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Roleplaying Tips Weekly E-Zine Issue #199

The Session Checklist: Ingredients To A Successful


Game Session, Part II

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SENT BY SUBSCRIPTION ONLY With Compliments


From: Johnn Four, http://www.roleplayingtips.com
johnn@roleplayingtips.com

CONTENTS:
--> A Brief Word From Johnn

--> This Week's Tips


6. One Surprise
7. One Seed Planted
8. One Background Event
9. One Way The PCs Have Changed The World
10. An Entertaining Conclusion
11. Checklist Summarized

--> Readers' Tips Of The Week:


1. Fantasy World Design
From: Strider Starslayer
2. Dwayne's Session Planning Method
From: Dwayne al' Trawick
3. Fantasy Language Idea
From: Rob M.
4. NPC Portraits
From: Dale Thurber
5. Equipment Management Tips - Shadowrun Style
From: Debbie Johnson

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A BRIEF WORD FROM JOHNN

Electronic Game Industry Request


--------------------------------
If you work on designing or programming electronic PC or
console games, would you mind sending me an email? I have
some questions about the industry in general that I'd like
to ping you with. Thanks!

Big Screen Gaming


-----------------
The campaign I'm playing in currently has a pretty sweet
multi-media gaming set-up. The GM arrives with his Mac
laptop and hooks it up to our host's 50" projector screen,
stereo system, and broadband Internet connection. He can
then bring up any map, picture, video, web page, or sound
clip he likes during play. We have a laser pointer as well
for, well, pointing, which helps Q&A and keeps fingerprints
off the screen.
To date though, this aspect has been underutilized. I've
found having a 4 foot, full colour picture of the foe(s)
you're fighting on the wall right beside you is pretty sweet
and can really bring an encounter to life. Yet, the GM
doesn't do this much. If I gave you his phone number, would
you mind calling him and putting the lean on for me? ;)

Seriously though, the main impediment for taking advantage


of this gaming enhancement seems to be organizational. How
can a GM organize their media files efficiently? Sorting,
naming, filing, and referencing files can be a pain if you
have a lot to manage. It's not enough to just create
categories of folders on your hard drive. For example, many
jpgs could fit multiple categories or have several useful
elements in them you'd want to note somewhere. There must be
some software out there to help with this task? How do other
GMs out there manage their media files?

Have more fun this week!

Cheers,

Johnn Four
johnn@roleplayingtips.com

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INGREDIENTS TO A SUCCESSFUL GAME SESSION, PART II

For Part I, surf over to:


http://www.roleplayingtips.com/issue198.asp

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.

By including at least one surprise each session, you also


ensure that your games do not become predictable or
stagnant. You'll also find that players will be on their
toes and more attentive.

Players also enjoy beating the GM to the punch. They are


greatly pleased when they guess a surprise before it
happens. So, it doesn't even matter if the twist comes as a
curveball or is guessed ahead of time--you'll have achieved
some level of entertainment value just by including it.

Here are some plot twist tips:


http://www.roleplayingtips.com/issue75.asp

7. One Seed Planted


===================
Next on our checklist is plot hooks, side-plots, and multi-
threading. Player choice is an important factor in sessions.
If the group feels like it's being forced along a specific
path, it'll rebel, get frustrated, and retaliate with ye ol'
hack 'n slash.

A good technique for ensuring choice and opportunity is to


plant at least one new seed for a plot, quest, or adventure
each session. The full benefits of this will take a few
sessions to build because the players might follow the first
few seeds right away. But, as time goes on and progress
slows a bit on one or more threads, the unused seeds will
soon start to stack. As the stack grows, the players will
feel excited, and possibly even giddy :), that they have so
many untapped choices!

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.

1) Sprout: Between sessions, do an update on what's


happening with each seed's thread. Ensure that it progresses
to match the PCs' pace, or at least, the campaign's
time line. Ensure the characters learn about or experience
any effects or consequences of the seed's growth.

2) Bloom: If still left alone, the seed becomes a full


background event, world or campaign changing development, or
a current adventure incident. The exact time when a seed
comes to flower is at your discretion. Busy GMs will want to
keep as many threads in a seed state as possible to take
advantage of any planning done, because once a seed blooms,
its nature changes and you'll need to modify your plans.

However, it's thrilling for players to have a thread that


they've been tracking or getting periodic updates about
suddenly burst into a bunch of campaign activity. Because
they've watched the thread transform over time, they'll feel
like your campaign is alive, vibrant, changing, and
exciting.

In addition, there's often a reason why players don't follow


a particular seed. Sometimes the party is simply too busy.
Many times though, the seed hasn't appealed to them as an
adventure opportunity. Allowing the seed to bloom gives you
a chance to change it and try again to see if the players
will pursue it.

3) Bear fruit: Here's where the big benefits of regularly


planting seeds lie. When a plot thread matures to a certain
point, it should starting spawning its own seeds. Without a
lot of effort, you should be able to get many new background
event, adventure hooks, and plot ideas from a thread that
has been allowed to mature without direct PC involvement.

The benefit to you is a natural, easy, self-generating plot


machine. You will also find your campaign world becomes an
exciting land where adventure or story opportunities abound.
Campaign details and information will spawn in a logical,
seamless way as opposed to forced effort done on a blank
sheet of paper.

It's at your discretion when a background plot thread comes


to maturity and bears fruit. When this happens, you have to
change your plans, repurpose NPCs and maps, re-stock some
dungeons, modify plot lines, tweak unused encounters, and so
on. However, for the threads you do transform, you'll be
paid back with a more complex campaign environment that came
together in a natural and simple way that you and your
players watched grow and so have come to know like a dear
friend.

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.

8. One Background Event


=======================
This directly relates to our seed planting tip. Unless the
PCs are deep in a dungeon or isolated from the world during
their adventure, have at least one background event come
into play each session. This will remind the players that
there's a campaign world out there.

Background events are perfect problem solving fodder as


well. Imagine that the PCs face a wide chasm that has no
bridge. They have a long rope, spikes, a bag of sardines,
and a levitation scroll. The players should have fun
concocting a plan to get them to the other side using a
successful combination of their resources. Background events
supply resource opportunities in the same way as rope,
sardines, spikes, and a scroll do.

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.

It will be obvious to some readers the idea and benefits of


using background events. The key here is to add the category
to the session checklist so that at least one event occurs
or progresses every session.

9. One Way The PCs Have Changed The World


=========================================
Some players measure progress through experience points,
others through character development. Either way, victories
eventually become shallow if the characters never get to
witness how their actions impact the game world--at least at
the regional level.

For example, the PCs are hired to defeat a monster that's


been plaguing a village and they emerge from its lair
victorious. They return, make their grand announcement, and
get great pleasure at seeing the stress, worry, and fear
dissipate from the villagers' faces.

That's an example of short term change. You can create


ripple effects that range from short to medium to long term,
and the PCs should get to learn about or experience the
effects their stories and adventures have as the campaign
goes on.

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.)

Before each session ends, be sure to include a reference,


circumstance, or event based on the PCs' past adventures
that lets them know they're having an effect on the world
around them--no matter how small.

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)

10. An Entertaining Conclusion


==============================
A strong session end leaves a lasting impact on players and
GMs alike. Frequent benefits include:

* Creating anticipation for the next session (that


hopefully motivates a quick start).

* Creating a higher level of satisfaction (it's important


for everyone to feel the time they invested into the
session was well spent).

* Lowering player absenteeism.

* Generating positive player feedback that motivates GMs to


continue working hard on the campaign.

* Increasing player participation for between session


activities, such as homework tasks.

The classic ending is a cliffhanger. The session concludes


mid-combat where it appears the villain or foes will be
victorious; or the game pauses with the life of a PC in the
balance; or a great revelation is about to be revealed.

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:

* Celebration of a group victory


* Division of a big treasure pile
* The PCs solve the puzzle, they hear a click, and...
* The appearance of an important NPC wearing a strange,
interesting, or bemused expression (soap opera style)
* The appearance of the wrong NPC at the wrong place at the
wrong (or right) time (again, like in a strategic soap
opera scene cut)
* The trigger of a plot hook
* Large experience or story point reward (enough to impact
the characters and cause player joy :)
* While player energy is still high
* Arrival at an important destination
* End of a big combat
* A mystery solved
* A story element finally exposed or explained
* A return to a safe harbour

11. Checklist Summarized


========================
Many of these checklist items will be familiar to you.
However, it's easy to forget including them each session,
especially as your head gets filled with numbers, NPCs, and
session development information. The purpose of putting
these very important game elements into checklist format is
to provide you with an easy quality assurance tool.

It's just like a pre-flight check. Before the game, run


through your checklist quickly and determine if you have
ideas or a plan for each point. Midway though a session,
check your list again and note what things still remain
untended to. And an hour before the session ends, look at
what still needs to be included and fit it in if possible,
before it's too late and the game is over.

[ ] 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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READERS' TIPS OF THE WEEK

1. Fantasy World Design


From: Strider Starslayer
===========================
With Issue #197 being focused on sci-fi game worlds, I
thought it might be helpful to throw in my own thoughts on
fantasy game worlds. While the two types are rather similar,
there are things you can do with a fantasy world that you
cannot do with your 'average' sci-fi one.

Of course, nothing says you can't have a sci-fi fantasy


world with dragons competing with hover bikes for the skies,
and magic swords competing with force swords for the melee
weapon of choice for distinguished rogues everywhere.

I've divided the following into sections and subsections to


make this a bit easier to look up and be more convenient.
For instance, if there are no lost civilizations, skip the
lost civilizations section.

1. Magic
--------
(Repeat this section again for psi powers if you also wish
to include them.)

1.1 Is magic available? This may seem a silly question,


given that it's a fantasy world, but sometimes fantasy can
be fun even without the magic.

1.2 Aspect? Is magic the same everywhere, or is it easier to


work necromancy in an orcish battlefield then in pristine
wilderness? If magic does have different aspects in
different places, how profound is it, and how controllable
is it? Remember, if you make it too controllable, sure it'll
be neat to have a convenient reason why the evil necromancer
is always in an underground crypt, but you'll find your
players finding interesting ways to exploit this as well.
(Not that that's a bad thing.)

1.3 Flow. Is magic ubiquitous and equally strong everywhere?


Is there a city that floats in the sky using mere trinket
level enchantments that would be useless elsewhere, or a
grizzled barbarian village that charges more then a thousand
ransoms for it's seemingly useless swords that, once taken
out of the low manna bowl they sit in, become weapons of
legendary power?

If you decide to aspect your world, you once again have to


decide if it's ordered, has rhyme or reason, or perhaps is
related to a weather phenomenon in which manna comes and
goes like the wind.

1.4 Reason. Does manna have a reason to exist, or is it just


"there"? Some examples: Much like fossil fuels, manna is
created by the death of creatures. Great battlefields will
have much more manna than untouched deserts.

Another example: Manna is a natural part of the universe,


and flows like wind. A mage must spend decades studying
manna patterns to acquire the skill of manna-ology and
determine when the most auspicious time to cast a spell is.

Third example: Manna is actually a collection of super-


advanced nano-tech robots created by the Elders--a
mysterious race that went extinct long ago. Those who can
"cast spells" are actually just individuals who have the
unique genetic markers required to command the machines
telepathically.

2. Technology
-------------
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:

1) What's the highest level of metallurgy available?

2) Has gunpowder been invented? Note that, even if gunpowder


has been invented, that doesn't mean the cannon or the gun
exists, especially if metal is still too fragile to build
them.

2.2 Variations. Just because the human race doesn't have


gunpowder, that doesn't mean that the dwarves don't have
some "secret fire powder" that they use in their steam
golems to make killing them almost as lethal as letting them
run their course.

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
-----------
(Repeat the steps above for religious magic.)

4.1 Prevalence. Decide how common religion is going to be,


how many people believe, and if any given religion is more
prevalent then the others.

4.2 Number. How many major religions are there? How many of
those have sub-religions and orders?

4.3 Truth. Are any of the religions actually "right" while


others are "wrong"? Or is there a god for every religion"
(This is important if you're building evil religions or
religions where the gods are particularly active.)

5. Races
--------
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.

Make Trolls the forgotten servants of a lost race and


therefore possessing of some very strange skills, such as
atomic power plant operation. It's innocuous enough that it
won't come up in a regular game if you have a troll PC, but
will be stunning if you do have it happen. "Wait, your
telling me Ogg, the one who can't remember which way he's
walking half the time, managed to walk up to the weird
humming thing that was making us sick, and then pressed a
series of 200 buttons in a specific order, and now we're not
getting sick and a hidden city has dug itself out of the
ground outside!?"

6. Lost/Forgotten Civilizations
-------------------------------
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.

6.2 What happened to them?

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
--------------
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
----------
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.

2. Dwayne's Session Planning Method


From: Dwayne al' Trawick
===================================
Hey Johnn!

I really liked last issue so I thought I'd share my own


planning ways. Your way is very efficient, in that it
basically breaks down to what everyone wants. Mine is still
kind of in the stone age, but maybe we could learn something
by going back to the basics. So, here goes, Dwayne's
Sessions Planning Method:

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.

2) Write the newsletter. I do a weekly newsletter for my


group, and I always try to incorporate information that may
be somewhat important to the plot line of the next session.
It rarely works out that way, but I still try.

3) Define the adventure. This is where I pull out MSWord and


start hacking away at scenario ideas and my prepared "scene
clips", which are little narrative descriptions that will be
too important for my ad-hoc, stuttering, winging-it usual
speech. Here is where I make maps and give names to the
important NPCs.

4) Get down to points. I use the term points because I GM in


GURPS, which is a point based system, not a level based
system. At this stage I build whatever NPCs I need (thus the
points) and get down to the details of the scenario. I also
look up, reread, bookmark and/or note important rules I know
I'll need.

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.

5) Game night preps. On game night I set aside the figures I


know I'll need, and I also prep the weekly quiz (I give
characters a chance to earn more points by answering
questions in the newsletter), and I also print out whatever
adventure stuff I need.

6) Game it. This part is self explanatory.

Well, I hope it helps!

3. Fantasy Language Idea


From: Rob M.
========================
I recently came across an article discussing the
resurrection of a whistling language in the Canary Islands.

http://www.cnn.com/2003/TECH/science/11/18/whistle.language.ap/index.html

The Whistling Language, known as "Silbo Gomero," contains


four vowels and four consonants and a four-thousand word
vocabulary. The language allows individuals to communicate
over distances of up to two miles.

In a low-magic fantasy campaign, this language could be an


important method of conveying critical information across
great distances. Whistling stations could be set up along
the major highways allowing messages to be sent and replied
to faster than the best rider or carrier pigeon.

A whistling language could also surprise your party when


apparently random "bird calls" convey concise information
from community scouts to community leadership, detailing the
party's composition and apparent intent.

If the storyteller is feeling especially kind, he may allow


player characters the chance to learn this specialized
language. This knowledge would allow the characters to
coordinate their activities over long distances.

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.

I copy and paste as many as I can on a page in Word, and


then print. I then cut and paste onto 3x5 cards (or you
could print on cardstock). Folding the bottom allows the
whole thing to stand up, and voila - instant NPC face! On
the back I can use the lines of the 3x5 card to write in
details about the NPC. In combat, I can arrange the cards in
order of initiative.
I can hang the NPC card on the DM screen when that NPC is
talking with the characters. Most players are visual
learners - they'll recognize the NPC later a lot better, and
it saves time in a description.

Plus villains are more real. They have a visual identity


and a DM has to describe little, just show a face.

5. Equipment Management Tips - Shadowrun Style


From: Debbie Johnson
==============================================
Johnn,

I GM Shadowrun and they have an excellent system to spend


less time on mundane living expenses. Keep in mind that
Shadowrun is a futuristic, non-d20 roleplaying game, but I
see no reason why this aspect couldn't be adapted for other
systems.

There are 6 levels of lifestyle choices. They are Street,


Squatter, Low, Middle, High, and Luxury. Each has their
monthly cost and what is included in that cost. For example,
Middle costs 5000 per month, and you would get a nice house
or condo and a standard car. (More details are, of course,
provided in the game, but this should give you the idea.)

Since most missions would be short term and take place on


the home turf, there is no need to go weekly food shopping
in game. However, if the GM (and consequently the PCs)
planned an extended out-of-town trip, then supplies would be
critical and the puzzle effect that you referred to could be
explored.

I usually don't require the players to decide their


lifestyle at character creation. Some people I've played
with have their entire character concept in their mind
before ever touching a piece of paper, but I like to play a
character for a while to get a feel for him/her. So, my
players have the option of playing four game sessions before
they must purchase a lifestyle. They've usually earned some
extra cash by then and can pick what they want as well.

They even have the option of purchasing a permanent


lifestyle, which is a one-time fee of 100 months of that
lifestyle. Once they have gotten high enough level
characters this is a viable option. So, even if they bring
"guests" home, and their apartment is destroyed, they can
find another one quickly, or it gets fixed, free of charge
(mutually decided by the player and the GM).

Something new in Shadowrun is Lifestyle Edges and Flaws.


These can be chosen by the player or GM to customize their
home sweet home, or randomly picked to reflect greater
realism. They all have values assigned and the idea is to
have an equal balance of edges and flaws. Examples of edges
are Hasty Access and Terrific View. Flaws can be Annoying
Neighbors or Trigger-Happy Landlord.
_______________________________________________________
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Try the next big step in -your- games.
Enjoy the flexibility of the IRC medium. It's free!

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That's it for this week's issue.

Have more fun at every game!

Johnn Four
mailto:johnn@roleplayingtips.com

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