|
|
|
|
Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #106
Company'S Coming! - A Recipe For Great Gaming In 2 Hours Or Less
Contents:
This Week's Tips Summarized
Company'S Coming! - A Recipe For Great Gaming In 2 Hours Or Less
- Think Up A Short-But-Sweet Plot
- Pick A Cool Location
- Create The Opposition
- Fashion Your Hook
- Get Some Stats
- Create A Flowchart
- Add Colour
Readers' Tips Summarized
- Build Great Stories Using A 31 Step Formula From Russian Folk-Tales
- Where Did They Get Those Wonderful Toys? Creating Asset Backgrounds For New PCs
- Training PCs For Plot Hooks
- Secrets & Rumours
- Planting Roots
Return to Contents
A Brief Word From Johnn
Great Guide For Beginning GMs
Here's a cool "how to GM" type of freebie available online
that subscriber Ted O. pointed out to me:
"Uncle Figgy's Guide to Good GameMastering"
- How to manipulate friends and influence people
http://members.aol.com/essuncius/cover.html
Thanks For The Planning Tips
Thanks for all the tips from last week's request to help me
plan a couple of prepared modules for my personal campaign.
The best tip was: plan up to the point where you know the
PCs will die. Any planning after that is a waste of time.
LOL!
Enjoy your week -- fit some gaming into it, eh?
Johnn Four
johnn@roleplayingtips.com
Return to Contents
One Game. One Book. Free Downloads. Play it Today.
Undiscovered: The Quest for Adventure is a complete role-
playing game in a single tome. The Core Rules include the
Player's Codex, the Adventure Guide information, a monster
enchiridion, and even a campaign world to get you started
immediately. Join our free membership support program to
receive free adventures, maps, optional rules, and more!
Check us out today! http://www.eilfin.com/rptw.html
Return to Contents
Company'S Coming! - A Recipe For Great Gaming In 2 Hours Or Less
Guest Article By Jared Hunt
Mail your feedback to: jaredskarma@hotmail.com
Virtually every person who's donned the GM hat is familiar
with the "game tonight, nothing planned" scenario. Over the
years I have fine-tuned a system to deal with this scenario
that'll yield consistent results with minimal prep time.
I've outlined this below and I hope it helps the next time
you're put to the task of GMing on short notice.
- Think Up A Short-But-Sweet Plot
A vital step in the session building process is determining
an overall story or adventure concept. This will give focus
to your creative energy and avoid wasting valuable time and
effort.
For inspiration, look to your favourite modules, books and
movies. Think of your short notice session as a chapter in
a book to help keep you on the right track. You're not
looking for anything epic; at this point your goal is to
craft a tight series of events that will enable you and your
group to enjoy an evening.
A useful tip is to choose a subject that can be defined in a
single phrase, as this will help ensure that you're not
biting off too much to chew.
Some examples of good one line plots:
- Rescue the princess
- Explore the tomb
- Defend the town
- Find the treasure
- Steal the data
- Uncover the spy
Return to Contents
- Pick A Cool Location
After much experimentation I've found that the most
successful short-notice sessions are centred around a
primary location. Choose a single location to focus your
attention more specifically, and to ensure you're spending
time on important details rather than flitting about
randomly.
Good, primary locations include:
- The dungeon (of course!)
- A party
- An airport
- On a ship (sailing, steam, cruise, or space)
- A remote location (scientific research station, secluded
mansion, tropical island)
All of these locations offer the advantage of being able to
contain an entire session within them. This allows you to
control the pacing of things without making the players feel
like you're steam-rolling them.
Return to Contents
- Create The Opposition
A very effective combination of challenges for a single game
session involves:
- Two minor challenges
- Two moderate challenges
- A single major challenge.
Minor Challenges
A minor challenge consists of a situation that does not pose
a serious threat to the group but requires dealing with in
order for them to progress. The intent behind minor
challenges is to allow the characters to show off their
abilities.
Some examples of minor challenges:
- Disarm a trap or security system without setting off
alarms
- Talk or sneak past some guards
- Defeat a group of low-level thugs sent to rough-up the
party
Moderate Challenges
A moderate threat should be balanced in favour of the group
so that they should definitely be able to overcome it. The
key to moderate challenges is to test the stamina of the
group.
1st PC: "Well, we made short work of those goons didn't we!"
2nd PC: "Uh, ya, but I'm down to my last clip and your
armour is falling apart."
1st PC: "DOH!"
Major Challenge
A major threat represents the culmination of the session and
should seriously challenge the group. Since short notice
sessions don't allow much time for careful balancing, it is
best to use multiple weaker enemies to comprise a major
challenge. That way, if the group suffered a little more
than you thought on the way in, you can always subtract a
few enemies to even things up. It is much easier to remove
a few challenges than to try to re-work a powerful enemy's
stats at the last minute.
Though it does pose a danger of stagnation if it is
overused, effective session organization involves a minor
challenge followed by a moderate challenge, followed by
another minor challenge, followed by a moderate challenge
and topped off by the major challenge. This pacing allows
the characters opportunities to show off, tests their
resolve, and ends the session on a tense, high-note.
Five challenges are also usually enough to allow each member
of the group at least one chance to shine. Charismatic
characters can have a chance to talk their way past some
guards, roguish types can disarm a fiendish trap, magic
users can do some divining or subterfuge, and everyone can
participate in a combat or two.
Return to Contents
- Fashion Your Hook
Once you've crafted your single phrase plot synopsis,
determined your primary location, and selected 5 appropriate
challenges, it's time to draw a line connecting the three.
The line should include a session kick-start link to the
PCs.
Classic (if cliche) hooks include:
- The guy at the bar
- Public announcement
- Favour for a friend
- Summons by government official
[Comment from Johnn: here are some links to more plot hooks &
hook tips:
Creepy Plot Hooks
http://www.burningvoid.com/pipermail/void/2001q1/000015.html
The Instant Plot Hook
http://www.burningvoid.com/pipermail/void/2001q1/000009.html
Misc. Hooks
http://www.geocities.com/tokyo/shrine/3914/Adventures.htm
How To Create Powerful Plot Hooks, Part I
http://www.roleplayingtips.com/issue31.html
How To Create Powerful Plot Hooks, Part II
http://www.roleplayingtips.com/issue32.html ]
Return to Contents
- Get Some Stats
As a base, you should know the combat stats and skills of
any NPCs likely to have conflict with the characters,
security measures and traps the PCs are likely to encounter,
and the rewards you anticipate the characters receiving via
loot, payments, etc.
Resist the temptation to roll-up full statistics for every
NPC. It's far better to use generic stats and distinguish
NPCs through roleplaying than to spend your valuable time
rolling stats and agonizing over weapons and armour for a
bunch of goons.
Return to Contents
- Create A Flowchart
A common roleplaying convention is to have a map with a key
or legend as the basis for an adventure session. While
there is nothing wrong with that convention, it does require
the drawing or otherwise acquiring of a map followed by the
creation of, or familiarization with, the key; both of which
are time consuming undertakings.
An alternative that saves a great deal of time is a
flowchart. Assuming you are using the five-challenge system
detailed above, take a blank piece of paper and draw eight
circles on the page at random. Each circle represents one
of the planned encounters for the session with a few extra
circles to represent dead ends. Choose five circles to
represent the main encounters and draw three lines from
each, connecting them to other random circles. Fill in an
appropriate dead-end location or encounter in the remaining
three circles. This will provide you with a functional map
keyed to your session in just minutes. A few notes along
each of the connecting lines to indicate something about the
connection (tunnel, corridor, street, etc.) and you are
done.
Return to Contents
- Add Colour
Use any remaining time that you have before your players
arrive to go back and fill in extras that will help bring
the session to life.
An excellent suggestion from Jason L. in issue #103 was to
come up with "five senses" information for each encounter.
This kind of information can even be noted on the flowchart
or map for easy access.
[ http://www.roleplayingtips.com/issue103.html#r2 ]
Other useful tips include:
Here is a link to a list of resources that might help you
with generating concepts/stats/maps/colour for any of your
sessions:
http://www.enworld.org/generators/downloads.html
Return to Contents
Summary
This system is not intended to create earth-shaking, epic
tales that will be passed down through generations of
gamers. It's intent is to ensure that, when a group of
gamers has the chance to get together, lack of prep time
will not ruin what should be an enjoyable time. Life keeps
us all busy, but our roleplaying should not suffer for it!
-- Jared
NEW YEAR’S SPECIAL DEALS ON RARE OUT-OF-PRINT RPG ITEMS!
The Hero Factory offers out-of-print RPG materials at
reasonable prices. Dungeons and Dragons, Star Wars RPG,
White Wolf, RIFTS, Dragon and Dungeon magazines, and more!
New Year’s Secret Special only for Roleplaying Tips
subscribers: Free item with any purchase until January 15th!
Click this secret link:
http://members.home.net/defigio/free.html
[Johnn: I've emailed Dan DeFigio, owner of The Hero Factory,
in the past and he is very quick with the reply button--an
excellent quality for an online RPG business to have. I
personally encourage you to check his site out.
http://www.TheHeroFactory.com ]
Readers' Tips Of The Week:
- Build Great Stories Using A 31 Step Formula From Russian Folk-Tales
From: Dr Jerry Everard
http://www.anu.edu.au/english/jems/welcome.html
Jerry Everard's Introduction to Vladimir Propp...
Vladimir Propp extended the Russian Formalist approach to
narratology (the study of narrative structure). Where, in
the Formalist approach, sentence structures had been broken
down into analysable elements - morphemes - Propp used this
method by analogy to analyse folk tales. By breaking down a
large number of Russian folk tales into their smallest
narrative units - narratemes - Propp was able to arrive at a
typology of narrative structures. By analysing types of
characters and kinds of action, Propp was able to arrive at
the conclusion that there were thirty-one generic narratemes
in the Russian folk tale. While not all are present, he
found that all the tales he analysed displayed the functions
in unvarying sequence.
Try applying these to Star Wars or episodes of X-Files or
Star Trek - it can be interesting to see how powerful are
the narrative structures of folk mythology, and how they are
continually reinserted into contemporary popular culture.
The functions he described were as follows:
After the initial situation is depicted, the tale takes the
following sequence:
- A member of a family leaves home (the hero is
introduced);
- An interdiction is addressed to the hero ('don't go
there', 'go to this place');
- The interdiction is violated (villain enters the tale);
- The villain makes an attempt at reconnaissance (either
villain tries to find the children/jewels etc; or intended
victim questions the villain);
- The villain gains information about the victim;
- The villain attempts to deceive the victim to take
possession of victim or victim's belongings (trickery;
villain disguised, tries to win confidence of victim);
- Victim taken in by deception, unwittingly helping the
enemy;
- Villain causes harm/injury to family member (by
abduction, theft of magical agent, spoiling crops, plunders
in other forms, causes a disappearance, expels someone,
casts spell on someone, substitutes child etc, commits
murder, imprisons/detains someone, threatens forced
marriage, provides nightly torments);
Alternatively, a member of family lacks something or desires
something (magical potion etc);
- Misfortune or lack is made known, (hero is dispatched,
hears call for help etc/ alternative is that victimised hero
is sent away, freed from imprisonment);
- Seeker agrees to, or decides upon counter-action;
- Hero leaves home;
- Hero is tested, interrogated, attacked etc, preparing
the way for his/her receiving magical agent or helper
(donor);
- Hero reacts to actions of future donor (withstands/fails
the test, frees captive, reconciles disputants, performs
service, uses adversary's powers against them);
- Hero acquires use of a magical agent (directly
transferred, located, purchased, prepared, spontaneously
appears, eaten/drunk, help offered by other characters);
- Hero is transferred, delivered or led to whereabouts of
an object of the search;
- Hero and villain join in direct combat;
- Hero is branded (wounded/marked, receives ring or
scarf);
- Villain is defeated (killed in combat, defeated in
contest, killed while asleep, banished);
- Initial misfortune or lack is resolved (object of search
distributed, spell broken, slain person revived, captive
freed);
- Hero returns;
- Hero is pursued (pursuer tries to kill, eat, undermine
the hero);
- Hero is rescued from pursuit (obstacles delay pursuer,
hero hides or is hidden, hero transforms unrecognisably,
hero saved from attempt on his/her life);
- Hero unrecognised, arrives home or in another country;
- False hero presents unfounded claims;
- Difficult task proposed to the hero (trial by ordeal,
riddles, test of strength/endurance, other tasks);
- Task is resolved;
- Hero is recognised (by mark, brand, or thing given to
him/her);
- False hero or villain is exposed;
- Hero is given a new appearance (is made whole, handsome,
new garments etc);
- Villain is punished;
- Hero marries and ascends the throne (is
rewarded/promoted).
Copyright Dr Jerry Everard, Australian National University
Email: ijerry@dingoblue.net.au
URL: http://www.anu.edu.au/english/jems/welcome.html
For further information, look for:
Vladimir Propp Morphology of the Folktale
University of Texas Press:Austin and London (1968)
or Jerry Everard's intro to Russian Formalism
[ http://www.anu.edu.au/english/jems/lb/Theorists/formalism.html ]
- Where Did They Get Those Wonderful Toys? Creating Asset Backgrounds For New PCs
From: Erich
Where did they get those wonderful toys?
Only Jack Nicholson could have said that better as the Joker
in Batman. When creating an asset list for new PCs (starting
equipment, money, assets, magic items, or even their skills
or character class) ask your self the 5 w's:
Creating an asset background at the beginning of a game for
your PCs, I think, is one of the most important things you
should do as a GM. After all, the dice have been rolled and
skills chosen--that's the freedom of the player--yet you can
help choose the character's "past fate" on how they received
every thing they have.
Lets talk MONEY!
In life there are about 8 ways to get money:
- Earn It
- Save It
- Steal It
- Inherit It
- Investments
- Find It
- A Gift
- Win It
So, now it's up to you to choose or roll 1d8 for the things
the PCs have and decide how these things and skills got in
to their possession.
Next create a story with the result.
For Example: A Sword
- He saved a blind man from a gang of thugs and received
this sword.
- Worked on a pig farm and SAVED to buy it. Good alignment,
nice guy.
- One day the PC saw a fighter bathing in a river and
snatched his sword...
- The grandfather on his deathbed gave him the sword. Don't
tell your father.
- Won it in a bet
As a DM you can use these as sub plots and campaign ideas.
Return to Contents
- Training PCs For Plot Hooks
From: Dan H.
Does anybody besides me use the training rules [for D&D]?
The 2nd Edition training rules are pretty lenient but the
1st Edition are brutal. But, somehow, I've made the 1st
Edition rules work for my campaign.
In 1st Edition AD&D, it costs 1,500 gold pieces to advance
to 2nd level, if you've been a great player. Otherwise, it
can cost 3,000 or 4,500 or 6,000 (if you've been really
bad). Whew!
But wait, to advance to 3rd level it costs 3,000 gold
pieces or 6,000 or 9,000 or 12,000. Yikes!
That's right: the formula is 1,500 g.p. x current level x (a
rating between 1 and 4).
So, here's how I handle it. First off, the rule is optional
so the player can decide whether or not he wants to pay.
Secondly, I assume that the players played perfectly; they
usually get rating=1 unless there is a major problem.
Curiously, about half the players actually decide to pay.
When players first see the rule, they definitely get
"sticker shock" and I do hear some moans and groans. But,
in the end, about half the players decide to pay.
Now, once a player decides that he wants to use the training
rules, he usually doesn't have the cash (although I do
remember one or two actually paying outright). So, before
the next game, I e-mail (mine is an all-Internet OpenRPG
game) him a list of training deals that he finds around
wherever he is.
My promise to the players is that no matter how poor or
isolated that they are, I will think of three plausible ways
that they can get trained before the next session.
One deal is usually an outright loan (which is fast becoming
standard as 1500 g.p. + 500 g.p./6 mos. up to 3 year
maximum).
The other deals have been:
- The local bishop provides training for free for a very
devoted cleric;
- A mysterious hermit trains in exchange for the PC visiting
a city and giving 1,000 g.p. to his sister;
- A magically imprisoned elf trains in exchange for the PC
trying to break the curse;
- The ex-squire of a famous paladin trains in exchange for a
vague promise to return in 5 years and perform an
unspecified deed during a single night;
- A rich but dubious merchant offers to pay in exchange for
introduction to society in another country and an allied NPC
cleric offers to train for a reduced price in exchange for
simple goodwill of the party.
I write these offers in very brief but story form.
Usually, the player e-mails me back and chooses one of the
three options.
At that point, I write a second e-mail that details how the
training went, usually very descriptive. I give a hint
about what the PC learned, what his teacher is like, how
strenuous the training was (always!) and what all that money
went for.
Usually, about 1/3 of the money goes to equipment: wooden
practice swords, renting or building a training ground and
medieval exercise equipment. The other 2/3 is usually
payment for the master's time but also for other people who
may have been hired as sparring partners and such. For
clerics and mages, precious gems, incense and rare spell
components all justify the training price. For warriors,
competent practice partners (who suffer many bruises, breaks
and sprains) are expensive. For thieves, the cost of locks
and the mere greed of their masters justifies their cost.
Usually, at the end, the teacher speaks some wise words and
gives a little present as a send-off. In the past, I've
given:
- A little ornate knife with skulls on it;
- A non-magical sword from a famous paladin;
- A religious ritual which may or may not actually do
anything;
- A tattoo;
- A necklace.
In one case, the teacher said that, by returning the
necklace in the future, the PC could ask one favor of her
and she would do her best to complete it.
In the final paragraph, I write that the PC has completed
training and to adjust his experience points appropriately.
The players seem to really like this training scheme, in
spite of the costs. Despite the fact that the presents were
nowhere near the amount that they had spent, it seems to
make them feel special.
Also, the PCs would sometimes bump into NPC teachers in
other contexts and it was fun for one PC to say to another:
"I already know this NPC. He's a good/bad guy." The PCs
would also like to casually pull out their presents in the
hope that other PCs would ask, "Where did you get that?"
All in all, I am surprised that it works. In exchange for a
little description, I can reward and dispose of large
amounts of treasure without anger by the players. It also
binds NPCs and PCs closer together, building mutual trust.
Return to Contents
- Secrets & Rumours
From: Jonathan E.
I just wanted to add a comment to Julia Pope's game world
tips from #104. Like her, I like to give out handouts with
general world knowledge. I also hand out player/character
specific information. This is split into 2 parts, known info
and rumors.
This additional info can be based on many factors: Skills,
race, religion, nationality, class, etc. The rumours can be
used to help start side missions, pass misinformation, or
whatever.
Often I supply players with conflicting rumors. I ask the
players to keep this additional info secret until it becomes
relevant, and they decide to share. Many players like the
fact they know things others don't.
Return to Contents
- Planting Roots
From: Steve K.
Hi there.
I just wanted to mention something from my experience with
putting down roots. In a previous campaign - one of the best
I have ever played in - our party reached the stage of
settling down (2nd edition D&D, around 9th level). So we
were all interested in building a keep or towers, etc.
The world was at war, so stone was incredibly expensive as
no one was running the quarries. The result was that most
of our village, which we decided to establish, was made of
wooden houses. You can imagine our dismay when, time and
again, the Baatezu servants of our enemy came along and
proceeded to burn down our town. But, because we'd designed
and built most of the town, we'd rush back to try and dowse
the flames, rather than just abandoning the town for a bad
job.
I guess the main thing in this tip is, if your characters
don't have roots existing somewhere, perhaps they can get
roots by settling down somewhere new.
Return to Contents
MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE
"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.
SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"
subscribe@roleplayingtips.com
UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-Off@lists.webvalence.com
SUBMISSIONS
Send a blank email to submissionguidelines@roleplayingtips.com for Submission Guidelines
Submissions & Articles may be sent to:
submissions@roleplayingtips.com
Copyright © 1999-2002, Johnn Four, RoleplayingTips.com. All Rights Reserved.
Return to Contents
|
|
|
|
|