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Roleplaying Tips Weekly E-Zine Issue #150

Celebration Of 150 Issues: Reader's Tips Special

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SENT BY SUBSCRIPTION ONLY With Compliments


From: Johnn Four, http://www.roleplayingtips.com
johnn@roleplayingtips.com

CONTENTS:
--> A Brief Word From Johnn

--> This Week's Tips Summarized:


1. The GM's Role Is To Present Conflict
2. Turn Flubs Into Plots
3. Run The Game Your Players Want To Play
4. Help Your Players Learn The Rules
5. An Alternative To Battlemats
6. Dealing With Absentee Players
7. Reading List Ideas
8. Prophecy And Lunacy
9. Introduce Sessions With Summaries
10. Online Sources Of Pics

--> Readers' Tips Of The Week:


1. Tips For Running NPC Mages
From: KillerDM
2. More Political Incorrectness Tips
From: Riina Stewart
3. Medieval Book Recommendation
From: Liam Haynes
4. Follow-Up Of Universal Progression Of Cultures
From: Tyler E.

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A BRIEF WORD FROM JOHNN

#150 & 3 Year Anniversary


-------------------------
With coincidental synergy, this issue celebrates number one-
five-oh and the three year anniversary for Roleplaying Tips
Weekly. The first ezine went out November 27th, 1999 and,
thanks to your support, on-going feedback, and tips, it's
been a great three years! A whack of overtime at work last
week and this upcoming week means you're spared from a long-
winded speech--but I'll make up for it in Issue #200. :-P

To celebrate this special occasion, I'm dedicating the


entire issue to Reader's Tips. Enjoy--and thank you!

Warm regards,

Johnn Four
johnn@roleplayingtips.com
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CELEBRATION OF 150 ISSUES: READER'S TIPS SPECIAL

1. The GM's Role Is To Present Conflict


From: Jay W.
=======================================
I would emphasize more the role of the GM in character
development. A person's character is revealed through
conflict and so is a player's character. The role of the GM
is to create conflicts (not necessarily battles) that
emphasize or challenge a character in a way that is unique
to that character. In resolving these conflicts character
is revealed.

The most effective method of revealing character is not in


the choice between good and evil, but rather the choice
between two competing but incompatible 'goods'. For example,
a fire is raging in a man's house. He gets up and sees that
both his wife and his daughter are trapped by the flames. He
only has time to save one, which does he choose? And to not
choose condemns both to a grisly death. There is no right
answer, just one that reveals character.

When a player creates a character the GM should put things


in the PC's background that the player doesn't know about
that will bear fruit later in the game. Why? Because a few
surprises (and they don't always have to be bad ones) add an
element of mystery to a character. This means the players
retain an interest in their characters.

All good stories are a mystery at heart. We don't know what


is going to happen to the protagonist, but if the player
knows everything about their character, and there are no
twists, then they become complacent.

The GM should also add color to a character. If the player


starts to do something cool, the GM can pick up the baton
and continue the description as well as have the rest of the
world react.

Along the same lines of character and story telling is the


rule: give the audience (the players) what they want, but
not in the form they expect it. This both satisfies the
players because they ultimately got what they wanted, yet it
was new and exciting because it was done in a form they
didn't expect. The essence of good (commercial) story
telling.

Also, if the GM wants the players to appreciate something,


then it should be in short supply. In the game I play, magic
is exceedingly rare. Thus it is highly valued. But there is
a consequence to magic being so rare: most people don't
believe that it exists. "Myths and legends." Thus, when used
properly even, very slight magics can have tremendous
effects on morale. A simple light spell can break a
barbarian horde. Armor is rare as well, thus we are always
hungry for it. It helps motivate our characters.

The GM should be the best role-player at the table!

We also have a system for role-playing rewards. Players are


given "checks" or "mega-checks" right away for good role-
playing. A check is worth 100 times the character's level
and a mega-check is worth 1000 times. A player rewarded like
that in front of everybody does have a subtle psychological
reward effect. They want more!

We also require that a character, in addition to the


experience points they received as a result of combat, has
at least twice as many role-playing checks as the level the
characters are going to. For example, you need 8 checks to
get to 4th level in addition to EP. This keeps hack and
slashers from dominating the game.

At the end of the night every player is given a role-playing


reward. This is a discount to the next level. So if a player
gets a 25, then 25 percent of the EP needed to get to the
next level is already accounted for. This is the rating for
the whole night's performance. Finally we give a star to the
best role-player of the night. When a player gets 10 stars
they get taken out to dinner and are given a small plaque.
When a player gets 25 stars then they can trade them in for
a very special character. All these reward systems are
designed to encourage the players to stretch and grow as
role-players.

2. Turn Flubs Into Plots


From: Heather Grove
http://www.burningvoid.com/
==============================
Here's a tip, courtesy of my husband, who's my favorite
game master: take advantage of your mistakes.

Every GM flubs up eventually. You mis-remember a detail. You


get something wrong. And one of your players says, confused,
"Umm, but I thought it was this way..."

Instead of back-tracking or getting flustered, turn it into


a plot! Take a second to think about whether or not you can
come up with a plot that would account for the way in which
the world has "changed." If you can, then go for it! If you
get practiced enough at it your players will never notice
that it all started from a "mistake," and the game will seem
to go much more smoothly from their point of view. Not only
that, but you'll get a few extra plots you might not have
thought of otherwise. ;)

3. Run The Game Your Players Want To Play


From: John S.
=========================================
Some GMs are good enough that they can keep the players
entertained no matter what they run. Those GMs don't need
our help. :-) For the rest of us, ask your players what kind
of game they want to play. Ask them how much time should be
spent on story, combat, and roleplaying each session.

Much emphasis has been placed on "in character" surveys, but


"out of character" surveys can be just as valuable. Ask your
players what type of game they want to play in.

Hero Games used to have forms that described the campaign to


the players, rating the campaign on its adherence to the
rules, whether good and evil were shades of grey or black
and white, and how much action to expect.

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.

Using surveys and looking at the characters can save much


time and grief if all your players want combat -- how much
are they going to enjoy rewards solely based on roleplaying?
Let the players have fun doing what they want to do!

4. Help Your Players Learn The Rules


From: Mitch M.
====================================
The PCs struggle through difficult terrain, overcome twisted
riddles, and manage to sneak into the lair of the Evil
Necromancer, Gillbates. They draw their swords, ready their
spells, prepare their prayers...and completely screw it up.
They forget what magic items they have, don't remember what
skills to use, and can't fight their way out of a wet paper
sack.

Honestly, what percentage of roleplayers do you suppose have


actually read all the rules? Not most by my experience. You
need to make sure the players know how the combat rules
work.

The first method is to engage them in simple, frequent


combats to bring them up to speed. Next, I have friendly,
experienced NPCs give them a little on-the-spot training to
emphasize rules. Finally, I summarize important rules on a
sheet of paper and give a copy to all players.

It behooves a GM to improve the players' knowledge of the


rules. This brings the group together and keeps everyone on
the same sheet of music.

5. An Alternative To Battlemats
From: Jeff Ibach of DM's Haven
http://www.dmshaven.freeservers.com
============================================
Johnn,

I read a lot of the comments and pitfalls about the vinyl


Battlemats in the newsletter archives and saw myself years
ago. Back in the early 90's I too ruined a Battlemat with
permanent markers by mistake. I solved the problem with
tiles. What I mean is, we still use the battlemat with
outdoor situations. Throw on a few hills and trees but you
still have a huge grid to track movement and scale. But,
when the action moves to the dungeon, there's nothing more
basically annoying than waiting for the GM to constantly
draw colorful lines, erase mistakes, erase when space runs
out, etc.

With a set of pre-scaled tiles, usually about 6 to 8 inches


long and 2 inches wide, you can quickly lay out corridors
and rooms and just as quickly collect them up or slide them
'round the mat when space runs out.

There are a number of ways to do build the tiles. The


easiest is to just buy about 20 sheets of cardstock, set up
a 1-inch grid on your favorite desktop publisher or draw
program, and print out the sheets. Cut them out to the most
common shapes you would use with a few curves or diagonals
and you're all set. They are small, easily portable in a
tiny box, and cause no ongoing mess.

Alternately, there are a number of websites that have


excellently designed tiles, for free. My favorite is

http://www.aginsinn.com/tiles.html

You or someone you know should have the ability to print a


few tiles in cardstock in color. If not, a local print shop
will print a few pages for you, enough for a dungeon, for
much less than a $35.00 Battlemat. The vinyl is still
useful, we've just found tiles are the easiest to use and
quickest to game with!

6. Dealing With Absentee Players


================================
Hi,

This is Jonathan Nolan, GM of the Knights Below club and


current dude running the D&D game. We have a couple problems
with absenteeism. Two brothers form part of our player base.
They are pretty good players, but one in particular is very
controlling. He seems to deliberately aim to make his
character crucial to the narrative of the campaign and then
ducks out for two to four sessions at a time.

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.

The players who faithfully turn up week in and week out


should always be the GM's focus and I think where
absenteeism is actually a psychological strategy by a
player, that player should in no way be rewarded in
absentia. It's a tough call, but with adult gamers a GM has
to at times be a referee -- an actual umpire of the game
with the limited powers of sanctioning an offender. In-game
vandalism by a player motivated by their own questionable
motives needs to be reined in.

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.

7. Reading List Ideas


From: Peter W.
=====================
Hi Johnn,

Read your latest issue with great interest. I think a nice


addition might be a "suggested reading" section. This was
inspired by the reader tip concerning the Three Musketeers.

Here are some books that I've come across that I found
extremely helpful when planning my games.

"Life in a Medieval Castle", Harper & Roe


"Life in a Medieval Village", Harper & Roe
--Joseph & Frances Gies
A great factual reference for more authentic middle-ages
campaigns. If your GMing style likes to have period meals,
furnishings, and day-to-day events then these books are
must-haves. I flip through them from time to time to add
substance to the background activity that occurs in
populated areas. It's always nice to be prepared when the
player asks "what kind of stuff are they selling in this
marketplace?" (Especially if you don't want them to get
distracted at some sword and armor shop.)

"Heraldic Crests", Dover


Decorative Alphabets and Initials, Dover
These books are valuable resources for imagery to liven up
player handouts or any other game-related material. These
books are helpful when preparing handouts or player sheets
for the night.

"American Shelter", Overlook Press


--Les Walker
This pricey book is a wonderful resource for creating
believable houses and structures. Thousands of drawings
explore hundreds of domestic architectural styles, most of
which can be freely plugged into any fantasy campaign. For
example, with this book as a guide, your Elven architecture
could take on a Victorian feel, while the Dwarven villages
may feel more Dutch. I use this book when drawing up the
lonely ranger's house in the middle of the woods, or any
other unique and distinctive structure.

"Siege: Castles At War", Taylor Pub.


--Daniel Diehl
This book features lots of photos of real castles and
explores the development of castle technology throughout the
ages. Lots of great adventure hooks can be found in this
book. With a little tracing paper a creative GM could build
several excellent visual aids as well. I go to this book
(among others) for adventures or encounters within castle
walls.

"Roman Warfare", Cassell Academic


--Adrian Goldsworthy
This book is especially helpful for those who prefer large-
scale warfare in their games or campaigns with wars and
massive troop movements. It features several excellent
diagrams of troop deployment and battlefield arrangements. I
like this book for visualizing hordes of monsters sweeping
through whole valleys and the ensuing standoff with the
forces of order.

"A Pattern Language: Towns, Buildings, Construction",


Oxford Univ. Press
--Christopher Alexander and others
This thick (over 1200 pages) squat book is filled with
practical tips on how to "urban plan" a functional town or
building. For people who want their architecture to seem
both fantastic AND real, this book will be extremely useful.
How large should a balcony be? Where do people like to shop?
These kinds of questions are answered in logical ways so
that you'll be THINKING about your towns as living places.
Sadly, this book is expensive (find one used).

Cheers,
Pete

8. Prophecy And Lunacy


From: LrdDaemonX
======================
1) Prophets
-----------
OK, so the wise old prophet who spouts off vague verse is a
cliche (although effective--when you're told that "The three
heads shall bring the flame of destruction to all", for
example, do you look out for a hydra? Three kings in an
unholy alliance? Artifacts of great power? etc.), there's
a very good way to completely take the rug out from under
your players' feet while imparting clues at the same time.

What if the prophet is so adrift in time that he can't tell


the difference between past, present, and future? If an old
warrior comes to the prophet, and the prophet immediately
lectures the warrior about how a boy so young should not be
away from home, that's weird. When the prophet then creases
his brow and mutters "No, wait, you were killed in that
battle, weren't you? With your son by your side, I remember
now...", that's frightening, especially if the warrior in
question is unmarried, childless, and too old to bear
children. Now they have to wonder if they've got some
unknown offspring out there, if the future is always
changing and the prophet has seen some alternate ending, or
maybe the prophet has no gift, or one that doesn't always
work...what can you believe, then? People who can see the
future SHOULD be frightening and untrustworthy; after all,
so is the future, a great deal of the time.

2) Lunacy
---------
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?

Right now, in a White Wolf campaign, I have a Malkavian


(they're tailor-made for this role, but you can make one in
any system) serving just that purpose. He sits alone in a
padded room with a ceiling painted bright orange. He
constantly changes his mind on what his name is... Billy,
Chocolate, and Chair are some of his favorites, but he has
demanded to be called Kitty Fantastico at times. He insists
his ceiling is blue, and that the spiders (there are none:
his room is very clean) dance for him and tell funny jokes.
However, he has also pointed my players unerringly to the
one place they need to be again and again by knowing things
that nobody else can know. That's why they keep coming back.

It takes a GM who can really sink his/her teeth into the


role to pull this off, though--simply telling your players
"Among all the lunatic rantings, you hear mention of a stone
in a certain town" ruins it. Instead, play out the lunatic.
(I think you've got to be a little crazy yourself to do this
really right, but aren't all GMs? Just tap into that place
in your brain where it tells you the stories you tell your
players, and start saying whatever pops into your head.)

For example, in my campaign, Billy might say "Boy, it sure


is hot today. I'd like some ice cream. But not for me, for
the spiders. They're my friends, you know. They tell
stories. There are wolves in the cities, and they're mad.
Maybe they don't have ice cream. I like ice cream a whole
bunch. I gave some to a spider once and it danced so pretty
for me...." and on, and on. Players who were listening
closely can get an important clue: wolves (werewolves?
maybe...) are invading the city, and they're angry about
something. Players who don't quite get it may stake out
local ice cream stores.

9. Introduce Sessions With Summaries


From: Mitch M.
====================================
re: http://www.roleplayingtips.com/issue91.html#r4

Regarding 'Introduce Your Sessions With A Short Story' by


Riina S., I agree you shouldn't start a roleplaying session
without at least summarizing what happened before. Before
every session of my Vampire chronicle, I present a summary
of the story so far.

To do this right though, be careful how you phrase things.


PCs are very concerned with image. You may be insulting a
player by saying "Magdalena was ignominiously beaten up by
Sabbat punks in the alley. They walked away from her
crumpled form laughing." Maybe she remembers it as,
"Magdalena made a valorous stand against the Sabbat and
injured several, but their numbers were too great. Seeing her
determination, they fled." So be careful not to step on toes
when summarizing!

Another advantage of session summaries is that you can slip


clues back in! I reintroduce a point if I think the PCs
missed it the first time. Don't be heavy-handed with it, but
if it was crucial to the plot you might mention it again.

10. Online Sources Of Pics


From: Paul C.
==========================
re: http://www.roleplayingtips.com/issue92.html#10

Your tipster, Ralph S., suggested using the web to snag pics
to help set the scene.

I've used this technique recently, and found


images.google.com to be invaluable. You can search on
keywords and Google will return a page full of thumbnails.

I found some great faerie pictures to illustrate the story


of the game session. Searching on "giant rat" yielded an
excellent picture of a Bolivian jungle rat which seems a
decent approximation of what a dire rat must look like!

http://images.google.com/images?q=giant+rat

http://www.elams.org/Places/Bolivia%202000/Giant%20Rat.jpg.html
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READERS' TIPS OF THE WEEK

1. Tips For Running NPC Mages


From: KillerDM
=============================
* Watch what the PCs do and learn.

* Have your NPCs cast similar magics that your PCs use.

* Create encounters and stories with fewer NPCs and monsters


so that you have more time to focus on NPC (and PC) mages.

* Pause between encounters to gather your thoughts and


prepare. Get away from the game table so you're not
distracted.

* Have patience. Free form is tough and takes a lot of play


to become an expert at certain aspects of it.

* Consider every session an on-going learning experience. As


long as the players are having fun, don't beat yourself up
if you feel the NPCs did not perform the best tactically. If
you try to learn from every encounter, twenty sessions from
now your NPC spell casters are guaranteed to be smarter and
wield their spells better.

* Ask your players to occasionally GM one-shot sessions and


play a mage. This will let you try casting spells from a PC
perspective and you'll be able to carry that knowledge over
to your NPCs next time you GM. The GM-player switch always
gives the GMing player a fresh perspective on the challenges
of GMing as well, as an added bonus. :)

2. More Political Incorrectness Tips


From: Riina Stewart
http://www.chariot.net.au/~amaranth/articles.htm
=========================================================
re: http://www.roleplayingtips.com/issue149.html

Hi there Johnn,

I thought that Julia's article on political incorrectness in


RPGs had some very good points and advice. I would add to it
with the following tip:

If you want your players to consider the moral conundrums,


or you don't want the game to appear to be truly bigoted (in
the real world, rather than just the game world) the
oppressed/discriminated against class/race/gender or
whatever group needs to be presented in a way that
demonstrates that the oppression is undeserved, or which
challenges it in some way. Especially if the group being
discriminated against is discriminated against in the real
world.

For example, take gender discrimination. One could present a


society where women are considered second class citizens,
weak, less intelligent, etc. (many historical games
could fall into this category), but yet there are still
interesting female characters in that world frame, working
within the system, challenging it, or trying to avoid it.

Conversely, one could portray all of the female NPCs in this


hypothetical game as sex objects who aren't very bright
(when they appear at all). The first would be portraying a
society rife with discrimination, the second would be simply
perpetuating ugly stereotypes. The second example would also
be less likely to raise moral conundrums, and much more
likely to annoy and upset some players.

To take an example which isn't real world, if orcs are


discriminated against because they actually are basically
evil, stupid, violent, and generally nasty, the group is
unlikely to perceive it as discrimination. In fact, it
sounds a lot like the average D&D game :-). Orcs in
Tolkien's books really are evil. To attract the players'
interest in this aspect of the world, you would have to
challenge that view in some way and demonstrate that it
really is just racist propaganda.

Of course, if one wanted to encourage discriminatory


behaviour in the PCs that the modern, more socially aware
players are reticent to engage in, then you would do the
opposite and present them only with that information which
their racist/sexist/whatever-ist PCs would be likely to
perceive. I think it would be wise to run this past the
players first though, so that they know what you're doing
and are comfortable with it.

I hope this is useful.

3. Medieval Book Recommendation


From: Liam Haynes
===============================
Hi,

Just like to recommend an excellent book to the subscribers.


I've found it really useful when designing medieval towns or
villages and to get the feel of the area right. It's called
Domesday: A Search for the Roots of England, and is written
by Michael Wood.

[Here's a non-commission link to Amazon:


http://www.amazon.com/exec/obidos/ASIN/0816018324/qid%3D1038200179/sr%3D11-1/ref
%3Dsr%5F11%5F1/103-2846790-4051007
]

4. Follow-Up Of Universal Progression Of Cultures


From: Tyler E.
=================================================
re: http://www.roleplayingtips.com/issue147.html#r5

Dear Johnn;

First of all, thanks for working on such a great newsletter.


It's really helped with my world-building and GMing style,
and I think my players appreciate the changes as well.

I would like to respond to tip #5 from newsletter #147,


regarding the development of cultures. The writer, while
they were correct that culture is incredibly important for
NPC background, made a flawed assertion regarding the
universal progression of cultures. The concept of paleo-
particularism, universalism, and neo-particularism is, on
its face, an accurate description of cultures. However, it
misses some important steps.

<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.

Relativism, basically a fallacious outgrowth of the


recognition of mutable laws from neo-particularism, declares
that all laws are mutable, and eats away at the cohesion of
the society. This generally creeps from one culturally
important area to another. In a theocracy, it will begin
with recognizing the unimportance of insignificant
theological topics (did Jesus wear sandals or go barefoot,
for example), and slowly creep into major theological topics
(overzealous ecumenism and the concept that "everyone goes
to heaven"), then into the justice system, and outward. In a
military hegemony, it may start with the justice system
softening to save the populace from a Judge Dredd-esque hell
(neo-particularism) but then go too far and start pardoning
"well-meaning" criminals, and then to the formerly strict
hierarchy of authority, etc.
Naturally, not all cultures experience this; some die out
for other reasons like war or prolonged civil unrest.
However, most cultures that last long enough (from what I've
read both the Byzantine Empire and in a way the Catholic
Church) seem to fall into this trap. Some, like the
Catholics in the late middle ages, survive and prosper for
hundreds of years afterward. Others drop slowly into
obscurity, like Byzantium.

One last point. For those interested in building an empire


for their world, grab some histories. Different historians
will paint the same empire as many things; well-meaning but
poorly managed, cruel and insatiable, surrounded on all
sides by enemies and doing what it needed to, etc. Byzantium
has formed a wonderful example for the ancient, dying
empire, and the rise of civilization in Europe before the
14th century plagues are an excellent base for the rise of a
confederation of states.
</GetYourBigDictionaryOut>

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That's it for this week's issue.

Have more fun at every game!

Johnn Four
mailto:johnn@roleplayingtips.com

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