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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #104
5 Ways To Work Information Into Your Game
Contents:
This Week's Tips Summarized
5 Ways To Work Information Into Your Game
- Tell Them A Story
- Write A Poem Or Song
- Show Them Something
- Tomb-Raiding
- Research
Readers' Tips Summarized
- Help The PCs Plant Roots
- World Creation Idea
- Introductory Sessions Tips
Return to Contents
A Brief Word From Johnn
Cool GM Article Resource
I'm not sure if you've checked out the cool online RPGs at
Skotos yet, but I found a very interesting stash of GM
articles over there that cover more than PBeMs and
interactive gaming. Many of them are perfect for face-to-
face RPing and contain some good GM advice. Check'em out at:
http://www.skotos.net/articles/
Cheers and Happy Holidays,
Johnn Four
johnn@roleplayingtips.com
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5 Ways To Work Information Into Your Game
Guest Tips by Julia Pope
Send your feedback to her at julia.pope@mcgill.ca
Getting the information that's necessary to your plot down
on paper might be easy for you, but how should you
communicate it to your players? Of course, you can always
give them hand-outs, and this can be very helpful at the
beginning of a campaign, in order to get the players
familiarized with the well-known features of the world.
I usually give out a document entitled "The Known World" at
the beginning of any campaign, which contains the important
information each character would be expected to know (basic
history, religious beliefs, famous legends, current
political situation, details about neighbouring nations, and
so on).
But what about the more obscure stuff, the material that is
kept secret, or only known to a few scholars, or that is
just something the PCs wouldn't know at the start of the
game? Here are a number of ways to impart information to the
players within the context of the game.
- Tell Them A Story
The bard in the tavern, the old man in the village square,
or the child playing in the forest can all tell the PCs a
story. It could be about a great hero and his deeds, a
bloody battle, or an angry fairy who cursed the land.
This is one of the easiest ways of getting information
across, since the PCs will generally be listening
attentively. They may even ask questions, and you should be
prepared to tell them if and where they might find more
information. ("Well, I heard the story from my grandfather,
who said it was a common tale in his part of the
country...") It is important to bear in mind that tales
change with the telling - one village might have a very
different version of a particular story than their
neighbours across the river. In fact, the differences might
be the most important part, if they illustrate the confusion
or disagreement around the incident in question.
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- Write A Poem Or Song
Great or infamous events have a way of getting recorded in
poetry or ballads. If you're energetic and/or talented,
write it yourself. Players are generally very forgiving of
early efforts in this vein - most of them will just
appreciate the fact that you went to that much effort for
the game. Otherwise, there are many great websites with
searchable poetry databases where you can find someone
else's poem and adapt it by changing the names of people and
places. Or, take some song lyrics that seem relevant and use
those.
Books of old ballads can be particularly good for a
medieval-style campaign, while your own CDs might provide
some fodder for a more modern setting. Again, players will
usually pay quite a lot of attention to information imparted
using this technique, since you are drawing their attention
to it in a rather obvious way. Like stories, however, songs
don't always tell the exact truth - they can change details
to make things more poetic, or just to make them rhyme.
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- Show Them Something
When you don't want to hand the information over so easily,
showing the PCs what you want them to know can be a bit more
challenging (both for you and them!) Let them pass through a
village festival that features a ceremonial re-enactment of
an ancient truce between two races. Point out landmarks as
they travel (the place where no grass grows, the huge rock
split in two).
Chances are, if you mention something unusual like this, the
PCs will ask someone nearby for more information. They will
feel a certain amount of satisfaction if they discover 'on
their own' (from asking the right questions to NPCs, rather
than having you simply tell them outright) that the barren
spot marks the place where Good King Gordovar was killed by
his own son, or that the boulder was split in the Age of
Bronze by the fist of Elanya Giantkiller.
This has some risk attached - the players might not pay
close attention to your description, and thus miss an
important piece of information. Be prepared if you use this
technique, to introduce the necessary details in some other way
if the plot cannot advance without them. I prefer to use
this technique for information that is not absolutely
necessary, but is helpful or interesting in some way.
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- Tomb-Raiding
For information that isn't commonly known, or perhaps isn't
known at all any more, you will often have to present very
old sources of information. In some campaigns, long-lived
races such as elves or dragons might be possessors of such
lore, although they would probably be reluctant to divulge
it to just anyone without good cause. In other settings,
ancient cities, tombs, and inscriptions are frequently the
prime source for lost information. I needn't tell you how
many adventures can derive from searching for, in, and
around such places...
Put the necessary information in an 'ancient language' or a
code, or leave it incomplete (due to intentional damage or
simple age and wear) or otherwise ambiguous for an extra
challenge. If you have some artistic talent, you might
consider drawing some pictures or pictograms (or perhaps
something like a rebus) rather than writing a text. This can
lead to all sorts of interesting misunderstandings, but it's
a nice change for the players.
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- Research
When all else fails, the PCs may actually try to find a sage
or library and do the necessary research in books. In my
opinion, this course of action should generally be quite
expensive, since it's the easiest for the PCs in many ways -
after all, they can just sit around while someone else does
most of the work, and it will rarely subject them to serious
danger.
But, if the information is actually there to be found, it
would be cruel to keep them from finding it...after a while.
Of course, if you don't want them to find tons of useful
material this way, there are ways of blocking their path:
- Imposing outrageous prices for hiring the needed sage or
getting access to the required tomes (perhaps they are owned
by a temple that requires a considerable 'donation' from
researchers)
- Having the information only made available to certain
people (nobles, wizards, licensed historians)
- Letting them discover that the necessary book has been
misplaced (or stolen?)
However, if you do decide to permit them to find significant
information this way, a good technique (though somewhat
time-consuming) is to actually write a good-sized chunk of
material yourself (perhaps a page or two). This has a couple
of benefits:
- First, you can show off a little bit in your presentation
of the material (I like to use interesting fonts and
papers);
- Second, it forces the players to work for their
information much harder than simply telling them what they
have found does. They have to read the document carefully,
pick out the important parts, interpret ambiguous passages,
and most importantly, draw their own conclusions.
For an extra challenge, you can present them with two or
three different documents, each of which contradicts the
others in some way.
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[Johnn: Thanks for the awesome tips Julia!]
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Readers' Tips Of The Week:
- Help The PCs Plant Roots
From: Dan H.
[Snipped with permission from a Railroading vs. Plot thread
on the dmadvice@yahoogroups.com list.]
A final, useful element is to cause your characters to put
down roots in your campaign world. If the characters are in
a town and a revolution is sparked, why should they care?
Well, they shouldn't if they are just passing through.
Philosophical (alignment) concerns are a pretty weak reason
to get involved and can become pretty tiresome. But, if they
have roots or some special interest, then when something
important happens, they will have a concrete reason to get
involved.
Now, there are a few traditional ways to do this.
- One, the players may decide on their own to care about the
world. A cleric in my game spontaneously decided to devote
himself to the local church because, well, he considered
that good role-playing. That's great but only a few players
really do this.
- Two, you can seed the history of the player's character.
In my game, players frequently want to create a history for
their characters and turn to me (the DM) to help. So, I
suggest that they have some family or church or some other
thing that they care about. This helps, too, but it isn't
really motivating in my experience. The character history is
something that happened *before* the game so it is hard to
get really unhappy about it. Really, if your character's NPC
mother is going to be lynched by revolutionaries, the player
knows he *should* care. But, pretty soon, the player gets
annoyed: "What have those stupid NPCs gotten themselves into
this time!" (It is enough to make a character want to fail
and let the NPC die, just to be done with it!)
But, I use an untraditional way: Give out free stuff.
Nobles, rich merchants and kings have a lot of money and
lots of land. And, they realize that some wimpy fighter
today may become the Hercules of tomorrow. So, they spread
some gifts around the adventuring community, including the
characters, so when somebody does become powerful, these
rich guys can say, "Yes, I know so-and-so. I gave him some
land. He's a friend."
Sometimes, the characters get land. It may be ownership of a
little farm which has a family on it that generates 20 g.p.
per month. When they get this land, they usually worry about
taxes. But, I assure them, that 20 g.p. is after taxes.
Then, they worry about the family getting killed or
kidnapped. But, I don't let that happen. Nope, every game
month, a servant shows up with 20 g.p.
Or, maybe a noble gives them a sweet deal on training. "Use
my training grounds for free," he says, "they just sit
around otherwise. And, when you come back to town, let me
know and we'll have dinner. And, I'm really interested in
stuffed monster heads so drop by when you find one of those
and I'll give you my best offer."
So, a few months later, the revolution springs up. Now, the
character is going to have an opinion. The man on his farm
says, "Boss, I'm going to do this dangerous mission." The
characters may say, "Hey, let us take care of that". If the
man dies, they figure, the farm won't produce that 20 g.p.
per month. Or, the noble says, "I'm a bit worried that I
might lose my lands or get killed in the revolution, what
about you?" The characters say, "Gulp, maybe I'll build a
fort." Or, if they hear about it from far away, "Maybe I'll
hire and send some mercenaries back there to keep my lands
or friends safe." In the end, the characters are going to
put some effort into making sure that the sources of their
"free stuff" stay alive.
Over time, with this method, the DM builds up a network of
favors. The characters owe favors to NPCs but, also, a lot
of NPCs owe favors to the PCs. The favors are in different
forms: some promises, some contracts, some vague "I'll do
you this favor and you promise to help me when I ask" and
some "this guy helped us out before so let's help him out
now." It all draws them into the world. If the noble goes to
war, maybe his PC friends don't fight the war for him. But
they are affected and maybe they do some scouting for him.
The key is for the NPCs to bring value. If NPCs are always
suffering and dying, always in need of saving, they are
irritating. But, if NPCs bring good things, characters will
trust them. They will be involved.
- World Creation Idea
From: Dmechy
Good morning, afternoon, or whenever you happen to be
looking at this. My name is Dmechy and I currently GM an
ADnD sort of RPG called Mystic Tides. As I was sitting in
science class and looking around, I saw a photograph of the
Periodic Table of Elements. It had a short history of the
elements including naming.
My idea was to make a world with countries based on the
descriptions of elements. Examples:
- Cobalt. Named after a demon called a kobold because of its
poisonous properties and the danger involved in mining it.
The country is named Clobat and is a extremely poor country
where the plague is rampant and is run by a corrupt and evil
government.
- Silver. One of the first elements recorded. It is mentioned
in Genesis. The country is Slivver and has been around for
6,000 years. The inhabitants use scientific methods for
everything. The country is fairly wealthy and holds much
power over neighbouring countries.
- Helium. Named after the sun in which traces of it were
first identified. The country is named Helios, its
inhabitants are a wild, red haired people who worship the
sun and fire. They are quite volatile and willing to fight
for any cause.
I have even taken things a step farther and organized things
into groups. Silver, Gold, and Platinum are one alliance of
countries, while Cobalt, Nickel, Plutonium, Uranium, and
Helium are each allies.
All you need to make this world is some creative map making
and a descriptive periodic table, the latter being easy to
find all over the internet.
[Johnn: this is a great example of how to pick a theme and
transform it into a world concept. Other themes, thinking
off the top of my head, could be gems (i.e. The Black
Company novels by Glenn Cook), animals, weather, insects,
and colours. Depending on your campaign goals and GMing
styles, this is a great technique.]
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- Introductory Sessions Tips
From: Brian E.
Hello,
In the last few weeks I've run two solo sessions with
players that have never played before to introduce them to
roleplaying games. At the present time I'm not running any
long term campaigns so I couldn't simply let them watch or
guest in a group of players who are 'in the loop'. Both
games were D&D 3rd Ed.
The first one didn't go so well. Though the player was able
to realise the possibilities of RPGs, she wasn't exactly
hooked.
The second one went excellent, probably my best first
session of a campaign yet, and she was eager to go home and
think about her character and wanted to come back. So, here
is my analysis of the difference between the 2 games...
I think one of the keys to the success of the second game
was the fact that I didn't set any high expectations and
that the player approached it very modestly. Prior to the
first game I hyped RPGs too much and acted as if anyone who
writes stories (like the first player did) would love it and
get into it easily. Moral: Set modest expectations,
especially for the first few sessions.
In the first game one of the problems was that the player
had come in with no ideas for what kind of character she'd
play and she was constantly relinquishing her 'power' to me.
She would often ask for my advice on how her character
should act. I tried to offer suggestions and ideas. In the
successful game the player had an idea for what kind of
character she wanted to play (an evil knight) and was able
to act with resolution. Moral: Try to get the players to
make decisions about the character they play prior to the
first session, even if they don't understand all the
workings of an RPG.
I also noticed that it works better if the new players are
not started in wilderness or totally fantastic settings.
This is because they don't easily relate to the situations
much and start to get the impression that RPGs are abstract
games, closer to Life or Clue than actual storytelling.
So, I try to give new players encounters with humans that
are easier to imagine, characters with more typical
motivations like greed and generosity. Don't limit the
encounters to crazed lunatics, religious fanatics and
ancient tree spirits.
So, I hope these suggestions help. Good luck to you and all
of the Roleplaying Tips community with the next 100
articles.
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