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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A quick way to guess what the players want from the game is
to assess the characters. Players don't generally make a
fighter so he can sing songs or settle land disputes. If 6
out of 8 players in your game create warriors who take all
combat related skills then odds are they want a chance to
use them in fights. If the party is full of bards and
rogues, then the players are likely to be interested in less
direct approaches.
5. An Alternative To Battlemats
From: Jeff Ibach of DM's Haven
http://www.dmshaven.freeservers.com
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Johnn,
http://www.aginsinn.com/tiles.html
After straw polling the issue with everyone and asking for a
consensus solution, we now have the group of players dictate
the missing player(s) character(s) on the basis of how they
normally behave. Since I note down high and low points of
behaviour for characters, this is actually reasonably easy.
It means when the player isn't there the crucial plot points
are still advanced but the player loses the power of direct
input until they return.
Having the group play the absent characters also lets the
close-knit team atmosphere of the gaming group build. The
need to have their own characters fairly played when they
are unavoidably absent makes my group pretty good about
playing a character as it should be. Sometimes the play of
an absent PC is a bit stereotypical -- too bad.
Here are some books that I've come across that I found
extremely helpful when planning my games.
Cheers,
Pete
2) Lunacy
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Consider a woman, completely insane, but not for any of the
normal reasons; rather, she sees so much of the Truth that
her human brain simply can't process it all and has long
since snapped under the strain of trying. What could your
players learn from such a woman? Can they find the gold of
pure, useful, and entirely factual information in the vast
dust of the babble constantly coming from the woman? Will
they try?
Your tipster, Ralph S., suggested using the web to snag pics
to help set the scene.
http://images.google.com/images?q=giant+rat
http://www.elams.org/Places/Bolivia%202000/Giant%20Rat.jpg.html
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http://www.curiousgames.net/RPGTips.html
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* Have your NPCs cast similar magics that your PCs use.
Hi there Johnn,
Dear Johnn;
<GetYourBigDictionaryOut>
Neo-particularism, as described by the obviously well-
educated Dwayne T, is a world view that combines a solid set
of absolute facts with an acceptance of the mutability of
the universe outside those facts. Modern North American
culture seems to be in this stage, and so one could be
forgiven for seeing it as more advanced than other stages.
There is, however, at least one other stage in cultural
development that grows out of neo-particularism, and seems
to appear most frequently as a society begins to rot. The
slow spiral of declining imperial power, or the self-
destructing but advanced warlike society act as wonderful
backdrops to campaigns.
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Johnn Four
mailto:johnn@roleplayingtips.com
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