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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #109
Ten Ways To Enrich Your Campaign With Lists Of Rulers: Part II
Contents:
This Week's Tips Summarized
Ten Ways To Enrich Your Campaign With Lists Of Rulers: Part II
- Status Symbols
- The Cats Of Queen Beruthiel
- Movers And Shakers
- Watch Yourself For Repetition
- Finally... Don't Overdo It!
Readers' Tips Summarized
- Glass Game Table Idea
- General GMing Tips
- Create Alignments For Your Towns
- Adding A Little Plot To Hack 'N Slash
- Pacing Tip: Forecast Your Story Length In Sessions
Return to Contents
A Brief Word From Johnn
Monsters Versus Monsters Game
Recently, I had the fortunate opportunity to co-GM a monster
versus monster one-shot dungeon crawl. What a blast! The
players each played a different kind of creature, and the
other GMs and I threw all we could at them.
Though I expected that the players would enjoy having
monster abilities, I was surprised at how much they got into
character and roleplayed with each other throughout the
session. They did an awesome job and I enjoyed watching them
roleplaying more than I did tanning their hides with demons,
abyssal kobolds, and other nasties (well, almost ;).
I recommend this kind of one-shot game to any GM who might
be feeling burnt out, doesn't have time to plan a regular
session, or wants to treat their group to something
different for a change. It's fun and can renew a lot of
group energy.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Ten Ways To Enrich Your Campaign With Lists Of Rulers: Part II
A Guest Article By Neil Faulkner
[ N.Faulkner@tesco.net ]
See http://www.roleplayingtips.com/issue108.html for Part I.
- Status Symbols
Rulers are transient, but the symbols of their status are
more enduring. People may refer simply to 'the crown' or the
'the throne', but they might also talk of the Wyrmshead
Crown or the Malachite Throne - such terms of reference
achieve a resonance far greater than the name of a mere
mortal, and merely mentioning them can generate all sorts of
associations reaching far back into the shadows of time.
The Wyrmshead crown may or may not be magical. It may have
been fashioned for an ancient ruler (a long-standing
friendship with the dwarves, perhaps), or perhaps it was
stolen in an early spate of empire building, in which case
the original owners might want it back.
Prophesies
Prophesies might be woven about badges of office--should
the Wyrmshead Crown be taken from the Malachite Throne, then
the kingdom shall fall into ruin. Such prophesies might
merely lurk in the campaign's background, or take centre
stage in the campaign (the PCs might be hired to find and
return the crown before word gets out that it's not looming
over the throne any longer).
Quests & Adventure Hooks
Rulers who possess magic items might also lose them, in
which case they can become the object of quests, or they
might simply be found centuries later by PCs who have no
idea what they've acquired. Enchanted weapons lost by
campaigning warrior kings are an obvious example, but there
is no real limit to what might be awaiting rediscovery.
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- The Cats Of Queen Beruthiel
Henry II of England wondered aloud who would rid him of that
'turbulent priest' and created a martyr. Likewise, the words
and deeds of fantasy rulers can live on in a campaign world,
as aphorisms and figures of speech. Just the sort of thing
NPCs can slip into their dialogue with the PCs and lay
another scrap of flesh on the bare bones of the campaign
world.
If the PCs start saying them back to the NPCs, then you can
be sure you've hit the right note. Inventing profundities
isn't always easy, so you might care to take some real world
quotations and adapt them to the game world, naturally
putting them into the mouths of someone appropriate. Perhaps
some belligerent king once said that when he heard people
talk of art and culture, he reached for his battle axe...
If there is a bard amongst the PCs, then he or she will need
something to sing about. The deeds and misdeeds of past
monarchs can be a rich source of material for any bard's
repertoire, so when inventing a list of rulers try keeping
your mind alert to the possibilities in this regard.
(The Cats of Queen Beruthiel, in case you didn't know, are
fleetingly mentioned by Aragorn in Tolkien's Lord of the
Rings. No further elaboration is supplied, but the relevance
is clear enough within the context of his remark.)
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- Movers And Shakers
Assuming you've got some idea of the game world's history,
you can insinuate the monarchs of the past into it. Their
influence may be overt, or it might be tucked away in the
background. This can lay down further threads to be woven
into the bigger picture.
Just as history makes kings, so do kings make history, for
better or worse, and the history not only of their own realm
but that of all the known world. Rulers must respond to
world-changing events, and their decisions can reverberate
down through to the present.
Suppose the proverbial Legions of Chaos sweep down from the
north to engulf the civilised lands. One queen might defy
them to the bitter end, and her realm vanishes from the map
as a result. Another monarch might side with the chaotic
hordes out of self-preservation, to see the kingdom become
corrupted and synonymous with evil. A third flees into
exile, and that royal household still lives far from home,
waiting for an opportunity to return. A fourth turns back
the invaders to establish a bastion of order clinging to the
western coast. Only centuries later does it emerge that a
fifth allowed the invasion to happen in the first place, in
return for rewards he never actually got. All of these
rulers will go down in history, and the shape of the world
as encountered by the PCs will be the result of their
actions.
Such a pivotal role in world events need not be of a violent
nature. If a ruler is converted from one religion to
another, then the realm as a whole is likely to follow suit,
and thus the ruler's conversion plays a crucial part in the
expansion of a belief. The religion itself may change as a
result.
Take the following scenario: the king of Norland, who
subscribes to the Old Faith, is cured of a debilitating
disease by a priest of the New Faith, and converts as a
result. Two generations later a reformist movement within
the New Faith takes particularly strong hold in Norland, and
is championed by the King's granddaughter. This brings her
into conflict with the orthodox wing of the Church in
Eastria, prompting her to found her own Church of Norland.
This provokes a religious war in which the mighty empire of
Eastria falls apart, ending its 700 year grip on a whole
continent and leaving it open to invasion by the orcs. In
the midst of the ensuing turmoil, the PCs wander between the
scattered islets of civilisation in a dangerous, war-
shattered land. The decision of a dead king from a distant
realm suddenly becomes very pertinent to their situation.
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- Watch Yourself For Repetition
Fantasy world builders, like any other kind of author, are
prone to repeating themselves quite unconsciously, so keep
an eye open for any recurring patterns in your lists of
rulers that might need correcting.
Are there more kings than queens, even though daughters have
an equal chance of succeeding to the throne? Or is there an
unduly high proportion of queens?
Are all the 'good' monarchs male while all the 'evil' ones
are female? Or perhaps you've done it the other way round?
Do all your child-kings end up smothered with a pillow by a
wicked old uncle? Maybe some of them should make it into
adulthood.
Memorable monarchs should be unique. It is their uniqueness,
after all, that makes them memorable.
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- Finally... Don't Overdo It!
There's plenty of potential in every monarch, but wringing
out every last detail might just be too great a strain on
the imagination. With the throne changing hands anywhere
from three to ten times every century, a long-established
kingdom might have dozens of rulers in its annals. Some will
have much written about them, others will be nothing more
than names remembered only by erudite sages (or PCs who make
their History roll). In between will be scattered fragments
of lore, brief mentions of heroic deeds (or infamous
misdeeds), an enduring legacy here, a crumbling ruin there.
A list of rulers is ultimately a means rather than an end,
the trunk of a tree that can throw out branches when
required into the tangled forest of a campaign's background.
And too many branches end up blocking out the sun.
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Readers' Tips Of The Week:
- Glass Game Table Idea
From: Ralph N.
Our setup is pretty cheap and does the job well. Everyone
usually comes to our house to play and we have a 5' x 1 1/2'
table with a rectangular glass piece in the middle.
I decided to go down to the local art store and bought some
white cardboard stuff and drew on a grid to the size of
miniatures (1" squares) with a ruler.
Now all we have to do is slip the cardboard under the glass
and let the DM draw the damn map himself with a dry erase
marker.
- General GMing Tips
From: Lord Damian
- Learn To Wing It With One-On-One Sessions
Being good at winging it is an invaluable asset to both the
players and GMs. Players EXPECT to be thrown curves and
twists, but they also try to throw them at the GM, so if
your players are starting to anticipate your planned
adventure, throw it out the window and make it up as you go
along (warning: this takes practice). They start being
surprised again and enjoy the game more, and you're having
fun because you're making them WORK for their rewards.
The best way I can think of to practice this is to run a few
one-on-one games, with no real preparation (you always want
to know your goals, or at least what direction you want to
go in). Make up everything, including the story, room
descriptions, character descriptions and dialogue, as you go
along. Make sure your player understands your goals,
though. Eventually, you'll get the hang of it.
[Comment from Johnn: what a great tip! 1-on-1's are a super
way to hone your improv skills. As a bonus, try linking
these games to your regular group's adventure to help
develop your campaign at the same time.
Also, consider starting out with very short 1-on-1's, say an
hour long. Then increase the length as you become better and
more confident.]
- Make Up Lots Of Details
The other thing I do is use it to fill in details. A
perfect example happened a couple weeks ago in my Exalted
game. The PCs were exploring a mystical tomb where their
previous incarnations were laid to rest. In one of their
tombs, I added banners and decorations that were made of
precious metals when all the others were "working" materials
such as copper or steel, and a set of candelabra, which
were not in any other tomb. They also found one tomb (not a
previous PC incarnation) that had been blasted and
blackened. These were just flavor details, but the players
latched onto them, so I made a few notes and they've become
easy plot points, to be fleshed out at a later date.
- Get Continual Player Feedback
And, last but not least, ALWAYS ask your players opinions at
the end of the game. Don't get upset about a poor one, and
make sure they know you won't. Ask what they did and didn't
like about it, so you know what you need to improve on, and
what you did right. This is easily the most important step
to improving your GM skills.
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- Create Alignments For Your Towns
From: Erich
Many RPGs have 3 basic types of alignments (or morality):
When building your towns, a great trick is to create one
area for each alignment:
- Good part of town: very peaceful, gardens, flower beds and
children playing in the street.
- Neutral: nice neighborhood, middle class, people are laid-
back, and easy-going. Not much happens here and that's the
way they like it.
- Evil: the wrong side of the tracks, high crime rate,
dirty, and just hope you don't get lost and have to ask for
directions.
Try doing this in three steps:
- Take a town map divide it into 3 areas: Good, Neutral,
Evil.
- Divide each of these three areas again into Good,
Neutral, Evil, so that you have nine neighbourhoods in all:
GG, GN, GE, NG, NN, NE, EG, EN, and even an Evil-Evil area
where the worst scum won't even go.
- For each of these nine areas, create brief, general
descriptions for some of the:
- Buildings
- Houses
- Residents
- Businesses
- Special places
For example, in a Good/Evil area there might be a rotten,
evil bastard living in a house that was left to him when his
uncle mysteriously disappeared. This has cast a pall over
the whole neighbourhood, and mothers in surrounding areas
use this place to scare their children into behaving.
Another example for Evil/Good: have you ever met a scary
looking guy, and after talking to him he's just a big teddy
bear?
Something else to consider during play: the PCs should
decide how they are going to present themselves in various
neighbourhoods, now that you know what those areas' general
alignment and atmosphere is like. This will determine how
NPCs will respond to them.
For example, if the PCs are evil-looking in a good part of
town (i.e. they've just returned from an adventure and are
dirty, bloody, and boisterous) they will be avoided and the
local law enforcement will be on them very quickly.
And, if they look Good in an Evil-Evil part of town, in an
Evil bar, meeting a band of Evil people, they'll be lucky to
ever _____ _____ _____ _____ _____ -- you fill in the
blanks.
And, if Good meets Good, then something good should come out
of that encounter that will benefit the players.
I hope this helps someone out there.
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- Adding A Little Plot To Hack 'N Slash
From: Andrew K.
I have just started GMing again after a decade-long
break from the RPGs. When I left we were still bashing
monsters furiously and had little plot, and I felt that this
was a dead-end. Now that 3E D&D has lured me back I am
running with the emphasis on plot.
What I do is start the session with quick little plot scenes
that involve just one of the players in the party, except I
do this for each of the players, so that each has a little
bit of the plot to call his own. The other players can, and
should, listen to the episode, so that they adventure
together as a party, but when they arrive back in town (or
wherever) the separate elements of the plot are waiting.
These episodes encourage the individual players and give
them scope for individual character development.
For example: The Dwarvish Cleric is in competition with the
town priest (same alignment, different gods) for influence
over other characters. The Human Sorcerer is flirting with
the local Queen of Thieves (though he doesn't know her
occupation, yet). The Dwarvish Fighter has been enlisted (by
the town priest) to ensure the party adheres to the orc
treaty. The Human Paladin is being courted by the daughter
of the reclusive and mysterious town wizard.
Keeps everybody occupied and me weaving detail into the
campaign.
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- Pacing Tip: Forecast Your Story Length In Sessions
From: Ted O.
A campaign tip for new GMs: as I worked out the intricate
cross-plots and interwoven stories of all the major and
minor players in my world, it occurred to me that I'd
created a campaign story that could take 10+ years to unfold
at the rate of one session every other week.
I finally trimmed it back to what I would've originally
thought of as one "adventure's" worth (like a module), and
wrote down how I thought it would progress through 15
sessions.
Turns out that my players always get sidetracked, so it's
not hard for me to imagine this is really 20-25 sessions'
worth. If they go too fast, I can add little side-
adventures (as I said, they're easily distracted by every
crossroad and deer that hops across the field), if they lag
behind, I can drop more hints. Now I have a nice campaign
that'll unfold in probably a year or 18 months, and that's a
fine way for me to start GMing and for my group (new to D&D)
to learn the ropes.
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