#165 Prophetic Double-Whamy
#165 Prophetic Double-Whamy
#165 Prophetic Double-Whamy
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CONTENTS:
--> A Brief Word From Johnn
RPGNow.com Contest
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The "Special Scenes" contest is over and I'll be selecting
and emailing the winners in a few days. Over 300 scenes were submitted! And as a
very cool bonus, a subscriber is sorting and editing the entries as we speak so
that I can publish them in an upcoming issue and share them with everyone.
Johnn Four
johnn@roleplayingtips.com
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ARTICLE 1:
THE WORDS OF THE PROPHETS: THE CREATION AND USE
OF PROPHESY IN AN ONGOING CAMPAIGN
Possible answers:
* To aggravate and frustrate the PCs.
* To provide a vague outline of the story.
* To introduce a new story arc.
* To exert some form of control over an out-of-control group
of PCs.
* To get a campaign back on track.
* Adventure seed. To spark creative interpretations from
your players which you can use to expand your game.
* Written
* Spoken
* Dreams
* Songs
Factor in your tastes and skills when choosing form type. If you are a good writer,
you might wish to convey the Prophesy as a written text, book, or scroll that's
found or given to the party.
Perhaps you speak better than you write? If so, have an NPC deliver the Prophesy
verbally. Most of us aren't talented enough to compose and sing a prophetic ballad,
but if you are so inclined, go for it.
Finally, Dreams are a wonderful device for presenting a Prophesy, especially, when
you have good ideas but may not be able to fully express them in writing or
narrative.
* Simple vs. detailed: The Prophesy could be something as simple as "the birth of
the one who will bring balance/law/chaos/light/dark to the world", or a detailed
series of documents interwoven as pieces of a larger puzzle.
* Style vs. substance: Which is more important? The actual content of the Prophesy
should be dependent largely upon why you are introducing it. It may be sufficient
to tell the characters "the Church has interpreted the Prophesy as follows" without
giving specific contents.
Walking along a road and having a flaming tree talk to the party announcing a
Prophesy is a good way to add some theatrics to the game. Or perhaps a visit from a
god or avatar proclaiming that one of the characters is the "saviour" of the world
would spice up a campaign with a new outlook and direction. Another option is a
series of written documents or poems, each of which contain various pieces of a
complete Prophesy.
5. The Importance Of Metaphor And Simile ========================================
When writing a prophetic verse, poem, or song metaphors and similes are the primary
tools.
For example:
Just who the "Child borne of Darkness" is and what "Life" in the palm of his hands
means is entirely up to the GM. Similarly, who, or what the "Pawn", or the "Dark
Seed" may be are all matters for further exploration.
* Religious Texts:
- The Apocrypha
- The Old Testament
- The Quran
- The Bhagavad-Gita
- The Tao Te-Ching
- The Upanishads
* Epic Poetry:
- Gilgamesh
- Beowulf
- The Niebelungenlied
- The Song of Roland
- Sir Gawain and the Green Knight
* Historical Prophesies:
- Nostradamus
- Native American Prophesy
* Non-Fiction:
- Joseph Campbell: The Hero with a Thousand Faces,
The Power of Myth
* Cinema:
- Star Wars
- Harry Potter
* Music Lyrics:
- Rush
- Pink Floyd
- Styx
- Sting/The Police
- Yes
7. Prophesy Maintenance
=======================
Regardless of what kind of Prophesy you integrate into your game consider a few
final thoughts:
* The GM is the final arbiter of the true meaning of the Prophesy, but listen to
the interpretations of your players. Sometimes they can offer interesting
alternatives.
* Don't be afraid to be flexible and change a meaning in a Prophesy to fit with the
evolving needs of your campaign and your players.
* Prophesies are an excellent way to outline a story arc in your campaign and to
give the PCs some focus and a list of goals. However, beware Deus Ex Machina. You
may inadvertently exercise too much control over the players' actions by
introducing Prophesies.
There's more to the prophesy plot than high-epic "the Player Characters (PCs) must
save the planet" deals. Those are fun of course, but sometimes something a little
more unusual is called for. In that vein, here are some thoughts on possible
prophesy plot variations. Turn them around even further, or just adapt them to your
game, and give your players a surprise!
WARNING: Only try this if your players don't mind a bit of misdirection and
pointless silliness! It's the sort of plot that works for some groups and games,
and definitely not for others. Another alternative is to turn the seemingly
pointless prophesy around again. So it's a recipe for cinnamon rolls--what if it's
a recipe that someone desperately wants? Or it's a prediction about the death of
someone's pet--what if saving the pet will put a very powerful person into the
party's debt?
The PCs hear a prophesy that spells their doom. They have reason to believe the
source of the prophesy--they know from past experience or by reputation that it's
reliable, or the prophesy involves small signs that they can verify. The point of
the plot is for them to find some way to avoid the prophesy.
WARNING: When this variation on the prophesy-plot appears in literature and on TV,
it usually centers around the idea of free will: do the PCs have free will? Can
they change the future, or are they doomed to repeat it? Because of this, it's
important that you allow them to have their free will-- otherwise you defeat the
whole theme of the plot. Don't decide ahead of time exactly how the plot will come
out and then push the party into that end-point. Figure out what's likely, what's
possible, and how, and then set your party loose. (If you need more information on
the free will issue, there's a whole series of articles on our RPG resources
page.)
What if, for once, the PCs didn't have that glow? What if
the prophesies centered around someone else for a change? Perhaps the PCs need to
protect an important person who is prophesied to die. Perhaps they must stop a
villain prophesied to take over the world. (For once it isn't the good guys who are
prophesied to win!) Maybe a prophesy states that a young man will lead his people
to freedom, and the PCs must help him learn what he needs to know to be a good
leader. Or perhaps they must help him overcome his enemies.
WARNING: Make sure you've left room for the PCs to have an effect on this plot!
Just because the plot *centers* on someone else doesn't mean that the PCs can't
determine how the plot comes out. You don't want the party to turn into observers;
they should still drive the events of the story.
Is the cause a good one, one that the PCs might be glad
they've helped out with even once they find out they've been tricked? Or do the PCs
realize they've been working for the wrong side? Does everything work out, or do
the PCs need to find a way to right the wrongs they've perpetrated in the name of
fate?
CAVEAT: There must always be a way for the PCs to figure out that they're being
fooled, otherwise the players are likely to feel used and frustrated!
13. The PCs Could Use Prophesy For Fun And Prophet--Err,
Profit ========================================================
Most likely, a little bit of each verse is correct. Each prophet had some idea of
what was to come, but he didn't want to say that he just didn't know the rest so he
made it up. Or perhaps one prophet heard that another had prophesied this horrible
thing, and he figured his reputation would be ruined if he didn't also produce a
prophesy. Maybe someone spread false versions to distract people from the correct
one. At any rate, the PCs must figure out what's really happening, and deal with
it, before it's too late.
As always, make sure the PCs have a way to figure out the
truth of the matter!
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2) I have a copy of the Olympic Almanac which I picked up in 2000 from a local
thrift store. It lists off the names of every gold, silver, and bronze medal sport
winner in the history of the Olympics. Need the name of a Japanese assassin, or a
Belgian waiter, or an American cowboy? Pick up almost any almanac.
3) Sometimes, it's hard to come up with names on the fly. A neat trick I use is to
steal the names of professional athletes and sneak them into games. Even if you
have sports fans in your group, if you just mention the names Even, Adrian, Raef
and Dirk, no one needs to know that these are players for the NBA's Dallas
Mavericks. (If you are not a sports fan, or if your players wise up to this
technique, you can just borrow names from anywhere. Co-workers, college dormmates,
comic book characters, etc. Just use one category per encounter, and then it will
be easy to keep up with.) Also, most American professional sports sites, NBA.com,
NFL.com, NHL.com, etc. also include photographs of their players, which is a great
way to have a database of available NPCs.
4) I have run several games set in the Wild West. After struggling to come up with
convincing town names, I discovered that you can use the names of race horses as
great Western sounding names. Just throw the name of a Western US state at the end,
like Tom Fool, Nevada; or Kelso, Wyoming; or Gallorette, Utah. A partial list can
be found at: http://www.bloodhorse.com/tb_champions/top_100_list.html
Set up the laptop so it's facing you (the GM) then plug in
the second monitor where everyone can see it. To set up the dual monitor, right-
click on the desktop, choose Properties, then go to the Settings tab. Select the
second monitor if it appears greyed-out, then check Extend Windows Desktop to this
Monitor. Then drag it to wherever you want Windows to think it is. I have mine to
the right of my default desktop. It may take some fiddling to get it how you like
it.
You can take notes, read a script for a scene, etc., on your laptop screen and no
one will see it. If you want to show your players something, such as a picture of
the town they just entered, a map, a character, etc., just open it and drag it to
the second monitor. You can set the desktop to some picture to give the game some
mood, visually. And while you have the laptop out, get some ambient music from
mp3.com and set the mood musically.
http://groups.msn.com/LeesburgRolePlayingAssociation
The Problem: In the middle of the tomb was a deep hole so I took my 50' silk rope
and threw it over the hole to catch one of the mummies and pull him (from the other
side) into the hole! I was not proficient with the weapon (lasso) and the hit roll
was hard--but I made it! Then my DM told me that it was a called shot and I had to
take another -4 penalty to the roll. DARN!
The Solution: If you (as a DM) confront your players with a really hard challenge,
make sure they will have resources to survive the encounter! When they come up with
some cool, great idea let them do it, even if you might think it would make it too
easy to overcome the problem. Good thinking should be rewarded. Your players will
feel as if they have accomplished something with a good idea rather than with
weapons!
And *never* let the party win a fight because a high level
NPC is with the group. The players will feel like they are nothing but "Push-
Arounds".
5. Tip For Preventing Player Kills
From: John G.
==================================
Regarding problem players who attack each other: if the GM
opts to pull players aside and talk to them OOC, it might be
a good idea to remind them that they aren't playing
EVERQUEST or any of the other online "kill-the-newbies-get- their-stuff" campaigns.
Remind them that, in your game, they get no benefits from this kind of behavior and
will actually earn themselves penalties (stiff XP penalties--hit them where they
live).
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Johnn Four
mailto:johnn@roleplayingtips.com
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email: johnn@roleplayingtips.com
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