From news.uwa.edu.au!harbinger.cc.monash.edu.au!msunews!uwm.edu!chi-news.cic.net!newsfeed.internetmci.com!btnet!zetnet.co.uk!dispatch.news.demon.net!demon!mail2news.demon.co.uk!relay-4.mail.demon.net Sat Nov 11 17:53:06 1995 Path: news.uwa.edu.au!harbinger.cc.monash.edu.au!msunews!uwm.edu!chi-news.cic.net!newsfeed.internetmci.com!btnet!zetnet.co.uk!dispatch.news.demon.net!demon!mail2news.demon.co.uk!relay-4.mail.demon.net From: lucifer Newsgroups: rec.games.frp.dnd Subject: DM FAQ v1.6 [LONG] Date: Wed, 8 Nov 95 17:42:54 GMT Organization: The Dark Abyss Lines: 982 Distribution: world Message-ID: <9511081742.AA0025r@infernal.demon.co.uk> X-NNTP-Posting-Host: relay-4.mail.demon.net X-Newsreader: TIN [AMIGA 1.3 950726BETA PL0] -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- The FAQ's about DMing Updated 08.nov.95 Version 1.6 -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- CONTENTS Introduction. FAQ location. Disclaimer. First time player questions. (Some basics about AD&D) First time DM questions. (Getting started as a DM) General DM questions. (Common problems + pitfalls) Storytelling Questions (How to tell a good story) Convention Games (Topics about DMing at game conventions) Advanced topics?! (Designing game worlds, adventures, spells..) Fundamental Plots. (A look at the basic plot types) 10 Adventure Ideas. (A quick paragraph for each idea) 5 More Adventure Ideas. (Based on films, books, etc) 5 Taverns. (Example taverns) Common House Rules (Some of the more common rule varients) Fantasy Name Generation. (Simple method to `roll' emergency names!) -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- INTRODUCTION This FAQ is a guide to help people with some of the pitfalls of being a DM. It does not say there is a right or a wrong way to DM apart from the fact that you should be enjoying it. Please also read the rec.games.frp.dnd FAQ by Aardy R. DeVarque as that provides the answers to a lot of general role-playing and AD&D topics, as well as providing pointers to other role-playing resources. If you have any criticism, help, advice, comments, questions, ideas, then send them to: lucifer@infernal.demon.co.uk Compiled by: The Infernal Demon Contributors: The Infernal Demon Barbara Jean Kuehl Guardian Stuart MacMartin Aardy R. DeVarque Allen Cohn Adam Dray Everybody at rec.games.frp.dnd -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FAQ LOCATION The latest FAQ is available via EMail to me, or from WWW (along with the r.g.f.dnd faq) at: http://radon.gas.uug.arizona.edu/~mungovan http://www.mit.edu:8001/people/jerrod/home.html It is also posted fairly regularly to rec.games.frp.dnd. Keep a look out for the "FAQ's about Polymorph". -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- DISCLAIMER TSR, Advanced Dungeons & Dragons, AD&D and Dungeon Master are registered trademarks of TSR Inc. Trademarks of TSR Inc. are used in this FAQ purely to help in understanding their products. This FAQ provides only ideas on role- playing and in no way replaces or infringes any published TSR material. This FAQ is copyright (C) 1995 by lucifer@infernal.demon.co.uk. This FAQ may be freely distributed provided it is done so in its entirety and with all credit given to the contributors. If you wish to do otherwise please contact the compiler. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FIRST TIME PLAYER QUESTIONS Q: What is AD&D / What is role-playing? A: These questions are answered in the rec.games.frp.dnd FAQ. This FAQ will assume that you have access to that. Q: Where can I see an example of role-playing? A: Much as I hate to say it, the D&D Cartoon will give you an idea of how to start off, i.e. PLAY YOURSELF. Once you get used to role-playing, then play other characters. Q: What is the role of the DM? A: The DM is, in essence, a teller of tales. The DM will come up with a story in which the players are characters. The DM controls the plot, the scenery and all of the other creatures. The DM is there to describe and plan the events that affect the characters. The DM is there to enjoy himself. Q: Is there a right or a wrong way to role-play? A: Regardless of what I may infer later on, the only right way is when all of the people involved are enjoying themselves. There are several styles of game that people play: - The dungeon bash See monster, kill monster, take treasure, see mons.. - The political game And we shall ride down and crush the infidels bene.. - The detective game It was the orc assassin, with the rope, in the stu.. - The adventure game In the dark corner of the inn a hooded figure smil.. - The horror game We don't get many of your sort 'round these parts!.. Er,.. well you get the idea! :) -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FIRST TIME DM QUESTIONS Q: Isn't being a DM a lot of hard work? A: Yes, but it has its rewards! Q: What do I need to DM? A: Theoretically you need the players guide, the dungeon masters guide and the Monstrous Compendium. Q: What do I _really_ need? A: As well as the above you will probably need a game world to set the adventure in, this will give you background information about the creatures / habits / society of the world. Game world information is usually found in a boxed set, the most common being Forgotten Realms. Second, you will need an adventure. These are usually designed for a specific game world, and a range of player levels. This information is generally found on the cover of the adventure (termed as `a module'). Only get the other rule books when you think you want them. Don't think that because you don't use all the rules you're not playing AD&D. Not all of the rules may make sense to you, or they may make the game slow down. Rules aren't important, the game is! Dice, pencil and paper are all important. At least two of each type of dice would be useful, and loads of d6. Most importantly: imagination and time. Q: Isn't that going to cost a lot of money? A: Yes.. it will. There are ways around this, first if you are going to play with the same group of people you could all chip in and buy the books (This is not common practice however, and can sometimes cause arguments). If you are at school/university and/or part of an RPG club you may find that the club has funding and you can buy books with that. Remember though, that apart from the players book (and possibly the DMG) they are all reference books, which you can get by without. Also you do not need to purchase everything in one big go, most people accumulate stuff through time. Q: What do I need to prepare? A: A world - you should have a world designed, with inhabitants, societies, politics, attitudes, ecosystems, climate, history, etc. Now this sounds a lot, but you only need to go into heavy detail if it will effect the players. This is the advantage in playing in a TSR world. You just need to make the players feel that it all exists. An adventure - what are the players actually going to do? The adventure should have some sort of motive for the players to actually do it, and usually has some sort of reward at the end. Again TSR has pre-prepared adventures. Q: How many players should I start with? A: As few as possible! It's not easy controlling 8+ people, in fact it's a mess (I've played in one game that had about 12 players and that was just daft). Usually between 1-5 players produces a good clean game, where all of the players can be heard. After you become more experienced it will generally be between 4-6 players, with more than that the players have a lower chance of getting heard (and combats take forever..). Q: Are there any DO's and DO NOT's A: Yup,.. DO be neutral and fair. You can not favour any player over another, that just goes against the whole spirit of the game, breaks friendships, etc. DON'T play a game of DM verses players. The DM can always win. DO listen to players criticism. Find out what they like and don't like. They have ideas on how to improve the game too. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- GENERAL DM QUESTIONS (in no particular order..) Q: Am I allowed to deviate from the rules? A: Absolutely. They are only guides, and you may find you do not agree with some of them (or they are too simple, too complicated, pointless, etc), you may like to add your own. Any deviation from a rule is a `house rule' and should be explained to the players before you start. Q: How do I start a society at school/university? A: You will most likely find that a university already has one, which can usually be found on a `society day'. Other then that talk to the students union at university, or a teacher at school. Q: One of my players has a character from another game... What should I do? A: Depends. Look at the character, study all the equipment / special abilities. Check to see maximum damage capability, magic items, item combination, Armour Class, Hit Points, etc. If the character can fit in, if it is not more `powerful' then any other character then it's usually fine. If it is way out of line then tell them to role up another character and, because they like the old one so much they keep the same personality. Ask the player why he wants to play it though. It might be his favourite character, but that was with different DM, different style of play, other players, different setting, etc. Ask the player what he would do if the character dies. Q: One of my players doesn't always turn up. What should I do? A: First of all find out why. Do they WANT to play? Is it personal reasons? If it is because they can not make the time then see about re-arranging when the game is played. It might be that the game is too long, they need food, etc. Make sure they always contact you in advance. If they have a genuine want to play, and a genuine reason why they can't always play, then let them. However, they must be aware that the can NEVER be a critical character as far as any plot is concerned. Either the DM or another player continues play of the character. Have it `mind the horses' or another non-essential task. As far as XP goes you may like to give them only a percentage, full, or none, depending. If they don't show a genuine urge to play, then it's simple, they don't play at all. Q: I can't always turn up. What should I do? A: Don't DM, or at least make sure everyone is aware of this before you start. You may find you can make regular meetings, but with a greater interval between them. Q: How long does a game last? A: Basically that's up to every one involved. I have found that some people take a couple of hours to `get into it' while others loose interest after a while. From experience most games I've played last 4-6 hours, on the other hand I've played games that last from 1 up to about 12 hours. Q: I invented this really clever trap, and the players figured it out straight away!? A: Expect to be surprised. You are just one mind, the players are many. They might have had a lot more experience than you, especially combined. Also, reward them in some way, after all they did something very well. Q: I spent ages making this NPC and they killed him in two rounds!? A: Again, players can be fairly powerful if they work together. Make sure the adventure doesn't resolve around just one thing, and you won't be so disappointed. If it possible for the NPC to die make sure that the adventure can continue without him. (Advice on making NPC's tougher is answered later on) Q: The characters just don't play the adventure, they go off and do their own thing. What can I do? A: MOTIVE. Why should they go on the adventure? Don't railroad the characters though, at least, not so they notice! Make sure the characters have a choice in what they want to do. Q: The characters keep dying! What can I do? A: Don't make it so tough. Cheat in their favour, e.g. do 1 less point of damage per dice roll, have -2 to hit, etc. Q: The characters come out of a fight uninjured. What can I do? A: Make it a bit tougher, bring in different monsters. Also.. Q: I want to make this monster something special, what can I do? A: Remember that almost everything in the MC is really classed as being 0th level (in the sense that 99% of the human population are 0th level). Give them attributes, a CON bonus makes a big difference with a giant! A dragon with a CON bonus is absolutely deadly. Give them a class, a giant with weapon specialisation and two-handed weapon style is definitely something special. Most importantly however, give it a real personality. Think about it from the NPC's point of view. They may have certain tactics such as an ambush, missile file, use of pole-arms, attack+retreat, delaying tactics, calls for help, advance guards, communication lines, traps, poison, etc. Q: I have trouble giving so many NPC's a personality. What can I do? A: Write down next to it a character from a film, and do an impression of that character (style, mannerisms, personality, motive, goals, etc). What annoys characters more then getting injured is a recurring `bad guy' that verbally insults them, rather then physically. A bad guy who tricks them, cons them, destroys things they love, and then gets away. A random personality chart is in the DMG for a quick reference. Q: I have information only one player should know. What can I do? A: Either write them a note, or talk to them outside of the room. If you do this a lot it can severely restrict the flow of the game, and can be very boring to some of the players. Pre-written notes can be of great help. Q: How much XP should I give out? A: There is a chart detailing how much XP should be given out in the DMG. A fair amount of people ignore this chart however, since it is biased towards `killing things' rather then `role-playing', or they just take it as a guide-line. Many DM's do not give XP for gold (or treasure in general), because the treasure is reward enough, and because they do not actually gain experience (real experience not a game term) in doing so. The exception being a thief, but even then the experience is in using his skills. Other options include not giving as much XP. Q: How fast should the characters advance in level? A: Depends on the style of campaign. To advance about one level will usually take about 2 * current level in game sessions. This varies A LOT and is extremely subjective. Q: One of my players wants to play a half-dragon or an ogre-mage, etc. What can I do? A: What sort of game are you running? Usually these requests are by people who are just interested in `being more powerful then everyone else'. you have a choice: Say no, and your game retains fairness, characters are fairly equal, you don't have to worry that what is a challenge for some characters will be insignificant to others. Say yes, these characters will never be allowed in a town, as they WILL be hunted down and killed. The can't fit in small caves that the rest of the party can. They will be considered the greatest threat by anyone fighting the group, as such will attract 98% of the enemies fire-power. Have a group of evil adventures hunt them down for their treasure. They wont ask again. This isn't a case of anti-munchkinism, this is what would probably happen. Q: How much magical equipment should I give the players. A: To be roughly in line with the TSR adventures for their level this chart shows the greatest magical plus of weapon (against normal creatures) that will produce a challenge for the characters. This answer is highly subjective, therefore I provide the advice in my opinion only! :) level magical + 0-4 0 4-8 +1 8-12 +2 12-15 +3 15-18 +4 18+ +5 As far as general magical equipment, generally after playing TSR modules (the good ones) a player will have about 1/4 his level in notable magic items, and about 1/3 in general miscellanea and up to 1/2 in scrolls and potions. Q: One of my players cheats, what can I do? A: First off, make absolutely sure. If you are positive, then make sure all of the players know this: Explain that you make all encounters to be a challenge to the players, if they cheat that means that you have to make the challenge greater. XP is awarded for a character overcoming a challenge. If a player cheats it is not a challenge, and thus, is not awarded XP. Q: A player keeps using spell X and it's too powerful, what can I do? A: Either ban the spell, or reduce it's power. Power reduction can be done by reducing duration, area of effect, damage, increasing the cost of material component etc. For example, giving stoneskin a duration of a day or give it only one charge, etc. If the players complain simply tell them you find DMing difficult with the spell as it is. Also, some spells have official errata or "unofficial official" changes by TSR; these appear in Sage Advice columns from time to time, and in the DMO:High Level Campaigns guide. (Including decreasing the power of stoneskin) Q: A player has item X and it's too powerful, what can I do? A: Before you put an item into the game, take into account that it will very likely end up in the hands of the PC's. Be especially careful of certain combinations of items. Like spells, simply remove the item or reduce it's power. Power reduction can be done by reducing the magic of the item, give it a duration, give it charges or reduce the number of charges etc. To get rid of the item you may have it take damage over a period of time (e.g. a sword gets a hairline fracture, leather goods start to rot, Dragonscale armour gets cracked etc) and it gets worse, continued use destroys the item. Have the PC's chased by the items original owner or creator. You might like to do this regardless of the power level of the item, because it causes players to appreciate there equipment more. The complete fighters handbook includes rules for damage to armour, this could easily be applied to other equipment. Q: I have let a player have a wish and the result is too powerful, what can I do? A: The best way is give it a duration. Reduce the effects of the spell over a period of time, until it eventually runs out. After all, in return for increased power it should have decreased duration. If this is not possible because it came in the form of an item or money, where did it come from, and the real owner (the king?) wants it back. Q: I want to know information about a character without the player knowing what I am doing, what can I do? (You may need this information for things such as secret saving throws, maximum hit points, etc.) A: Keep a track of key things about each character: stats, max hit points, class and level. Make sure you know who has what magic item. This is useful for many reasons (e.g. if the player forgets his character, make sure the character doesn't cheat, working out a good challenge, etc). Another similar idea is that each magic item is written onto an index card and given to the player. If the player doesn't have the card, then the character doesn't have the item! Yet another version is that the player must note down an ID number next to it, which you keep referenced in a notebook. Q: The PC's are all at different `power levels' A: This is not always a problem, providing the players can handle the fact that they might be envious. Make sure that there is something in the adventure that each character can accomplish (for example while the more powerful characters fight the giant, the weaker ones can fight the goblins). Put in more non-combat puzzles, for example, a group of fairies think that the weaker character is a leader and will only listen to him. Have the more powerful characters act as `guides' and `teachers'. Q: One of my players keeps quoting rules at me, what can I do? A: Depends, this is often annoying, but the player is usually just trying to be helpful. Ask the player not to do this, BUT if you don't know a rule don't be afraid to ask. Point out that if you are all enjoying the game it doesn't really matter. You will find it also happens with "Real world" topics, from hunting, cooking, chemistry, martial arts, physics, etc. Q: What do I do if one of the player's character dies? A: Usually you will let them role up a new one. You will have to decide how the new character will compare to the existing ones as far as XP and equipment, history, and legal holdings and rights goes. This ranges from having the same XP as when they died, the same XP as the lowest within the party, slightly less, or even start at first level again! Between you AND the player, you should come up with some reason why they will meet and join up with the party (sometimes the party will not want to have a certain type of character e.g. a party of dwarves might not want to join up with an elf). Note, however, that this is a fantasy setting. Just because you are dead, doens't mean the character stays dead, there are plenty of spells and items that can bring the character back to life. Q: One of the characters has played / read the module, what can I do? A: Change it around a bit, change the plot. To some extent you will have to do this anyway so that it can fit in with your game world. To that extent you can use any game modules, whether they are for that world, character level, place, etc. Ideas for changing the module can include things like moving traps around, give it your own ending, changing clues, the NPC's can be added, taken away, moved, changed, etc. Q: How many notes do I bring? A: That's really up to you, some people start the game with 3 words written down, others have a folder full of information, still others may bring a computer with them. Whatever you are comfortable with, and both you and the players enjoy the game. Q: How do I know if I'm a good DM? A: Ask your players at the end of the session what they thought of the game. Ask about style, content, plot, and most importantly, did they enjoy it. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- STORYTELLING QUESTIONS Q: What should be the format of an adventure? A: Each adventure should have the Begin-Middle-End cycle. Sometimes you may have several of these going on at once. It is best if only the begining and the end overlap, to keep things clear and fluid. Follow the format of books: - Introduction - Call to Adventure, or Hook - Successive Developments - Apex, Moment of Greatest Tension - Resolution - Denoument, or Tying it All Together Q: At what point should I end the game session? A: It is best to end it at a point where the characters are in a "static" position (if you are in the middle of a combat, then a lot of information has to be carried over to the next session), for example, when the party is camped. Sometimes cliffhangers work, but these should be done at a time when no extra paperwork needs to be carried between sessions (i.e. before the big fight, not during), at a point where characters will have time to "get in character", and make sure all the players can turn up on time. If you have to end a specific time, then make sure that the party will be in a "static" position before that time, and end it there. This will avoid "Oh, just a couple more minutes.." situations. Q: What subject matters should I avoid? A: Fundamentally, everyone should enjoy the game. If there is a subject matter that some players find uncomfortable, then avoid it. If it does not further the plot or improve the quality of the story then there is no real point in using it. I personally feel that games should be about the same morality level as a UK cinema certificate 15 (I don't know what that is in the US). -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- CONVENTION GAMES Q: How long does a game last? A: Convention games operate under strict time constraints. They average to be about 6-8 hours, but this varies. You may finish before time however. Q: How do I deal with a time constraint? A: It is important to have the adventure `short and sweet' if you wish to finish on time. There are a couple of ways to help speed the flow of the game: Rather than role-play any character introductions, or even the beginning of the adventure, just explain it to the players (like a preamble to a book). Have them know each other, like each other, trust each other. Let each of them say a quick description of their character to introduce it. Plan it so that it would run an hour short, since unexpected things always happen. Plan it so there is continuous action of one kind or another as soon as the game begins. Pace must me quick with simple, effective plots. Goal-problem-reward. Q: What about rewards for the characters? A: Even though it is a one off, most players like to receive XP at the end of a game. You may find that because it is a one-off you let the characters become "Heroes" at an accelerated place, giving them rewards, such as items or money, much more quickly. The game should occur at a more quick-fire pace. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- ADVANCED TOPICS?! Q: How do I design a game world? A: Imagination, Pencil, Paper, Time. You have to decide on some fundamental aspects (local and global), such as technology level, magic level, politics and Government, climate, species, gods, and Darwin! (development of life), ecosystem, etc. Once you have drawn a map, and put in a few towns, roads, rivers, ponds, seas, forests, woods, cities, borders, countries, continents, races, cave systems, volcanoes, mountains, hills, underground caverns, trade routes, currencies, etc, you have to NAME them. Each city or town will have a name, notable personalities, pubs, streets, entertainment, history, income, army, militia, police?, rules (real and pretend), guilds, thieves, water source, allies, enemies, language, population, population breakdown, races, racial-allies, racial-enemies, etc. Putting you off? This is a lot of work, but remember only the places that the PCs will be affected by need a lot of detail, but the more information you have the better since it can potentially give you adventure ideas. Also, try out http://hops.wharton.upenn.edu/~loren/rolegame.html for info on world building (I haven't checked this myself though). Q: How do I go about designing an adventure? A: Start with an idea, write down everything you think of. Remember a few rules. - Motive. The PC's must have an incentive to actually adventure. This can be anything from simple greed, to something based on a characters past (always have players write down their characters history). Cause and effect. People don't always do stuff because they want to, they do it because they have to. The king raises taxes, the people can't afford to pay, thus is born Robin Hood. Victims of circumstance. Civil unrest, civil peace, drought, good farming years, etc will all effect people both directly and indirectly. - Encounters. What and who are they going to meet. Why are those people there, how do they eat, who do they work for. Don't just use the wandering monster chart because that does not explain why creatures are there. If you have time make your own for each area, for a random encounter. Better still, cheat, plan everything! It's always better as a player to know there is a reason for a monster to be where it is. - Rewards. What sort of character rewards are there? Land, money, magic, training, etc. Q: What makes a good adventure? A: PLOT, Surprise, Mystery, Romance, Puzzles, Magic, Horror, Suspense, and characters with personalities. Q: What makes a good campaign? A: A good plot-line, and series of sub plots. They don't have to be obvious to the players, but they should exist. Make sure that events not involving the PC's take place. A war might end, two nations might join, a river might flood, armies might be gathering, etc. Q: My players want to design spells / I want to design spells, what do I do? A: Write down the effects of the spell, the damage, area of effect etc. Usually the casting time is equal to the level, but there are exceptions. Compare the spell to existing ones and you assign a level, if you are not sure err in the side of making it more difficult (It not being a `common' spell means it is less practised, unusual, etc). Choose which sphere or school with regard to other spells. Don't allow spells which do exactly the same thing, at exactly the same level as a spell of a different sphere or school, because this defeats the object of the whole thing. In the case of a priest spell, the character will simply pray for it (in most cases everyone who worships that deity will have access to the spell, sometimes everyone who can cast that sphere). The deity may, or may not allow for it, or may require special worship etc before the priest may use the spell. To show greater commitment the deity might have the prayer put into an exact wording, may require fasting, a special task, etc. The prayer may even have limited access within the same preisthood, causing possible political and personal tensions. In the case of a wizard spell, the wizard must research the spell in a laboratory for a decent length of time. Further details are in the complete wizards handbook. Q: I want to invent a new creature, how do I do it? A: Before you get down the game statistics you have to ask the following questions: what does it look like, what does it eat, how long does it sleep, how does it breed, is it docile or violent, when, how was it evolved, what noises does it make, where does it live, what climate does it like, racial variants, etc. Not all of these are necessary, but do help to flesh out the creature. Now look at it's game statistics, first compare it to natural creatures like horses and lions. Then find a creature that it most resembles (if there is one) and look at the game statistics for that. Compare any natural weaponry it may have with real weapons (e.g. are its claws the size of a dagger, or are they like a club?). Compare supernatural attacks with similar creatures, likewise with supernatural defences. Once you have the creature designed, ask a few questions: how would this creature effect local wildlife, what other creatures would hunt it, what creatures are scared of it, how does this creature effect the local and global ecosystems, and even what does it taste like! Try attacking it with varying levels of NPC's (if you have the PC's character sheets even better). Try intelligent attacks and random attacks. In addition, try attacking this creature with other monsters varying from a chicken, a lion, a wraith, a basalisk, a giant, a werewolf, an owlbear, and a great wyrm. With each creature ask yourself which you would want to win and why, and adjust your creature accordingly. If you know someone who role-plays, but is not in your group, try and playtest it with him. Try it with the characters anyway, gradually fine tuning it. Put down any differences to racial variance and sub-species. Q: I want to invent a new race, how do I do it? A: Again, before you start with game stats, you must come up with their ecology, asking many of the same questions as above as well as: Is there a racial stereotype, how often is this deviated from, their psychology, their philosophy, their technology level, their ethos, their religion, their rituals and traditions, how do they relate to each other and other creatures or races, where do the live. With all of these question you also have to ask why. Then you have to design a `typical creature' as for humans, elves, giants in the DMG (i.e. a creature of no level). Like with a new creature, you should compare this creature to others, and see what role it fills in the echo system (could the take over the world, would the be wiped out, etc). Then see what `classes' the race can be, there is a guide chart in the DMG (and also in the monstrous compendium). This may depend on whether the race is humanoid or not. Is it a PC race or NPC only? How common are characters which have a character class? Q: I want to invent a new magic item, how do I do it? A: Like everything else the item should have a history to allow it to `really exist', the players need never know this but it helps give even an item a `personality': Who made it? Why did they make it? Did anything go wrong? Who was it for? Is it unique or was it copied? Do you want to make the item a bauble, minor-magic, major-magic or an artifact? Again compare it with other items. Then assign the game mechanics to it. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- FUNDAMENTAL PLOTS Adventures occur mainly because of conflict, here is a list of the most common of these: - Man vs. man - Man vs. himself - Man vs. god - Man vs. religion - Man vs. magic - Man vs. technology - Man vs. nature - Law vs. chaos - Good vs. evil - Sanity vs. madness -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- 10 ADVENTURE AND ENCOUNTER IDEAS For more adventure ideas see the net.plot.books, which provide a lot more plots. I am told these are available via FTP from ftp.cs.pdx.edu in the directory /pub/frp/general. Here are some to be getting on with: - One of the PC's starts losing strength, there is only one antidote... - "This sword!? It spoke to me!.." - One of the PC's see someone who looks like him, follows, and sees the look-alike get killed. The killers say "that's three, two more to go." - Someone comes up to a PC and tells him that he is now the next in line to the throne of Zlah-bun, because the previous heir has gone missing. After a bungled assassination of the PC, they find out the previous heir has been kidnapped by the 3rd in line. - As the party go over the crest of the hill to look at the city, they find it is gone. Not destroyed, but actually removed, leaving a perfect symmetrical hole. - The island has been shrouded in a cloud ever since the battle between two evil wizards 100 years ago. Somewhere on this island is the egg of the Quetzal-Xuateal, needed for... - A noble says "look after my daughter"... - "I can see the birds can not fly through the rain, and the livestock try to hide from the thunder, but they find no rest because the ground swallows them whole. I can see the parents choke on the smoke, as they watch their children burn in the fires of the volcano. Watching them is a lone rider, dressed in darkness. The name of the rider? Death.." - It was a strange new religion. As it's priests walked the land, the worshippers spread like wild-fire. Their god spoke to their inner desires, their greed and their hate. The priests gained power, respect, and soon the avatar would be upon us. - "Take them to the arena..!" -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- 5 MORE ADVENTURE AND ENCOUNTER IDEAS Get ideas from films, tv, history, books, landscape. There is a BIG list of good media listed in the r.g.f.d FAQ. - (Alien) The PC's are taking a boat trip, during the night their boat bumps into a `ghost ship'. They board it, and find all the crew are dead, and the whole ship is covered in cob-webs. Later, when they are eating, one of their crew-mates coughs up some spiders... - (Unforgiven) "Can you read? Or did you just not see the sign? NO WEAPONS. You look familiar.. were you the group who slaughtered the whole encampment of orcs? Their families turned up here,.. begging for food.." (The players are surrounded by crossbow wielding sheriffs). - (Terminator) And so it was that the mages wanted to create the ultimate defence. They gave up there magical essences and put them into the automaton. Soon, with all of the thaumaturgical energy, it started to evolve and became sentient. It analysed the threat, and decided it was humanity... (And you get to invent the `mercury golem' for T2!) - (Die Hard) The party have gone to a ball held in the castle (no weapons allowed obviously). One of the kings aids takes them to collect a small gift. Meanwhile the entertainers downstairs are not quite what they seem and the kings coffers will look very empty unless.. (potentially good for a high level adventure). - (Stargate) Need I say more.. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- 5 TAVERNS It's normally inevitable that the characters will end up in a tavern at some point. If each tavern has is different it can improve a normally mundane aspect of the game. If there is a main tavern that the players use, put in more `pub personalities', and remember, even the same pub has different customers depending on the day of the week. THE ORCS BLADDER. (So called because of the authentic sign) Location: Middle of nowhere. Battered looking, but warm glow. Rating: None. Bad food, bad service, the drink is strong and home brewed. Rooms: 2 small rooms, 1 large room with a fire. No stable. Landlord: Jameth, middle-aged, human, fat, big and mean! (also the cook) Landlady: Alasia, middle-aged, human, fat, big and mean! Barstaff: Kaidra, halfling female, treated like dirt by everyone, timid. Clients: Entirely human, fight every night, especial if non-human present, but are usually without weapons. Most are hunters, trappers, woodcutters, and a few farmers. Often used as a neutral ground for smugglers. Quote: "Well, if it ain't one o' dem pointy ears, in OUR pub!" THE COME ON INN. Location: Halfway house, on well used road. Large, clean, warm. Rating: **** Cheap, common food and drink, but large servings. Provide free hay and grooming if staying the night, large stable. Rooms: 5 medium size rooms with fires, 2 small rooms without. Landlord: Erik, middle-aged, human, fat, friendly. Landlady: Delia, young, half-elven, pretty, flirty. Barstaff: Josh, human, young, cook. Simon, human, boy, stable-hand. Selia and Natasha, human, female, maids. Clients: Almost any type of character found here. Quote: "Oh yeah! Well I caught one THIS big!" THE CAT `N' BUCKET. Location: Middle of a small village. Small, but warm. Rating: *** Cheap, common food and drink, but large servings. Large `self help' stables, Rooms: 3 medium sized, 1 small, all with fires. Landlord: Gamry, very old human male. Grumpy. Landlady: Amy, middle-aged, cook (Gamry's daughter). Friendly, but plain. Barstaff: Calabar, `dashing-young-wanna-be-a-swashbuckler' type, elven. Clients: Locals, farmers, priest, etc. Clear segregation between the card playing elders and the young "I'm gonna go to the city me.." Quote: "Crop rotation, pah! I jus' lets me `orse crap on it. Crap rota.." THE BULL'S MILK (Don't ask!!!) Location: Near a port. Small and cold. Rating: ** Variety of food and drink, but food is badly cooked. No stables. Rooms: 6 very small rooms, no fires. Landlord: Kris. Old ugly human. Wierd. Landlady: none. Barstaff: Two female twins, Tabatha and Mariella, flirty, heavy make-up. Clients: Sailers, traders, smugglers, others. Illegal business is normal. Fights here are quick and with weapons. Quote: "If tha's what ye want, I can get it for ye cheap.." THE DRAGONS TAIL Location: Near a merchants guild. Huge, warm, segregated stables. Rating: ***** If you've got the money of course. Rooms: 4 small, 4 medium, 2 large, all with fires. Landlord: Thalamos, middle aged, been-there-down-that look about him. Landlady: Sheadra, slender, attractive middle age. Mind like a knife. Barstaff: Too many, and they don't seem to have names! Clients: Merchants and Nobles. Security on the door prevents weapons. Quote: "My word, they let anyone in here these days!" -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- COMMON HOUSE RULES Many DMs do not use the standard rules exactly as printed. Here are a few of the more common changes, and the reasons for doing them. - At first level (only) the players have maximum hit points. The reason for this is simple survival, and to help the players enjoyment. A character with 1 HP will not be a lot of fun. - In addition to the rules of "knocking on death's door", whereby a PC is unconscious between 0 and -10 hitpoints, there are changes such as making that between 0 and half (or even a third) CON. The reason is to make it more varied and more character specific. - The stoneskin spell is often restricted in some way. Methods include making the duration 1 day, or only dealing with one "hit". The reason is simply to help in making it more of a challenge to the PCs. -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- "FANTASY NAME" GENERATION Roll d6+1 to see how many letter groups you will have. Then roll the prefix group, soft group, hard group, soft group, etc, up to the number you rolled. [C code is available upon request] Prefix group - roll with a d50. 1 K 11 Lh 21 Pr 31-50 No prefix 2 Th 12 X 22 Sp 3 Sh 13 Sc 23 Cr 4 Cl 14 P 24 Sl 5 R 15 T 25 Tr 6 Qu 16 L 26 Fr 7 M 17 N 27 St 8 J 18 F 28 Gr 9 G 19 D 29 S 10 B 20 Br 30 Pl Soft Group - roll with d20 1 a 11 ai 2 e 12 ya 3 i 13 io 4 o 14 oo 5 u 15 ui 6 y 16 ou 7 ee 17 a 8 ai 18 e 9 ae 19 i 10 ea 20 o Hard Group - roll with a d50 1 h 11 lh 21 pr 31 ch 41 pp 2 Th 12 x 22 sp 32 fr 42 nm 3 sh 13 sc 23 cr 33 tch 43 mn 4 cl 14 p 24 sl 34 ph 44 j 5 r 15 t 25 tr 35 tz 45 w 6 qu 16 l 26 fr 36 vr 46 dl 7 m 17 n 27 st 37 rr 47 mr 8 j 18 f 28 gr 38 ss 48 rt 9 g 19 d 29 s 39 tt 49 lp 10 b 20 br 30 pl 40 ll 50 bl Example: Roll for number of groups (d6+1), 3. I roll for prefix (d50), 5. I roll soft group and hard group (d20 and d50), getting 1 and 37. This makes the name "Sharr". This will produce silly names, but usually they will be OK. It's good to roll up a few `emergency names' before each session just in case, but to create names for main characters yourself. Note that surnames were rarely a long running family name, but a profession. Hence if Sharr was a blacksmith the name would be "Sharr Smith", or if Sharr was an adventurer the name might be "Sharr Swiftblade". Likewise, if Sharr was a very stupid thief, the name might be "Sharr Pickpocket"! :) Another historical method is to take the fathers first name. For example if Sharr's father was called "Branma", Sharr would become "Sharr Branmason" (this still happens in some countries, which makes telephone directories a pain). -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=- w `o' lucifer@infernal.demon.co.uk (The Dark Abyss) |--O-' Give a doller to charity, you know it makes sense. | / \____^ A hundred to be exact.. :) -=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-=#=-