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CONTENTS:
--> A Brief Word From Johnn
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Tarot Tips
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Last week I posted a very short tip about using tarot cards
as a tool to create interesting NPCs. I received a few
emails and tips about tarot, so I thought I'd explore the
topic a little more. I hope you find a useful idea or two in
this week's issue.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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1. Tarot Links
==============
The tips in this issue assume you know a little about tarot
cards, what they are, and what they're normally used for. If
you aren't familiar with them, here are a few links to help you
learn more about them:
* Tarot software:
(If this link is too long and doesn't work for you, just go
to [ http://www.downloads.com ] and do a search for "tarot".)
http://download.cnet.com/downloads/1,10150,0-10001-103-0-1-7,00.html?
tag=srch&qt=tarot&cn=&ca=10001
* Online reading:
Joshua L. says that if you visit
[ http://www.mysticgames.com ], go to birthdays, and then
enter a random number, it will give you two Tarot cards (for
'character' and 'personality') that you can use, for
example, to construct an NPC's personality.
There's two tricks to this that I know of, which will help
you stay out of trouble when doing live readings.
Maybe the old ruler had been a tyrant with an iron fist.
After his death, which may have happened under mysterious
circumstances, the peasants consider revolt...there have
already been some riots. Meanwhile, the fort has been sealed
and the garrison, confused now that the person at the top of
the hierarchy has died, only comes out heavily armed and
ready for anything. Recently, there was bloodshed when
pitchforks, shouts, and throwing stones were met with
warhorses, swords, and crossbows. The person with the most
authority in the village sees the adventurers as an
opportunity to prevent further violence.
* Card #2: the Good Guy. The NPC, group of NPCs, or society
who needs the PCs' help. Depending on the card drawn, it can
represent instead a situation that needs fixing rather than
being a Good Guy.
* Card #3: the Bad Guy. This card represents the story's
villain, in whatever way, shape, or form.
* Card #4: the Crux. I place this card between #2 & #3 and
it represents what the Good Guy and the Bad Guy are fighting
over. It's the conflict of the story.
5. Villain Design
=================
I wasn't going to mention this tip because using tarot for
NPCs was briefly covered last week. But, after writing out
the pattern for Tip #4, I thought you might find my villain
pattern of value.
I turn over the cards in the following order: #1, #2, #4 (#5
& #6, if needed), #3 to #10.
8. Fortunes As Prophecy
=======================
I have yet to use tarot well in-game for telling prophecies.
This has more to do with my prophecy creation ability than
the use of the cards, though. Maybe prophecy would be a good
future issue topic? Anyway, tarot cards should make an
excellent tool for creating prophecies.
You could, for example, lay out seven cards, with each card
representing a step or verse of the prophecy. You could also
do two readings and create a pair of competing prophecies
(like in the David Eddings' Belgariad series).
====
[Johnn: can anybody else think of sound effects you can make
with a table, chairs, or anything else? Email me at
johnn@roleplayingtips.com ]
1. Personality
2. Drive
3. Ambience
1. Personality
--------------
Characters are always defined by what and who they are, no
matter if they are NPCs or PCs. So, personality is a very
important part of how the NPC is perceived by the audience
(your players).
* Use Archetypes
Everybody knows the sneaky thief, the big overweight
barkeeper, the sweet, sexy barmaid, the somewhat gay-
behaving boutique-owner, the old, fat lady with too much
make-up who owns the wild west brothel, the unfriendly or
foreign cab-driver, the weapon-loving redneck, the vulgar
bulgar, the cheese cheater, the naive maiden, the evil
sorcerer, the stupid orc captain. Watch movies and tv-shows
and pick the archetypes you need...
* Exaggerate
As GM you have to transport as much perceptive information
as possible, in the shortest time, to your audience. And,
because players rely on aural senses mostly, you have to
compensate a lot. You can do this by exaggerating. In voice,
tone, manner, body language, etc. Show the NPCs' emotional
state. Pick any emotion that might suit your NPC and act it
out. e.g. melancholic, depressed, happy, sad, funny, excited
and so on...
* Show off
Don't be afraid to act silly. If you are not afraid to act,
you not only give your NPCs more life, you will also encourage
your PCs to act more out of character, without being afraid
of being an idiot.
2. Drive
--------
Like all life forms, even NPCs have, more or less, defined
goals and beliefs. While some NPCs might help the PCs,
others might not. Sometimes it's clear why, sometimes it's
not. If a PC stops a pagan on the main street to ask the way
to the library, the NPC might be in a hurry, ignoring the
PCs request completely, or he might be having a bad day,
shouting at the PCs to leave him alone, walking away
mumbling about all the bad things on earth. Or maybe the
poor PC just picked the NPC who is just looking for someone
to talk to and starts to tell the PC his full life story.
Maybe the NPC is a stranger in town himself? Or doesn't
speak the local language, or is deaf, mute, or just the
village idiot on his daily shift thru town.
Every being has its own ambition, let the PCs feel these
ambitions. The beggar on the corner might want to earn his
money for his daily dose of ale, while the shopkeeper wants
to make a good deal. Sometimes it's that easy, sometimes
it's not.
3. Ambience
-----------
The use of voices was discussed in issue #80 of the
"Roleplaying Tips" [ www.roleplayingtips.com/issue80.html ],
so I will talk about other possibilities on how to give
ambience and colour to your NPCs.
Which brings me to the next tip: Reuse your NPCs. You are
familiar with the faces in the local department store you go
to every week. And while you might not speak to all the
people there, you know their faces and maybe even know the
way they behave. It makes the world the PC and NPCs live in
more real if the armourer is the same guy at the same place.
The wandering merchant could be met in a different town
sessions later. The daughter of a baron could be met a few
months later in a different land where she has married. Or
the crime lord the PCs hunted down comes back some time later
to take revenge. The demon the PCs sent back last time is
the same Demon the mage in the next town just summoned for
the PCs because they need some hell-knowledge. And, as
always, exaggerate a bit.
A few general tips: always have some empty paper ready to
make notes of NPCs that you just made up. I used to make
small versions of the character sheet for our house system
where I noted the most important things, including where and
how the NPC met the PCs the first time, what the outcome of
the encounter was, what kind of voice and body language the
NPC uses, what he looks like, what his general beliefs and
motivations are and some notes on the NPCs personality.
And maybe one last hint. NPCs should never be just the
background figure in a movie, they have lives of their own,
and as the world goes on to turn, they go on with their
lives.
1. Short is best
Keep it short, and embellish only briefly. Someone must have
the strength to read your prose later.
2. POV
Point of view is more important than getting things across
in a personal report. If your assignment is to make a group
report, include less of POV, and write more condensed.
3. Regularity
Keep up with your sessions. If you find your prose lacking
in style, then the only thing that can get you anywhere is
practice. Doing reports helps give you experience in
summarizing events in few words. Your proof-reading skills
will increase also.
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That's it for this week's issue.
Johnn Four
mailto:johnn@roleplayingtips.com
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