Professional Documents
Culture Documents
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CONTENTS:
--> A Brief Word From Johnn
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conventions@roleplayingtips.com
mailto:conventions@roleplayingtips.com
Cheers,
Johnn Four
johnn@roleplayingtips.com
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* * *
* Character works for what they get. That could mean that
they have to create a damn good background, detailing
things their character has done to justify the higher
level, and that they have to find a way to work
themselves into the party rather than leaving it to
the GM.
b) Most GMs will allow a player to change PCs. Here are some
of the reasons offered, as well as some suggestions:
4. Conclusion
============
In the end, no matter which policy you intend to use, I
believe that communication is by far the best method of all.
Tell your players up front what your policies are on
character creation, and then there will be far less room for
criticism or complaint. Of course, if you're going strictly
'by the book' and use the rules already in place for your
own game system (assuming, of course, such rules exist), I
think that will garner far less arguments than using some
other method.
Walks in Moonlight
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Thanks again!"
johnn@roleplayingtips.com
mailto:johnn@roleplayingtips.com
Thanks! :)
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As GMs we can make the rules any way we like. One of the
interesting points to come out of last week's tips on kings
is the "try it out" concept. It may be that a new Pharaoh
ascends to the Sun Throne and wants to give his/her citizens
the right to private property. Obviously, this will have a
big impact on the culture. But what happens when the next
Pharaoh ascends and wants a return to the good old days?
Oh, that's another thing you might want to pass on. If you
recall, I used to complain a lot on how I seemed to have
lost my gift for GMing. Well, before this seemed to occur, I
used to do a lot of visualization. What I would do is
imagine sitting at the table with my players and saying all
the things I planned to say for important parts, bad-guy
speeches, important descriptions, or whatever.
Housekeeping
------------
After each game spend time updating your notes. Use a plot
tree or some flow charts so that you can easily look back
and follow their progress. Keep your work to the local
level, where your heroes are adventuring. Keep track of your
NPC actions, villains, creatures, and humanoids. Work with
motives, goals, perks, flaws and lifestyles for your
villains.
What I like the most about the Honor system is that it's
based on roleplaying--not hacking. And by roleplaying, I
mean heroic or honorable actions, not just/only acting.
Diving into a fire and suffering a permanent charisma hit
in order to save a child is worth just as much Honor as a
clever insult or tear-jerking performance (note though,
Honor is not dependant on alignment; evil PCs and NPCs have
Honor too).
"Here is some info on the module B1: Quest For The Unknown.
Many years ago, rumor has it, two noted personages in the
area, a fighter of renown and a magic-user of mystery &
power, pooled their resources and expertise to construct a
home and stronghold for the two of them to use as a base of
operations. Word just reaching civilization tells of their
demise. If one only had the knowledge and wherewithal to
find their hideaway, there would be great things to explore!
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Johnn Four
mailto:johnn@roleplayingtips.com
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