Professional Documents
Culture Documents
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SENT BY SUBSCRIPTION ONLY With Compliments
From: Johnn Four, http://www.roleplayingtips.com
mailto:feedback@roleplayingtips.com
CONTENTS:
--> A Brief Word From Johnn
Regards,
Johnn
mailto:johnn@roleplayingtips.com
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Tracking hard facts like dates and names always goes a long
way towards keeping your campaign consistent.
For example:
1. Diamond, 50 gps (treasure found, I ask the player to put
diamond #1 on his character sheet)
2. Belgorn: capital of kingdom
3. June 21, 12pm: when PCs must return microfiche
* Calendar duties
* Campaign journal creation & maintenance
* Campaign web site
* Campaign e-mail list
* Note taking
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Next week I'll have a few more tips on keeping your facts
straight if you game master on-the-fly or if you need to
depart from your plans & notes.
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READER'S TIP OF THE WEEK:
Crime & Punishment in Harsh Worldframes
From: Riina
Hi there!
First of all, one might ask why not just kill the
characters? Well, for starters, without the characters the
story is over, and anything you've built up is over. Also,
if you kill their characters the players will start to wrap
them in cotton wool - it will get to the point where they
won't even walk on the grass. Not good if any of your plots
rely on characters taking the initiative, or rebelling
against the system.
This is well and good, but how do you then preserve the
atmosphere of your game world, and avoid the perception that
the characters can get away with anything? Firstly you need
an in game reason to let them live. Here are a few that I
can think of:
* The PCs are more useful alive, perhaps there is a war and
they need every sword they can get (for example)
* There are worse things than death (some of which are not
so bad to roleplay, especially if you like angst)
At this point you have to work out what those in power will
actually do to the offending PC, because they will need to
do something, or else the illusion of control will slip, and
your evil overlord (or whatever) will look powerless.
Here are a few that have worked for me, and if done
carefully, they can promote rather than hinder roleplaying.
Just remember, if you go to far your players may become
over-cautious. Of course, if they are in need of more
caution, go your hardest....
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That's it for this week's issue.
Johnn Four
mailto:johnn@roleplayingtips.com
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