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Weekly Tips on Roleplaying. |
This weeks tips! Contents: 1. Humour: A Link To The Top Ten Least Played D&D Classes I'm not sure if you read the NeverWinter Vault, or Gamespy regularly, but Gamespy has a top ten least played D&D Classes.
http://gamespy.com/top10/january02/dndclasses/ 2. Kickstarting Vampire Sessions If you have any question on how to start a Vampire session, start with feeding. This is when vampires venture out into the night to hunt. They stalk, corner, coerce, or seduce a mortal then drink their blood. In most games and vampire literature (like in the Dracula novel), the mortal is weakened but not slain. Feeding scenes shouldn't take forever and are normally run one character at a time. When you describe what's happening, make it vivid. Maybe the victim enjoys it, maybe they're terrified. Sometimes it's predatory, sometimes sensual, sometimes pathetic. Don't let the players be afraid to feed! Don't let them get squeamish and say neutral things like, "I take 3 Blood Points from the dancer." Make them describe the scene. Where do they bite the victim? What do they do if the victim struggles? If a character 'banks' or drinks from a stored source of blood like a blood bag, be sure to make it painfully boring, dreary and distasteful. Describe what it's like for the hunters out among the clubs or the lovers in their beds. Feeding is the essential act for vampires. It doesn't have to be Gothic or punk. But it does have to do with an undead parasite stealing a little bit of life from a victim ... and that's a good way to set the mood for a Vampire session. 3. Character Mapping Tip When I first encountered the problem of players not understanding me when I gave a description I used this as a reason to go and sharpen my verbal sword. Now my players understand me, and we have a method of mapping that works out well for everyone. First, as GM, I will not map for the players, I have my hands full doing GM things. So, I have the players use lines and boxes for their maps. Let's face facts here, PCs are not running around with tape-measures viewing the "fill-in-the- blank" from a topological view. So, I use descriptions like "you enter a vast vaulted chamber", "the door opens into a modest cell", "you find yourselves looking on to a room of moderate size with ...", you get the idea. The "mapper" of the group simply draws a box or rectangle, hexagon, etc., for the room. For the hallways and passages, he uses lines with off-shoot branches being denoted with a simple stroke of the pencil. This also means that you DO NOT NEED graph paper as this works best on blank paper. And, after all, what is the PCs' map for? Simple, to get your butts out of a place no real sane person would go into in the first place. That and to go back to a room with interesting items and/or money!!! The PCs' map does not have to be a carbon copy of the GM's as long as it works. 4. Another Character Mapping Tip I have solved the mapping problem by making a copy of the dungeon map, cutting out the various rooms, and sticking them to index cards. I then hand the cards to the players one by one. In the case of "secret" doors and rooms, I edit the picture before putting it on the card. Using heavy black magic marker, it's a simple matter to create 'maplets' that only show what I want them to show. 5. Dealing With Troublesome Players In the Player Feedback Supplemental #1, someone suggested punishing a player who doesn't behave properly. This is a mistake I made when I was a brand-new DM, but out-grew almost immediately -- it is just plain inappropriate to punish players for pretty much anything game-related. Not only does it almost never get the desired response, but it ruins the evening for all the other players, too, to see their buddy get squashed by the DM. It *NEVER* adds to the fun of the game. Reward the good stuff, don't reward the less-good stuff, and allow the game & players to evolve. Players WILL eventually modify their behaviour to get the rewards. Here's another thing -- if you find yourself frustrated because you can't get your players to "play right", maybe you're "DMing wrong." Ask them, after the session is over. Maybe even end 20 minutes early (pick a point in the game that makes sense, of course), and just say "Hey, guys -- I sorta think of the game like this <blah blah>, but it seems that you guys maybe aren't into that <blah blah--what they don't do that you wish they did>. Should I maybe be planning these sessions to be a little different? What do you guys want to see here?" Then let them talk. Don't get defensive, don't try to convince them that your way is right. Don't complain about all the time and energy you put into trying to create this really fun thing -- just listen to what they say. Ask them to clarify parts you don't get. Say "is that really fun? is that what you guys want to do more of?", but not in a derogatory way -- in a "we can do that, if you want" way. Then think about it for a day or two. See if there's not some way to do what you'd been thinking AND what your players say they think is fun. The next session, try to open with things "their way", and only occasionally work in "your way" stuff. See if it meshes. See how they like it. After the session, ask if they liked that better. If so, ask what they'd think about a little more of your-way mixed in with their-way. Etc. Ask what they'd think about alternating sessions and a 2nd campaign -- one your way, one their way. Would anyone come? Would that be ok for a change of pace? Etc. [Comment from Johnn: here's the link to Supplemental #1: http://www.roleplayingtips.com/articles/Roleplaying_Tips_Supplemental_1.php ] 6. Liven Up Your Traps For Low-Level PCs I have subscribed to your magazine for a while now, and have found it very helpful. I'm sure that most DMs know of munchkins - a character that is overpowered for their level of experience due to DM leniency or whatever. I recently began DMing for players who had mostly gamed before, but all in different campaign worlds. Unfortunately, several of them turned out to be "munchkins". I required that all of them start out as first-level characters, rather than giving in to "But I already have this great character..." demands. However, several of my players are playing as though their characters are higher level. Most of the plot/story lines are not affected, but the players are almost too smart for their own good where traps are concerned. I responded with a twist on the standard trap. I upped the level a bit on the traps I had scattered throughout my dungeons to cater to those who thought they could charge right through, and I also provided "clues" to what was up ahead, for those who were legitimately stumped. Set somewhere before each trap is a small plaque with the letters FLW, followed by a quote, on it. FLW stands for Famous Last Words, and the quote can come from any of a half-dozen RPG sites, (One is is Rondak's Portal, http://www.rondaksportal.com ) or from quotes made in previous games. Each quote has something to do with the trap up ahead. The PCs don't yet know anything more, other than a plaque precedes a trap, and I have caught them with both insanely simple traps (pull the lever and a block falls on your head) and incredibly complex ones. The players now get terribly nervous any time they run across a plaque, or even a note or poster, anywhere. Just a thought to liven things up for low-level characters. |