Paranormal Investigation Tool – Follow the Bread Crumbs

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I’ve been working hard on a new aid for Paranormal Investigation games this week, and haven’t got a chance to make a new post. So, to kill two birds with one stone, I’m giving you a sneak peak of the work in the progress. Presenting:


THE BREAD CRUMBS GENERATOR!

researcher discovery

BREAD CRUMBS – A PARANORMAL INVESTIGATIONS CLUE GENERATOR

The goal of the “Bread Crumbs” system is not to create a full adventure for you- like any Fate Core game, it requires some creativity of your group’s part. Rather, it’s here to help generate clues and ideas. It’s really up to you, the gm and the players, to string together the relevant bits into a narrative.

Will this fashion a masterpiece of mystery, the likes of Agatha Christie? Nope. But it’s great for your average, “villain of the week” style one shot adventure.

HOW DOES IT WORK?

The Bread Crumbs system uses a principle called Apophenia, which Wikipedia defines as: “is the experience of seeing patterns or connections in random or meaningless data.” In essence, we start the group with a crime scene. At the scene is a murder victim, killed in a specific way, an item, and a few random sensations. Let’s say you get “a bullet to the chest,” “a banana,” and “a strange sense of well-being.” What’s the connection between them?

At the start, absolutely nothing. However, as you question witnesses, follow hot leads, and uncover more clues, (ex. More bananas, and a huge pile of cash), your group can now start putting it all together.

Maybe they discover a ring is smuggling street by magically transforming them into bananas. Maybe a Love God / Goddess from a Tropical nation is luring greedy banana-republic salesmen to their death. Maybe the banana’s a red herring, planted there to by the NecroCats to frame their worst enemies, the Were-Gorilla gang!

But how do I come up with the connections? Hopefully the players will provide connections on their own, but if not, we recommend some source books on the symbolism of various objects. It also helps to brush up on your mythological beasts: if the random chart generates feathers and talon-marks, you might decide to make the monster a cockatrice and drop a few cockatrice-themed clues along the way (ex. County fair with a rooster that lays eggs.) Most importantly, keep an open-minded. Don’t pick the weirdest theory for the villains, pick ALL of the weird theories!

This also combos well with the Brainstorm system introduced in “Atomic Robo RPG.” We will be releasing a similar, Investigation based system in the near future.

QUICK (AND THE DEAD) MISSION BUILDER

Before you start, make sure you create characters

Create Urban Legends – have each player and the GM create at least one each (although, if a player’s feeling creative, don’t put a maximum.) Some of these (or all of them) may not show in the story, but it’s nice to get ideas before you start.

Generate a Mystery (see below)

Go to the scene of the crime and Investigate. Generate a Location

As soon as you get there, start making supporting characters. Make sure you include a Face character or two for every organization and location. Don’t just have a random cop, have Carl the Chubby Meterman. If the murder’s in a back alley, have the owner of the restaurant Greasy Ginny, already answering questions to one of the detectives. These people seem incidental now, but could end up your suspects, eye witnesses, allies, enemies, and potentially future victims.

The team then gets to scan the scene for clues. Each character may attempt to use an appropriate skill to survey the scene. Investigate is the best skill, but Sixth Sense can be used to pick up Sensory Clues, and certain and situations allow characters to use other skills (ex. A stunt that lets a mad scientist investigate with Science!; a smooth talker using Rapports to question witnesses; Connections to dredge up rumors from your network.)

Successes: For each Success, the group gains one clue. You can only have a total of three Evidence or Corpse clues, so any further clues must be Sensory Clues.

Succeed with Style: If a character succeeds with style, you can gain a boost to aid another player with their search, or may take an additional aspect about the crime scene- this likely not a full clue, but rather a “hunch” about the nature of incident.

Fail / Succeed At Cost: No matter how many characters you fail, you always gain at least one Clue. Alternatively, don’t forget that, with Fate, you can always Succeed at a Cost.

Example “Success at Cost”: Finding a bit of evidence by tripping over it (giving you a Consequence to show your hurt leg or hurt pride); getting contradictory eye-witness testimonials; discovering an important bit of evidence and accidentally destroying it before it can be examined closer.

Clue chart:

If your group rolls on the same twice in a row, roll twice in a row, to assure a mix of the three.

Corpse Clue – Roll on the Corpse Clue Chart
0 Evidence Clue – Roll on the Evidence Clue Chart
+ Sensory Clue – Roll on the Evidence Clue Chart

Whenever they search, they always find SOMETHING, even if it doesn’t seem important. A bent fender. A phone message from Crystal. A bar napkin. Even if they lead no where now, some player might make a connection you never thought of.

Once the crime scene and all witnesses are exhausted, try to follow the clues. Maybe a forensic scientist can analyze the mud sample, or a guest lecturer can tell you more about an ancient symbol. Dig into the victim’s past, stake out similar locations in case it happens again. Reward player proactivity with more information.

When providing answers, draw connections threads between the events and aspects that are proposed (including the Urban Myths). If the trail grows cold, have the crime reoccur, or introduce someone who knows more than you (a hired assassin coming for you; a new witness; a rival to the enemy; the critically injured victim regains consciousness with vague memories.)

The Twist – Just when everything’s going smoothly, add in a plot twist. This can be something of your own devising, or roll on your adventure’s Twist table. When in doubt, remember the Urban Legends… maybe your Mexican Standoff with the Romanian Mafia gets interrupted by Elvis and his Alien abductors.

The Reveal – The mystery is exposed. Maybe it was a creature you still know very little about, or maybe it was really Carl the Chubby Cop the whole time.

[SKIPPING THE CORPSE & EVIDENCE CLUES FOR NOW- GOTTA SAVE SOME FOR LATER, RIGHT?]

GIVING OUT SENSORY CLUES

The _sense__ is __(category), a bit like __example.__

This means you roll for the sense chart, then on the matching description chart, and then your group picks one of the examples in it. This gives you a definite fact (ex. It IS sweet), and less concrete suggestion (ex. “it reminds you of jasmine”). This lets you alter it slightly later if need be! Make sure you let the group in on picking the description. Ex. You can read the full list and let them pick; you pick “fruit” and let them throw ideas of which fruit it is.

For example, a roll might include “The smell is sweet, a bit like almonds.”

Which Sense?: If a character has no particular focus, roll on the following chart. However, if a player has an aspect that suggests that one sense is stronger / more appropriate than the next, allow the character to pick which one. (Ex. A psychic picking up the Sixth Sense Clue; a werewolf with the aspect “Follow Your Nose!” getting a Smell Clue.)

Sensory Clue – Sub-Chart
0 +
Another player picks one! Smell Touch
0 Sight The GM picks one! Sixth Sense
+ Taste Hearing Pick one!

SIGHT

The location itself appears to you be ______, much like a _______

Sensory Clue – Sub-Chart
0 +
Disarray Neat Phony
0 Hidden / Blind spots In Full View Secrets Revealed
+ Snap Shot All in the Details Seen This Before

Disarray – The location is in shambles. You might mean: there was a great struggle; someone was looking frantically for something; the attack was made in hot blood; the attacker was a beastlike in its savagery.

Neat – The location is startlingly neat and tidy. You might mean: the victim was subdued without a fight; the murderer was someone the victim knew; the murderer is a master of stealth (vampire, ghost, ninja); attack was calculated and made in cold-blood; the attacker wasn’t looking for something / wasn’t a robbery.

Phony – You can’t prove it yet, but your gut tells you something about the placement of the body and articles feels fake, altered, or unnatural. This might be: a phony suicide letter or “dying message”; a half-hearted robbery; objects / evidence that looks planted; a “random” attack with perfect timing; an assailing “stranger” who knew too much.

Hidden / Blind spots – The murder occurred in a spot that is secluded, dark, or obscured from others. This might mean: the murderer is a creature of the night / has night vision; the murderer is hurt by sunlight; the murderer is an ambush hunter; the murderer lured the victim into the location; the victim agreed to go into the secluded place (trusted murderer, doing a shady activity.)

In Full View – The murder happened in spot that was well light, exposed to the elements, and where others could easily see it. They might mean: there are witnesses to the d

Secrets Revealed – upon investigation, you find a secret way in, possibly utilized by the murderer. This might be: a hidden door; a grate leading to the sewer; a passage behind a portrait.

Snap Shot – Something in the area let you catch a blurry picture of an unknown person at the scene, possibly the murderer. This might be from: the victim’s last selfie; traffic camera; ATM camera; satellite image.

All in the Details – You find a near microscopic piece of evidence that other eyes would miss. Roll on the Sensory table to see what you find (reroll any Sixth Sense or additional Sight results). It’s not much now beyond a simple smell or touch, but it’ll be more defined when the lab gets to analyze it.

Seen This Before – The sight seems strangely familiar to you. This might be: you have been to this spot before; you’ve seen an identical before (perhaps an unsolved case!); you recognize the victim from somewhere (maybe searching the mug shots will help).

SMELLS

The smell is ______, a bit like _________.

Sensory Clue – Sub-Chart
0 +
Floral Caustic Common Chemical
0 Metallic Foul Sweet
+ Smokey Earthy Spicy

Floral – perfume, cologne, lotion, flowers, green tea, violets (turpentine), fruit

Caustic – acidic (hydrochloric acid, sulfuric acid, vinegar, ammonia, lemon), basic (rubbing alcohol, methanol, quicklime, paint thinner, hydrogen peroxide), cleaning agents (bleach, detergent, soap, disinfectant, chlorine, “pine-fresh”), poisonous (bug spray, pesticide)

Common Chemical – Shoe polish, aerosol, hair spray, soap, new car, alcohol

Metallic – ozone, copper, burnt oil, melted plastic, ammonia (ex. Smokeless powder ammo)

Foul – rotten (flesh, wood, milk), bodily fluids, rotten eggs (sulfur, brimstone, gas), B.O., poo gas, fish (nickel tetracarbonate)

Sweet – fudge, vanilla, almond (cyanide, marzipan), cookies, rotting fruit

Smoky – candles, tobacco, gunpowder, fuel, wood, burnt meat / flesh, incense, burnt rope, gasoline, burnt hair, black tea, coffee

Earthy – damp leaves, mud, sea breeze, minerals, rust, grass

Spicy – pepper, garlicky (onions, phosphorous, arsenic), mustard (mustard gas), mint / menthol

TOUCH

The touch is ______, a bit like _________.

Sensory Clue – Sub-Chart
0 +
Gooey Slick Rough
0 Sharp Soft / Smooth Rubbery
+ Cool Hot Unearthly

Gooey – mucus, goo, adhesive, glue, tar, syrup (honey, maple, soda), plant sap, insect / spider silk, congealed blood

Slick – oil (gun oil, lighter fluid, cooking oil), grease, makeup, butter, snot, sweat, scales, ice, mold, lubricants

Rough – grit, sand, salt, dust, wool, sandpaper, sharkskin, bark, hair stubble, plaster

Sharp – fragments (glass, porcelain, metal shavings), splinters, shrapnel, shark skin, thorns / prickles

Soft / Smooth– moss / mold, wax, fabric (silk, cotton, satin), petals, natural (fur, suede, down), dirt / clay, marshmallow

Rubbery – rubber, skin (leather, skin), plastic, mummified / jerked flesh, leaves, latex (prosthetics / make-up, rubber gloves), dried goo (see Gooey)

Cool – Ice, Liquid (water, rain, alcohol), metal, long dead, from cold place (freezer, ground, teleport), balms / anesthetics

Hot – burnt (fire, electricity, steam, acid, magic), recently used machine (gun, engine, phone), living or recently dead human/animal, burned rubber, hot drinks (coffee, tea, cider), from hot place (indoors, oven, shower, teleport)

Unearthly – The substance of something at the scene seems unearthly, like it was made for unknown materials. Whenever you touch the surface with your bare skin, you get a strange feeling or impulse. Roll on the Sixth Sense chart for the sensation (if it doesn’t fit, reroll).

WILL SAVE THE REST FOR ANOTHER DAY… IF ANYTHING SEEMS A LITTLE UNCLEAR, OR YOU HAVE ANY SUGGESTIONS, ADD THEM IN THE COMMENTS SUGGESTION!

2014 – Back in the Highlights

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Despite my expectations, it would appear that the readership on this blog has increased since I started, (from “Holy cow, I have a reader!” to a staggering, “Holy Cow, I have readers [ plural]!”)  I am surprised as the next person to find this out, and welcome any man, woman, or spambot that has wandered on to this site by mistake.

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One of my more glamorous shots.

 

To round off the year, I thought I’d give a quick play-by-play of the posts this year, in case you missed any that might appeal to you.

JULY

  • So Much Time, So Little to Do – A breakdown of all of the Tangent Artist games we’re working. Since then, I’ve talked about… um… maybe a third of them. Yeah. Will have to tease you more about those next year.
  • Monster Gallery – Gloom Cart – A preview monster for Skeleton Crew (although he fits in with Dresden Files too.) Haven’t done too many solo monsters since… let me know if you want more.
  • Costume Clash – Behind the Scenes – I’m very pleased with this WIP game, and while it won’t be launched in 2015, we’ve definitely made a lot of progress with it this year. This article is also a fun glimpse at the creative process for all you creative types.
  • Skeleton Crew 101 – The first teaser (of many) about the Skeleton Crew game.

AUGUST

  • Dungeon Tours Ltd – 101 – Sneak peak at our WIP rpg setting, Dungeon Tours Ltd. We’re currently thinking about releasing this one digitally, potentially through Drivethrurpg.
  • Gen-Con or Bust – Won’t even bother linking this, as it only covers where we were at Gen Con.
  • Feedback to Back – Pt 1 – A breakdown of the many games we ran at Gen Con, the feedback, and the fun experiences… too much to fit in one blog entry!

SEPTEMBER

OCTOBER

  • Vampire Bloodlines- A fluffy-breakdown of the many different vampires around the Skeleton Crew World.
  • Open the Gates! – An experiment with open-ended games, and a great set-up for a Skeleton Crew adventure. (I guess this was the prototype for the GMprov posts to follow.)
  • Inktober Two-fer – A super-early peak at the art for two character in the upcoming Skeleton Crew rulebook (it’s so secret, it wasn’t even in the Beta version!) Art by the amazing Monica Marier.
  • Inktober Day 19 – Another sneak peak character. This week: the ghostly Chucky Crumb.
  • Inktober Day 20 – A third sneak peak character. This time: Padre Vinnie Sargento
  • Gmprov Part 1 – My first official post devoted to merging Improv and Games-Mastery. This week focuses on Conversations and Eavesdropping.
  • Gmprov Part 2– More on merging Improv and Games-Mastery. This week: Bargains & Interrogations.NOVEMBER
  • Lost-in-Translation- Muddling Messages – A post about mangling and mistranslating messages for your players.
  • GMprov 3 – More improv for Games Masters. This week focuses on “Yes, And,” and building a collaborative environment.
  • Skeleton Crew Beta – A post announcing that the opening of the Skeleton Crew RPG Beta, and the many things you’d find in the rulebook. We’re still accepting testers, if you’re interested!
  • GM Brainstorm – LARP – An attempt to move Fate into LARPing, and the introduction to the Gladiatron rpg game.DECEMBER
  • Advent Calender – Sharing a project from our writer/artist, Monica Marier, as she presents the Christmas Carol in 25 illustrations in 25 days.
  • Gladiatron – The rules to the Gladiatron RPG setting.
  • TOY-BOX-REVIEW – A review of a toy set I bought off Amazon, a free Fate Core / Skeleton Crew monster, and a psychological dissertation on cheap plastic figures.
  • GMprov -It’s a Set-Up! – More improv for Games Masters. This week focuses on setting up scenes in a jiffy.
  • GMprov – Ask Me No Questions – More improv for Games Masters. Focuses on the ways asking Questions of your players can add or detract from the gameplay.

All-in-all, I think it’s been a pretty good year! What do you want to see more of in 2015? Have any guest articles you want to submit? Let us know!

GMProv – Ask Me No Questions

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This week, we’ll look at another rule of improv: Questions!  The improv rule is this:

Never Start a Scene with a Question.

Personally, I don’t think this rule is as steadfast in RPGS as it is in improv, but what is thatbefore I explore the exceptions, let me start with the rule itself.

In Improv:

As we mentioned last week, an improvised scene is all about set-up.  A 2 minute scene will succeed or fail based on the 20 seconds spent establishing the characters, conflicts, and locations. The setup is all about facts: what is true, what is concrete. Of course, a truth has two opposites: denial, and uncertainty. We covered denial/negation in a previous blog post, so today we cover questions & uncertainty. But what harm can asking a simple question do?

Let me start with a tangent: how many of you out there have ever seen the Improv Comedy tv show, “Whose Line is it Anyway?” If you’ve never seen it, (first off, I highly recommend it), it involves seasoned performers creating improvised sketches and songs before a studio audience.

75% of the show, and it’s resulting humor, is purely cooperative. The performers help each other out, deliver straight lines (giving the partner the perfect chance at a punchline), and generally have fun together. While it has a “winner” of sorts at the end, the beginning of the show even starts with the host saying, “the points don’t matter.” These are the types of scenes that I proudly showed my students (when I taught) as good examples of theatre sports.

25% of the humor, however, is derived from a different type of improv. It has gone by many names, but the one that captures the pure essence of it is “F@#$-Your-Buddy.”  F@#$-Your-Buddy is based on intentionally putting your scene partner in the most awkward and difficult situation you can. If a crisis needs solving, you put her on the spot to give the solution. If you’re playing a rhyming game, you force the partner to make a rhyme for “orange” or “silver.” It’s a theatrical demolition derby, in which the audience shivers with anticipation at the gaping chasm opened up before the performer. They delight in watching the unease and horror on the performer’s face. Don’t get me wrong, it’s just as harmless and hilarious to watch as the cooperative stuff, but it’s not the stuff I show young improvers as behavior to emulate. At the core, it is based on either competition (at best) or humiliation (at worst.) *

 * F@#$ Your Buddy – Colin & Ryan Style – The majority of F@#$-Your-Buddy on “Whose Line” is done between Colin Mochrie & Ryan Styles, who love throwing each other into tight spots. However, they have been doing improv together for over 20 years, and both know how talented the other is- I doubt they’d ever set-up an obstacle that the other player couldn’t honestly overcome. So, you could argue that they aren’t REALLY f*&^ing each other over most of the time, but rather putting on the appearance of F@#$-Your-Buddy-atude for the audience. Don’t try this at home, they’re professionals.

/End Rambling Tangent.

So, what does asking a question do?

Imagine two performers, Abel and Baker, who have to set up a scene. Depending on which universe you are in, Abel starts the scene one of two ways:

Variant 1-
Abel: Fan-frickin-tastic! I’m sick and tired of winding up in jail because of your shenanigans, Bob!

Using last week’s guide, let’s see who supplies the facts:

Who: Abel provides half- he gives us Baker’s name, “Bob.”

What’s the relationship: Abel provides implication that Bob & other person are partners or friends; the relationship is strained to the point of breaking.

Where are they: Abel provides that they are in jail.

When: Abel provides the past (there were previous arrests.)

Why are they having this conversation:  Abel provides that he wants to stop the arrests or stop the relationship with Bob.

NOW, let’s see an alternative opening:

Abel: What are you doing?

I could repost the “who, what, when, etc.” and fill in the information, but for the sake of time, I’ll go ahead and say that the answer for each is the same: Abel provides NOTHING.  Instead of verifying a fact or providing a new one (see the “Yes / And” blog post,) Abel foists all creative decisions on Baker’s unprepared shoulders. If Baker’s good, he’ll recover and make it work. If it’s not good or he suffers a mental block, Baker looks like an idiot in front of a leering audience, through no fault of his own. Whether you mean it or not, to suddenly ask a question is to play a game of “F@#$-Your-Buddy.”

HOW DOES THIS APPLY TO RPGS?

So, does this mean that you should never ever ask any of your players questions? No, that would be terrible. However, every question you ask should be a conscious decision on the GM’s part, because the type of questions you ask have a profound effect on shaping the game.

Questionless Adventure: In theory, you likely could run a game in which the player is not prompted to answer any questions or make any decisions. Just like last week, I’ll cite the Maltese Falcon. (Why? Because it’s an awesome movie!)

The Maltese  Falcon is a film noir mystery film. From the very beginning, there are many unknown factors: who killed Spade’s partner? Where is the missing girl, if she even exists? Who can Spade trust?  That being said, Spade doesn’t really have a chance to make many active decisions until halfway through the film. Until then, a revolving door of odd characters show up at his apartment and his office, pulling guns on him and tailing him wherever he goes.  This might seem strange that a detective does very little detecting, but remember: the story was originally a pulp story. I remember reading that one famous pulp author would count out his pages- if a certain number went by without any action, he would insert a pistol whip, a shot, an explosion, or a dead body into the story, just to liven things up. Why would there be a dead body or violent action? Doesn’t matter, the author would justify it later.  Pulps (and Dan Brown novels) depend on the hero being the subject of action- he could sit in his arm chair at home, and events would still find him, forcing him to react first, and to answer questions later.

Likewise, it is possible to have an RPG in which the characters spend most of the time reacting to events. This means you don’t have to ask them many questions, like, “where will you go next?” or “what’s your next step?” as the next step comes to them. This shows up a lot when running “on the rail” adventures, which is why “railed” adventures are commonly used with newbie groups. Gamers who are new to RPGs are likely overwhelmed enough by the rules and stats without throwing additional questions at them- all they have to do is react, until they feel comfortable.

The Question-full Game: Of course, you can also run a game based around entirely asking players questions. I know that Fate is a collaborative game, which requires the players to creating everything together; from the theme of the entire universe to the contents of a dirty linen closet.  At Gen Con, I remember asking for room ideas from my playgroups: I had some seasoned gamers blanch at the idea (as they were never been asked these things in D&D!) By the end, the players loved the idea, but there was definitely a learning curve. Once you get them going, I’ve seen a group take over the story completely, with the GM acting merely as the mediator. This gives players more chance to ACT, but less chance to react- as such, they spend more time building the world outside of their characters, and less time inside their character’s head, playing the character. Thus, a question is like breaking the fourth wall: on a subconscious level, the player is answering, not the character.

Easing Players In: To avoid shell-shock and not put players on the spot, here are a few tricks.

  • Start with little questions; instead of making them plan a giant caper from scratch, start with them brainstorming the items of a room.
  •  Give examples first. “The room is dank and foul. You see a slimy bucket containing something that’s definitely not water, and an algae covered drain is in the floor. What else do you see?”
  •  Ask the group, rather than the individuals. For example, during the scene set-up, don’t call out individuals to come up with ideas- propose it to everyone at the same time, and let those who are feeling comfortable speak up.
  •  Give people time to think. If each player has to think about what their character will do (ex. “What kind of action will you take this turn?”), propose the question to all players at once, and let them respond as they will- this means players who are more confident will talk first, while those who are less comfortable and like taking their time get to answer after. This might mean bending the normal turn-order, or just tossing it out completely.

 YOU SHOULD ASK FEWER QUESTIONS WITH:

  • Gamers new to rpgs
  • Gamers new to a system
  • On the Rail Adventures (see “The Golden Rule” below)
  • Horror rpgs / Dramatic / Tragic rpgs – fewer questions gives the player less feeling of control and more time in the character’s head, making the danger all the sweeter.
  • Cooperative Games- all of the players are collected together into a solid team
  • Groups/ games that focus on the players being “in-character”

YOU SHOULD ASK MORE QUESTIONS WITH

  • Fate Games
  • Campaigns with experienced players
  • Comedic Games – players get to spend more time setting up the joke, and feel less sensitive to having their characters be the butt of a joke.
  • World-Building Games– i.e. Games in which shaping the world is essential to the theme, such as games in which the characters are gods; my dungeon building game, Dungeon Tours.  Open-ended questions are jarring at first, but will remind them that they are in control.
  • Competitive / Cruel  Settings – If the setting involves characters regularly clashing with characters controlled by other players, then the more questions you can ask, the better. The more a player gets into the head of their character, the more likely they will take attacks against them personally.

THE GOLDEN RULE

So, whether you end up asking one question or one million, I suggest one golden rule; it harkens back to the “Never negate” rule I mentioned a few blogs back:

If you ask player a question, always be ready to go with their answer.

Asking a question means you are allowing the player to influence the game, and that you are interested in what they want to contribute. Imagine the following:

GM: What do you want to do?

Abel: I want to fly!

GM: You can’t fly, you don’t have the ability. What do you want to do?

Abel: I want to build a flying machine!

GM: There are no supplies. What do you want to do?

Abel: I go buy supplies!

Gm: The shops are closed. What do you want to do?

The GM’s saying “What do you want to do?” but he’s shutting down every answer Abel is giving. If he doesn’t want to Abel to do any of the things he wants to do, then why is he even asking? Don’t merely ask until you get the answer you’d give. This rule doesn’t mean you have to ALWAYS say yes, but if you’re going to ask, be prepared to throw away your carefully planned adventure.

NEXT WEEK: NO IDEA! What would YOU like to see?

GMprov – It’s a Set-Up

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This week, I’m going to focus on another rules of improv: Establish the Scene.

Whenever you’re writing a play or a book, you have months to build up the proper setting and mood. You can take your sweet time to refine the language, and use flowery language to establish the mood. Ol’ Poe describes his chamber “the bleak December / and Each separate dying ember wrought its ghost upon the floor.” (Beautiful, ain’t it?)

When you’re running an improv scene, the average time you have door opento establish the scene is roughly 34 pictoseconds. When you’re GMing a rambunctious group, you might have about the same.

To set up the scene successfully, you need to establish with lightning speed, in order of priority:

  1. Who is everyone?
  2. What’s the conflict?
  3. Where are you?

You would think that the “where” would go first, but if you have to choose only one detail to give, the players are more likely going to need to know that the assassin darting through the crowd was the woman with the scar across her forehead, and will care less about the fresco on the temple ceiling.  When in doubt, people are fascinated by people, not things (which is why no talking cartoon animal ever looks 100% like the animal it was based off of.)  When you’re running Improv scenes, it is important that the player not only establish their own identity, but also the identity of the other person, and their connection.  This may seem like a lot to establish, but a skilled performer can set it up with a single sentence. Examples:

 “Young lady, you are not going to school dressed like THAT!”  Relationship: younger daughter (probably teen) and parent.

“Ladies and Gentleman of the board, as the CEO of Enerdine corporation…” Relationship: CEO, the board members.

“Excuse me officer, I’m sorry to bother you, but my wife and I are lost…” Relationship: Wife & Spouse (husband, her wife) and a stranger, who is a police officer.

Of course, the players have probably set up THEIR characters already, so you just need to set up the NPC characters. Young or old? Knowledgable or naive? In charge, or a mere pawn?

Also, remember that the player’s relationship with another person may vary drastically based on their reputation and goals. In their minds, they might be world-saving heroes, but others might see them as smelly, rampaging mercenaries. For a pop culture example, remember Indiana Jones: we see him as a gruff, heroic adventurer, but his students see him as a stuffy archeology professor, and the natives of the countries he’s see him as an infamous grave robber.

Next, mark sure you set up the conflict. Who wants what, and how badly? I talked about this a lot in the Chair/Bus Stop blog a few months back, but in a nutshell; every scene always ends with one of three possibilities:

  1. Both people get what they want.
  2. One side gets what they want; the other side can go no further to get what they want at this time.
  3. No one gets what they want, and no one can go any further to get what they want at this time.

Setting: This is the least priority, but not by much. It is vitally important that players get a few facts and a feeling about the world they inhabit. In Fate Core, these show up as situation aspects. If I have one flaw as a GM (note: I have WAY more than one), it’s that I have a habit of spamming a scene with way too many situation aspects. But how can I not? There are so many fun things to include: the space, the objects, the mood, the emotional tension.  Heck, I love situation aspects so much I built the Dungeon Tours game, which is built around players creating fun settings.

CHEAT SHEET

Character Creation Tip

Set-up Check list:
Who – are they talking to?
What – is the relationship?
When – Day or night? Is the clock ticking? Is the person rushed, and has no time for your foolishness? Alternatively, are you racing a ticking clock, and this person taking their sweet time?
Where – Location? Someone’s home turf? Tangible Factors? Intangible factors?
Why – Why are you two talking? What motivates each party? Why are you here?

Relationship – Quick Trick
Not sure what relationship to set up? When in doubt, a stranger is a mirror to viewer.

  • An honest person will see others as honest.
  • A lying crook who looks after themselves will assume others are crooks.

A great example is the movie The Maltese Falcon. Sam Spade is surrounded by lying murderers who use threats, bribes and seductions to get him to reveal what he knows about the statue, and to give it up. He insists he doesn’t have it and knows nothing, and they assume that he’s lying to drive up the price; because if they were in his place, that’s what THEY’D do. They don’t even consider that he might actually be telling the truth, and that he DOESN’T have it. He’s not as big of a crook as they are (though, not by much.)

NEXT WEEK:

QUESTIONS: Does and don’ts!

Toy Box Review- Haunted House Horror Bucket

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Today launches a new segment on the site: the Toybox Review! But first, some context: I remember reading that Gary Gygax and the early D&D team used oddball, cheap-o plastic figures as inspiration for such creatures as the Rust Monster, the boullette, and even the signature Owlbear. If you’ve never heard the story, artist DiTerlizzi retells it quite beautifully on his blog.

Likewise, I learned during some of my Masters of Umdaar playtests that players respond surprisingly well to playing with brightly colored plastic toys. You’d think the poorly cast, un-detailed faces would turn people away, but I suspect it made new characters easier to step into- I chalk it up the psychological phenomenon called “Cognitive Closure.” Even if a shape is poorly defined, the human brain is capable of filling in any missing details. Observe the triangle on the below, borrowed from this website.

closure

Riddle me this, Batman- when is a triangle NOT a triangle?

When a player spends a long campaign fine-tuning a character, they end up with a very well defined picture in their head of what the character looks and feels like. Likewise, for experienced, long term characters, detailed figurines, (the kind Reaper and Games Workshop make from metal or resin), are perfect- the level of detail reinforcements the player’s image. However, if the character is brand new, giving them a well-defined miniature, I theorize, does the opposite. The miniature reminds them, “this is a well-defined character that you didn’t design.” There are no details for the player to contribute, because that’s all been done. Alternatively, if it’s low-detailed plastic toy, the player will consciously and subconsciously fill in the details with their own imagination, making the toy into something that closer resembles themselves.

Okay, enough with the amateur psychologist mumbo-jumbo. On with the fun stuff!

THIS ENTRY

Each “Toy Box Review,” I’m going to review of a toy product and it’s contents. This week: a toy collection I randomly found on Amazon. It is the:

Exclusive 62 Piece Haunted House Monster Bucket by PSE.

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Watch as the magical lid refuses to go back on…

Before I bought it, it looked: like your standard bucket of strange, monstrous creatures. The snapshot accurately captured the final product, although I’m a little sad that two of the designs feature in the photo didn’t end up in the kit. 4/5

That's $30 of ugly shoved into a $17 tub...

That’s $30 of ugly shoved into a $17 tub…

First impression: It’s definitely a large set. At $16.99, it wasn’t exactly a bargain, but I was definitely getting my money’s worth. The color scheme is quite fun, really; the red and purple are wonderfully dark and Halloweeny. The electric blue and yellow don’t match the mood quite as well, but they provide great contrast to the red & purple, so it all works out. 5/5

The Witch: One of the pieces I immediately fell in love with was the witch figure. For this reason, I included in several of the shots, to give a frame of reference for the scale.

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Two haunted trees, ready for a night on the town.

The Set Pieces:The playset came with 2 large haunted trees and a castle. The trees are wonderful, even if the paint job is a bit heavy handed. I love the color on the castle, but what takes away from it is the SCALE. It’s hard to tell, but on the bottom of the skull mouth are tiny steps- meaning, it’s supposed to match a figure that would only come up to the witch’s shin. There’s even a tiny door on the back that’s equally as small. This makes the castle less useful in a st, unless it’s a “far off castle on the hill.” 4/5

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Coffin Fit

The Props: The set came with 2 wagons and 2 treasure chests. The wagons are quite obviously ripped off of a Western line, but the fact that the canvas was printed in grey plastic instead of white really adds to the Transylvania feel of it all. The two treasure chests are way too large for “treasure,” but they actually work as really large coffins. The color is great, but before I even used them, I could tell that the hinges on the lid were broken the second I took them out of the tub- they come completely off when you open it. Still, the plastic “lock” on the front actually keeps it in place when shut, so it’s not a complete wash. 4/5

The Good: This shut covers some of my favorite pieces of the set, going left to right:

IMG_0703Pitchfork: Really like this guy. Can’t tell if he’s holding a monster head, or a mask- either way, there’s a story there! I only regret there’s only one in my tub.

Witch: As I said, fantastic. Lots of energy and character in her pose. I also got a ton of her, in all colors.

Fat Things 1 & 2: I also have a lot of these things (devils?) They’re just what I was hoping to get in the set; things that are not clearly defined, but fitting the mood. To me, they kind of look like Evil Buddhas. They also have an adundance of Plumber Crack from behind, which is an… interesting choice.

Nightmare Hound: Another “no clue what they were going for” toy, but they succeeded. The creature looks like a mutated humanoid or animal that’s balancing on one foot, mid-sprint.

The Ugly – These next few pieces aren’t terrible, but don’t quite blow me away (again, included the witch for scale.)

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Some inspired by hot-wing-induced nightmares, I suspect.

Coffin-Dude: This guy almost made it to the awesome side, if not for the scale of him. Take away the coffin, and he’s tinier than everyone else. It could work, “Suddenly, the coffin opens, and the Undead Mickey Rooney creeps out of the wooden box…”

Hole-Chicken-Man: I asked for weird, and weird I was given. The purple guy in the middle is beyond description- the best I can guess is that it’s a bald rooster-man hybrid who seems happy you shot him with a cannon. Or, he’s a crossbreed between a chicken and a donut. It’s hard to tell on the photo, but he also has two random details nea his chest- they may be attempts to mold feathers, but it kind of looks like he duct-taped two small t-bone steaks to his torso. Maybe that’s why you shot him.

Robot-Guy: In a different set, this guy might have made the “Good” category, but in a box filled with devils and witches, the robot is just out of place. His design is also odd in that, instead of eyes, he has two random spikes. They are likely attempts at alien antennae, but it instead looks like a lab accident shoved a spike through the poor robot’s eye. Which, also tells a story. Also, he loses points over the fact that his base is a bit less sturdy than the others, so he occasionally tips over.

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Unstable Monsters

THE BAD: The satyr and the Hunchback figure are both fantastic, except for the fact that they CAN’T STAND ON THEIR OWN. I could go to the dollar store and find 50 different toys, some of them devoid of detail, shape, or personality, and they’d at least stand up 9 out of 10 times. These guys? Not so much. I only received one of the satyrs, but a lot of the creepy butlers. He’s definitely good enough to fix, though.

Overall: I’d give it 4/5. It’s mistmatched and has a wide range of quality, but the box said “Haunted House,” I think they delivered a product that evokes a creepy, weird setting.

DESIGN CHALLENGE:

Now, here’s how I’ll close any given “Toy Box Review”- by pulling a “Gygax.” I will take the strangest, least defined thing in the review and attempt to make it into an actual monster. For this one, I’ll use the Skeleton Crew Fate Rules.

chicken closeup

Fowl Murder

HUNTED SPIRITS

In the wild, they are a countless number of nature spirits, taking the form of trees, rocks, and rivers. Some live their long lives in the form of animals, in the shape of the bear or the duck. However, while the spirits do not age, they can be hurt and killed. A spirit of an animal that is shot may die, but it may linger on in a half-life- all kindness and mercy drained away, leaving only a spirit of vengeance. A Hunted Spirit will seek out the hunters that killed it and it’s forest friends, but will often hurt innocent mortals in it’s rage. These vengeful beings can change shape to human or animal, but the original scars remains.

High Concept: Half-Dead Animal Spirits

Aspects: Must Have Vengeance!, Always Part Animal, Nature is my Home.

Aspects:

n  Undead—weaknesses to holy magic, silver, garlic and other magical purities

n  Blood Rush—For Vampanzees, blood is both an addition and an energy source

n  Overly Curious

n  Fight or Flight

n  Bouncy Little Buggers

Commonly Level: Average (+1)

Stunts:

Shapeshift— Hunted Spirits may change shape as a free action.

One with Nature—Once per scene, a Spirit may use Wilderness instead of any other skill. If there are several spirits in the scene, instead treat instead as “once per exchange, any ONE spirit may use Wilderness as another skill.”

AVERAGE (+1) FAIR (+2) GOOD (+3)
Athletics +1, Wilderness +1
Intimidate +1
Wilderness +2
Intimidate +2

Deceive +1
Athletics +1

Wilderness +3,
Intimidate +3

Deceive +2
Athletics +2

Notice +1
Stealth +1

Stress:
No stress boxes—a one shift hit is enough to take them out.
Stress:
One stress box—a two shift hit is enough to take them out.
Stress:
Two stress boxes—a three shift hit is enough to take them out.
Aspect: Monkey See, Monkey Do

Now, I challenge you, dear readers: use the Chicken-Donut Man, the fat devils, or any other toy and make a monster of your own (no rules necessary, if you prefer text.)

GM Brainstorm – I Dreamed a Dream of LARPS Gone By…

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I was going to throw up a simple Monster for this week’s entry: a simple fall fairy character called the “Pumpkin Patch,” inspired by Patch, one Robin Goodfellow’s* entourage. It was going to be okay, but not great.. one of those things that you reflect upon and go, “I could write a better one in my sleep.”

*Robin Goodfellow: For those who don’t know, Robin Goodfellow is an alias for the English fairy known as Puck, and NOT the name of a ’70s folk singer.

And the weird thing is, I DID. Last night I had a dream about running a LARP game. Which is strange, in that I’ve:

  1. Run very few games.
  2. Never run a LARP gamescared drool
  3. Never PLAYED a LARP Game.

I’ve been told by a friend that I’d take to a LARP like a duck to a cracker buffet. It’s mostly due to a lack of opportunity, but maybe on some subconscious level, I’m holding out for “Dresden Lives” to be released. This I know the basics, and this is an attempt to whip up a quick one-shot game using the Fate Accelerated Rules. The original dream involved Transformers of the non-Michael Bay variety, but I think the idea still stands without them.

However, I’m past my deadline for a game project I’m actually getting PAID to do, so rather than post the entire game, I only have time to post a proposal for adapting FAE to LARPing. More on the setting later.

LARP RULES – Each player is given a character sheet, a name tag, a writing utensil & notecards and three Fate Points. They are also given ribbons to represent damage.

Green – tied around permanent Flaws/Errors. (i.e. a robot with a missing leg might have a green ribbon around their leg; a robot that is processing slow has a ribbon around his head.)

Red – Tied around consequences. Once a consequence is repaired, remove the ribbon.

Rolling off: Instead of using Fate dice or cards, one alternative is to use Rock, Paper Scissors (RPS). If so, this is how it works:

OVERCOME / PASSIVE RESISTANCE
To make a roll against passive resistance, ask for a GM, Assistant GM, or any nearby player. Your result:

Tie – Both people throw the same sign. Treat this as you rolled 0, and add your Approach.

You Win – Treat it as if you rolled a +2. Also, throw RPS again: if you lose or tie, stop, but if win, you gain an additional +1 (total +3,) and may throw RPS a third time –if you win again, you get a total of +4. You cannot roll higher than +4. Add your approach.

You Lose – Treat it as if you rolled a -2. You may also throw RPS again: if you win or tie, stop, but if lose, you suffer an additional -1 (total -3,) and must throw RPS a third time –if you lose again, you get a total of -4. Add your approach.

VERSUS A PLAYER / ACTIVE RESISTANCE

Tie – Both people throw the same sign. Treat this as if both people rolled 0- add your Approach, and see who was higher.

One Person Wins – Treat it as if the winner rolled a +2, while the loser rolled a 0. Also, throw RPS again: if the winner loses or ties on the second roll, stop, but if they win a second time, they gain an additional +1 (total +3,) and may throw RPS a third time –if they win a third time, they get a total of +4. You cannot get more than +4. Both players take that result, add their approaches, and see who comes out higher.

GMProv Part 3 – Verily, And More (Or “Yes And”)

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For this installment of “Improv for GMs,” I wanted to tackle something that is less of a trick and more of a philosophy. When I first learned about improv in middle magic zip it scaryschool, one of the golden rules was “No Negation.” Negation is not just the act of responding to a question with no, it’s an entire frame of mind. However, it was a decade before I learned of that rule’s opposite: “Always say ‘Yes And.’” (If this sounds familiar to you, they made fun of it on “Arrested Development.”) First, a small shameless plug:


As a part of BrigadeCon, I’m hosting a game of Skeleton Crew RPG live online at 6pm EST, Sat Nov 15th. Spots still available!

Also, the Skeleton Crew RPG is finished, and is now open for playtesting! Sign up here to get your free copy! [/ Shameless plug]


“Yes And” is a rule, but to demonstrate it, I’m going to walk you through an exercise I stole from a Second City book, appropriately named “Yes And.” This is how the game works:

> All the players sit in a circle and pretend they are a part of a company developing a new product.

>Each player takes a turn adding a new idea about the product.  They can focus on any angle of the product’s development and promotion (ex. features, construction, packaging, advertising, etc.)

> Every statement must start with “Yes, And…”

>No statement can repeat what anyone else said.

>NO Statement can contradict any statement made by another player.
Unacceptable: Player A says “Yes, and the t-shirts are red.” Player B says “Yes, and the t-shirts are blue instead.”
Acceptable: Player A says “Yes, and the t-shirts are red.” Player B says “Yes, and they ALSO COME in blue.”
>Play ends when everyone has had at least one turn. (If it’s a small group, wait until each player has contributed 2-3 times, or until everyone’s bored).

I encourage students that the ideas can be as simple as “Yes, and the t-shirt’s made of cotton,” or as far-fetched as, “yes, and the t-shirt lets you travel back in time and kill your enemies before they were born.” Nothing is wrong, so long as it doesn’t repeat or negate a previous statement.

In this game, we see what the “Yes And” mindset accomplishes:

Yes – It affirms the creative elements of others. The statement does not try to edit or undo anything already established.

And – It doesn’t just affirm what others do, it requires you to add something that others can build on, creating a mutual created world.

Now that you got the jist, let me clarify Negation a little further. Here’s a hypothetical scene I love to propose in improv classes:

Imagine two improvers starting a scene. They are not assigned characters or a situation, and are supposed to create the scene from scratch. Person A turns to person B, grabs them by the hand, and says, “C’mon, Grandma, let’s go to the zoo?”

The question: What’s the WORST possible thing Person B can answer?

Inevitably someone will answer, “No, I don’t want to go to the zoo.”  I tell them that’s the second worst answer they can give. The number one worst answer would be: “I’m not your grandma.”

The second worst answer negates the action- this results in a boring scene that goes nowhere, and establishes a competitive relationship between the players- subconsciously, if their idea isn’t taken, they lose.

The worst answer negates not just the action, but the universe- if a player makes a statement (i.e. “you’re my grandma,”) that is establishing a FACT. To negate a fact is the same as saying “I don’t exist in the same universe as you,” or, alternatively, “your universe isn’t good enough for me.” This creates a disconnect between players, and an adversarial relationship- on a subconscious level, you’re not just competing, you’re playing two separate games.

Practical Applications: When Would I Ever Use This?

Brainstorm! – The most direct version of this is when brainstorming a new concept. When doing panels on collaborative fiction, I always advise people, write down EVERY idea, and don’t shoot anyone else down. It might seem like a bad idea to you, but everyone else might love it; or, what seems like a weak on idea on its own might be fantastic when coupled with an idea that comes later. If you start a brainstorm by saying “no, that’s stupid” to everyone else, the “storm” will fizzle in no time, with only the most aggressive and swaggering people contributing. Here are further examples:

Brainstorm: Campaign – Use this when setting up a campaign setting with the players. This is especially true of Fate games, which encourage collaborative world and character building. If you have a playful group, you might even play a round of the “Yes And” game, just to warm everyone up.

Brainstorm: Establishing Facts – Even after the campaign is started, don’t be afraid to have the players held shape the world. If a player wants to try a magical ritual that is only loosely defined in a rulebook, before you tell them what’s required for the ritual, ask them; they might come up with something that’s not just fun, but sets a precedent for how magic works in the universe. Once again, Fate has a great precedence for letting players establish scene aspects whenever you come to a new setting- this is a great way to ease players into making small facts, without giving them the reins or throwing them in the deep end.

Brainstorm: Atomic Robo – I have yet to have the pleasure of trying it out in the flesh, but the Fate Core game Atomic Robo actually has a mechanic built around Brainstorming, as the various scientists deduct the origins of a threat and concoct a plan to defeat it. As written, the Brainstorming system is a little competitive, but for a twist, why not make it that the final solution has to be built on the ideas of ALL members present?

Adventures – The Yes And is also really important to keep in mind when running adventures. Whenever a player asks for permission to attempt something off of the beaten path, ask yourself: is my response negating the idea or Building on it? That’s not say that everything a player wants falls into their laps without a catch (some would reclassify this as “Yes, But,”); however, remember that the perfect story in your head isn’t a game, it’s a novel. A game requires collaborators, who are writing the story with you.

Lost in Translation – Muddling Messages

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LOST IN TRANSLATION

This week, I’m going to focus on translation. Certain rpgs, like Skeleton Crew (open playtesting starting soon!), require characters to translate a message from one language to another. If the researcher was perfect, you could just hand over the “translated” message in English exactly as you wrote it. However, perfection is boring, and PCs are seldom as skilled as they think they are.  So, what are some ways you can mangle the message, but still make it feel like a translation?research barron

Answer: Google Translate! Of course this requires an internet connection, and copy/paste is lot easier on a keyboard. However, with a little bit of goofing around, you can get great results.

The Message: As a test, I wanted something that had a few complex words; more important, if the words are put in the wrong order, it could mean the difference between life and death for a character. So, I borrowed a line from the classic movie, The Court Jester (which stars Danny Kaye, the mom from Mary Poppins, and a hot Angela Lansbury… yeah, you read that sentence right.) Here it is:

The pellet with the poison’s in the flagon with the dragon, but the vessel with the pestle has the brew that is true.

MANGLING METHOD #1

The first way to mangle the phrase is to post the phrase in English, translate it into another language, and then retranslate the translated phrase back into English. For example:

In Spanish, that translates as:

El pellet con el veneno está en la jarra con el dragón, pero la vasija con la mano del mortero tiene el brebaje que es cierto.

If you paste the Spanish into the first box and translate it back into English, you get:

The pellet with the poison is in the jar with the dragon, but the vessel with the pestle has the brew that is true.

Now that you got the idea, I’ll just skip to the end result for different languages. I was really amazed how many translations came back perfectly (some even having the “Brew that is True” rhyme.) However, here are few more of the interesting results:

Urdu: Poison in the flagon with the dragon, the vessel with the pestle has the brew that is true with the tablet.

Catalan – The pellet with the poison is in the jar with the dragon, but go with the pestle has the brew that is true .. (Not that different, but I found the fact that it added advice interesting)

Georgian – Precipitation venom in a flagon dragon, but the vessel with the pestle has the brew, that’s true .. (Interesting punctuation swap there).

Gujarati – Flagon with the dragon’s venom, but with the pestle has the brew that is true pellet with the ship .. (Where’d the ship come from?)

Haitian Creole – Lead is poisonous and in the flagon with the dragon, but the vessel with the pestle has the brew that is true ..

Hungarian – The poison pellets in the pitcher of the dragon, but the ship breaks the brew that is true .. (Fluid sounding, but not quite right)

Igbo – The pellet with the poison from the flagon dragon, and utensils and pestle to make a beer that is true .. (Utensils and beer?)

Irish – The brew is truly the pellet with the poison in the flagon with the dragon but the vessel with the pestle .. (Right words, wrong order!)

Persian – The pellet with the poison is in the vessel with the pestle is the missing dragon tail that is true .. (This is flipped too! Bwah ha ha!)

Japanese – Poison of dragons, pellets of container and flagon with a pestle is have the brewing is true .. (The rhythm is almost a haiku.)

Korean – The pellet with the dragon the neck of the bottle of poison in a narrow; the pestle has the brew that corresponds to the vessel. (To contrast with Japanese, this feels like it came from a text book.)

Latvian – TheGranulu with poison years in the bottle with the dragon; thekuģis with the pestle has the brew that is true .. (The second part’s perfect, but the first part leaves you unsure what IS poisoned.)

Maori – Knead with the poison in the bottle against the dragon; the vessel to crush the silica is a true ..

Marathi – Flagon with the dragon of the poison in the paper; The vessel has a beam that is true drink ..

Slovenian – ThePeleta sthe otrov u carafe with a dragon, or the cup with a pestle to cook the Truth ..

Finnish – ThePelletti kanssathe poison nthe bottle of wine kanssathe dragon, muttathe alusthe pestle onthe drink that is true ..

Mongolian -Poisonous dragon, but the pestle in a pot Flagon Rolling distillation is that true ..

Somali – Size is toxic in raisins demonic But container with tuntid brew has to be true .. (Almost Post-Modern sounding.)

Tamil – The pellet with the poison dragon, but the truth is that God’s brew flagon is shipping ..

Turkish – the dragon Amath Zehirth rammer ileth ship in unity ileth Vials The pellet doğrudurth to brew ..

 

Which to use? That depends on how mean you are and what you want to achieve:

German, French, Russian – I didn’t put these on the list above, because the result was near perfect. You might lose some of the poetry, but keeps all of the meaning. If you want to make it less fluid but equally clear, try Japanese or Korean.
(Above paragraph in Korean, retranslated): German, French, Russian – because the result was near perfect, I did not put the following in the list above. You lose some of the city, but you can keep all the implications. If you want to make less fluid, however, equally clear, consider Japanese or Korean.

Finnish, Slovenian & Turkish- These one resulted in a few properly translated words and a lot of nonsense ones. This gives the translator a lot of doubt, but they know where the doubt lies. It feels like you were given half of the puzzle. Finnish seems to go extremely wonky when you have a lot of “the”s in the sentence.
(Above paragraph in Finnish, retranslated): Finnish, Slovenian and Turkish, which together resulted in very few translated words share a lot of nonsense about them. This antaathe the translator a lot of doubts, but they know missäthe doubt lies. It seems as if you had puoletthe puzzle.

Marathi, Mongolian & Maori – These resulted in real words, but a nonsense sentence. The narrator is unsure about what to trust, and what to dismiss. It hints at a story, but the true meaning eludes you.
(Above paragraph in Marathi, retranslated): Marathi, Mongolian and Maori – the real untranslated results, but only a foolish statement. Feature dismiss faith CEO, Chief Executive Officer and is unsure about. It hints at a story, but only one true meaning eludes.

Irish & Persian – These are deceptive, in that they sound like they are fully formed (and poetically beautiful), but the information might come out skewed. This feels like the perfect result to give a researcher who is overconfident- it sounds right, until they make their fatal error.
(Above paragraph in Persian, retranslated): Irish and Persian – this is deceptive, in that they sound like they are fully formed (and beautiful poetic), but may come out skewed data. It feels so good to be a researcher’s right, it sounds overconfident-, either to his fatal error.

MANGLING METHOD #2

So, what can we do to mix it up even more? What if we went through a few other languages before we return back to English?

SO, Let’s try English – > Chinese, Chinese – > Russian, Russian -> English

End result: Poison in a bottle with a dragon, but with pestle container particles with BREW’s true.

Good, let’s add in Norwegian & Arabic too into the chain:

Poison in a bottle with a dragon, but the container stump particles with the right mixture.

MANGLING METHOD #3

Now, what happens if you mess with the translation itself? For example, what if you add a random letter to every forth word in the translation?

Norwegian translation (normal) Pelleten med giften sin i flagon med dragen, men fartøyet med stampe har brygg som er sant.

Norwegian (with added letters in bold): Pelleten med giftren sin i flargon med dragen, mein fartøyet med stamper har brygg sqom er sant.

Result: The pellet with giftren her in flargon with the dragon, mein vessel with tubs have brew sqom is true.

You end up with a most of it being genuine, some of it sounding like it could mean something (“mein vessel,”) and some that is clearly messed up (mmm… sqom.)

Adding random letters helps with language that use the same alphabet, but you can also use mess with languages with different alphabets.  For example, in the following Russian, I copy/pasted the “д” symbol in every few words.

Russian (with added д s): Осаддок сthe ядом-х в бутылди с драконом, но содсуд с пестиком имеет варевдо, что истинно.

You get: Osaddok sthe poison’s in butyldi with the dragon, but sodsud pestle has varevdo that is true.

Or, instead of messing with letters, why not mess with the spacing? In Traditional Chinese, hit the Enter button after every character, putting each character on its own line.

So: 与毒在

Becomes:


This turns a clear translation into:

Chinese Traditional (with spaces): Versus Poison In Versus Dragon Of Liqueur Pot, But Versus Pestle Allow Device In Of Stars Grain Tool There is BREW This Are Really A.

To me, this sounds like a great way of faking hieroglyphs or translations other pictographic languages; each word has its own strong, individual meaning, but fails to connect to the others in a coherent sentence.

MANGLING METHOD #4

  1. Translate from English into One language. Copy it.
  2. Next, Paste it into the first box. Instead of using Detect Language but tell it that it’s a language SIMILAR to real one, and translate it to English.

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Chinese text translated as if it were Japanese gives you: Azukadoku Jae given 龙的 Sake壶, however Azukakine container medium basis granulocytes androgynous BREW 这是 true basis.

Japanese translated as Chinese: There ド poison fu ra ra Oligo Oligo nn nn To で na ku pestle で container To Paint Ritz ッ Suites ga really で thou ru Niang who made wo ~ te I ma si.

Spanish translated as Italian: El pellet está en el veneno the jarra with el dragón, but the vasija with the hand holding the mortero brebaje el que es cierto.

Latin as Italian – Cum lagena in blood cell veneni cum dracone, Has Ceruisam stack vas verum.

Norweigan as Danish- The pellet with the poison’s in the flagon with the dragon; fartøyet with tamping has brygg which is interesting.

Croatian as Slovenian – ThePeleta sthe otrov u carafe with a dragon, or the cup with a pestle to cook the Truth ..

Marathi as Hindi – Cya in to Batli poison dragon co Daruchi official documents; The drink contains Musla Naukela This is true ..

Nepali as Hindi – The vessel with the pestle with Dskko Ajidagar saturate with poison pill Sacho flagon that the solution g ma ..

Have some methods of your own? Share them below!

GMprov Part 2 – Bargains & Interrogations

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Last week, I talked about peppering conversations with information so that any eavesdroppers can learn something useful. Today, I discuss how to improvise bartering and interrogations.

Before I do, let me share with you one of my favorite Improv exercises: the Bus Stop.  These are the rules:

  1. There is a bus stop with a short bench next to it. The bus is a very full bus (due to arrive soon), and it will only have enough room for one more person.
  2. Player 1 starts on stage, sitting in the first seat at a bus stop. This person is first in line, and thus is the only person guaranteed to get a spot on the bus. Goal: Player 1 wants to stay in the first seat so they can get on the bus.
  3. Player 2 enters the stage. This person is next in line for the bus, and will not get a spot on the bus, unless they can convince Player 1 to give up their seat. Goal: Player 2 wants that seat, so they will get the last seat on the bus.
  4. There is a second seat next to the first one, which is “behind” it in the line for the bus. The Second player can sit there if they like.
  5. Safety Rules: The second player cannot directly or indirectly touch Player 1, Player one’s chair or anything touching that person. They cannot cause Player 1 any real harm. (Threatening with pretend harm, such as revving up a pantomimed chainsaw, is perfectly fine.)
  6. If/When Player 1 is convinced to give up, Player 2 sits in the #1 chair. Player 2 stops being the character they were, and becomes a new ordinary person. If there is another willing participant, that person is the new Player 2, and a new scene begins.
  7. (There’s one more rule, but I’ll discuss it later)

That’s the set-up. If you’re playing with students new to improv, it might require showing them first, but they quickly get the hang of it. Players will quickly devise a wide range of ways to get Player 1 to move, but most of them fall into 2 tactics: the Carrot and the Stick.

The Carrot: Like a carrot dangling in front of a donkey, the player is tempted with something better than sitting in the Number 1 seat. Examples include showering a player with imaginary money, giving them the keys to a brand new car, and telling them that the pet store down the street is giving away free magic puppies.

The Stick: A form of negative reinforcement. The player is led to doubt whether the Number 1 seat is worth enduring their current situation.

As you can imagine, most players find the Stick far more fun, as they put on strange characters that are creepy, disgusting or downright terrifying.

bonejack tied up comical

So, the essential question is: what is the point of this game?

Answer: To see what happens when two people have conflicting objectives.

Two people want the seat, but only one can have it. Both people have an Objective, which gives the scene purpose (get the seat), energy (I want the seat now!), and a means of measuring success (I got the chair!)

Using this with rpgs: When running an adventure, it is important that you keep the Bus stop game in mind because both sides must have a stake in the outcome. If the opposition has no interest in the seat, there’s no conflict. If players have no interest, they won’t waste their time. If both sides want something they cannot share, that’s when conflict occurs.

Of course, this can be a literal thing (a MacGuffin like the Maltese Falcon or the Dragon Balls), but it can also be an intangible thing, like fame or love. A classic goal that shows up, especially in Superhero stories, is the Status Quo. Bad guys want to establish a status quo of pain, darkness and oppression, while the heroes try to maintain a status of truth, justice and the American way. Now, such finalized “there can be only one” goals are great for long term, campaign long objectives. For a simple bartering session or interrogation, though, it might not work. Before I tell you how to do it RIGHT, let me tell you how it’s often done wrong.

Back in college, I encountered a similar version of the Bus Stop game, simply called “The Chair.” Like Bus Stop, Person 1 sat in a chair, and Person 2 wanted to sit in the chair. No other rules were established, which led to the following problems:

  1. Person 1 would refuse to move for any reason, and those the scene would drag out forever, went nowhere, and often concluded without any feeling of closure.
  2. The only time Person 1 left the chair was when the person was physically removed (remember, no other rules,) which was a little scary to watch, and was quite unfulfilling on an intellectual level.

Now, why did Person 1 refuse to let go? Because they had no idea why they wanted the chair, or how important the chair was to them. They wanted the chair because they were told they wanted the chair- which is shallow and two-dimensional. More importantly, they didn’t know what the chair was worth to them, and thus the Carrot and the Stick have no effect- they only work if you can present something better / worse than possession of the chair.

Likewise, whenever I run the Bus Stop game, I’ll always have a student who refuses to leave the chair, no matter what the reason. A player could point an imaginary howitzer at them, and Player 1, 3 seconds away from annihilation, would still refuse to budge. This leads me to the last rule when I run a game of Bus Stop:

  1. If Player 2 can give Player 1 a legitimate reason to leave the seat, Player 1 must move. (Legitimate is defined as “if this actually happened to you in real life, you would not stay.”)

This means that in most cases, Player 2 will always win (which, if you’re a teacher running a class, means more people get to play.) However, not all Player 2s win on their first attempt. Some of the shyer or less experienced players will attempt to creep out a player, but in an underwhelming way. They quickly learn that they have to up their game, and begin pushing the character to a greater and greater extreme. Likewise, some players attempt to bait someone with a Carrot, and when that fails, resort to the Stick.

How does this apply to rpgs: You, the GM, are Player 1.  You have the thing that Player 2 wants. Nine times out of ten, Player 2 is going to get SOMETHING, be it information, assistance, or something shiny- if negotiations are completely closed and they walk away with nothing that can help them, then everyone just wasted their time.  They need to get closer somehow, even if it’s the knowledge that they need something better to bargain with.

When improvising dialogue with a player, keep in mind two things:

The Carrot – What does the NPC want even more than the thing they have?

The Stick – What repulses the NPC so greatly that it surpasses their desire to hold on to the thing?

Your NPC can start at a ridiculously high asking price, and then bargain down from there. Alternatively, let the players offer greater and greater Carrots and increasingly threatening Sticks until the NPC is significantly motivated. (When in doubt, refuse the first offer.)

Interrogations: Remember that earlier rule “you can’t touch the player?” That might seem like a good rule for middle schoolers, but surely that doesn’t apply to your bastard-sword wielding murder hobos, right? Wrong!

In an interrogation, there are limits to what Sticks you can use (and that’s assuming you don’t have pesky things like “morals”).  If the interrogated party has priceless information that only they can share, they know that the players can’t kill them, thus removing the harshest Stick available the players.

Bartering on the Fly

In a perfect world, you’ll have plenty of prep time to plan what the NPCs truly want, and what strange errands you can send them on before you will yield.

However, we don’t live in a perfect world, and you might find your party bartering with an NPC you created 38 seconds ago.  In addition to all of the above advice, a few other ideas:

  • Money is pretty much worthless to players- it’s numbers on a page. Sure, you can accept it when bargaining, but it doesn’t create any dramatic tension. However, what if the NPC takes a liking to a minor piece of equipment that a player has? (Not their treasured heirloom, but something useful that they like.) Now the player is forced to choose: which is more important, their Wand of +2 Lightning, or the mission?
  • The exception to the above idea is if an NPC asks for an exorbitant amount of money in a very narrow window. For example, what about half-a-million dollars in 48 hours? Suddenly, the players feel the pressure to come up with a very large sum under possibly desperate circumstances. If you didn’t have time to plan an even trade for the players, this buys you time, and puts the emphasis on the players to come up with ways to scrounge up the money. Now they’re the ones brainstorming various side quests they can do to raise dough, rather than making you come up with it.
  • Get Personal – If the thing they are after is relatively insignificant (but you want to draw it out a little, so it’s not too easy,) sell it at the cost of a little public humiliation. Ask for a small favor from a character that is their least favorite thing to do. Make the raging berserker sit still, or the proud noble ask “pretty please with a cherry on top.” Make sure you differentiate between humiliating characters and humiliating people; some players have no problem singing and perform, but for others that’s a fate worse than death.
  • Mediator – To switch things up a little, make the players the impartial middle between two opposing forces, and make the players come up with the compromise. For example, they might need the help of a magistrate, but the magistrate is so busy settling a local quarrel over a stolen pig. If the players want help from the magistrate (they can’t wait), they must first act as the mediators between two feuding forces. This requires a little bit of prep work, but for a change, the GM doesn’t have to come up with what the terms of the compromise are; rather, the players must concoct a winning solution on their own.
  • Pay it Forward – If the players catch you completely unaware by their attempt to barter, let them have it- but like the Godfather, do it on the condition that they owe the enemy a favor in the future.

GMprov – Part 1

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GMprov – Spontaneous Dialogue – Part 1: Eavesdropping

I only have a few years experience with GMing, so there’s little I can  offer in that field that others haven’t said before. However, I do have experience as an Improvisational Performer, and I’ve found the two have a lot of overlap.

Today, I’m going to focus on dialogue, specifically on the noble art of eavesdropping.

GETTING A CLUE

Inevitably, in any given adventure, the players will need to find out information. They might get this from a written clue, or from going zomb take off zigJack-Bauer on some captive, but sometimes they’ll just eavesdrop on a conversation already in progress. The first thing you need to figure out is:

What information needs to come across?

If these are allusions to a major villain that won’t show up for 5-6 adventures, be as vague as you want. However, if the essential information is simply “Players need to get a key or they’re stuck here,” subtlety can result in PCs sitting around in a cell until they’re rescued by divine intervention or they starve.

Recent Example: In the adventure I mentioned last week, a group of Ghost Pirates raided the city for gold, jewels, and anything else shiny (including hubcaps). Our heroes successfully discovered the evil Captain Blackstache’s weakness. Now, the goal was to steer them back to his ship for an epic showdown.  To guide the way, I had a spectral rowboat float over their heads. *I* knew it was heading back to the ship (so all they’d have to do is follow it,) but the vampire of the group volunteered to scurry to the bottom of the boat and listen on what they’re talking about.

In this case, the essential information I had to convey was “We’re going back to the ship, where Blackstache is waiting!” Now, I could just have a character say, “Hurry up, back to the ship, where Blackstache is waiting,” but that wouldn’t have been any fun, especially for a zany series like Skeleton Crew. What other ways are there?

  1. Slip of the Tongue – Rather than stating the info it outright, slip it into a longer sentence or a paragraph. If it’s a minor part of a natural sounding dialogue, it will seem less forced.

So what should you talk about? Ask a man to give a minute-long speech, he’ll likely fail. Ask him to share what irks him, he’ll go on for ten minutes. Which leads us to…

  1. Rant and Rave – People love to complain. If you want to get a character talking, give him something to complain out.

To continue with the Ghostly Rowboat, I wanted to convey the essential “back to the ship,” but I wanted to slip it into a rant. So, to make the rant realistic, I grabbed a random piratey name, Anais (I recommend stashing a few names before any adventure. Personally, I love the Writer’s Digest Character Naming Sourcebook). Thus, the ranting went a little like this:

“Man, that Anais thinks he’s such hot stuff. I saw that shiny set of spoons first, and he ripped it right out of my hands. You saw it, didn’t you? I bet you, by the time we get back to the ship, he’s already there, waiving them spoons under Blackstache’s nose. ‘Ooooooh, look at me, I’m such a good pirate.’. And he’s going to get first dibs on the loot, and he’s going to have that smug expression on his boney little face the whole time. What a jerk.”

This feels REAL because the character’s goal is not to relay information—however, he gives the same useful information across, as well as a whole bunch of useless stuff. Also, with an angry rant like the above, I could carry on until Wizards puts out D&D 6th Edition.

(As an added bonus, it sets up a great minor character for the pirate character. In the same adventure, Blackstache barked an order to the nearest NPC, which I declared was Anais. When a PC sent him flying off the ship into the water, a nearby pirate muttered, “Y’know, I never liked that guy. What a jerk…”)

Don’t be afraid to use your own real pet peeves as inspiration. Sure, it might be hard to work your pro/anti “Phantom Menace” rant into a medieval fantasy world, but most problems are timeless: coworkers, relationships, traffic, bad food / service. Given a reshaping, you can even make technological rants work for any age.

Grok: And then  Warlord call for Grok.. only Warlord call Grok’ IT Guy,’ ‘cuz Warlord no know Grok’s name. Grok is “It Guy” cuz Grok fix the Its.  Warlord say, ‘Catapult no work. Kicked it with boot, still no work.’ Grok say, ‘Haz Warlord kicked catapault again? Re-boot?’ And Grok re-boot catapult, and it work. And does Warlord thank Grok? No! Warlord glare at Grok, like it Grok’s fault it no work in first place. Grok no built stupid catapault, Grok only fix stupid catapult. Grok say long time go to Warlord, ‘Warlord need buy new catapults.’ Did Warlord listen to Grok? No! No one listen to Grok.

  1. Teaching Moment – The rant is great when you have only a small bit of information, but what if you got a lot to explain? Answer: Nature abhors a vacuum. Or, in other words, knowledge must gracefully goes from those who know to those who don’t know. If both people know the info, why would they spend valuable time speaking it aloud?

Note: Author Dan Brown is notorious for breaking this rule. He’ll have Prof Langdon racing against the clock, running for his life- only to spend 20 pages explaining something to an expert who’s ALSO AN EXPERT IN THE SAME SUBJECT.

However, if a PC eavesdrops on one NPC who knows and one who doesn’t know, they might be lucky enough to overhear an info dump. Here’s a sample that only slightly steals from a certain Monty Python movie (Bad Yorkshire / Cockney accents optional).

Mean voice: Okay, you stay here and make sure he doesn’t leave.

Gruff voice: Right. Will do. Um…

Mean: Yes?

Gruff: Who is “he”?

Mean: Him. In there. The prince. The one locked up.

Gruff: Oh right. Yes of course. Ummm…. Which prince?

Mean: Of Freedonia. The one the emperor kidnapped. To hold as hostage, so the Freedonian Queen will agree to the trade agreement. Is anyone of this getting through to you?

Gruff: Oh, yes sir, of course sir. Only… um, could you repeat that again sir?

Mean: Starting with what?

Gruff: Just everything after the uh… time you opened your mouth…

Gruff: [Exasperated Cry!]

  1. Magic Lampshade – If you don’t have the time or the confidence, simply break one of the golden rules above, and have another NPC call yourself out it.

Pirate Bosun: Row harder! We got to get back to the ship!
Lackey: What are you telling me for?! I know that already!
Pirate: Quite yer yapping!

OR

Pirate Bosun: We’ve got the prize!
Lackey: Quiet you idiot! If you keep yelling it out like that, someone most overhear and find out that we got the prize.
Pirate: Oh, right.

FINAL TOUCHES

Here are a few other tips to make your overheard conversations pop:

  1. Stuck in the Middle – It’s rare that an eavesdropper hears the beginning of a conversation. One of my favorite lines from the Simpsons is Bart saying, as someone else rushes through, “So I says to Mabels, I says ‘Mabels…’” I don’t know WHY it cracks me up, but between the New Yorker improper grammar and the idea that Bart knows someone named “Mabel,” but it’s a wonderful non-sequitor that feels real. If I have the forethought, it’s sometimes fun to start with the punchline of a joke, hinting at a strange story. Here’s a fun one:

“And then I said, ‘but Madame, that’s NOT my broadsword!’ Get it? Get it??”

<shameless plug> If you want more Punchlines, you can find more in our “Handbook for Saucy Bards,” available in the Tangent Tidbits Store </shameless plug>

  1. Asymmetric Games – All conversations need two or more people. However, trying to play two different characters at the same time can be tricky, especially if you love silly voices. However, it doesn’t have to be an EQUAL conversation. One can do all of the explaining and ranting, and the other person can just answer in “y-ups,” grunts, Hodors, or, depending on the species, “gronks.” One of my favorite episodes of the anime Cowboy Bebop is Episode #2, Stray Dog Strut. It involves a pair of minor scientists, one of which is lamenting who deep in trouble they are (with a heaping side dish of exposition.) His lackey, for 90% of the episode, only responds with a nasal “Seems that way.” It’s the perfect example of how a non-committal sycophant can turn an everyday expression into a catchphrase.
  2. The Purloined Letter – If you’re weaving a mystery, you will have to drop some hints along the way. One of the best ways to hide the info is in plain sight, i.e., in the middle of a wide info dump. For example, if the PCs overheard a butler saying,

Jeeves: Make sure you near the back door around 7 to answer it, the shop man is coming by with a delivery, and make sure he has every item: 4 jars of varnish, 2 cans of lye, 1 roll of butcher’s paper. And make sure you count this time before you sign!”

Roger: Do I have to wait down there? I here funny noises sometimes, when it gets dark.

Jeeves: That’s just the boiler room. Now move it!

When the players hear it, the first thing they might notice is poor Roger’s complaint about the noises. However, it’s only later that they realize the true info hidden— when they learn that lye was the poison used to kill Great Aunt Tabitha. Did Roger miscount, or did someone sneak off with a jar of lye when Roger was distracted?

NEXT WEEK: Intentions and Bargaining!