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Johnn’s 2010 Year in Review


2011 Goals

How high do you dream?

Today I go over my 2010 goals to see how I graded. In part two, in an upcoming post, I talk about my 2011 goals and let you know what kind of posts and products you’ll see from me next year.

I believe goals make you more effective, whether you are aiming to improve your game mastering or running a business. Focus is key, and that was my achilles heel in 2010.

In past years I have discussed my goals in the Roleplaying Tips newsletter. Last year I moved that discussion to the Campaign Mastery blog.

This type of post is helpful for me, but it feels like a bit of public navel gazing. However, I do feel this post provides you examples of the kinds of goals to make and their brief assessment, so you can either feel inspired, or go off better informed, to make your own goals for 2011.

People quote studies done how people who make goals are more successful. “Successful at what?” I ask. And that is my point. Without a direction to aim for, how do you know if you are lost? How do you know where to spend your limited free if you do not do a bit of initial dreaming, organizing and planning?

How do you know what you want out of GMing or your business or your life if you do not take a few minutes to put it on paper. When it is on paper, you can hold it up to the light and see if the picture it forms sits ok with you. If it does not, change it. And change it now, before you spend time going down the wrong path.

Being a “better GM” or “better blogger” are great goals, but too vague. Goals must be specific. What, exactly, do you want to learn or improve or do differently than last year?

Goals must be measurable. How do you know if you are making progress? How do you know if you have finally achieved success? You need specific items to measure so you can keep track. Plus, tracking something measurable is motivational.

With the pleas for you to set goals out of the way, I challenge you to set a few simple goals for yourself for 2011. Read this post then write down some goals. Need incentive? I will offer a prize to a random commenter who writes what their 2011 goals are below.

I gave myself a B+ for 2009. Let’s see how I fared in 2010.

Goal #1: Publish an ebook

I ended up self-publishing two ebooks, but not the one I planned, lol. The first ebook was Filling the Empty Chair, a product that helps you uncover nearby gamers using simple online or offline methods.

Sales and reviews were tepid, but those who were actually looking for new players instead of looking for a gaming book to just read found it comprehensive and effective. And just about everybody who purchased the book signed up for the free updates list, which is awesome.

The second ebook was 650 City Fantasy Seeds & Hooks. This one flew off the shelves. Based on contest entries from a Roleplaying Tips contest, this valuable GM aid is still popular with daily downloads. The good news is you can get it free right now by subscribing to the Roleplaying Tips newsletter.

Getting those two ebooks out taught me a lot about publishing and the work required to build and make such things available to gamers. It was fun and I plan on doing more ebooks in the future. News on that in my upcoming 2011 goals post.

Grade: B+. Marks docked for not getting the book I wanted to publish done – a collaborative effort with Mike Bourke of Campaign Mastery and Michael K. Tumey of gamer-printshop.com.

Goal #2: Publish 52 posts

According to my records, I missed one week this year (Mike, correct me if I’m wrong). Lots of different types of posts this year included in the mix as a bonus, including lists, contests, reviews, GM advice, and tools and aids.

Grade: A

Goal #3: DM my D&D campaign every other week

My record this year was 16/26. On the surface that is terrible. However, we took the summer off and Christmas this year off. My dad passing away knocked me out pretty much all of January and February. It also seemed to wick away a lot of my personal energy, and it was not until June did I feel like I had my normal energy levels back.

So, given the remaining window of time in 2010, we did fairly well. Long-term, I would like to game weekly. To make that happen I need to at least game bi-weekly consistently. Therefore, still lots of work to go here.

Grade: C because I am over 50% but still far off the mark.

Goal #4: Roleplaying Tips Newsletter

Success. Roleplaying Tips had n0 unscheduled missed weeks in 2010, which is awesome. The newsletter did switch from weekly to bi-weekly in August, in part because of reduced free time available. However, it did not miss any planned publication dates.

The newsletter also receives very few unsubscribes. I track why people leave the newsletter when they offer me the feedback. Top answers in 2010 were:

  • Not gaming anymore (this saddens me – how to help gamers keeping gaming?!)
  • Too long / not enough time to read it
  • Switched to the RSS feed
  • Looking for World of Warcraft / MMO tips

Thanks to everyone who sends in positive feedback about the newsletter. Critical feedback is always welcome too – I especially love ideas for improvement, or ideas that would help the newsletter help you become an even better GM. Name calling is not so welcome, but I can at least use that to help me name some NPCs. :)

Grade: A+.

Goal #5: Contests and giveaways

A record number in 2010. More coming in 2011. This year, Campaign Mastery and Roleplaying Tips gave away over 50 products including dice, minis, books, ebooks, memberships and software. Thanks very much to prize sponsors:

Did I miss anyone?

Contests consume a ton of my time. If I can make running them more efficient and run the same amount next year, that would be worth an A+. However, this year there was considerable lag time between contest closures, prize winner picks or content making it back into the Roleplaying Tips newsletter.

Grade: B+.

Goal #6: A great year for Gamer Lifestyle

And it was. A bunch of new members. Members cranking out websites, growing their communities and publishing gaming products. We launched an ebook about the pitfalls of RPG publishing. We’ve just added public RPG business forums so everyone can discuss RPG product creation and publishing together. And we hired a Relationist to help serve members and grow our audience.

After helping gamers get their RPG work published, we noticed the biggest reported obstacle was lack of free time. However, those who succeeded in launching were able to simply corral their time, be a bit more organized and focused, and work a bit more efficiently than those who struggle.

This is the secret truth behind time management all the gurus and coaches teach: be focused, goal oriented, efficient and consistent. No matter how busy you are, there is always 15-30 minutes each day available for your goals if you structure things right. RPG revenue is possible for everyone, you just need to follow these practices.

Gamer Lifestyle teaches the tricks and techniques of time management, and we will continue to do so through our blog and forums in 2011.

Grade: A. Not A+ because some members are still having productivity and time management issues.

Goal #7: Have more fun

This is a goal I have every year. I did not measure it in 2010. However, I’d say 16 game sessions this year marks a lot of fun. Blogging 51 times in 2010 was a lot of fun. Dozens of Roleplaying Tips newsletters written, edited and published was a lot of fun. And doing my first two self-published ebooks was awesome too.

Aside from family issues, I would say 2010 was chock full of fun!

Grade: A

Overall rating

Last year I scored a B+. This year….

A A B+ A+ C A B+ = A-

That is great! Mind you, the goal is not to improve the letter grade each year. The goal is to figure out what you want out of life, including having fun and playing games. If you are like me, then you also consider GMing a worthwhile craft you can always improve at, so that factors into what I want out of life and needs its own deserved attention in the big picture too.

Rather than aiming for A+, my overall goal is to make sure all my individual goals are getting attention – that what is important to me is what gets my deliberate attention and time. I have personal goals too for family, exercise, food, career and so on. I won’t bore you with those as this is a gaming blog.

The point is, get off the couch and live your life with deliberateness and purpose instead of living vicariously each day and getting frustrated that you are not getting what you want.

Next post: I reveal my gaming-related plans for 2011.

Remember the prize. Leave a comment with your 2011 goals below (point form or link back to a post on your blog post on the topic is fine). A random commenter, which I’ll announce in my 2011 goals post, gets some Q-Workshop dice!

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Rules Mastery For Dummies & Busy GMs Part 3: Student, Tutor Thyself


This entry is part 3 of 4 in the series Rules Mastery


Back when I was first given a copy of the Champions Game System, it was only the third genre of game that I had ever been exposed to: The first was FRP (In the form of AD&D) and the second was Science Fiction (in the form of Space Opera). As a comics fan from way back, I was immediatly super-enthusisastic, which made learning the rules a breeze.

For the next week, I did nothing but learn the rules, and in the process created a campaign background. But most people can’t game 24/7 and certainly can’t do it for six days straight.

Nevertheless, the fact that I ran myself through 32 scenarios of solo play in the course of that week means that a more manageable version of the same approach should be within the reach of most people. I’ve divided the process into 18 key sessions, which represent what I did in the first 24 hours or so of my Champions marathon; some will take half-an-hour or so, some will take a couple of hours, but most will be complete in minutes. You don’t have to do these back-to-back, but I would try not to let more than a couple of days pass between completing one and starting the next. If you can manage that schedule, then you can learn an entire game system in a month.

Session One: Create A Character

The first interaction that most of the players will have with the game system is character creation. So you, as GM, should go there first. This character should have something that he’s good at, something that he’s bad at, should be capable of the different ways of getting around within the system, and should otherwise be modelled on some character that the GM knows well. For my superhero game, I chose Superman, because I wanted to be able to run scenarios with that sort of power level. For a fantasy game, I might have chosen to do a psuedo-Aragorn – knows how to ride a horse, knows how to handle a boat, but spends most of his time on foot; good in a fight, but not weighed down with a lot of armour and weaponry. For an SF campaign, I might have chosen Ripley from Alien, or Starbuck from Battlestar Galactica, or Luke Skywalker. These are characters that I wouldn’t have to think about very deeply because I already knew them pretty well.

The first “session” was spent on character construction, following my nose while making no real attempt to understand more than isolated snippets of the rules – My Superman-analogue had to be strong, so I had to know what “Strong” was in terms of the character stats, and so on.

Session Two: Getting from A to B

The second step is to figure out the rules covering movement. Slopes, slippery surfaces, rough surfaces, unstable ground, how fast can you run, climbing, swinging from chandeliers, swimming, flight, and animal handling. Once you’ve looked at those – and we’re generally talking 4 pages of rules or less – add in how much you can lift, and how that affects movement.

Session Three: Hitting A Target

Next up, start figuring out what you’re likely to want to do in most RPGs after you finish moving – hitting something! Start with a generic punch, then a knife, then a length of 2×4, then some sort of ray blast or gunshot, and so on. Get used to how the combat system works. Once you’ve done those things, start looking at how environmental conditions and other adverse factors affect combat.

Session Four: Using Your Head

For the fourth session, it’s time to learn how the skill resolution system works. One of the best ways of doing so that I’ve found is to lead your character through the process of making a cup of tea or coffee. That’s looking for a cup or mug, locating the sugar (and not getting mixed up with the salt), making a fire (operation of a gas burner or stove), adding the right amount of sugar, locating and adding the right amount of milk, adding the boiling water, stirring, checking for how good a cup you’ve made, then trying to convince someone else that the coffee is better than it actually is, or worse. Yes, all of these are trivial tests – but at the end of them, you will know how the skill system works. Then you can look at how much harder it might be in, say, lunar gravity – which will quickly give you both a baseline and some feel for how more difficult tasks are different in their handling.

Session Five: Exotic Powers

Next up, pick one or two exotic powers and learn the game mechanics of using them. It might be turning undead, or firing a blaster, or using a teleport, or programming a computer, or setting a starship course – whatever is appropriate to the game genre.

Sessions Six-to-Ten: Create an Adversary

Now it’s time to get more serious. Create an adversary so that you can have a couple of one-on-one fights with them. Give the adversary one ability that is opposed by a strength of the original character and one ability that targets a weakness. Otherwise, make the two as opposite as possible.

Session Eleven: An Off-The-Cuff Encounter

Next, Referee a casual encounter between the two. No context, no preliminaries – someone goes first and the other person responds. This will give you a basic understanding of the initiative subsystem and a preliminary feeling for how characters interact, as well as the damage handling and recovery subsystems.

Session Twelve: Revenge Is Sweet

Follow this up with a second encounter, in which whoever lost the first encounter either goes looking for the winner for a rematch, or lays a trap for them. This gives you your first taste of how characters interact with the world around them.

Session Thirteen: Make Some Notes

Okay, so now you’ve developed some notion of how the different rules systems work. It’s time to start analyzing the results. Look for commonalities – do you always have to roll low in order to achieve something? Or have the designers hedged against biased dice by requiring some rolls to be low and some high? Are there any quirks to the system that you’ve noticed? Does +1 or +2 seem to make a huge difference, or is this a fairly small change? Is there anything that seems to have a disproportionately large effect?

Session Fourteen: Redo The Character

You will also almost-certainly have noticed a difference between the character you intended to create and the one you actually ended up with. With some experience under your belt, it’s time to redesign the character with the benefit of a little hindsight. Once you’ve finished doing so, make some more notes – every change that you’ve made to the character encapsulates some lesson in the way the system really works. It might be that some characteristics are more, or perhaps less, important than you thought, or something is less effective.

Session Fifteen: Revise The Adversary

And the same will be true of the adversary, as well. So redesign him using the lessons learned from redoing your test character.

Session Sixteen: A proper plotline

The two quick encounters, and the character redesigns, should give you enough ammunition to run yourself through a proper adventure, with beginning, middle, and ending. At the end of which, you need to assess the performance of the combatants and reward them just as you would if they were PCs being run by someone else.

Sessions Seventeen & Eighteen: A larger adventure

And with that under your belt, you should be ready to tackle a larger adventure. Grab one off the net or use an old pre=-packaged module if you have one handy – the practice at converting characters on the fly will help reinforce the understanding of the system that you’ve gained.

The Key To The Process

…is to not go cover-to-cover (which I have already described as the worst way to learn rules), but to learn by having your ‘character’ DO things. Learn the game by making small, practical steps. Ten minutes a day is enough for most of them. By keeping your attention focussed, and having an immediate gain from each session, you can divert attacks of the yawns. And before you know it, you’ll be well on the way to mastering the rules of your game.

There will be more of this series in 2011, but for the moment it’s time to switch into “Holiday Season” mode for me, since my next post is due to go out on December 23rd and the following one on the 30th…

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iPad RPG App review – Dungeon Master Toolkit


dungeon master toolkit logoDungeon Master Toolkit is an RPG iPad app aimed at game masters of any game system. It is my favourite dedicated RPG app, and my review will explain why. I am using version 1.21 of DM Toolkit. Level 99 Games has promised a 1.3 update soon that offers some interesting new features.

Level 99 also produced the RPG Cartographer iPad app, which was reviewed in the fall here at Campaign Mastery.

DM Toolkit is the only iPad RPG app I have found that gives you the ability to set software up according to how you run games and organize your information. While there are many RPG information applications for Mac and Windows, and a couple for iPad, none that I am aware of let you customize the software itself so it works the way you think.

For example, I blogged about my Plot Stat Block awhile ago. In DM Toolkit, I created a Template based on this and can now enter as many plot stat blocks in the software as I like based on the Template.

Another example: I organize my NPC flavour information differently than others. Various RPG software forces you to enter such information according to the software’s design. If a field is missing, you put it in a dump field, like Notes. If you do not like the field order, too bad, that is the way you enter it (though, many software titles let you customize reports, so at least you can customize how you reference your data once it’s in the system).

With DM Toolkit, I created a new Template for my NPC flavour information, and now I enter and reference NPC personalities and campaign information how I like it.

This feature is what initially caught my attention when browsing the app store. “A customisable database?! I’m in.” That’s what makes this app usable by GMs of any game system. Just create the Templates you need and you are ready to roll.

A downside to this function is changes you make to the Template after data entry do not take effect on existing entries. For example, I forgot to add a field called Relationships to my NPC flavour template. I added it to the Template, but that change did not appear in existing NPC entries – I needed to make that change manually to each one. Every new NPC entry I made had this new update, so it just affected existing records.

This means, for optimum efficiency, you need to figure out what Templates you want and how you want them set up before you start managing a new campaign. A small price to pay (with a lot of added benefits if you have time to do this, regardless of choice of software and tools).

To summarize, because in my opinion this functionality makes DM Toolkit the most powerful dedicated DMing app out right now, you can customize how you enter and view your campaign information. You create Templates for everything, including plots, NPCs, monsters, session logs, equipment, treasure, locations and so on.

The app also comes with a whack of pre-made Templates for a variety of games if you want to dive in right away.

Other cool features

Combat Manager

DM Toolkit comes with a combat and initiative manager. I use a Google Spreadsheet to do this for various reasons, so have not played with this feature at all.

dungeon master toolkit combat manager

Dice Box

I prefer to have physical dice in-hand, but if you do not mind digital dice, DM Toolkit has you covered.

dungeon master toolkit dice roller

Scratch Pad

Put your temporary notes here. It toggles on and off with a touch of the finger, taking advantage of the iPad’s killer usability.

Crib Sheets

Awesome feature. Think of it as your very own customizable digital GM screen. You can have 8, and they allow HTML and CSS, plus offline editing so you can use your favourite markup software to create them.

Use Crib Sheets to create most-frequent game rules and charts, campaign specific cheat sheets, game world specific cheat sheets and per-session cheet sheets. I would love to hear how others have used Crib Sheets – these are worth exploring to make GMing easier and faster.

dungeon master toolkit logo crib sheet

Bookmarks

Over time you will have a ton of information in this app – all your NPCs, setting trivia, plots and so on. Bookmarks help you find stuff fast, like a browser or other software bookmark would.

dungeon master toolkit bookmarks

Recent

This offers you quick links to entries you viewed recently, newest first. Another great way to find stuff quick.

Multiple Campaigns

The app allows you to create data sets for more than one campaign. This makes it easy to manage and isolate data for specific campaigns and game systems.

Online library

You can download and trade data in the app if you have an online connection. You can also upload your creations to help the community of DM Toolkit users via the Level99 Games website.

Conclusion

Get this app if you are a digital data DM. Its customisability makes this a fairly robust solution for your needs.

iPad = portability, so it is perfect as an in-game tool whether you wander around during sessions or stay put.

Disclaimer

I purchased this app because it looked perfect. My dirty little secret here is I have not used it extensively at the game table yet. I was already using MyInfo for campaign preparation, notes and in-game management for my Pathfinder game when I purchased DM Toolkit. I started to port stuff over, but it became too much to do that and create new stuff before each session.

I might still use DM Toolkit for Riddleport, but I suspect I will have it ready for next campaign. I might also use it as a portable GM screen for Riddleport, but need to sort out my Templates and what else I’d use DM Toolkit for first.

DM Toolkit Giveaway

Level 99 Games has generously offered five copies of DM Toolkit. To win a copy, leave a comment on what your favourite iPad RPG or Productivity apps are to date. Unfortunately, due to iTunes limitations, only US residents can receive a free copy. The free codes will not work for Canadians like me and gamers elsewhere.

Update December 15

Level 99 Games emailed me after I sent them a link to this review. They had two comments to add:

  • DM Toolkit works on both iPhone and iPad, but you state that it is an iPad app in the first line of the review. This might be a little misleading.
  • Promotional codes are now good worldwide, so anybody can use one. I haven’t tried it yet personally, but that’s the news from Apple, at least.

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Rules Mastery For Dummies & Busy GMs Part 2: Getting Enthusiastic About Rules


This entry is part 2 of 4 in the series Rules Mastery


Last time around, Johnn described (via exerpted email) his difficulty in getting enthusiastic about reading rules.

Johnn has been making a common mistake, and it’s one that I have been guilty of myself in the past.

When reading rules becomes tiresome, we avoid reading and re-reading the rules because we have the impression that we have to read them in one solid block, from cover to cover.

Because we avoid reading and re-reading them, the nuances fade from memory – if they were ever known to begin with; if learning a new game system, even that might be going too far.

Cover-to-cover is the worst possible way to read rules, in my opinion.

A far better approach, and one that can quickly overcome any aversion to the reading of rules, is to take a lead from what players do: they don’t read the whole rulebook, they read the parts that are relevant to their characters. And reread those sections. They look for any advantage or capability that they can take advantage of in those rules. Everything they read is taken from the perspective, “how can I use this to benefit my character?”

For a GM, the equivalent question should be, “How can I use this in my game?”

There are two approaches: the directed and the random.

Directed Rules Search

When you know that something is likely to come up, take a good hard look (in advance, preferably) at the game rules that deal with that event or condition.

You don’t need the grappling rules most of the time. But if you seed an encounter with a creature that has to grapple in order to use it’s special abilities, or if a PC has a bout in a wrestling match coming up, that’s when it’s time to bone up.

Make A Simple Procedure Checklist

Whenever you’re learning a new procedure, it’s a great idea to make yourself a bullet-point summary of that procedure. Make sure to include the page number where that step is discussed in detail.

If the procedure is not something that comes up very often, you can then file the summary away in a binder somewhere until the next time you need it; if you find yourself referring to the card frequently, you will soon learn the ins and outs of that rule.

Random Rules Search

Another favorite technique is to flip through the rules book until something catches your eye – then read that in detail, asking yourself the question, “How can I use this in my next game session?”

For example, your eye might fall on a particular spell. Learning the mechanics of that spell will not only give you a nice little plot element that was completely unpredictable, it will offer a refresher on spell use in general.

Keep A Page Log

Another technique that is often useful is to keep a page log. Each time you have to look something up in the course of play, jot down the page. At the end of the session, add them to a text document and sort it numerically from low to high. You’ll soon find that there are certain sections that seem to be consulted all the time, either because that game mechanic is complicated, or because of a recurring usage pattern.

The frequency of occurrance on the list is exactly the same as the reward for making more intensive study of that particular game rule section.

Look For Patterns

Game designers aren’t lazy, but when they develop a game mechanic that works, they will tend to repeat variations of it all over the place. The procedure for making a saving throw is usually very similar to the process of making a skill check. Whenever a game mechanic comes up in the course of play, try and associate the rules regarding that mechanic with something similar. If a player is using a certain part of the rules that you don’t know well because the mechanic is related to their shtickh, get them to show you where it is in the rulebook so that you can follow along as they trumpet their expertise – this makes it easier for you to learn those rules.

The Common Theme

The common theme to all of these is to make your study of the rules immediately useful, and hence immediatly rewarding, instead of studying the rules for the sake of studying the rules. Besides the immediate benefits of having studied the rules in question, the reward means that ‘rules burnout’ is not a problem; your enthusiasm is maintained and even reinvigorated.

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Help Me Take Your GMing To The Next Level


GMing ebook

What new GMing knowledge would you like to master next?

It is time for you to get selfish here and get some GM advice customized just for you. What ebook would you like me to write next that you would use to make your GMing better, easier, more fun?

I am wrapping up the editing on my latest product. It’ll be released in 2011, though I cannot tell you about it just yet. It’s a killer, though, if I do say so myself. Mike Bourke and Michael K. Tumey co-wrote it, so you know it is going to be detailed and have a gorgeous map.

Now I am looking at my text file of ebook ideas, wondering what to write next, and thought I would put it out there to you. How can I help take your GMing to the next level? What would you like to learn so you become an even better GM?

For example, Brad at Level 99 Games requested a book on villains. How to design, plan and run them. That seems like a potentially interesting topic.

I also received a request from a GM looking for help running large groups of players. That is a challenge! Would an ebook on that topic interest you?

Maybe you need a few Pathfinder NPCs, complete with crunch and flavour for instant use in your games?

I have several books on GMing sitting on my bookshelf. They cover an overview of the role quite well. I find they do not do the deep dives on many topics, however. That’s where I think I can help you best. If you can describe specific problems or areas you would like to see more techniques or tips detailed for, I think that would help you much better than developing yet another overview type book.

What are your GMing pain points? The more specific, the better, so I know what context, content and advice you need that would solve your exact problem.

Drop a comment below with your request, or email me. Your feedback and requests are appreciated!

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Rules Mastery For Dummies & Busy GMs Part 1: Introduction


This entry is part 1 of 4 in the series Rules Mastery


In October, my co-author and partner here at CM contacted me to ask,

(Extensively Paraphrased:) Something that has slipped away from me this past decade is a solid knowledge of the rules I game with. This lack of foundation has a number of serious consequences. Good thing I trust my players so much.

Not having rules expertise undermines my position as GM and expert. I don’t think I need to master knowledge of rules and rulescraft to be effective serve RPTx well, but I should at least be conversant. Part of the problem is I do not have a strong desire to read a lot of rules. I used to consume rules with great avidness. Now, my head starts to bob after a few paragraphs.

For my campaigns, I would like to be on top of the rules again, especially when GMing impromptu and creating crunchy stuff on the fly.

Do you have any advice?

  • How to get enthused about reading and consuming rules.
  • How to approach getting an understanding of the core principles and rules sub-systems of your chosen game rules;
  • How are things tied together;
  • How to get an understanding of the design of a game.
  • Methods of consuming rules for understanding them. Surely there are some tricks to grasping rules other than just reading the rulebook from start to finish!
  • How do you read the minds of the designers? What things do they consider, that I should also consider?
  • Basically, how do I analyse the rules for any given game system I’m using?

Rules have become a weak spot for me. I don’t like reading rule books much anymore, and I don’t have a solid knowledge of how to analyze rules. But I would like to.

I’m sure Johnn is not alone in all this. I have found that I can rarely read rule books all the way through anymore, myself. All this sounded like fertile ground for (yet another) major series of articles, and hence this post, which is designed to act as an introduction to that series.

Each of the above topics deserves, and will get, one or more articles of their own. I also have a couple of articles from a previous blog that I used to have at Yahoo (before they shut their blogging infrastructure down) on house rules that are relevant, and should be publicly available somewhere.

So Next time, I’ll start delivering on Johnn’s request…

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Treasure Detail Generator & Dice Giveaway


Green Dragon Dice

Win these dice!

You can win a set of the dice that appear in this blog post. Details at the end. Thanks for Q-Workshop for supplying dice to give away!

A gamer recently mentioned a disappointing lack of detail when his GM handed out a “pouch of gems.” The player wanted more flavour. It is difficult detailing every little thing found in a campaign, so I thought a small generator would help flesh out looting and shopping a bit.

You can use a single table below to make a bit of treasure more interesting, or use a combination of tables to make an item especially notable.

d4 Name Generation*
Method 1: NPC name + item (e.g. Akbar’s Inkwell)
Method 2: Adjective/Verb + Item (e.g. A Running Inkwell)
Method 3: Product Line Name (indicating a notable product line with its own special properties that give an item reputation, such as An Aqua Inkwell)
Method 4: Source’s Name + Item (source could be a notable crafter, company, distributor, supplier or retailer, such as an inkwell from Akbar & Company’s Fine Goods)

* Here are 40 great name generators you can tap.

d12 Value Added
1 Bejeweled
2 Filigreed
3 Enameled
4 Plated
5 Inlaid
6 Gilded
7 Decorated
8 Carved/Special Shape
9 Exotic material (mithril, adamantium, residuum, meteorite, obsidian)
10 Engraved
11 Precision crafting, a master work
12 Special container
d6 Special container
1 Velvet pouch with gold drawstrings
2 Small hollow statue
3 Metal case
4 Hollow book
5 Inside a bottle
6 Encased in resin
d8 Rough Condition
1 Dirty
2 Stained (e.g. blood, salt water, ink)
3 Charred
4 Acid burns
5 Bite marks
6 Magical markings
7 Cracked or bent
8 Scratched
d10 Quirk
1 Emits a hum when lightly struck
2 Is aligned, and repels touch of opposite alignment
3 Is designed to be a children’s toy
4 Is designed to be a pet’s toy
5 Its age is impossible to divine
6 Tends to point in a certain direction when laid on stone
7 Animals fear it or get agressive around it
8 Removes body odour
9 Attracts insects
10 Changes colour (i.e. mood ring, pressure change, humidity change)
d20 History
1 Was used to kill someone
2 Belonged to an impoverished child who lost it
3 Created as part of a marriage proposal but the lady said no
4 Previous owner was an adventurer killed in a dungeon
5 Famous crafter with reputation for art or quality
6 Was thought to be destroyed
7 Infamous crafter who often used fake materials
8 Rumoured to be cursed because of bad luck it brings
9 Worn or used publicly by a villain
10 Used as part of a betrayal and thought lost
11 Belonged to a cult
12 Belonged to someone who committed suicide
13 Found in a mass grave
14 Was a madman’s object of obsession
15 Said to have been created during a rare celestial event
16 Was cast out to sea by grieving former owner
17 Thought to be sold to a caravan who took it to a faraway land
18 Found in the gut of a terrible monster
19 Buried in the tomb of a great warrior
20 Featured prominently in a common bar song

Win a set of Green Dragon Dice

Comment below with d6 more Item Quirks or d6 more Item History ideas. Feel free to enter multiple times – each helps fellow GMs detail their loot better.

I’ll draw a random entry December 5. Enter now:

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The Ubercharacter Wimp: Plotting within your PCs limitations


This week I thought I would describe a tool that I came up with to help me create quick and easy NPCs, called The Ubercharacter Wimp, or TUW.

Three into TUW

The concept is really simple: in a document of some kind, I list the highest and lowest PC scores for each of the stats, as well as the group’s average. I follow that with an alphabetical listing of all the skills known in the game, and again list the low, high, and average totals for each. I make no allowance for magic or feats or anything else – I’m only interested in the total scores.

The document could be on a computer, or it could be hand-written. The first is always more legible and more quickly updated, but since I don’t have a laptop I can use at the gaming table, it’s not as much use to me.

Colour-Code for quick referance

I will typically use different text colours and/or fonts for each of these scores so that they are immediately distinct. Each text colour identifies a different character as the source of the score.

Using TUW for ad-hoc NPCs

When the PCs encounter a generic NPC, all I have to decide is where this character’s abilities will fall, numerically, with respect to the scores PCs. I do this for each skill as necessary, and jot the results down on a sheet of paper dedicated to that NPC.

  • If the NPC character is to be poor in comparison to the PCs, I give the NPC the low score for that ability or skill from the TUW. If the ability in question is a defining one for the character, then I may add or subtract 5 from the total to reflect that.
  • If the NPC character is to be at the same standard overall as the PCs, I give the NPC the average score for that ability or skill, again with plus-or-minus 5 if the ability or skill is defining for the character.
  • If the NPC character is to be at the same standard as the best the team can manage, I use the high score. For defining skills or abilities, I’ll add 5.
  • If the character is to be superior to the PCs, I’ll add a further +5 or +10 to the score determined as being “of the same standard”.
  • If the NPC character is to be exceptional I will take the highest value shown in any skill category and use that, with the modifiers described above, possibly plus another 5 or 10 for good measure.

You can see how the TUW makes it possible to set a score relative to the overall standard of the PCs on-the-fly, with barely any thought at all.

An Example TUW (abbreviated)

Using a couple of characters I had lying around, here’s an example. Let’s start by looking at the four source characters:

Orkkan
(
blue)
Jubilet
(
red)
Twixt
(
green)
Gharrk
(
purple)
TUW
Ogre Male Human Female Elven Male Orcish Male
Fighter 5th level+2 LA Paladin 7th level Rogue 8th level Cleric 6th Level 6 7 8
STR 16 17 12 20 STR 12 16 20
INT 8 15 17 12 INT 8 13 17
WIS 11 17 14 18 WIS11 15 18
DEX 10 15 19 12 DEX10 14 19
CON 18 18 12 16 CON12 16 18/18
CHA 8 16 15 6 CHA6 11 16
Appraise 1 4 20 1* Appraise1* 7 20
Balance 3 5 11 2 Balance2 5 11
Bluff -1* 5 12 -3* Bluff-3* 3 12
Climb 9 5 17 7 Climb5 10 17
…and so on…

Note that I normally wouldn’t write everything out the way it is shown above – I would do a color-key at the top of the sheet and then write only what is shown in the TUW column. Oh, and for the record, the asterisk next to a skill means that it is being used unskilled.

It’s also worth noting that it doesn’t matter if there are 3 party members or 33 – the middle value is an average not a median or middle value. Calculating this is usually the slowest part of the process, to be honest!

An example of use

Okay, so let’s take the partial TUW above and see how it works.

The PCs meet a merchant on the road. He claims to have been attacked by bandits and his cart stolen. He has been left pennyless except for some gems that he kept hidden on his person; he was going to attempt to sell them in the nearby town, but doesn’t think that they have enough cash in the town to be able to pay him a fair price. He needs hard currency to purchase a new wagon and stock; can these fine adventurers, so obviously prosperous, help a poor merchant who has lost it all begin to rebuild his life?

This NPC is obviously laying it on fairly thick. You would have to be a lot less suspicious than my players are to take this hard luck story at face value. But I give the character a Bluff skill appropriate to the professional fence that he really is, by looking at the Bluff scores on the TUW. I select the highest Bluff (12) and add 5 to get a skill of 17. So it’s my roll of 17+d20 against the PCs Sense Motive checks.

One quick set of rolls later, there is nothing obviously wrong with the tale that the characters can put their fingers on. When the NPC produces the gems in question and offers to sell them – a matched set of rubies – for 500gp each, the rogue makes an appraise check to determine their true worth. He finds that they are worth about 1000gp each, so the price is appropriate to someone who is desperate to sell.

When the rogue attempts to bargain the “merchant” down, I confuse the issue by suggesting to the Paladin’s player that it might be wrong to take advantage of an honest merchant who was down on his luck and offering a fair price. The player decides to play along with this suggestion for his own merriment, and takes the merchant’s side in the bargaining, eventually settling on a price of 600gp each for the gems.

Notice that I’ve been able to make up this entire encounter off the cuff, and have spent all my time roleplaying and steering the encounter, and virtually none thinking about the NPCs stats, description, etc. – in other words, having fun.

Because this was an improv encounter, I have no idea at this point where it will lead. The most obvious possibility is that the Gems are stolen; a close second is that they are fakes. A third option might be for them to be cursed, and the only way to get rid of them is to persuade someone else to take them willingly. Or perhaps they are partially-enchanted magical foci – something the PCs wouldn’t recognise as they have no Mage in the party.

Or maybe the “merchant” was a real merchant after all, and every word of his story is true!

I have plenty of time to make up my mind as the adventure continues. If the Cleric is a little underutilised on the day, I might go with the “cursed” option just to give his character something to do. Or, I might go with that choice if the Rogue starts getting a bit too cocky.

The Secret Of TUW

TUW works because it has a really obvious secret: It combines all the best ability & skill scores that the party can bring to bear into a Ubercharacter who is their equal in all things; it combines all the worst ability and skill scores into a Wimp who is equal to their worst in all things; and it offers a middle ground for run-of-the-mill encounters.

I can use the middle number and add 10 to quickly get a DC for a skill check. I can use the high values for any encounter that is intended to stand a reasonable chance against the PCs, and the low values for any encounter that is intended to target a soft spot in the PC’s armoury. I can tell at a glance which characters are vulnerable to certain skill check requirements, and use that information to create encounters that test that characters. And, finally, I can use it to get some notion of the overall capabilities of the party.

The ultimate secret of TUW is that it’s all useful. Give it a try, and you’ll be amazed at how much improvisational flexibility it gives, and how much it frees you to concentrate on running the game.

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40 Great Name Resources, Lists and Generators


Ships log of names

Names resources for your games

Great names are critical for immersion. Name an NPC Bob and you set a bad tone for any serious campaign. However, even the best GMs get stumped occasionally on generating great names. Following are links to several online names resources, lists and generators.

Before diving into the links though, I have a naming tip for you. We’ll use my Pathfinder campaign as an example. Make a list of all the cultures and races you will want names for. Next, make a list of Earth languages, past and present. Match one Earth language to each culture and race.

That’s it. It sounds simple, and it is. But it makes planning and running games so much easier! It is fast to prepare because so many Earth name lists are available online. Once you have this all set up, you are ready for the whole campaign.

In my Riddleport campaign, I have built a names spreadsheet. Across the top are races and cultures. I give each two columns. In the first column I place male names for the group. In the second, female. When I need a Taldan male name, for example, I just go to my spreadsheet and pick the first name from the list. The list is randomized so NPCs do not appear in alphabetical order in my campaign. :) If the name sucks, I delete it and select the next.

To populate the spreadsheet, I did the following:

  1. Made the list of cultures and races I needed names for
  2. Assigned each an Earth language
  3. Googled for the Earth language + name, or I went to one of several sites I have bookmarked
  4. Copied and pasted into spreadsheet

Location names are a bit more tricky. My first tactic is to name a place after an NPC. That works like a charm, adds an instant hook to the location, and gives the PCs something tangible to research if they ever choose to investigate the location’s history.

My second tactic is to use my names spreadsheet and mash two names together. I’ll take the first half of one name (or the whole name if it’s one syllable) and jam it together with the second half of another name.

My third tactic is to use Google’s language tools. I’ll type a location name in English, using nouns and descriptors, and generate the translated version. For example, “Big Rock” in Czech is Velky Kamen, a great settlement name.

List of Great Names Links

Online Generators

Behind The Name. Lots of cultures. Includes fist and last names, male and female.

Squid.org. Includes fantasy and Earth names.

Rinkworks’ oldie but a goodie fantasy name generator.

Chris Pound’s language machines. Click trhe “sample output” links.

Yet Another Fantasy Name Generator. A tossed salad of results but offers interesting filter function.

The Random Name Generator. Generates names from US Census data, so best for use in modern and future settings.

Seventh Sanctum. The holy of holies in random generation.

The Pagan Name Generator. Fun times!

Manbon’s generators. Scroll down to see lots of random goodness.

The Forge. Strange GUI, but interesting results. Enable pop-ups, then click Enter then click TheForge.

donjon’s Fantasy Name Generator. Lots of generation options.

Generatorland. You will not find exactly what you’re looking for here, but it is worth a visit to just see what you stumble on.

Totro, the Fantasy Random Name Generator.

James’s Random Generators. The NPC generator offers random names in its cool results.

Abulafia. A wiki-based generator with lots of name choices.

Schub’s Online Fantasy Name Generator.

Randomly Generated Identity. Best for modern and future games.

Baby Zone’s Baby Names Inventor.

Software Generators

Everchanging Book of Names. Shareware. License purchase opens more data sets.

Tablesmith. Awesome shareware app. Be sure to grab name sets from the Yahoo! Group.

Excel generators for download.

Lists of Names

(Dictionary of Names).

Phone book. Just google “phone book” + city or country. For example, here’s one for Singapore.

Atlas. Just google atlas + city or country and use image results for faster reference. For example, here are search results for “atlas china”.

Behind The Name. Includes etymology for further inspiration.

Baby Names. First names galore.

Babyhold. Offers several cultures.

Name Meanings. Several culture lists.

Medieval Names Archive. Ye olde feast of names. Scroll down for the lists.

803,423 Names by Category.

The Canonical List of Evil Baby Names.

A Collation Of Viking Names.

Resources

For synonyms, Old English and general inpsiration use a dictionary or thesaurus: http://thesaurus.reference.com/ and http://dictionary.reference.com/

A list of colours.

Subscribe to word of the day lists. Each day you receive a word and its definition. Many words will make interesting NPC names. Use the definitions as a hook for the NPC’s personality. http://dictionary.reference.com/wordoftheday, http://wordsmith.org/awad/, http://www.wordthink.com/.

Anagram names. Great for plot twists!

Getty Vocabularies. Great for obscure or exotic words you can turn into names.

Language Encyclopedia. Use the sample lists to generate names or to help you find good matches for Earth culture names to in-game cultures.

Anagram generator. Great for names as clues and twists.

Great names make games more fun. Take a bit of time to create themetic names lists for your cultures and races. Offer these to your players when they make PCs to help them fit into the game world better and immerse themselves into the game.

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We All Have Our Roles To Play: Personality Archetypes, Part 3


This entry is part 3 of 4 in the series We All Have Our Roles

The Premise

Archetypes for RPGs are usually defined either by the psychology of the character or the abilities of the character, but other classifications systems are possible. These can yield a different perspective, which can be invaluable.

This series’ approach is based not so much on what the characters could do as a team, but of how the characters fit into a team. I have defined 27 archetypes (and counting!) based on this concept.

A single character may fit into just one niche within the party or may fill multiple roles, either willingly or reluctantly. An entire group of characters may have an archetype in common, but it is my contention that each character should have at least one role from this list that is unique to them alone. The archetypes are as much a function of the personality of the player as they are the abilities and personality of the character in conjunction and in comparison with the rest of the party.

The purpose of this series is to enable the tailoring of scenes and adventures in a game based on those roles – either highlighting the role, using the role to complicate the parties’ lives, or simply as another avenue for making sure that everyone at the table has something to do in each adventure.

A note about general comments regarding this series

While comment is welcome on the subject in general, especially the suggestion of any archetypes that I haven’t thought of yet – if I agree, I will add it to the pile – I want to avoid making future instalments anticlimactic. As a result, although I will read any general comments and suggestions you may have, any comments aimed at the rest of the list may be edited or even removed. I promise that if we don’t publish your comment, I will have paid close attention, and will give credit where it is due when the time comes!

In the meantime, discussion of the archetypes that are the focus of attention in the current article is welcome!

To Recap

Parts one and two of this series have examined six archetypes:

  1. The Heart Of The Team
  2. The Tactician
  3. The Moral Guardian
  4. The Rock
  5. The Mother Hen
  6. The Intellectual

The series picks up from there, as I look at

  1. The Faithful
  2. The Air-head, and
  3. The Flashing Genius

7. The Faithful

A character of this archetype believes in something or someone to the point of total confidence that a successful outcome will be achieved, no matter how difficult circumstances may seem. The ‘someone or something’ might be a deity (religious faith) or a principle (‘love conquers all’, ‘might makes right’, ‘the meek shall inherit the earth’, ‘the good guys always win’, ‘if we stick together we are stronger than the sum of our parts’, or even ‘math is everywhere’) or a person (‘X is always right’) or a political alliance or other organisation, or even themselves or their training. Taken to extremes, this leads to jingoism and would-be world conquerors and religious fanatics and martyrs.

This archetype clearly takes in a lot of territory, and many quite distinctive characters. The common characteristic is that by placing doubt at arms length, they are able to act decisively, with minimum hesitation, sure that everything will work out in the end if they are only true to what they believe in.

This in turn draws them to careers where a lack of hesitation is an asset. The church, the military, the police force, emergency services of all kinds, acting, stunt work, competitive sports, test pilots… the list gets ever-longer. It has often been said that every racing car driver thinks that he is potnetially the equal of everyone else in the world, and that the key to success is unlocking that potential and getting the maximum that the car can deliver. That doesn’t mean that they do not acknowledge fallability; it simply means that they have confidence that if they overstep ‘the limit’ they will either recover from it, or learn from it.

The funny thing is that the mere act of committing themselves 100% to a task – whether it be taking a corner in a racing car as fast as possible, or putting themselves completely in a role, or standing staunchly against seemingly overwhelmning odds, they will often achieve more than those who lack that faith would have thought possible. That’s why one of the priority tasks for all sporting coaches is to get a team’s confidence up, especially if they have lost a match!

Does everyone need something to believe in? The question requires deep philosophical reflection to answer, and that answer is usually contentious. There was a time when I thought so – that people either believed in God, for example, or subsituted belief in something else for that faith, and that those who had nothing to believe in were mentally or emotionally ill or injured in some way. In more modern times, I’m not so sure; whether that is a sign of growing maturity, cynicysm, or confusion is another question! But I do believe that faith in something is a trait that comes naturally to people, and that the strength of that faith can vary from one individual to another, and that the absence of that faith makes someone entirely reliant on their own emotional and psychological resiliance, and hence more prone to suffer as a result of any shortcomings in those areas.

To qualify as a member of this archetype, this beleif has to be very strong, central to the character’s or the person’s attitudes and actions and choices, for good or ill.

Examples of The Faithful

Almost every one of the subjects of faith listed above brought one or more characters firmly to mind as an example. Quite often, it was the thought of that example character that provided the entry onto the list, and not the other way around. Ned Flanders, Magneto, Dr Doom, Charles Eppes from Numb3rs, Gibbs & Abby from NCIS, Danny Ocean from Ocean’s Eleven, Twelve, and Thirteen, Judge Dredd, even William Stannix (Tommy Lee Jones) in Under Siege (even if the only thing he believes in now is Revenge, or himself)… the list just goes on and on and on.

Numb3rs Complete Pack

NCIS Season 1-7 Pack

Oceans 11-12-13 Trilogy Pack

Under Seige

Plotlines for The Faithful to avoid

All too often, plotlines for this archetype fall into two categories: The Contradiction and The Affirmation.

In The Contradiction, the plotline exists to cast doubt on the validity of the faith. This usually takes the form of an encounter with a character who succeeds in overcoming or threatening The Faithful despite having views or philosophy or even Faith in something that is diametrically opposed to the beliefs of The Faithful. Many GMs employ this plot as a homily to the power of Faith itself, implying that this is superior to any specific subject of belief, faith in which might be erroneous.

This is usually a reflection of either the personal beliefs of the GM, or a philosophy that permits Beleiveers and Non-believers to work together instead of being at odds – a somewhat-tolerable sort of politic awareness, a statement that “I may not believe in what you believe in, but I can respect that you do believe in it.”

This type of plotline can very easily overstep the mark, treading on a player’s personal beliefs. It can very easily degenerate into a statement that is percieved to be critical of a personal belief of the player. Some people can keep this sort of interaction at arm’s length – “it’s just a game” – while others can’t, or don’t want to. The plots can also very easily become preachy, and there is little that is more boring in a game than preaching to the players about the philosophic nature of reality. They are also fairly dull and predictable, simply because they are so obvious, and that alone is good reason to avoid such plots.

The Affirmation is the exact opposite, a scenario designed to show that the character’s belief is right. This not only suffers from almost all the problems of The Contradiction (it’s less common and hence less predictable, but that’s the only difference), it adds a near-certainty of plot railroading to the compound of woes. Again, this type of scenario should be avoided.

Which brings me to two less common types of plotline for The Faithful that are often overlooked: Ramifications and Expansions.

Ramification Plotlines

A plotline which gives a Faithful the opportunity to explore some of the ramifications and consequences of their faith always works well. It avoids all the problems listed in the previous section by presenting a character with circumstances that are interesting, and in which their belief will prompt them to act in a certain way, without making judgements of the character’s beleifs, one way or another. This is often presented as a plot subtype, The Test Of Faith, but that is not the only such plotline that is possible.

The key to these other subtypes of plot is generally to put the character into a position where their belief is working against them as much as it is working for them. If, for example, a character believes that his team will always win because their hearts are pure, a scenario in which one of their team becomes tainted with some scandal while at more or less the same time, they confront another team whose hearts are even more pure – but who oppose the characters’ team – and who make an offer for the Faithful to change sides, will result in divided loyalties and lots of scope for interesting development. Perhaps the road to success will lie in The Faithful helping the character of Tarnished reputation to redeem himself, or perhaps the character will choose to switch sides (in line with the Faith), only to discover that everything is not as it seemed, or perhaps the character will be confronted with a crisis of confidence in his or her team. The GM can pull as many strings as he has to in order to create the circumstances; getting out the other side is up to the player, and it is the tension and interplay between the two that creates the in-between.

Another example: A scenario exploring the question, “Does having faith in a deity mean agreeing with and supporting everything that Deity does?” Perhaps the question is “Can a deity make a mistake?” or “Can a deity be irrational?”. Or even, “How will The Faithful feel about unsavoury acts committed in the Deity’s name?”

And one more: Sometimes, Love is described as a form of mild insanity, in that it can drive people to perform acts that they would never normally dream of. In the Sherlock Holmes story, “The Cardboard Box”, Love for her sister’s husband drives a woman to disrupt their marraige in hopes that he will turn to her; she reinstates a condition of alcoholism in him and beings about an affair between her sister and a third party. The victim of this love triangle is so wounded that his love drives him to kill both his wife and her lover and to send their ears to the manipulative sister, a way of suggesting “It’s all your fault,” or “Look what you made me do?” In all of this, the love of one sister for another also plays a part. So where would someone who believes that “Love Conquers All” land if they found themselves in the middle of this mess? Would they support the unfaithful sister, the faithful husband, the manipulative but love-struck sister, or the unfaithful sister’s lover?

Expansion Plotlines

“There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy” – Hamlet, Act I, Scene 5. When it comes to theology-based characters, like Clerics, or characters with a central philosophy in which they believe, no plotline is better than a confrontation between them and something that is completely alien to that faith, and which drives them to widen their beliefs.

I don’t really need to go any deeper into the subject in this post, as I have already written a post specifically addressing this point, one of the most frequently-referanced articles on the site: A Quality Of Spirit. That’s right, I consider this type of plotline to be that important.

Without The Faithful

In terms of team psychology, The Faithful is a very interesting character archetype. Confidence can be contagious, just as doubt and uncertainty can be catching. While having a confident character pushing the party to ‘go for it’ can get the team in over their heads from time to time, it also keeps them from endless procrastinating and excessive caution.

While groups who have never adventured with a Faithful may have a balanced perspective, those who are accustomed to striking a balance with a Faithful in their midst should find themselves overplanning and becoming overcautious. And if they attempt to compensate for this tendancy, they should start swing too far in the opposite direction, and find themselves underplanning and being overconfident. Over time, this oscillation should dampen down.

Problem: Players have different personalities to those of the character archetype. That means that the unexpected absence of the archetype won’t have the same effect; instead it will simply lead the other players to step a little out of character and pick up the slack.

It’s not that they are suddenly worse roleplayers, it’s just human nature – the players are drawing apon their own mental and emotional resources, even if those are not the same as those of their characters.

That means that it is up to the GM to make the players ‘feel’ the absence. Unless he is totally convinced that the players are not subconsciously compensating for the absence and are playing their characters in a manner that is consistant with the way they were playing them previously, he has to bring the absence of the Faithful to life for the players.

That means that no matter how little planning they undertake in the first adventure – or the first part of the first adventure – without The Faithful, it should turn out to be too much. They should discover that their opponant has used the time to his advantage, and all their planning is worthless. And then, in the second, he should ensure that they are continually taken by surprise by things that should have occurred to them.

This requires the GM to perform a very delicate balancing act. He should not alter or force the outcome on the players in any way, shape, or form – so any difficulties that he imposes as the adventure proceeds have to be carefully counterbalanced as the scenario reaches its climax. That, in turn, is tricky to achieve without the whole thing feeling contrived and artificial and melodramatic.

The best solution to this problem is to up the hyperbole and melodrama prior to the climax, and progressively understate the melodrama as the climax approaches. Instead of exaggerated drama, baroque – even lyrical – language should be substituted – a symphony instead of a rock show. Express the feelings and emotions of the NPCs and not how big and mean they look, and watch for an opportunity to play up a turning point at which the outcome becomes inevitable.

The situation itself will infuse the climax with melodrama; by reducing the thickness with which you are laying more on top of that level inherant in a climax and focussing elsewhere, you can nuance the emotional overtones and avoid the feeling of inevitability that can leave players feeling like they are on a plot train when they are not. This is a lesson I’ve learnt the hard way!

8. The Air-head

This archetype also acts without thinking, but not because they have faith in something that will ensure a successful outcome!

While it may be surprising to many, this archetype contains more variety than is initially aparrant, and may even have profound depths. This result is best explained by considering an alternative definition: an “Air-head” applies their intelligence to matters other than those of everyday action and concomitant interaction with the people around them. Einstein, under this definition, was an air-head, just as much as Cordelia in season 1 of Buffy The Vampire-Slayer.

Einstein notoriously concentrated so deeply on abstruse philosophical and physical questions that he became the prototype for Hollywood’s cliche, the absent-minded professor.

Cordelia was obsessed with image and popularity and other things that were trivial in comparison to the problems of Buffy and Co – and that was her role, as a foil.

Many Forms Of Intelligence

In fact, there is the concept that there are many more varieties of intelligence than the logic-oriented measure of performance with which game mechanics usually associates the term. Anyone who is strong in such an area of development, who could be said to have a ‘natural instinct’ for certain problems, and who is also less developed in the usual application of intelligence to everyday life can be said to be an “Air-head”.

For example, contemplate a person who always knows the right thing to say or do to make the people he or she cares about feel better, regardless of the circumstances – a form of “emotional intelligence”. Such a character could easily be an air-head in every other way.

There is a long-running and still popular Australian sitcom, Mother And Son, which revolves around a woman, Maggie Bear, in the early stages of Alzheimer’s, but who is often posessed of a cunning that permits her to exaggerate and take advantage of her infirmity to manipulate those around her, especially her son, Arthur. Six seasons over a 10-year production run testify as to the popularity of the series, together with the fact that it is still being shown in repeats; the wit and intelligence with which it approached an otherwise sensitive subject are shown by the many awards that it won. (The first two seasons are now available through Amazon for our non-australian readers: Season 1, Season 2).

Illness may have taken much of Maggie Bear’s intelligence when it came to ordinary life, but there was more going on behind her state of confusion than most people can muster on their best days. This role is the perfect proof that an air-head can have depth and even be capable of profound contributions to the plots around her.

Other Examples

I am deliberately ignoring more obvious examples, like Rain Man! British Comedies often touch on this concept as well – The Young Ones, for example – but so have American Comedies like Night Court and Welcome Back, Kotter.

Two other sets of examples come to mind, which – since they derive from successful Hollywood movies – are more likely to be accessable to the majority of our readers.

The first are the misfit patients in The Dream Team, who are able to work together and use their infirmity to save their Doctor and catch a pair of crooked cops.

The second are also patients in an asylum, in a comedy, in which they become ad-writers: Crazy People. I can’t go any further into the plot without ruining it for anyone who hasn’t seen it, but once again, the impairment of the characters is what enables them to succeed.

Plotlines for the Air-head

The ideal plotline for an Air-head uses their incapacity to get them into trouble, and their natural genius – whatever form it might take – to get them back out again. Equally ideal is the opposite, where a character’s gifts lead them into trouble but they eventually stumble back out again to a succesful resolution after a comedy of errors.

Often, these are not sufficient to be the central focus of a plot, because only the one character generally fits the description, and that character generally takes over the spotlight in all such plots. It’s often a better choice to give this character central billing in a subplot, and to occasionally use them to get the other characters into trouble; otherwise, the players will tend to (a)feel short-changed in terms of screen time; and (b) find the air-head to be more trouble than the character is worth.

The big advantage of this aproach is that the “air-headedness” can occur more frequently, but a lot of the time, the other players are reaping the benefits of having such a character around while only indirectly catching the downside; this will make them far more tolerant of the character being around.

It’s also important to play up the comedic potential, if that is appropriate (it usually will be, but there are some cases where it would not fit). Players won’t tend to laugh when their characters are the butt of the jokes, but do exactly the same things to an NPC and it’s a whole different story!

Without the Air-head

Another characteristic of the air-head is that they are often emotional catalists, drawing out emotions in others, one way or another. We all tend to root for the underdog, and the air-head is so out-of-depth in most situations, so much a fish out of water, that they naturally become likeable to the audiance (the players) and to those around the character. Those who meet the PCs are going to tend to be a little more sympathetic, and tolerant, and even forgiving, if they have an air-head in their midst.

Take that away, and the atmosphere around the PCs should change noticeably. The PCs will have to work much harder than they have been used to if they want to win friends, make allies, or influance people. Those around them will cut them a lot less slack.

In part, this is simply due to the absence of a factor that has been making life easier for them; in part, it will be the result of those “muscles” having atrophied on the part of the other characters because they are used to having that factor in their favour.

The air-head could also be counted on to defuse tension and lighten grim moments; these should affect the other characters more strongly. Tension will often escelate into harsh words or physical conflicts; and the tone of the campaign should become darker and more oppressive, at least for a while.

9. The Flashing Genius

The last archetype to be examined this time around also does things without always understanding the reasons why, or the implications. This is the flashing genius, the character who every now and then has a brilliant insight, but is far from brilliant the rest of the time.

In early drafts of this series, this archetype was actually considered a subtype of the Air-head, above. It was only when I realised that a Flashing Genius did not have to be impaired the rest of the time, but could simply be average, that the elements that make this archetype distinctive began to manifest.

Distributed Skill Ranges

More exotic personality constructions are also possible; proficiency in any given field is usually considered a constant, set skill value, but any variation should be possible provided that the average value over time or skill usage attempts matches that constant.

Let’s say that a character has a skill of 10 in something. Don’t worry about the game mechanics, or what that 10 actually means in terms of the character’s capabilities – it’s just a numeric measure.

If, 1/3 of the time, the character had a skill of 2, and 1/3 of the time, he had a skill of 7, and 1/3 of the time, he had a skill of 21 – the average is 10. By having the character choose his skill value with a die roll, 1/3 of the time he will be incompetant (in comparison to his usual state), 1/3 of the time he will be at his usual average, and 1/3 of the time, he would be brilliant.

But brilliance is only noticeable relative to the difficulty of the problems being faced. Some of the time, the extraordinary comptetance would make no difference, and would not be noticeable. Only when the character faced a seemingly near-imposssible problem and was able to solve it almost immediately would the high value be noticeable. This describes a brilliant, almost instinctive, insight.

Of course, attempting to explain the reasons for the solution being correct requires a fresh roll – 1/3 of the time, the character will be reduced to “it just felt right”, and 1/3 of the time he would be able to explain it in general terms – but only 1/3 of the time would he be able to convince another expert in the field. Proof of a solution, acceptance of a solution, would happen a little over 10% of the time.

This character’s abilties would be a dangerous guide to choices of action. One third of the time, his findings would be so far wrong that serious problems would result. And one-third of the time, his findings would be sheer genius. Most of the time, he could not convincingly prove his findings correct, one way or the other, even when he was right. He would lead his allies into trouble, or make the problem worse, as often as he would fast-track a solution.

I am not recommending this as a game-mechanics approach to simulating the flashing genius; this proposal is simply being offered as a means of unlocking some of the ramifications of having a Flashing Genius on your side.

This is a character capable of the most bone-headed blunders imaginable. It is also a character capable of the most astonishing insights. I can’t help but relate this particular variety of flashing genius to Venkman (Bill Murray) from Ghostbusters, and Doc Brown from Back To The Future (the link points to the special collectors edtion of the trilogy).

More Examples

Many other scientists, both fictional and real, fit this profile. One of the most obvious, at least anecdotally, is Archimedes, whose discovery of the principle of the displacement of water occurred in his bathtub, leading to the famous shout of “Eureka!” (and him running naked down the street), which is still associated with this type of sudden insight. But Archimedes was pretty smart most of the time, so I consider him to be a poor example.

The character I consider to be one of the best examples is that of Dick Seaton from EE ‘Doc’ Smith’s Skylark series. Although he was smart, he really only had one or two singular insights – the rest of the advanced technology he used came from other planets that he contacted and learnt from. He is even described (several times) as the Flashing Genius (as compared to his partner, the deep thinker).


And one more scientific example: Rick Moranis’s character in “Honey, I shrunk the kids” is an obvious choice.

Types Of Genius

Obviously, we have the scientific genius, whose insights deepen our understanding of the world around us. But that is not the only type of genius that fits this profile; artists who are suddenly inspired to create a new art style, cooks who come up with an original recipe that becomes a culinary staple, musicians, inventors of all types; battlefield geniuses, driving and riding geniuses, and so on and on. In fact, in any field in which originality is possible, or any skill is utilised, can have a genius. And if that person is not brilliant all the time, he may be a flashing genius, gifted with one singular flash of inspiration.

Plotting for the Flashing Genius

This is actually nuch harder than it might first appear. Most people would think that the wayto do so is to target the flashing genius’ area of expertise, but (by definition) this is an unreliable gift; adopting this course means that the satisfactory resolution of the scenari ocomes down to a die roll – hardly optimum.

A better approach is to build a plotline around infomation that the character would have because of his occasional flash of expertise – for example waiting for the character’s next moment of brilliance and then introducing an NPC who is attracted in some way by the result, and who then becomes the pivot around which the adventure will revolve. Or building an adventure in such a way that the character’s exercising of his expertise is not time-critical.

It’s generally a good idea to look at all your adventures with a view to identifying shortcuts or other benefits that the Flashing Genius can contribute to the team IF their genius sparks, but which are not critical to the outcome.

The other type of scenario that can be crafted is a scenario that focusses on the character’s inability to use their genius all the time, ie where failed rolls will give inaccurate information to the team that gets them into even deeper trouble. Agin, the key to making these plotlines work is to ensure that you aren’t relying on the genius to fail, but are instead using a failure of the genius as a triggering event of some kind.

Adventuring without the Flashing Genius

The time to run a scenario which relies apon the area of expertise of the flashing genius is when that character is no longer around, for whatever reason. This emphasises the qualities that the character brings to the party, forcing them to rely on second-best sources of information – from potentially biased or unreliable sources.

After such a plotline, the characters will be left acutely aware of the little side-benefits and shortcuts that the flashing genius can sometimes provide.

Naturally, such plotlines can’t occur contiuously thereafter; over time, the team will get used to their new configuration, and adventures should return to a normal balance.

Still to come

The series has barely begun! Future instalments of this series will study still more archetypes. Here’s what I’ve still got in store for you:

  1. The Wild Card / Rebel / Scoundrel
  2. The Strange Uncle
  3. The Romantic
  4. The Comedian
  5. The Egotist
  6. The Drama Queen
  7. The Panicker
  8. The Messy One
  9. The Clean / Neat Freak
  10. The Hot-Head
  11. The Wannabe
  12. The Father-Figure
  13. The Greedy / Power-hungry
  14. The Troublemaker
  15. The Jealous One
  16. The Comic Relief
  17. The Sidekick
  18. The Bystander

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We All Have Our Roles To Play: Personality Archetypes, Part 2


This entry is part 2 of 4 in the series We All Have Our Roles

The Premise

Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character, and there’s nothing wrong with that. But there are other classifications that are possible, and these yield a different perspective that can be invaluable. This approach is based not so much on what the characters could do as a team, but of how the characters fit into a team.

I have defined 27 archetypes based on the concept – undoubtedly not the full gamut of possibilities, but enough, and three more than were on the list last time out of the gate! A single character may fill just one of these roles within the party or may fill multiple roles, either willingly or reluctantly. In some teams, all characters will all have one of these roles in common, but this is unusual; regardless of any commonality, everyone needs to have at least one role from this list that is unique to them alone.

The archetypes are as much a function of the personality of the player as they are the abilities and personality of the character in conjunction and in comparison with the rest of the party.

The purpose of these archetypes is to enable the GM to tailor scenes in a game based on those roles – either showing off the role, or using the role to complicate the parties’ lives, or simply as another avenue for making sure that everyone at the table has something to do in each adventure.

A note about general comments regarding this series

While comment is welcome on the subject in general, especially the suggestion of any archetypes that I haven’t thought of yet – if I agree, I will add it to the pile (as I have done with a suggestion from ppinkosh from part 1 of the series). I want to avoid making future instalments anticlimactic, so although I will read any general comments and suggestions you may have, I may edit or even remove any comments aimed at the rest of the list. I promise that if we don’t publish your comment, I will have paid close attention, and will give credit where it’s due when the time comes!

In the meantime, everyone is welcome to discuss the archetypes that are the focus of attention in this part of the series.

Expanding The Series

The “real world” time pressures that I wrote of a month or so ago (“Jolting The Status Quo“) are really starting to bite as I knuckle down to write this post.

To accommodate those external needs, I have decided to break this series up into a larger series of smaller posts than I had originally intended. The original intent was to break the series into 6 parts, each examining 4 archetypes. The new plan is to detail only 2-3 archetypes to a part. Don’t worry, we’ll still get there in the end!

In addition, some of the write-ups are proving to be larger than I had originally expected; under normal circumstances, that would not be an issue and I would make the post as long as necessary (or at least as long as I could make it in the time available). The change in plan permits a little more attention to be paid to those larger archetypes instead of forcing me to compress them for lack of time.

To Recap

In part one of this series, I looked at four roles that I consider vital to any team:

  1. The Heart Of The Team
  2. The Tactician
  3. The Moral Guardian
  4. The Rock

The series picks up from there, as I look at

  1. The Mother Hen, and
  2. The Intellectual

5. The Mother Hen

The Mother Hen is a worrier, the person who always wants to prepare for the worst. Not necessarily a pessimist, this archetype is nevertheless the type who thinks that anything that can go wrong will go wrong, unless someone makes it their business to do something about it – and they have appointed themselves. Often in teams, this role is taken by the youngest member, because experience builds a track record of success which in turn gives a character confidence.

These characters rarely refer to themselves as “Mother Hens” – more frequently they are “the voice of reason” or “the voice of experience”. While their warnings and suggestions of imminent calamity are rarely necessary, they nevertheless sensitise the other characters to the potential for things to go pear-shaped at any moment. Inevitably, when the characters encounter a setback in the course of a scenario, even though the nature of the difficulty is rarely what was forecast, the mother hen will seize apon the trouble as proof that they were right, and simply lacked the strength of imagination to forecast all the possibilities.

Many GMs would prefer to live without a Mother Hen amongst the characters at the table; by insisting that the characters plan for all conceivable contingencies, they can slow play down to a crawl. The only compensation for this is that the presence of a Mother Hen is invariably a backhanded compliment to the GMs regarding their ability to make life interesting for the characters.

There is also an element of Don Quixote in such forecasts of doom and gloom; if the PCs plan for all the things that can go obviously wrong in their schemes, but know that the GMs will seek to put reversals, trials, and tribulations in the PCs way anyhow, all they are really achieving is making sure that the GMs are forced to become evil geniuses in formulating unexpected and unlikely plot twists. And that’s the real value to the campaign of this archetype: the stop the GMs from taking the lazy way out. In the long run, the campaign benefits.

Examples of the Mother Hen

Strangely, I’m actually hard-put to discern any examples from the media. Perhaps that’s because this type of character – and the bogging down that comes with them – are death to the momentum of stories. Movies, TV shows, and Comics all read better if the lead characters wade in, boots and all, and win through on their wits and skills. But there are a couple: Han Solo has a touch of the Mother Hen about him, especially in the original Star Wars, leavened by his tremendous ego; C3PO has even more about it, but plays it for laughs. Crease in Sneakers, and – in an odd sort of way – Mother’s paranoid conspiracy theories from the same movie – also qualify. Murtaugh in the Lethal Weapon series is another example – where, again, it’s played for laughs, and to sharpen the contrast with Riggs. And the best example of them all is Marion Cunningham from Happy Days – for those who are old enough to remember it!

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Sneakers (Special Edition)

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Curiously, almost all these examples are males – perhaps because a female role of this nature would be too stereotypical.

Plotlines for the Mother Hen

This archetype rarely needs to be made the central focus of a plot, and it’s rare for it to be the only archetype posessed by a character. GMs are usually better rewarded by focussing on other aspects of the personality of the Mother Hen. Nevertheless, it can occasionally be humorous for all the dire portents and grim warnings to manifest; just because the PCs are prepared for them, doesn’t mean they shouldn’t happen, at least some of the time. The smarter the villain, the less likely this should be – if you’re smart enough, you should also be able to anticipate what might go wrong, and how would-be interventionists might seek to take advantage of those problems – and will have plans in place to overcome their problems.

In fact, that’s a fairly reliable gauge of am enemy’s intelligence in my campaigns – the dumber the villain, the more likely the plotline is to follow the PCs script, at least up to a point.

Without The Mother Hen

What would life be like if the team lost their Mother Hen? For a while, they wouldn’t notice much difference, except that they wouldn’t spend as much time in endless discussion before going into action. They might even regard it as a positive development.

Sooner or later, however, they would find themselves over-committing, getting in too deep, getting caught by some embarrassingly obvious complication. At the same time, life would be getting endlessly more complicated by loose ends, as little things that they have overlooked start coming back to bite them. Slowly, the campaign should naturally become a bit more soap-opera in tone, because of the entanglements of these loose plot-threads.

When this happens, the team’s batting average should start to slip, and their escapes become even more hairs-breadth. Eventually, one or more of the characters, weighed down by the potential for things to go badly wrong, will step up and start to fill the shoes of the Mother Hen.

If the GM does his job right, they will ultimately come to look apon the ‘old days’ (with the original Mother Hen in tow) as ‘the good old days’, and regret the loss of the word of warning. The other members of the team might even go so far as to try and get the original Mother Hen back!

6. The Intellectual

Not every team includes an intellectual, but they are commonplace. Also known as an Anorak, the Intellectual is a character who glories in understanding what is taking place and (usually) explaining it to everyone within earshot. I should also make special point of noting that I have distinguished this archetype from a related one, the Flashing Genius.

The Intellectual doesn’t have to be a genius – he’s not necessarily a Reed Richards or Tony Stark. He certainly doesn’t have to be an inventor or gadgeteer. There are many more variations on this archetype than these options, but they all have certain traits in common.

The intellectual values intelligence above all other characteristics, and relishes the application of intelligence to problems. There is also an element of snobbishness about them, in that they find it difficult not to show off their intellect or knowledge. They will tend to build up knowledge-type skills, and (to a lesser extent), analytic and deductive skills.

Those traits are the defining characteristics of the Intellectual. Outside of them, everything is up for grabs, and that is why there are so many variations on this theme. Subtypes include the Detective, the Technician, the Analyst, the Engineer, the Scientist, the Reporter, the Lawyer, the Historian, and the Trivia King or Queen.

Many characters might be considered “Intellectuals” within a limited sphere of speciality, but that alone is not enough to qualify for this archetype. It is also important to distinguish between the Intellectual and a character who is a mouthpiece for exposition – it must come naturally to the character in order for them to qualify as a genuine Intellectual.

Examples Of The Intellectual

Finding examples of this archetype is made more difficult by the way that this role is often “contaminated” by the Flashing Genius archetype – which excludes many of the more obvious choices, because they would confuse the issue. So much so that the combination is almost a cliché. For this reason I have excluded Spock from Star Trek, Reed Richards (both Comics and Movie versions), Dr Doom (Comics Version), Tony Stark/Iron Man, Emmett “Doc” Brown from Back To the Future, Charlie Eppes from Numb3rs, and even Professor X from the X-men.

More pure examples include Hank McCoy (aka The Beast) from the X-men (especially the early appearances of the character in the comics), O’Brian and Bashir from Deep Space Nine, and even Seven of Nine from Star Trek Voyager. I would also throw in Robert Langdon of The Da Vinci Code, the members of the Black Widower’s mens’ club (from the short stories of Isaac Asimov), Lisa Simpson, almost every regular cast member of the CSI franchise (Original, Miami, New York), and just about every TV detective you can point to.

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Deep Space 9 Complete Series

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1-10 Pack

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1-8 Pack

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A few of the latter are illuminating, but none more so than Homicide Detective Columbo. This character’s persona plays completely against type until he has the proof he needs, and the explanatory exposition at the end of each show, where he confronts the culprit, is a return to archetypical behaviour, almost as though he can only hold it in for so long before he bursts. If you watch many episodes, you will also find controlled “mini-releases” of archetypical behaviour along the way.

I would also characterise Dr Watson as an Intellectual, but NOT Sherlock Holmes himself – one always gets the impression that Holmes finds the need to explain his conclusions an irritation, one that he tolerates as necessary to convince the people to whom he is explaining to take action in response to his deductions, and out of friendship for the Doctor.

Plotlines for the Intellectual

Mysteries and puzzles are obvious, even to the point of cliché. But more interesting plots are possible; for example, you could play on the arrogance of the archetype by introducing a rival – either an up-and-comer (“fastest gun” syndrome) or a challenger who claims the character’s past work has been flawed on occasion (a staple of the mystery genre, and one of my favourite subtypes within that type of plot). Or you could play on the arrogance in a different way by having someone attempt to deceive the Intellectual.

But as a general rule, building strong plots around the Intellectual generally requires a completely different approach; you can’t simply take the archetype at face value.

Often, the most interesting aspects of an Intellectual are not archetypical in nature, but centre on how those archetypical traits are shaped and influenced by other aspects of the character and his or her personality. The personality, skills, and expertise of the player is also a vital consideration (I have one player who is a great friend and excellent player and GM, and a big Sherlock Holmes fan – but he can’t stand mysteries in RPGs and makes a lousy detective even if the skills of the charecter say otherwise). In other words, play the man (or woman), not the ball (or, in this case, the archetype).

Nor is it generally necessary to integrate scope for the intellectual into every plot (though the GM should always remember their presence), except in cases where the player needs extra support from the GM to make up for their deficiencies (but not for their character’s). This type of character can generally make their presence felt within the team even without an explicit contribution to make.

Intellectuals and the non-intellectual player

Some players feel that unless they are already inclined in the direction of the Intellectual, they cannot adequately play this archetype. This is not the case, though in the bad old days it did require extra prep on the part of the GM; in modern times, technology has come to the GM’s assistance in this respect.

The Old-School Approach
The keys to the old-school method for a non-intellectual player to act in the capacity of an Intellectual are Key Words and Index Cards.

The GM should extract from his planned adventure for the day a list of key words and create an index card for each with a couple of pieces of trivia related to the subject. Each time that keyword comes up, add a couple more.

When the key word comes up in play, the GM simply hands the index card to the player of the Intellectual, providing him with a source of relevant trivia – and the occasional useful factoid. The Intellectual then roleplays the delivery of that trivia.

The GM can even make his task easier by creating the index cards from books of trivia and integrating the results into his scenarios instead of going the other way around. This might be putting the cart before the horse, but it is – at least in this case – a valid technique.

Another old-school approach is to buy an almanac (preferably from the era of the campaign if you can find one) and just hand it to the player as his “repository of knowledge”. And it’s this last old-school approach that has been modernised in the 21st century to give:

A New-School Approach
The best modern technique that I know of requires the use of a laptop or similar device. The GM cherry picks a couple of useful reference websites, and the player simply does his research on the fly after a successful knowledge roll. To maintain some limits, the GM should not permit the player to click on an external link, no matter how relevant, unless the player achieves a spectacular success of some sort, and neither should he permit the use of a search engine.

This takes virtually all the prep out of the equation for the GM, except for campaign-specific items. Using an appropriate website, like Google Docs or Google Site, the GM can even modernise the creation of “index cards” on those subjects as part of his regular campaign creation, and create a reference for his own use at the same time. The result is that these additional references can be accessed in exactly the same way as the other websites.

The Loss Of The Intellectual

It’s when a team loses their intellectual after becoming used to the presence of the archetype that the GM’s work really begins. The reason for this is that what is often perceived as annoying, even distracting, chatter from the Intellectual often provides a context to the events that surround the party, a connection into the perception of a bigger picture.

The problem is that the remaining players will tend to step into the breach, even if their characters had previously shown no propensity for the role of The Intellectual of the party. As a result, they will generally not feel the absence in the way that they should, and may even find the change to be beneficial in that they get more ‘screen time’ as a result.

In order to properly emphasise the absence of this archetype, the GM should carefully scrutinise the skill lists of the remaining characters, searching for those skills in which none of the remaining members of the party are especially knowledgeable, the GM should deliberately craft a short series of scenarios or subplots revolving around these skills, purely to emphasise the party’s loss.

In particular, if the player is still at the table and has simply retired his previous character, special care should be taken by the GM to balance his natural tendency to focus on the new character (because it’s new and everyone is still getting used to what it brings to the table) with plots emphasising the absence of the old character. At least for a while.

If one can be contrived, a small plot arc in which seemingly-separate and unrelated plotlines suddenly dovetail into a larger picture, revealed to the PCs at the last possible minute, is an excellent approach to this circumstance.

The plots should emphasise the need to locate and interact with substitute sources of information – and the risks of deception and incompetence that come with this change. In addition, the party should find themselves more vulnerable to certain kinds of manipulation – hoaxes, scams, con games, and deceptions of all sorts, without the “walking encyclopaedia” at their fingertips to ferret these out and spot the warning signs.

During this period, the GM should be unusually strict when making rulings about the other characters attempting to ‘fill in’ for the intellectual, especially in distinguishing between player knowledge and abilities, and those of the characters. Gradually, the GM can relax this stance to his normal standards and permit the other characters to step up to the plate, once the objective has been achieved.

And who knows? One or more of the new NPCs brought in as replacements for the Intellectual might become another of those fantastic, memorable characters that give each campaign their own unique cast.

Still to come

Future instalments of this series will study the following archetypes:

  1. The Faithful
  2. The Air-head
  3. The Wild Card / Rebel / Scoundrel
  4. The Flashing Genius
  5. The Strange Uncle
  6. The Romantic
  7. The Comedian
  8. The Egotist
  9. The Drama Queen
  10. The Panicker
  11. The Messy One
  12. The Clean / Neat Freak
  13. The Hot-Head
  14. The Wannabe
  15. The Father-Figure
  16. The Greedy / Power-hungry
  17. The Troublemaker
  18. The Jealous One
  19. The Comic Relief
  20. The Sidekick
  21. The Bystander

We’re just getting warmed up!

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D&D Minis Giveaway Contest


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