Issue 156

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 14

Roleplaying Tips Weekly E-Zine Issue #156

6 Methods For Making Dungeons More Interesting

_______________________________________________________
*******************************************************

SENT BY SUBSCRIPTION ONLY With Compliments


From: Johnn Four, http://www.roleplayingtips.com
[email protected]

CONTENTS:
--> A Brief Word From Johnn

--> This Week's Tips Summarized:


1. Use The Five Room Model
2. Give Each Player A Goal Or Something To Do
3. Put A Time Limit In Effect
4. Change The PCs' Size
5. PCs Must Muster Allies
6. Turn It Into A Competition

--> Readers' Tips Of The Week:


1. Earth Weather Links
From: Your Fellow Tipsters
2. General GM Advice: No Winners, No Losers In
Roleplaying
From: Thos
3. Dream Technique
From: Stu
4. Run A Background Story Thread At All Times
From: Alan D.
5. Four Miscellaneous Tips
From: Syd >:)

_______________________________________________________
*******************************************************

A BRIEF WORD FROM JOHNN

Downloadable Archives Posted


----------------------------
In case you missed the issue sent out around Christmas time,
I've posted zipped, plain-text archives of Issues 1 to 150
at the site. There's a single 1.2Mb zip file and a pair of
smaller zip files to choose from. You can get the files
here:

http://www.roleplayingtips.com/cd/

If you get a "Page Unavailable" or similar error, try again


in a few minutes as the site can only handle a few download
connection requests at a time.

Mac users: the files are all plain text and should be 100%
compatible. UNIX: have any Unix subscribers had luck
downloading and reading the files?
Special thanks to Richard Ballin for assembling the
archives!

NASA Link Wrong


---------------
Last issue I posted the wrong link to NASA's web site. Crap.
The link I sent takes you to a search engine. Sorry, my mind
must have been in outer space somewhere. The correct link
is: http://www.nasa.gov

Cheers,

Johnn Four
[email protected]

_______________________________________________________
*******************************************************

** NEW ARRIVALS FROM WWW.THEHEROFACTORY.COM **

Some new arrivals include Battletech, Kara-Tur, and


Ravenloft! As always, free stuff for Roleplayingtips
subscribers -- and don't forget to check out our holiday
CHEAP$KATE sale!

www.TheHeroFactory.com

_______________________________________________________
*******************************************************

6 METHODS FOR MAKING DUNGEONS MORE INTERESTING

The following tips from myself, the GM Mastery list,


subscribers, and a couple of previous issues will help you
liven up routine dungeon adventures and breathe fresh life
into dungeon-ruts. If you're not a fantasy GM, then when you
read the word "dungeon" think symbolically. A dungeon is any
story crucible that suits your genre and the tips below
should still be of value--hopefully. :)

If you have a tip to share with your fellow GMs about making
dungeons more interesting, send it on in to
[email protected] -- thanks!

1. Use The Five Room Model


==========================
One thing that kills dungeons for me as a player and GM is
length. If a crawl goes on and on I get bored and crave a
change in play style. Not everybody feels this way, which is
fine, but if you're like me then you might consider trying
the five room dungeon formula:

Room 1: Entrance And Guardian


Room 2: Puzzle Or Roleplaying Challenge
Room 3: Red Herring
Room 4: Climax, Big Battle Or Conflict
Room 5: Plot Twist

A two to four hour dungeon romp quickens flagging campaign


and session pacing and can be squeezed into almost any on-
going story thread. It also grants a quick success (or
failure) to keep the players keen and excited, is quick to
plan for, lets GMs "theme" dungeons with greater ease, and
can be plopped into most settings with minimal continuity
issues.

Room 1: Entrance And Guardian


-----------------------------
There needs to be a reason why your dungeon hasn't been
plundered before. A rule of thumb is, the older the dungeon
the more difficult room 1 needs to be--else the place would
have been discovered and sacked well before the PCs come
along. Also, a guardian sets up some early action to capture
player interest and energize a session.

Room 1 challenge ideas:


* The entrance is trapped.
* The entrance is cleverly hidden.
* The entrance requires a special key, such as a ceremony,
command word, or physical object.
* The guardian was deliberately placed to keep intruders
out.
* The guardian is not indigenous to the dungeon and is a
tough creature or force who's made its lair in room 1.
* Turn room 1 into a puzzle by creating a special
requirement that lets the PCs pass (i.e. a riddle to
solve).

Room 1 is also your opportunity to establish mood and/or


theme to your dungeon, so dress it up with care.

Room 2: Puzzle Or Roleplaying Challenge


---------------------------------------
The PCs are victorious over the challenge of room 1 and are
now presented with a trial that cannot be solved with steel.
This will keep the problem solvers in your group happy and
break the action up a bit for good pacing.

Room 2 can be an independent puzzle, or preferably, one that


grants approach to rooms 3 and 4. It should allow for
multiple solutions and engage more than just the rogue or
wizard in the party.

Room 2 ideas:
* Ye old classic death trap.
* Magic puzzle, such as a chessboard tile floor with special
squares.
* An intelligent entity grants access to the rest of the
dungeon but must be befriended, not fought.
* A being far more powerful than the PCs must be roleplayed/
negotiated with.

Once you've figured out what room 2 is, try to plant one or
more clues in room 1 about potential solutions. This will
tie the adventure together a little tighter, will delight
the problem solvers, and can be a back-up for you if the
players get stuck.

Room 3: Red Herring


-------------------
The purpose of this room is to build tension. The players
think they've finally found the treasure, confronted the
stage boss, and achieved their goal only to learn they've
been tricked.

The best red herrings allow the PCs a choice between


choosing room 3 or room 4 and then issue a penalty to those
who choose room 3. In other words, avoid railroading PCs
into taking room 3 because it will dampen the red herring's
tension-building effect and puts a GM on thin ice as far as
issuing a penalty is concerned.

Room 3 ideas:
* "The passage ends in a 'T'. The right looks well-travelled
and the corridor is unremarkable. The left looks untouched,
smells faintly of cinnamon, and there's a mysterious orange
glow that can barely be seen at the end. Which way to do you
go?" The left passage leads to the red herring.
* A fake sarcophagus that contains another guardian.
* A collapsed structure blocks part of the area. The debris
is dangerous and blocks or hides nothing of importance.
* Contains a one-way exit (so the PCs must return and deal
with rooms 1 and 2 again). i.e. teleport trap, one-way door,
2000 foot water slide trap.
* Room 3 does contain the PCs' goal but hides the presence
of room 4, which contains an even greater reward.

Another potential payoff for room 3 is to weaken the PCs to


make them more vulnerable for room 4. Perhaps room 3 simply
contains a tough combat encounter. If this is the case, try
to weaken any strengths that would give the PCs an advantage
in room 4.

For example, if room 4 contains a mummy monster that is


quite susceptible to fire, then make room 3 a troll lair
(another creature often susceptible to fire) so the PCs
might be tempted to burn off a lot of their fire magic, oil,
and other flammable resources. This would turn a plain old
troll battle into a gotcha, and thus a red herring, once the
PCs hit room 4 and realize their mistake.

Don't forget to dress room 3 up with your theme elements to


lend it credibility!

Room 4: Climax, Big Battle Or Conflict


--------------------------------------
This room is The Big Show. It's the big combat or conflict
encounter and is the final challenge before the Big Reward.
Try to make the environment interesting, engage all the PCs,
and provide opportunities for PC tactical advantage so
thinking players will be rewarded.
Room 5: Plot Twist
------------------
Here's your opportunity to change the players' bragging to
"we came, we saw, we slipped on a banana peel." Room 5
doesn't always represent a complication or point of failure
for the PCs, but it can. Room 5 doesn't always need to be a
physical location either--it can be a twist revealed in
room 4.

Room 5 is where your creativity can shine and is often what


will make the dungeon different and memorable from all the
other crawls in your campaigns.

Room 5 ideas:
* Another guardian awaits in the treasure container.
* A trap that resurrects or renews the challenge from
room 4.
* Bonus treasure is discovered that leads to another
adventure, such as a piece of a magic item or a map
fragment.
* A rival enters and tries to steal the reward while the PCs
are dealing with the big challenge in room 4.
* The object of the quest/final reward isn't what it seems
or has a complication. i.e. the kidnapped King doesn't want
to return.

The five room format is simple yet allows for variety and
permutation, thus it's a powerful little GM tool. I feel a
GM is always better off improving their dungeons by making
them smaller because it gives them more planning time for
clues, plot hooks, character involvement, twists, etc.

If you experiment with the five room format, write in and


let me know how it goes!

2. Give Each Player A Goal Or Something To Do


From: Ivan
http://www.gamesgroove.com/
=============================================
The best way to avoid tedium in any game is to make sure
every player has something to do. With my group, that
generally means at least one use of Bardic Lore, an
opportunity to sneak around and disable traps, NPCs who must
be cajoled (Diplomacy/Bluff) into revealing information,
morally ambiguous characters for the cleric to lecture, and
big combats for the barbarians.

Make sure each portion of the dungeon has something for


each character to do and you'll stave off tedium just fine.

[Comment from Johnn: excellent tip Ivan. A great way to


manage this is to start a Player Journal. Place each
player's name and character overview (class/profession,
skills, abilities) on a sheet of paper. Next, write out what
you know about each player's gaming preferences (i.e.
combat, likes high fantasy effects, social player, etc.).
Then, write out ways you can entertain and/or challenge each
player's PC. This becomes your "theory" section--draw a line
across the page and start the "journal" section.

In the journal section, watch your players during games and


note exactly when an individual is having a great time. What
are they doing? What is their character doing? What's
happening right now in the session?

Also note on paper if any of the elements from your theory


section work out well so that you have an instant in-game
resource if you get stuck for ideas.

If you make a few theory and journal notes like this for
each player, you are guaranteed to build a realistic profile
over a short period of time to help you successfully plan
for each session.]

Other dungeon tips:

1) Where do the inhabitants get their food? Trade with a


nearby tribe or town? Raid other levels of the dungeon?
Cannibalize each other? Any of these answers will change the
feel of the dungeon as well as the reaction of the
inhabitants to invaders. Traders may welcome a new presence,
weak monsters may seek to use the players as allies against
raiders, cannibal cultures will require a good deal of
caution to retrieve one's wounded and dead. You can come up
with more, of course, as well as combine ideas.

2) Why do the inhabitants live here? Protection for


themselves? Protecting something else? Driven below ground
and forced to remain by something powerful inside or out?
Again, answers may vary, but it will impact the plot and
character of the dungeon.

3) Do any of the PCs have backgrounds you can use to create


subplots in the dungeon? Perhaps a monk's long-lost master
is a prisoner here, or the orphan finds a tapestry portrait
of herself in tatters on the floor. This allows a subplot
without impacting the main plot of the central adventure and
relieves tedium for the dungeon-bored-players involved.

3. Put A Time Limit In Effect


From: Hikaru/Trav
=============================
One piece of advice I would give: put a timer on it. Tell
the PCs they have such and such many days (or hours...) to
get through a certain dungeon area, grab the McGuffin of
stupendous power, and get it to the temple of whatzizface
before all hell breaks loose.

[Johnn butts in: thanks for the tip Trav. Related to this
tip, time limits, you could have the dungeon slowly becoming
more deadly for some reason:
* Filling up with water.
* Filling up with lava.
* Filling up with gas.
* Slowly shifting to another plane.

It's a race to either get out or find a way to stop the


danger.

Add a role-playing angle: there's intelligence behind the


increasing danger that can be negotiated with, or a being
who could be convinced to fix the problem. i.e. a xorn (an
earth type creature) could be convinced to re-route the lava
flow into a gigantic empty cavern with its burrow through
rock ability. Or, the creature whose poisonous breath is
filling up the place could be convinced to move elsewhere,
temporarily or permanently.

Anybody else have time limit ideas?]

4. Change The PCs' Size


=======================
Has anyone ever played the AD&D module Dungeonland (EX1:
http://www.flash.net/~brenfrow/ad/ex1.htm
http://www.svgames.com/tsr9072esd.html )? The PCs are shrunk
down to about 1" tall and all the boring old obstacles
become new and challenging again. I suppose one could watch
"Honey, I Shrunk The Kids VIII" for inspiration.

The biggest benefit to your dungeon in this situation is


that the players get to perceive things in a fresh new way.
What other ways could you dramatically change player
perception of your dungeon?

* The PCs are made intangible, gaseous, or ethereal.


* The PCs are cursed with permanent invisibility. Cursed,
you ask? I'm sure crafty GMs can make a dungeon where the
PCs will wish they were visible again. :)
* All the typically dumb creatures are super-intelligent and
the normally good creatures are evil.

Got any other suggestions?

5. PCs Must Muster Allies


From: Michael S.
=========================
One thing you may want to think about is letting your heroes
incite a local town or militia to come help them clear out
the evil dungeon denizens. After all, with enough numbers
townspeople can take on the monsters--all they need is a
little leadership to overcome their fear.

[Comment from Johnn: great idea Michael. Create a dungeon


where the foe is too tough for the PCs to handle by
themselves so they must seek allies. A nice twist is if the
characters must approach their rivals for assistance!]

6. Turn It Into A Competition


From: Michael S.
=============================
One easy way [to make crawls interesting] is to populate the
dungeon with several groups of NPCs that are all competing
with each other. Even within a single tribe of goblins there
can be several factions vying for power.

[Comment from Johnn: The new XCrawl d20 setting [


http://www.roleplayingtips.rpgshop.com/product_info.php?products_id=31799& ]
and the Running Man movie with Arnold Schwarzenegger are
good examples of a competitive dungeon environment. The
presence of rivals also turn crawls into fun competitions as
well.]

* * *

Thanks to Joachim, Michael, Hikaru, Ivan, Micha, and the


rest on the GM Mastery list for the "Dungeons With
Character" thread!

http://groups.yahoo.com/group/gmmastery/

_______________________________________________________
*******************************************************

Is Your Inbox Overflowing With Tips Issues?


Have You Lost Past Issues In A Computer Crash?

CHECK OUT THE ROLEPLAYING TIPS ARCHIVES CD!


Sponsored By Milenix

1600+ tips - 33 GM articles - Bonus Goodies


Tips sorted by Topic, Category, and Type!
For screen shots and purchase info go to:
http://www.roleplayingtips.com/tipscd/

_______________________________________________________
*******************************************************

READERS' TIPS OF THE WEEK

1. Earth Weather Links


From: Your Fellow Tipsters
=============================
re: http://www.roleplayingtips.com/issue155.html#r2

Thanks to everyone for emailing me their weather links in


response to Jeff W's request for using Earth's weather for
campaign settings. Here are the links, as sent in to me:

* http://www.wunderground.com (US only)


Put in a town and state (or zip). When it brings up the
forecast page, look down the center row for "Historical"
which is below "Yesterday's Degree Days." It goes back as
far as 1994. Select the dates from the drop downs and it
gives you the day's weather in summary.

* http://www.noaa.gov (US only)


The National Oceanic and Atmospheric Administration page.
It's a government organization that tracks all kinds of
weird data. Satellite imagery, analysis of weather trends,
nautical charts, etc. Sadly, they charge for a lot of stuff.
But there's tons of free info for anyone working on a game.

* http://www.hko.gov.hk/wxinfo/pastwx/extract.htm
This has daily temperature (mean, max, and min), rainfall,
humidity, sunshine, cloud cover, wind speed/direction data
for Hong Kong going back to 1997.

* http://www.smhi.se (Swedish)
SMHI (Sveriges meteorologiska och hydrologiska institut)
have the longest recorded history of weather in the world.
Sadly, their site is in Swedish, but some readers might make
use of it. SMHI also links a few internet pages that could
be useful even for those unlucky enough to not understand
Swedish.

* http://www.ecmwf.int/
The European Centre for Medium-Range Weather Forecasts.

* http://www.meteo.be/ECOMET/
An economic group of interest for European Meteorological
Cooperation.

* http://www.ices.dk/
International council for the exploration of the sea.

* http://www.eumetsat.de/en/
EUMETSAT is an inter-governmental organisation created
through an international convention agreed by 18 European
Member States. They have a lot of satellite data.

* http://www.wmo.ch/index-en.html
World Meteorological Organization

* http://ioc.unesco.org/iocweb/
Intergovernmental Oceanographic Commission

* http://www.eumetnet.eu.org/

* http://www.iea.org/

* http://www.weatherbase.com/

* http://www.yeahplaza.com/

Thanks to Bill C, Peter J, Brian K, and Scrooge McDuck for


your emails.

2. General GM Advice: No Winners, No Losers In Roleplaying


From: Thos [email protected]
http://demonground.topcities.com
==========================================================
If you ever hear yourself laugh maniacally and you're not
roleplaying the bad guy, this applies to you. If you rub
your hands together before you roll damage, yep that's you
too.
Many GMs (and players) forget this: a good roleplaying game
is not about winning, it's about creating a story. The GM
has ultimate power in the game. If the GM decides that he
just wants the thrill of killing his players' characters,
the second that they walk in the door s/he should tell them
"Go home you're all dead..."

The GM has infinite resources. He can kill everything with a


thought, so slowly and tediously killing the PCs unfairly is
a bit LAME.

If you're sure you want to kill all your PCs, remember:


story, story, story. The story ends when the main
characters die. DEAD PCs = DEAD GAME. Not that you
can't have a good tragedy--Hamlet or Romeo and Juliet, every
one dies--but hey, it worked for Bill.

3. Dream Technique
From: Stu
==================
I'll share a way in which I've used dreams in past
campaigns. This method works best if you have a couple
players in on the scheme.

The basic idea is that the dreamer doesn't know it is


actually a dream they are experiencing. The presentation of
the dream takes the form of a normal session. What is
actually happening is one character is experiencing a dream.
I usually pick out a 'victim' player, perhaps the newest
player or a player who tends to be risk averse with their
character actions.

When running the dream, ask for player actions like normal.
The players that are in on the scheme can help you by
encouraging actions that lead toward the 'meat' of the
dream. You'll have to coordinate this with them before hand.
You need not reveal the whole dream before hand. Small
snippets will suffice: "When we reach the cave entrance,
have your fighter volunteer to check it out alone."

Begin by determining when the dream will occur. Example, the


character is asleep during second watch (it always seems to
be second watch, doesn't it?). At that point in real time
the dream begins. All events and actions you describe from
that point on are part of the victim's dream.

In general, for dramatic reasons, you want a session that is


going to have a lot of physical confrontations and minimal
reasons for character-character or character-NPC
interactions. Perhaps the party is on the road getting ready
to assault the evil overlord's lair. Have the dream occur
the night before the assault or perhaps 2 nights before. As
long as the players are expecting a very action based
session anyways, this will work.

When running fights within the dream, don't be afraid to be


a little meaner with your tactics. In fact, be brutal! After
all it's just a dream. One caveat, avoid killing the victim
within the dream unless it is used as a bridge to another
portion of the dream. At this point, the dreamer will know
it is a dream. If you use the bridge, change the dream to
one more symbolic in nature. You now dictate what the
character does and sees and can use this like the other
dreams mentioned in the original article by Jonathan Hicks
(foreshadowing, plot hints, etc).
[ http://www.roleplayingtips.com/issue154.html ]

I like to end dream sequences right at a critical moment;


When the death blow descends, as the character falls over
the cliff, as the arrow pierces the overlord's armor. Use
these as a trigger for ending the dream for increased shock
value.

The dream ends when your objective is achieved. Perhaps you


want to warn the party that they aren't ready for the
overlord. Maybe they need a special weapon to defeat him.
Then, within the dream as the overlord lands the killing blow
on the dreamer, the dream shifts to one that shows a vision
of where the special weapon can be obtained.

Other thoughts:

Be careful about having the players find powerful items or


large amounts of treasure within a dream. They are going to
disappear at the end of the dream and this may cause some
player disappointment. On the other hand, this can be a time
to let a character 'play' with a powerful item you wouldn't
normally allow. In that case, I suggest it be one of the
players that is 'helping' you with the dream.

Maybe the dream serves as a way for the group to scout the
overlord's lair without having to physically scout it out.
After the dream is ended, the characters arrive at the cave
entrance and find it is identical to the one seen in the
dream.

This method can be way to put your victim through the


emotional journey of a comrade's death or even their own
character's death without lasting effects on the group.
Imagine the despair your victim will feel at seeing their
character's death after losing other party members and then
the reversal when it turns out to be just a dream.

Handle experience points (or skill points or whatever) as if


the entire session was composed of real time events. If the
group kills a monster within the dream they get the
experience as if they really killed the monster. You may
wish to give a bonus to the victim or to the player-helpers.

One last thought. You can nest a dream within a dream as


well. The outer dream is of the type I've described where
the player is unaware they are dreaming. The inner dream is
a traditional symbolic type dream. You can even nest the
unaware dreams within each other. But as Jonathan suggested,
be sparing with the use of dreams.

The key is in the use of the dream. What happens in the


dream versus waking up and finding out that it really didn't
occur and that it was only a dream. Dreams have a greater
impact if they're tied in with an action based scenario
instead of one where most of the session is spent in
interaction. This isn't an absolute, of course, but imagine
a couple sequences.

1) The group is about to return to their home city from an


adventure. Much of the session would normally be spent with
PC-NPC interaction such as innkeepers, priests of holy
orders, patrons and the like. This type of session might
normally be used to lay a new adventure hook or let
characters advance in status or level. There's plenty of
opportunity for role-playing (versus roll-playing).

2) The group is about to assault the evil overlord. It's


combat and skill check intensive and most likely has limited
verbal interactions.

Now imagine waking up from dream number 1 and compare that


to dream number 2. To me it feels like a larger impact to
find out you haven't really faced the overlord when compared
to you haven't really made it back to town to 'level up'.

Again, it all depends on what you want the dream to


accomplish. Number 1 could be a dream where the characters
experience a major threat to their nice and cozy home base.
You can bring their perceptions about their safety crumbling
down within the dream. Or, after they've had discussions
with their patrons they learn that it was only a dream and
then later actually do the interaction and have the whole
deja vu experience.

4. Run A Background Story Thread At All Times


From: Alan D.
http://www.highprogrammer.com/alan
=============================================
I've started keeping a general background plot thread for a
number of reasons. It provides a reason for the characters
to get together and stay together. A general background arc
provides something to fall back on if you're out of other
ideas (I can always give them another clue to the overarcing
mystery). It also gives the game a stronger sense of
continuity.

That said, I'm currently working to keep the overarcing plot


in the background as much as possible. In my previous
campaign the overarcing plot grew to dominate things,
destroying opportunities for anything beyond the primary
goal. (The distinction is the one between the Lord of the
Rings and the X-Files. Frodo can't take time to investigate
something interesting but unrelated to his primary task.
Mulder regularly investigates things completely unrelated to
his sister's abduction.)

5. Four Miscellaneous Tips


From: Syd >:)
==========================
Again, thanks for the excellent e-zine. It is an endless
well of assistance to the struggling DM!

* In regards to dreams...
Those people playing D&D 3E will find an excellent set of
game rules for lucid dreaming and even a dream realm in the
Manual of the Planes rulebook. If DMs wish to explore the
world of dreams in a more in-depth way, I highly recommend
this book.

* In regards to poker chips and figs...


In my campaign, I have two characters that regularly fly and
we started using bottle caps to represent the fact that they
are flying. Another use for the poker chips is to count off
rounds of an effect. For example, if a player is held
immobile for 5 rounds, you can give them 5 poker chips and
each round they turn in one chip until they are gone.
Alternately, you can place them under the miniature.

* In regards to GMs being right...


When my group comes to a point where there is a disagreement
on game play, we usually open up a brief discussion of the
situation and try to come up with a reasonable rule and
possibly set a precedent. However, in those cases where one
side or the other will not be swayed, the DM gets the final
word so the game doesn't come to a stop, but after that game
session, everyone can have an opportunity to talk out a
solution that everyone can use.

* In regards to time limits...


If there is a 'long ranging' time limit, I like to use a
real world clock. For example, if the PCs must escape from
the tunnels beneath a volcano that is on the verge of
erupting, I will use one hour (or whatever) in real world
time until the volcano erupts. That way I'm not forced to
track the precise passage of rounds in the game when the
party is moving down tunnels or doing other 'non-round-
bases' actions. However, if the situation is something where
there is an immediate danger, such as the room filling with
sand at a rate of 2" per round, I use regular round-based
time and keep the players acting in initiative order.

_______________________________________________________
*******************************************************

That's it for this week's issue.

Have more fun at every game!

Johnn Four
mailto:[email protected]

_______________________________________________________
*******************************************************

MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE

"Roleplaying Tips Weekly" is provided to you free of charge


by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.

SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"


[email protected]

UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"


[email protected]

SUBMISSIONS
Submission Guidelines, send blank email to:
[email protected]

Copyright (c) 2003, Johnn Four, RoleplayingTips.com.


All Rights Reserved.

email: [email protected]
web site: http://www.roleplayingtips.com

You might also like