Issue 242
Issue 242
Issue 242
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CONTENTS:
--> A Brief Word From Johnn
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Johnn Four
johnn@roleplayingtips.com
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http://www.rpgnow.com/default.php?manufacturers_id=406
http://www.exp.citymax.com
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1. Horse Traits
===============
A given horse has a 25% chance of having "traits", that is,
behaviors that make it remarkable from the average horse.
Some traits are desirable, others are not. Some have good
points and others have bad points. In the rare cases of
multiple traits use common sense. A Courageous horse would
not also be Nervous.
01-75 -- No Traits
76-90 -- One Trait
91-98 -- Two Traits
99-00 -- Three Traits
Ambler: A horse that can amble has an extra gait other than
the usual walk, trot, canter, and gallop. It is a gait that
is extremely comfortable for both horse and rider. An
ambling horse can cover a great deal of ground at a rapid
rate (12 miles per hour) without tiring. The gait is smooth
enough that the rider can balance a full glass of wine on
their head without spilling a drop. An Ambling horse can
travel at trot speeds with walk fatigue levels.
Clumsy: The horse seems to have four left legs. They will
back into things, stand on handlers' feet, or trip over thin
air when walking. They tend to have many scrapes, scratches,
and patches of missing hair. This horse subjects the rider
to a -10% penalty on horsemanship checks for any activity
other than straight and level riding.
Jumper: The horse can jump higher and further than other
horses. The jumper can clear 20% greater height or length
than the average horse.
Kicker: The horse will kick anyone within range given half a
chance.
Smooth Gaited: The horse has only the normal gaits, but is
more comfortable than usual to ride. The rider suffers
less fatigue from riding this horse.
Strong: All horses are strong, but some are stronger than
most. A horse with this trait can haul a lot of weight for
its size. A strong horse can haul or carry 10% greater load
than average horses.
2. Horse Reactions
==================
What reactions can horses have to various events, such as
ambushes, the smell of blood, or loud noises?
Foul Smell
----------
For unpleasant smells such as blood or smoke, once the
location of the smell is located, the average horse will
avoid going near it. A skilled rider/handler will be able to
convince the horse to approach, but the animal will be on
edge and alert for the slightest sign of danger.
Loud Noise
----------
The horse will startle and look, smell, and listen for the
source of the noise. Once the direction is determined, they
will quickly evaluate the threat level. If they can see the
source and recognize it to not be a threat, they will resume
their previous activity If there is even the smallest doubt
as to the possible threat level, they will run in the
opposite direction if there is an open path available. A
horse that is restrained will fight to break free and run.
Horses will also take their cues from those around them. If
other herd members decide the there is no danger, an
individual is unlikely to bolt. If other herd members flee,
the individual will follow suit even if they could not
detect any danger themselves.
Ambushes
--------
An ambush is the classic method of attack by the predator
and the average horse in this situation will bolt in panic.
Most horses will avoid stepping on humans, but a horse
fleeing an ambush is running blind. A human in the way may
not even be seen. The horse will go around, over, or through
anything in its path to get away from the point of danger.
The horse will run only until it has put what it feels to be
a safe distance between itself and the danger source. It
will then stop and look, listen, and smell for possible
pursuit.
All horses have the same basic instincts, but there can be a
great range of reactions depending on training, life
experiences, and personality. For example, a horse who was
once frightened while crossing a bridge will be reluctant to
cross bridges in the future. A horse that has been beaten by
a former master might very well be defensive or vicious when
interacting with all humans going forward.
3. Horse Fear
=============
How do you train a horse to overcome its fear?
4. Horse Trading
================
What makes a horse more or less valuable? What factors could
a GM add in to increase or decrease the value of a horse
that's for sale or trade?
There are some things that are considered faults in one type
of horse, but not another. Cow hocks is a good example. A
cow hocked horse has hocks that point in toward one another.
This is an undesirable trait for a saddle horse, but not for
a draft horse as it allows the draft horse to pull weight
more efficiently. Another example is straight pasterns.
Straight pasterns are inefficient shock absorbers that make
for a very uncomfortable riding animal, but they are
acceptable, if not desirable, in a carriage horse.
This is one area the GM can play with quite a bit. What does
that area of the world like or dislike? Do the locals have
any beliefs regarding certain colors or markings? In the
Arabic world, bay horses are believed to be sturdier than
other colors, while chestnuts are believed to be faster than
other colors, etc. A horse with socks on the three legs
other than the left fore is considered lucky, but a horse
with socks on all four feet is considered bad news.
5. Horse Tricks
===============
What tricks can a horse be taught? Can a horse come to you
if called?
6. Unattended Horses
====================
What will horses do if left unattended (i.e. their master is
busy in the dungeon)? Is there an order of actions they'll
attempt to perform or does it vary by individual horse?
* * *
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www.dwarvenforge.com
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2. Leadership In Roleplaying
From: Ryan McHargue
============================
It seems to me that a lot of groups will have one player who
is the most charismatic leader in the group and they usually
take charge. This usually works for a while until, one day,
another player wants to have his/her character be the
leader, and then all hell breaks loose.
There are several main player types out there, and to lead
your players you must know what type of player they are.
Then you can take that into account and lead the way they
like to be lead.
1) The Follower
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This type is the easiest to lead. If they are given
reasonable directions that don't put their character into
extreme danger then they will follow you.
2) The Debater
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These players demand a rhyme and reason. This player type
is all about feeling in control of their choices. They
usually know the rules and have a few plans of their own.
4) The Challenger
-----------------
These players want to lead and either have the ability or
don't but they will try to usurp your leadership. Giving
these characters some limited power is a great way of
keeping them happy and getting them to do what you want.
Now that you know what kind of players you have, you need to
look at some very important leadership qualities. These are
qualities that all leaders must have to have content
players.
1) A leader cares for the party above all else. The lone-
wolf character type will not make the best choice for the
group.
http://www.facegen.com/
5. Split Party GMing
From: Axel Olivas
====================
Hello fellow GMs in the search of new and exciting ways of
dealing (certain death to) players. I am very fond of this
list, and I find it extremely difficult to write something
useful for us all to benefit, seeing that most has been
written. Yet, I've found something to share to everyone on
the list.
Keep'em Rolling!
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Johnn Four
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email: johnn@roleplayingtips.com
web site: http://www.roleplayingtips.com