HELP FROM THE PLAYERS
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Hirelings, and other NPCs |
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Many DMs attempt to handle
nearly all aspects of game
mechanics, concealing most
die rolls from the players and
secretly keeping track of
PC hit points and other statistics. Obviously,
a certain amount of mystery
is essential to running a good
game, but if you are overburdened
and your players do not have
enough to do, you become
frustrated and they become bored.
The exact nature of the
tasks that the players can help you with
depends greatly upon your
desires, the players’ level of maturity,
and the type of game that
you wish to run. As a rule, the more
things you allow the players
to do, the more smoothly your game
will progress. No DM was
ever bored for lack of things to do during
a gaming session!
The following suggestions
include many tactics that you
should consider carefully.
Certain situations such as tournament
play or highly competitive
campaigns require more DM supervision
than an average game. In
other cases, your PCs may be
mature and trustworthy enough
to take on many of the responsibilities
of running the
game.
This is usually fun for players,
and with a cooperative party, PC
creation should require
little or no DM involvement. Players may
be asked to supervise each
other’s dice rolls, if you wish, and you
should be sure that they
understand which procedure of PC generation
you are using for the
campaign.
At the start of a new campaign,
you can usually use the time
gained to add some final
details to your setting. In an ongoing
campaign where only one
or two new PCs are required, it will not
take long to generate the
new characters, but you can still use the
time to attend to other
details. If players are new to the group and
the campaign, have the other
players explain the circumstances
of the adventure. More experienced
players can also help novices
learn about the various
character classes and races, as well
as lead them through the
character generation procedure. This
leaves you free to answer
the questions of other players, or to
complete any last-minute
preparations you need to make.
Providing Ideas for Adventures
Employing the players’ ideas
for adventures is a helpful tactic,
but in order to use it effectively,
you need to think ahead (at least
to the next gaming session).
When players are between adventures
or coming to the end of
a story line, you might ask them
what type of adventure they
would like to participate in next. Of
course, you must create
the details, but allow the players to suggest
a general category.
For example, they might indicate
a preference for a long underground
expedition. Perhaps they
wish to discover a route to the
vast realms
and wealth of a drow kingdom. With this in mind, you
can arrange for the PCs
to gain a few clues at the start of the next
gaming session that lead
them to a dungeon entrance. Beyond it
lies a tortuous maze that
just might take them where they wish to
90.
This tactic is especially
handy if you have difficulty coming up
with the kinds of adventures
that your players find interesting. By
asking them in advance,
you can be sure to create a story that
falls in line with their
desires. You can also use player feedback
while you are playing a
game-consider adjusting your story to
meet the players’ expectations
as you go along.
Character Class Responsibilities
Characters of different classes
may have obligations as a
result of game rules or
campaign considerations. Although you
need to see that these responsibilities
are clearly understood,
and you may occasionally
have to remind the players to fulfill
them, these acts should
primarily be an area of PC responsibility.
For example, the amount
of treasure that a cleric must donate
to his deity may vary from
campaign to campaign, but is a fairly
universal responsibility.
Likewise, a thief might be required to join
the local thieves’ guild,
and to donate a portion of his gains to its
coffers. It should not be
necessary for you to record the donations
at the end of every adventure;
the players should make the calculations
and inform you of the amounts
involved. Of course, an
occasional investigation
by the guildmaster or high cleric may be
used to keep tabs on the
characters, but this can be made into an
interesting game encounter,
rather than a routine bookkeeping
matter.
PCs are also responsible
for acquiring the components
needed for spellcasting.
Once the PCs are aware of the costs of
these items, they should
be responsible for deducting the money
spent and noting the newly
gained components. Of course, if the
components cannot be easily
purchased, you must adjudicate
the characters’ actions.
Indeed, missions such as a druid’s quest
for greater mistletoe can
make for interesting short adventures, if
you care to develop them
slightly.
Controlling
Henchmen,
Hirelings,
and other NPCs
As a rule, players should
be allowed to control their own henchmen
&& hirelings, unless
a situation arises where those NPCs
are being taken advantage
of. It is completely within your rights,
of course, to step in and
run these characters at any time. As a
matter of convenience, however,
you should only do this when it
is necessary.
Taking over the actions of
PC henchmen && hirelings is a
technique you can use to
impart information to the players, as
well as to protect the henchmen
|| hirelings from being forced
into unusually dangerous
situations. If neither of these situations
arise, however, the players
are probably handling things well.
It is always a good idea
to detail these NPCs as much as possible
when they are generated.
You will probably find that, once a
player knows that his henchman
is a selfish and whiny character,
he will portray that NPC
as selfish and whiny.
You may also find it useful
to require your players to keep track
of many NPCs and their usual
locations. If they meet Olaf of the
Black
Tooth at the Shaggy Mammoth Inn,
then have one of the
players make a note of this.
The next time they wish to visit Olaf,
the players are responsible
for remembering where he can be
found.
It can even be useful to
have your players aid you in stocking
the campaign with NPCs.
If you are designing a community, for
example, you do not need
to create a list of every inhabitant, his
or her characteristics,
and most likely locations. Instead, wait for
the players to suggest the
NPCs to you. If a player says “Where
can I find a blacksmith?”
you can assume that such an NPC
exists, and simply create
a persona for him. If the NPC who is
sought is not necessarily
present, assign a probability based on
the size of the community
and the availability of the NPC type
involved, and roll the dice.
Quote:
Originally Posted by Ourph
Hey Gary. I hope all is
well with you.
I have been pondering over
the question of what makes a "good" RPG player.
Not necessarily what makes
for a "skilled" RPG player, but what traits someone should have to make
gaming with them a good and rewarding expe
rience. There are a few
obvious ones and some definite traits which would undoubtedly exclude someone
from the ranks of good players, but I'd be interested in your views (and
any tales you might have to relate) on what attributes a good player brings
to the table.
And Frank, since you're here too, I'd love to hear your opinion as well.
Thanks both!
A most subjective question...
About all I care to venture here is that a good RPGer has the following traits:
Extroverted in regards playing
Knowledge of the genre and
his character's role
Playing to have fun with
comrades
Pays attention to the GM
Knows and enjoys many things
outside of gaming
Cheers,
Gary
Quote:
Originally Posted by Col_Pladoh
Extroverted in regards playing
Knowledge of the genre and
his character's role
Playing to have fun with
comrades
Pays attention to the GM
Knows and enjoys many things
outside of gaming
To be sure. By my lights
tho I would put the "Fun With Comrades" first, emphasis on the With.
When I started the RPGA I hoped that my new voting system would encourage higher quality play. I felt vindicated while observing an early Master's-level tournament game. An outstanding player portrayed his role, and then deliberately set up another player with a straight line -- saying clearly (to me at least) "Good gaming isn't hogging the action or the DM, Good Gaming is doing your best on a level playing field... there, I did my thing, so here: gimme your best shot, I'll beat you anyhow!" Great stuff. If everyone is having fun, it works. If someone's not, the experience is tainted.
Frank
<note: could be placed
in the Foreword(?) of the PH, if the above is not already there>
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