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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #118
7 More Tips For GMing Weak Characters
Contents:
This Week's Tips Summarized
7 More Tips For GMing Weak Characters
- Limit The Adventure's Scope
- Make Other Humans The Bad Guys
- Use Animals
- Not-So-Lethal Traps
- One, Big, Scary Monster
- Pre-Position For Casualties
- Miscellaneous Quick Tips From Subscribers
Readers' Tips Summarized
- Keeping Players Well-Behaved In Modern Campaigns
- Check Out Old Games In The Discount Pile
- Do Your Maps Using A Cork Board
- Campaign Information As A Form Of Reward
- Low Level Adventure Idea
Return to
Contents
A Brief Word From Johnn
Blocked Emails -- A Free Email Account Alternative
As Spam becomes a bigger problem, various email service
providers take measures to protect their customers.
Unfortunately, this sometimes means legitimate email (such
as this ezine) gets blocked along with the Spam.
There are three providers who, historically, have provided
Tips subscribers with the greatest amount of blocked,
filtered, and missed issues:
I've found an RPG site that provides free email and doesn't
block my ezine (at least for my account and for the one
other subscriber who has reported back to me on it). If
you're having problems with your subscription then I
strongly urge you to look for an alternate email provider as
a back-up, such as:
http://www.Planetadnd.com
I'd also be interested in hearing about free email providers
that you currently use who do allow this ezine to get
through consistently and without problems.
Have a great week,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
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Contents
7 More Tips For GMing Weak Characters
You can find Part I here: http://www.roleplayingtips.com/issue117.html
- Limit The Adventure's Scope
Scope describes how big your adventure or story is going to
be. Heroes tramping all over the continent battling with
gods and defeating undead armies is an example of large
scope.
A good way to shield beginning PCs without smothering them
is to keep your story scope small. Give them free reign and
let them get into lots of trouble, but ensure that the
troubles are manageable and not overwhelming.
A danger of this technique though, is creating a campaign
that appears to revolve around the characters and seems to
unrealistically scale up in scope as the PCs scale up in
power. For example, why do first level characters always get
the easy jobs? Or, why do the toughest monsters always dwell
at the end of dungeon crawls?
So, you need to be a little creative when limiting scope so
that the players don't feel like they're being set-up or
lead around by their noses:
- Establish a small community with lots of hooks and
interesting things going on. Communities tend to be stable,
provide secure places for convalescence, and give PCs access
to helpful NPCs. They also let you create enough ties,
relationships, and PC goals to form an invisible boundary to
hem the characters in until they're ready to "see the
world".
- PCs home village
- Small walled town, keep, or colony
- Family farm
- Non-military spacecraft or vessel
- School
- Link the PCs by a common job. Job duties will keep them
busy and give you lots of adventure hooks, and the employer
can act as a protector in the background. Plus, promotions
allow a natural progression of campaign scope without the
PCs getting suspicious.
- Military service, perhaps as a special unit
- Sports team (believe it or not, an excellent method)
- Emergency response crew
- Investigators
- Law enforcement
- Shared enslavement--a personal favourite! LOL. Seriously
though, as slaves, the PCs concerns can be easily
channelled, their confinement keeps them safe from many
dangers other than those posed by their insubordination and
captors' temperament, and you have a unifying goal built
into the campaign.
- Slaves
- Prisoners of the law
- Prisoners of war
- Exiles
- In debt to a loan shark or other villain
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Contents
- Make Other Humans The Bad Guys
Humans, especially in fantasy games, are well-suited as
adversaries for weak PCs as they can scale up or down in
power in most rules systems.
A great technique is to create a rival group of NPCs. They
can be evil or merely competitors, and they can grow in
power as the PCs do for on-going fun. A tricky twist to this
is creating weaker rivals, for it can then become a moral
dilemma. Do the PCs knock them off just because they get in
the way or they get to the loot before the PCs do?
Return to
Contents
- Use Animals
Animals vary enough in power and ability to be easy pickings
for weak PCs or cause them to run for their lives. You can
also tweak animals to quickly adjust the encounter
difficulty level:
- Fearful of humans
- Not fearful of humans (and thus a little more vulnerable)
- A mother who fights ferociously to protect her young
- Rabies or some other disease causes surprising behaviour
- Tame or wild
- Trained to fight and obey commands
Animals are great encounters for new campaigns and stories
because they are "normal". If your game's first encounter is
with a group of disgusting, rotten, undead zombies, then
what will you do next to shock your players?
Instead, build things up slowly, starting with some normal
animal encounters, then a rabid or "dire" encounter, then
finally, the maggot-ridden rotting demonic reindeer corpse
climactic event (Pay-Per-View only ;).
Return to
Contents
- Not-So-Lethal Traps
Traps are a great staple of adventures because they create
tension, penalize for mistakes (thus creating a way to
"lose" an encounter for players who like to track things
that way), are a challenge different from combat, and fun to
create.
However, not all traps need to be life-and-death for the PCs
and for this reason they are a perfect way to challenge weak
PCs.
- Traps intended for other races:
- A pit only dug deep enough to kill kobolds.
- Uses poison that's non-lethal to humans
- Swinging blades aimed for gnome heads
- Traps meant to deter:
- They look scary but do little real damage (i.e. illusions, holograms, complex looking).
- Purpose is to catch trespassers (i.e. cage drops).
- Sirens and alarms go off rather than damage done.
- Traps meant to detect the guilty:
- Permanent dye canisters that explode.
[For more traps tips, check out:
http://www.roleplayingtips.com/issue85.html
http://www.roleplayingtips.com/issue86.html ]
Return to
Contents
- One, Big, Scary Monster
Consider making the climax of your story or game session a
single powerful foe. This will let the PCs gang up on it,
coordinate their offensive, and focus their resources.
You can choose to weaken the foe (see Issue #117) or use any
of these ideas to ensure the PCs have a chance:
- Put the foe at a critical disadvantage:
- A fire elemental with its back to the ocean
- A troll caught in a forest fire
- A giant with its foot caught in a dire-gopher hole :)
- Give the foe a goal that, when achieved, he'll leave:
- Information the characters have
- Testing the PCs for future use/manipulation
- To have fun (and once lightly injured he retreats because the fun's over)
- Give the PCs a goal that, once achieved, lets them flee
and still claim victory (and therefore not feel compelled to
fight to the death):
- Information the foe has
- Discover a weakness for future use
- A piece of the foe (i.e. for a spell component)
- Their job is to distract the foe while allies accomplish the main mission
Return to
Contents
- Pre-Position For Casualties
This tip is definitely a "depends on your campaign style"
one. Allow for a high fatality rate among PCs when they're
new and let your players know before the campaign starts
that this will be the case. It makes sense that the most PC
deaths should occur when they're inexperienced, and it sends
a strong signal about the danger of your world, and/or the
PCs' chosen path.
- As long as you reward for good play, a policy like this
also hits home that smart thinking, caution, and teamwork
will win out over chaotic brute force or rash action.
- The survivors who make it will indeed feel that they are
special. If every PC succeeds and ascends to godhood, then a
lot of tension can leave the game and make it less
entertaining.
- This is the best time to weed out PCs with a death wish or
who have chosen campaign-disruptive personalities (i.e. an
overconfident bully).
Many campaigns are structured around a special story, or
encourage players to spend a lot of preparation time on
their PCs, so this tip isn't for every GM.
The first time I played Cyberpunk 2020 a friend's character
got knocked off by a sniper in the first second of play. If
I recall correctly, the GM asked for a roll, the player did
poorly, and it was time for a new PC. We sure got the point
about the deadliness of the campaign world then!
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Contents
- Miscellaneous Quick Tips From Subscribers
- D&D 3rd Edition lets characters start out at maximum hit
points/health. This might not suit your campaign's style or
game rules, but it can be a great way to beef up beginning
PCs.
- Accelerated PC growth. A "learning curve" means different
rates of growth at different skill levels. So, you might
rule that new PCs advance rapidly from all of their new and
exciting experiences until they become somewhat skilled at
which time their growth slows to normal.
- Employ the use of NPCs to guide and protect the PCs. I
wrote a whole article on this topic and you can find it
here: http://roleplaygames.about.com/library/weekly/aa050801.htm
- Pre-calculate the odds of victory (using hit and damage
probability calculations). Determine how tough a time you
want your characters to have, then slant things in that
direction.
- One thing to keep in mind is that the bad guys might not
know how (un)skilled the PCs are. Once a couple of their
buddies drop you can always have the characters' opponents
flee, even if they would have slaughtered the fledgling PCs
had they stayed two more rounds.
In addition, if the PCs try to bluff, increase the chances
that the NPCs fall for it--this will encourage more
roleplaying and help the characters compete.
- Have it happen to someone else. Want to throw an ogre or
troll against 1st level characters? Have the monster attack
another group of travellers as the PCs approach so that they
have options: slink away, wait until the battle is over and
then try to finish off the winner, or join the fray and pick
a side.
- If the weak characters are part of a formal organization,
the first few sessions could be training sessions. And
during this time you can emphasize role-playing. Even though
combat will be managed by the trainers, you can create
rivalries to make the players care about the mock battles.
The PCs won't lose their lives, but they could be laughed at
by their peers. And between the training sessions, you can
role-play trips outside, where the PCs have to deal with the
locals.
Return to
Contents
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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Readers' Tips Of The Week:
- Keeping Players Well-Behaved In Modern Campaigns
From: Johnn Four & Brimmer
Here's an excerpt from a recent email discussion I had with
a subscriber, Brimmer, about preventing the PCs from turning
a modern campaign into a dungeon-hack:
"I've GM'd and played in a few modern day adventures but
never a campaign. Someday I will though. I too found keeping
the PCs lawful and ethical more of a challenge than in
fantasy games. There's more people in today's world, less
privacy (to get away with stuff), and fewer "monsters" to
hack so that, eventually, the players would lose it and
start shooting at the slightest provocation to get their fix
(myself included :).
For contemporary games, I think you need to set in-game
limits on the PCs to help the campaign stay realistic:
- Make obeying the law a requirement of the character's job.
- Make not being a cold-blooded killer part of a character's
personality.
- Make it part of the rules (i.e. insanity points for
murder).
- Think about and plan for the consequences of illegal violence
before the campaign starts:
- "What will happen when there's a public gun battle?"
- "What will happen if there's a public killing?"
- Set an example. Give the players pre-made PCs, play for an
hour, let them go rampant, have the police come down on
them, and then ask "So, do you want to start over again, or
do I bring out GURPS: JAIL?"
- Set another example. Try the sniper rules on a PC after the
group angers a crime boss. ;)
- Establish the PCs' lives and their positive integration in
society, and make it a rewarding roleplaying experience.
Have a "Thanksgiving Over At Bob's" encounter so all the PCs
can meet Bob the PC's family. Do this in a few different
ways so that a cold-blooded murder action will seem very
evil by contrast, and hopefully the players will have second
thoughts before making their characters perform those
actions."
- Check Out Old Games In The Discount Pile
From: Laurence M.
Johnn,
Here's an odd little tip for the newsletter:
Not too long ago, I found a Milton Bradley "Battle for
Naboo" board game on closeout for an insanely cheap price.
After building the giant 3D map, we spent about five minutes
learning how to play and the rest of the night trying not to
destroy the house.
You see, although you move your pieces and roll dice like an
ordinary strategy game, there's also a fancy six-inch-tall
plastic catapult that you use to fling a "Power Sphere" (a
pearl-white ping pong ball) onto the game board, knocking
pieces out of the game. Hopefully, you knock out more of the
enemy's troops than your own. It was a bizarre twist that
made it lots of fun, partly because an overeager shot might
bonk your opponent on the head.
It got me thinking. It might be worth it to cruise to the
local toy store for close-out stuff. I think the game was
originally $30, marked down to $4.99, and it was worth it
just for one evening of entertainment. Talk about something
different on game night!
Besides, who knows what fiendish RPG uses could be had for a
bunch of plastic sci-fi figures and a working catapult?
Thanks, Johnn, I hope you (and anyone else) can use this
tip!
Return to
Contents
- Do Your Maps Using A Cork Board
From: Matt
Hello,
I started subscribing to Roleplaying Tips Weekly back on
issue 75. I love them. I am now catching up on the issues I
missed because I have been on a year and a half break from
D&D. I noticed that you asked if there were any good ways to
do in-game mapping. Here is how I have done it in the past.
I came up with what I call a knowledge map. On a cork board
I place my pre-drawn map/maze. Then I cut out small
squares and placed them over the map using tacks and push-
pins. This did two things:
- The players, when first entering the dungeon, city, or
wherever, don't know what it looks like. They have to
explore. As they do, more and more pieces of the map are
revealed.
- You don't need to worry about a "mapper" in the party
who's map always ends up becoming a complete mess and
looking nothing like yours.
I got this idea from the "FOG OF WAR" used in most real-
time-strategy games (such as WarCraft, StarCraft, and
Kohan).
My players thought this was a great idea and appreciated the
approach. It sped the game up and the PCs could not figure
out where the treasure was simply by looking at the map.
And for more advanced maps, you can keep encounters on the
bottom part of the covering piece of paper for faster play
and easy organization.
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Contents
- Campaign Information As A Form Of Reward
From: Archon
There is a category of "treasure" that Spike didn’t mention
[Issue #116: http://www.roleplayingtips.com/issue116.html ],
but which should certainly be considered amongst the most
valuable of non-monetary rewards: information.
I’m not talking about the more standard types of clues, etc.
that PCs must normally be discovering in order to advance
story lines for adventures. I’m talking about the myriad
items of hidden knowledge in a campaign that PCs would
probably never otherwise uncover in their short, brutal life
spans. Such knowledge might get bestowed via wizened
ancients, oracles, fragments of long-lost texts, dream-
visits by deities, etc.
Examples of such rewards might include:
- An explanation for the cause of a long-standing
interracial feud.
- The revelation that an undiscovered continent exists
beyond the Endless Sea.
- The knowledge that a common plant/animal/mineral has
unexpected powers when properly prepared.
- A true accounting of a long-forgotten or usurped noble
lineage.
- Directions for contacting a previously undetected
sentient/alien race.
As a DM who has invested lots of creativity into building
such things into my campaign world, and then has invested an
equal amount of deviousness into covering up these things
from the PCs, I recommend such rewards as a way to share
your campaign world with the players.
I would recommend making such rewards in private to
individual players so that the other PCs won't know for
sure if the information is totally accurate (i.e., "straight
from the DM's mouth"). And, of course, such world-shaking
knowledge should not be casually bestowed.
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Contents
- Low Level Adventure Idea
From: Patrick D.
An idea I had to make a low level adventure (using kobolds,
oh no!) was to give the small group of creatures a motive
other than killing the PCs.
In my case, they were just a small gang who were in trouble
because a rival kobold gang had stolen their Princess. This
particular group came to the PCs offering coins, pocket
lint, and garbage so that the characters might help in
bullying the rival gang into giving up the Princess.
An added point that increased the fun of the session was
that the creatures wanted to dress the PCs as up as kobolds
to help deceive the rival gang.
Return to Contents
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