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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #110
The Woes Of Rulership
Contents:
This Week's Tips Summarized
The Woes Of Rulership
- Constant Danger
- Lack Of Privacy
- Lack Of Trust
- Responsibilities
- Fear For The Future
Readers' Tips Summarized
- Building Realistic Traps
- Epithets And Kings
- Spice Up Combats With Vocabulary: 100 Pulse-Pounding Words
- Two Quick Session Organization Tips
- Fast Map Labels To Save Time
Return to Contents
A Brief Word From Johnn
Leadership Month Continues
Jared Hunt's great tips this week make this the third issue
on rulership in RPGs. I hope you aren't getting sick of the
topic as I think it's an important one to GMs.
I firmly believe that "plotting from the top down", as I
call it, is one of the best ways to go when designing your
adventures and stories. Clues, threads, encounters,
symbolism, twists, and many other compelling story elements
become much more manageable this way.
I've struggled through the usual alternative--"plotting from
the bottom up"--where I just plan and run one session at a
time and hope everything ties together at some future point,
too many times.
It's ultimately just a matter of GMing style, where there's
no right or wrong, but have you ever tried drawing a mind
map, for example, from the outside in? Plotting from the
bottom up is a similar, often frustrating exercise.
So, I've got one more issue planned, #111: Tips For
Roleplaying Rulers, and then we'll move off the topic and on
to some music tips, as per your great responses to #108's
Tip Request. :)
(For some info on mind mapping, check out this link:
http://www.tld.jcu.edu.au/netshare/learn/mindmap/howto.html )
Cheers,
Johnn Four
johnn@roleplayingtips.com
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The Woes Of Rulership
A Guest Article By Jared Hunt
[ jaredskarma@hotmail.com ]
To those on the outside, being the boss may seem like the
best job around. Seen from the top, however, the sacrifices,
responsibilities, and woes involved make being in charge a
little less glamorous than it might appear. Here are just a
few of the potential woes faced by people in positions of
power and some tips on how you can work them into your
campaign.
- Constant Danger
A ruler is usually held ultimately responsible for the
welfare of his kingdom and so, they face constant danger:
- Foreign powers who might wish to see his lands become
their own.
- Rivals for power from within.
- If things are not to the liking of the masses (and they
usually aren't) a leader's own people might seek to harm him
in the hopes that things will change.
- In any society there are those who are "unbalanced". These
individuals pose a threat out of proportion to their numbers
as they are difficult, if not impossible, to predict.
With all of these threats (and more) constantly looming over
the head of the ruling individual, it is no wonder that
where you find rulers, you find bodyguards.
Characters might find themselves involved at any level of
this potential conflict:
- Posing a threat to the ruler.
- Acting as bodyguards (the protection of rulers has become
such a recognized problem that many game systems offer the
bodyguard, or a variant, as a PC class).
- Being in the position of authority themselves.
Return to Contents
- Lack Of Privacy
Though modern tabloids are famous for offering daily updates
on the doings of people in authority, this is not really a
new development. News of the activities of the king, queen,
mayor, etc. has always been a staple of gossip from the
barroom to the knitting circle.
Some of the things you hear might even be true. Consider,
however, the potential for error, particularly in the case
of second, third, and fourth hand gossip. It might seem best
to simply ignore such idle words, but the wise ruler knows
that perception can all too soon become reality.
Dealing with privacy issues can become an obsession, leading
to rulers who hide their very identity through means both
mundane and magical.
PCs can become involved on either side of the issue:
- Helping to protect the ruler's privacy.
- Attempting to pierce the veil of secrecy that might
surround a ruler.
- Assisting a stir-crazy ruler to escape for a while.
Return to Contents
- Lack Of Trust
As the old saying goes, "it's lonely at the top". When
you're in a position of power, it can be difficult to know
who to trust. There'll always be people who will be after
your job and the benefits they perceive it to entail. This
means that everyone is a potential enemy.
Every ruler must continuously ask difficult questions such
as:
- Are my advisors keeping my best interests in mind or are
they just after my job?
- Is my loving daughter approaching to embrace me, or do the
folds of her gown hide a poisoned dagger?
- Is this invitation to visit an old friend a welcome
relief, or a trap?
Characters might become involved in the tangled web of a
ruler's mistrust in many ways:
- Spying on the king's advisors.
- Being set-up to draw attention away from a disloyal
subject.
- Being spied upon themselves (and how will they deal with a
royal spy once the PCs catch him?)
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- Responsibilities
A common problem faced by rulers of all types is the burden
of responsibility and the decisions it forces. The common
man works for his living and at the end of the day he goes
home to relax. A ruler, however, remains on duty for the
duration of his reign, every hour of every day.
Often, in high places, marriages are merely convenient
arrangements. Passions can become squashed in the face of
political pressures.
Moral responsibilities can also present a quandary for a
ruler:
- Is it okay to sacrifice the lives of a few for the
betterment of the many?
- If one must die to save ten, would you be willing?
- What if the one to be sacrificed is a friend or relative?
There are few easy decisions when you are at the top. Also
consider the ruler who does not wish to be one. Literature
provides many examples of such cases, but one of my
favourites is Perrin from Robert Jordan's Wheel of Time
series. At every turn he attempts to avoid being put in
charge, but fate has other things in store.
Characters might be affected by a ruler's responsibilities
both directly or indirectly:
- A character's family dies as a result of a ruler's
decision. Will the character now take revenge for what might
have been a morally sound decision?
- The princess is being forced to marry against her will to
seal a treaty and prevent war; will the characters aid her
escape or force her to stay?
- A character in a position of power must make a decision
that affects many lives.
- A ruler has decided he no longer wants the job and asks
the characters to assist his escape.
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- Fear For The Future
While your average civilian certainly worries about what the
future might bring, history will generally not hold him
responsible for how things turn out. A ruler faces the
prospect of not only shame during her lifetime, but the
potential to have her misdeeds preserved for posterity.
Lines of succession are another great worry for many rulers.
The birth of twins has been known to tear apart a kingdom
before the children are even old enough to speak, let alone
assume a throne.
A weak child might be a burden to an ordinary family but to
a ruling family it might mean disaster. Advisors and rivals
alike are quick to note weakness in both father and son.
Consider the implications such fears might have for
characters:
- The queen asks the characters to protect her incompetent
son from ambitious rivals.
- A mistake or misdeed must be covered up lest the
reputation of the ruling family be tarnished for all time.
Keep in mind that anything that applies to kings and queens
of old applies equally to modern positions of power, whether
those positions are political, religious, or commercial.
The CEO of a major corporation might wield equal or greater
power than the ruler of a small country, and religious
leaders both past and present have been known to alter
history with a single proclamation.
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Tips Request: "Rules For Running Kingdoms or Domains"
Here is a subscriber request that I'd like to help with as
I'm very keen on the topic as well!
"Johnn,
I'm a long-time subscriber to your list and have a tip
request. Where can I find realistic rules for PCs who now
rule domains/fiefs/cities/strongholds? I've looked at the
Original D&D source books and the Birthright campaign setting
and I am not satisfied with those because they are very
unrealistic in terms of population growth and some other
things.
Can you put out a request to the other GMs to see if they
have developed some rules systems, or have advice on where
to start making my own system of rules, or other supplements
that have good ones? If possible, I'd like to use rules made
by someone else who has encountered a similar problem, but I
am willing to buy/build on my own.
Thanks for any help. I'm really in desperate straits in my
game and my players are getting antsy."
I'll share any good information and tips that you send in
about managing/ruling game worlds, either as a future ezine
issue, in the Brief Word section, or as a Supplemental
Issue, depending on what you send in. :)
Send your tips, links, and kingdom management info to:
johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Building Realistic Traps
From: Nordic
Johnn,
Here is a quick tip for GMs on building realistic mechanical
traps and getting in some quality family time to boot.
I find that, if I want a mechanical trap, I'd like for it to
be realistic, so I build it from my daughter's toys. Legos
rule! And, I've found that she is just as capable as me, so
I build these traps with her. She has even thrown in a twist
or two I never thought of. Never underestimate the mind of a
six year-old.
Using children's toys like Legos, Lincoln logs, tinker toys,
erector sets, and such, you can build working models of a
mechanical trap that you can show to your players after the
session. My players look forward to this now and have given
a prize to my daughter for being very clever. Even those GMs
who are not married or don't have kids might have nieces and
nephews who would find it fun to build a mechanical trap
that will stump the players for a while. Then, you as a GM
can sit back and grin because a child is stumping a group of
adults.
- Epithets And Kings
From: Aytug
About giving epithets to kings:
First, some examples from the Ottoman Empire:
- Suleyman the Lawmaker: For almost forming a whole law
system, which was essential in later periods as well.
- Sultan Mehmet the Conqueror: Over half of Ottoman rulers
conquered, but this title is Mehmet II's alone, for the
legendary conquest of Constantinople.
- Beyazit the Lightning: For moving between the eastern and
western borders constantly from battle to battle.
- Ibrahim the Crazy of the Beads: Supposedly he was not
quite sane, and for wearing beads.
The hints:
- Don't limit yourself with "Lionheart" or "the Great". The
epithet might be anything from a personality trait to a
legendary feat to a single anecdote.
- The epithet has to have a reason. Many kings are mighty,
so Barlac the Mighty should have doubled the territory or
something. If you have an interesting name, you can never do
without the story, it will be asked.
- It should sound good. Awkward nicknames just don't stick.
The examples above flow perfectly in Turkish.
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- Spice Up Combats With Vocabulary: 100 Pulse-Pounding Words
From: Father Donz
I keep a sheet with about a hundred combat descriptors for
fights (in which there are many). It has words that can
describe wounds, feelings of rage, movements, etc...
It makes combat different every time!
Here's the list:
- Ache
- Angry Wound
- Assault
- Bang
- Bash
- Batter
- Bayonet
- Beat
- Blow
- Bonk
- Burn
- Castigate
- Chastise
- Club
- Confusion
- Crack
- Crunch
- Cuff
- Cut
- Damage
- Dash
- Desecrate
- Destruction
- Devastate
- Disaster
- Discipline
- Disorder
- Dispel
- Disperse
- Dissipate
- Distress
- Eruption
- Exploits
- Gash
- Hack
- Hammer
- Harm
- Haul Over The Coals
- Hit
- Impair
- Insults
- Knock
- Lacerate
- Lash out
- Mangle
- Mar
- Mayhem
- Mess
- Mistreat
- Misuse
- Offend
- Pain
- Penalize
- Pierce
- Pound
- Pulverize
- Pummel
- Punch
- Punish
- Rap
- Ravage
- Raw
- Rebuke
- Reprimand
- Reprove
- Rip
- Run Through
- Scatter
- Scold
- Skewer
- Slam
- Slap
- Slash
- Slice
- Slit
- Smack
- Smolder
- Spank
- Spatter
- Spear
- Spike
- Splatter
- Spoil
- Spray
- Spread Chaos
- Squander
- Stab
- Sting
- Strike
- Swell
- Tap
- Tell Off
- Tender
- Thud
- Thump
- Upset Your Balance
- Wet
- Whack
- Whip
- Wound
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- Two Quick Session Organization Tips
From: Father Donz
- Session checklist. I number each session in my notes and
then cut the corner of the page after the session ends so
that I don't have to fumble through them in the middle of
the next game.
- Buy pre-punched paper for home printers so you do not
have to punch or, more precisely, mis-punch documents for
binders.
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- Fast Map Labels To Save Time
From: Joe D.
To keep track of your cities and villages, while at the same
time saving time and map space, label them on your maps with
just a number and the first letter of their type: v1, v2,
c1, c2, and so on.
First, you go over the map telling your players the names of
the towns, villages and cities you feel they should know.
Then, you tell them that you will give them the other names
as they become relevant.
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- World Analysis Creation
From: Allen T.
Founder Red Axe Guild
http://www.redaxe.org
Johnn,
I am a recent subscriber to your letters, they are great,
keep up the good work. I really enjoyed your recent email
about world creation and making things seem alive, there
were some great ideas and tips in there.
I have a system I use for creating worlds. I am an
admittedly lazy ref, (job, kids, etc. tend to get in the
way), so I developed a way to quickly create new worlds that
might be of interest to your subscribers.
We all use a set of statistics to describe characters
(Strength, Con, Agility, etc) right? Ergo, why not use a set
of standard statistics to describe a country or region? A
character sheet for a country, you might say. Or, perhaps
call it a country sheet.
I use some percentile dice to determine the basic stats I
need to know and then go from there. Obviously, you have to
adjust to the plot, and the main country is usually pre-
planned out, but the random rolls give some basic ideas of
ways to go, especially for regions you don't want to sit and
detail.
- Type of Government:
Republic, Democracy, Monarchy, Patriarchy / Matriarchy,
Theocracy, Plutocracy, Communal, Imperial, Military, Other
- Centrality:
How central is the government? (Even in a Monarchy the local
Dukes may actually be in control, i.e. Scotland Middle
Ages.)
- Stability:
How stable is the government? (Peace or Frequent Civil war.)
- Control:
How much control / military presence does the government
have? (Some governments may be stable but have a small
military such as Japan & Mexico.)
- Rich Or Poor:
(Bonus for good trade routes, rivers, ports, etc.)
- Population Density:
(Affected by terrain as well as wealth.)
There could be others of course...depending on the genre and
the GM's needs.
A good example of this is when I "discovered" that Troll
Culture is a Matriarchy, strictly controlled and stable.
Hence, I decided that Troll females must be much smarter
than males and even have a basic language, history and
religion. This affected the plot as one PC made friends with
an injured Troll and eventually the local Matriarch decided
to teach him their language and history, primitive as it
was. It added depth to the Trolls instead of just huge
slobbering death machines.
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