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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #98
A Bunch More Tips From Your Fellow Readers
Contents:
This Week's Tips Summarized
A Bunch More Tips From Your Fellow Readers
- World Building Tips
- High Level Campaign Tips
- Setting Players Up To Role-Play
Readers' Tips Summarized
- Roleplaying Paranoia
- Adventurer Bookies
- Battlemat Follow-Up
Return to Contents
A Brief Word From Johnn
Early Mail-out
I apologize for the lack of warning in last week's issue
about mailing out #98 a few days early. I'm going away for
the weekend (a non-roleplaying trip, I'm afraid) and figured
it would be better to get these tips into your hands early
rather than late. It's a long weekend here in Canada, which
means I'll respond to your emails early next week.
Johnn Four
johnn@roleplayingtips.com
Return to Contents
A Bunch More Tips From Your Fellow Readers
- World Building Tips
From: Dwayne T.
Johnn,
You haven't had a tips request in your last couple of issues
and my GMing ego is beginning to slip. Funny it should slip
when my group is doing something we have never done in one
of my campaigns before: returning to a world and characters
we had long given up. I have been amazed at all the great
stuff that has been going on in returning to this world, so
I wanted to share it with you and the rest of your readers.
I have been in a GMing slump for a couple of years. My last
few campaigns have died out and my GMing ego, like I said,
is slipping. My friends and players have noticed this and
together we came up with an idea: return to a previous
success.
Though the campaign we're returning to was never finished,
it was a huge success because the players had a great time,
all the time. So we decided to return to those characters
and switch things over from GURPS to our current system,
D&D3E.
It has been this trip down memory lane that caused me to
remember the one detail that had always set me apart from
the other GMs in our group: my campaign world.
So, as a GM, the best thing you can spend your time on in
creating a campaign is its setting. And I have provided a
few tips from a resurrected pro:
- Research Other Worlds
The best thing to do initially is to look at other worlds.
The easiest one to find info on is our own. Study maps of
all scales, from continental to city level. Learn about
the history of our cultures, study our religions.
My best advice for a newbie to any historical period is to
look at children's books first. They give you the
information in a simple, to-the-point manner, with plenty of
illustrations to help you visualize things. Libraries are a
great source for these kinds of books.
It's also a great idea to look at fictional worlds. Some of
the best are those created for games. My favorites are GURPS
Fantasy (which may be hard to find), Harnworld, and the new
Forgotten Realms for 3E D&D. GURPS fantasy isn't a very
creative world but it goes into great descriptions about
medieval cultures. Harnworld is good because it gives you a
detailed history and goes EVEN MORE into medieval culture.
Don't let it bog you down with the amount of information it
provides. You don't have to compete with it.
Worlds in fiction books are also great but you usually have
to read the whole book or series to get at all of the info.
They're still a great ride though! My favorites are George
R.R. Martin's Song of Ice and Fire, as well as Robert
Jordan's Wheel of Time series and...of course...the father
of them all...Tolkien's Lord of the Rings. I urge you to
carefully study Tolkien's world, it is crawling with
originality.
If you're a sci-fi person...I can't help you much for your
exclusive needs except for the obvious choice...I'll let you
use the force to figure that out. I would still urge you to
check out those other worlds I mentioned though. The
elements of a good world, no matter what genre, remain the
same.
- Create Your Own
Once you've done a good portion of research you're ready to
create your own world. Here's some advice on this too...
- Draw A Map
You may decide this is not the best starting point, but it
has worked for me pretty well, so give it a try. Go to
Office Max (or your local equivalent stationery store) and
buy one of those big pads of easel paper, the ones with
the big blue squares. Then go home and use the first page
to experiment with very small maps of sample continents.
When you've filled that giant page with little maps, pick
the one whose shape appeals to you the most, then rip off
that first page and draw your selected continent to full
size on a new sheet. Always draw lightly with pencil so you
can make easy corrections.
When you're done, start putting in mountains, lakes, major
rivers, and so on. It's good to have some other maps around
for reference. After some practice and a little attention,
you'll begin to understand how mountains "work" and how
rivers are shaped and where swamps are generally found.
Drawing that first continental map is like an ancient
religious ritual. I always pick out my favorite music or
book on tape, have two litres of pop ready, and have all my
favorite maps pegged to the walls. Make your surroundings
full of creative energy!
- Think Cultures Not Countries
The best thing to do from here is get yourself a notebook or
loose leaf binder. Think about the kinds of people that
would settle on the areas of your map. Don't start drawing
lines yet, though. Think clans and tribes, the root of many
civilizations. Where would they go to grow crops, where
would they avoid?
- Think Diversity
Think diversity when designing your cultures. Look at our
own world's, for example. Some believe in many gods while
some believe in one. Think about how art, architecture,
music, and language are different around our globe.
How well life flows from your cultures into your game is
dependant on how diverse they are. A single-culture world,
even if by only a few details, like a common religion or
language, can be a stale and impossible one.
- Think Religion, Not Gods
The flavor of many cultures and worlds stems from actions
and behaviors derived from religious beliefs, not from the
gods themselves. So, focus on creating beliefs and religious
organizations, in addition to the gods. It's also fun to
think about things like:
- Do the religions allow belief in ghosts?
- Do they have demi-gods like angels and demons?
- What symbolism is predominantly used?
- How do magic and religion mix?
- How do politics and religion mix?
- Think History
Now is a good time to begin a basic history of your world.
The best thing to do when beginning is to get a large piece
of paper, make a separate column for each culture you've
created, mark dates along the left-most column, and outline
each culture's history. Just write down basic things, like
when the first nations grew, when the culture had its first
contacts with other cultures, major wars, and so on.
Once you've finished a basic history, you may want to add
another layer to your map. You can start to draw some
national boundaries (still in pencil) and a few major sites.
Some of those first places of interest that have popped up
in your history should be noted on the map. Some may become
cities or adventuring sites.
- Consolidate Your Facts
Is your world brimming with life now? Is your mind a blur of
knowledge of it? Is it beginning to take on a life of its
own? Good. If not, don't worry. It will all come, eventually.
The best thing to do now is make a more permanent and
organized version of your notes. If you like to type, put it
all into your computer. If not, use your binder or notebook
with dividers and bookmarks.
Feel free to start coloring your map now (or giving it
whatever finishing touches you want to add) and get ready to
start over...well sort of. Now is the time to find a portion
of your map you like, zoom in, and start the process over
again on a smaller scale. You don't have to do this to every
area right now. Just one spot that would be a good place to
start your campaign. And go back to step one and have fun
with it.
Well...I'm sorry I wrote a novel but I feel mostly
satisfied. I hope it was helpful and that you're not asleep
yet :-)
Return to Contents
- High Level Campaign Tips
From: Jason K.
- Develop a few organizations to start causing problems.
PCs are pretty powerful at high levels (mine are 17th-18th,
and windwalk everywhere), but they can only be in one place
at a time (generally.) Having organizations means that you
can have multiple actions going on at the same time, and if
the PCs kill off one leader, there are still others to carry
on the plans of the organization, so your adventure doesn't
end in the middle because they got a lucky shot or whatever.
- Think big! Work on a grander scale! These guys can travel
a lot further a lot faster, so spread the wealth. They are
working to save their lands, so put the nastier dungeons in
extremely hazardous and remote locations. Now's the chance
to show off the world! :)
- Avoid throwing bigger, badder monsters. Start using
tactics and unusual environments to make those combat
encounters interesting. Combine monsters and classes in
unique and interesting ways. (Try a Troll Monk, for
example.) Use combinations of monsters that shore up each
other's weaknesses.
- Look for traps, attacks, spells, and special abilities
that have effects even if the PCs fail their saves. [In D&D
terms] avoid Reflex saves for half damage like the plague,
since everyone and their dog probably has Evasion. Look for
things that affect PC abilities directly, since those don't
change very much across levels, and lowering stats are much
more effective in combat than lowering hit points.
Return to Contents
- Setting Players Up To Role-Play
From: Hugh
As a GM, I've found that even over several gaming sessions
it is still hard to see the personalities of some of the PCs
my players are running. One method I now use to bring out
the personas of the characters is to put them in situations
that don't directly affect them.
If the characters are in a bar or at a market and a thief
steals from them, they are going to try to kill or subdue
the thief. It doesn't matter if the PC is evil, good,
chaotic, lawful or otherwise. Having someone steal from them
is going to force a conflict. However, if your PCs are at a
market and they see a thief steal from someone else, this
leaves them open for a broader range of reactions. If a poor
peasant boy is stealing from a rich noble's coin purse,
maybe they'll just let it happen. If a merchant catches a
poor peasant boy stealing bread from his stand, does the
party help the boy escape? Do they pay for the bread? The
point I'm trying to make is that by making the PCs
onlookers, they are going to take an action that is far more
unique to the characters.
My style of developing a story has changed drastically since
I've used this method of GMing. I used to try to create a
story by anticipating what the party will do from scene to
scene. This caused me to try to force the party back to the
same path every time they did something unexpected. This can
be very frustrating to the players.
Now I try to think of a scenario, think of the motivations
of the main NPCs (like the evil villain), and drop the PCs
in the middle somewhere. For example, during a campaign I
was running, the party needed to travel from one area of the
country to another. At one point they had been traveling a
whole day through the woods. It was getting dark and they
were still several hours from the next town. When they came
across a cottage they decided to ask the owner if they could
stay in the barn for the night. And when they approached the
cottage I casually mentioned that through a window they
could see a man and a woman eating dinner. The woman
answered the door and apprehensively let the party stay in
the barn.
What the PCs didn't know is that the man in the cottage was
not her husband, but someone she's having an affair with.
The husband, a big burly man, went to town to sell the pelts
of the animals he trapped. To save money, he decided to come
back home the same day instead of staying at an inn like he
normally does. The fun part starts when he enters the barn
in the middle of the night to stable his horse. When he
demands to know what they are doing in his barn does the
party figure things out right away? Do they try to save the
life of the man in the cottage? Do they try to stay out of
it? Do they try to save the life of the wife as the trapper
chases her around the barn with an axe? It really doesn't
matter what they do. Your players get to role-play, and you
get to watch them react.
Another example deals with a staple role-playing ploy. Many
PCs have run into the NPC that joins the party and turns out
to be the bad guy that tries to kill off the party. Try
putting a bad guy in the party that isn't trying to kill
them.
In the campaign I am running I put in an NPC who is a
nobleman. He looks the part of a hero: handsome, shiny full-
plate armor, riding into to town on his white war-horse. He
comes across as self-centered and it's obvious he feels
superior to most, but aside from these character flaws he
treats the PCs very well. I introduced him to the party when
they needed help completing the mission they were on. In
return for his help they would help him kill the band of
gnolls who killed much of his family. Now what they don't
know is he hired the gnolls to kill his family.
Killing his kin gets him much closer to the crown. Now he
wants to tie up loose ends and make a show of revenge.
Hopefully, the characters will slowly see how callous he can
be. He may kill a beggar in cold blood because "he's a drain
on society," but the nobleman sees the value of the party he
is now in and will not harm them without a very good reason.
This puts the ball in the PCs' court. How long will they
adventure with this evil man? Will they ask him to leave
when they find out his nature or will they try to kill him?
Maybe the party is willing to put up with him as long as
they stay on good terms. There is nothing wrong with putting
an NPC in the party who tries to kill them off, but if you
put the PCs outside of the evil behavior of the NPC, it
gives them more opportunity to role-play. It goes back to
not forcing a conflict.
A man at a bar who picks a fight with the PCs will get an
obvious reaction. A man at a bar that picks a fight with
another NPC will get a somewhat more varied reaction from
PCs.
If you want to threaten the life of the PCs, put them on a
sinking ship. If you want see the morals of the PCs, put
them on a ship near a sinking ship.
Along the same lines, you could have trolls attack the party
to cause a fight. Or, you could have trolls attack a group
ahead of them -- your PCs may end up changing routes.
Another similar concept that achieves the same goal of
getting players to role-play is to make a world that is not
black and white. Maybe your PCs are hired to protect a
caravan. The PCs may find out that the caravan is moving
goods for an "evil villain." Maybe they find that the
teamster who is being paid to move the goods is not an evil
man, he's just trying to make a living.
These are more like plot twists than anything else, but what
they do is get the PCs to do more than just kill off the
bandits attacking the caravan or destroy the caravan. It
forces characters to make decisions as to whether it is
alright to trash goods of an evil villain if it means
putting the teamster in hardship and doing the opposite of
what they were paid to do in the first place.
Timmy fell in the well? What the PCs learn is that Timmy was
thrown in the well. What they later learn is that Timmy was
thrown in the well because he's a werewolf, and occasionally
killed the neighbor kids during full moons. Now what do you
do with Timmy? Is that a little more fun than just finding
out who's the best climber in the party?
Are savage barbarians attacking the outskirts of town? Sure
the party can kill them for the townsfolk. What if the
barbarians know that the town is growing to a point where it
is building over an ancient evil crypt? If the evil is
disturbed it will surely destroy everything in the area. The
PCs only find this out when they have the last of the
barbarians on the run. Do they still want to mop the floor
with them for burning down a building or two?
Mysterious lizardmen raiding villages on an island for
slaves? What if the slaves are manning underground
mechanical devices that keep the island from sinking into
the ocean? I know it's mean to put a party in this kind of
dilemma, but putting a pit trap between the party and some
kobold archers is pretty mean too, and that's not frowned
on.
Bugbears demanding a toll on a well-traveled bridge? Is the
paladin PC still going to kill them if they built the
bridge? The bugbears are still really mean, and they are
charging obscene amounts, but it is their bridge. Do the PCs
know the bugbears destroyed the bridges nearby to make
theirs more popular?
Don't get me wrong, there is nothing wrong with
straightforward stories and killing bad guys that are truly
bad guys. However, if you want your players to develop
personalities for their characters, one way to help them is
to give them choices with a range of "right" answers.
Readers' Tips Of The Week:
- Roleplaying Paranoia
From: Ed B.
I've had a problem with players not roleplaying things well
when they knew out-of-character information. For example,
their characters showing little to no emotion or excitement
when they find out that another character has something they
need desperately, mainly because the players themselves knew
about that item. It leads to poor roleplaying (if you are
playing with poor roleplayers, that is).
So when my group was screwing around trying to identify an
artifact, and they kept failing (because the artifact was
not for them), I decided the next 'Identify' spell would
cause insanity. Needless to say, a PC tried the spell. Ok,
lets roll on the chart. Paranoia. Cool. Hmm... if I tell him
he's paranoid though, it'll never be played well. Let's play
with his head.
So I started passing the paranoid player notes, telling him
he was seeing and hearing things that didn't really happen.
That glance from the bartender to acknowledge entrance to
his bar, then him going in the back to get another keg,
turned into, "When you enter, the bartender gives you a wary
glance, looks nervous, and darts off into the back." I
started passing blank notes to the other players, and they
would write gibberish and pass it back (they were in on it,
and thought the whole thing was hilarious). I'd take them
outside and talk about the sports scores for a moment. After
a while the guy playing the paranoid player was playing his
part perfectly. He WAS paranoid.
It all ended when the paranoid guy, POSITIVE he was fine,
told the priest to heal him. See! Nothing! I told you I'm
fine! Wait a second... huh? And then we all hit the floor
laughing as I told him he was cured, and the last 3 gaming
sessions of notes and sneaking about was just his paranoia.
If you have a party member who's insane, charmed, or might
not otherwise be able to play a situation well... don't tell
him about it. It might work out even better than you
planned.
- Adventurer Bookies
From: David B.
Johnn,
In the D&D campaign I am running, my players decided to
actually do some research about the dungeon they were headed
into, quite a deviation from their usual "charge in and
kill" mindset. While I was going over the background
material, which usually sat gathering dust at the beginning
of my notes, I hit upon the idea for "adventurer bookies" as
a fun way to share information with the characters.
Since the Forgotten Realms, Greyhawk, and most other high
fantasy worlds have an entire subculture of adventurers,
tomb raiders, etc., it isn't that big a leap to envision a
group of local barflies who one day decide to bet on
whether that bunch of brightly-armored "heroes" would
actually get back from the Dread Pit of the Flame Lord, or
whatever local dungeon attracted adventurers. In some of
the larger cities, especially those on the fringe of
civilization that act as jump-off points to many different
adventuring sites, these informal bets could quite easily
evolve into large operations, with professional or semi-
professional bookies setting odds, holding bets, and
maintaining records of bets won and lost.
Watching heroes ride out to fame and fortune is an uplifting
sight, but nothing quite matches the feeling of satisfaction
a farmer or shopkeeper gets when he sees those same
adventurers limp back into town beaten, bloodied, and empty-
handed. Add to that the fun of clearing a few copper or
silver pieces, and it would be a sure-fire hit among the
innkeepers, stable boys, and other townsfolk who don't lead
the glamorous life of an adventurer.
The adventure bookmaking could also serve several useful
purposes in a fantasy campaign. First and foremost, a good
bookie always has a keen eye for laying odds, and would be a
great help for players to assess their ability to take on a
given adventure, as well as a great source of stories and
history about adventuring groups and dungeons in the area.
If the players are at loose ends, they could be handed a
plot-hook with a simple "Interested in a small wager, my
friend?" Finally, they can be a source of cash for the PCs
if they want to bet on themselves.
Bookie: "Oh, yer gonna go after the fabled Tomb of the
Wizard-King, eh? Yep, the Company of the Silver Scepter
headed out there last year, came back 3 men short and white
as ghosts. Y'know, they'd beaten the great dragon of the
Smoke Mountains, single-handedly turned back the Orcish
Horde of Death, and beat Loki in a riddle contest. What
have you done, again?"
PC: "Well, we killed two kobolds and their pet dire skunk.
Umm, you got any leads on something more in our league?"
Of course, the benefits of adventure-betting to a campaign
go beyond mere information brokering and profit.
- Consistently successful parties may start gaining fans, as
well as the wrath of the losers.
- Unscrupulous bookies or other unsavory types may take it
upon themselves to fix the odds, using means as subtle as
sending a warning to the guardians of the PCs goal, or as
blatant as ambushing them on their return.
- Thieves' guilds could try to move in and get a piece of
the action, bribing or blackmailing heroes to take a dive.
- Rival adventurers could start taking the group's success
as a challenge and start trash-talking them or calling them
out.
- A particularly wealthy bookie could start arranging
competitions, either offering an open prize for the recovery
of some legendary treasure, or setting up contests between
specific rival companies.
- For the more light-hearted GM who appreciates Survivor, a
wizard could provide the group with a talisman which allows
them to be scried upon with his crystal ball, which would be
displayed at the local pub.
- Information about potential rivals or evil foes could
quite easily exist in the books. "Well, once I had a guy
bet he -wouldn't- come back alive. Worst bet I ever made in
my life. Yep, Anders the Wizard went off to the Tower of
Eldritch Necromancy, come back Anders the Lich. I don't
take bets like that anymore, not after what he did to my dog
when I told him I couldn't pay up..."
Of course, the depth of the gambling scene is up to each GM,
whether it's a few old-timers putting a couple of coppers on
that strapping lad headed for the goblin caves, or a complex
system of odds based on correctly guessing which specific
members of the party will return alive. Wagering
on other people's luck and pain is an almost inherent part
of human culture, so why not turn it to a use in your
fantasy campaign as well. I hope this device proves useful
to whoever decides to use it.
Return to Contents
- Battlemat Follow-Up
From: Todd R.
[re: http://www.roleplayingtips.com/issue97.html#r3 ]
Ryan W.'s battle map suggestion is excellent, but BEWARE. Not
all poster frames are compatible dry erase markers. Test the
dry erase ink first by making a small mark then erasing it.
If it does not erase, use water-based overhead projector
pens instead. (I learned this the hard way.)
Return to Contents
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