Showing posts with label Adventuring Gear. Show all posts
Showing posts with label Adventuring Gear. Show all posts

Thursday, November 10, 2016

Faction Generator Table



For today's quick entry, allow me to share this faction generator that I initially created for a Mad Max styled apocalyptic setting. It could really be used for any number of settings to provide quick inspiration for a group or nationality to include in your campaign.

ROLL A D8 TO  DETERMINE FACTION TYPE

1-2 Civilized: A nation, a village, a citizen's group.
3-4 Barbaric: Savages, marauders, vandals. 
5 Religious: A church, cultists, theocracy.
6 Cultural: Based around a cultural tradition like a sport, an occupation, or a sacred animal.
7 Militaristic: Army, militia, peace corps.
8 Criminal: Pirates, gangsters, thieves guild.

ROLL A D6 TO DETERMINE FACTION'S DEGREE OF SETTLEMENT

1 Settled: Fixed to a specific point of origin, like a city or headquarters.
2 Nomadic: Travelling around the world, unbound to a single location.
3 Fringe: On the outskirts of society, or an underground organization. 
4 Unknown: A faction that is secretive and unknown to most of the world. 
5 Extinct: The remnants of a faction that has since fallen to destruction or the ravages of time.
6 Scattered: A group that is found in various areas, dispersed and disconnected.

Happy ventures!

Thursday, October 27, 2016

Opening and Closing Themes

I've talked before about the kind of music I collect for my game sessions, from action themes to somber dirges. But a couple kinds of music that I haven't discussed as much are the songs I use to open and close sessions. These are songs that I choose more carefully to fit the themes of the campaign and put people in the proper mood for the game. So what better time to explore these tunes than the present?

The Opening Theme

The opening theme song is the one I usually like to keep the same. If it is iconic and recognizable, it is ideal for returning players to the world of the ongoing campaign merely by the association of its melody. I will carefully pick out a theme song that fits the tone I am hoping to create in the game world, and start it up before or during the recap of the previous session. It's like the opening crawl of Star Wars, or the opening theme song of a TV show. It gets the group's attention and hypes the impending adventure.

Sometimes I might change things up and start with a different opening theme. This is a good way to really grab the players' attention and indicate a change in direction for your campaign.

The Closing Theme 

The closing theme could also be the same every time, but I prefer to choose a different song each time to wrap up the session. I think of the ending song like the song that plays during the credits of movie, something that lets the players reflect on the events that just transpired. To this end, I keep a playlist of various lyrical songs to choose from that might make good closing tunes. A good song can have a strong effect on the group as they wind down from an adventure, so I always like to end with a very striking melody.

I strongly encourage you to think about what kind of music would best fit with your own tabletop endeavors. Strike up the proper tune and it will bring your players deeper into the worlds you create in your pen and paper exploits.

Happy ventures!

Thursday, October 6, 2016

Adventuring Gear: Lighting the Way


Proper lighting at your game table is an often neglected consideration when setting up a neat space for game time. In particular, you want three areas of the gamespace to be lit well and highly visible. The map, the character sheets, and the area behind your GM screen. Mood lighting can be a great enhancement to your games, sure, but practicality comes first. If you and your players don't have a clear look at everything, things can be missed and the game gets slowed down.

Imposing edifices like a GM screen can cast long shadows over your notes. I like to have my own lamp positioned behind me to allow me to clearly see the details. If the room you are playing in is particularly dark, or you are deliberately trying to create a shadowy atmosphere, you might want to have desk lamps or clip on lights near the players and their character sheets. Make sure your players don't have to strain their eyes to read things, or they will be discouraged from checking their sheets and participating in the game.

Speaking of mood lighting, another quick trick to set an atmosphere is to use colored tissue paper to change the tint of your light source. Don't put tissue paper directly on the bulb and make sure it isn't so hot to become a fire hazard. A red tissue over a lampshade could create a hellish glow, or a blue tissue becomes a faerie-like twilight.

Keep your gaming area properly illuminated and your players will appreciate the effort you made for their comfort and convenience!

Happy ventures!

Tuesday, August 16, 2016

Big Book of Random Tables


One of the more useful tools in my DM toolbox is my three ring binder full of random tables and adventure hooks. You never know when your original gaming plans will fall through and require you to improvise, or when you just don't have time to prepare for this week's session. That's when it's a good idea to have a lot of material for generating a super-cool adventure on the fly. I even find ways to use it when running pre-planned adventures, implementing details from character creation tables and random encounter generators.

This binder contains whatever useful tools and resources I can find, and I will share a detailed list of my sources for these in a future entry. When you are making your own Book of Adventures, there might be certain random tables that you have built yourself. Make it unique to your own game mastering style!

Here is a general list of the materials included in my own book:

  • The Mythic GM Emulator (Great for improvisational or GMless games, I will review this in a future entry)
  • Random encounter generators for various settings.
  • NPC trait and appearance generators (Can double as character creation tools for player characters)
  • Lore Sheets for various campaign settings.
  • The Big List of RPG Plots (And various other plot hook lists)
  • Lists of NPC names for various settings.
  • Other random tables ranging from tavern menus to alien creature creators to descriptions for scenery and character attitudes!
Consider what kind of info or inspiration you might find useful to have on hand during your next game session. Think of what might inspire you and help you overcome the dreaded writer's block. A book like this one could very well save your next game, or give you a starting point for a brand new adventure!

Happy ventures!

Thursday, June 2, 2016

Adventuring Gear: Index Cards

Let me share one of the most simple and amazingly useful tools I keep behind the DM screen... Index cards! These bad boys may seem like nothing more than note-sized pieces of cardstock, but don't be fooled. They are great to have around in general, and I'm always finding ways to use them to enhance a game. The fact that they are compact and easy to manage makes them the perfect format for recording all sorts of game information including:


  • Powers and abilities
  • Gear and equipment
  • NPC statistics
  • Vehicle statistics
  • Special status effects

They make great handouts for players, who can just attach them to their character sheet with a paper clip (another useful supply to have around) and trade the cards with other PCs if needed. They make nice inconspicuous notes to pass around when a player personally discovers a secret.

I also find that they make for quick and easy cheat sheets for the DM. I usually have one with a list of every type of skill and ability attached to my DM screen, for any game I run. I have also used them as very simple map tiles... By labeling each card with the name of a different room, they can be laid out to represent a very simple map or floorplan. And a lot of these cards are sold in a variety of different colors, so you can clearly distinguish and categorize them. The possibilities are endless.

The one downside? They are easy to misplace. If your workspace gets more cluttered over the course of the game, like mine, you need to be extra careful that you don't lose one of your important notes in the shuffle. But this is a small concern overall, when you consider the sheer utility you get out of this simple but essential tool. 

Happy ventures!

Tuesday, May 3, 2016

Building an Improvisational Toolbox

It's always good for a DM to have detailed notes and cheat sheets handy to reference when running a game. For instance, a list of names for NPCs that you have to create on the fly. But I like to take this concept a step further, especially when I am running a game based around a very loose framework which will require a lot of improvisation.

When it comes to these situations I keep more than just a quick reference of game rules on hand. I also have an improvisational toolkit that I call a Lore Sheet. This record is just a simple table printed from a word processor with a list of concepts and names that I could work into a narrative, tailored to the specific setting of the game. It has a list of names apropriate to the setting, occupations, types of enemies that might be encountered, and even titles for places and historical events. 

Most of these concepts are ones that I have not developed any further than their names that I put on the sheet, but they are a starting point for a creative process. The basics that I recommend are Enemies, Challenges, Locations, Items, Names, and Historical events... but each sheet may be different based on the needs of your campaign and the style of your setting. I even include common props and window dressing, so that I can describe vivid scenes in detail without having to read off a script word-for-word. 

More detail is really neat and fun for your players, and provides fodder for more storytelling. Let's say your players ask about the history of a certain place that you hadn't fully fleshed out yet. You look at your Lore Sheet and read off a couple of events: "The Winter Accords," and "The Hyborian Wars," so now you have a couple of ideas for historical background. Similarly, when they step out on the streets of Neo-Tokyo, you can pull from a list of props like "Data kiosok," and "video billboard," for "Alphanumeric Limited"  which is blaring music from a list of genres like "technocore." It's all about building a toolbox of resources... whatever you might conceivably need when the campaign gets rolling. 
My cyberpunk Lore Sheet currently includes a list of street foods, names for computer programs, megacorporations, and brand names. In one section I listed a bunch of ideas for encounters to challenge the players, like a fight in an elevator shaft or a laser grid security system. It's all about making everything run as smoothly and creatively as possible. 

A lot of my Lore Sheets contain material that I cribbed from various existing works of fiction, like the name of the Weyland-Yutani Corporation from the Aliens franchise. Don't be afraid to borrow ideas from other media for your own games. There is no worry about copyright infringement at the privacy of your game table, and there's no shame in copying from the greats. You may trawl the internet for ideas to fill out the sheet, it really helps add some fun details and allusions to a game session. Then add a few original ideas of your own, when you have time to relax and get creative. This way you don't have to make up every detail on the spot, during the time crunch of the game itself. 

Remember, anything that frees you from additional effort gives you more brain power to focus on other matters of game running. It keeps things more relaxed, efficient, and fun, and I highly recommend keeping notes like these very close when your next tabletop adventure kicks off. 

Happy ventures!

(To learn about another tool that can be useful when improvising behind the DM screen, check out my previous entry about Story Cubes)

Tuesday, March 15, 2016

Sorting Songs for Game Night


One of my most recent projects is sorting my musical cues for game night into categorical playlists. Rather than grouping my songs by album, genre, or performer, I am trying to put together comprehensive collections of songs based on the appropriate mood that I am aiming for. This is a trick that some of the more music-savvy DMs use, and it is a big improvement over using a generic collection of songs and themes.

If you are running a game of Dungeons and Dragons, for instance, you might use the soundtrack from The Lord of the Rings series... but the odds are that the various themes and medleys won't sync up so well with the action taking place on the tabletop and in your collective imaginations. Big bombastic battle songs will play when you are resting in a tavern, or whimsical flute solos will undercut your climactic fight with villainous warlock.

So that's why it's better to listen to each individual song and use whatever software you can... Spotify, iTunes, your computer desktop... to compile your favorites into categories of style. Exciting music, soft music, however you want to organize them. Just make sure you have a lot of songs and a few different moods to choose from. Some of my own playlists currently look like this:

  • Majestic Themes (For grand halls or wonders of the realm)
  • Standard Battle Music (For when a fight begins)
  • Triumphant Themes (For when the players are winning a fight)
  • Intense Battle Music (For truly epic encounters)
  • Travelling Ambience (For playing softly in the background)
  • Sad Music (For pulling the 'ole heartstrings)

It also pays to have subcategories of these kinds of playlists, based on the genre of the game you are running (Like science-fiction playlists with techno and synth beats versus the orchestral strings of a high fantasy song.) In any case, I encourage any DM who likes to use music to enhance their campaign to subscribe to this method of music organization if they can. If you have a musically-inclined player, it might be good to have them help out with this. Maybe even let them run the soundtrack and switch playlists during the game so that it frees you up to concentrate on your notes and DMing.  In any case, if you have the right song to fit the moment it will be the perfect tool to complement the action of the tabletop.


Happy ventures!

Thursday, February 18, 2016

Links: Online Resources for Tabletop Gaming

(With my current work schedule this week I fell behind a bit, so in lieu of a full entry I would like to share this collection of links to my favorite online resources.)



Great (Free) Web Sites and Apps for Game Mastering:

Roll20: For live online gaming, it doesn't get any better than this! You can add your own graphics, organize multiple maps and screens, control the players' view, and even allow them to move their own tokens on the screen. Great stuff for those times when you can't get a group together in person!

Ambient Mixer: I love this site for the sheer amount of control you have in customizing and personalizing your own atmospheric sound effects. You have the ability to mix your own tracks and save them to the site, or choose from one of many user-created combinations of background noises to set the mood of a scene.

Mythweavers: The character sheet hosting on this site is first class! They cover a multitude of game systems, and setting up an account lets you fill out and save digital records of your characters. Convenient and easy, it really streamlines character creation and you won't have to worry about losing your sheet as long as you have an internet connection.

Master Plan: Master Plan was made with 4th Edition Dungeons and Dragons in mind, but its flowchart creation tools and initiative tracking can be a valuable resource for planning a campaign in any system. Check out this cool application and see if it will help you with your own game mastery needs.

RP Tools: "RPTools is a brand of open-source programs designed to enhance traditional pen-and-paper role playing games." These include a useful initiative tracking app, an online map builder, and more!

Wizards of the Coast Dice Roller: Never be without the ability to roll anything from a d6 to a d20 with this handy browser-based free dice roller from Wizards of the Coast!

Happy ventures!

Thursday, January 21, 2016

Adventuring Gear: Initiative Trackers

Art from Penny Arcade by Mike Krahulik and Jerry Holkins
It's high time I talked about an important issue to every game master: Initiative tracking. While some systems have fairly simple ways to determine the order that the players take their turns, many simply rely on the time-tested method of assigning a numerical value to each character and counting down in descending order. 

When it comes to initiative, it can be a real pain to keep track of things. Sometimes it just slows things down, which is why I only call for an official initiative roll if the players are facing a significant encounter. No initiative roll is needed for a scuffle with a single feral rat or a pair of cleaning robots. When it is time to call for initiative rolls, it's best to have a plan for how to handle it before you begin.

Breaking It Down

When initiative begins, it is always a good idea to have the players all roll together and have their numbers added up as soon as possible. However, it is also preferable that they don't call out these numbers right away. That can get chaotic and confusing. Even a simple method like going clockwise around the table and having each player recite their initiative roll will keep things from descending into a confused mess of shouted numbers and people talking over each other.

Let's be clear, though... initiative is for tracking when the enemies move more than the players. If there are two or more players with subsequent turns, they can choose to go in whatever order they want. Player one can hold his turn and go after player two, and so on. It only matters when the next enemy gets to act in the initiative, and what they can accomplish before the next player character gets a turn.

With this in mind, you can use the enemy initiative slots as a point of reference to move things along more quickly. You can start by rolling the enemy's initiative. I recommend always consolidating these rolls by sometimes allowing bad guys to share initiative slots. You can have a pair of mooks make a single initiative roll, or roll initiative for enemies based on enemy type rather than one roll for each individual. (For instance, a group of goblins might all get one initiative slot, and the bugbears just make a single initiative roll as well.)

Now let's say the enemies have initiative values of 14, 6, and 3. Using these as reference, you can start by asking "Who has an initiative greater than 14?" And then you know that those players will be going first. You can then work out who has the better initiative and record it, but this way you are able to divide initiative into more digestible chunks. You can then proceed with "Who has an initiative between 14 and 6?" and so on.
If you don't like using these methods, you could also try grouping the players by fives, or tens. "Who got an initiative between one and five? Five and ten?" These processes won't make initiative an effortless endeavor, but they may make things a bit easier to manage by breaking the information down into smaller sections that are easier to record. 

I strongly recommend designating a particularly organized player to help you manage initiative in some respect, whether by writing it down or calling out the turn order as the game proceeds. It can make it much easier to have a second set of eyes and hands to help out while you keep track of other things, like movement and hit points. Some groups might have a player that manages the initiative entirely themselves before handing it off to the DM.


Writing Boards and Magnetic Pieces
My own magnetic initiative tracker.
Via The Dungeoneering Dad

The easiest tool for initiative tracking is an erasable writing board. A whiteboard or chalkboard will work, of a convenient size for your game table. Make sure it is placed within clear eyesight of yourself or whoever is tracking the initiative order once the encounter begins. You can make your own initiative tracking tool using magnetic tape, and a wipe away dry erase poster board. By cutting up the poster board and attaching it to the magnets, you can stick them to a surface and have pre-made names ready to arrange in any order. There are also ready made versions of these tools for sale by certain manufacturers. 

Screen Hangers

The standees that I like to use for assigning seats and remembering PC names can also be hung from the top of a DM screen. This means that they can be lined up in order of initiative, for another easy to view way to track the progress of the turn. If you use this method, just remember that their sequence will be reversed if viewed from the other side. So if you make the hangers two sided, either the DM or the players will have to read it from right to left if they want to keep track of the sequence. 

Numbered Cards



This method can also be very convenient... have index cards or sticky notes filled out with numbers: one, two, three, and so forth. You could even use an ordinary deck of playing cards! Pass them out to the players based on what position they have in the initiative. Keep any cards that represent the enemy combatants' initiative slots. Then you can just start counting up from one, with the players taking their turn when their number is called. I like to use sticky notes in conjunction with my name tag standees when I use this method. 

Turn Tokens
For games with less structured turn cycles, or no initiative system, I recommend some kind of tokens that can be flipped over whenever a player makes a move. Bottle caps work well for this, since it is very clear whenever the cap has been flipped. These serve as markers of a spent action, so that you know exactly which players have had a chance to act this turn. You can then have your own set of tokens to represent enemy characters as well. With this technique, you may cut down on the risk of players missing their turns or getting skipped over.

Computer Software



If you use a laptop or tablet for game running, then having a program on hand for initiative tracking might be the way to go. There are a number of useful campaign managing applications for sale online, or you might be interested in free generic program like Initiative Tool. In any case, just be sure not to take up too much space at the game table with computer equipment. I prefer using a tablet or Android phone for my digital needs because I find that a laptop can take up a lot of space that could be otherwise used for notes, maps, minis, and other tools.

Other Methods

There are many other methods for tracking initiative, an each group must find their own style that fits their needs. There is no single comprehensive method for handling initiative, and these techniques presented are intended as suggestions for your own convenience. Feel free to share your own tips and tricks for fast and smooth initiative tracking in the comments or through Twitter or Facebook.

Thursday, January 7, 2016

Adventuring Gear: Illustrations

When it comes to visuals, you just can't beat the human imagination. The ability of the mind's eye to envision evocative landscapes and fantastical creatures is unparalleled. But not all imaginations are the same, and sometimes it is hard to convey a visual to your players in the way you have conceived it... And sometimes you just need a little extra visual aid to convey a particular image to players. This is when having illustrations is a very good idea, and can improve the quality of your game and immersion of its players.

There are a number of sources for finding the right pictures to illustrate your campaign. The first and easiest place to go is whatever books you are using for the game. Whether it is Dungeons and Dragons or some other game system, most tabletop gaming rulebooks are filled with professional artwork that reflects the style and content of the game. Remember that those pictures included in the book are not meant to be exclusively for the eyes of the Game Master. Flip the book around and share the picture with your players (Without giving away any confidential game info, of course!)

You also might find appropriate images from magazines or book illustrations, or even printed off your own computer. If you use a laptop or a tablet, that makes for a really convenient and portable way to share pictures with people around the table. I have also used a strategically placed TV screen and a digital projector to display images to my game group. 

As for where to find the right pictures, a quick internet search is a good place to start. Anywhere from online art boards like Deviantart, to Pinterest, and beyond. There are many works available online, by terrific artists in every genre of fantasy and adventure. Photo references are great too, using images from the real world that stimulate your imagination. Whatever gets you inspired or sets the mood you are going for is a great choice to use as a visual aid in your tabletop adventure. If you have a copy of the image on hand, you may even want to leave it on the table or in the hands of your players as sort of a backdrop for the current scene. Art is meant to be appreciated, after all. 
For NPCs, I often choose pictures of actors or models to use as visual reference. It helps to create familiarity and identification among the group if they have a clearly defined face to associate with an NPC's voice. Once again, a basic google image search is the easiest way to go to have quick and easy photo reference, even on the spur of the moment.

Remember, none of this is a substitute for good description. You should always be conveying the sights and sounds of the game effectively through your narration and conversation with your players. And you should focus on conveying information as it relates to all five senses. Sound, feeling, scent... they're all important for setting a scene. But these tools can help bolster at least the visual aspect of the game, and clear up any confusions that might occur if the players missed or misheard some of your descriptions. It's up to you how and when you use illustrations to enhance your game, but consider how it can benefit both you and your group, and you will find that it will be a real boon to your campaign!

Happy ventures!

Thursday, September 3, 2015

Maps for Encounters and Travel (Part One)

The Art of Mapping

Maps are an often overlooked aspect of any tabletop game that are important for a number of reasons. For instance, they provide visual interest at your game table. Eye catching maps are the visual effects of the game table, providing aesthetic charm and illustration like the graphics of a video game or motion picture. While it is not usually practical to have a really beautiful map for every session and encounter, the occasional richly designed set piece is a rewarding effort for players and DMs. Check out some of these amazing models:






Your maps don't even need to be as fancy as these professional designs to hold appeal, but one can plainly see that the look of a map can add style zest to a game session. 

Another use of the maps is practicality. Though distance and location between characters could often be described abstractly, the process is often confusing and hectic. Having a map gives players a practical record of relative positions and approximate locations of characters and objects in the game world. It eliminates the strain of having to memorize everything of relevancy in the encounter and provides a public record of  everything the player characters can clearly see. The players won't ever forget there is a ladder that can be climbed when it is drawn out on the table before them. They won't need to ask if they are in reach of the goblin king if they can clearly see where he stands on his throne. 

Maps also serve a special purpose as a DM tool. A map produced ahead of time helps a game runner plan a high quality session by providing a framework for the session. Improvised maps are okay in a pinch, but they just don't compare to a well-thought floor plan. Drawing out your maps allows you to plan out crossroads and paths that allow players options that you have already prepared for. It also allows you to plan out terrain layouts that would provide interesting tactical advantages (more on that later.) And of course, it lets your maps end up neater and more refined as you reveal them to your party.

The tactile quality of a physical map is another great feature. A map and miniatures on the table gives players something to interact with and something to do with their hands when they aren't rolling dice. It also forces players to commit to their place on the board. You can have have the player show the exact route they choose to take with a movement, and determine which traps they might have tripped along the way. Establishing marching order (the formation the group travels in) is much easier when you can set it up clearly on the tabletop.

Tactical Maps


One of the most important map tips of all: avoid enclosed spaces and linear map design. A narrow hallway is a DM's nightmare, as there is often nothing to do except move forward and attack in order to progress. This is why it is always important not to have the enemies charge and trap players in a doorway, or vice versa. If this happens it will greatly diminish the tactical quality of your game and could bore the players into frustration. Movement is a vital part of the flow of combat, and you want to make use of terrain on your maps whenever possible. If you can find ways to lure or push the combatants into other parts of the room or terrain, all the better. Try not to let the action get limited to one corner of the map. 

Large, expansive rooms or areas are ideal for major encounters. They should also be more than an empty room. Your terrain should be built for several purposes... to provide something tactical for the players and enemies to play off, to provide something atmospheric to set the scene, and act as basic window dressing so that the world seems real and organic. If a room is missing any of these features it is not going to make for a very interesting encounter. The details matter, so don't be too stingy with them. 

In the same vein, remember that crossroads and forks in the road are important as well. You can make the alternate avenues lead to the same destination, but if your maps are all straight lines it will feel like the players are being railroaded, limited to playing out the events in a sequence they have no control over. Maps that give the players choice over their course of action are great. And remember that there should be some kind of information to define that choice beyond 'left or right?' Present them with clues like sounds of running water from behind one door, or a sign that says 'armory' beside another. This will give them a feeling of control and practical decision-making even if they don't exactly know what they will run into next.

Travelling and World Maps


On the macro level of mapping, you have the maps and atlases that are used to represent the larger expanses of the campaign setting. If you are using an official setting, these can be printed out or purchased from a local game shop or online dealer. If you are playing in your own setting, some of these locations might even be defined by the players themselves, such as the homelands or points of interest of their player characters.

One of the benefits of maps that cover large expanses like this is that they can be used for tracking long distance travel and exploration. If your players enjoy playing as trailblazing pioneers, there are a number of ways this can be fun. The game can become a broader challenge of resource management and discovery as the party treks across long distances. You could include weather events and short encounters to represent the unpredictable nature of overland travel. This style of gameplay isn't for everyone, and don't recommend forcing it upon disinterested groups. But if your group likes that sort of thing, you will want to have a detailed map and notes ready.

A benefit of having a world map is that you get the bigger picture of a more expansive world beyond the bounds of the city or dungeon of the moment. This can be used as a set-up for the overall campaign, as you visit and explore each location. Alternately, it can be used to define some parts of the setting that indirectly affect your campaign. For instance, knowing where the Lost Continent is in the East will help to describe how people relate to its denizens, and what its political and cultural climate might be. Overall, it is immersive and appealing to players to have a wider view of the setting they exist in and enhances the role playing experience.


Mapping for a Game Session


I usually recommend having at least two maps for a standard game session,  whether simple or complex. This enables you to do a map change partway through the session that makes for a good act break in which you can refresh your players attention, take a breath and let everybody get acclimated to the new setup. A world map and a dungeon map, or the floorplans of two stories of a building are examples of paired maps that can be switched out at leisure.

You can find a lot of pre-made maps in adventure modules which can be adapted to fit your own game running agenda. For making your own simple layouts, I like using glossy posterboard from local hobby shops and a set of wet erase markers. Battle-mats are special gridded maps that are also compatible with wet erase markers. And of course there are lots of RPG maps that can be found and printed online from sites like RPGmapshare Finally, even props like building blocks, LEGOs, or toy store trinkets can be used to add a third dimension to any kind of map. If you don't have access to minis, then you want to stock up on bottlecaps or some colored tokens from a local hobby shop to represent characters and enemies.

I will cover more details about tactical maps in future articles, laying out some of the best techniques for map design and use of terrain. Happy ventures!

Thursday, August 13, 2015

Adventuring Gear: Role Playing Cards



(Today's entry provides another fun gaming aid for adventurers who like to delve into rich story-driven campaigns with ongoing plot threads and characters who change and develop over time!)


The interactions between player characters are some of the most interesting situations to unfold during a campaign. If you are as entertained by the storytelling aspect of tabletop gaming as I am, you will want to see your players build friendships and come into conflict with one another. Dungeon World, FATE, and other systems have built-in mechanics for bonds and aspects that represent connections between the player characters. But a lot of times players have difficulty knowing how to play out these out during the campaign, and there is rarely an opportunity to share such moments between characters. The kind of moments that redefine relationships and establish new stakes between the party's heroes. And even when the time comes, players often struggle to find a resolution or know what they want to say.

With that in mind, I devised a system for aiding player characters in interacting with one another. Its main goal being to give the player a framework that will lead to a conclusive result from their interaction. If a PC offers an olive branch or starts up a rivalry, it should be significant in some way. It should redefine their bond and set their relationship in a new direction. With these cards, your players can more clearly view their options for interacting with their team and get some ideas for what kind of story they want to build together. Remember, these tools are not for casual banter, so don't pull them out too often!


When and How to Use the Cards

I recommend printing or copying the text from the samples below onto whatever size of index cards you prefer. I also like the idea of using three different colors of paper to mark each card as an Initiation, Response, or the Tone card. The cards are primarily intended to be used as an activity during down time between actions, while the players gather at home base or their encampment. Like a TV show, the characters get to gather their thoughts and resources and share a moment before moving on to the next adventure. These cards could also be used in a more impromptu way if your players want to have a heart to heart conversation after a particularly harrowing scene. If your players would like a bit of inspiration for their role playing, or if their major character interactions with the other players just aren't going anywhere, these cards are just the ticket!

Download a PDF copy of the card text here!

Here is how to use the cards:

STEP 1: SELECT A CHARACTER TO SPEAK WITH

One player chooses another  with whom they have been meaning to exchange words.

STEP 2: SELECT A TONE

This is how the character will choose to address their fellow party member. This helps to define what state their relationship is currently in, and perhaps their general mood at the moment. Notice that there is no middle ground, to avoid neutral conversations and motivate the dialogue to a certain direction. Also, the attitudes on either end of the spectrum cannot  be used against one another, to avoid weirdness like one PC firing off barbed remarks while the other smiles and offers a hug. This list of tone options should all be on one card.

*Hostile
Defensive
Polite
*Friendly

*Hostile/Friendly tones cannot

be used as responses to one another

STEP 3: THE PLAYER CHOOSES AN INITIATION

These cards each have a statement or approach to take with the chosen player character. They also include a brief sample of dialogue that sums up what that statement might sound like when presented to that character. Finally, each of the seven cards also includes a list of the relevant responses that the other player can choose during the last step. Remember that whenever a player chooses a card, they are then also free to role play their character and act out their conversation however much they please.


1 Ask for advice

"What do you think?"

You try to get the honest opinion of a
party member on a situation.

-Accept

-Share
-Deceive

2 Question them about their past

"Tell me a little more about yourself"

You attempt to get the party member to

open up about their past, sharing a story
or detail about their background.

-Share

-Befriend
-Turn Against

3 Give them a gift

"I have something for you"

You offer an item or service to the party

member without asking for compensation.
You need not have the gift on hand at
the moment.

-Accept

-Befriend
-Challenge

4 Propose a deal.

"I have an offer to make you."

You propose a trade or business arrangement

with the party member.

-Accept

-Challenge
-Negotiate

5 Tell them what you really think about them.

"You know what you've been doing? I'll tell you."

You inform the party member of the particulars

of your bond with them and your feelings about it.

-Challenge

-Befriend
-Deceive
-Share

6 Ask them if they need help

"Need a hand, pal?"

You offer to provide a service, advice or

mentorship.

-Accept

-Befriend
-Challenge

7 Threaten

"Don't cross me, you will regret it."

You warn the party member of an aggressive action

you will take if they do not meet your demands.

-Turn against

-Deceive
-Challenge
-Share

THE OTHER PLAYER CHOOSES A TONE:

Now the player being approached gets to choose a tone from that first card. Remember that agressive and friendly tones can't be used against one another.

THE OTHER PLAYER CHOOSES A RESPONSE:


This is how the targeted player chooses to respond, and in the process fundamentally change the relationship between them and a team mate. There's no middle ground of just ignoring the situation, it has to be addressed in a decisive manner. Once again, this player can RP and act out their reply as much as they want.  After the conversation resolves, you may allow another two players to have an interaction, or even let the first two players switch places and have a follow up interaction. Encourage your players to take note of this interaction, and the result it had on their relationship.

1 Accept
"Of course, sounds like good idea."

You agree with the request, offer, or

observation made by the party member.

2 Befriend

"I really appreciate this."

You respond in a tone at least one level

friendlier to the party member and consider
them more trustworthy and important to you


3 Turn Against

"How dare you?"

You respond in a tone at least one level more

hostile to the party member and consider them
less trustworthy and more dangerous


4 Deceive

"Don't worry about it."

You try to convince the other party member that

you are trustworthy, though they may see through
the ruse

5 Challenge

"You are wrong about that because ______.
So I will ______ instead."

You strongly disagree with the party member

and refuse to take their side.

6 Negotiate

"Okay, I can agree to that. But only if _____."

You agree with the party member, but only under

the condition that you set.


7 Share

"There's something you should know about me."

You feel willing to open up and share something

about yourself that may change someone's view of you.

Example of  Play

Tasselhoff and Flint have just returned from a pulse-pounding adventure. While making camp and collecting their thoughts, Flint chooses to confront Tas about that moment in the goblin mines when Tas ran away and left his dwarven comrade to brave the tunnels alone. Since it was something that Flint's player feels he would take very personally, he chooses to take a defensive tone with the halfling.  


Flint is probably very annoyed and ready to vent his frustrations upon his teammate, so he chooses his initiation to be card 5: Tell them what you really think about them. Flint stomps up to Tasselhoff as he builds a fire and in a gruff voice berates him for his cowardly and dishonorable behavior. 


Tas now chooses his response. He knows that he shouldn't have left his friend behind like that, so he takes a polite tone when replying to him. Then his player looks at Flint's initiation card to see what options he can reply with. He sees that he can challenge, befriend, deceive, or share. Since he is in agreement with Flint, he doesn't want to challenge him or attempt to mislead him. Flint isn't really offering friendship either, so that's out. Tas chooses to share about his past. He apologizes and explains that years ago he was trapped in a cave in for days. He still has nightmares about it and he is sorry that his fear got the best of him. He promises never to abandon his friend like that again. Flint understands and in exchange he decides to make the same promise to his halfling pal.

The players take note of this on their character sheets: "Ever since the mines, Flint and Tas always watch each others' backs." This could lead to some interesting new developments down the road. If one of them is ever endangered, they will be beholden to their vows. If that vow is broken, it could have consequences for their friendship and honor. How will they be tested in future adventures? What dangers might this place them in? Only time will tell!


Example of Play 2


Sam has been worried about Frodo for the past few days. He seems tired and unable to carry on at the pace they have been keeping. Sam chooses a polite tone and offers to carry the Ring of Power for a while. He can choose either card four, Propose a Deal, or card six, Ask If They Need Help. Sam chooses to propose a deal in which he carries the ring at night to give his comrade a chance to rest. Frodo's player decides that the evil ring's corrupting influence has made him very irate and protective of it, so he takes a hostile tone. His options to respond are accept, challenge, and negotiate. If he negotiates, that would imply that he would still agree with Sam's offer, but on different terms. Instead he chooses to challenge. He refuses Sam's help, and berates Sam for suggesting it. 


The challenge card requires Frodo to make a counter-argument. Frodo says that Sam seems jealous of his mission, and he will keep a sharp eye on him from now on to make sure he doesn't try to steal the ring. The players make a note "Serious trust issues between Frodo and Sam." This may lead to trouble down the road, or a problem that they will soon seek to amend.


Download a PDF copy of the card text here!
Happy ventures!

Tuesday, July 21, 2015

Adventuring Gear: Story Cubes

Once you become experienced with running games, you will be ready for more improvisational methods of game-running. And one tool that can aid you greatly in your adventurous free-styling is Rory's Story Cubes! These cubes are available from their home site, Amazon, or your local game shop. I recommend the three box set that includes the original set, a set of travel-related dice, and one for describing character actions.

How to Read the Dice


Reading the dice is a very abstract process and can be tricky at first. A series of disjointed images may not seem to have any meaning or association with each other. 


The way to start is to describe each image or things associated with the image with two to three separate words. 

So the image of a pill might be PILL/MEDICINE/DOCTOR. 

A man with a thought balloon over his head becomes THINK/DREAM/WONDER.

 A flower would become PLANT/FLOWER/GARDEN. 

So let's say we roll and get all three of these results together. Now we need to consider the context of the current storyline. 

If we assume that this is a roll to determine a random encounter on the road, we can start to get an idea of what this encounter is going to be about. Perhaps a doctor is gathering herbs by the roadside, or the group comes across a rare medicinal plant that provides mental clarity. Either scenario will work, and you have the inspiration for an interesting scenario or maybe just something to build atmosphere. With a little practice, it will soon become easy!

Methods and Uses of Story Cubes
I don't recommend rolling more than three dice at a time (four dice tops), and no more than one of the "action" dice should be included in the roll. A lot of images and keywords will just make things confused and cluttered. Don't feel beholden to every image on the dice, either. If two of the pictures you rolled have given you a great idea, don't feel forced to shoehorn the third image into your concept. The dice are there for a creative kickstart, something more naturally story-based than your standard numerical set.

The best way to use these is not for major encounters, which typically need planning and care to be enjoyable. The cubes are better suited for atmospheric world-building moments that wouldn't happen without an extra bit inspiration. Of course a roll of the dice before your game might give you the starting point for an upcoming encounter as well, and some DMs recommend them as a way of giving NPCs distinguishing characteristics on the fly. Whatever you end up using them for, I strongly endorse these unique dice as a storytelling tool and useful aid to your next action-packed gaming session.

Happy ventures!