Issue 216
Issue 216
Issue 216
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CONTENTS:
--> A Brief Word From Johnn
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www.dwarvenforge.com
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Easter Break
------------
The ezine took an unannounced break for Easter last weekend.
If I'm going to miss or skip a week I usually try to mention it
beforehand so you aren't left wondering if an issue's been
sent and you missed it or it got filtered. Sorry about that!
Punisher Not Bad
----------------
I saw The Punisher on Friday and quite enjoyed it. My
expectations were very low, which always helps, and I
thought the movie was pretty good overall. I haven't read
the comic books so I can't say how true the characters and
story are to the print version. It's one of those movies
that doesn't leave much to the imagination, I felt, but
there were some good action scenes, some unexpected
situations, and some good humour sprinkled throughout.
Back-Up Time
------------
There must be a new virus out. I've received about 300 so
far this weekend. There's no better time than the present to
update your virus libraries (I use the free AVG software,
which works great) and to back-up your data. When backing
up, don't forget your RPG stuff and email files! Do it now.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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By Ian Winterbottom
i.winterbottom "at" ntlworld.com
However, once you get out of the dungeon and your adventures
begin to have a plot or a story rather than being an endless
trek through rooms and passages, it gets harder to prepare
those surprises in advance. Worth bearing in mind then is
one of the first ideas I came up with - NPCs as traps.
It makes life much easier and more fun if, for instance, you
can arrange for at least one or two members of the party to
be NPCs, belonging to and played by yourself. They're useful
- and not just as cannon-fodder, either. Literally any NPC
can be a plot key given a little thought. And, what's more,
it's fun!
Maybe she just robs the PCs of something they need and they
have to figure out who did it. Maybe they catch her at it
and even recruit her? Later, does she let them down or
betray them or could she be the one who saves their bacon
when they're kidnapped and imprisoned by the villain?
Think about exactly what secrets that NPC could have. The
next few tips explore a some of the possibilities.
2. Alignment Secrets
====================
Is the NPC good, evil, lawful, or chaotic by nature?
Principled or unprincipled? Selfish, greedy, decent, or
kind? Is he one thing disguised as the other for his own
advantage? Has his alignment been changed in some way, such
as by a curse, charm, or other magic? Will he revert to type
at the right, or wrong, moment?
3. Personality Secrets
======================
Is he brave or a cowardly back-shooter? Will he stand up for
himself or not? Cheat or not? Is he bad-tempered, a bully,
or seems so? And if so, why? Maybe he has a reason--someone
knows something about him or has some hold over him? One of
my players had a pair of stalwart fighter henchmen who were
great in a dungeon, but as soon as they were let off the
leash in "civilised" country they went drinking and broke up
the nearest bar. It cost him thousands of gold in repairs,
weregild, fines, and the like to get them out of trouble
when adventure called!
4. Class Secrets
================
Is the NPC classed or does he have an occupation? If he is a
classed character, does anyone know it? Sartor Onehand,
affable and hard-bargaining local merchant, was the local
representative of the capital's Thieves' Guild in one of my
games. He was the "Mafia capo" who could be very useful or
very dangerous depending on how he was encountered and
treated!
6. Family Secrets
=================
Has the NPC got a family? If so, who and where are they? As
a twist, her family members could be her hostages, enemies,
or rivals. Perhaps she is seeking revenge for their deaths?
Do the PCs know one or more members, although they might not
realize it?
7. Secrets Of Association
=========================
Who associates with the NPC? What sort of friends has he got
- and what sort of enemies? What convictions does he have
and how will they affect his interaction with the PCs?
For example:
9. Alignment Switcheroo
=======================
One final suggestion. Consider alignment change - if it can
affect PCs, why not NPCs? Either by putting on the wrong
helmet or by story means. The assassin and/or warrior turned
cleric by remorse for killing the wrong man? A half-orc
shaman possessed by the Spirit of the Glade and turned
druid. A thief become possessed by the spirit of a long dead
Wizard? (Which lich is which? [Apologies!]) And last, but
never least, remember you're never alone with schizophrenia!
Get two villains, or even more, for the price of one - even
hero and villain combined!
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RolePlayingMaster
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At the base level, you can have your 'World Map' (it could
be the specific region, or whatever you'd like) and then use
different layers to show different sorts of connections.
For example, you could have one layer that shows the
economic info for your world (imports, exports, trade
routes, etc.), another that shows political alliances, and
yet another layer for PC movement (even one for major NPC
movements). If you only want to deal with one layer, all you
need to do is hide the other layers.
1) Sheaf Theory
---------------
This is a variant on the many-worlds theory of
quantum physics. What appears to be a contiguous time line is
in fact not so; it is actually a large number of virtually-
identical space-times with identical histories, that diverge
and separate at each critical point in history.
In actual fact though, they are not identical, but the fact
that one radioactive atom on the far side of the galaxy did
not decay until one microsecond later than in the reference
time line is not all that distinctive a difference. When
large-scale alternative outcomes are involved however, the
divergences become more noticeable.
Under this theory, any changes that the characters cause are
real and have no impact on their original time line. In fact,
the shift in location of individual photons and quanta, the
gravitational effects of their presence, etc., ensure that
the instant they arrive in the past, they cause the entire
time line in which they are present to diverge from the core
time line. It is possible to construct an entire "physics"
based on this concept, which I have done for the superhero
campaign I mentioned.
Pre-Literate Children
---------------------
Before a child can read, they can still do imaginative
play...and this is where you get started. Assist the child
in her make-believe; create castles, spaceships, old west
corrals. Do what you can to encourage role-playing activity.
This is the time when you start to instill a sense of
adventure and creative expression. Of course, you're going
to have to get in there and RP, too! Your child will feel
even less inhibited if you're willing to interact and model
good RP.
Post-Literate Children
----------------------
Kids who can read can play your basic everyday tabletop RPG.
The trick is to find one that they like. The trick to
finding one they like is to find character concepts that
excite them. The trick to finding exciting character
concepts is to watch how they react to various characters in
the media or in stories you tell.
For example, Jay, a young man in my kids' gaming group, is
kind of a hipster sort of kid who likes to be cool. He
thinks Keanu Reeves' character Neo in "The Matrix" is pretty
cool. So I gave him a character who looked and acted and
seemed like that character...and I think he really likes it.
The point is, don't quibble with the child. Just create the
character they want, the character of their dreams. Even if
it's a little silly, it will pay off when they catch the
"gaming bug" and start *asking* you to play.
Whatever you do, remember: kids are not tiny adults. But
they do not wish to be looked down upon. They are people who
have very little power and are constantly having to worry
about what they may or may not do. Being someone else for a
while can give them the opportunity to have fun and make
mistakes in a safe way, without causing them lasting harm.
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Johnn Four
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email: johnn@roleplayingtips.com
web site: http://www.roleplayingtips.com