Showing posts with label clues. Show all posts
Showing posts with label clues. Show all posts

Wednesday, October 22, 2014

Player Tips: I made a cool new PC, now what?


So you've sat down at the table to game, you've rolled up some player characters (or started off with some pre-generated ones) and now you and your adventure party are ready to dive in to new interstellar exploits!

The GM tells you that you've arrived at the spaceport that will be the home base for your future adventures, so "Start exploring!".

Uh, okay.... so.....er....now what?

Having a big RPG sandbox to play in (or even a small one) can feel a little intimidating if you're a new player or haven't stretched your roleplaying muscles for a while. You might feel overly cautious or maybe just unsure of which direction to head in first.

Well, you can badger your GM with questions about the campaign's setting but you want to be doing something, not just get filled in on background information. It might just be helpful to know what your options are right out of the gate. Here's a very basic (and not nearly exhaustive) list of tasks and tactics to get you started:
  1. GOLDEN RULE: Ask the GM questions and try stuff. Have fun!
  2. Talk to the other players and make sure everyone has an equal chance to contribute. Work as a team and be welcoming to everyone who pulls up a chair to your game table.
  3. Look around at your in-game surroundings, try to be aware at all times.
  4. Listen - this means both you as a player and your PC in game.
  5. Learn about your character's abilities--and let your character learn about the abilities of others. See Golden Rule.
  6. Look in your gear bag, learn about your stuff, see Golden Rule.
  7. Check for traps - decide if they should be disarmed or sidestepped? Left for enemies to run into?
  8. Always be searching for clues, information is as valuable as treasure!
  9. Record any clues you find or hints you might suspect are being dropped.
  10. Learn about your enemies, keep a record in case you run into them again or someone who might know them.
  11. In combat - look for cover and take up key positions when possible.
  12. After combat - loot the bodies, see #7, and see #8.
  13. In some games, you gain XP not when you collect treasure, but when you convert it to liquid currency if needed. You earn XP for spending your income.
  14. Return to HQ/town/etc. and get information on what you've found. Refer to previous clues discovered.
  15. Heal yourself and other teammates whenever possible (this includes rest and nourishment).
Trial and Error, pre- and out-game tips/advice for campaign style play
Some additional advice that may take a little preparation before gaming or practice in multiple game sessions:
  • Besides sticking to your class and/or race attributes, determine who's doing what on the team --(e.g., is one of you the group's "leader"? Who looks after team-owned gear? Who is the group's astrogation expert? etc.).
  • Learn about basic tactics in combat (flanking, etc.)
  • Get a primer on basic parts of air and space craft as well as flight maneuver basics for piloting and combat.
  • When in doubt, ask the locals. Brush up on bribing, interviewing, and intimidating NPCs. Even if encounters appear to yield nothing, there could be a clue in their temperament or mood. What aren't they saying?
  • Try to determine who might find value in the treasure or information you've discovered. It may take a while to track down someone with the proper knowledge about an artifact or clue.
  • Always review your character sheet -- look for ways of improving yourself. How will you spend your XP? Think about how you want to develop your character while you're away from the game table. Work with your GM on your plans.

Supplies at the game table:
  • Dice - preferably at least one of each: d4, d6, d8, d10, d12, d20; ideally a few d4s, at least 3 d6s, and 2d10s for percentile roles
  • Writing utensils - pencil works best on character sheets, colored pencils or pens are helpful if you're the group's mapper
  • A dedicated notebook for gaming - you'll need to keep track of clues, monsters encountered and draw maps etc.; you can also use it to pass notes to other players or the game master
  • Players guide book - also called a players handbook; this can somewhat of an investment, depending on the game, but it's extremely handy to have this at your disposal (or to help with preparation before playing)
  • Miniature - does your game use minis? Not all do, but if it does, you should have one for your character and if your team has a spaceship, you should have it represented as well
The supply list is really just the bare minimum. Every gaming group is different. Be sure to check with your GM about anything else that might be needed at the table. Remember the Golden Rule, be an excellent gamer and have fun!

 Top image: Spaceport concept art by the incredible Ben Wooten

Monday, September 29, 2014

PLAYERS: Explore your campaign setting...



When I'm running a roleplaying game as game master, I encourage my players to follow the Golden Rule (as written by me). It's pretty simple:

GOLDEN RULE: Ask the GM questions and try stuff. Have fun!


Cover for Isaac Azimov's "David Starr - Space Ranger"
That also includes, by the way, the expectation that you'll be an "excellent gamer." Someone who is generous with other players, looking for ways to include them in what you're character is doing, as well as basically being a courteous real life person at the table.

Beyond that, there are a wealth of things you can learn during your game. Here's a list that can be helpful for players that's not means exhaustive and frankly, there may or may not be an answer for all of the questions (depending on your GM) but it's worth a shot! 

You'll likely want to ask your GM using setting-appropriate terminology. A lightsaber may be called something else in your game (if you have something like them at all).

Explore your campaign setting:

  1. What is the deal with my psion's order?
  2. Where can we go to buy standard mission gear?
  3. Where can we go to get custom cyborg implants for this alien/mutant/monster I just befriended?
  4. Who is the meanest warlord in the galaxy?
  5. Who is the greatest warrior in the galaxy?
  6. Who is the richest person in the galaxy?
  7. Where can we go to get some discount medbay healing?
  8. Where can we go to get cures for the following conditions: poison, disease, space witch curse, level drain, mutagen contamination, nanomite infestation, brain swapped back into original body, death, zombification?
  9. Is there a vocational guild my PC belongs to or that I can join in order to get better at that thing I do?
  10. Where can I find an scientist, techno wizard, psion master or other expert NPC?
  11. Where can I hire mercenaries like bounty hunters, smugglers, pirates, or laser riflemen?
  12. Is there any place on the map where lightsabers/weirding modules are illegal, advanced technology is outlawed or any other notable hassles from [insert name of ruling space authority]?
  13. Which way to the nearest space station for fuel, repairs, upgrades, supplies, and entertainment?
  14. What infamous interstellar criminals are terrorizing the outer rim sufficiently that if I kill them I will become famous?
  15. Are there any wars brewing I could go fight?
  16. How about gladiatorial space arenas complete with hard-won glory and fabulous cash prizes?
  17. Are there any secret societies with sinister agendas I could join and/or fight?
  18. What is there to eat out of this 3D food printer thing?
  19. Any legendary lost artifacts of the ancients I could be looking for?
  20. Where is the nearest kaiju or other monster with Type H treasure?
 Here's a few more items to consider:
  1. What's the state of the galaxy at present moment? Does my planet of origin still exist?
  2. Where can I get a ship to take me to this dangerous planet on my star chart?
  3. Where can I buy or get parts to build a robot to do my bidding?
  4. What are the planets that no one dares visit?
  5. Are there any dives on this rock we shouldn't go into?
  6. What aliens will blast my hand off on sight?
  7. What aliens are allies that I can call for help?
  8. Are there any space derelicts or abandoned asteroid outposts we can go raid?
  9. Where can I sell this relic/spacejunk/secret weapon I found/stole/inherited?
  10. Where can I get a decent cape to romp around in?
Also, be aware that it's the GM's prerogative to not tell you certain information until the timing is right. And you may need to go investigate some of these before you find the answers--that is to say, don't expect your GM to just tell you the answer. Where's the fun in that?

Part of this list was adapted from a post by Jeff Rients.