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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #77
10 Tips On Passing Notes During Games
Contents:
This Week's Tips Summarized
10 Tips On Passing Notes During Games
- Be Careful When Passing Notes & How They Affect Your Game
- Notes & Suspicion
- Notes & Paranoia
- Use Notes For Non-Essential Things
- Use Notes To Keep The Game Flowing
- Prepare & Organize For Note Passing Beforehand
- Let Notes Be Intercepted
- Use Post-it Notes
- Note Passing Methods
- Evil Tips (For Mature Groups Only)
Readers' Tips Summarized
- Simple, Small Map Organizer
- Absentee Players & Alternate High-Level Campaigns
- Write Down Your Ideas!
- Cool Web Site: The Sedlec Ossuary
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Contents
A Brief Word From Johnn
D&D Modules Online
Thanks to Jason "Bobbit the Hobbit" for pointing out that
the D&D modules I mentioned in last week's issue for
alternate reality ideas are available free online, from
Wizards of the Coast's archives at: http://www.wizards.com/dnd/DND_EX.asp
Meta-Game Information Request
I was looking for a good definition of "meta-game" for new
GMs this week, as I felt that this issue deals with a lot of
that kind of content. I had no luck though, so if you know
of any links or articles, or have your own personal
definition of what meta-game and meta-gaming are, please let
me know. Thanks.
Have a great week.
Johnn Four
johnn@roleplayingtips.com
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10 Tips On Passing Notes During Games
- Be Careful When Passing Notes & How They Affect Your Game
Passing notes can be a good thing for your game, but I
encourage you to empathize with your group's needs because
not everyone likes the concept of using secret notes during
a roleplaying session.
If you're a player reading this, check first with your GM to
see if she'd mind you giving her written notes. Some GMs
enjoy getting into a storytelling flow during the game and
might resent the interruption, or, they might accept the
note and put it aside for future reading--which could defeat
the note's purpose if it was urgent.
If you don't have a pre-session chat and you need to pass a
note during the game, try it out and see how your GM reacts,
then take your cue for future note passing from there.
Above all, try to be empathetic, and if your GM doesn't like
note passing, don't take it personally.
If you're a GM reading this, then the same caveat applies to
you. Many players don't like notes, especially deep
roleplayers: "What's this? Did this note, like, just fall
out of the sky or something?" :)
Also, notes can lend a different mood to a game (secrets,
mystery, paranoia, breaks in game-flow) from a player's
point of view, so please keep an open mind about how notes
can affect your group and its members.
Note passing might even be worthy of a House Rule or two to
keep the peace.
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Contents
- Notes & Suspicion
Passing notes while playing instantly changes the meta-game
scene, especially if a player initiates it. A note signifies
a secret that the others at the game table are not to know,
and that means exclusion.
The first questions an excluded player asks himself is
"what's in the note, why can't I know, does it concern me or
my character?" And the suspicion begins.
In some circumstances, this can be a lot of fun. I've GMed
many games where notes were being passed GM-to-player,
player-to-GM, and player-to-player, and everyone was
enjoying the intrigue.
Sometimes, notes can also lend a realistic atmosphere to the
game because not every group of workers, adventurers, or
travellers will share their knowledge and secrets with each
other. With some groups of characters, players feel that
trust has to be earned first.
I've also GMed games where notes offended one or more
players who felt the shared spirit of the game had been
tarnished. Fortunately, these situations were worked out by
discussing things after the game, but I'll never know about
the players who never mentioned anything and just silently
suffered.
So, here's a couple of tips on notes and player suspicion:
- Discuss note passing before the campaign starts and come
to an agreement on whether and how they should be used.
- Consider using one-on-ones with players away from the game
table to discuss secrets instead. They are much less
controversial than notes and less upsetting to many
players/GMs.
- As a GM, if you want notes in your campaign, be the first
to pass them out. If a player starts the ball rolling, the
other players might suspect the other player is a sneak or
worse.
- Consider your poker face. If you receive notes from
players, either reveal nothing by not reacting (keep a poker
face), or react in such a way as to put the other players at
ease.
For example, when I've received a note and believed it could
upset the players or change the mood of the game in a
negative way, I would read it and then give a verbal reply
that gave the other players a hint about what the note was
about, which then eased their anxiety. "OK Bob, that's a
character background thing and I'll get back to you on that
in a few minutes."
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Contents
- Notes & Paranoia
Another good--or bad--feeling notes might create in your
players is paranoia. The same kind of paranoia you get when
your mom calls you in the house using "that tone", or when
your boss asks to see you in his office and then asks you to
close the door and have a seat.
I don't think this kind of feeling is good because the game
is supposed to be fun and entertaining, not stressful. You
could argue though that you're trying to craft a special
experience during the session that covers a wide range of
emotions, and stress can be one of them. Sort of like a
roller coaster ride or house of horrors--it's good to get
the blood pumping sometimes.
If you feel that paranoia of this kind is not appropriate
for your current group or campaign, then here's a couple of
tips to help you reduce that uncomfortable feeling in your
players caused by note passing:
- Frequency. If you never hand out notes and then one game
you suddenly hand out a note to a player, the players could
get worried because of the unusualness of the situation.
"She never hands out notes. Uh-oh, something bad's happened
to Roghan..." The solution is to hand out notes often enough
so that the event doesn't create alarm or unease.
- Body language. If you hand out a note with tears streaming
down your cheeks and you're unable to meet your player's
eyes, I suppose that would send an ill feeling through your
group. ;) You can also send out uncomfortable vibes by being
angry or irritated during the note passing (either when
passing or receiving), by looking evil and mischievous, etc.
So, watch your body language and set your players' minds at
ease by being relaxed and calm.
- Content. When your notes only contain bad news, then
players are going to soon learn to fear them. Mix-up the
content of your notes to include good news and bad, fluff,
and/or useful information.
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Contents
- Use Notes For Non-Essential Things
Though the previous tips have discussed certain types of
notes, notes don't necessarily need to be about backstabbing
and secrets. They can serve a very useful and mundane
service by helping with the administration and organization
of your game during play.
For example:
- Shopping lists
- Loot discovered that's not critical at the moment
- Character updates and info
- Plans of action for background events (i.e. "what I do in
town")
When you GM next session, keep an eye out for administration
type information that could be better dealt with by notes.
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Contents
- Use Notes To Keep The Game Flowing
I find notes often help keep the game flowing by having non-
busy players write me with their actions, thoughts, and
plans. I can keep GMing some of the characters while the
others are moving forward in game time through a sequence of
notes.
It sometimes works out well if players write me notes and I
can quickly respond back to them out loud or with a hand
signal. For example, a player writes "I'm following behind
them, keeping to the shadows and treading silently". I can
hold up a d20 to the player and they know to roll. Then they
let me know the results with another note. All the while, I
am focused on GMing the players whose characters the other
player is following.
Here's another situation that has worked well for me in
practice. Let's say the players are busy roleplaying amongst
themselves and you don't interrupt because the RPing is good
and the players are having fun. However, this isn't getting
the story told any faster and you have a lot of ground left
that you'd like to cover before the end of the session.
What I've done in this scenario is to use my free time,
while the players are busy conversing in-character, to write
out important questions, facts, and information on notes, and
then I'll hand them out at opportune moments during the
RPing. The notes are silent, and therefore do not interrupt
the roleplaying. When a player is done talking for a moment,
he'll read the note and jot down a quick reply if one is
needed. This lets me move the game forward, albeit slowly,
and lets the players continue their RPing.
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Contents
- Prepare & Organize For Note Passing Beforehand
You can slice notes into two different camps for this tip:
- Throw away notes
- Notes for future reference
Each type requires a different kind of preparation. For
example, a throw away note can be written in the top corner
of a page and then torn off to hand out. However, if you
wanted to keep that note for future reference it could be
painful filing that note away and finding it again.
So, here's a couple of ideas on how you can prepare for
using notes in your games.
- Throw Away:
Buy a cheap and small 25 cent notepad for each player and
for yourself and hand them out at the beginning of each
game, and collect them again at the end for use next
session.
The pads will keep your note size consistent for short term
organization, and the small size of the paper will help
eliminate player urges to start a paper fight with the
discarded notes. :)
A pad for each player will also help prevent players from
interrupting and asking "where's the note paper?" and it
will help them write notes in secret, "hey Bob, can you hand
me the notepad, I want to write the GM a secret note."
- Notes For Future Reference:
Get a letter-sized notepad or use looseleaf papers. Put the
character's name at the top of every page and number the
pages relative to the characters (i.e. Bob 1, Bob 2...Bob
13).
The full sized paper will fit in your binder better, and it
allows your players room to append their notes below their
previous ones so that you will have less paper to track in
the long run.
You might also consider marking the session number or date
on each player's note sheet on the next available line to
help put the session's notes in better context for you for
future reference--notes tend to get cryptic as time goes on
and you'll forget what they were for. "50gps +1, what the
heck was that for?"
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Contents
- Let Notes Be Intercepted
A couple of sessions ago I was about to take a pair of
players in another room for a private, in-character
conversation. Another player asked if his PC was in the area
of the discussion so he could hear what was being said.
I asked him to make three rolls (hide, move silently to
get within hearing range, and listen), and I asked the other
two players to make two rolls (spot and listen to detect the
spying character).
The spying character succeeded in remaining undetected and
listening in on things. So, I took the other players into
the kitchen and then excused myself briefly "to go get
something". Then I went back into the game room and told the
other player he could come into the hallway and listen us
chat due to his successful spying attempt.
The point of this story is that we were able to let real
life represent in-game life, and in-game life reflected the
rules we were using. The characters made skill checks that
let the character spy, which then let the player spy on us.
Why not do the same thing with notes? When notes are passed
during in-game situations that could be detected by the
other characters, give the PCs a chance to do that and let
the player(s) intercept the note as it's being passed. That
would be quite entertaining for the players.
You might need to start things off by asking if a character
is around and able to "intercept the note", thus giving him
the idea and permission from you that it can be done. If you
do this, try to arrange it so that you are the one passing
the note to a player, and make the note fairly
inconsequential, so that if the note is successfully
intercepted the recipient player won't feel like a victim or
feel you're being unfair. "Why did you ask him if he was in
the area to intercept my note? What's the big idea?"
Establish a harmless precedent and let the players go on
their own from there. You might soon be getting notes
written in code!
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Contents
- Use Post-it Notes
I have just started using Post-its for the throw away type
of notes. I haven't fully tested this yet, so I can't say
whether this tip is great or not, but I'll let you know in
the future if things don't work well with it.
What I've done is buy each player their own Post-it note
pad, 3" x 5", and each in a different colour. The notes are
the same width as the index cards I use, and the colour
coding will help me keep the notes organized. I'm betting
the Post-its will work better because I can stick them to my
copy of the PCs' sheets, my screen, and so on. We'll see.
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Contents
- Note Passing Methods
I've only passed notes, GM-to-player, in a few ways, and
I've added in a reader tip as well to flesh out the list. If
you have used any different methods for note passing, please
drop me a note: johnn@roleplayingtips.com
- One note, one player, in public. Hand a player a note over
the table, in plain view.
- One note, one player, in secret. Hand a player a note
secretly under the table, while walking around, or while
pointing out the window and yelling "what's that!"
- One real note, several players. Hand each player a note,
but only make one note a real one and make the rest decoys.
- Several real notes, several players. Give multiple real
notes to several players, optionally with decoy notes.
- "Can I see your character sheet?" Ask for the player's
sheet, and write a secret note on the back or in a corner
and hand it back. Only do this if the player won't mind you
writing on his sheet.
- "Can I see your Player's Handbook?" Slip a secret note in
the player's book and hand it back.
- Have a on-on-one. Ask the player into another room and
then pass her your note.
- Have another player relay the note. Hand your note to a
player and ask him to pass it on to the other player. This
often reduces tension because "The GM wouldn't put an overly
important note in another player's hands."
- Here's the tip that started this whole note passing
nonsense. :) http://www.roleplayingtips.com/issue68.html#r2
Thanks again Mark for the great topic idea!
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Contents
- Evil Tips (For Mature Groups Only)
Here's some tricks I've pulled in the past to have some fun
*with - the players (and not at their expense). I added For
Mature Groups Only because these tips might be taken in the
wrong way by your players, and that would ruin everyone's
fun and enjoyment of the game. So, only use these carefully,
with a good humoured bunch of players.
- Pass every player but one a note. Talk about paranoia!
- Put evil instructions on decoy notes like "look at the
player beside you, grin evilly, and then say to me 'ok, with
pleasure!'"
- "Accidentally" let another player see the note.
- "Accidentally" get all the notes mixed up and deliver
several notes all to the wrong players.
- Read a player's note, look at another player, and nod
conspiratorially at the note-passer.
- Make controversial and false comments when you read a
player's note. "Bob's character is near you right now,
you'll have to wait before you can go through his things."
- Give out fake notes to everyone, then say "ok, the player
whose note is marked with an asterisk should just play his
character normally for now and wait for my cue."
- "Accidentally" return a note inside out, for all to see.
My group of 10 years or so are all friends outside of the
game, and we frequently goof around during sessions, so none
of these tricks backfired and upset anyone. Please be
careful if you are considering trying one out with your
group.
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Contents
Tips Request: "Making NPCs Individuals"
TIPS REQUEST: "Making NPCs Individuals"
A very common request in the recent Topics Contest was for
help in creating and playing three dimensional NPCs. How do
you make NPCs that are realistic and interesting? And, what
tips do you have for playing them well during the session?"
I also had a request for help with holding conversations
between multiple NPCs so that "the GM doesn't come off
looking insane." Any thoughts on this?
Send your tips to: johnn@roleplayingtips.com
Thanks! :)
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Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
This week's article: "RPGs vs. CRPGs Revisited" A guest
article from Lewis Pollak, Head Miscreant, Misguided Games,
Inc., rekindles the debate on whether playing computer
roleplaying games is roleplaying or something entirely
different...
In the Forums: (These links bring you in as an anon. guest)
"GM Pushovers"
"Resurrection in RPGs"
Readers' Tips Of The Week:
- Simple, Small Map Organizer
From: Brandon E.
Hey Johnn,
Great issues lately! I hate dreaming up detours when my
players can't make it. Anyway, I have another tip to share
- this one about a simple small map organizer.
Since my players often start their games in a relatively
small geographic area, I make up 5-10 reasonably detailed
town maps in advance. I try to limit the sizes of the towns
to that which can be printed on regular computer paper.
Then, I print out a detailed information sheet about each
town: population, racial balance, industries, types of
shops, and miscellaneous info. I take a regular 3-ring
binder, and some plastic sleeves that fit 8.5x11 paper, and
place all of my maps and info sheets so that when I need to
quickly reference a particular town, I have a nice plastic
covered map on one side of the binder and the map's info
sheet on the other side.
If you place two sheets back-to-back, you can save money on
plastic sleeves and it makes things more convenient.
Personally, I alphabetize my towns or place dividers in to
separate towns in adjacent regions.
The best part is that this is cheap, easy, and adaptable.
You can use terrain maps or dungeon maps in the same way...
Or, something I have recently tried: the pages can hold maps
of the decks of a ship in a game like Star Trek or Star
Wars. I've found that this is a great way to keep all of my
smaller-scale maps together and separate from the larger
continental or world maps that people usually use when
travelling. One last hint - try finding plastic sleeves for
your papers that can be written on with overhead projector
pens...You can quickly mark player locations and move them
as they move.
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- Absentee Players & Alternate High-Level Campaigns
From: Kristian L.
About dealing with absentee players: I came up with a
concept of having 10 or so players, but I play with only
about 5 at a time. Obviously, this requires some designing
of the setting. Mine was a small computer firm in a close
future (Gibson meets the Danish 'Fusion' system). This is a
solution if you have a lot of people you want to play with,
who want to play a lot, and you have friends who CANNOT keep
track of their time. One great thing about this is that you
can get together whenever YOU have time. And you can plan
adventures which are specific to some characters, but not
others. Moreover, you can have the players re-tell the last
session in-character...
And another thing I felt like commenting on from Issue #76,
tip 11, Host An Alternate Campaign: Firstly, I love this
idea. Perhaps because I have recently come up with it
myself. I am shortly starting up a game in which all the
players have two characters. One is only meant to be used at
one time. The additional characters are "high-level" persons
doing great things and the players' "main characters" are
then in some way related to these. My idea is that the
players will feel that there is a "goal" to their
characters, and it gives me opportunities to familiarize
them with the campaign world's background.
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Contents
- Write Down Your Ideas!
From: GRiM
I think people underestimate the potential in writing down
ideas as you get them on a piece of scrap paper. How many
times have you had a cool idea but forgotten most of the
detail by the time you decided to actually work it all out?
I have been writing down all the ideas I have had about AD&D
(none of this 3E for me :P) for around 2 days and already I
have 4 pieces of A4 paper covered in some really cool and
interesting ideas. I lay in bed at night and just think
about D&D, then when I get an idea, I (grudgingly) get out
of bed, turn the light on and start writing. It is really
amazing. Some of the things that come to you in the middle
of the night after you have been reading for too long are
cool.
Anyway, what I’m getting at is:
- Always have a piece of paper and a pen ready.
- Never say it’s too cold to get out of bed when you have an
idea.
- Get a light which doesn’t require you to be on the other
side of the room to turn on.
- Don't be afraid that what you are going to write down
sounds stupid. If it is stupid (which I have found is hardly
ever the case) then you have already learnt a lesson in
discerning what you don't want in your campaign. (Unless your
one of them 3E DM's :P)
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Contents
- Cool Web Site: The Sedlec Ossuary
From:
The Sedlec Ossuary (a.k.a. Kostnice) is a small Christian
chapel decorated with human bones. It's located in Sedlec
which is a suburb in the outskirts of the Czech town Kutna
Hora. It's also the places where the Dungeons & Dragons
movie was partially shot.
There's a web site about it, full of great photograph
galleries (not just of the bones stuff either) for
inspiration, ideas, and player handouts. Check it out at:
http://www.ludd.luth.se/users/silver_p/kutna-1.html
Thanks to A.M. on the Greyhawk Mail List for the link idea.
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