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	<title>Pyres of Vam &#187; gamemastery</title>
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	<description>Roleplaying, ramblings and other good stuff</description>
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		<title>Things Role Playing Bloggers Tend Not To Write About</title>
		<link>http://www.pyresofvam.com/musings/things-role-playing-bloggers-tend-not-to-write-about/</link>
		<comments>http://www.pyresofvam.com/musings/things-role-playing-bloggers-tend-not-to-write-about/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 10:44:49 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=3028</guid>
		<description><![CDATA[<p><span style="color: #99ccff;">Noisms of Monsters and Manuals posted some</span> <a href="http://monstersandmanuals.blogspot.com/2011/11/trpbtntwas.html">interesting roleplaying related questions</a> <span style="color: #99ccff;">that are relevant to our hobby but that role playing bloggers tend not to write about. Check out his post for the original questions, plus lots of responses in the comments (some people did it right there, some people linked to blog posts, like this). Following are my answers to these questions, as the GM of my group that include my wife and three long term friends. EDIT: After writing this post stream-of-conciousness-style I realise that my Nanowrimo brain is still on. Sorry for the word count.</span></p]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Noisms of Monsters and Manuals posted some</span> <a href="http://monstersandmanuals.blogspot.com/2011/11/trpbtntwas.html">interesting roleplaying related questions</a> <span style="color: #99ccff;">that are relevant to our hobby but that role playing bloggers tend not to write about. Check out his post for the original questions, plus lots of responses in the comments (some people did it right there, some people linked to blog posts, like this). Following are my answers to these questions, as the GM of my group that include my wife and three long term friends. EDIT: After writing this post stream-of-conciousness-style I realise that my Nanowrimo brain is still on. Sorry for the word count.</span></p>
<h3><span style="color: #ffffff;">Book Binding</span></h3>
<p><span style="color: #99ccff;">When my copy of Savage Worlds fell apart as soon as I opened it, I got it ring bound to make it usable. I found that it became even more usable than my other books. I love ring binding (especially on small books like Savage Worlds) because you can flip it open to a page and leave it there. You can also make the book take up less room on the game table, because you don&#8217;t need to have it open at a two page spread all the time. I tend to use PDFs a lot these days though, so that avoids the whole pages falling apart issue.</span></p>
<h3><span style="color: #ffffff;">&#8220;Doing a voice&#8221;. How many people &#8220;do voices&#8221;? Should they? How do you get better at &#8220;doing a voice&#8221; if that&#8217;s your thing?</span></h3>
<p><span style="color: #99ccff;">I sometimes do voices, and some of my players occasionally have. Mostly it&#8217;s not accents though, it&#8217;s more like a deeper gruffer voice for a stereotypical barkeep, a quieter awed voice for children amazed by the adventurers, that sort of thing.</span></p>
<p><span style="color: #99ccff;">This week I did the voice of an elderly angel woman in our game where angels live among humans. She has seen a lot, even for an angel, and so she&#8217;s a little nuts. Her voice ranged a lot and was totally Yoda at some point, but it was more about <em>how</em> she talked, the words and grammar and so on, than the exact voice always matching.</span></p>
<p><span style="color: #99ccff;">I think voices can be fun, especially for NPCs that are supposed to be memorable but you aren&#8217;t going to need to speak as all the time. It&#8217;s hard to keep it up though, especially difficult to come back to that voice after long breaks between sessions. I try to keep track of it by making a few mental or written notes about the voice:</span></p>
<p style="padding-left: 30px;"><span style="color: #99ccff;">Drawlin&#8217; voice, drops a letter or two at the endin&#8217; o&#8217; some words, adds unnecessary cowboy-like words in between but otherwise chooses words real careful in heated situations and is mighty respectful to folk, even bandits.</span></p>
<p><span style="color: #99ccff;">That&#8217;s my cowboy-inspired sheriff in the fantasy game I&#8217;m running for my wife. I&#8217;ve never written it down, but mentally I do what I just did there: try to remember the voice prompts <em>in</em> the voice, as if the character&#8217;s telling it to me. Still pretty stereotypical, but I drop in and out of it if I don&#8217;t remember those things.</span></p>
<p><span style="color: #99ccff;">Anyway, mostly the &#8216;voices&#8217; I do are more the words, grammar and pronunciation than an accent or anything like that. I do use stereotypical accents sometimes, like with the old angel lady, but the other things are more important, I think.</span></p>
<h3><span style="color: #ffffff;">Breaks. How often do youhave breaks within sessions?</span></h3>
<p><span style="color: #99ccff;">Within sessions, hardly at all. At the moment we&#8217;re starting around 7 or 7:30 and ending around 10:30. So we don&#8217;t have much time. We muck around at the start and people throw pop culture references and quotes back and forth during the game. It takes us out of the fiction and really slows the game down, which can be annoying. I think we do that, though, because we don&#8217;t have much time together so this is our social time too. We&#8217;re playing this Saturday and we&#8217;ll have plenty of time so we&#8217;ve put forward the idea of getting that chatter out of the way first, then playing solidly for a few hours, then having a break where appropriate in the story and getting social again.</span></p>
<p><span style="color: #99ccff;">Normally in our games, because of the short time frame, people get up for bathroom breaks and drinks and stuff whenever. We keep going if we can and just fill them in briefly when they get back a few minutes later. Works for us.</span></p>
<p><span style="color: #99ccff;">Oh, also, in our longer campaigns where characters may have secrets and so on, we don&#8217;t have breaks really, but often someone will want to talk to me in private in the other room so we go do that and everyone else does whatever they want in the meantime, which is sort of a break for them too.</span></p>
<h3><span style="color: #ffffff;">Description. Exactly how florid are your descriptions?</span></h3>
<p><span style="color: #99ccff;">Not very.</span></p>
<p><span style="color: #99ccff;">I was tempted to leave this one there, but I won&#8217;t. I describe things more like &#8220;It&#8217;s sort of purple, like that table cloth, but all meaty&#8221; rather than &#8220;The creature&#8217;s skin was a brooding purple bruise&#8221;.</span></p>
<p><span style="color: #99ccff;">I do try to use cool words (like brooding) when I think of them, but only if it makes sense. Mostly I just say it like it is, and try to relate it to the character asking. If it&#8217;s a happy-go-lucky character who&#8217;s all bubbly I&#8217;ll sometimes try to say that &#8220;it this really nice bright sunny yellow colour&#8221; in a happy voice. If it&#8217;s a dour character who is known as a sad sack I&#8217;ll say something like &#8220;It&#8217;s bright yellow like the damn sun or that stupid parrot that won&#8217;t shut up&#8221; if I know those other things have been annoying him.</span></p>
<p><span style="color: #99ccff;">I try to give a few roleplaying cues or ideas with descriptions. If a character has a medical background I&#8217;ll try to describe things in those terms, if they are a no-nonsense down-to-earth fighter I&#8217;ll be blunt about how things look. I realise as I type that I don&#8217;t do this stuff I&#8217;m saying as much as I&#8217;d like. I want to focus more on description. I&#8217;ve got an index card that has &#8216;sound&#8217;, &#8216;smell&#8217; &#8216;sixth sense&#8217; and so on written on it to prompt me. Sound and smell are things I need to describe more.</span></p>
<p><span style="color: #99ccff;">I think describing these things, even mentioning texture, scent, etc. at all goes a long way, even without florid descriptions.</span></p>
<h3><span style="color: #ffffff;">Where do you strike the balance between &#8220;doing what your character would do&#8221; and &#8220;acting like a dickhead&#8221;? </span></h3>
<p><span style="color: #99ccff;">This rarely comes up. If it does I ask the player if they are &#8220;sure you want to smash the only wagon you have, leaving you and your party stranded in the wilderness&#8221;. Just putting it back to them with the consequences attached, so they are sure of what could happen if they do that. It often prompts the other players to step in and try to help think of an alternative to the character&#8217;s action, too. I also try to get the players to come up with reasons the characters are together, so that if the lone wolf or sullen type characters want to leave or be jerks about something, a character they have ties to can often stop them, even just by me reminding them of these ties.</span></p>
<h3><span style="color: #ffffff;">PC-on-PC violence. Do your players tend to avoid it, or do you ban it? Or does anything go?</span></h3>
<p><span style="color: #99ccff;">I personally think we haven&#8217;t had enough of this in our games. I&#8217;d love to see some more in a game where we&#8217;ve told each other up front that it is likely to happen. We all love our characters so we don&#8217;t like risking their lives against each other. The ties mentioned above also often lead to a situation where PC-on-PC violence just isn&#8217;t likely to ever happen. When we play Apocalypse World I&#8217;m pretty sure (and hoping) some of this violence will arise. I think this can lead to good roleplaying opportunities, and PC-on-PC arguments almost always do.</span></p>
<h3><span style="color: #ffffff;">How do you explain what a role playing game is to a stranger who is also a non-player?</span></h3>
<p><span style="color: #99ccff;">I don&#8217;t do this often. One of our players still always calls our roleplaying &#8220;D&amp;D&#8221;, no matter the game, setting or system. If it comes up I usually either ask strangers if they know of Dungeons &amp; Dragons and start saying how it&#8217;s like that but different, OR what I&#8217;ve done more recently is describe the setting of our game to hook them in, then they ask how it works, and I tell them a few simple rules about whatever the system is. Describing our Primetime Adventures game to a non-roleplaying friend, I went into the setting we&#8217;d made, then told him about how it was like a TV show and there were acts and scenes etc.</span></p>
<h3><span style="color: #ffffff;">Alchohol at the table? </span></h3>
<p><span style="color: #99ccff;">I&#8217;m not a big drinker at all and this has never come up. I wouldn&#8217;t mind people having a drink or two, I don&#8217;t think, especially in longer sessions. It could loosen people up a bit and get the ones who don&#8217;t talk as much talking. Maybe we&#8217;ll try it this weekend.</span></p>
<h3><span style="color: #ffffff;">What&#8217;s acceptable to do to a PC whose player is absent from the session? Is whatever happens their fault for not being there, or are there some limits?</span></h3>
<p><span style="color: #99ccff;">We often skip or delay the session or sometimes we play Munchkin or a one shot like Fiasco instead. If they aren&#8217;t here for a long time we try to write them out of the story for a bit (one player was away for a month so we played flashbacks). If they are away and we play anyway that day they &#8211; hey! super rhyme combo! &#8211; just fade into the background and are assumed to do well enough at any required checks. I try to keep them out of danger and situations where I don&#8217;t know how the player would react.</span></p>
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		<title>GMing Cues: Impressions, Aims &amp; Pitfalls</title>
		<link>http://www.pyresofvam.com/advice-tools/gming-cues-impressions-aims-pitfalls/</link>
		<comments>http://www.pyresofvam.com/advice-tools/gming-cues-impressions-aims-pitfalls/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 08:00:51 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[improv]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[nanowrimo]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=3008</guid>
		<description><![CDATA[<p><span style="color: #99ccff;"><em><a href="https://store.lettersandlight.org/merchandise/no-plot-no-problem-book-autographed">No Plot? No Problem!</a> </em>is a great little book that describes itself as 'a low-stress, high-velocity guide to writing a novel in 30 days'. It's written by Chris Baty, the guy behind <a href="http://www.nanowrimo.org">Nanowrimo</a>, which I'm participating in this month for the fifth year running. Writing a novel in 30 days requires at least some improvisation. GMing often requires a lot. I've read this book each year but I figured looking at it from a different angle it may have some hidden insights into gamemastery. And I think I've found some.</span></p>
<p><span style="color: #99ccff;">The book talks about, among many other things, making two lists: one with all the things you like in novels and one with all the things you don't. It's not quite a pros and cons list, but close. It's sort of a list of cues or reminders for yourself. I realised that doing the same thing for RPGs could keep us GMs on track, especially for on-the-fly or improv-heavy GMing. </span></p]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;"><em><a href="https://store.lettersandlight.org/merchandise/no-plot-no-problem-book-autographed">No Plot? No Problem!</a> </em>is a great little book that describes itself as &#8216;a low-stress, high-velocity guide to writing a novel in 30 days&#8217;. It&#8217;s written by Chris Baty, the guy behind <a href="http://www.nanowrimo.org">Nanowrimo</a>, which I&#8217;m participating in this month for the fifth year running. Writing a novel in 30 days requires at least some improvisation. GMing often requires a lot. I&#8217;ve read this book each year but I figured looking at it from a different angle it may have some hidden insights into gamemastery. And I think I&#8217;ve found some.</span></p>
<p><span style="color: #99ccff;">The book talks about, among many other things, making two lists: one with all the things you like in novels and one with all the things you don&#8217;t. It&#8217;s not quite a pros and cons list, but close. It&#8217;s sort of a list of cues or reminders for yourself. I realised that doing the same thing for RPGs could keep us GMs on track, especially for on-the-fly or improv-heavy GMing. </span></p>
<p><span style="color: #99ccff;">I thought this idea was too simplistic at first to bother posting about, but I think it has legs. The Nanowrimo lists are supposed to help you identify what you like (and don&#8217;t) and write to that (or avoid it, respectively). If you have a theme for your game or just some goals (or pitfalls you&#8217;re prone to) you could make similar lists. I&#8217;ll give it a quick go now and see what we get.</span></p>
<p style="padding-left: 30px;"><span class="Apple-style-span" style="color: #99ccff;">Aim for&#8230;</span></p>
<ul style="padding-left: 60px;">
<li><span class="Apple-style-span" style="color: #99ccff;">Interesting NPCs with human motivations</span></li>
<li><span style="color: #99ccff;">Cinematic fight scenes</span></li>
<li><span style="color: #99ccff;">Fight scenes incorporating the environment</span></li>
<li><span style="color: #99ccff;">Situations where all answers creates interesting situations</span></li>
</ul>
<p style="padding-left: 30px;"><span class="Apple-style-span" style="color: #99ccff;">Avoid&#8230;</span></p>
<ul style="padding-left: 60px;">
<li><span style="color: #99ccff;">Drawn out conversations without a story purpose</span></li>
<li><span style="color: #99ccff;">Lengthy, boring combat</span></li>
<li><span style="color: #99ccff;">Rolls where failure is boring</span></li>
<li><span style="color: #99ccff;">NPCs hogging the spotlight</span></li>
</ul>
<div><span style="color: #99ccff;">Okay, so those were just some quick lists off the top of my head. But, put them on index cards in front of me while I run the game and I&#8217;ll have a few touchstones to call upon. We run into combat and I see that I want it to be cinematic with use of the environment, but not too long and never boring. It&#8217;s easy to forget some of these goals in the heat of the moment and easy to fall into traps you wanted to avoid. After writing the lists above, I also feel that for the aims and avoids I wrote, maybe I should make one index card for &#8216;social&#8217; and one for &#8216;combat&#8217;, perhaps expanding on each a little.</span></div>
<div><span style="color: #99ccff;">For theme this method may be even more useful. If I have a <a href="http://www.pyresofvam.com/concoctions/campaign-settings/demonsea-setting-sail/">Demonsea</a> campaign I know I want a few things to be at the fore.</span></div>
<div> </div>
<div style="padding-left: 30px;"><span class="Apple-style-span" style="color: #99ccff;">Aim for&#8230;<br /> </span></div>
<div style="padding-left: 30px;">
<ul>
<li><span style="color: #99ccff;">Exciting, swashbuckling high-seas adventure!</span></li>
<li><span style="color: #99ccff;">Demonic touches and twists to pirate tales</span></li>
<li><span class="Apple-style-span" style="color: #99ccff;">High adventure world, but with real and gritty consequences</span></li>
</ul>
<div><span style="color: #99ccff;">Avoid&#8230;</span></div>
<div> </div>
<div>
<ul>
<li><span style="color: #99ccff;">Generic pirate adventures (remember there are demons too!)</span></li>
<li><span style="color: #99ccff;">Having everyone heavily involved with demons; make it subtle</span></li>
<li><span style="color: #99ccff;">The different cultures ending up just the same in roleplaying</span></li>
</ul>
</div>
</div>
<div><span style="color: #99ccff;">Now this gives me some solid ideas to incorporate each time I play. Again, I probably have to revisit these lists, especially after play when I&#8217;m like &#8216;Oh, I wish I had done <em>this</em> there&#8217; or &#8216;Whoops, forgot to do X&#8217;. Add those to the list. I&#8217;m using quick examples that I&#8217;ve made up as I&#8217;ve written this, but for themes some better ones spring to mind</span><span style="color: #99ccff;">.</span></div>
<div> </div>
<div><a href="http://apocalypse-world.com/forums/index.php?topic=1855.0">The Goblin Hole</a><span style="color: #99ccff;"> and</span> <a href="http://apocalypse-world.com/forums/index.php?topic=1954.0">The Shallow Sea</a> <span style="color: #99ccff;">are both modules for the excellent</span> <a href="http://www.dungeon-world.com/">Dungeon World</a> <span style="color: #99ccff;">and feature lists of 20 &#8216;impressions&#8217;. These are things that evoke the theme of the area. The Goblin Hole has such gems as &#8216;a goblin with his hand tied to a ring in the ceiling&#8217;, &#8216;hairless, blind rabbits in hutches&#8217; and &#8216;a talking bird skull on a string&#8217;. All of these are quick and evocative ideas that can be used to give the impression you desire or might spin into a full encounter depending on how the PCs react.</span></div>
<div> </div>
<div><span class="Apple-style-span" style="color: #99ccff;">Using lists of cues, impressions, aims, or personal pitfalls to avoid can help you keep your game on track and coherent. It&#8217;ll help you hit the right notes and beats and keep in genre and theme. I&#8217;ll be trying it next time I run a game. Give it a go sometime and see how it works out. </span></div>
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		<title>NPC Description Tables</title>
		<link>http://www.pyresofvam.com/advice-tools/npc-description-tables/</link>
		<comments>http://www.pyresofvam.com/advice-tools/npc-description-tables/#comments</comments>
		<pubDate>Tue, 25 Oct 2011 06:46:01 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[improv]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[pdf]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2993</guid>
		<description><![CDATA[It was my birthday recently and my awesome wife made me some NPC Description Tables! &#60;3 They&#8217;re some handy tables for generating various physical characteristics and behavioural traits of NPCs on the fly or during prep all contained on a single page. Choose results or roll once for each column. She didn&#8217;t design it to ]]></description>
			<content:encoded><![CDATA[<h3><span class="Apple-style-span" style="color: #99ccff; font-size: 13px; font-weight: normal;">It was my birthday recently and my awesome wife made me some <a href="http://www.pyresofvam.com/downloads/NPCDescriptionTables.pdf">NPC Description Tables</a>! &lt;3</span></h3>
<h3><span class="Apple-style-span" style="color: #99ccff; font-size: 13px; font-weight: normal;">They&#8217;re some handy tables for generating various physical characteristics and behavioural traits of NPCs on the fly or during prep all contained on a single page. Choose results or roll once for each column. She didn&#8217;t design it to make coherent NPCs by reading across the rows, but I think you can get some pretty interesting ones by doing that too.</span></h3>
<h3><span class="Apple-style-span" style="color: #99ccff; font-size: 13px; font-weight: normal;">When rolling, for the large table roll a d6 twice and check the results in order, or roll two different coloured d6s. For the d8 tables, if you happen to have only a d6 handy you can just use that, as the results that a 7 or 8 would bring can easily be ignored as they are the least common. </span></h3>
<h3><span class="Apple-style-span" style="color: #99ccff; font-size: 13px; font-weight: normal;">Also, some results have a few choices, sometimes as opposites or alternatives (hairy/hairless) and sometimes to just give a little more choice (bandaged/stitched). When you get a result like this, choose whichever you like best or whatever seems most appropriate.</span></h3>
<h3><span class="Apple-style-span" style="color: #99ccff; font-size: 13px; font-weight: normal;"> If you don&#8217;t like a result or it doesn&#8217;t make sense with something else you&#8217;ve already rolled, simply re-roll or choose something else.</span></h3>
<p><span style="color: #99ccff;">I hope you enjoy this gift as much as I have.</span></p>
<div>
<div><span style="color: #99ccff;">Download the</span> <a href="http://www.pyresofvam.com/downloads/NPCDescriptionTables.pdf">NPC Description Tables</a><span style="color: #99ccff;">.</span></div>
</div>
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		<title>NPC Motivations Table</title>
		<link>http://www.pyresofvam.com/advice-tools/npc-motivations-table/</link>
		<comments>http://www.pyresofvam.com/advice-tools/npc-motivations-table/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 08:00:40 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2754</guid>
		<description><![CDATA[Here&#8217;s a simple table for coming up with quick and dirty NPC motivations. It requires a little bit of thought on the part of the GM, but gives a good starting point. Simply roll a d4 and a d6 and compare the results to the table: d4 for the column and d6 for the row. ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Here&#8217;s a simple table for coming up with quick and dirty NPC motivations. It requires a little bit of thought on the part of the GM, but gives a good starting point. Simply roll a d4 and a d6 and compare the results to the table: d4 for the column and d6 for the row.</span></p>
<p><span style="color: #99ccff;">Some of the results overlap somewhat (like desire for freedom could be a desire for change) but it gets the job done fairly well. I&#8217;m hoping this will give me, and others, a good starting point for NPCs.</span></p>
<p><span style="color: #99ccff;">If you roll and realise that this guard the PCs are talking to has a Fear of Truth, then maybe that gives you the idea that he&#8217;s taking bribes and is afraid of that getting out, or maybe he has some evidence that one of his fellow guards is a murderer but is afraid to believe it.</span></p>
<p><span style="color: #ffffff;"><span style="color: #99ccff;">The goal here is not to generate fully fleshed out motivations, but to give the GM a spring board for their creativity. Usually something going on in the plot or the PCs stories and hooks will give you an idea of where to go with the motivations.</span></span></p>
<p><span style="color: #ffffff;"><strong>NPC Motivations</strong></span></p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong> </strong></span></td>
<td valign="top"><span style="color: #ffffff;"><strong>1-2: Fear of…</strong></span></td>
<td valign="top"><span style="color: #ffffff;"><strong>3-4: Desire for…</strong></span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>1</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Loss</span></td>
<td valign="top"><span style="color: #ffffff;">Power</span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>2</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Retribution</span></td>
<td valign="top"><span style="color: #ffffff;">Revenge</span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>3</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Truth</span></td>
<td valign="top"><span style="color: #ffffff;">Truth</span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>4</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Danger</span></td>
<td valign="top"><span style="color: #ffffff;">Freedom</span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>5</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Change</span></td>
<td valign="top"><span style="color: #ffffff;">Change</span></td>
</tr>
<tr>
<td valign="top"><span style="color: #ffffff;"><strong>6</strong></span></td>
<td valign="top"><span style="color: #ffffff;">Failure</span></td>
<td valign="top"><span style="color: #ffffff;">Acceptance</span></td>
</tr>
</tbody>
</table>
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		<title>Frame Narrative in Roleplaying</title>
		<link>http://www.pyresofvam.com/musings/frame-narrative-in-roleplaying/</link>
		<comments>http://www.pyresofvam.com/musings/frame-narrative-in-roleplaying/#comments</comments>
		<pubDate>Wed, 23 Feb 2011 10:51:14 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[age]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2592</guid>
		<description><![CDATA[<span style="color: #99ccff;">I just finished playing the <a href="http://dragonage.bioware.com/da2/demo/">demo for <em>Dragon Age II</em></a> and I found it had an interesting take on storytelling. Gameplay was sometimes cut with scenes of a character, in the future, talking about the hero. It was interesting because a) the storyteller was alluding to events that had yet to unfold, and b) the storyteller sometimes lied. What was cool, though, was that you played those lies and then played the truth. This technique is a kind of <a href="http://en.wikipedia.org/wiki/Frame_story">frame narrative</a> (a story within a story), and twists on storytelling like this can be interesting in pen and paper roleplaying games too.</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">I just finished playing the <a href="http://dragonage.bioware.com/da2/demo/">demo for <em>Dragon Age II</em></a> and I found it had an interesting take on storytelling. Gameplay was sometimes cut with scenes of a character, in the future, talking about the hero. It was interesting because a) the storyteller was alluding to events that had yet to unfold, and b) the storyteller sometimes lied. What was cool, though, was that you played those lies and then played the truth. This technique is a kind of <a href="http://en.wikipedia.org/wiki/Frame_story">frame narrative</a> (a story within a story), and twists on storytelling like this can be interesting in pen and paper roleplaying games too.</span></p>
<p><span style="color: #99ccff;">Imagine playing (or GMing) your regular campaign and the GM cuts to a scene of a character talking about the PCs&#8217; exploits. This in itself is cool, but what if the character was talking about the PCs and how they ruined his life? What if he considered them to be the villains of the piece? What do other people think of the PCs, in the time and place this flashforward is happening in? The PC don&#8217;t know, so it&#8217;s a subjective retelling of events. Will the PCs become bad guys, or is this just one man&#8217;s opinion? When and where is this happening? Why is he telling this story?</span></p>
<p><span style="color: #99ccff;">Questions like these will arise for the players and I feel that it would create a sense of intrigue. Cutting back to this character from time to time will let the players discover a few more pieces of the puzzle, showing where they are heading. However, there&#8217;s a fine line between alluding to events and railroading. If it&#8217;s a one-shot you&#8217;re playing, or if your players are comfortable with railroading, it&#8217;s not so much of a problem. But this is often not the case. </span></p>
<p><span style="color: #99ccff;">If you&#8217;re describing events that haven&#8217;t happened yet in an open-ended interactive story like a roleplaying game, you need to make sure you only allude to what has happened, not citing specifics until the PCs have experienced those events or just before. Imagine the look on your players faces when they successfully negotiate a trade deal with a powerful warlord only to have the GM cut to the future storyteller saying how badly that deal ended. What if they entered a deserted castle only to cut to a flashforward describing an ambush at that location.</span></p>
<p><span style="color: #99ccff;">As I mentioned, subtly is the key. Have the storyteller talk about how there was a massacre, not which side won and how many survived. Talk about a plan going horribly wrong, but not for who or how. Give the players a little hint at the future but make it vague. It might not be that the storyteller is trying to be vague to their audience; maybe they are many, many years in the future and the storyteller is a great bard telling the legend of the heroes, which would obviously have become embellished over time and with differing perspectives on events.</span></p>
<p><span style="color: #99ccff;">Every so often through in something crazy like a pretty clear indication that one of the heroes will die. You can make this a lie from the storyteller, but that&#8217;s not a lot of fun. You could end up having one of the PCs faking their own death for story reasons, or maybe one of them does die in an unfortunate roll of the dice. Another possibility is that someone else, an NPC, joins them and the storyteller doesn&#8217;t differentiate between this person and the PCs when he says that &#8220;one of the party was killed&#8221;. What if he said, &#8220;I can&#8217;t believe that the most clever of the group was the one who died&#8221;? Now the players wonder who the cleverest PC is and they probably hope it isn&#8217;t theirs.</span></p>
<p><span style="color: #99ccff;">Separation of player and character knowledge could be a problem with this technique, but even if the characters sort of act on this &#8220;knowledge&#8221; of the future that they don&#8217;t really have, it is vague and not enough to go on. It could even lead towards a self-fulfilling prophecy when they make that trade deal go sour as they needlessly investigate the honest warlord who finds out about their meddling and now distrusts them, ending the deal in bloody combat, thus fulfilling the PCs&#8217; worries that the deal would go poorly.</span></p>
<p><span style="color: #99ccff;">I&#8217;ve seen this technique in media other than <em>Dragon Age II</em>. A similar device is used when your character dies in <em>Prince of Persia: Sands of Time</em>, the prince says things like &#8220;Wait&#8230; no, that&#8217;s not how it happened&#8221; and it jumps back to before you died. I think the<em> Witcher 2</em> does something very similar to <em>Dragon Age II</em>, judging from one of the trailers. <em>How I Met Your Mother</em> is another great example of frame narrative. We know certain things about the future of the story, but not how events lead up to that future. It&#8217;s a powerful technique and if pulled off correctly, it could really add something to a campaign.</span></p>
<p><span style="color: #99ccff;">I actually used this technique once as a short side adventure. The PCs arrived in a ruined and devastated town finding only one resident alive. They asked him what had happened and he started with something like &#8220;It all started three days ago&#8230;&#8221;. I then handed the players some character sheets and they played some lowly commoners in this flashback. They knew that something bad was going to happen in the next few days and that they were going to not be present after those events. It was an exciting way to start off the short adventure and in the end the players had great fun being part of the havoc that destroyed the town. </span></p>
<p><span style="color: #99ccff;">If you do try this technique, I&#8217;d recommend a one-shot or a side-trek so that if it doesn&#8217;t work out you haven&#8217;t lost anything really and you can just keep going. And if your players like it you can bring it back as a recurring event in your ongoing campaign.</span></p>
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		<title>Using Flashbacks for Exposition</title>
		<link>http://www.pyresofvam.com/advice-tools/using-flashbacks-for-exposition/</link>
		<comments>http://www.pyresofvam.com/advice-tools/using-flashbacks-for-exposition/#comments</comments>
		<pubDate>Tue, 14 Sep 2010 00:00:35 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[flashbacks]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=1730</guid>
		<description><![CDATA[<span style="color: #99ccff;">When the PCs eventually encounter a monologue-spewing villain or a weighty Tome of Exposition, instead of them sitting there listening to you - the all-knowing GM - reading it, why not have them play out the events through flashbacks? It's not something you want to be doing all the time, but every once in a while it can really make an impact, highlight the importance of the information, and even give players a chance to play a different character. It gives a different perspective and allows for unusual outcomes and situations.</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">When the PCs eventually encounter a monologue-spewing villain or a weighty Tome of Exposition, instead of them sitting there listening to you &#8211; the all-knowing GM &#8211; reading it, why not have them play out the events through flashbacks? It&#8217;s not something you want to be doing all the time, but every once in a while it can really make an impact, highlight the importance of the information, and even give players a chance to play a different character. It gives a different perspective and allows for unusual outcomes and situations.</span></p>
<h3><span style="color: #ffffff;">Living the Past</span></h3>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">GMs often use journals and other written texts in the game world for exposition. Everything isn&#8217;t always clear to the PCs, even if it is for the GM, so you need to give them enough information to satisfy them. Flashbacks allow the PCs to play as the characters mentioned in the text. If your PCs discover a tome that tells them all about a doomed expedition, you can let one of them be the expedition leader slowly going insane, another a prisoner with information the explorers need, another a witch to be sacrificed at the end of the expedition, and another the researcher in love with the witch.</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">You can hand out pre-gen character sheets with these characters on them and let the players decide amongst themselves which characters they want to play. It can be fun for the player who normally plays the paladin to play as an insane leader, dark mage or murderous thief every so often. Vice versa, too &#8211; maybe the guy who normally plays roguish characters all the time would have a blast playing a chivalrous knight for one game (and if he doesn&#8217;t, he hasn&#8217;t really lost anything).</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">When planning and running these flashbacks, it&#8217;s important to get things moving and frame scenes well when one of the goals is exposition. I usually run flashbacks like this as one-shots, so you&#8217;ve got limited time too. It&#8217;s often a good idea to give a little bit of information at the start of the flashback and start in the middle of the action. Seeing as you&#8217;ve created the pre-gen characters, you can give them strong motivations for completing whatever goals you wish them to and also give them strong interconnected relations with each other (and NPCs, if you like). Main point is: set things up to get the action going quickly and building to a satisfying and memorable conclusion.</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">If you want to show the formula for a dark ritual, have the players play as some unfortunate souls uncovering these ingredients in a series of grisly rituals and discoveries after years of research then attempting the ritual (possibly failing; more on this later). This works well too, for other deadly experiments &#8211; like a doomsday device with a far too complicated panel of buttons, or two big levers (giving a 50% chance of ultimate failure). Giving the PCs a chance to find out in a flashback how other people have previously succeeded or failed gives them the answer in the present.</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;"> If you want to show them the correct path through a deadly jungle, have the flashback characters make the expedition with a handful of red shirts and have them make decisions at crossroads and puzzles as they go, dishing out brutal death for incorrect choices. When the PCs make the same journey in the present day, they will encounter the same puzzles and crossroads but will know the solutions. Throw a curve ball in there too, just to make it interesting (and to show that time has past, other creatures have set traps, and so on).</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">If your goal is instead to show them the setting up of the villain&#8217;s plan, maybe you can have a series of flashbacks. One player gets the dubious honour of playing the villain, another his best friend, another his lover and another his rival. Play through various stages of the villain&#8217;s life, any characters that die can be replaced by other characters in later stages. By the end of the flashback the PCs will have seen &#8211; and, in some way, lived &#8211; the events of the villain&#8217;s life and may even have developed sympathy for him. It will make the final encounter much more memorable.</span></span></span></p>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">All of these methods also have the added benefit of making your world seem more believable. It shows that the PCs aren&#8217;t the only people in the world who have adventures and get involved in dangerous events. If some of the PCs from the flashback manage to survive, too, then they can be brought back into the ongoing game in the present as NPCs. It can be very interesting to see what&#8217;s happened to them since the flashback and how they&#8217;ve changed. It also gives the players a kick to see the character they played come back as an ally or threat.</span></span></span></p>
<h3><span style="color: #ffffff;">Flashback Example</span></h3>
<p><span style="color: #99ccff;"><span style="color: #000000;"><span style="color: #99ccff;">Here&#8217;s an example of the above from my ongoing Pathfinder game. We played a series of flashbacks each starring one of the PCs. In the paladin&#8217;s flashback we played an important, formative scene from her childhood &#8211; the zombie invasion of her home town. The paladin was a beautiful noble girl, fifteen years of age. The other characters in the flashback were a squat young boy obsessed with the paladin, and a street-sweeper urchin who looked down on &#8216;nobs&#8217; as he called them.</span></span></span></p>
<p><span style="color: #99ccff;">By the end of the flashback the paladin-to-be and the two boys had saved the town. The paladin&#8217;s family manor was trashed and her parents were missing. In the present day of the campaign the paladin has still not truly discovered what happened to her parents. Now though, we&#8217;re back in her home town &#8211; which she hasn&#8217;t visited since that fateful day.</span></p>
<p><span style="color: #99ccff;">The street-sweeper urchin is now running for mayor. The obsessed little boy, on the other hand, has grown up to be an obsessed stalker. He still holds a disturbing flame for the paladin and it looks like he has been living in her mansion, stringing up preserved dead bodies on the ceiling and basically making the place so spooky as to scare off the kids who like to trash the place. He seems to be living in her room and doing creepy things like grooming the dolls in the paladin&#8217;s old room to look like her. He is a suspected serial killer. </span></p>
<p><span style="color: #99ccff;">This has a lot more impact when you&#8217;ve seen this person as a child and know that he has saved the paladin&#8217;s life. It also shows that people react differently to bad situations: some end up like him, some become paladins.</span></p>
<h3><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Wrapping Up</span></strong></span></h3>
<p><span style="color: #99ccff;">Failure in flashbacks can be really fun. Hearing about a sacrifice to a summon an ancient god is cool, playing through that sacrifice is even better, but being the sacrifice for the ritual isn&#8217;t something awesome you don&#8217;t get to do every day! Equally, if the ritual doesn&#8217;t succeed and goes horribly wrong, it can be cool to fight against a massively overpowered foe, like an accidentally freed demon, and shows the players just how tough a situation they&#8217;re getting involved with.</span></p>
<p><span style="color: #99ccff;">Just try to make sure when planning the flashback that failure will make sense, if it occurs &#8211; for example, if the flashback is in the recent past and is being played in a town the PCs have recently visited, put a bit of thought into it. Be careful about the flashback PCs destroying a building or killing a person the PCs have interacted with in the present. It could make things interesting &#8211; was the person resurrected or the building rebuilt? &#8211; but it could create a lot of trouble, too.</span></p>
<p><span style="color: #99ccff;">I&#8217;m not done with this topic yet, so look out for further articles about flashbacks (including using mini-flashbacks), alternate realities and even time travel! As you can see, there is a lot of potential for this sort of thing. Stay tuned!</span></p>
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		<title>Always Have a Backup Game</title>
		<link>http://www.pyresofvam.com/advice-tools/always-have-a-backup-game/</link>
		<comments>http://www.pyresofvam.com/advice-tools/always-have-a-backup-game/#comments</comments>
		<pubDate>Sat, 28 Aug 2010 01:54:33 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[adventures]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[one-shot]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=1721</guid>
		<description><![CDATA[<span style="color: #99ccff;">Sometimes your regular game falls through. When this happens, it pays to have a backup game ready to play at a moment's notice. In this article I'll discuss different types of one-shots and how to make it easy on yourself so that whenever you need a backup, it's ready.</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Sometimes your regular game falls through. When this happens, it pays to have a backup game ready to play at a moment&#8217;s notice. In this article I&#8217;ll discuss different types of one-shots and how to make it easy on yourself so that whenever you need a backup, it&#8217;s ready.</span></p>
<p><span style="color: #99ccff;">There are lots of reasons your game might not happen: you don&#8217;t have enough time to prep, a player or two can&#8217;t make it, or you&#8217;re just running late and low on play time. You can always skip the game for that week, but if you don&#8217;t get together all that often it can seem like a wasted opportunity.</span></p>
<p><span style="color: #99ccff;">Off the top of my head, there are three broad types of one-shots (games designed to be played in a single session).</span></p>
<h3><strong><span style="color: #ffffff;">Related One-Shot</span></strong></h3>
<p><span style="color: #99ccff;">The first is a one-shot related to the ongoing campaign. It will be in the same world and with the same game system. It could be that you put your heroes&#8217; character sheets down and play as the villains for a night. Maybe they play as some NPCs or a rival adventuring party. It could be that they play their forefathers. My favourite things to do though are alternate realities (what would the world be like the villains were to win?) and flashbacks.</span></p>
<p><span style="color: #99ccff;">In my group game we had made our characters are were ready to play, but then one of our friends told us he was moving closer to us and wanted to play. Instead of not playing for three weeks or making him catch-up on what we had missed, we played one-shot flashbacks. Basically, we played a one-shot for each of the other three characters, each time with a different one in the spotlight. I really like this technique, so I&#8217;ll definitely be posting an article about it soon. I also have a lot more to say about related one-shots and using them as a source of exposition, so keep your eyes out for an article or two on this topic in the near future as well.</span></p>
<p><span style="color: #99ccff;">Related one-shots are often best when you know they&#8217;re coming. If you know that next week you won&#8217;t be able to all get together, you can end the current session ready for a one-shot. I did this when my now-wife went overseas for a month. We encountered a destroyed town and found a surviving NPC. Questioning him, he told the story of how the town came to be that way. Instead of telling the players what happened, they played as commoners and townsfolk over the next couple of sessions &#8211; okay, so this was more of a three- or four-shot, but the idea is still sound. By the end of it, the PCs had played out the story and we came back into the present with the NPC saying, &#8220;That&#8217;s how it happened. I swear!&#8221;.</span></p>
<p><span style="color: #99ccff;">If you don&#8217;t know when a one-shot is going to be needed, then it&#8217;s best to focus on building one that can be dropped in at any time. As mentioned above, flashbacks are great for this, as are any one-shots that flesh out the backstory of the world or campaign-spanning quest.</span></p>
<h3><span style="color: #ffffff;">Unrelated One-Shot</span></h3>
<p><span style="color: #99ccff;">The second type of one-shot is the unrelated one-shot. It will be with the same game system that everyone in your group game is familiar with, but it may not be in the same world or part of the world. The difference between this and the first type of one-shot is that this one has nothing to do with the ongoing campaign. Forget that those PCs even exist and just have fun with a self-contained one-shot.</span></p>
<p><span style="color: #99ccff;">Doing this gives the GM and the players a lot of freedom. You don&#8217;t need to work it in with the main story of the ongoing campaign or try to make sense of inconsistencies &#8211; like when your one-shot PCs destroy the town the PCs are currently staying in. Seeing as it&#8217;s totally unrelated to that story, you can do whatever you want and can even set it in mythical and undefined times.</span></p>
<p><span style="color: #99ccff;">I think the key here is to use the same system you&#8217;re all familiar with. Pre-generate some PCs and keep them handy for whenever you need them. I find that having a simple bullet-point outline of the main events in the one-shot works wonders. It&#8217;s easy to refer to in-game and a good way to refresh your memory of what this one-shot is about when you need it now, but wrote it up months ago. Have a list of NPC names for random NPCs and have all your main NPCs already named and coloured with interesting details. This will make your one-shot seem more vivid and less slapped together &#8211; it will also make it more memorable. By the way, this advice works just as well for the related one-shot.</span></p>
<p><span style="color: #99ccff;">Planning a one-shot like this can let your players experience parts of your world that they otherwise wouldn&#8217;t be able to. If you&#8217;ve been playing a low-magic political campaign, try a mystical desert adventure with sunmagi and environmental hazards. In fact, that&#8217;s another good point: have a few set pieces for your one-shot that really stand out. Enduring the deadly sun is something those political intrigue PCs have never had to worry about. It will stand out to the players as something unique about the one-shot.</span></p>
<p><span style="color: #99ccff;">Think of Gandalf&#8217;s fight with the Balrog &#8211; that&#8217;s a great set-piece too as they fall and tumble, fighting as they go. Also, the end of pretty much any Bond film is probably a set-piece. Anything cool like that will get players into the game and will make it easy for your to remember and describe. If there&#8217;s enough interest on the part of readers and myself, I will post some of my prepared one-shots usable for most fantasy systems.</span></p>
<h3><span style="color: #99ccff;"><span style="color: #ffffff;">Something Completely Different</span></span></h3>
<p><span style="color: #99ccff;">While the unrelated one-shot is in a different world or place but uses the same system, it can be refreshing from time to time to do something completely different. By this, I mean ditch the system, ditch the world, do something that is in no way connected. Doing this, you can&#8217;t rely on the advantage of system familiarity. What you can rely on is the indie game community. Lots of indie games are built to be played as one-shots and with little or no prep required. Board or card games like Munchkin are also excellent for these purposes &#8211; and again, no prep required.</span></p>
<p><span style="color: #99ccff;"><a href="http://www.bullypulpitgames.com/games/fiasco/">Fiasco</a> is one of the absolute best games you could choose for something completely different. Fiasco&#8217;s game text says that it will take &#8220;about two and a half hours, varying with experience, play style and the size of your group&#8221;. </span><span style="color: #99ccff;">If your players are used to D&amp;D, Savage Worlds, or that sort of gaming, your first game of Fiasco might take a little while, but it is a very fun game, easy to learn, very replayable and can help your players develop more confidence and roleplaying skill.</span></p>
<p><span style="color: #99ccff;"><a href="http://theunstore.com/index.php/unstore/game/28">Murderland</a> is a great one too (all you need is Clue) and you could read the six page rulebook in a few minutes then get down to playing. <a href="http://bleedingplay.wordpress.com/geiger/">Geiger Counter</a> is another one-shot game that should take about as long to play as it would to watch a survival horror movie, which the game aims to emulate. I haven&#8217;t played either of these games yet, but the rules are solid and really make me want play. Of course, my own game, <a href="http://www.pyresofvam.com/feverdreams/">ZILLA!</a> &#8211; available for <a href="http://www.pyresofvam.com/downloads/zilla_100619.pdf">free download here</a> &#8211; is two pages long, very easy to understand and play, and is good fun for filling in a couple of hours with even a low number of players.</span></p>
<p><span style="color: #99ccff;">Playing something completely different lets you break out and try something you wouldn&#8217;t normally be playing. It can be very inspiring too &#8211; especially Fiasco, as the game takes a lot of unexpected twists and turns. It&#8217;s sort of like reading fantasy fiction for years then turning to modern day thrillers: it&#8217;s different, refreshing and can give you GMing fuel and ideas that another thousand fantasy books (or sessions) couldn&#8217;t.</span></p>
<h3><span style="color: #ffffff;">Wrapping it Up</span></h3>
<p><span style="color: #99ccff;">I&#8217;m a big fan of one-shots, as you can see, and I think that everyone who plays an ongoing campaign should try a one-shot, at least once. If it&#8217;s not your thing, you&#8217;ve lost a single session. If your group likes it, you&#8217;ve open a door to a whole new world of play.</span></p>
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		<title>March Fo(u)rth for GM&#8217;s Day</title>
		<link>http://www.pyresofvam.com/announcements/march-fourth-for-gms-day/</link>
		<comments>http://www.pyresofvam.com/announcements/march-fourth-for-gms-day/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 08:03:26 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[savage worlds]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=196</guid>
		<description><![CDATA[<div style="color: #99ccff;">March Fourth has become known as GM's Day in the roleplaying community. It's a day to celebrate Game Masters and thank them for their hard work, convoluted plots, devious villains and all the fun times you've had with them. GMs and players alike will be interested in the celebrations happening over at <a href="http://rpg.drivethrustuff.com/rpg_gmsday.php?SRC=gmsday2010&#038;filters=0_0_0_0_31817">DriveThruRPG</a>, the Internet's largest RPG download store. They've take a fourth off many of the products on their site until the 8th of March. That's 25% off!</div>
<div></div> <br ]]></description>
			<content:encoded><![CDATA[<div style="color: #99ccff;">
<p>March Fourth has become known as GM&#8217;s Day in the roleplaying community. It&#8217;s a day to celebrate Game Masters and thank them for their hard work, convoluted plots, devious villains and all the fun times you&#8217;ve had with them. After all, without GMs most people wouldn&#8217;t be roleplaying. So players, bring extra snacks to your next game, buy your GM some new dice, make a little present or try extra hard to roleplay your character. What about Players&#8217; Day, you ask? Every other day is Players&#8217; Day <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>GMs and players alike will be interested in the celebrations happening over at <a href="http://rpg.drivethrustuff.com/rpg_gmsday.php?SRC=gmsday2010&amp;filters=0_0_0_0_31817">DriveThruRPG</a>, the Internet&#8217;s largest RPG download store. They&#8217;ve take a fourth off many of the products on their site until the 8th of March. That&#8217;s 25% off! So head over there and pick up some great deals. Now is the perfect time to try something you might not have played before, like <a href="http://rpg.drivethrustuff.com/product_info.php?cPath=345&amp;products_id=60496">Mouse Guard</a> or <a href="http://rpg.drivethrustuff.com/product_info.php?cPath=117_173&amp;products_id=51078">Savage Worlds</a>. Both of these excellent systems &#8211; along with <a href="http://rpg.drivethrustuff.com/rpg_gmsday.php?SRC=gmsday2010&amp;filters=0_0_0_0_31817">hundreds of other PDFs</a> &#8211; are dirt cheap until March 8th!</p>
<p>So march forth and celebrate your GM, grab some bargains and keep playing games!</p>
</div>
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		<title>Let the PCs Build the World</title>
		<link>http://www.pyresofvam.com/advice-tools/let-the-pcs-build-the-world/</link>
		<comments>http://www.pyresofvam.com/advice-tools/let-the-pcs-build-the-world/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 04:49:37 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=181</guid>
		<description><![CDATA[<div style="color:#99ccff;">I've just finished running a short-term campaign with long-term in-game consequences. The PCs stopped the BBEG from completing her ritual to recreate the world (well, the continent, really) as she saw fit. Instead, they completed the ritual themselves and we worked together to create a new world from the player characters' conscious and subconscious desires.<div><div></div><br /></div></div]]></description>
			<content:encoded><![CDATA[<div style="color:#99ccff;">I&#8217;ve just finished running a short-term campaign with long-term in-game consequences. The PCs stopped the BBEG from completing her ritual to recreate the world (well, the continent, really) as she saw fit. Instead, they completed the ritual themselves and we worked together to create a new world from the player characters&#8217; conscious and subconscious desires. </p>
<p>Only a session or two earlier, I had asked the players what their characters&#8217; deepest darkest desires were. I framed it as if they were able to wish for anything. What would their &#8220;dark side&#8221; or subconscious wish for? At the finale, I asked them to tell me their concsious desires for the new world. I then took all the answers into account and began building the new world in my mind.</p>
<p>As I said, we had three PCs. Etna was an evil sorceress who repented at the very last second after her companions didn&#8217;t judge her too harshly when her secrets were revealed. Larissa was an overly sweet druid infected with an alchemically enhanced disease that made her rage like a rabid animal. Finally we had Blaine: a short, bald, very angry man who it turned out was actually a dragon trapped in human form (which was why he was so angry&#8230; one of the reasons, anyway). So, when all three of these characters touched the crystal to remake the continent the results were very interesting.</p>
<p>Etna&#8217;s desire was to fight back against the evil technology-based organisation that had raised her and forced her down her dark path. Deep down, she didn&#8217;t want this organisation destroyed in the blink of an eye; she wanted to do it herself. Larissa wanted humans to live in harmony with nature. Deep down, due to her disease (and the fact that she was in the form of raging bear at the time), she wanted to bring civilisation to its knees and watch nature take over. Blaine just wanted to be a dragon again. Deep down, he wanted the thrill of chasing people down and killing them for their loot. But he didn&#8217;t want humans to try to kill him either.</p>
<p>So, on the spot I described the basics of the world they were creating. It is a world at peace with nature, where humans live simply and work in harmony with the natural world. Some technology exists, but most settlements shun clockwork or anything else too advanced. Bone and ironwood are used where possible, rather than steel. Only a handful of cities exist. Larissa is now known as Lashira, a greater guardian spirit of the forest. Etna &#8211; taking the name Nenya after her transformation &#8211; has become an angelic being and is the avatar of the god of justice and protection. She is building an army to combat the evil organisation &#8211; who are the source of any advanced technology. Blaine became a god and is referred to by his dragon name, Vervesh. He is now the ruler of the Storm Coast, flying through the sky causing thunderstorms. Treasure-hoarding monsters are abundant in the wilderness, thanks to Blaine&#8217;s wish &#8211; he can kill these monsters without being frowned upon.</p>
<p>I added many side effects of the ritual and additional details. Larissa was screwed over by a group of alchemists and so in this world alchemy that goes against nature &#8211; chimeras, altering one&#8217;s body, etc. &#8211; is one of the greatest taboos. Larissa&#8217;s connection with nature means that now each town has a guardian spirit and an oracle that &#8220;sees&#8221; this spirit and crafts a likeness of them to serve as an idol of worship. The Storm Coast only exists because Blaine was a Storm Dragon. I decided that seeing as Vervesh was actually present in the world, what if all the gods &#8211; or Ordra as I ended up calling them &#8211; were &#8220;earthbound&#8221; and roamed the mortal world. It fitted well with the primal nature of the continent and because of the &#8220;rewrite&#8221; of the world, these ancient primal beings have been here since the dawn of time in this reality. Etna&#8217;s wish to take down the evil organisation is actually the entire basis of the new campaign. The players have created new PCs and are gathering forces for Nenya&#8217;s army, to fight back against an impending attack.</p>
<p>It isn&#8217;t appropriate for every campaign, but if you ever get the chance, let the players &#8211; and their characters &#8211; help build (or rebuild) part of your world. You might be surprised at the results. I&#8217;ve always wanted to run a Nature vs. Technology game, but I didn&#8217;t think it would happen in this way. One of the greatest advantages of this technique is that your players will be instantly invested in the setting because they helped build it. Watch your players suddenly start playing very close attention whenever you mention something about their old characters who are now the big movers and shakers in the world.</p></div>
<p><span id="more-181"></span><!--more--></p>
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		<title>Link Hoard: Australia Day 2010</title>
		<link>http://www.pyresofvam.com/odds-ends/link-hoard/link-hoard-australia-day-2010/</link>
		<comments>http://www.pyresofvam.com/odds-ends/link-hoard/link-hoard-australia-day-2010/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 02:49:46 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Link Hoard]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[cthulhu]]></category>
		<category><![CDATA[gamemastery]]></category>
		<category><![CDATA[hooks]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=99</guid>
		<description><![CDATA[<div style="color:#99ccff;">Australia is basically a fantasy roleplaying setting come to life. Australia is beautiful, deadly and a great source of inspiration for gamemasters. So, to celebrate Australia Day I’ve collected Australia-related roleplaying links and inspirational links from around the webosphere for your perusal.<div><div></div><br /></div></div]]></description>
			<content:encoded><![CDATA[<div style="color: #99ccff;">Australia is basically a fantasy roleplaying setting come to life. We have devastating floods, fires, droughts and incredible <a href="http://en.wikipedia.org/wiki/2009_Australian_dust_storm#Gallery">dust storms</a>. We have fantastical animals, many of which are deadly and/or poisonous. <a href="http://en.wikipedia.org/wiki/Platypus_venom">Platypus</a>, I&#8217;m looking at you. We have deserts, rainforests, snowy mountains and coral reefs. Australia is beautiful, deadly and a great source of inspiration for gamemasters. So, to celebrate Australia Day I&#8217;ve collected Australia-related roleplaying links and inspirational links from around the webosphere for your perusal.</div>
<div style="color: #99ccff;"><span id="more-99"></span><br />
I&#8217;ve already mentioned the fearsome platypus, but Australian myth and folklore offers up some interesting monsters too like the are-they-silly-or-scary <a href="http://www.koboldquarterly.com/k/article112.php">drop bears</a> &#8211; giant koalas that drop out of trees and crush you, then rip your face off &#8211; and of course, everyone&#8217;s favourite vorpal billabong lurker, the <a href="http://www.pathfindersrd.com/bestiary/fan-conversions/paizo-adventure-paths/pf-1-burnt-offerings/bunyip">bunyip</a> <a href="http://en.wikipedia.org/wiki/Bunyip">from Aboriginal mythology</a>.</p>
<p>Sometimes fact is stranger than fiction. Just take a look at <a href="http://en.wikipedia.org/wiki/Australian_megafauna">Australian megafauna</a> for real life examples of dire animals. For a more current example, the Devil Facial Tumour Disease (DFTD) affecting <a href="http://en.wikipedia.org/wiki/Tasmanian_Devils">Tasmanian Devils</a> just screams &#8220;adventure hook&#8221;. Tasmanian Devils are crazy little creatures to begin with. Their jaws give them the most powerful bite force of any mammal (relative to body size), they let off a foul odour when stressed, they&#8217;re ferocious when feeding, and their disturbing ear-piercing screech sounds as scary as any monster. Add to all this the DFTD and you&#8217;ve got a group of ravenous screeching monsters covered in sores and wounds.</p>
<p>In your fantasy game, perhaps the disease drives them even more insane so that they give up their scavenging ways and attack travellers on the roads. Villagers cower in their shacks as they hear the unearthly screams of the diseased devils stalking the outskirts of the town. I&#8217;ve actually developed a race of monstrous humanoids called the Retch (singular and plural) which are based on Tasmanian Devils. I&#8217;ll update them to Pathfinder RPG stats some time and post them here with crunch, fluff and adventure hooks.</p>
<p>Paizo&#8217;s third annual <a href="http://paizo.com/rpgsuperstar">RPG Superstar</a> competition has begun and two Australians have made it into the Top 32 contenders. So, 6% of the finalists are Australian, whereas only 0.3% of the world is Australian. Therefore, we must be awesome <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Best of luck to my fellow Aussies. For those in the Canberra region, be sure to check out <a href="http://www.cgs.asn.au/index.html">CanCon</a> next year (you&#8217;ve just missed it this time around) or even <a href="http://www.genconoz.com/">Gen Con Oz</a> in Brisbane. I went to the first Gen Con Oz in 2008 and was at the session where an Aussie came up with what Tracey Hickman now calls &#8220;The Australian Rule&#8221; on page 69 of his <a href="http://www.xtremedungeonmastery.com/">X-treme Dungeon Mastery</a> book (while I don&#8217;t agree with all of the book&#8217;s content, there are some gems in there and it&#8217;s a fun read).</p>
<p>Fantasy and science-fiction roleplaying games are often showcases of outlandish environments. Australia is just as amazing with the <a href="http://en.wikipedia.org/wiki/Devil%27s_Marbles">Devil&#8217;s Marbles</a>, <a href="http://en.wikipedia.org/wiki/Wave_Rock">Wave Rock</a>, <a href="http://en.wikipedia.org/wiki/Uluru">Uluru</a>, <a href="http://en.wikipedia.org/wiki/The_Pinnacles_Desert">the Pinnacles</a>, <a href="http://en.wikipedia.org/wiki/The_Twelve_Apostles_%28Victoria%29">the Twelve Apostles</a>, <a href="http://en.wikipedia.org/wiki/Jenolan_Caves">Jenolan Caves</a>, <a href="http://en.wikipedia.org/wiki/Great_barrier_reef">the Great Barrier Reef</a> and <a href="http://www.flickr.com/search/?q=australia+landscape&amp;s=int">countless other breathtaking environments</a>.</p>
<p>I&#8217;m not sure how popular the 1987 Call of Cthulhu supplement <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=1634&amp;it=1">Terror Australis</a> is, but I&#8217;ve purchased the PDF and flicked through it. It includes three adventures, several monsters and an interesting mix of historical data and Lovecraftian mythos. Australian roleplaying games are few and far between, so if you&#8217;re interested in the concept, this is a good place to start. Besides, Australia and Cthulhu are each crazy and deadly enough that combining them is just awesomeness waiting to happen.</p>
<p>Before I wrap up, I just want to take a moment to recognise that for some, Australia Day is a time for celebrating everything that makes this country great. But for others, it represents the day that the English invaded this country and declared it <a href="http://en.wikipedia.org/wiki/Terra_nullius">Terra nullius</a>, displacing the Aboriginal people who had called this land home for over 40,000 years. If you want to find out more about this, start with the <a href="http://en.wikipedia.org/wiki/Australia_Day">Australia Day</a> article on Wikipedia or search Google for <a href="http://www.google.com.au/#hl=en&amp;source=hp&amp;q=invasion+day&amp;btnG=Google+Search&amp;meta=&amp;aq=f&amp;oq=invasion+day&amp;fp=1">&#8220;Invasion Day&#8221;</a>.</p>
<p>That&#8217;s it for this post. I hope it&#8217;s been enlightening. Next time you&#8217;re looking for a bizarre plant, animal or environment, look to Australia to see if it can fill your needs. If you&#8217;re running a game about natural disasters, read up about Australia to see how people have coped in these terrible situations. And if your GM runs a game set in Australia, be sure to keep your eyes on the trees. You never know when the drop bears will strike!</p>
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