Showing posts with label GM Tips. Show all posts
Showing posts with label GM Tips. Show all posts

Thursday, August 2, 2012

Naming characters

For me naming characters is easy when I have time to put thought behind it. But sometimes when I have to come up with names quickly for npcs it can be harder. Sometimes using name generators is not possible or it feels just lame option after you have clicked dozen times and you haven't got any name that you want to use.

Problem with name generators:
It takes time to find a suitable name.


Then I start to look around. Author of the book scrambled or altered is a good option. Or taking a product name to use or alter slightly. One Vampire: the Masquerade sheriff's surname was Crusti. Crusti is a brand of chips, but it sounded like dramatic old European vampire name, and still does. One motorbike driving gang leader Brujah was Heller inspired by Hell's Angels. Heller is actual surname I found out later so it was good and suited him.

There are dozens of names for npcs I have created from different real person names and product names this way.

But name can be also from items or other things. For example Straw McCloud can be a Fading Suns Charioteer pilot (I have a straw next to me and it's been more cloudy than clear summer).

Few examples I do right now using my surroundings.
- Toby Diskos (Tobacco and Diskos sports club pennant)
- Ash Tray (that's lame and obvious but could work)
- Rod Ernest Orwell (Rodeo energy drink)
- Toby Yellow (Yellow table)
- Orlando Trax (X-Tra Orange Cakes)
- Evira Glass (Evira company sticker and glass bottle)

It is easier to create more fantasy type names than realistic names this way. These names could work with scifi or fantasy setting better than modern world. Fantasy names are easier to generate. Just scrabble a lot.

In comments you generate names using these methods!

Monday, April 2, 2012

A-Z A for Antagonists

Antagonists are those individuals who are against what player characters are doing. They might be evil wizards in their towers or town sheriff who make things different for adventuring party. Antagonist is not always monster or bad guy. Antagonist might be someone -or something- that has different goals to what characters' goals are.

Antagonists should have some features to make them important and feel like real characters. You could make these features stick out as you want antagonists to stick out from normal enemies.

Motive
Antagonists don't live in the game world just to be against characters. They have their own motives why they do what they are doing. Character's are just crossing their path and conflict follows. Many fictional antagonists do vile things just because they are evil. If there is evil wizard who tries to put magical crystals together to destroy the world it it can be a great adventure for players. But why does that evil wizard want to destroy the world? Is he just insane or does he think he has greater insight? You should determine why antagonist is doing what he is doing and what would be his award if he succeeds. Not necessarily player characters will ever find out his motive but as a GM you could possibly play the part of this antagonist better knowing his thoughts. So write a motive. It can only be few words as it is better than nothing.

How Far Would He Go
Not all antagonists are ready to die for what they believe. But in several games that's the case. Characters thrash antagonist's plan and continue to kill him. As a last straw when everything is already lost for antagonist he will fight to the death. But why would he do that? Isn't it enough to loose everything? All the captured guardian monsters, lots of treasures, possibly that doomday's machine is trashed and so on. He has nothing. Of course as there's nothing left his life won't matter and it could be logical to try to at least kill the guys who destroyed your plan. But why cannot antagonist be a whimp? He had these traps and guards and what-not to protect himself because he is not a fighter. Wouldn't it be worse punishment than death to face jail? Plus, he could also always later make a comeback... with a revenge. Or he might even turn his sledge and help player characters later if he did see wrong in his actions and changed his ways.
LotFP has morality. Enough damage dealt roll d12 against morality. Roll higher and opponent flees or something. You could easily assign morality for antagonist. Lower score for cowardly and as high as possible for insane megalomaniacs. That way antagonist won't fight to his death but can try to flee or even surrender when his hitpoints trigger it.

Special Abilities
To make antagonists really different they might posses one or few special abilities not included in game rules. That makes them totally different. But is it fare for players? Why not. Antagonist has to be somehow special because he has gone that far already. As player characters usually are special from normal people in game world. Player characters have spells, feats, better equipment and other gualities others don't possess so to make antagonist really the bad guy he should also have something. In low fantasy game antagonist might have robotic hand. Why not? He is one of the kind and might possess one of the kind technology or knowledge. Or he might have some special skills or powers what others don't have. It also surprises players - also those who know the rules like their own pocket.

Weak Point
There could be a weak point. Daughter antagonist won't put in danger or some valuables he doesn't want to loose. Basically this weak point could be alternative solution to win antagonist. But it should be hard to find out. This alternative method to beat antagonist through his weakness could be so well preserved characters never find out about but it should be there for alternative resolution. Some antagonist might have obvious weakness and others hard to find out.

History
You don't have to write a short story of the antagonists past but you should know why he does what ever he does. Was he bullied as a kid and now wants to be powerful and pay back? Is he just greedy or does he want power no one can imagine? This antagonist player characters try to stop destroying the world should have reasons in his history why he does want to destroy the world. History is tied really close to motive but only deepens the antagonist.

Resources
If antagonist has castle with valuable treasures, monsters and traps guarding it and other things you should think how he obtained them. Also if there is that death trap castle filled with monsters how did antagonist build it and how does he manage it? It should have other meanings than just being a challenge for player characters. Obviously antagonist didn't put it all together just for wait adventuring party to step in.

Make Antagonist A Character
Basically in game mechanics antagonists are part of an adventure and challenge for player characters but to make antagonist more alive you should think about these things in this post. Antagonist would be more interesting person if there is something else behind him than just statistics to fight against.

Friday, March 9, 2012

Player's comfort zone

As I started playing with beginner I started to think I have to find out his comfort zone. I have played with my girlfriend and I know what she is okay with and what is too much.

I will rate these questions from 1 to 3.
1: No way!
2. Okay with it if it's in good taste.
3. BRING IT ON

Basic questions will be:

Religion
Is player ok if religion (real-life or fantasy) is present in game. How much religion and pantheon can be dealed in campaign? Is religion for any reason uncomfortable topic for player?

Sex
Can there be sexual themes? Could player character have sex with other characters and how detailed this would be? Should there be sex in normal life of game world, or should sex just be one detail not needed at all. What about forced sex or perversions or unnatural sex? Could character interrupt scene of raping or should it be changed to assault? If player character is having sex should the scene be skipped or should it be described? If description is ok how detailed it should be?

Occultism, dark arts, sacrifices
How much occultism there can be in game? Is player comfortable with dark rituals and demons? How detailed rituals should be, are human sacrifices ok or should occultic rituals be handled with softer tone. How much detail there should be in rituals or is description of "some sinister and dark ritual" enough.

Gore
How detailed death should be? Is enemy defeated or does his head splatter all over the place and guts flow to the floor? Are there just bodies or horribly mutilated bodies? Are there worms or do the worms crawl the rotten flesh in high detail? What about innocent people? Is it ok that innocents suffer?

Depressive Themes
How dark and depressive game can be? Should things never go too depressing and desperate? Is player comfortable with depressing themes or does he want lighter touch. In what detail player is willing to go describing and playing his character's mood? If player himself is vulnerable to depression how can he handle themes like this?

I am all the way to 3. But I am experienced player and know well how to put aside my own feelings if it suits the character or situation. I don't mix with real life what happens in game. Naturally I can feel disgusted, sad, or repelled but it is just a game. Some people are more sensitive and it should be respected.

Are there any other points to add to my list of topics that should be considered when playing with others? Point of having fun when gaming is that no one feels uncomfortable. Sometimes it's good for the game to feel a bit uncomfortable but if it is overwhelming I don't see advantage in that. Playing should be fun for everyone including being afraid or disgusted of the Rotten Maggot King Of Dark Temple but sometimes it might be just enough for someone. Not everyone of us enjoy funeral doom metal and splatter movies.

Friday, February 10, 2012

Turn your video game collection to random generator

I was listing my console video games and had an idea. I got list ready for some dice action. To create plot, adventure, campaign, setting, location or what ever roll dice three times and see what video games it shows and improvise combining those to gaming material. Just go with the ideas you get from a video game. Graphics, setting, mechanics, title... what ever tickles your creativity.

Not sure how many video games you need for great variety, but I'd say at least 30 sounds good. I have 54 titles (did not include PC games) what I'll use for examples here (list to my games will be posted HERE tomorrow). But how to easily roll 54 sided die? Go here for virtual dice roller: http://dicelog.com/dice
You can find list of my console games here: https://sites.google.com/site/cradleofrabies/video-games-collection

I will create these examples for generic fantasy Dungeons & Dragons styled games. Let's begin!

Random Encounter NPC

Games: RalliSport Challenge 2, Lord of the Rings: The Third Age, Wii Fit Plus
Description: This NPC driver carts delivering rare goods and treasurer even to harder locations. He is not much of a fighter himself but he has a party of three henchmen with him; one caster, one fighter and a scout with bow. He is basically fantasy version of FedEX. His special ox of rare breed is faster than normal and almost impossible to exhaust.
Explanation: From RalliSport I got idea of travelling cart. Lord Of The Rings is turn based RPG in fashion of Final Fantasy series so I thought about a party to support NPC and Wii Fit Plus gave idea of that well built ox.

Random Encounter Location

Games: DancingStage SuperNOVA 2, Hitman 2: Silent Assassin, Manhunt
Description: In the wilderness there is old forgotten ruins of the city. The ruins are big and mostly destroyed to labyrinth like compound. In the middle there is part of a palace in relatively good condition; the old ballroom. When characters find the location they are approached by older man with dark hood and light leather armor. Even though old he looks to be fit. He has a proposal for characters. They must get into the middle of labyrinth of ruins and bring him one crystal from old roofcrown (that big fancy lamp). Reward will be good (what characters possibly would appreciate in addition to experience points). If characters as why the man tells it's a test but should be easy for adventurers like that (or what ever explanation suits players' style to take random quests).
Actually this is a test for old man's school of assassins. He sends adventurers and his assassins try to kill them. If assassin fails (is killed, captured or something else) he wasn't good enough. If assassins success to kill adventurers old man lures there they have had their real life lesson. If adventurers bring crystal to old man assassins have failed their lesson and their training continues as normal (maybe harder). Characters do have their reward if they success as promised.
There are different types of assassins to encounter from different lines. Lines are basically race or multi-class. Bloodfangs might be orc fighter/assassin when Deathfeathers elven assassins and Nimblefingers halfling thief/assassins. There might even be dangerous Wizard/Assassins Shadowmythics.
Explanation: DancingStage gave me idea of this dancehall, as a main location. Hitman for assassins and Manhunt for the labyrinth part where you must go further surviving attacks of assassin lines.

Town You Need To Create Quickly


Games: Resident Evil Outbreak File #2, Obscure II, Dynasty Warriors 5
Description: Getting into the city is not easy. It is walled in and heavily guarded. Sieged by undead warriors. It is practically impossible to fight way into the city but it could be possible to sneak in. Characters mind find supply delivery and join them to get into the city by secret passage. Characters learn backgrounds for the situation. There were two clans in war. Clan Reofod and clan Dywar. But because of a cataclysm clan Reofod's city was destroyed and most of them died. Clan was extinct. But clan's very powerful wizard survived and thought that the cataclysm was clan Dywar's act and turned into necromancy. Hundred years passed, wizard gained immortality by a deal with death god and got power to rise undead. He summoned bodies of his clan warriors to destroy clan Dywar. Now city of Reofod is in siege against undead wrath of clan Dywar.
Necromancer has also some control for demons and in some nights city Reofod streets are attacked by strange demonic creatures. City really needs help to survive.
Explanation: Resident Evil gave idea of zombies and Outbreak of demonic monsters in nightly streets. Dynasty Warriors gave idea for war, siege, armies and clans.

Extremely Powerful Magical Artifact
Games: Final Fantasy Crystal Chronicle: Echoes Of Time, Fallout 3, Quake III Revolution
Description: Staff with crystal too powerful for mankind. It can bend time, bring great destruction and shoot magical rays of different types.
Explanation: I made this really simple. Final Fantasy gave crystal and power to bend time, Fallout destructive powers and Quake shooting rays. It doesn't always have to be complicated.

Wednesday, January 25, 2012

Random random roll

I am reading World of Cynnibar review written by Darren McLennan (you find it here @ RPG.net) and there was this funny thing in Cynnibar example adventure.

First roll D100 to determine a change then roll D100 again to determine success or failure. Isn't that truly a random roll?

Roll D100, get a result of 53 what means that there is 53% change of [what ever is in question]. Then roll D100 again to see what happens based on that randomly determined % change.

Isn't that wonderful? Okay, that is totally unnecessary and really, it is too random for anything more important than what change the random flower is blue or red. In my opinion.

But still, I remember when being a kid and GMing I did use that double-random roll. For example if characters were sneaking and I had to determine does a guard detect them -that game didn't have rules for sneaking- I first rolled the percentile for guard's detection and then re-rolled against that first rolled to see were players detected by the guard.

Yes, those were very simple times. But still, back then there was this rule of thumb always present:
If you don't remember how the rules work, adapt."
And that was adapting. Instead of figuring out what ability against what should be used in what manner from really narrow list without rules was determined more simple way. Roll - roll - done.

It is not realistic, but it was fun and easy. Naturally later on solving these small problems of rules and game situations developed a lot and it was easy to create hastely rules that were similar enough with the core game.

But still, I remember telling players:
"You see the guard up there tower. He has a spear and he's looking at in various directions." Players agree to sneak. Behind my GM screen I make a secret roll and I see players' nervous looks. They wait for the result, but then I make a second secret roll and after that tell the result.

Imagine. Secret rolls in high tension situations were bad enough. But double-secret-rolls? Killers! Same I used sometimes when rolling for players. Player doing something with really uncertain result. Sometimes GM makes rolls in these situations as player don't always know what stats to use. But use a double roll here? It's a killer.

Naturally that double roll can be a game killer and should be used extra rarely with caution. It is random roll. Really random roll. Unless you absolutely want to make a random roll, do it. If you are unsure how to response and what happens, I am not sure if it's that good. Like does inn keeper know something important? Why bother. Just determine the % he could know with a little bit imagination where this % comes (inn keepers know the rumors, target easy to point out from a crowd, well known rumor etc. affect the %).

But sometimes, do a random random roll. Just for the fun of rolling dice.

Wednesday, November 2, 2011

How I improvise games?

In pelilauta there was a topic about "GM improvisation" and I posted my response there. I decided to roughly translate my thoughts and blog it also. You can find the topic from the following link (in Finnish, but Google translate can help): http://pelilauta.fi/index.php/topic,459.0.html

Friday, September 2, 2011

Time in fantasy games

Here are few tips for GM how to handle fantasy terms of time. In fantasy games months, weekdays and even hours and minutes might have different names than in our real world. It gives some detail in setting, but I also see some problems in it. They do give detail to setting, but is it necessary for players to learn this new time system to keep track on "what time it is"?

Years
Years are basically simple. As it is fantasy, you cannot compare time line to ours. So in fantasy setting it could be year 2300 but they don't fly with space ships as it cannot be compared to our time line. Also I think that in fantasy settings years are count from something important. Like 230 years after King Diamond. 500 years before The Plague and so on.
In some games it is more important to know what year it is to know what kind of the setting is in that time period. Example is Middle-Earth. But for some games it doesn't matter for players if it is year 300 or 500 if there is not that much detailed history or GM doesn't want to put game in specific place in time line what differs radically from default setting.
Also you should note national differences. Orc nation doesn't care do they live year 150 after King Great of White Reign was crowned, but they might live year 1400 of Orc Awesomeness. Little detail what might confuse a game. Basically it is easier to use this default time. (In real world Jews live in different year than "we").

Months
If fantasy setting uses 12 month years it is easy and logical to track days. Still, if months have different names that we are used to, it might be a bit unclear for players what season it is currently. If GM just announces, that "it is third day of the month of the three diamond stars" players who aren't familiar with setting's calendar might be confused. And then GM must explain: "well, it's kinda like our March."
It is easier for GM to say "it is third day of the THIRD month of the three diamond stars". This way players hear the fantasy setting month name but also hear which month it actually is they can compare it to.

But if there are more or lass than twelve months in a year, it get's a bit complicated as there is not enough or there is more months to compare. But it can be easy still. Instead of saying "month of the golden moth" you can add: "EARLY AUTUMN month of the golden moth." That also explains directly what season the month is in.

I don't think GM should convert strange setting months to our months, but when telling what month it is currently GM can also tell in what season and place of the year the month is located. That saves a bit of time and confusion, as GM doesn't have to explain when that fantasy month is.

Days
Seven days per week, more or less? It actually doesn't matter that much. Week as we know it is usually work from Monday to Friday, rest in Saturday. In fantasy setting usually people work every day of the week. There might be "holydays" what are free, but otherwise weekdays are a bit different than ours. Players should know how many days there are in a week, but should they know what they are called? Not necessarily. Same as with months. Instead saying it's Gorkaday, you could say "it's fifth day of the week, Gorkaday". Players can keep track of time knowing which day it is instead of just a name. Weekdays are easy to learn I suppose, so if players start to remember them, GM can drop the ordinal number out.

Hours, Minutes, Seconds
How many hours there are in a day? That's easy to learn. GM can go the easy way and just say how many hours it takes to travel, how many minutes some action takes or how many seconds character has time to react. It helps the game a lot. But if GM wants to put setting fluff for example when NPC is talking, he can use suggestion of times from his rulesbook. If one hour is one hourglass, then 45 minutes is three quarters of a hourglass. That should be easy to understand and remember. I mean, it is a HOURglass. Second might be a blink of an eye. And so on. But to make game faster, it's just easier to say that it is five hours away than: "to travel there, it takes the time to turn hourglass five hours around". Little detail, but is it necessary?
Also in combat situations minutes and seconds are way much easier to handle than setting specific times. Basically fights are using rules and dice what aren't in game world (characters don't roll dice against orc bandits to see who wins) so to make combat easier to comprehend, use times easy to comprehend.

Final Thoughts
With little setting details you can make fantasy world more realistic and living, but don't make gaming too complicated. If you describe something in setting terms and have to repeat it in our world terms, I think the effect is partially lost. Hide our world terms or explanations in your setting terms.

"Prophecy tells: After seven moons, Shabanday -the seventh day of the week- the dark lord will rise again."

Thursday, May 12, 2011

Orc camp ahead, but what are they up to?

Aggressive traveling orcs. (From LotR movie).
How many times in fantasy settings group of heroes have encountered camp of orcs? How often group of heroes have encountered camp of orcs with random encounter table? How often you don't have any idea what the orcs are doing there, but the point is to A) avoid them or B) to kill them. Here's little table for your random orc camp. They might be also encounter on the move.

Random Orc Camp Or Travelling Group Table

First you have to know, how hostile these orcs are. Roll D4:

1. Try to flee even if they must leave their camp behind.
2. Are defensive, continue what they are doing and let PC's walk by if not bothered.
3. Really suspicious, maybe make point that you should not come any closer.
4. Aggressive, and attack in sight.

Now you know, how how the orcs generally behave for intruders of their nearby space. After that, you might want to know, what that camp of orcs is all about. Roll 1D8 to find out:

1. Mercenaries. They might have had a job before or they might be venturing to one. (1D4 = no job, no previous one, normal gear, no valuables, 2D = preparing for a job, better gear, no valuables, 3 = aftermath of a failed job, normal gear, little valuables, 4 aftermath of a succesful job, better gear, more valuables.)

2. Exiles. Exiles are often poor and in bad condition. They usually are really careful and defensive if they are refugees, but might be really aggressive if they've been exiled for being not suitable to even orc culture. Exiles usually have next to nothing valuables, and their equipment are in poor quality. (There are 2D6 exiles band together even from different tribes.)

3. Warlord. You should see orc warlord's camp from far before you are noticed yourself by them. Big tents,  lots of orcs in war equipment, lots of noises and decorations, emblems and war flags of different offensive and dead things. Ignore roll of hostility. Warlord and his army are always bloodthirsty, and will kill anyone who comes close enough or they notice. You flee, they practice catching you. You fight well, they keep you alive to be their real practice dummy. You want to know how many there are. (1D6 better generals, 2D20 warriors per general. 20% change per general to have a shaman or mage. 40% change per general to have a tamed beast [% rolls can be cumulative per general. If you roll 19 for shaman or mage, roll again, if you still get under 20%, roll untill you don't score below 20. That's how many shamans or mages there are per one general. Same goes with beasts]).

4. Bandits. Normal orc bandits you see, robbering people who pass them. Usually kill their victims and take their valuables. (There are character party +1D4+2 of them total.) They might have some valuables with them (1D4, 1 = nothing special, 2 = some coins, 3 = more coins and some items, 4 =more coins and more items). 10% change that there is wanted reward for the head of their leader (1D3, 1 = small revard, 2 = mediocre reward, 3 = higher reward).

5. Half-Orcs traveling. Normal, half-orcs traveling. It is not easy for them, as their own hate them for being "good", but "goods" hate them for being half orc blooded. So they must travel and find their place where they are accepted. Usually they aren't aggressive, but if they are, they have grown really suspicious against everyone thinking, that they are target. Make player characters roll appropriate stat for them to realize, that these orcs are good at heart. If they fail the roll, they can act like they usually would act, maybe bloodlusty killing for experience and loot, or based on how half orcs react (first 1D4 roll). If they plan to kill these half-orcs, make sure somehow, that they understand that they killed "good" people. Maybe there's a travelling journal or something. Nothing valuable, this is morality lesson.

6. Captured orc. Group of humans are escorting this huge orc in thick wooden cage on four wheels pulled by two ox. There is one guard captain (heavily armed) and four guards (normally armed, medium armor, spears, small sword).  Guard captain brags, how they did get the mighty Grok'arg, the orc war leader. Characters might know, that Grok'arg actually is freedom fighter, solo, who wants to kill this evil duke/king/prince/lord/wizard what might be known for player characters for his wickedness. Even though Grok'arg is orc, and his other motives and -well- orcishness might be suspicious, he could be a valuable ally especially if characters want themselves the blood of this bad guy Grok'arg hates. Will they free him? Or not.

7. Hunters. Orc hunters are known to hunt game but also for hunting people and other races. Are they on hunt now? (1D4, 1 = hunt is over and succesfull, 2 = hunt is over but unsuccesful, 3 = they have started their hunt and have hunch, 4 = they have started their hunt but are clueless). What they are hunting? (1D6, 1 = orc renegades to be killed, 2 = humans to be slaves, 3 = food and game, 4 = personnel of area's lord, 5 = elven, 6 = player characters).

8. Orc scholar. Orc scholars you don't see every day, but even some orc leaders do value knowledge or want to know areas better and obtain maps to plan better their attacks. Or maybe this scholar is after his personal deeds. (1D6, 1 = scholar is after arcane knowledge for himself, 2 = scholar is after arcane knowledge for his chief, 3 = scholar mapping out the area for his chief, 4 = scholar is after books and scrolls to learn more for himself, 5 = scholar is after books and scrolls to learn more for his chief, 6 = brains was not the attribute scholar's tribe valued, so he decided to go find his own fortune with knowledge). But does scholar travel alone? (1D4, 1 = alone, 2 = with apprentice/assistant, 3 = with apprentice/assistant and a couple of guards, 4 = with his trained monster).
D&D orcs by: Ralph Horsley.
This table will work with any fantasy game with orcs.

Wednesday, May 4, 2011

Randomly (A-Z letter R)

Rolling randomly. I don't know who said this, but it's a good rule of thumb:

"If your answer is not "yes", roll a die". (Or something like that).

I do quite often roll randomly without game rules. I simply roll a die, higher the result, better outcome for character's point of view. These are the situations where character's characteristics have nothing to do with the actual outcome of roll.

For example, if character is trying to charm someone, roll is based on her skills versus difficulty based on the other being charmed. That situation can be played according to game rules.

But when there is something I don't want to just decide, I let a die make a decision for me. Player might ask, are there guards at that corridor watching the air vent she's hiding in. I don't have to roll do guards spot character, as they aren't necessarily searching her at the moment. I let the die decide. Rolling D6 I get result 5 or 6 no, no one is watching at the air vent at the moment. Rolls 1-2 yes, most definately.

Also you can determine "shit hits the fan" effect with random die roll.
Text from Code/X (download free here: http://www.burgergames.com/codex/)


Sometimes it is impossible to decide if and how the
characters could affect the situation and it all boils
down to luck. In that case, player or Gamemaster rolls
a single die, the lower the result, the worse the situation. Rolling 1 means something exceptionally bad and
rolling 6 some kind of an unexpected benefit.
For example, the character fires off a long burst in a laboratory, instantly reducing  test tubes, pipes, contains, jars and whatnot into fragments, trash and shreds. Is there a fire? Is there a dangerous chemical reaction? Will he get splashed by the zombie enzyme?
The gamemaster rolls 1D and result is 2. Not good. Multicoloured puddles on the floor begin to boil and suddenly the air above them bursts
into green-blue flames. Characters would do wisely to get out as soon
as possible. On a roll of 1 there could have been an explosion, or the
shooting character would have been sprayed with acid.
On a roll of six, he would have been sprayed with a mysterious chemical that heals his injuries, or a whole bunch of enemies would have
gone up in flames.

Wednesday, April 27, 2011

Knowing the players AND A-Z challenge thoughts

Yeah, I know. I am at letter "K", what should be 13th when it's already 27th and there are only four posts of this challenge left (if you count today in). Yes, A-Z challenge. I did fall from the bandwagon and never could climb back. Of course, this month has been busiest ever.
Fortunately, I have had time to play roleplaying games once or twice a week and also got a new product this tuesday (will read it, then talk it).

So, basically I just continue now handling the letters in order. I am glad if I get time to do them within this month! Let's see... 16 entries/letters to blog, four days left including this one. So it's "only" four by day? Not that bad, but problem is, do I have time or endurance. Let's cheer me to end this challenge my own way!

Phew, got that out of my burdened heart. So, for today's "challenge" topic which is letter "K", which stands for...

Knowing The Players


How to be most efficient Game Master? Well, there are many tricks to be good GM, obviously experience is one even though unexperienced GM's can run great games as they might be more open minded and not so rules- or setting focused as older GM's.
But how will knowing your players help you be better GM?

High-Fantasy For Cyberpunkers?


If you want to play your gaming session safe, pick a game and genre what your gaming group likes. If your group likes cyberpunk games with guns and style, they won't necessarily be that fascinated about and idea playing elven in magical green forest. If they in the other hand want to play said elven, they wouldn't necessarily find space ship pilots that fascinating.
If you know your gaming group, and know what kind of games they like, it's the safe bet. Most certainly when you guys know that you are playing next Friday, but the game isn't chosen yet, take the safe one. You might take another game for option, but don't rely on it too much.

But sometimes it might be good to try out something totally different for a change. You don't have to run dozens of sessions to complete a game, but it could be one-shot or last for few sessions. Game what lasts for 1-4 sessions I think adult gamer can bear and see through, even if the genre doesn't gratify him. That's the only way to know for sure, to try it out.

And if whole gaming group finds some game totally unbearable, there is nothing that forces that group to continue playing it. You gave it a try, didn't like it, not a big deal. Go try something different, and go back to the game you do enjoy gaming.

I personally remember when I was 11-17 my gaming group liked fantasy genre. I did want some variety to that, but other's didn't warm-up for my ideas. I did run a few short campaigns, but my gaming comrades never were as excited, as with fantasy genre. (Side note: Luckily I got one friend who enjoyed gaming. What game we did play was not that important. If the story was great, he liked it. Usually we played one-on-one with him because of that.) But today, fantasy is possibly my least favorite genre. Or it was.
I have always liked Praedor, but it's not this fantasy with elven folk and magical beings and such. It's more down-to-earth, where your character might die in one bad blow of opponents weapon or catch wound fever.
Still, when I last year tried Dungeons & Dragons 3. with my girlfriend, I was positively surprised! We both don't fancy fantasy that much, and D&D's been in my personal hate list since D20 started to eat other systems (new prints of fascinating older games all in D20 roar). Still, we liked it. Basic adventuring, with a big A. Still, fantasy is not my favorite, but I can play it and even find it fresh change every now and then (after gothic-punk cities with Vampires).

Know What Your Players Want Adventure To Be Like


Even though you know what genre your players like, or what game is absolute no-no even though genre is right it's good to ask your players what kind of adventure they would like to have before you start to spend time writing it.
This scenario is an example, but I think it has happened all over the gaming community numerous times. Your player want fantasy, and you suggest D&D what is fine with them. Then you fix day for the first session what is few weeks from now. You start to write your adventure for those players. You write background story, draw maps, write stats... you do this awesome dungeons with monsters, puzzles, treasures, trap doors, traps... Then the gaming day comes and you start to roll characters. You notice, that players do these characters and describe them all wrong. They don't suit your dungeon, they get killed there!

At the above examle there were few problems. First, even though genre and gaming system were decided, Game Master forgot to consult players about their characters. GM should know or have a idea, what kind of characters players are planning to write. Or players should know what kind of adventure player is going to write before they start planning their characters.
If players have no clue about adventure plans, they don't know what kind of characters they should do so they might do what they like to do and it's sheer luck them to match the adventure.
Also, if players don't have any idea what kind of characters fellow players will write, the character party in worse case scenario could be totally unworkable.

Few good things starting a new game is to tell players what kind of idea your next adventure will have in general. You don't need to detail it too much. It's enough if you just tell, "it's going to be a high adventure traveling all around the world", or "OSR Dungeons" or "political scheming amongst the elite". Now players will know what to except, so they can plan their characters better.
Another way is to ask players what they want, or what kind of characters they want to do and build the adventure around them.
Or you could sanctify the first session to roll characters, so whole group is planning and taking part in first steps of creating the upcoming game.

So, in my opinion it helps things a lot, if players know what your plans are and you know what players want.

Wednesday, April 13, 2011

A-Z: Handouts for players

Wow, lots to update to keep in schedule.

So, handouts, those extras game master hands for players to make gaming more intense. My opinion in handouts is, that they are really cool, but actually unnecessary. I mean, you can easily just describe things or give a scratch about something. Still, if you dedicate time to make a cool realistic handout, it makes way better immersion for players about what their characters see.

Some possible handouts I have used:

Maps
There are maps in roleplaying games, but usually in fantasy settings these maps are tailored to suits GM's needs. To be frank, these maps are nice and comprehensive but if you think about game world, was cartographing so advanced that realistic and precise maps could have been developed? No.
For example distances can vary a lot for what they really are. Also some unknown or for the purpose of the map unimportant locations could have been excluded. So, hand drawn map for the players about the location as the game worlds inhabitant is more game realistic, than map what is made for the game material.
Instead of showing the map of whole game world for the players, draw a sketch how an inhabitant and cartographer of game world would have drawn it. It is more realistic than this full color sheet of precise mapping.

Letters
Instead of just telling what letter includes, I sometimes like to hand write the letter or use suitable font and print it. Sometimes if letter is older, or in bad shape, I might burn it's borders with a lighter or wrinkle it to make more worn out look.
It does not need much effort to write a letter instead of just describing the words. And if you draw, even a simple, seal it looks more fascinating.
Also for modern campaigns news paper clips, documents etc. can be easily made.

Locations
Usually a map of a particular location might be enough. Sometimes though I like to draw or show a picture of the place. It can be copied from internet, or even a drawn sketch but it gives more atmosphere. For example, if characters are going to this ancient temple, show them a picture how the temple's entrance looks like from the outside.
Also, you might provide players a city map, but a picture about entrance with walls, market place or palace makes it more like being in there.

NPC Portraits
Verbal description is good and I usually take few distinct features and quirks of the NPC to make them unique. Sometimes though, if the NPC is an important person for the campaign or characters, it might be a good idea to provide a portrait for the characters. You can draw it if you are a drawer, or find suitable portrait from the internet. If portraits are smallish, it is also a good tip to put the portraits of NPCs on the table who are present at the time.

Items
You can also draw of find pictures for items. Of course, like all other handouts you can describe this ancient witch lord's crown or magic sword of lightning, but giving a picture of item makes it more "real".

Basically, anything player characters see, you can make a handout about. Usually handouts might be related to present adventure, like letters or other important hints characters might find, but you can basically make a handout about everything characters see.
Still, don't overwhelm players making every single object and thing in game world to appear on paper. Just the most important and noteworthy ones to keep things simple.

Friday, March 11, 2011

How to take advantage creating RPG quests and campaigns using MMORPG quest model?

This is not about playing MMORPG instead of playing RPG because you as a GM just haven't got anything prepared. This works best for those Game Masters who are familiar with MMORPGs and haven't got anything spectacular prepared for next or current session.

MMORPG Quests to RPG Quests And Their Differences


Kill certain amount of monsters, talk to NPCs in order, deliver items from one place or NPC to another, find resources for quest... Really basic everyday MMORPG things to do. Actually, similar quests we run into roleplaying game campaigns. NPC in distress, monsters to kill, items to obtain and return.

But what is the difference between an average MMORPG and RPG quest?

"I don't care why you lost your whatever to where ever."


That's sometimes what I in my mind tell to MMORPG quest giver. If the quest is not related to main plot, but just a side quest, I usually don't bother to read all the nonsense wall of text.

"You need this to give me XP and gold and possibly an item? Fine, I'll get ya that but just stop talking!"


What is the difference between similar or exact same MMORPG quest versus RPG quest is the NPC and interaction. In MMORPG you just listen or read tl;dr and can view the quests point in simple description. In RPGs characters can interact with this said NPC. Talk to him back.

Also, in MMORPG after you get this quest, for example kill 10 orcs at nearby forest because they cause harm or danger, you run there, click your mouse button and sometimes use special attacks or spells until all these orcs are dead.
In RPG in the other hand GM can create the mood. He can describe the surroundings better, what orcs are doing (instead of standing still like in MMORPGs) and create atmosphere. If there are 10 orcs to kill, in MMORPG you just run there and hope that other orcs' aggro doesn't reach to you. In roleplaying games if orcs see you, they attack you.

Is your playerparty strong enough to run there waving swords and casting spells attracting all orcs at once, or do they need some tactics to do that?

You can also add story elements more. In MMORPGs everything is scripted. Things happen if it's ment to happen. Usually in these kill enough of them quests there are no surprises. But in RPG there might be some. Orcs might blow horn to call backup, some of them might slip away, they might have information of texts about bigger plans. It is easier to develope from this simple quest to further and make it more advanced.

Also in MMORPG when you talk to NPC girl and read text:

"*Sob sob* I lost my puppy in the forest."


It is just text. Well, you might relate to that if you will, but with storytelling GM can make whole situation more dramatic.

So, if you do play MMORPGs and know what kind of quests there are in your MMORPG(s) of choice, feel free to rip those quests. They might feel a bit too simple or straightforward for roleplaying games but with a little tweaking, fleshening out, creating right atmosphere by great descriptions, you can do well. You can also link separate quests together to make series of quests, or even mini campaign.

One village might have separate looking quests (wolves eat sheep during night and shepherds are too afraid to stay there at night, orcs have warcamp nearby, village elder's daughter has lost her precious ring) but you might time them together.

What common does these wolves, orc warcamp and lost ring have? Maybe orc spy stealed the ring to give trained wolves the scent of village elder's daugter's scent and wait wolves to kill village elder's daugter. When whole village is in sorrow because of the death of the daughter, they will attack as village is in it's weakest?

You can make this linking part easier using mindmap. Here's how:

1. Write down concepts of each quests on paper well separed. (One section for wolves, another for lost ring, third for orc warcamp).
2. Draw lines between these separate concepts and write next to lines, how they are connected.
3. Do some finetuning
4. ????
5. PROFIT (You just made in few simple test a mini campaign using MMORPG stereotypical quests!)

MMORPG quests are similar to basic RPG quests. No next time you play your MMORPG, pay attention on the quests and possibly you might not freeze anymore when there is "nothing to do for the characters". There always are things to do in the game world. Everyone always needs help from heroes, there are always bad guys and monsters roaming free and making their evil plans on destroying crops or taking over villages. And while you run this so called basic MMORPG-ish quest on your roleplaying session, you might find out how it developes into something bigger.

This works with every genre, not only fantasy games. Just make fine adjustments to suit the setting you use.

Friday, February 4, 2011

Quick naming random NPC's

Sometimes it could feel like it's hard to come up with a name for NPC, but it is just really easy. Trick all Game Masters should know, or know already. What to do when you need quickly to name a NPC?

For modern or more realistic games easiest way is to take nearest rpg rulebook or sourcebook, look at the list of writers, pick random first name, random surname and combine.
Your rpg book is actually modern name generator allways available!

For fantasy settings or for stranger names look around. Read what you read, combine or alter text. And you got a name.

For example, I had to come up with a name for Prince's sheriff in Vampire: the Masquerade. I swept the room with my eyes and somewhere picked word "Adrian". Ok, that's good name. And surname? I had bag of snacks manufactured by "Crusti Crocks" and I liked the word "crusti". So, I got NPC sheriff Adrian Crusti. Simple.

Sometimes just mix few letter. I have Colin Forbes book next to me, NPC might be Folin Corbes in fantasy setting. Or I might mix and match letters more.
Colin Fobes. Bes.. lin. Beslin sounds good. Forcol? Nope. I taste sound Forcol in my mouth. Forcol, forcal, forcel, farcel, forceal... until I find name I like. So NPC could be Beslin Farcel.

I also see a magazine, and in the cover reads Tennis & Golf. Okay. Dennis Flog? Tennee golf... golf... lol... folf... folg... folf... Dennis Folf.

It of course is easier to find name for NPC when you know what he looks like. For Dwarven warrior Beslin Farcel wouldn't work that well. But what about, Colin Forbes... Folin Corbes yes, Folin Gorbe? Suits me.

Sometimes you can just change first letters from words. I have this Battery Energy drink can next to me, and it says "Limited Edition". Eimited Ledition? Sounds duffy, but let's continue tasting it for this elven archer. Elied? Yep. Elied sounds elvish enough. Elied Ledition? Elied Liedi?

If you want really goofy and tolkien-realistic names, just add ´'s and ^'s and what ever to name. Elied Liedi is not elven enough, but how about now, Elïed Liédi?

If you need weird demon, orc or other name, just say something twisting your mouth. "Broawgg?" Okay, I wrote it down what I sounded like. Broawg da ork boss. Broawg the badger demon? Suits me.

Thursday, February 3, 2011

GM Tip: How to quickly give personality to NPC?

So, you have NPC what characters meet. NPC might be blacksmith, city guard, beggar, or anything. How to give some edge to that character quickly?

First, check your surroundings. Two items you first see. I see scissors and pen. Now translate what you see to characteristics. Scissors are sharp, so NPC is witty. Pen indicates he is also learned. OR scissors as sharp might also mean that he is violent and pen that he is in high status.

So, now that blacksmith is witty and learned.
Or city guard is violent and in high status. Possibly guard captain.

Small trick what needs a bit of imagination, but you'll get quickly seeds to determine some personality.

Saturday, January 8, 2011

The mighty Three to help gamemaster's plannings

This is really simple, and powerful tool to make great variation with only few simple steps. With this you can create illusion of living world as not everything unimportant (or even important) for campaign is static copies of eachother.

So, get ready for The mighty Three to help gamemaster's plannings

Introduction: Example Of Gym Music Listeners

I'll just start with a bit complex example. Complex because this is actually not that complex, but I just want to show you how it can work basically with anything. So, here's the example, and all the explanation follows after it.

There are three types of music listeners in the gym.
1. They don't need music, so don't particularly listen to it even if it's in the background.
2. They do listen what ever radio station or cd is put on.
3. They want to listen to own music with iPod's or even insist to get their own cd on player.

That's it, three types of people going in to the gym and their music listening habits while working out. So, what does this mean? Let's see.

What Is This?

This is a simple tool to make variety for different things. It might be soldiers and their equipment, orc marauders and their agressivity or city guard and their suspision. The key is, that you can easily pre-make three different variations to use, so players have an illusion that not every static NPC or NPC without key value to adventure is just a cardboard copy of another.
This is simple way to make gameworld feel a bit more alive.

The Mighty Three

Why three? Two is not enough and four is too much to handle and manage, so three is a nice number. And three has also enough variety. When creating these different NPC groups and divide them into sub-groubs with The mighty Three, think those three as:

1. Lower, smaller, below
2. Medium, mediocre
3. Higher, bigger, upper

That's a rule of thumb but it depends how you will use those values on what qualities on a certain NPC group you want to highlight. It's really simple.

Examples Tell It All - Different Archtypes Make Lot's Of Variety And Flesh Out Game World

For example orc marauder groups you would like to make that aggression value. You make just one template for orc marauder group, but have three different groups from that one template! Like this:

1. (Lower, smaller, below) Unaggressive, and will flee and avoid combat as well as possible
2. (Medium, mediocre) They will only attack groups they can outrun with power, obviously bigger and more powerful they leave alone
3. (Higher, bigger, upper) They will attack no matter what, even threatening their own life

So, now you have one template for orc marauders (let's say statistics for leader, two with bow and two with swords and shields) but with The mighty Three system you have three different kind of groups altogether!

Let's take another one. City guard. You have basic template for city guardsman (with possible different weapons) and with The mighty Three system you can make those city guards' behaviour really different, and make them feel more alive!

1. They most likely ignore what happens around them if it's not direct threat against them or city leadership
2. They keep an eye on obviously suspicious persons and might even follow them
3. Highly aware, most likely to intimidate passing people showing verbally power.

See? One city guard statistics, but three different city guard types.

I'll give you another one. This time modern world soldier to be a bit different from fantasy setting. Again, you have template for soldier, so let's make a small difference to their behaviour.

1. Stay's in cover and prefers not to get shot - obviously can barely shoot himself
2. Will shoot, but if is directly shot will most likely find a better cover - doesn't want to get killed
3. Trigger happy who will shoot and takes risks to get better positions for better line of sight

See? Easy.

The Mighty Three For Equipment

You don't have to necessarily use it just for NPC natures, but also equipment. Let's use those same three examples, orc marauders, city guards and modern world soldiers and let's give them variation with three different equipment sets.

Orc marauder equipment
1. Dagger, axe, shield, light armor
2. Sword, spear, medium armor
3. Bow, 20 arrows, short sword, light armor

City guard equipment
1. Sword, shield, spear, medium armor
2. Sword, bow, 20 arrows, medium armor
3. Halberd, shortsword, heavy armor

Modern world soldier
1. Pistol, 2 grenades, assault rifle, combat suit
2. Pistol, 2 grenades, shotgun, combat suit
3. 5 grenades, smg, combat suit

Now you have three different item sets for those NPC's you can use easily. Three is enough but obviously for special, more important, main villain etc.NPC's you might like to make more detailed plans.

Few Thoughts Left

It could be handy to write down all those variations on small notes. Just write heading what type of NPC list is for, then minor heading for what The mighty Three is and then the actual mighty three. You might do several of these The mighty Three headings ofcourse for personality, behaviour, group build, equipment etc.

Here's one example to give a idea what I mean:

Wednesday, December 22, 2010

Old World of Darkness - Easy way to create a plot + Few ready made plots for you to use

You might have planned a campaign you are running, but you would like to run some side quest. Or you might have sandbox styled game but for the next session you are out of ideas. What ever the case is, here is simple way to get inspiration in creating a plot.

Take character sheet of the game you and your group are playing. You see, that skills are in three categories and in each category there are 10 skills. And V:tM uses ten sided dice.

Roll D10 for each skill category, and see what skill the die result points at. Write those skills down. They are moods, settings, ideas, actions etc. for your adventure, quest, plot or even campaign.
You just have to fill out the rest, how to tie together those skill based ideas.

You don't necessarily have to be 100% literal about the results. They are just for inspiration. If you get result "linquistics" but are inspired about political plot, do so.

I give few examples next based on Vampire: the Masquerade. It took only few minutes to come along with these plots after rolling the skills for moods.

Leadership - Firearms - Occult

Band of renegade Brujah in Camarilla city have found an old tome about city's Ventrue history what can be harmful for Ventrue leadership. Ventrue want that old tome away from Brujah renegades. Brujah renegades are heavily armed and won't give it up easily and are ready to protect that old tome to harm Ventrue leadership.

Leadership = Ventrue
Firearms = Heavily guarded Brujah renegades
Occult = Old tome containing harmful information about city's Ventrue past

Expression - Animal Ken - Politics

Gangrel are not happy with city's status. They don't like how their clan's ideas have little support in city hierarchy and Gangrel's close relations to Brujah could be dangerous. If Gangrel are not pleased, it would be easy for them to turn clan Brujah head also. Negotiations and politics are needed to keep Gangrel satisfied and loyal to Prince.

Expression - Negotiation
Animal Ken - Clan Gangrel
Politics - Gangrel who don't feel that city has anything common with their interests

Brawl - Survival - Linquistics

Characters' coterie is attacked in remote alley by unknown vampire coterie. Their clan, sect or motives remained unknown. Characters don't yet know was that only a random attack from angry caitiff, vagabond Camarilla members or even Sabbat brutes. It's character coteries responsibility to take action to find out themselves who attackers were or even tell some of the primogens or Prince what happened.

Brawl - Attack in alley
Survival - What is going on?
Linquistics - To find out who the attackers were

Athletics - Firearms - Occult

Atmosphere in the city has been dark for few nights. Everyone knows that something is about to happen. Character(s) while minding their own business in streets see in distance a strange person, who flees after notices characters seeing him. Character's might try to pursuit him. If character's capture this person, they find out he is a caitiff with strange symbol on his forehead. Caitiff refuses to talk and seems to be insane. Behind the curtains of Camarilla, there is Lasombra brainwashing city's unfortunate caitiffs to make his small shock troop army to keep Camarilly busy while Sabbat grows its roots into the city.

Athletics - Pursuit
Firearms - Brainwashed caitiff shock troop
Occult - Lasombra, who brainwashes caitiff to mindless Sabbat drones.

Final Words

Have fun with experimenting. If some result doesn't fit your idea, re-roll. If you suddenly get idea outside your rolls, use it.
This is just for inspiration, if you are out of your own ideas for plot, quest, adventure or even whole campaign.