Professional Documents
Culture Documents
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CONTENTS:
--> A Brief Word From Johnn
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Warm regards,
Johnn Four
johnn@roleplayingtips.com
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Situation
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* Who is their employer?
- Is the employer important, rich, or powerful?
- Is the employer important to the story or adventure?
- Does the employer have valuable relationships with
important, rich or powerful people?
- Is the employer linked or of value to the villain in
any way?
- Employer ideas:
+ Noble, politician or ambassador
+ Successful merchant or business person
+ Spouse of an important person
+ Has important job (i.e. bank manager, captain of
the watch)
+ Has important role (i.e. guild council member)
+ Famous (i.e. musician, ex-adventurer)
Motivation
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Once you figure out how a servant could be valuable because
of what they know, who they serve, or what they could do,
the next part is to establish a motive. In most stories,
servants are happy with the status-quo. They don't want to
stick their neck out for fear of losing their job or being
punished. So, why would they take the risk?
Example Scenarios
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* A wealthy merchant bribes the stable boy of his competitor
to supply him with a weekly list of visitors. The merchant
can use this information to anticipate business alliances,
sabotage relationships, and figure out his rival's future
plans. The stable boy, not understanding the ways of
business, is simply grateful for the extra five coppers
every tenday.
* The Chief Eunuch gets a private room, eats the best food,
and does the least amount of work. Plus, he's got a nasty
temperament and loves to be a bully. All the other servants
despise the creature and one in particular is actively
plotting against him.
So, the rule always breaks down to this: think about what
every other NPC of that type has been presented as then do
it differently...
[Johnn: great tip Brian. And, what about the reverse? Use
cliches to trick players into making a set of false
assumptions and lull them into overlooking the NPC, then
surprise them with a twist.
For example, make the prim and proper butler with the
English accent a polymorphed intelligent monster who is the
mastermind behind a recent series of robberies.]
Agent
Apprentice
Attendant
Bank Messenger
Bar Keeper
Basket Maker
Boarding Master
Brakeman
Brick bearer
Bricklayer
Carriage Driver
Cashier
Clerk
Construction Worker
Cook
Courier
Day Labourer
Drayman
Driver
Factory Hand
Farm Hand
Forge hand
Furnace Hand
Gardener
Gaslighter
Gatekeeper
Gelder
Governess
Grubber
Guard
House Servant
Housekeeper
Instructor
Land Lady
Landlord
Livery Stable Keeper
Maid
Mechanic
Night Watch
Nurseryman
Overseer
Porter
Seamstress
Sergeant
Shoe shiner
Stage Driver
Steward
Waiter
Washer and Ironer
Washerwoman
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3) Reward them for not only posting, but for posting well.
Not only does this encourage frequent posting, it allows the
PCs a fair opportunity to advance in level. In tabletop
scenarios, the party usually gets to divvy up treasure and
experience either on the fly, or at the end of the session.
It takes forever to raise levels on Message Boards unless
you award XP for posting or play/DM a predominantly hack and
slash campaign.
What's much more fun is to make the bad guy subject to the
same attention as the good guys. If the good guys *try*,
they *can* compile a dossier on Mr Evil... they can find
where he went to high school, they can discover the truth
about his lost love that turned him into a raving psychopath
at age sixteen, etc. They might have to spend a lot of time
doing it, or pay through the nose for someone else to do it
(that's what Mr Evil has minions for), but it should be
theoretically possible.
Those who can't tell the difference between good and evil
are known as sociopaths. I'd argue that many villains have a
pretty clear view of good and evil, but it is different from
that of the regular John Doe. Rationalization is one way
they can do what they please and still live with themselves.
Another way is a code of ethics that simply differs from
what we are accustomed to... and then there are those who see
themselves as evil and lovin' it.
* Maps
* Charts
* Artwork
You name it, if its on paper all you need is a web cam and a
good color printer. I have found this useful in various
ways, like taking snapshots of the artwork of monsters in
the monster manual and handing them to players during an
encounter. This works well if you have new players--giving
a visual experience while you're busily describing the
creature to them.
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That's it for this week's issue.
Johnn Four
mailto:johnn@roleplayingtips.com
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