Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 68 of 111)

Using Rumors, Plot Hooks and Patron Encounters to Fuel RPG Adventures

Screen Shot 2015-06-22 at 7.58.05 AMA friend of mine was asking about how to create mini-adventures on the fly. Here are three key tools all GM’s should understand. Each technique has its own unique uses. I use all three depending on the context. At the end I briefly describe how I pull all three together for a campaign.

Rumors

A collection of about 10 rumors (usually a sentence), marked as either True or False, typically tied to a larger adventure.

False rumors are an interesting facet of dungeon exploration, because they let the designer – with just a line or two of prose – to really change the players’ perception and approach to the dungeon. (read more on rumors here).

In the Dungeons & Dragons adventure module B2 “The Keep on the Boderlands”, they have a list of rumors the PCs may encounter as they explore a town prior to entering the “Caves of Chaos” dungeon. Here are some of the rumors. Not all rumors are true; one marked with ‘F’ are False (or course, the players won’t know this):

  1. If you get lost, beware the eater of men!
  2. There are Dwarves living in the caves
  3. A fair maiden is imprisoned within the caves (F)
  4. Bree-Yark is yrch for “we surrender!” (F)

The the rumor that “‘Bree-Yark!’ is goblin-language for ‘we surrender!”. The DM is told that it actually means “Hey, Rube!” and, rather than a call for surrender, is a signal for any nearby goblins to come join in an attack! (if you’re not familiar with the term Rube, see here).

Many D&D adventure modules come with a list of rumors. If not, I’ll create my own and allow the PCs to do some information gathering before they dive into the actual quest.

Plot Hooks (aka ‘Random Encounter’)

Something that drops into the characters lap that entices the players to go on a quest.

An example: ‘Returning from their latest adventure, the characters find a dead goblin sprawled on the ground, purple-face up in the middle of their room. His swollen left hand, stuck in a glass pickle jar, is wrapped about some crumpled parchment. There’s definitely writing of some sort visible on the parchment.’ (Read this and other plot hooks here). Works best if you think about what is really going on behind the plot hook and you flesh out a short mini-adventure to tie to it.

Personally, my favorite plot hooks are simple, self explanatory, and location based. Basically a sentence written in present tense for a situation that, if pursued (or not avoided) will inevitably lead to a conflict. For example, here are two I whipped up this morning:

(Sea) You spook a pirate ship which is hiding in a lagoon or fog drift making repairs.

(Wilderness Road) In the distance a burning wagon smolders. Red-feathered arrow shafts prickle the corpses of retainers on the ground nearby. A small boy runs past you shouting ‘Help me!’. He’s pursued by brigands who already have his sister captive and wish to ransom the two orphans back to their uncle, a nearby baron.

In many cases, I’ll put together plot hooks tied to the PCs background. For example, here’s one I just created:

(Bendritch [Joe’s Character]) Bendritch glimpses a one-eyed man who has haunted his dreams since childhood. Bendritch watched his parents die at a criminal’s hand; this one-eyed man is the killer. He is part of a larger group of assassins. He was paid to kil Bendritch’s parents since they discovered the dark secret that the local ruler had been replaced by an illusionist whose doppleganging skills allow him to rule the area and feed his nefarious plans for world domination.

In both examples, that’s all the detail I’ll put into it. I’ll make the rest up on the fly.

See this great article on ‘how to create plot hooks‘.

Patron Encounters

A patron you encounter who offers you money to do a mission, typically with twists and complications.

If you are not familiar with patron encounters, these are a common way of capturing the beginning of an open-ended adventure idea in older Traveller products. Each one describes a basic mission or goal, as presented by a patron (aka the guy that hires you). It then offers you a list of up to six different options about how it could play out. These options provide inspiration, re-usability and options. If you can’t decide on a particular option, then you can roll a d6 and choose one. (Source)

Jefri haut-Oschem, Planetologist

Required: Life Sciences, Survival; Spacecraft

Reward: Cr. 2,000/day plus expenses.

Players’ Information

His Excellency haut-Oschem is a respected Planetologist, specializing in worlds that are nearly habitable. A planet might be a little too cold, or too dry, or be infested with a lethal native species. Haut-Oschem’s genius is in making tiny changes to a planet’s ecosystem or climate. All too often, a change can ripple out through the complex balances of a planetary environment and have unforeseen consequences.

Haut-Oschem requires a spacecraft and a crew trained in the sciences for a brief period of research – no more than a few weeks, possibly a month or two. While haut-Oschem has worked with the Scout Service in the past, this mission is entirely under the aegis of private research. The ship will be visiting worlds outside settled space.

Referee’s Information

Any character with contacts in the Scout service can find out that haut-Oschem has quarreled with the Survey section, and that his once-stellar career has dark clouds hanging over it. Something has gone wrong…

  1. Haut-Oschem has been replaced in the eyes of the Scout service by a younger researcher, Harad Leish. Old haut-Oschem wants to prove that his theories and methodologies are still valid. Leish and a laboratory ship from the Scout Service are currently surveying a jungle world inhabited by numerous hostile species. To prove his worth, haut-Oschem needs to find a way for humans to live safely on the world before the Scout service do.
  2. As above, but haut-Oschem is bitter, and his real plan is to sabotage Leish’s survey team.
  3. Haut-Oschem has discovered that he made a terrible mistake at the start of his career. He approved the settlement of a world before he fully understood the ecosystem. Every few centuries, a species of carnivorous locusts hatches in vast swarms and devours everything in their path. The characters need to find a way to stop the insects from hatching.
  4. As above, but haut-Oschem wants to preserve his reputation above all else. The characters need to stop the insects without revealing what they’re doing to the settlers.
  5. Haut-Oschem discovered something very valuable on his most recent survey, such as a massive deposit of precious metals or alien technology. He wants the characters to help him recover it.
  6. As above, but haut-Oschem is in a race with the Scout service. He’s not the only one to have read between the lines in his latest survey.

(Source)

Putting it All Together

See this great article on how to create a sandbox adventure setting using Patrons and other setting details. This is approximately what I do.

When kicking off a campaign, here are some steps I follow:

  1. Create rumors tied to any larger adventures or campaign arcs. About 6-12. Mark some as False. List these on a single piece of paper and put into a dice table format. If possible, fit it only a 3×5″ card. Roll randomly for rumors. Players may hear the same rumor more than once. Often I’ll tweak it on the fly, creating a variation of a rumor the players already heard.
  2. Ask questions about character’s background, and use the answers to create plot hooks tied to the characters. Write 2-3 plot hooks per character on 3×5″ cards. I’ll ask the questions in-game but create the plot hooks outside of the game between sessions.
  3. Create 3 or more Patron Encounters. Each Patron Encounter equates to a 3-4 hour adventure session. At a con game I’ll let the Patron adventure play out in 3.5 or so hours. In home games in a campaign context, I’ll try to let the Patron encounter play out in 2-3 hours and leave some room at the end for players to roam around doing whatever they want at the end.

Organizing and Managing These Tools

I like to record plot hooks on 3×5″ notecards, with a label for the context. The context is the environment or location (city street, dungeon, tavern, wilderness, sea, etc.) or character (each PC has one or more plot hooks tied to their background). I’ll keep them handy and just flip through the stack when things are getting boring. If you’re nearing the end of a session and you’ve not had a good conflict or fight, just grab for a great fight-inducing plot hook and throw this at the PCs.

Aside from these 3×5″ plot hook cards, I generally don’t have further notes or ideas. I’ll whip up the other details on the fly at the table, adapting it a bit to the circumstances.

Having a 1) list of example NPC names  and 2) pre-generated NPC stat blocks are key tools to help things flow quickly at the table.

How many plot hooks, rumors, and patron encounters do you need? Ideally this is what I’d have:

  • 3 plot hooks per environment (city street, dungeon, tavern, wilderness, sea, port), each on a 3×5″ card.
  • 3 plot hooks per PC, each on a 3×5″ card.
  • 6 Patron Encounters, each on a 5.5×8.5″ page in my notebook (letter size paper will work too of course).

This is enough to run a complete campaign. Usually I’ll create some dastardly, dark secret which they PCs will discover and (hopefully) defeat by the end of the campaign arc.

I usually don’t actually have all this prepared by the first or even second game. I’ll start a campaign with only 2-3 cards and 1-2 patron encounters, then build my card and patron inventory as I go.

Aside from these 3 techniques, I will also use 1 page Dungeons and pre-published adventure modules to supplement these tools in Fantasy campaigns. I non-Fantasy campaigns I use the techniques list below as my sole adventure prep tools.

Tips on Running the Game

Prep situations, not solutions. No planned adventure survives after the first encounter with the players. The players will be innovative and come up with plans you could never expect.  Prepping detailed solutions before the game on the players behalf will only waste time and cause you frustration when the players ignore your ideas.

Alternate GM’s Phase and Player Phases. What I mean by this is using the Mouseguard technique of having a short GM-prepared adventure, typically based on something like a Patron Encounter or Savage Worlds 1 Sheet. Once your adventure is done, usually in 2-3 hours, it’s now the Player’s phase where you let the players drive and do whatever they want. Encourage them to dig into unresolved mysteries. Go after their enemies. If things get boring, pull out a Random Encounter from one of your plot hook cards.

Ask Players What They’re Doing Next. At the end of the game, ask players what their plans are. They want to go explore the mountain range to the south? I’ll whip up some Mountain encounters before the next game.

Don’t Overprep. Prepping material that is never used wastes time and causes GM burnout. Just prep what you need for 2-3 sessions, material that you’re pretty sure will be used or can be used in future campaigns if you don’t use it in the current campaign. Metaphorically, you’re like a machine creating a railroad track for the players, but you only lay track a few dozen feet at a time, right in front of the players, and move the track constantly as you adjust to the direction the players are going.

Read Sandbox-Style Game Systems. Read Dungeon World. Some of the best GM advice on the planet is in that book. Fate Core is another great book to read with advice on creating issues that fuel a campaign. Fiasco is a great game to help you limber up and learn to ‘wing it’ when creating story on thy fly at the table.

Pirate/High Sea Adventure Hooks

For my friend running a 50 Fathoms game 🙂

8 Adventure Hooks for use on the High Seas

5 Pirate Related Adventure Hooks

Resources for Rumors, Plot Hooks, and Patron Encounters:

Great writeup on using Hooks and Rumors

How to make a Traveller sandbox

100 Plot Hooks

100 City Encounters

222 Rumors

Rumor/Random Encounter Generator

RPG Adventure Types

Tips on using rumors

Example of how rumors play out into ad hoc adventures

Hooks and Rumors

Traveller Patron encounters

Star Wars: 20 Grievances Against the Empire

rebel-allianceYou’ve joined the rebellion, but why? Here are some examples of grievances against the Empire which lead to you joining the Rebellion. Kicking off a Star Wars Rebellion era campaign? Have this list on hand to help give players ideas for their backstory.

  1. My business was shut down because someone on my list of clients potentially had Rebel leanings. Why not go all in?
  2. I’m the child of a Senator. Once the Galactic Senate was dissolved, my father became an outcast. And so did I.
  3. Some crazy old man told people I was a Jedi (I’m not I swear, I can’t even lift a spoon with my mind and my luck a cards isn’t that good) but someone told the local Imperial commander and I barely got out alive.
  4. Our taxes keep going up, every cycle. Law and order is great but these taxes are killing the system’s economy. We’ve tried complaining to the Grand Moff but he just ignored us with some brusque hand waving. Now they’re telling us about upcoming wage and price freezes? Rationing dura steel? What’s next?
  5. We run the largest turbo lift factory platform in the Rim. We can’t afford to keep bribing the military for looking the other way.
  6. Some of my neighbors asked a question at the planetary governor’s speech . . . just asked a question. The next day, they were gone, and their were Stormtroopers guarding their door. How long before they come for me, for all of us?
  7. I used to work at the Imperial military medical complex in the capital. One day, I got lost and wandered into the restricted wing. Those machines, those droids, what they were doing to those people . . . it wasn’t research, it was torture. I was lucky enough to leave without anyone noticing me, but the galaxy has to hear about this.
  8. Getting into the Academy was hard, but I made it. Studied hard, maybe not top of the class but no slacker either. But some of the things we heard, stories about action in the Outer Rim and even in some core systems… I could tell I wasn’t the only one left with a bad taste… Some of us started getting together in groups, just socializing initially. I don’t know who was the first to begin, but one day I helped a fellow student hiding a memory chip. Moments later he was being escorted to the head master’s office. We were later told he dropped out of school. They got that thing right. From a shuttle at a height of 3000 meters. Apparently his back rockets didn’t fire. Terrible tragedy. A fine student. Condolences to his parents. I smuggled myself out the next day. For once got really lucky and came into contact with the right people, gave them the memory chip. Was invited to stay. Never looked back. This is the right thing to do.
  9. That’s the second and the last time I’ve been cheated by an Imperial officer. First one might just have been a bad shlaaka worm in the brood. The next was a clear sign the the Empire is going to continually change whatever deal you make with them. To the Hells of Uuluph with them. They should have known better. The Rebels might be a bunch of self-righteous goody two-shoes, but they are my ticket to paying back the Empire until we’re even. And then some. Because nobody messes with [colorful name of PC].
  10. The Empire was anxious to mine Thoralide to use in making Star Destroyers. So anxious that they didn’t mind flagrant safety violations and forced overtime which led to the death of numerous miners. My best friend died in the Thoralide mines on Cynda.  I joined the Rebellion after that. (See http://starwars.wikia.com/wiki/Thorilide/Canon).
  11. The Empire is a gigantic bureaucracy. You were an Imperial employee, and you got swept under the carpet – no pay, no benefits, nothing. Reaching out to your superiors ended up in a death threat.
    I didn’t join the rebellion, the Empire handed me to them. When a sector patrol came to my small community, one that wasn’t involved with any galactic government, they accused us of harboring rebels. They trumped up charges on a local shop owner to justify it, saying he cheated the patrol’s commander. After that, they bombarded our community from orbit. A few of us survived, and after a few months were visited by regular traders, who gave us, half starved and nearly dead from exposure, passage off planet. That is why I’m fighting the Empire, they hit first.
  12. Probably I would have just gone on my way except that the damn censors reduced the number of operas we could perform to, ugh, I don’t know, maybe three…. and all of them were terrible. Absolutely TERRIBLE don’t you know. And to add insult to injury when I mentioned to someone I might join the Rebellion the bastards seized my ENTIRE WINE CELLAR, other than this bottle here, which of course, I am happy to share with you, my being-in-arms.
  13. An attempt to be cool by joining a student protest against imperial oppression got out of hand. Now you’re an outlaw, when all you really wanted was to study Literary Analysis and impress girls with how politically activated you were.
  14. Worked for Coruscant Security Force before the formation Imperial Security Bureau and was Purged as undesirable along with most of the other Non-human officers and staff. The choice to join the Rebellion came when later he and the rest of his non-human neighbors were corralled into sectors designated Alien. And was required to have a workpass or a pass just to visit placed he’d frequented his entire life.
  15. The Hutts have a bounty on your head. The Empire has a bounty on your head. The Rebellion is the best place to hide.
  16. Member of a religious sect which promotes hermitage as a means of devotion. Left for a remote and primitive planet 20 years ago. Returned to find the Empire in control. The difference was enough of a culture shock to push you to action.
  17. Well shucks, after the revenuers closed down our still there really weren’t nothin to do BUT weld a blaster to the roof of my speeder truck and jump it off things while firin it in the air and hollerin and throwin empties out the side. What’d they expect? Anyway that’s how me and all my cousins became the rebel alliance. Some people from another planet said they’d get us bigger guns to fight the revenuers but I can’t rightly say if I can fit a bigger gun up on my ole truck…
  18. Why did I join the Rebel Alliance? I was born into it. My father was an officer in the Republic Navy and left the Empire a few months after its founding. My mother was in the Alderaanian service and was already unhappy with all of the civil liberties that Palpatine’s administration had eroded away. They both joined the Alderaanian Resistance led by Prince Organa and met each other. A couple of months after the destruction of the Sarlacc Project, here I come.
  19. I was born on a freighter and rarely had the chance to step onto a planet. My parents were bonded pilots and were making a pretty good living by transporting goods and people for the Empire — items of low importance like medical supplies, food, the occasional groups of soldiers. Rebel agents were following an Imperial soldier on what was just another run to some far-flung sector. The Rebel Alliance intercepted Devarn’s ship and confiscated the soldier and goods. When they arrived at the Imperial outpost and informed the Commander of what happened, they were met by an Imperial Intelligence agent. They were asked to continue what they were doing and would be paid well to become informants.
  20. I used to make a fortune smuggling spice along the Rim. The baronial patrolmen were delightfully inept and cheerfully corrupt. Suddenly the Empire moves in with their military governors and clone troops, and boom half my business gone. Unless you’re a Hutt you can’t make a dishonest living anymore. Now I run weapons to the Rebellion. It’s nowhere near as profitable, but if they overthrow the Empire I can make a new fortune off the resulting confusion.

Edited and compiled from the amazing crowd-sourced wisdom of the Google+ communities here and here.

Star Wars Episode 00: Campaign Charter & World Creation

Had our kickoff session last night. Six folks attended. First we created our ‘Campaign Charter’. We used 3×5 notecards this time and it worked great! Fast and very collaborative.

Creating the Campaign Charter

Creating the Campaign Charter

The next part of the session involved each of us taking an planet which had no canon description and fleshing out ideas for what was on that world: it’s biome, history, key features, etc. Lots of great story seeds. Our sandbox style of campaign will draw story in part from character obligations and backstory.

Group World Creation for the Arkanis Sector

Group World Creation for the Arkanis Sector

Lastly, we did character generation. We came up with five characters, with Jeff still mulling over a few character concepts:

  • Leo Charaka (John) — Cathar (cat-man) character who is a scholar and a clone.
  • Cornelius Vaan (Emory) — Human with a obligation to Bambo the Hutt.
  • Dredge Myolnon (Alex) — Force-sensitive human.
  • Daymont Syko (Mason) — Human with ties to Andooweel, a mysterious Coruscant-style mini-planet.
  • Tark Malin (Robert) — Human who has obligation to make payments to a Hutt organization.

More later when I have a chance to write up further details. Let me know if I spelled anything wrong or messed up facts!

Creating an 'Ultimate Gamemaster' Bag

What happens when your wife gives you a bag from her medical conference which she doesn’t want?

You order some custom patches from eBay and convert it into an ‘Ultimate Gamemaster’ bag.

My wife (who gets a Zillion Billion brownie points for doing this) sewed on the patches. I added some pins, and bam!, cool GM bag. I’m bringing this to NTRPGCon 🙂

See After and Before pictures below.

IMG_3040

After the Patches & Pins

Before the Patches & Pins

Before the Patches & Pins

 

 

25 Reasons You Can Be A Jedi in the Star Wars Rebellion Era

jedi

What story justifications are there to have non-movie character Jedi during the Rebellion years?

The Jedi are incredibly rare at during this period of Star Wars history. The remaining ones would have escaped order 66 somehow, or they would not have had clones with them, or they did not take part in the clone wars. Force sensitives will have a very hard times finding those capable of teaching. If their abilities manifest in a public manner, they risk running afoul of the inquisition.

But…some of your players want to play a Jedi. No problem. Here are some reason why the Jedi exists in the Age of Rebellion:

  1. A Jedi escaped Order 66 as a Youngling from the Jedi Academy and has been on the run ever since.
  2. A young person is force sensitive and could be groomed as a Jedi, but requires a master to train them.
  3. A youth had a vision from the Force called them to the path of the Jedi.
  4. An experienced Jedi went beyond the Empire’s boundaries and has returned.
  5. An experienced Jedi went beyond the Empire’s boundaries and has trained apprentices who have returned.
  6. A Jedi was held in stasis for all these years and has been released.
  7. The Jedi is part of a secret Jedi organization exists within the Empire that Obi Wan and Yoda kept secret or did not know about.
  8. A Jedi who left the order prior to Order 66 and records of the Jedi were lost or deleted.
  9. The Jedi was thought dead when their star fighter spun out into space but instead had survived.
  10. The Jedi was thought dead but had enter a meditative hibernation for years due to extreme condition on a mission that went bad.
  11. The Jedi scout was far away from the action of war at the time of Order 66, looking into rumors of ancient Jedi and Sith temples, and escaped execution.
  12. The person was a Padawan who did not continue with the Academy and has lived off the grid on a backwater planet.
  13. The Jedi was being held hostage by a crime syndicate during Order 66 but later escaped.
  14. The Jedi quit the order in order to marry and created new identity to cover their past.
  15. A non-Jedi force sensitive found a Jedi holocron and manages to train themselves with it.
  16. A non-Jedi force sensitive person grew up on a little known fringe world and later met a Jedi who began mentoring them.
  17. A Jedi injured in the closing days of the Clone Wars was in a Bacta tube on a medical frigate when Order 66 was sent out. Friends of the Jedimanaged to keep the few Clones from killing the helpless Jedi.
  18. The Jedi was battling non-droid Separatist troops and found a sudden allies in the Separatists when the clones attempted to assassinate the Jedi.
  19. A failed Jedi had left the Order and was bitter, angry, and awash in drink to dull the pain of the Clone Wars and lost in the obscurity of the Outer Rim before Order 66 went out.
  20. The Jedi was a member of The Jedi Service Corps run by the Jedi Order. The members of the Service Corps were all considered Jedi, though many of its members had failed to pass their Initiate Trials and therefore could not proceed in training at the Jedi academy. While many of the Service Corps were killed during Order 66, many more were rounded up and taken to Byss by the Sith Lord-turned-Emperor for conversion training. This Jediis a fugitive who escaped their torture on Byss.
  21. The Jedi was flying a Hyperspace-capable fighter or shuttle when Order 66 happened while most of the Clones were flying non-Hyperspace capable ships. The Jedi made it to their hyperdrive ring and escaped into hyperspace.
  22. A Jedi captured by a criminal syndicate and frozen in carbonite is unfrozen years later.
  23. A heretic kicked out of the Jedi Order before Order 66, for espousing some fundamental doctrinal change such as like “There’s no such thing as the Light Side or Dark Side; it’s all just The Force” or “There are two different Forces; The Light Side is not connected to The Dark Side.”
  24. This person was kicked out of the Jedi Order before Order 66 for refusing the orders of an elder Jedi.
  25. A Jedi was working undercover behind enemy lines at the time order 66 goes through, saw what was going on and kept under-cover until recently.

Based on my own ideas and crowd-sourced wisdom from the Google+ Community.

Also related — what was the Jedi doing to remain undetected? See this great Jedi Undercover Vocation list.

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