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Sent: Monday, November 13, 2000 11:38 AM
To: erisrvn@bellsouth.net
Subject: Roleplaying Tips Weekly #49: 10 Ways To Find Inspiration
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From: Johnn Four, http://www.roleplayingtips.com
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CONTENTS:
--> A Brief Word From Johnn
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A BRIEF WORD FROM JOHNN
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Johnn Four
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10 WAYS TO FIND INSPIRATION
by Kate Manchester
Copyright 2000
jadeofvegas@yahoo.com
So just where do you look for ideas for adventures? Here are
ten suggestions, in no particular order, which can be
applied to virtually any sort of RPG:
3. What If?
============
This is a question frequently asked by science-fiction
writers. Ask yourself what if? and create an adventure
around it. For example: What if Fantasy Literature were
outlawed? That is the premise of Ray Bradbury's classic
Fahrenheit 451.
4. Get Personal
===============
This is not as easy. Take your personal experiences and let
your imagination expand on them. For example, say you're
walking to class or hanging out with your friends.
Extrapolate upon this. Perhaps on your way you witness a
murder and the dying victim hands you a film container.
Then present this scenario to your players.
8. Search
=========
There are websites that can provide you with inspiration for
plots. One need only look for them. Just make sure that
you let the website's creator know what you're doing if they
specify that all the material is copyrighted and NOT to be
used without their permission. Hit search engines that are
tailored to RPGs or if possible, the specific game you're
interested in and you should be able to come up with some
usable web sites.
10. Tie-Ins
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If you notice a particular locale or NPC that the players
enjoy, by all means, continue using it. Maybe that annoying
thief, that made off with the party's treasure while they
were sleeping, bumps into the party while trying to elude the
local authorities. Will the party attempt to detain him and
turn him over to them? Or will they use this opportunity to
get even? Besides, if some of your adventures are
connected, your campaign has the illusion of being well
planned way in advance, even if it's not.
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READERS' TIPS OF THE WEEK:
First Game Session Tips & The Color Card Trick
From: John T.
Tip: First Game Session Tips
* Make sure the first plot hook is really blatant and really
severe. Hooking characters into the first game of a campaign
is really important. Establishing a common ground and making
sure the PCs are grabbed by the adventure makes the play
smoother. After the first session you can let things slide.
In other words, do things like arrest the PC and force them
to clear their names, or run from the law. Whatever...don't
give them an option to escape the plot...at least for the
first session. ;)
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But, it's also bad because the players learn the system and
know when something is coming. But, that's easily defeated
by altering the coding scheme or just pulling out a blank
red card, getting them excited for nothing, then hitting
them with something later one that was written on a plain
white card.
The bottom line is that colors are not only good for
organizing a game, they're also good for adding excitement
in the players minds and are another tool GMs can use to
ensure the game is enjoyed.
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That's it for this week's issue.
Johnn Four
mailto:johnn@roleplayingtips.com
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