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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #83
Comparing Play By Email (PBeM) With Other RPGs
Contents:
This Week's Tips Summarized
Comparing Play By Email (PBeM) With Other RPGs
- Time And Distance Are Non-Issues
- Distribute Information Selectively
- Give Everyone Some Prime Time
- Let The Party Divide Into Subgroups - At Times
- Play with a Larger Group
- Pace The Story Right And Take The Reins When Needed
- Think In Terms Of Interactive Writing
Readers' Tips Summarized
- Use The Scrabble Game For Names; Alternate Sources of Information in the City; Fodors.com
- Curbing PC Excesses
- WoD Tips
Return to Contents
A Brief Word From Johnn
Index & Table Of Contents Autoresponders
I put out a help request several issues ago, and I'm being
forced to put all projects on hold until late August, when
an intensive project at work and a vacation are over. (My
apologies for the false start to those who responded.)
However, a fellow Tipster, Matthias Nagy, recently submitted
a complete index and table of contents for Issues #1 - #81
out of the blue. So, I'm pleased to be able to cross a
project off my list and to post the autoresponder links for
you today for your downloading pleasure. Someday I hope to
put these into HTML format for fast on-line reference. To
receive the plain text files, send blank emails (no subject
or body) to:
Table Of Contents:
toc@roleplayingtips.com
Index:
index@roleplayingtips.com
Thanks Matthias!
(Check out his sites at:
Magic in Berlin [in German] http://www.darkpact.de/magic.html
Netrunner Weekly http://www.darkpact.de/netrunner.html )
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Comparing Play By Email (PBeM) With Other RPGs
A Guest Article By Aki Halme, akihalme@surfeu.fi
[Johnn: I'd like to extend a hearty thanks to Aki, who
whipped up this article on very short notice once I realized
I'd have trouble getting this week's issue done on time due
to overtime at work last week, visiting relatives, and other
Snafu's. Thanks Aki, you saved my butt!)
- Time And Distance Are Non-Issues
One nice thing about PBeMs is that they do away with the
need to get a group of players together at the same time,
which can at times be a hassle, especially if some of the
players have very young children of their own, jobs,
spouses, and other real life impediments to gaming. It is
far easier to find a couple of minutes to read and write
email where you are, than three to sixteen hours, which happen
to be the same hours that are convenient to the others as
well.
Email also does away with the need to have the players at
the same place, or even near the same place. A PBeM
campaign I was in had players from Europe, North America,
Africa, Australia, and Asia. With email, time zones are only
slightly inconvenient. Intercontinental chat would be far
more difficult to arrange though.
Return to Contents
- Distribute Information Selectively
PBeM provides every player a direct, confidential, and
convenient access to the GM. There is no need for note
passing, asking this or that player to leave the room for a
while, or one-on-one chats between the GM and a player while
others wait. This can be used in a variety of ways, from
sabotage within the party to updating the party knight on an
issue of heraldry.
Return to Contents
- Give Everyone Some Prime Time
Selective information can help each PC to be important.
Where convenient, giving data to some and letting them use
it as they see fit brings those characters to the spotlight.
Let the PCs and players have their moments, spotting vital
clues that they can share with the rest of the party
later on - or keep hidden or alter, if that serves their
personal goals better.
Return to Contents
- Let The Party Divide Into Subgroups - At Times
Having the party divide into smaller groups happens all the
time in any role-playing game. One or two characters may be
awake, guarding the camp, while others sleep. Some may be
scouting while the party moves in the wilderness or explores
a dungeon. Some may be shopping, meeting informants, paying
respects to a local noble when the party is in a town. With
selectively given information, it is simple to run several
concurrent storylines.
On the other hand, splitting the party for a long time - or
permanently -is not a route to take lightly. PC-to-PC
interaction cannot take place while the characters are
involved in different storylines. Eventually, the GM will
find that he's running two or more games at the same time,
needs to keep in mind how they interact, and has less
material to do it with.
The hardest to run are characters which walk alone for long
periods of time. Groups of two or three are far easier, as
PC-to-PC exchanges give the GM both time and resources to
run the small group. Plus, some of the task of giving the
players an entertaining gaming experience is done by the
players themselves.
Return to Contents
- Play with a Larger Group
Whether big updates to a PBEM game take place on the average
once or twice a week,or at some other interval, I prefer to
write them once or twice a week, leaving the days in-
between to player input and a chance to have brief
discussions between me and a player in case either of us
wishes to confirm this point or that. A PBeM GM has
literally as much time as he needs when writing an update.
This makes it possible to play with a larger group. I would
not wish to GM tabletop games for a group larger than nine.
In PBeMs, 30 players is not unreasonable, though that almost
inevitably means running several parties in the same world.
Still, splintering is something that could happen in any
case, and with a larger number of PCs the groups tend to
remain bigger.
Return to Contents
- Pace The Story Right And Take The Reins When Needed
Something to keep in mind in PBeMs is that the pace is far
different from other forms of roleplaying. Errors done
remain so, and it may be days before they are even noticed.
Running combats action by action causes a small skirmish to
take weeks of real time to run. Player absenteeism due to
real life obstacles, computer malfunctions, vacations, or
whatever, can take weeks at a time. This alters the pace of
the story. In each update, the game should advance
significantly - such as, through half a battle rather than
through the first roll of initiative.
At times, this may mean that the GM takes over a character
for a moment, deciding what the character would do or think
or say in a situation that is surprising, or where action
from the character is required but the player remains quiet.
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- Think In Terms Of Interactive Writing
Running a PBeM is like something between writing a book and
editing a journal. Keeping the story fairly open-ended would
seem to work very well, but that may be a matter of style. I
personally prefer improvising, "seat of the pants" style to
preparing everything beforehand--the "tunnel vision" style.
Background stories and past chapters affect player actions,
which in turn are essential to the next chapter.
As each chapter depends on player input, past chapters and
whatever background material there may be strive to make
each of those as good as it can be. Background material,
consisting of maps, stories, legends, and especially PC
character sheets, is the founding stone of the story. It
provides the starting point for any adventure and goal the
PCs may choose to pursue. Giving each character challenges
and opportunities to look good (at least in his own eyes, if
nothing else) helps to make the game entertaining to the
players, and helps the GM through the effect on player input
and thereby past chapters.
Any GM should strive to be fair, entertaining, and
challenging. This is no different in PBeM, but the format of
the game changes the way each of the three is pursued. In my
opinion, the first duty of a PBeM GM is to the story. The
story is what the GM provides, more so than in tabletop and
much more than in LARP, where a far greater portion of the
story is written (acted, actually) by the players instead of
the narrators.
A PBeM story can be quite challenging to the PCs, yet in a
different way from tabletop games. Combat encounters, traps,
and puzzles are not as hectic as they are on tabletop as
PBeM combat takes days or weeks to run. Traps are generally
the bailiwick of only few of the player characters, and
puzzles may mean solitary contemplation which shoots PC-to-
PC interaction in the foot. All those have a place in PBeM
games as well, of course, but the focus should be on social
interaction, something that comes more naturally in a game
where everyone is present in the same room, around the same
pizza.
As for fair, it is an ideal. To keep the story flowing, a
PBeM GM can't check and double-check everything from the
players. Assumptions must take place. Asking players to
provide contingencies, long-term goals and strategies for
their characters, and detailed character sheets does not
avoid this, but they do help the GM make the right
assumptions - and that is a crucial part of what fairness
means in PBeMs.
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Tips Request: "PBeM, IRC, Chat Roleplaying"
I'd like to feature more PBeM issues in the future. However,
except for a short PBeM that I ran in '92 on the Revelations
BBS using a 2400 Baud modem , I have no experience
with them. So, I'd like to request two things:
- PBeM, Chat, IRC tips
- PBeM, Chat, IRC problems you have so I know what tips to
ask for from experts like Aki, who wrote this week's
article.
Send your tips and tips requests to: johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Use The Scrabble Game For Names; Alternate Sources of Information in the City; Fodors.com
From: Dr.X
Alien Names:
All right, not all of us are going to be playing fantasy.
During a long-running Star Wars campaign, I started having
trouble coming up with new names for people, aliens and
planets. 3d6 and a Scrabble bag provided the answer.
Roll 3d6. Pull that many letters from the bag.
Roll 1d6. 1-3, the word has a hyphen in it somewhere, 4-6, it doesn't.
Roll 1d6. 1-3, there's an apostrophe, 4-6, none.
Try to make a name out of the letters. If you can't, roll
another 3d6 and add that many letters to the mix. SOMETHING
will form.
Some of the names that came about using this system:
Sultry Pirate Queen: Jeneb Flux (Added a second x to make
it Fluxx.)
Name of her pirate cartel: Boorezap Q'Jur
Alien Smuggler: Vale H'rt-Suhl
Tropical Planet: Sotie Aioteg
Fixer: Busixth Elivoret
Alien Ship: Q'wix Fynn
Alternate Sources of Information in the City:
A saloon that my players frequent in Deadlands is called
"The Obligatory Tavern." Every roleplayer knows, well, no
longer even knows, it's inscribed into your genetic makeup
along with the role-playing gene: first thing, head to the
tavern.
Nowadays, I've got the Posse (Technical term in the game,
GM's the Marshal, players are the Posse) trained so that the
saloon is a rally point, and the first place they go for
information is the town tailor.
It's easy to understand why players think the bar's where
you go to get info: drink loosens peoples' lips and they
start gossiping and dispensing rumors. In fact, it's to the
point that other sources of information are often ignored.
Think of places where people go for extended periods of
nothing to do but sit or stand and talk: the tailor, the
barber, the blacksmith's. A character who's friendly with
the Law might be able to go into the Sheriff's office and
just sit and chat with the deputies.
Certain people, of course, tend to be tight-lipped for
various reasons. Either professional obligation (doctor,
lawyer, preacher) or personal agenda (reporter who's got a
scoop, politician worried about re-election--remember that
politicians, especially in these old towns, often run an
important local business, like the dry goods store) could
make it difficult to elicit answers from certain people.
In these cases, a fellow member of their profession (or a
character posing as one) might stand a better chance of
getting to hear about an interesting client than a warrior
attempting to intimidate the answers out of them.
And, of course, the phrase "Lunch is on me" is eternal.
Fodors.com:
If you're running something using a present day setting
(World of Darkness, etc.), www.fodors.com is an excellent
resource, detailing cities down to the locations of ATMs and
pay phones.
- Curbing PC Excesses
From: Arthur E.
Johnn,
The following is inspired by the recent thread on Running
Cities, but it is not limited to urban settings.
PCs are typically among the most dangerous and unpredictable
people in a game world. Many groups have a resident
psychopath who may kill or steal for the fun of it. Even
if there are no overtly crazy PCs, they often apply modern
sensibilities in a game world with different mores. For
example, PCs may decline to give way to a noble on the
street or to pay taxes because the Players find it
philosophically annoying to do so. For these kinds of
reasons, PCs frequently go afoul of the law and they should
not expect to evade it easily.
So, here are some things I have come up with in my game
world to mitigate PCs' tendencies to go wild or take undue
advantage.
- Prisons are exceptionally well guarded, even in small
towns. They are never made of weak material like wood--
always stone and metal, maybe magic too, if the locals can
afford it.
- Town guards/police/militia are smart. They use magic and
technology to scry or detect criminals.
- In a world where transportation is expensive (horses,
vehicles) stables are well guarded. There may be a stable
boy, but there are also stable guards. Likewise with other
expensive things--weapon shops, money lenders, etc.
- Guards hardly ever fall asleep while on active duty.
- NPCs are not very superstitious. A thin ruse playing on
local fears is not likely to work. An involved ruse might
work though.
- An entire community can be offended by PC actions, not
just the powers in the community. For example, if PCs rob a
temple, they will not just have to evade the town guard.
There may be mobs, hit men and everyday good samaritans to
rat them out.
- Organized crime usually has some kind of relationship
with local powers. They may have exclusive contracts with
officials over certain kinds of criminal activities.
- Enemies of PCs can be patient and smart. They can plan
attacks and ambushes. They can wait until PCs are asleep.
I do not believe in placing PCs at the mercy of a game
world. We all know that it is no fun to be deprived of
options, or to have PC behavior be coerced. However, some
limits are necessary.
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- WoD Tips
From: Ranko
Most WoD stuff needs to be created in advance, that is
before the first session. Even more if politics are about to
hit the characters in the face.
Please note that I do not like to mix different WoD games
and do not see them as an integrated whole.
Cast and crew: After I have talked about the general issues
of the campaign with the players, and have a rough idea of
what I want to GM, I go and do the rough sketch of the
vamps:
- Decide upon the number of vamps in the city, usually I do
not follow the VtM demographics because I like my hometown
of Zagreb, and raising it's population to fit the WoD
standards would ruin the atmosphere of the city.
- Now I like to decide on the rough outline of the power
structure so I assign the number of vamps per clan.
- Using the assigned number, I give names to vamps of a
clan. Then I think about their relations with each other.
This usually ends up with me writing a lineage or two on an
A4 paper. While writing the lineage of the local clan I make
sure to put down: name, born - died (you might wish to add
the period while the character was mortal too, it helps
knowing if a guy lived through the high middle ages, or
renaissance), a few general notes on the guy/gal (even if I
killed him a century ago).
I don't shy from this part of the design process. I do it
all, dead guys, failed embraces who are now Caitiff, the
catatonic ones who got donated or sold to really old Kindred
(the guys who need Kindred blood, as mortal is to weak for
them). Doing all this stuff might seem a bit too much, but
it is fun (well, to me it is) and you get to tell the
players' tales of their grand Sires and their kids, cousins
etc.
This is a good place (once you do more than one clan) to
connect some of the older guys, who shared a coterie with
whom, old loves/hates, etc.
Lest I forget - fit the PCs in the lineage too : )
(This is where you might design your local
____________(insert clan) lineage. For more on this I would
suggest that you look up a really good article on
www.nocturnis.net [Vampire section].)
- Positions of power - who holds them and why. Map of
relations within the power structure is really essential for
a good WoD (VtM especially). Don't forget to add aids and
advisors. Change some of the titles - names or what they do.
For example - I have a Ban (Croatian title) of Croatia (sort
of Prince but on a larger scale), Zupans (also a very Slavic
title; it is the one WW uses for Tzimisce) for towns and
cities, Pristav in place of Sheriff, etc.
- Detailed design of key characters (this drags itself into
the campaign time, don't be afraid of it). Give them
history, ghouls, mortal 'friends', family members, a life.
Think about their areas of influence, ask yourself how they
influence it (try talking with others to broaden your
perspective on areas you know little or nothing about).
Hope this helps.
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