the end of the session to wrap
things up. I like to allot bonus XP based on "ticks" the
characters gain during the session for interesting,
creative, well-played, in-character and compelling actions,
deeds and encounters. Each tick is worth 10 x the current
class level, and they tend to accumulate 4-7 ticks per
session. Enough to be a tangible reward w/o overbalancing
things.
- Use a small post-game wrap-up sheet to catalog/summarize
the events. I hand out a form with the following info that
the characters fill out after the session. It helps them
remember what they had done and creates a sense of unity and
accomplishment, and reinforces the concepts of the "tick"
system I use for bonus XP.
How I did:
- Best Class Achievement
- Best Skill Achievement
- Best in Character moment
- Biggest Blunder
- What I learned
How the group did:
- Best group moment
- Best moment by someone else
Also, I'd strongly recommend the following combat
suggestions if you find your combats dragging on:
- During combat, limit your conversations to what your
character is going to do or use his actions for... The heat
of combat is not the time to discuss strategies and battle
plans. Beforehand or afterward is fine. Stick to word limits
if necessary.
- When someone's turn comes up during combat, resist the
temptation to offer suggestions or a course of action unless
it is critical (even if your comments are out of character).
If necessary, the suggestion may come at the cost of your
turn.
- Need character depth? Have your players write a "mission
statement" for their characters. A brief 25-30 word sentence
that summarizes their characters up to that point. When
attempting an action directly in accord with their mission
statement, give them a small bonus. If attempting something
contradictory to their mission statement, give them a small
penalty.
Further, after several sessions, or upon completion of a
major quest or pivotal event, let the characters add another
sentence. It helps broaden their scope, reflects experiences
they've had, and helps chronicle and highlight their
progress. Reading back over these mission statements can be
quite enjoyable and adds some flavor and variety to a group.
Two fighters in the same party could have very different
missions.
Examples:
Bertram the Fighter: "Hone my skills and battle prowess as I
search for the man who killed my father -- and bring honor
to my father by killing that man."
Fnord the Fighter: "Become a highly trained fighter who
attracts the notice of lords and nobles as a mercenary
worthy of respect; if something important needs doing, they
should hire me."
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