|
|
|
|
Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #95
Subscribers' Challenge: Green Dragon Blood Bath
Contents:
Readers' Tips Summarized
- Maps: Mazes of Misery
- Let Players Gamble Their Experience Points On Quests
- Keep Your Plot Options Open
- There's No Such Thing As Bad Roleplaying
- Tips To Nudge Players Away From Hit-First, Ask-Later Mentality
Return to Contents
A Brief Word From Johnn
An Experiment
This week's format is a little different as I'd like to see
what 9,000 Tips-subscriber GMs and I can do to a fun little
table to make it a cool game master tool. Full details and
the table are given in the feature section of the zine.
Whether you love or hate this experiment, I'm always open to
your feedback:
johnn@roleplayingtips.com
Thanks For the CSS Help!
As I said in the emails to those who responded to my request
last week for help with creating a CSS articles template,
the roleplayers on this list always amaze me with their
generosity of time and spirit. I had many offers of help and
the template is being constructed as you read this and
should be done soon.
I opted not to go with CSS, thanks to some critical
feedback, as I've learned style sheets are not 100% cross-
browser compatible. The Roleplaying Tips Weekly web site is
definitely not a graphic design masterpiece, but it is fully
compatible with handhelds, Macs and PCs, Netscape, Opera and
IE, and TTY. So, the new articles template will be plain
HTML to retain the site's easy access.
Thanks again to everyone who offered their help.
Have a great week, and be sure to clear out an evening to
roleplay online or off!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Roleplaying Games Articles & Reviews
Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
New This Week:
Anthropomorphic What? The Scoop On Furry Roleplaying
http://www.roleplaygames.about.com/library/weekly/aa101101.htm
Weep: A Review For The Unknown Armies RPG
http://www.roleplaygames.about.com/library/blweep.htm
Crouching Wizard, Smashing Hammer: Rune Scenario Review
http://www.roleplaygames.about.com/library/blrune2.htm
Return to Contents
Subscribers' Challenge: Green Dragon Blood Bath
- Tips Request & This Week's Main Feature: "Subscribers' Challenge: Green Dragon Blood Bath"
A member named Jason posted a rewards chart on a GMing email
list that I'm on [ DM Advice: dmadvice-subscribe@yahoogroups.com ]
and I thought I'd try an experiment and get your feedback,
rather than publishing the usual tips this week. This is a
one-time experiment and we'll return to our regular tips
format next week.
When I first saw the chart in my Inbox, I thought to myself
"classic, high-fantasy gaming!" and then filed it away for
possible future campaign use. But, a couple of days later, I
suddenly had an idea for enhancing the chart to increase its
roleplaying aspect.
Right after that I thought "Hey, there's over 9,000 serious
game masters on the list now, and if *I* could come up with
a couple of chart-enhancing ideas, what could 9,000 of us
come up with?" And so was born the Subscribers' Challenge
where I ask you to "think outside of the box".
Therefore, if you get any ideas or have any tips related to
the chart below, send 'em on in and I'll publish the results
(in another tips issue or as a Supplemental Issue if there's
enough).
As you read the chart then, think about these questions:
- What ways can you think of to enhance this chart?
For example, what about creating a manifestation sub-chart,
to determine how the effects come about in-game, which in
turn becomes a handy session and campaign mood tool:
- Sinister, subtle
- Silly
- Sensual
- Violent
- Miraculous
- Mundane
- Wondrous, magical
- Colourful
- Painful
- Grotesque
Can you think of any other options, side charts, enhancements?
- How else can you use this chart as-is or with some
modification? How can you make it a multi-purpose
game master tool?
For example, it could be great for magic item
generation, alien mutations, or NPC enhancements.
- The chart is in D&D3E language, and if you don't play D&D
would you have time to convert it to your gaming system, if
applicable, and share it with the Roleplaying Tips Weekly
list so other GMs of your gaming system can use it?
Chart Overview
When a PC bathes in green dragon blood he suffers some
health damage from magic and acid, and then, if he survives,
he receives a magical reward (d100 roll).
Conversion Notes
- A Feat is similar to a minor special ability, such as a 5
point advantage in GURPS, a +1 Virtue in Ars Magica, or a
+5% Rolemaster ability.
- A +1 reward is equal to +5% for conversion purposes.
- D6 damage, on average, would kill a standard human NPC
peasant in D&D 3E.
- I've added explanations for the more esoteric rewards, and
I'm hoping the feat and skill names themselves will help
non-D&D GMs understand the nature of the boon.
Description As Posted On The DM Advice List
[I've edited it a bit, where appropriate.]
When a character gets into a bath of fresh green dragon
blood, he takes 2D6 damage (1D6 acid and 1D6 magic).
Characters can only take one bath each. Further bathings
only result in taking wounds.
If the player rolls something that is inappropriate for the
character (like if she rolls a skill and did something
heroic in the combat you deem as worthy of something better)
or they already have the feat, re-roll. Killing a dragon is
tough in itself, let them get something good.
Upon killing a green dragon, the creature's body begins to
dissipate rapidly (because it's magical) and the blood
drains into a pool. Characters will be able to harvest 2D20
teeth, 2D6 talons, and can eat all they want (the body will
dissipate rapidly, totally gone in 2D6 hours).
(See Reference Notes for meanings of numbers in parentheses)
Green Dragon Bath Effects Chart
- Gain 1 level Sorcerer class
- Gain the Blind-Fight feat (5)
- Madriel's Light Tattoo (1)
[Johnn: Gives a minor self-healing ability]
- +2 to Spellcraft skill (5)
- Gain the Run feat (5)
- +2 to Disguise skill
- +2 to Wilderness Lore skill
- Gain 1 level of Ranger
- Grow gills (PC can now breath underwater)
- +2 to any skill
- 1/day can cast cure light wounds at caster level 10
- Gain the Forester feat (2)
- Gain the Bullheaded feat (2)
- Gain the Arcane Preparation feat (2)
- Gain the Signature Skill feat (2)
- -2 to Intelligence score permanently
- -2 to Strength score permanently
- Gain 25% more experience points than you currently have
- Gain the Widen Spell metamagic feat (3)
- +2 to Dexterity score permanently
- Lethene's Touch Tattoo (1)
[Johnn: grants an electric attack ability]
- +2 to Jump skill
- +5 to Swim skill
- +2 to Mimic Voice skill (4)
- Gain the Fast Talker feat (4)
- +4 to hit points permanently
- +1 natural armor defense bonus
- +2 to Balance skill
- Gain the Resist Poison feat (2)
- Gain the Artist feat (2)
- +2 to Animal Empathy skill
- +2 to Knowledge(Nature) skill
- +2 to Hide skill
- Gain Language Draconic
- -2 to Constitution score permanently
- +2 to Search skill
- +2 to Handle Animal skill
- Gain the Ambidexterity Feat (5)
- +3 natural armor defense bonus
- +5 to Knowledge(Dragon Lore) skill
- +2 to Wisdom score permanently
- Gain +2 hit points
- +3 to Ride Dragon skill
- Any rings worn meld to skin and no longer take-up a ring
slot and ring abilities become a natural ability
[Johnn: D&D restricts one ring slot per hand]
- PC can see twice as far, +5 to Spot skill
- Gain the Power Attack feat (5)
- Gain the Leadership feat (6)
- Corean's Tattoo (1)
[Johnn: PC needs +1 magic weapons to hit him now]
- +2 to Pick Pockets skill
- Gain the Iron Will feat (5)
- Gain the Great Cleave feat (2)
- Gain the Luck of Heroes feat (2)
- Gain the Language(Dwarven) skill
- Gain one level in Bard class
- +2 to Strength score permanently
- +3 to Alchemy skill
- +2 to Knowledge(Arcane) skill
- 1/day haste as a 10th level sorcerer
- Gain one level in your highest class
- Gain one level in Druid class
- +2 to Heal skill
- +2 to Use Rope skill
- +2 to Intuit Direction skill
- +2 to Charisma score permanently
- PC's eyes glow bright green any time they are in low
light conditions or darker
- Gain one level in Cleric class
- Gain Courteous Magocracy feat (2)
- Hair grows all over PC's entire body at the rate of
1"/day until 24" long; when cut it begins again
- PC's feet become green, scaly, and double in size
- Gain Street Smart feat (2)
- +2 to Innuendo skill
- Gain Perfect Memory feat (4)
- +2 to Bluff skill
- PC's sight is now only 10 feet
- Gain Smooth Talk feat (2)
- +2 to Search skill
- +2 to Constitution permanently
- 1/day Detect Magic ability
- Gain Thug feat (2)
- +2 to Listen skill
- +4 to Balance skill
- Super clumsy: natural 1 on skill rolls means PC falls
down and is stunned for 1D4 rounds
- 1/day can cast light spell as a 10 level sorcerer
- PC now takes double damage from acid attacks
- Gain 1 Level wizard
- +4 misc. mod forgery
- Gain the Track feat (5)
- PC grows a mole three inches across on face, -1 to
Charisma score
- Gain one level in Paladin class
- Gain the Endurance feat (5)
- +2 to Knowledge(Planes/Dimensions) skill
- +2 to Move Silently skill
- +2 to Gather Information skill
- Gain Extra Undead Turning, Spell Mastery, or Weapon
Specialization feat (5)
- Acid Resistance ability DC15
- +2 to Strength score permanently
- +5 natural armor defense bonus
- +2 to hit green dragons
- +2 to Intelligence score permanently
- Regenerate 1 hit point/wound per hour (does not re-grow
limbs)
Reference Books (number in parentheses)
- Relics and Rituals from Swords and Sorcery
http://www.swordsorcery.com/
- Forgotten Realms Campaign Setting from WoTC
http://www.wizards.com/catalog/product.asp?wtc11836
- Magic of Faerun from WoTC
http://www.wizards.com/catalog/product.asp?WTC11964
- Traps and Treachery from Fantasy Flight Games
http://www.fantasyflightgames.com/products.html
- 3rd ed D&D Player's Handbook from WoTC
http://www.wizards.com/catalog/product.asp?TSR11550
- 3rd ed D&D DMG from WoTC
http://www.wizards.com/catalog/product.asp?TSR11551
So, what do you think? Are there any ways to change or
improve this chart, use it for different purposes, or make
it a useful tool for GMs of different systems other than
D&D?
One thing I like about the chart from a GM standpoint are
the skill and feat rewards. A great way to encourage
roleplaying is to help PCs develop their knowledge and
social skills. In some campaigns, the pressure to take
combat abilities is too great, and roleplaying skills are
neglected. This could be used in those cases as a special
remedy.
I hope you enjoy the challenge and I look forward to your
feedback and tips. And remember, this is a one-time
experiment and I'll be returning to the regular tips format
next week (so don't despair if you really disliked the
chart ;).
Send your tips and thoughts to:
johnn@roleplayingtips.com
Thanks! :)
P.S. Thanks to Jason for giving permission to publish the
chart!
Return to Contents
Readers' Tips Of The Week:
- Maps: Mazes of Misery
From: Glenn Bane
Excerpted from: "The Taltethian Crier #1"
To subscribe: 1bohemian@graphic-designer.com
No two things can disrupt game play and narrative flow
quicker than constantly having to update and re-update maps.
Dungeons promise three things:
- Encounters
- Treasure
- Tedious mapping
A dungeon is a mixed blessing. The problem with maps is that
you have to have them. How then can you keep your maps and
make your players happy? My best suggestion is that you ask
your players two questions"
- "Does anyone want to be the mapper (cartographer)?"
- "Does anyone mind a player mapper?"
If the answer to either question is "no", then don't make
them do it. If they don't want to then it will not be any
more fun if you make them.
The best alternative to PC mapping is NPC mapping. Have the
players enlist the aid of a NPC mapper. As the GM, you will
map for them as they move through the dungeon. This ensures
accurate, reliable maps. If the players hire a cheap mapper
or guide then there should be flaws in the map accuracy.
This will nullify discrepancies between GM descriptions and
"what you really meant to say..."
A GM benefit to this approach is that players are more
likely to overlook secret doors and hidden clues if they do
not map for themselves. This adds a layer of realism to the
campaign.
The NPC mapper approach also speeds up game-play and ends
long lulls in the action and narration while the mapper
"catches up". Both players and GMs will appreciate the
extra time to devote to the story itself.
Finally, there is an area of risk that can be associated
with NPC mappers. What happens if the mapper runs off with
the map in a panic? What if the NPC is a villainous agent,
opposed to the characters' party and has been paid to get
the players hopelessly lost? There are endless
possibilities.
- Let Players Gamble Their Experience Points On Quests
From: Bannister N.
I had a tips suggestion relating to General GMing tips from
Mike S, tips #94, part 3
[ http://www.roleplayingtips.com/issue94.html#r3 ]
Does Story line and/or Plot have to rule the game?
I've never let a story line ruin the players' fun. In fact,
some of the best scenarios are when the players are calling
all the shots and I just run the game. Here are a few tips on
how this can work.
- Players Set Their Own Quests
My players have always had to set their own quests. That way
I know what they are after and where their needs are.
There's no need to ask them or survey them, they'll discuss
it openly in game.
To encourage this I allow them to "gamble their experience"
on quests they set for themselves. I set reasonable odds and
allow them to play the rest. If they think the odds are a
bit high they'll wait a few levels before attempting to
complete said quest. If odds are too low, I usually add a
time limit to up the odds.
- Set Events Regardless Of Player Participation
I set in motion a series of events that players can
participate in if they wish, but that will occur regardless
of whether they do their own thing. As a result my world has
become so much more real. Events don't take place as the
players happen across them; events just happen and either
the players were there or they weren't.
I create a simple list of what happens, when, where, and to
whom. And, sometimes, if players have the opportunity to
find out I'll add a "why" to it as well.
Lets take a set of a events from a well-known movie:
- Good guys steal secret plans to Death Star
- Bad guys chase good guys and capture them
- Robots eject from good guys craft in order to seek Jedi
for quest
- Robots, with Jedi & farm boy, find escape craft, but are
captured
- Escape craft gets away but loses Jedi
- Princess joins group, goes to hideaway and plans attack
- Attack happens
- The bad guys are destroyed
I think you get the drift. Now, if the players were at the
bar on Tantooine and spoke to one of spacecraft pilots, or
had a possibility of being in contact, I'd have the local
storm troopers and our other NPCs worked out. But, until the
players even think of joining them on the millennium falcon,
there is no need to know that step g) is or isn't going to
happen, so I wouldn't detail those plans.
Since the above-mentioned list would typically take 5-10
role play sessions, I have a general idea if I need to flesh
out the events for the players before next week. I'd also
come up with some contingency plans in case the players
somehow manage to not have the star destroyer follow them
back to the rebel base.
- Set Scenes Not Scenarios
Start by having a broad general knowledge of everything in
the local gaming area. Have an encounter table for various
areas (i.e. wilderness, rural, urban) and an understanding
of why a town exists, as in trade routes, production of
goods, border patrol, centre of populace, main markets, a
simple idea of its size and primary races, and so on. That's
all you need.
If players need an adventure hook, get the related encounter
chart, make an encounter roll, and have the locals complain
about the problem. If players don't want to take the bait,
you've not wasted time and effort on something just for them
to abandon it, and you don't feel the need to force them to
go along anyway.
Return to Contents
- Keep Your Plot Options Open
From: Dave G.
[In Response to http://www.roleplayingtips.com/issue94.html ]
Johnn,
Great issue. I felt that a lot of things that people had to
say were right on. There was only one caution I would offer
your readers in regards to the 4th item:
"4. Hinge A Key Element Of The Plot-Line On Each Of The
Heroes"
This is a great idea, but there's potential for disaster
here. What happens if a main character dies? The DM must be
prepared to keep plot integrity without sacrificing her
creative genius. If a player dies who is critical to an
element of the plot, it can get tricky to find an alternate
route.
Sometimes, I have found that the best way to take care of
this problem myself is to NOT change the plot at all as it
gives the remaining heroes the chance for some role-played
mourning:
"Man, if Greenbriar was alive we could have beaten that
plant thing a whole lot easier!"
If you key a specific element to an individual, I recommend
throwing a variable in the plot to help the players out, such
as a special item or 'random' encounter that somehow prepares
the party for dealing with something that their skills no
longer are quite as good at handling.
Thought I'd throw in my two coppers! Keep up the good work!
Return to Contents
- There's No Such Thing As Bad Roleplaying
From: Ted O.
Key to rewarding RP: there is no such thing as bad
Roleplaying -- any sincere effort, regardless of the skill
level of the player RPing, is good RPing. Never ridicule a
player's sincere RPing efforts. Reward him for trying, and
don't stand for the other players being critical of low-
RPing skill, either.
Return to Contents
- Tips To Nudge Players Away From Hit-First, Ask-Later Mentality
From: Ted O.
I had an interesting experience recently where the players
encountered a well surrounded by skulls. The theory was, if
the players tossed a coin in the well, the skulls would give
them hints about what's going on. One player decided that
the well was the source of great evil, and he must kill the
skulls before they summon the evil out of the well to kill
them. Whap, whap, whap -- skull bits are flying everywhere.
Later, the gang is going through The Hard Way, having not
gotten the hint about The Easier Way. They keep trying to
get through this one passage and keep being forced to
retreat. They come back to the room with the well & skull-
bits, and toss a coin in for good luck, so I had a bit of
jaw-bone clatter on the floor, unable to talk.
Eventually, one of the players says "hmmm, maybe we should
have seen if the skulls had anything interesting to say
before we destroyed them all..." I tried to hide my smug
grin, but I think they saw it.
...And I think they get the idea, now.
In a similar vane, you can have the monster beg for his
life, "help you, I will -- tell you my master's plans, I
can", or whatever -- so even if the players start by
fighting, they get talked-into talking.
Future minions can open combat with "wait! I have a
proposal..." Sometimes this can be sincere, sometimes it
can be so the ambushers can get the initiative.
...But the DM can mix things up, and make it clear that
sometimes parley is important. Just remember: you don't
have to MAKE your players parley THIS session -- just plant
the seed of the idea that maybe, sometimes, they ought to
talk to the easy combatants before offing them -- or wait
until the other guys draw their swords.
Another trick is to make the odds so overwhelming against
the players that it's clear that their only chance is to
talk. If your players are thick-skulled and don't see it,
have the bad guys only knock them out, strip & bind them,
then interrogate/torture the PCs. This should plant the
idea "ok, we didn't do so well in combat, perhaps we can
talk our way out of this." If not, maybe as the players
talk about "what should we do?", the DM could just casually
mention "I suppose negotiation is out of the question, eh?"
Return to Contents
MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE
"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.
SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"
subscribe@roleplayingtips.com
UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-Off@lists.webvalence.com
SUBMISSIONS
Send a blank email to submissionguidelines@roleplayingtips.com for Submission Guidelines
Submissions & Articles may be sent to:
submissions@roleplayingtips.com
Copyright © 1999-2002, Johnn Four, RoleplayingTips.com. All Rights Reserved.
Return to Contents
|
|
|
|
|