Issue 97
Issue 97
Issue 97
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CONTENTS:
--> A Brief Word From Johnn
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Cheers,
Johnn Four
[email protected]
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- Mood (i.e. maybe your players have stressful jobs and need
a good tension reliever campaign, or perhaps they want a
serious, realistic game where they can feel like masters of
their own fates...)
Huh?
* Recurring NPCs
Example walls:
* Campaign stages
- Campaign beginnings (bad starts can disrupt entire
campaigns)
- Middle
- End
* PC stages
- New, weak, only simple challenges required
- Experienced
- Powerful
* Story stages
- Beginnings and endings
- Making transitions between stories
* Real life
- Players move or change
- The GM moves or changes
- Campaign frequency diminishes
* Interest
- GM loses interest or always wants to start something new
- Players lose interest or always want to start
something new
- Loss of interest in the characters
- Loss of interest in the stories
- Loss of interest in the game world
- Loss of interest in the game system
The bad news is that there's really no story out there that
you have not already told or watched or read. There's a
finite number of themes and plots, and you've experienced
them all. :(
20% is not a lot, but that's why it's so effective. The new
stuff will stand out clearly from the rest, and everyone
will focus on that and enjoy the new experiences. They can
comfortably rely on the good old 80% that's still familiar,
and have a blast with the new differences.
* PC skills
* PC classes
* Type, goals and plans of villain or enemy
* Campaign setting terrain
* The victims, employer, or story catalyst
* PC equipment
* Rewards, treasure, magic items
* NPCs, relationships
* Nature of missions, jobs, quests, or adventures
* Technology
* You give all the PCs, as a bonus that you work into their
backgrounds with their approval, an extremely high skill
level in riding/trick riding on unusual mounts: giant cats.
You are better off building your plans over time, in stages.
* You think, make some notes, and chat with your players.
Then you think some more, add to your notes, get the PCs
made and in your hands. Then you study the PCs, think more,
and make more notes. Finally, you create and run a short
adventure, and then assess game play before fully fleshing
out your plans.
Thanks!
3. Battlemap Tip
From: Ryan W.
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Hello, Johnn:
I've read several tips here as well as on the web about how
to best represent combat with battle maps and whatnot. My
group has used a particular system for years that works
great.
And how about all those left-over sheets of big graph paper
from the easel pad? Well, as the DM, I use them to pre-draw
rooms in dungeons and the like where combat is likely to
occur. I then cut them out and throw them in a file folder.
When combat does occur, I throw the map on the table and
it's on!
This also works great with fold-out maps that are often
provided with published campaign worlds. We play Planescape
and I've mounted a map of Sigil and a map of the Outlands
that we can draw all over with impunity!
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That's it for this week's issue.
Johnn Four
mailto:[email protected]
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