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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #117
6 Tips For GMing Weak Characters
Contents:
This Week's Tips Summarized
6 Tips For GMing Weak Characters
- Give Foes A Weakness
- Give The Characters An Advantage
- Give Foes An Advantage
- Employ An Intangible Foe
- Use Roleplaying To Challenge The PCs
- Challenge PCs Through Their Skills
Readers' Tips Summarized
- Create Rewards That Have Sentimental Value
- Use Play Money For Coinage Props
- Libraries In RPGs Tips
- Use Powerpoint To Manage PC And Adventure Music
- A Couple Of Classic Meta-Gaming Tips From A Player's Perspective
Return to Contents
A Brief Word From Johnn
Happy Easter everyone!
As promised, here are some tips on GMing weak characters
based on a few of my ideas and on the great tips you sent
in. Thanks again. Hopefully there are some good 'powerful
characters' tips out there too for a follow-up future issue.
Johnn Four
johnn@roleplayingtips.com
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Keep Your Dice In Your Pile And Your Candy In The Cabinet
Jump over to Dragon Scale Counters and pick up some of their
durable plastic counters for your campaign. Then you can put
that candy back in the cabinet and keep your dice for what
they're meant for - rolling damage. To make it easier to
switch, DSC is offering a special "One of Everything"
pack for 1/2 price through the month of April.
http://www.dragonscalecounters.com/oneofeverything.html
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6 Tips For GMing Weak Characters
- Give Foes A Weakness
Who says every foe the PCs meet is in perfect health and the
toughest of their species or race? Give your foes some
imperfections to bring them down to the PCs' level.
- Wounded
The PCs walk around hurt, why can't their foes? Reduced
health increases weak PCs' chances of killing or driving
their foe away and lets you expose them to a wider range of
challenges than they would normally get to encounter.
Remember during your planning though, that some foes'
special abilities and powers might not be affected by
wounds, so they could still overpower the PCs too easily to
be fun for the players.
- Disfigured
The foe is hampered by some form of disfigurement, perhaps
from birth or perhaps from a recent incident, which makes
them less challenging than normal. A mind flayer with a bent
tentacles, a beholder with cataracts, a wizard without
fingers.
- Young
Young monsters lend a touch of realism to your campaigns by
showing that not all creatures encountered are in the prime
of their lives. Immature foes will generally be weaker in
many ways and thus make excellent challenges for frail PCs.
- Old
Aging foes can also be less effective and lend some in-game
realism. They might not be as alert, as fast, or as strong
as they used to be. Certain powers might have faded,
including mental faculties. And, perhaps, the desire to live
has diminished to the point where even beginning PCs could
ruthlessly extinguish it.
- Stupid
Recently in my campaign, opponents of the PCs have made
several stupid moves that made them easier to hit or be
taken advantage of. The first couple of times, I think my
players thought I had unintentionally made those mistakes
(and maybe I did, and maybe I didn't ;), but I kept my poker
face on and kept going. One situation was a case of bad
leadership, another was a choice of honour over wise
strategy.
Any way you cut it, choosing a more dangerous course around
PCs is stupid and can help make tough foes weak enough for
the characters to tackle.
- The Bad Roll
Do your players roll dice to make their characters in your
game? If so, you could rule that a foe had the bad luck of
"rolling low" and is much weaker than his brethren.
- Poisoned, Diseased, Cursed
These afflictions are great tools for weakening foes as
their effects are completely arbitrary in most game systems,
thus giving you a lot of planning freedom.
For example, a normal sword in D&D just does physical
damage--a few hit points lost perhaps, so a foe wounded by a
sword isn't penalized much and can fight on without
handicap. With a disease however, you can reduce more than a
foe's health, you can mess with his magical abilities,
movement, mental faculties...the sky's the limit and you're
not breaking any rules. You can get creative with poisons,
diseases, and curses too, which makes planning a lot of fun.
(As a twist, you can also *add* abilities to foes as strange
side-effects to a disease, poison, or curse and surprise
jaded players who've memorized all the monster books.)
- Temporarily Incapacitated
The foe is weak, but only for a limited time, so the PCs
must think and act fast or be in great danger after their
opponent recovers:
- Bound
- Caught in a trap
- Magically enfeebled
- Exhausted
- Special powers or spells all used up for the day
- Enemy
A foe with an enemy greater than the PCs distracts, wounds,
or forces him to make unwise decisions in a time of crisis
(such as during a conflict with the PCs).
This is a great set-up and tension builder too because you
can have the PCs meet a foe who would normally kick their
butts or worse, but is afraid for some strange reason. That
should get the PCs' antennas twitching. Then, the foe's foe
enters and s/he is obviously very powerful, possibly too
powerful to notice the puny PCs (or so they hope...).
All of the methods above for weakening foes also open the
door wide for great roleplaying opportunities, should you
wish. For that reason alone, you might consider adding a
weakness to most of your bad guys on a regular basis.
Another tip is to double or triple-up on these disadvantages
from time to time to bring really powerful foes down to a
beginner's challenge level. Imagine an aging foe, with an
enemy chasing him, who's caught in a trap. The PCs happen to
stumble into this scene and have some hard choices to
make...
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- Give The Characters An Advantage
Rather than weakening the foe and bringing it/him/her down
to the PCs' level, consider temporarily boosting the
characters so that they can rise up to the challenge. This
is a great technique because it:
- Changes the characters up a bit and makes play more
interesting for the players.
- Gives players a taste of their characters' future power,
and hopefully whets their appetites to succeed in your
adventures.
- Lets you dabble with new rules, powers, and abilities as
practice for when the PCs do achieve that level of power.
Here are a few ways you can temporarily boost the
characters' abilities or give them an advantage so they can
tackle tough opponents:
- Forewarning
Let the characters know what's coming next and give them
time to prepare plans, defenses, ambushes, and such. If the
PCs start to quibble and squander their time give them
warning signs that the foe is approaching.
- Secret Knowledge
Let the PCs know their foes' secret weakness. Hopefully that
will give them the edge they'll need...
- Henchmen
Give the party some minor NPCs to control and wield. This
makes for great roleplaying too, as henchmen are notoriously
fond of their own lives.
- Limited Items
Scrolls, potions, items with charges, grenades, and vehicles
with little fuel left are good ways to aid the characters
and maintain campaign balance. Try to pick unusual items, if
possible, to keep things interesting. For example, instead
of handing out healing potions to the PCs next mission,
dispense a wand of fireballs with two remaining charges, a
potion of leadership/charisma, and a scroll with three
enlargement spells. Make the PCs "McGyver" their way out of
situations rather than giving them more hit points.
- Blessings
If your campaign allows miracles and divine magic, then feel
free to imbue the PCs with a temporary blessing or boon
"from the gods". This could be a double-edged sword if the
characters abuse their gifted powers and anger their
benefactor though: "Hey, all the ogres are dead and we're
still blessed with Throm's Mighty Strength. Let's head back
to the village...I bet we can finally take all those skinny
peasants on!"
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- Give Foes An Advantage
On the flip side, feel free to give foes normally too under-
powered to tackle even weak PCs a temporary advantage, using
ideas from Tip #2. This adds a new and fun challenge for the
players as they try to defeat their opponents before their
foes waste their one-shot magic items or secret weapons and
such.
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- Employ An Intangible Foe
Not every challenge requires the PCs to go toe-to-toe until
one side drops. Weak PCs especially should avoid combat.
Instead, let them face situations where they're in danger
but simple hacking won't help them out:
- Swarm of killer bees
- Hoard of hungry rats
- Stampeding horses
- Invading army
Some foes can't even be seen, and must be combatted with wit
and fast thinking:
- A bad reputation
- Being falsely accused
- Corruption
- Bureaucracy
And then there's the classic adventure mix of non-combat
types of challenges:
- Puzzles
- Riddles
- Traps
- Roleplaying (see Tip #5)
- Exploration
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- Use Roleplaying To Challenge The PCs
Combat is fun and exciting on many different levels, but
it's also a good idea to challenge weak PCs through
roleplaying as well. Give players the option to solve their
PCs' problems through in-character negotiation, threats, or
wit.
For example:
- A powerful foe will give the PCs what they want if they
can make him laugh.
- The foe has a hostage.
- The scene is a public place and, though the foe is easily
killable, there are no legal or moral reasons to attack him.
- The foe has important information that would die with him.
- The PCs need the foe to confess in order to "win" the
encounter.
- The foe's enemy is nearby and approachable.
- The foe only seeks something, and once found, will go away
peacefully. The thing sought should be legal and ethical so
the PCs won't have a reason to deny their opponent:
- Foe seeks solution to old family riddle
- Foe is a ghost who needs only to witness an act of
compassion to finally achieve peace in the afterlife
- Foe needs a special remedy or kind of food
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- Challenge PCs Through Their Skills
Flip through your players' character sheets and make a list
of interesting skills that they have. Then try to think up
an encounter or challenge that could focus on that skill.
For example:
- The next clue resides in a locked box at the crazy old
lock-maker's shop. However, the PCs discover after breaking
in that there are 15 locked boxes in the place. The rogue
happily takes out his tools and starts whistling as he gets
to work.
- The bishop is a cranky, nasty old man. Who would have
thought his passion for butterflies would let him befriend
the druid and help the PCs get the holy scroll of approval?
Sometimes skill-use just degenerates into a series of dice
rolls. Though this can be fun and exciting, if used every
time it can become stale. Here's a couple of ways you can
tweak such encounters so they aren't always a pure dice-
fest:
- Give PCs a bonus to their roll(s) for good roleplaying or
ideas, and let them know this ahead of time. "Okay guys, the
tug-of-war is starting, you each need to make three
successful strength rolls for your team to win; I'll also
give you bonuses to your rolls if you can think up any ways
to motivate your team or de-motivate your opponents. Good
insults would be one example. Round one, here we go..."
- Give the PCs specific choices at each stage and let them
decide. Choices must be different and each should have its
own pros and cons. Be alert and provide clues whenever it
looks like a player is just going to flip a coin or roll a
dice to decide. The clues will hopefully distract the player
or hook them back into solving the problem rather than
choosing blind luck.
For example: a PC has fallen into a river. You could simply
ask for a series of swimming rolls, or you could divide the
encounter up into three choices:
- As the PC is carried downstream he sees a tree branch
to the left and some rocks to the right. The branch looks
weak, and the rocks look wet.
- The body of a large ogre, face down in the water, is
rapidly approaching and could either dislodge the PC if he's
holding on to something, or crash into the PC if he's still
hurtling downstream. The PC can let go, brace himself, dive
underwater, or try to grab the body.
- Regardless of whether the PC is swimming, being carried
away, or is holding on for dear life, he spots a dark hole
and something glittering within, below the water. Does the PC
struggle to safety or investigate the hole?
Each decision might require some skill checks or dice rolls,
but it becomes a much more interactive encounter if done
this way versus a simple series of dice contests.
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Credits And Many Thanks Go To The Following Tipsters:
Lord Damian, Karl K, Jenny, Paul, Sean H, Alan, Dave W,
Michael M, David U, Gen S, John R, Ted O, Dan, Ron, TGG, AG,
John C, Green, MW, Mat-Mat Binks, Tim, Karl W,
GMMGameMaster, Kyr, Darkechilde, Mark L C, Noah, Glen M,
Jason K, MM, Marc K, Kickbob, Delos, Jeff W
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Tips Request: "Adventures For Powerful Characters"
There are still more tips about GMing weak characters to
come. However, I'd like to look at the other side of the
spectrum now: powerful PCs. These are the characters who are
no longer challenged by alien armadas, undead armies, or
possibly even the gods themselves.
How do you challenge them? What kind of adventures and
scenarios have you created for them? Do you have any tips on
GMing powerful NPCs?
Email me at:
johnn@roleplayingtips.com
Thanks! :)
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Readers' Tips Of The Week:
- Create Rewards That Have Sentimental Value
From: Sam
I like things of sentimental value. I had one adventure
where the party happens upon the mayhem left by a group of
gnolls. After vanquishing the gnolls, one of the women in my
group found a dirty, faded doll. She immediately took it and
tied it around her belt and it became a focus for her
character's anger toward her adversaries. The interesting
thing is the doll had no *value* inside the game, but she
treasured that more than all the gold they earned on the
adventure.
So that is my tip, give some of the treasure sentimental
value and your group will latch on to it and remember it
long after the gold is spent. Again, this can be overdone,
but I've seen fighters leave magic weapons behind, and then
fight to the death over the scarf given by a maiden.
- Use Play Money For Coinage Props
From: Larry S.
How about "play money" for coins? Since I live in Southern
California, close to Disneyland, I go a lot and discovered
that the "Pirates of the Caribbean" souvenir store has a
pirate chest full of plastic silver and gold coins and
plastic gems of every color, shape & size!
Halloween and party stores are also a great place to find
what a GM needs as a role-playing aid. Also try local flea
markets for toys & other goodies.
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- Libraries In RPGs Tips
From: Simon W.
[re: Issue #113: Random Book Generator mentioned in the
Brief Word section.]
I have this same problem with [stocking] libraries. For
example, my players right now have just taken a tower that
supposedly contains a substantial number of books. But I've
been reading a lot of history and I've come up with a few
ways to make my job easier.
- Fewer Books Than We'd Expect
People in those days didn't have very many books. Every
single book was hand-copied at great expense. If you
consider that each page of a book is a piece of parchment -
sheep or goat skin (2 sp a sheet) then just the parchment in
the book is worth 20 gp, add 8 gp for a bottle of ink, and
then hand-copying at a rate of say, 1 page a day for decent
calligraphy at 3 sp a day for a scribe means another 30 gp,
then a library of 100 books is worth about 6,000 gp!
"Libraries" of 10-20 books would be much more common, and
they would all be what we would consider classics today,
such as epic poetry and chronicles of travels, or else they
would be scientific treatises, atlases, religious texts, and
so on. Needless to say, few scribes are going to spend their
days copying out trashy romance.
- Obscure Topics, Languages Or Handwriting
The books might require a more than cursory glance to figure
out what they're about. You could rule that, to determine
anything of substance from the book, a character needs to
spend an hour flipping through and reading it. What's worse,
the book might be in a foreign, arcane, or ancient language.
This was even more common in the past than it is today, when
books were found wherever they could be found, often in
foreign markets, and the translation of a book used to be a
major event (especially if the original language is dead).
The handwriting might also be so poor, especially in a log
or notebook, that it slows down reading substantially or
requires magic to decipher.
- Useless Books
When they're finally deciphered, a lot of the books are
going to turn out useless. Either they're lengthy tracts on
the benefits of washing every other Sunday, or they're
philosophical meanderings on the meaning of a particular
emperor's minor campaign in the author's country. Maybe the
book is obviously wrong or out of date and simply there for
historical reasons. And some books will be copies of texts
that everyone has (like the plays of Shakespeare in our
world).
- Book Wards
The library might have individually locked cabinets, with
separate keys now lost. Or, the books might have locked
covers. The valuable ones might even have magic locks.
Characters will have to be careful opening them, especially
if one of the books destroys itself when they try to open
it!
- Book Guardians
Any large library is a treasure trove and it's not going to
be open to the general public. Admission might require large
payments, noble title, deposits, royal permission, a long
waiting period, or service (e.g. making a copy of a book for
the library). The library will probably be well defended as
well, and have its own host of maintainers with bureaucracy,
etc.
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- Use Powerpoint To Manage PC And Adventure Music
From: Bob
One suggestion in #112 gave the idea of playing certain
music for certain characters or situations.
If you have the means to bring a laptop to the game you
could attach music to a powerpoint slide. I have several
scans and images I use for various characters, NPCs,
monsters, etc., and I will be attaching appropriate music to
each of those slides since I read the great ideas in #112.
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- A Couple Of Classic Meta-Gaming Tips From A Player's Perspective
From: Carlos V.
Whether they admit it or not, most gamers will "meta" game.
My old group had a similar problem so our GM made a few
minor changes that made his job a little easier.
Sometimes, when we looked around/ransacked a room, we
wouldn't hear him roll the dice (secret doors roll). Since
we heard nothing we would then leave. And then, when we did
hear the GM's roll, we would re-double our search efforts.
His simple fix was to just roll dice for fun. After a while
the group became desensitized or went crazy trying figure
out which roll "counted" so we stopped meta-gaming that way.
We also would "meta" game when our GM asked us for specifics
like "what's the marching order of the party," or "which
hand do you open the door with?" which would prompt us to
exercise more caution than would normally have been shown.
So, what he would do was ask us specifics for everything so
we would never know what was going on: "how far back do you
tilt your head when you drink that potion", "which one of
you eats first?".
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