Professional Documents
Culture Documents
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CONTENTS:
--> A Brief Word From Johnn
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Tell the players that THEY need to find reasons and ways for
their characters to get along. Your job as DM is to present
them with a reasonable excuse for adventuring together. It's
up to the PCs to make it work, just like with any group
(real world or in-game).
* A gladiatorial campaign
* The Rune RPG by Robin Laws
* A race, rally, or treasure hunt
* Monster vs. monster
* Competing bounty hunters
* The Paranoia RPG
* In-game competitions, like gambling, jousts, pit-fighting,
fantasy sports leagues, tavern competitions, medieval
Olympics, etc.
* An evil campaign
* An espionage campaign
6. Seek Advice
==============
Ask the players how you'd like them to be game mastered.
Also ask the non-combative players for solutions and ideas
based on their personal knowledge of the other players.
You can also find some good advice in the Uncle Figgy RPG
Guides: http://members.aol.com/dwcope/guides.htm
7. Find Replacements
====================
If you have two good players who want to participate in the
game and be co-operative, and you have three who just want
to kill things, then you might be immensely satisfied if you
politely remove the latter three. Then, ask the ones you've
left behind to recruit some friends.
9. Make'Em Family
=================
Make the PCs all brothers and sisters, members of the same
clan, or members of the same organization, like the police
or a branch of the armed forces. Families aren't supposed to
kill each other are they?
b) Let them kill each other but don't have them create new
characters. Instead, their corpses are found by a high-level
spellcaster who raises and charms/quests them to work
together for his own purposes.
* * *
-- Leslie Holm
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Look at any room in your house and try to figure what would
have been there in the era you play in. Dozens of items are
universal. Kitchen utensils, chairs, tables, decorations,
stands, doors (I love having NPCs slam doors in PC faces--do
that enough times and the PCs definitely slow down when
chasing someone through a door!), armoires, stairs, glass
windows, or the ash-bin from a fireplace (just for laughs).
5) Combat at a high pillar (500 ft. off the ground) that the
PCs must to somehow to the top of and destroy. It's guarded
by invisible monsters in the air and stone colored
oozes/slimes.
Johnn,
If this still does not hurt them enough, get the characters
on a personal level. Take their most prized possession (for
my campaign and my fighter, a +1 rapier of speed), and then
let slip that the only way that they can get it back is to
catch the culprit. Oh, and make sure that that character,
as well as the other characters, does not have enough money
to simply replace the item in question. Not only do they
want, and NEED, the item back (especially against enemies
with damage reduction), but THEY WANT VENGEANCE. This
ensures that they get satisfaction out of dispatching the
villain.
4. Technology As Reward
From: Dean Martin
=======================
I have been running a campaign for almost 6 years now and it
has evolved so far beyond how it started that you can see it
taking on a life of it's own. One key to this has been the
advancement of technology through the years. I have tried to
keep a balanced progression as far as technological advances
go, and one of those discoveries came in the form of a rare
find in a treasure chest.
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