Professional Documents
Culture Documents
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CONTENTS:
--> A Brief Word From Johnn
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Cheers,
Johnn Four
johnn@roleplayingtips.com
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6. One Surprise
===============
Another good item to include on our session checklist is at
least one twist, unexpected turn of events, or surprise.
Players love being hit with the unexpected.
I used the word seed with purpose here, because any seed
left unrooted by the party should be allowed to sprout,
bloom, and bear fruit.
Ok, enough with the plant talk. The point of this checklist
item is to keep your campaign growing and your players happy
by offering a steady stream of new choices over a long
period of time.
For example, the PCs must break into the jail and rescue a
fellow PC. They decide they need a good distraction that
will clear all the guards out of the jail. In the city,
there's currently a guild strike, a visiting Prince, a
sardine market glut, and a heat wave. Perhaps the characters
can use and interact with these events to solve their
problem? The paladin could suggest to the Mayor a parade be
held in the Prince's honour. The rogue could recommend to
the leader of the striking guild that he stage a
strategically located protest along the parade route. And
the mage and cleric could buy several sacks of sardines,
hide them in and around the jail, and let the heat wave do
its work.
For example, it's been a year since the PCs released the
village from the monstrous terror. The group is now in
another part of the kingdom helping a Baron with a small
owlbear problem. At the Baron's table, as an agreement over
payment for services rendered is being reached, the Baron
serves the PCs some tasty wine. The Baron comments that the
wine hails from a southern village that has, until recently,
been strangely absent from the wine market for some years.
Aha! The PCs can proudly claim their important involvement,
or perhaps just derive some quiet, personal satisfaction.
(Keep in mind that, if a year in game time has passed,
chances are several sessions have been played and news of
the village would have even more impact on the players--a
great benefit of long-term ripple effects coming into play.)
Example methods:
* Rumour, news, gossip
* Rivals taking credit for the PCs' efforts
* Unexpected presents delivered to PCs, possibly on the
anniversary date of the event, if applicable
* Random encounter with an involved NPC
* Related or affected products or services encountered
* Descendants encountered (long term)
* Correspondence (messenger, letter delivered)
Example effects:
* Economic (imports, exports, growth, slump)
* Political (area becomes more or less important)
* Personal (new friendships or enemies, PCs attract
attention)
* Social (fashion changes, event is popular topic of
discussion)
* Adventure (new job or quest opportunities)
Not every session can end this way though, due to the
circumstance of the PCs, story line, or current location.
Here are some additional session-ender ideas:
[ ] 1. A Quick Start
[ ] 2. One Shining Moment For Every Player And PC
[ ] 3. One Shining Moment For The GM
[ ] 4. One Cool Reward For Each PC
[ ] 5. One Plot Thread Measurably Advanced
[ ] 6. One Surprise
[ ] 7. One Seed Planted
[ ] 8. One Background Event
[ ] 9. One Way The PCs Have Changed The World
[ ] 10. An Entertaining Conclusion
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Coming soon...
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1. Magic
--------
(Repeat this section again for psi powers if you also wish
to include them.)
2. Technology
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2.1 What's the overall level of technology? Though this is
somewhat important, there can always be exceptions. For
example, dwarves and gnomes using powerful steam and
clockwork machines, elves with superior metallurgy, dark
necromancers with "free labour" in the form of zombies. I
think that the big tech decisions in a fantasy world should
be:
3. Science
----------
3.1 What level of scientific research have the people
reached? This is an interesting question and not directly
related to the level of technology but more related to the
level of understanding. It's possible to have a society that
has virtually no technology outside of the jaw bone of some
animal, but has a deep and thorough understanding of the
world around them, thus enabling them to calculate when
earthquakes, storms, or other natural disasters are coming,
or reliably directing them to move into areas they know will
be full of food.
4. Religion
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(Repeat the steps above for religious magic.)
4.2 Number. How many major religions are there? How many of
those have sub-religions and orders?
5. Races
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Races have been covered in other issues, but one thing I
like to stress: MIX IT UP. No one likes to see the exact
same orcs every time. Maybe make the orcs on your world the
pinnacles of evolution due to their constant "thinning the
herd" with wars and extremely fast breeding rates.
6. Lost/Forgotten Civilizations
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6.1 Are there any? Some fantasy worlds, it seems, are built
on layers of different species, each of which was in power
for some period of time, and a lot of them seem to be
missing now, for whatever reason, such as a natural
disaster, being overthrown, or all having ascended to
another plane of existence.
6.3 Are there any left? Maybe some hidden locale has a whole
village of them, or one or two have turned themselves into
liches to ward off time. Or perhaps they have simply
forgotten who they are and have entered society proper.
7. Exploration
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7.1 How much of the world is explored? Most fantasy authors
seem too focused on one or two connected continents rather
then an entire world, and the reasoning is simple enough:
how would they cross the great waters? But, a world with
magic or even lost technology could have the whole world
explored, if not accessible. Powerful mages may even have a
rudimentary space flight program in place!
8. Terrain
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8.1 Consider the terrain of a fantasy world, especially one
that has magic. If humans can use magic, and elves and
dwarves, then why not some plant life, or animal life. The
effects of magic-using plants and animals could be profound
on an environment. For example, if there are magic plants
that create their own water, then a special sort of
rain forest may exist in a desert. Invisible hunting panthers
could make travel especially dangerous for creatures that
don't have the additional senses to back up their sight.
But don't stop there, what about a planet that uses magic on
a rudimentary level? Snowy plains right beside sweltering
savanna, separated by a thin belt where the manna aspect
changes. Rock formations that seem almost communicative, but
even the most powerful scrying finds them to be a natural
phenomenon.
1) Get the idea. This is the hardest and most painful step.
It's basically getting the rough idea of "what are we gonna
do on Wednesday?" I start thinking about this on the
Wednesday before. If I'm lucky, I get it down by Thursday
evening or Friday morning.
For example, the players could pursue the bad guy up the
hole he climbed back to the surface. In case they do, I get
down on paper how high the hole is, how many climbing rolls
will be needed, what the defaults will be, and how much
damage is done if they fall. I'm not great at looking up or
remembering rules on the fly, so when I know I'll encounter
something I'm not familiar with, this is the stage that I
look it up in.
The same would go for traps. Okay, this is a pit trap. They
need this kind of roll to spot it, they can't disarm it but
by putting a table or something over it they can overcome
it. If they fall then I roll 1d6-3 to find out how many
spikes they hit, each spike does X amount of damage.
http://www.cnn.com/2003/TECH/science/11/18/whistle.language.ap/index.html
4. NPC Portraits
From: Dale Thurber
=====================
Lately, I've been downloading images from the web - ones that
are portraits and freely usable in my campaign. I've been
using the Baldur's Gate computer game series of portraits
and a few others.
http://www.darkmyst.org
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Johnn Four
mailto:johnn@roleplayingtips.com
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