Roleplaying Tips Weekly E-Zine Issue #499
Turning Coal Into Diamonds - How To Mine Backstories To Create Killer Campaigns
Contents:
This Week's Tips Summarized
Turning Coal Into Diamonds - How To Mine Backstories To Create Killer Campaigns
- Mine All Sources For Details
- Ready Your Mining Carts
- How To Mine Your Backgrounds
- Switch To Campaign Logging
For Your Game: 30 Brigands
Game Master Tips & Tricks
- 7 Low-Level Encounter Ideas
- Pinpoint Time And Location For Easier GMing
- More WW2 Supers Campaign Ideas
- Image Resources For Character Inspiration
- Obstacle Course Request
- City Inspiration: Thieves World For Your Summer Reading
RPG Reviews
- Wu Xing - The Ninja Crusade
- Hounds of G.O.D.
- Genius Guide to the Armiger (Pathfinder RPG)
A Brief Word From Johnn
Newsletter on Holidays, Back Mid-August
Roleplaying Tips is taking a short break for the summer. I
need to get some Vitamin D and replace my monitor tan for a
real one. Next issue, big ol' #500, will teleport into your
inboxes mid-August.
Contest winners
So we made the 500 entry goal with 718 entries all told!
Wow, that's amazing. Congrats and thanks to everyone for
pitching in and whipping up over 500 city encounter ideas. A
surge in the last week helped us blow by the half-century
goal and into the 700s. Thanks also to the sponsors who
pitched in great prizes. I'll be contacting winners this
week to arrange for all the prize hand-offs.
Next issue will be dedicated to posting a batch of these
entries for you to use in your campaigns. Quite a few
entries roughly duplicate each other, so once I combine and
sort everything out, I'll put a batch in Issue #500 and then
batches in a couple of follow-up issues until they've all
been published.
Stay tuned for another contest coming soon.
New RPG Reviews column
RPGNow has made available a few items ongoing to Roleplaying
Tips and other websites and publications for review. Thanks
RPGNow. The first three reviews debut this week in a new
trial column.
This newsletter is about tips for game masters to help you
have more fun at every game. Letting you know about new
games, supplements, game aids and options might help that
mission. I think so, but would love to hear from you whether
or not you like the reviews.
Have a game-full summer! See you in a few weeks.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Facebook
Twitter
Friendfeed
StumbleUpon
Campaign Mastery
Return to Contents
Visit the Biggest Dungeon on the Internet
Monte Cook, whose design credits include 3rd Edition D&D,
Ptolus, Arcana Evolved, and 20+ years of other products,
presents dungeonaday.com, a subscription-based website where
he's building a hyperlinked, extremely detailed campaign for
you, one encounter at a time.
Dragon's Delve is a challenging old-school megadungeon with
a vast history and extensive background, but DMs can also
use the modular encounters to spice up their own adventures.
Every weekday he presents a new encounter, plus the site
offers maps, handouts, DM tips, behind the scenes articles,
and more. Join now and instantly get 8 unique dungeon
levels, a mysterious island, a demon-filled tower, and a
haunted keep (over 300 encounters) as well as the new
ongoing material.
www.dungeonaday.com
Return to Contents
Turning Coal Into Diamonds - How To Mine Backstories To Create Killer Campaigns
By Johnn Four
The idea of making the maximum use of character history was
covered recently in the newsletter by Kate Manchester.
Thanks Kate!
The topic has also been touched upon in issues
before that. However, as I was editing Kate's article,
several more tips came to mind, and I present these below.
Backgrounds, backstories, timelines and histories all cover
the same thing - the past. This is compelling to game
masters because it is static. The past has come and gone,
and players cannot interfere with it. It gives you a body of
information under your control for you to shape and use as
you see fit.
GMs who are also creative writers find a wonderful outlet in
this part of the game. Backgrounds can become short stories,
or at least scratch the fiction-writing itch.
If you enjoy creating and working with histories for various
elements of your games, then hopefully the following tips
will help you get more benefit by extracting extra value
from them.
1. Mine All Sources For Details
A game has several major elements, such as villains,
adventures and NPCs. Each of these is a potential source for
background details and inspiration. Mine these sources.
Some sources will be obvious to you, and some game elements
that have minable histories might not have occurred to you.
Here is a list:
- Game world
- Campaign
- Villains
- Adventures
- Encounters
- Locations
- NPCs
- PCs
- Magic items
- Factions
Game world
This will be your biggest background source. The setting
itself will have a history, sometimes in the form of a
timeline, and other times in the form of prose. Then there
is a chance each element in the world will have a background
blurb. For example, deities, races, countries, cities and
religions.
Campaign
Many campaigns take the form of two or more factions in
conflict, which spawns epic tales of how the sides became
enemies and their past battles.
Villains
These major NPCs always have a backstory, sometimes a
complex one.
Adventures
These almost all start with a background section. Some have
a backstory that goes back millennia, and some have two or
more sections with historical information, such as the
adventure synopsis and the adventure background.
Encounters
Individual planned encounters often have setup information
that includes a bit of background. At the least, you might
have detailed the setup of who is doing what, where, how,
when and why.
Locations
Whether part of a planned encounter or a notable place in
the setting information, locations often have background
information.
Every site with construction on it, such as buildings,
monuments and engineered projects, has at the minimum a
building project start and end date, plus the initial reason
for the building. Other locations might be the sites of
notable events, be the birthplace of important NPCs or have
a history of interesting use.
NPCs
Some will have fleshed out backgrounds. Others might offer a
few notes to explain their personalities and motivations.
PCs
As Kate mentioned in Issue #494, you would be well-served by
asking players to develop interesting backgrounds for their
characters.
Magic items
Major items should have a backstory unless they are brand-
new. Even minor items can benefit from a few background
notes.
Factions
These are groups of NPCs who have organised themselves or
become a community for one reason or other. Backstories
for these game elements often include why a faction exists,
how it was founded, and actions it has taken in the past.
As you can see, there are a surprising number of sources you
can mine for historical information once you put them all
in a list. This is excellent news!
You can also use this tip as a best practice checklist for
what game elements should have background notes to help you
weave together a better integrated campaign.
Return to Contents
2. Ready Your Mining Carts
Before you gather all your sources and begin mining each,
you need places to store and organise all the information
you dig up. There is no point wielding your axes and shovels
to build up a large pile of awesome nuggets that you do not
then ever use.
Your first problem will be to organise the information in a
way that helps you plan and design, then make it serve as an
excellent and accessible reference during games. Solve this
by using a small number of useful tools, many of which have
already been covered in the newsletter:
- Timeline. A simple chronology of events.
- Gazetteer. A compilation of details about the setting and
campaign.
- Cast of characters. A listing of NPCs in your campaign.
- Cast of locations. A listing of notable places in the
world, campaign and adventures. Encounter locations can get
added as they are planned or played out. This is not a map,
though your cast might include one. If it does, be sure to
use a coordinates system and add this information to a new
column in your cast.
- Cast of items. A listing of notable mundane and magical
things, their properties and last known location and
possessor.
- Pool of hooks. Three key types of ideas - campaign facts,
plot hooks and encounter seeds - to store as a to do list for
development between games or as a handy inspiration list any
time.
- Campaign facts are bits of true information that pertain
to any aspect of your game. Perhaps it is NPC trivia,
setting tid bits or data about special items (people, places
and things). You can use these facts later to build up
adventure and encounter details with or spawn news, rumours
and clues from.
- Plot hooks relate to your game at the story and plot level.
Quests, side quests, adventures, conflicts and events.
- Encounter seeds form the basis of individual encounters or
encounter sequences. Recording the seed gives you a drag-
and-drop format for you to apply other game elements to,
when needed, to flesh things out into full encounters.
Return to Contents
3. How To Mine Your Backgrounds
Mining your backgrounds now becomes a simple and hopefully
fun process of digging through all of your sources and
loading any information you pick out into the most useful
mining cart.
Events
If something has a date, record it in your
timeline. Any notable event should go into your timeline as
well, and if no date is provided, estimate one.
Develop an eye for recognising events, as these are
important to the foundation of your campaign. It is tricky
reading through backgrounds and spotting events, because you
sometimes get caught up in the story and miss them or forget
to add them to your timeline. Other times information about
an event gets split up into different paragraphs or sections
and you need to piece things together.
For example, note character birth dates, when things were
founded and when conflicts occurred. Another way to look at
it is to record who did what when.
World building
Put details about your world and campaign
into your gazetteer so it is always at your fingertips. Look
through any world book, such as Eberron or Dark Sun, and you
will see they are divided into chapters that are further
divided into sections. Your gazetteer can mirror this
structure, or you can create your own structure, so you can
record information about gods, races, geography, cultures
and so on.
Use the gazetteer as a bucket for any information that does
not relate to history, people, places and things, as you can
use the other mining carts for this information.
Allies, enemies, contacts and relationships
Your world is
full of people and you need a way to keep track of them all.
Whenever you spot a person's name add it to your cast of
characters plus any related information about who they are,
what they do, where they are located, their relationships
and their story roles.
Reversing the process, whenever an NPC is mentioned without
a name record their info and generate a name for them. This
improves the accuracy and integrity of your notes and helps
you flesh out your campaign and world at the same time.
Notable places for name-dropping and encounter re-use
Authors use the names of places as a technique to make their
stories believable and entertaining. Sometimes a name will
pop up in conversation, be used as a curse or get attached
to something to add detail. "This Velurian wine is
magnificent."
For example, an NPC could sell a quiver full of arrows to
the PCs and your game moves on. Alternatively, the merchant
might offer a quiver of Red Forest elven arrows, and this
could serve to add more detail to your campaign, offer a
clue, give the elf player pause to consider what region his
character is from, or all three.
Each time the material you sift through mentions a place,
add it to the cast of locations. Use this as list of
suggestions for world-building, campaign planning and
encounter design.
Notable items should be celebrated in campaign detail
The
best examples are relics, major magic items and exotic
equipment. Many adventures include a special magic item in
the background that eventually finds its way into an
encounter and then the PCs' hands. Few adventures take the
opportunity to reveal the item's history throughout the
course of the adventure to build up anticipation, so that
when the group finally has its hands on it, it is a special
moment.
For you, note any item mentioned in the materials. Named
items are ideal. Anonymous items of significance should get
added and then named. If you get stuck naming something,
then name it after the creator, owner or place of origin.
This trick lets you highlight NPCs and locations at the same
time.
In most cases, an item is implied in some action or event
described in a background. Become more aware of this by
asking "How?" each time something occurs.
An assassination, for example, gets noted because a
significant NPC falls. But how was he killed? Likely some
weapon, poison or trap did the dirty deed. This becomes an
ideal entry into your cast of items because there is fame
and history attached to it. Whoever wrote the background
probably did not think to consider how the assassination
took place, and they were just fixed on the fact of the
assassination and resulting consequences.
Let us say it was a dagger that killed Legathiel, an elven
ambassador. I would enter into my cast of items "Dagger of
Legathiel." If inspiration does not strike for bringing it
into play immediately, then I at least have this in my list
for future use. I would be inclined to make it a weapon
sought after by enemies of the elves to use against them
repeatedly throughout the ages, to not only kill special
targets, but add insult and dishonour because a weapon with
such a reviled reputation was used. The dagger is not even
magical at this point, yet it has special significance with
lots of plotting opportunities.
Use your growing cast of items as a shopping inventory tool
as well. As in the Red Forest arrows example above, when the
PCs go shopping you can drop in named mundane items for that
extra bit of setting flair.
Track your open loops
Record hooks for future inspiration
and spontaneous in-game linkage. You also need to know what
issues are raised that would impact the setting, campaign
and adventures to prevent logic errors. "Hey, what about
that weird shape in the sky mentioned in my character's
background? It is still there, right? I look up."
- Look for conflicts mentioned in a background. Note who was
involved and what the fight was about.
- Note events that might reoccur or that affect modern times
in some way. Holidays are prime targets.
- Add to the pool dreams, goals and motivations of PCs and
NPCs still living.
- List anything players would perceive as treasure. They
might seek these things out, or you can turn them into
objects of quests.
- Note anything mysterious, especially remote, unexplored
and named places. These are all possible locations for
adventurers.
- Encounters have three basic ingredients: a place, a
conflict and a time. Add to your pool of hooks proto-
encounters when you spot two or three of these ingredients
colliding while parsing through background materials.
To summarise, read through any background material you can
lay your hands on. Just about any fact will have a place in
your system of mining carts to record it. Spotting useful
bits of information takes practice, and you will get better
at it as you read through more backgrounds and histories.
A nice rule of thumb is that if it has a date, name or
action you should record it. Be on the lookout for anything
you can use to enhance gameplay by creating immersive
details or hooks.
Return to Contents
4. Switch To Campaign Logging
Once you finish mining all of your information sources for
juicy details, each of your mining carts becomes a real-time
bucket for your ongoing campaign. When you campaign begins,
you switch from mining mode to logging mode to help you
track game details and opportunities.
As you make things up while planning or GMing, shovel this
information into the proper cart. This will keep facts
straight and give you deep references so you do not need to
worry about having to remember everything.
Timeline
This becomes a log of what the PCs do and when.
Gazetteer
You will make things up on the fly as you run
games. Add new items here that do not fit in the other
mining carts. Add names or references during the game to act
as a placeholder, and then add flesh them out between games.
Cast of characters
This becomes a listing of NPCs met,
and the relationships they develop with each other and the
PCs. For example, in my current campaign I need to track NPC
attitude towards the PCs so I know who will help and hinder
them, who will give them great service and who will charge
them double, and potential modifiers to any social skill
rolls.
Cast of locations
Players have the challenging habit of
asking, where? Where is that store? Where can I buy this
thing? Where does the NPC live? Where do I go for this
service? Have there been other reports of attacks, and if
so, where? Where is the NPC from? Where are the chips?
As with the gazetteer, add into your locations list any
place that gets created either by name or intent during
games or planning.
Cast of items
This becomes your treasure and equipment
list. In my campaigns characters do not automatically
determine the value of treasure until they get it appraised
or appraise it themselves. Even then, I record the real
value and the appraised value in case there is a difference
for any reason.
For notable equipment, I want to know who is carrying it and
where. I have found asking where a certain item is out of
the blue tends to foil NPC actions, such as theft, scouting,
breaking, and so on because it tips the PCs off.
For example, I prefer to know what magical signatures the
PCs have without asking as an enemy mage invisibly casts
detect magic nearby.
Sometimes items get lost in the shuffle as PCs fight over
treasure or sell it. Your cast of items will ensure an
accurate record of what stuff has actually been found. Do
with this information as you see fit.
Pool of hooks
For ideas, planning and logical occurrence
of events. I outlined my current process for stocking my
pool of hooks in Issue #488.
* * *
Histories, backstories and backgrounds are filled with rich
veins of material to mine for your campaigns. Reuse as much
of this as possible to add incredible detail, fidelity and
immersion to your campaigns. Reused details mined from
backgrounds are easier to remember. They also give you a
frame in which to fit your adventures, encounters, treasure
and NPCs.
Why invent something new every time? Instead, keep using
existing details and add more depth to every reuse. Soon
your world and game will feel linked together, integrated
and alive.
To do this, start with the information you already have at
hand: backgrounds. Almost every game element can come with a
background. Read this information over. Mine all the details
out. File these details into a basic system, such as the
mining carts described above.
Once done, you should have a surprising amount of detail
available for new adventures and encounters. When you start
gameplay, build on all this detail by switching from mining
mode to logging mode.
Keep your information organized in a system that lets you
recall details fast for reuse. Tie details together so that
more and more factor into each story. With this growing body
of knowledge and experience, all sorts of roleplaying, plot
and design ideas emerge on their own.
Start with mining your backgrounds today.
Return to Contents
Courts of the Shadow Fey: Exploration and Intrigue for 4E D&D
The Shadow Fey have taken control of the Free City! To save
it, a band of heroes must travel to the Plane of Shadows and
confront courtly intrigue, demon lovers and the King and
Queen of Shadows in Wolfgang Baur's new Paragon-tier sandbox
planar adventure for 4th Edition D&D.
Courts of the Shadow Fey includes a detailed 100-location
map, dozens of monsters your players have never seen, and a
quick-play dueling system for dispatching jealous rivals.
Pre-order your copy today at
Kobold Quarterly
Return to Contents
For Your Game: 30 Brigands
By Scrasamax,
Strolen's Citadel
"That's a nice tunic you've got there, I think I'll take it...."
- Marv, the Brigand
Appearance
Brigands are rough and tumble men who often live off the
land. They make themselves nuisances to trade routes,
farmlands and other settled, civilized folk. Most come from
military backgrounds - failed mercenaries, discharged
soldiers and disgruntled city guardsmen. They have decent
weapon skills, don't make glaring tactical errors, but are
entirely bound together by a single charismatic brigand
leader. Without this leader, or a few of his elite inner
circle, brigands are likely to disperse in short order to
avoid death or capture.
Basic Equipment
Brigands will have at least two weapons, their prime weapon
being treasured, and likely metal, such as a sword or flail.
Their secondary weapon is one easily made, or useful in
larger numbers, such as plain shortbows, spears or pikes.
Brigands are also generally on foot, with only their leader
likely having a mount to ride.
Roleplaying Notes
Brigand bands have clearly defined pecking orders. Those
being more dangerous or skilled gravitate to leadership
positions. The leaders will parley before engaging in
battle, as the brigands are more interested in getting loot
and goods than killing, and possibly being killed.
1. Lind the Baron
While having neither claim to nobility, or even leadership
within the brigand band, Lind dresses in stolen finery and
decorates himself with jewelry as he thinks a proper lord
would. He is decked out in a good deal of cheap or costume
jewelry, and a good number of women's pieces. While
pretending to be a dandy, he is still a filthy brigand.
2. Tib the Terrible
Known for his appalling lack of manners or hygiene, this
brigand spouts off some of the foulest limericks and dirty
jokes known to man. No one is sure if the Terrible part of
his name comes from his smell, his taste in humor or his
fondness for using a pair of horseman's flails on foot.
3. Masrimi the Unseen
This brigand has a useful skill of hiding in shadows, and
for being overlooked. This could be a major advantage for
the brigand, as his attacks with the iron mace he carries
would be almost always fatal. This isn't the case, as most
often Masrimi uses his skill to hide and then sleep when he
is supposed to be on guard detail.
4. Claudio Clear-Shot
So called for his good eye with the bow, Claudio is really
Claudia, and she keeps her gender secret from most of the
band. Those who know find her more useful for an archer than
pillow fodder. In combat she often uses aimed shots for the
groin.
5. Delamare the Cat-Killer
Delamare is a large heavily scarred man who wears a hood and
cape made of the hide of a mountain lion he killed himself
with a wooden spear. Bare chested with a necklace of lion
claws, Delamare is a dangerous stalker and ambush artist.
6. Deacon Rogue
No one knows this former Holy Man's name as he forsook the
church and the cloth for some reason. Most suspect heresy,
and the Deacon's combat skills with the warhammer and glaive
persuade them not to ask too closely. A guarded and quiet
man filled with unholy rage.
7. Farmer Emoran
Once an owner and tiller of the land, Emoran was evicted and
quickly took up the life of banditry. He tends a garden for
the band, and is capable of fighting with the bow, flail,
and anything long and spear like. He is a favorite of the
band and unlikely to be in first combats.
8. Falter the Ex-Guard
Falter once served in a crack city guard company and was
dishonorably discharged from said company and exiled from
the city for being involved in a thieves' guild plot to
assassinate several council members. Falter is a hard man
with an equally hard face and a drill sergeant's voice.
9. Wistful Candelar
Woe and ill-tidings upon Candelar who once had a lovely and
foreign wife, a large home, and many fine horses. Always
full of complaints of his now lost life, many of which are
inconsistent, Candelar is the brigand's brigand, willing to
hunt other bands for their loot and supplies.
10 Dead Nagel
This brigand paints his face with white paint and wears
armor with 'death wounds' in it, often going into a raid
with fresh blood painted on. Many see this obvious zombie
attacking with the brigands and surrender so as to not be
contaminated by its evil bite. Nagel is a practical joker
and the clown of the band.
For 20 more brigands, visit:
Strolen's Citadel.
[Comment from Johnn: GM challenge: Scrasamax offers us 30
great brigands in total, with a good NPC concept for each,
all ready to go. Find a way to fit this entire band into
your campaign. The seeds and hooks are already done for you.
You have an entire brigand band ready for roleplay! Add some
crunch, and you are ready for combat too.
This is a rare opportunity to run a cool band of NPCs, each
with distinct personalities and hooks. Put this band in your
game and let me know what you used them for and how it went.
I throw the dice down at your feet and challenge you!]
Return to Contents
Battlestations!
Is the starship combat system for your RPG lacking crunch?
Battlestations integrates ship to ship and boarding action
for maximum hi-fi-sci-fi thrills to replace the weak sauce
combat system built into your RPG (you know the kind where
the referee waves his hands and says "Just roll high on a
d20"). Battlestations has working starships with guns,
engines, teleporters, missiles and more. Are You a Hero?
"Bot Wars" now available.
www.gorillaboardgames.com
Return to Contents
Game Master Tips & Tricks
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. 7 Low-Level Encounter Ideas
From JShurin
Hi Johnn, I've been reading your newsletter for about a year
now, and am really enjoying it. I just finished up a
campaign, and thought there might be a few useful encounter
seeds in it for others.
The party was powerful (some good dice rolling in character
creation), so I wound up racking my mind for ways to make
standard encounters into challenges. Here are some of the
situations I put my (now slightly twitchy!) party through:
- Trapped in the second-story of a burning inn at night,
surrounded by goblin shamans and rogues - firing at party
members as they scrambled out the windows.
- On their hands and knees, fighting a zombie hound in the
crawl space underneath an abandoned hut.
- Swimming underwater through a sunken room, being grappled
by angry zombies. Unarmored, and wearing extremely fragile
water-breathing gear, there was a sense of paranoia about
sustaining even a single hit.
- Rowing a small boat down a jungle river, whilst goblins
leapt from overhanging trees and vines in ambush. Hungry
alligators snapped up anyone foolish enough to fall over
into the water.
- Hunting down a goblin shaman in mist-shrouded ruins (no
darkvision need apply, naturally) while wolves darted in and
out from all sides.
- Carrying a fragile glass jar with a rare spell component
(to save a girl's life) across a series of slick logs -while
angry goblins pelted them with stones.
- Battling an enemy monk on top of a massive dam - a ten-
foot-wide, smooth, water-slick stone surface. Naturally,
without guard rails or walls -against a nimble enemy with no
armor check penalty. As this was the climactic battle, I
actually built this set ahead of time (two sheets of
styrofoam and some PDF dungeon tiles) to reinforce the
tension that came from the height. (Un)Fortunately, no party
members fell off - but many wound up prone, clinging on for
dear life!
For all of these, relatively low CR beasties suddenly become
much more difficult encounters.
Return to Contents
2. Pinpoint Time And Location For Easier GMing
From unknown (if you sent this in, please let me know so
I can supply accurate attribution)
I liked your piece on campaign timelines in #365, especially
the parts on narrowing down the entire timeline for a
campaign. As a DM in the Forgotten Realms, it's something
I've had to do to help keep both my players and me sane,
especially given the fact that novels, comics, computer
games and other non-game material are all considered canon
in the Realms.
The total history of the Realms as published by all involved
parties is a monstrous beast to try and contain. But, by
picking a date for your campaign that's well behind the
current edge of the timeline, you can eliminate much of the
extraneous material to your particular plot and concentrate
on making your players feel like the stars of the show. It's
worked for me for many years.
One other thing I'd like to see discussion or tips about is
picking a place in the world. Like narrowing down a timeline,
narrowing down the geography of a published campaign world
is another key for a successful campaign. Too many novice
GMs and players who are thinking about switching sides of
the screen assume that you have to know the entire world and
all its details before you begin a campaign.
The fact is, you only ever need to know one location at any
one time - and that's wherever your players are at the
moment. As long as you can create a clear picture in your
players' minds of where they're at right now in a campaign,
the rest of the world doesn't matter much, unless you want
it to. Limiting the geography you have to learn (or recall
at any one time) is one of the keys to gaming in any
published world.
Return to Contents
3. More WW2 Supers Campaign Ideas
From Kristine C.
Campaign Ideas:
- The Corps is put behind enemy lines in Europe and are
working against the Axis there. It'd get you your A-team
feel without making them American fugitives. Also, it would
be an excuse to bring in French, English, German, Italian,
and Eastern European supers.
- The Corps are placed on a small destroyer and deposited in
either the Atlantic or Pacific theater. This would be a fun
base of operations and good for a more water-themed
campaign, especially for an island hopping feel.
Villain Ideas
- Kyosh, a Japanese villain who speaks in the third person
and has multiplication powers. He could sneak into a base
and then multiply into a small army. Make him a ninja for
extra fun!
- V-3, a German villain who expands upon the Germany's use
of rockets, most notably the V-2 rocket. A rocket pack and
specialized missiles could make a difficult foe.
- Captain Storm (German word for "power"). A U-boat captain
with electricity based powers who also uses these abilities
to recharge his U-boat's batteries, thus removing the U-
boat's one weakness. Would be a great villain in a water
based campaign.
Return to Contents
4. Image Resources For Character Inspiration
From Michael Beach
It can be very helpful in the character creation process to
have available an image that solidifies the character in the
player's mind. I've got a couple of good sources I use:
I'd be interested to see if anyone else has any other
sources.
Return to Contents
5. Obstacle Course Request
From Jerry Jensen
Hey Johnn,
Have you seen First Knight? In the movie, Lancelot went
through a gauntlet course to win a kiss from Guinevere. A
more modern form of a gauntlet (or obstacle course) would be
from the TV game show Wipeout, though that could also be
tailored to a fantasy setting.
My thought was to have a course set up for PCs to go through
to win a prize, generally gold. The course could have things
like climb a rope latter or rock wall, swing across a mud
pit, run across the tops of poles or dodge various objects.
The course could be laid out in card fashion (kinda like a
chase scene) where the PC has to make a skill check or save.
If the PC is successful, they earn X points and move on to
the next obstacle. If they fail, they don't earn any points
but still move on.
For example, a course is laid out over 10 cards with some
easier obstacles awarding 1 point and the harder ones 2 or 3
points each. A perfect score could then be say 20 points.
The DM could either stop there and award a winner (if he
wanted to keep the gauntlet simple) or move on to a final
round and have the PCs compete in the same course or a new
one.
If the PC earns 15+ points they would advance to that final
round. Once completed, the prizes could be handed out to the
top three winners.
Other NPCs could join in making it a little more
challenging.
Another option to a point system, the gauntlet could also be
set up as a timed run, depending on how complicated the DM
wants to make it. If the PC is unsuccessful at an obstacle
they incur a timed penalty and so on.
Mainly what I was looking for was a list of obstacles along
with the required skill used and the DC rating.
For example: Simple Rock Wall, DC 15 Climb. If you wanted to
make it more fun (and funny for the spectators) add a high
Reflex save if they beat the climb check to simulate that
one of the holds was rigged to give way. If they fail the
save they fall off the wall and lose the points. This would
be fun in a timed race or a hard course. Either way, it
could be made out to be hilarious. (Maybe I watch too much
Wipeout!)
The whole idea was not to be harmful for PCs, but to run a
fun, sport-like competition they compete in to earn gold and
XP.
In addition to this idea you could set up anything from a
basic course to a class-specific course geared toward the
special abilities of that class. Being that the gauntlet
could be set up over 10 cards, it could be completely random
each time, especially if you have basic, intermediate and
advanced courses, each with a pool of cards to choose from.
[Comment from Johnn: I like your ideas, Jerry.
If I understand correctly, the game boils down to a series
of dice rolls. Generally, this is ok in short bursts, but
gets boring quickly.
An obstacle course would just become something like:
Skill Check
Skill Check
Saving Throw
Skill Check
Saving Throw
etc.
If you can find a way to add options or strategy, then your
players would probably enjoy it more. One idea might be to
fork the course and let players choose path A or path B each
stage so they can pick the type of skill or saving throw
they roll against. The logic would be simple, though, so
only slightly more fun.
What about some kind of bidding contest? Give each
contestant 100 points that they allocate across each
competitor over 10 events. Putting a point into your own
obstacle gives you a bonus to the roll. Putting a point into
a competitor's obstacle gives them a penalty.
Do point allocations in rounds, one round per obstacle.
Players can employ simple strategies and be reactive to try
to win each round. Slightly more interactive. If there are
ways players can learn competitor strengths and weaknesses
(perhaps via roleplaying ahead of time) that gives them even
more tactics to think about.
You might allow a Luck roll after each failure. Perhaps a 6
on a d6 results in the contestant miraculously pulling a
success even after a failed roll. This would be a wild card
in case players figure out how to abuse your system. :)
Readers, any ideas for Jerry's obstacle types request?]
Return to Contents
6. City Inspiration: Thieves World For Your Summer Reading
From Mike Perschon
This is more of a source of inspiration tip than a direct
what-to-do approach. For summer reading, I like to return to
books from when I first got into playing D&D back in the
early '80s. There's something essentially 'summer' about
those old paperbacks with Boris Vallejo and Frank Frazetta
covers. In this case, it's a Walter Velez cover, but it's my
favorite - I have the print framed in my office.
Thieves' World - an anthology by then-popular fantasy
authors working in a shared world. That world was primarily
city, a place called Sanctuary: a den of scum and villainy
that would make Mos Eisley look like Vatican City by
comparison.
Nearly every story in the first volume is a city-based-
campaign seed, right down to possible NPCs and magic items.
A lot of fantasy in those days seemed to be heavily
influenced by gaming, in an unabashed way that doesn't seem
to work anymore outside books inspired directly by gaming
lines.
I highly recommend picking up the books - I suppose you
could just grab the campaign material from Green Ronin, or
find a copy of the really old-school RPG of Thieves' World
by Chaosium on eBay. But I think it'd be just as easy to
keep gaming in the system and world you use, and borrow some
great ideas from some classic fantasy writers.
[Comment from Johnn: I just went to eBay and searched for
'thieves world lot' and found a few auctions with 10+ books
in them for under 20 bucks.
I loved the Thieves World series. Never got past book 8
though, but I did read several of the spin-off books by
various authors based on their characters in Sanctuary. Ok,
now I'm jonesing to read this series again! Thanks for the
tip.]
Return to Contents
RPG Reviews
Review By Mike Bourke
Third Eye Games' second RPG is a beauty. At 221 pages, it's
no small download; you expect a lot, and it doesn't
disappoint. This is a complete standalone product,
containing everything that you need to start playing (except
a d20), even if it's your very first game. In fact, the only
shortcoming I can see is that there should be a d6-to-d20
system of some sort in case people can't find a local game
store stocking polyhedrals!
The background is lavish and lush with detail and flavour.
It's a little confusing for a while, reading "Ninja" when
the historical role is more akin to Samurai, but once you
get your head around that, you're in for a treat.
A special shout-out for the artwork, which is both exquisite
and, at times, very effective at conveying and building on
the mood and flavour. I grabbed the chance to review this
topic looking for inspiration with respect to characters and
game settings, not to use as a standalone product, but my
expectations in this respect have been greatly exceeded.
I also especially like some of the touches you might expect
from a bigger company, like an introduction to how to
roleplay and how to GM. The advice is solid, if fundamental,
and would get any prospective gamer off to a flying start in
either capacity. To echo what I've said in the first
paragraph, this volume contains EVERYTHING you need to start
playing except a d20 - even if you've never gamed before.
The game system looks clean and straightforward, and would
also serve as an ideal introduction to gaming before delving
into the complexities of D&D or the Hero System or other
"bigger scale" game systems. But there's something here for
just about anyone - even if it's only inspiration or the
appreciation of a job very well done indeed.
Return to Contents
Review by Nick Deane
Hounds of GOD is a stand-alone role-playing game in which
the players get to play werewolves. But don't mistake this
for a remake of "Werewolf: the Apocalypse"; the characters
in this game are more like the Strontium Dogs from the 2000
AD comic "Johnny Alpha" than any mystically-empowered
lycanthrope.
Employed and created for the purpose of keeping the peace
(or at least keeping a lid on the more excessive violence)
of a dystopic 32nd century universe, the Hounds are sent on
missions given to them by their G.O.D. (Genome Operations
Director) to hunt down criminals, find missing persons and
generally sweep situations that the United Earth Corporation
considers "particularly messy" under the carpet.
At 40 pages, there isn't room for much in the rulebooks
beyond the basic mechanics and a thumbnail sketch of the
game universe. In the introduction the writers state they
deliberately left much of the setting open and undefined so
GMs can tinker as much as they want.
Bare-bones simplicity is the keyword of the "XxX" (Ten by
Ten) game system that Hounds of GOD uses for its mechanics.
Character generation is a prime example - points are
allocated among six attributes (Stamina, Agility, Mental,
Willpower, Speed and Strength) on a one-to-ten scale, a
seperate pool of points are allocated to skills on a one-to-
ten scale, and that's it.
Skill checks are equally simple -roll a number of ten-sided
dice equal to the relevant attribute, see how many are less
than the rank in the relevant skill, and that's how many
successes you have. The simplicity of the system puts the
focus on the scenario and the roleplaying, where it belongs.
I'm a firm believer that the background and universe of a
game sets the tone and defines the gaming experience, which
is why I played several D&D campaigns set in the Forgotten
Realms but wouldn't touch a Greyhawk campaign with a ten
foot pole. As a result I found the lack of detail to the
game setting for "Hounds of G.O.D." a bit off-putting. If
AJWGames were to put out a setting sourcebook going into
more detail about the various law-enforcement agencies,
criminal organisations, and worlds, the game would have a
broader appeal.
On the other hand, this lack of detail gives a great deal of
latitude to the GM to customise the setting to his own
taste. With the game mechanics being simple and
straightforward enough to grasp in a single reading (an area
where numerous RPGs fall down) Hounds of G.O.D. can be used
as an introductory game for people who are new to
roleplaying, or as a substitute game for those occasions
when only a few players show up to a session.
If you're looking for a detailed game with several different
breeds of were-creature, a list of unique powers and
detailed combat rules this is *not* the game for you. On the
other hand, if you're looking for a game with simple
mechanics that let you get started quickly, and a dark
setting with plenty of scope to customise to your heart's
content, "Hounds of G.O.D." just might be worth your time.
Return to Contents
Review by Ian Gray
This supplement for the Pathfinder RPG introduces a new
character class, The Armiger. The guide contains rules for
the class, a section for both players and DMs on introducing
and using the class in any fantasy campaign that allows for
heavy armour, and a section introducing new feats for heavy
armour and shield users as well as several new types of
shields.
The class is easy to play with built-in tactical options for
more advanced players, and can be played from beginning to
end without need of a prestige class or multi-classing. The
Armiger allows for several combat styles - walking wall or
bodyguard - and can be used in both melee and ranged combat.
This a class for players with a heavy armour fetish and wish
to play with survival and toughness as their main point,
acting as a bastion of defence. Unfortunately, this guide
holds little for those who prefer a more aggressive form of
character and fighting style.
One feature I like is that several levels let a character to
pick from a list of abilities allowing for further
customization, insuring that most Armigers will be different
enough from player to player or NPC that each will be more
individual than most other classes allow.
The Armiger also has several uses for DMs. A new class
allows for new and interesting NPCs and organizations in any
campaign that they can be fit into, and this supplement has
a brief yet well thought out section on how to do so for the
class. Possibly the most useful part for DMs is that the
class is a great tool for keeping key villains alive longer
than most other bodyguards would be capable of doing,
enabling you to get more out of your main villain.
Whilst mechanically sound - not broken or overpowered, and
not stepping on the toes of other characters - there are two
main concerns for the class introduced in this guide. First,
it caters to players with a specific taste in characters.
Second, it might fall behind other classes in higher levels.
Overall, The Genius Guide to the Armiger is a solid effort
and great support for players who like their heroes in heavy
metal, and for DMs interested in prolonging villain
survival. Flavour-wise, the guide and class is generic; this
is both its greatest strength and weakness. It can fit into
almost any fantasy setting, but at the same time has
absolutely no attention-grabbing fluff or mechanic that
screams "play me!"
Return to Contents
Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
Return to Contents