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Roleplaying Tips #268
By: Charles Rector | Newsletter | 3:53pm, October 16, 2005
Roleplaying Tips #268

Special Equipment Tips

From: Johnn Four,
Edited By: Scot Newbury

--> A Brief Word From Johnn

--> This Week's Tips:
1. Create Equipment Packages
2. Use Equipment To Add Mystery And Puzzles
3. Design The Distribution Chain

--> Readers' Tips Of The Week:
1. Pegboard for Initiative Tracking
From: Gillian Wiseman
2. Character Perceptions
From: JM
3. Music in Games
From: Tom G.
4. Visual Aids
From: Chris Dyszelski -->
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Missing valuable Roleplaying Tips issues? Fear not!

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Gamer Classifieds Are A Go - Contact Me For Details
I received dozens of positive responses on the issue of
including Gamer Classifieds at the end of the e-zine, and
one negative one, so we'll give them a whirl.

In case you missed the initial Brief Word about them, I'm
going to add a Gamer Classifieds section of short RPG-
related ads at a fraction of the price of regular ads for
those who'd like to promote their websites, services,
auctions, and so forth.

If you're interested in placing an ad and reaching 13000+
gamers, e-mail me for rates and info.

2004 GM Encyclopedia Purchasers - Update Now Available
Last call: if you purchased the Roleplaying Tips GM
Encyclopedia in 2004, there is an update now available that
includes Issues #201-250, as promised. Send me a note if you
did not receive my update e-mail. Anyone purchasing the
Encyclopedia now receives the updated version automatically.

Session 14
My bi-weekly Birthright campaign hits #14 Monday night.
Currently, the PCs are 4th level and investigating a
mysterious haunted tower for an NPC who claims he's their
future lord come to their village in disguise to get the
measure of the community first before revealing himself. He
plans on using the tower as his base of operations. Some of
the PCs believe the would-be lord, and some are highly
suspicious. Perhaps the truth will be revealed in #14.

The campaign so far hasn't been very Birthrighty. It's seen
some great roleplaying, a bit of intrigue, and some fun
dungeon crawls. However, there's been no politics to speak
of. That might change if a new lord does move in, though.

Also, it's been hard to take a lengthy in-game break to
allow the party's crafters to work their magic (pun
intended, maybe :). That's my fault for providing new hooks
and opportunities each time the group accomplishes a goal.
It's tough getting all plot threads to end or pause at once
though. It's hard to believe that I need to make the game so
boring the PCs decide to settle down for a bit and craft. :)
Hopefully a natural break will occur--winter is not too far


Johnn Four


L5R RPG: Third Edition!

Welcome to the third iteration of the Legend of the Five
Rings Role-Playing Game. This player's guide will provide
players and GMs with all of the setting, culture, and rules
needed to create characters in the Legend of the Five Rings
world and stage ongoing campaigns in Rokugan. While this
book contains an updated version of the familiar rules,
conversion rules will be included so that none of the many
previous volumes set in this world will ever be obsolete.



By Johnn Four

Equipment is often taken for granted, especially by
experienced players and groups that have been gaming
together for a long while. All too often, equipment found in
the player's book is assumed to be equally accessible to all
player characters. After awhile, the equipment becomes blase
and an uninteresting game element.

I remember making my first few PCs years ago. Every copper
piece was eagerly spent during character creation. Every
item was tactically and contextually considered. Then I
entered a phase where equipment was a painful part of PC
creation. A friend gave me some photocopied equipment
"packages" that I could use to instantly equip my new
characters with, and I eagerly used those for a time (thanks
Pit Fiend!). Nowadays, I use a variety of methods for
dealing with PC and NPC equipment.

I also recently acquired Mongoose's D20 Ultimate Equipment
Guide, Volume 2 (UEG2), and a few of the tips in this
article were also inspired by that book. You can read my
full review of UEG2 here:

1. Create Equipment Packages
I mentioned this method in this article's introduction, and
it's a very fast and efficient way to manage equipment for
new PCs and NPCs. You give yourself a budget then make a
list of the equipment purchased. This has a high, upfront
time and preparation cost, but it pays huge, long term
dividends, and the more package configurations you build,
the more time you'll ultimately save.

Some package examples:
* For each core class or PC archetype in your game
* Culture based
* Racial based
* By budget (small, medium, large)
* By background (noble, peasant, mercenary)
* Anticipated campaign use (dungeon, wilderness, urban)
* Climate and weather (cold gear, desert gear)

To save yourself some time, ask your players for help:
* Give idle players conditions (budget, package type) and
ask them to create a package or two
* Ask players to provide you detailed equipment lists and
total costs for their new PCs and turn these into reusable
* Ask idle players to review packages and make improvement

By the way, if you know of any equipment packages available
online, feel free to send me the link(s) and I'll post'em in
the e-zine.

2. Use Equipment To Add Mystery And Puzzles
The cool thing about a book like Ultimate Equipment Guide 2,
and any other source of interesting equipment, is that the
items within will be unknown to your players. This presents
an opportunity to add mystery to your campaign, or to craft
interesting puzzles for the PCs to solve.

* The first thing you should do is check with your group to
ensure none of your players has read the book or source from
which you're drawing the equipment. There's no sense in
spending design time and planning energy if a player will
instantly recognize or identify the item.

* Next, pick an item that seems interesting to you, that
sparks an idea, or seems to have the potential for use as a
mystery or puzzle.

* Third, put on your thinking cap and brainstorm a list of
potential uses for the item. Imagine if an NPC in your
campaign had the item, lots of time to experiment with it,
and a goal, such as making money, self-defense or protecting
property, entertainment, making a task easier, and so on.

A core component of interesting encounters is conflict, such
as violence, theft, betrayal, or competition. As you're
making your list of clever uses for the item, try to think
along the lines of how the item could be used in a conflict.
This will help make the item relevant to the more
interesting parts of your game.

For example, the UEG2 has an alchemical item called burning
ink. You write on paper using the ink, and then, when a
special black powder is sprinkled on the paper at a later
date, the ink burns, destroying the message. This item could
be used as a convenient way to handle paper garbage.
However, it would be much more interesting if used by a spy
network or by distant lovers who must keep their feelings a
secret from their families.

Once you've finished your ideas list, pick the most
interesting use that fits with your current plot or designs,
and that relates to some kind of conflict.

* Next is the most interesting part of the process, for me
at least. With the item's clever best use in mind,
brainstorm a list of all the causes and effects the item's
use would have, from mundane to plot-inspiring. Note all
details and circumstances you can think of surrounding the
item's use.

This will create your master list of clues or puzzle
elements you can drop into your encounters to successfully
mystify and stump your players.

For example, with our burning ink, we might craft this list:

o Ink container (let's say, a uniquely shaped black jar)
o Pen or quill (new and used with ink stains)
o Spilled ink
o Ink on writer's hands and fingers
o Parchment (nothing special required for ink to work, so
probably all types and sizes are possible)
o Burnt parchment (corners and parts that didn't get
consumed when ink was hit by the black powder)
o Burnt parchment with writing still on it (areas that weren't
covered by the powder and possibly left behind in haste -
perhaps a classic fireplace clue scene)
o Invoices or receipts for the special ink and powder, with
vendor's name on it, and possibly purchaser's
o Black powder container (let's say, it comes in small
leather bags)
o Black powder, spilled during use and not cleaned up
o Smell? Is there a specific smell after the ink has burned,

Keep a notebook handy as more ideas will come to you out of
the blue while doing other things.

* Once you've crafted a list of 5+ clues, order them in
terms of vagueness and identifiability. You want to save the
most obvious clues for last.

* Finally, depending on your design approach and GMing
style, weave your item's use into your plot line, and
sprinkle your clues amongst your planned encounters, in
order of vagueness, appropriate to the situation.
Alternatively, with a firm idea of who is using the item and
why, and a list of clues handy, GM things on-the-fly, and
plant your clues as you go based on gameplay.

Feel free to repeat clues, signs, and evidence when the PCs
haven't picked up on them previously, or to give the PCs a
sign that they're on the right track.

3. Design The Distribution Chain
A great way to make equipment a fun and exciting game
element in your campaigns is to plot out its distribution
chain. Equipment doesn't materialize out of thin air
(usually ;). Instead, it requires a sequence of events,
which I call a distribution chain, that starts with the
item's inventor and ends with the item in the final user's

During each stage there are plot and encounter opportunities
you can take advantage of. In addition, the ideas spawned in
this manner often feel like they're part of a connected
whole, logical, and believable. This can help make your
games seem real, alive, and unique.

For example, I have read many modules new and old where the
plot is based on some powerful, ancient magic item crafted
by a long-lost race, culture, god, or wizard. In a few
cases, this harmonizes with the overall theme and scope of
the adventure, but most of the time I feel it comes across
as heavy-handed and cliche.

Imagine instead a pair of adventures involving the low-key,
small scope, somewhat mundane burning ink mentioned in Tip
#2. In the first adventure, the ink and powder is used as
the primary method of communication between agents in the
field and HQ by a villainous organization. The ink presents
part of the adventure's mystery, lends the organization a
touch of uniqueness, and in several instances, helps advance
the plot.

In the second adventure, after the heroes have figured out
the ink puzzle as a side-plot to the main goal of defeating
the villain, they are sent on a mission to discover the
origins of the ink and powder, and to either return with its
method of manufacture or with a large supply so their lord
can use it for his own spy network. Along the way on their
search, the PCs discover a sinister plot to overthrow their
lord by a henchman of the former villain who got away in the
first adventure, which ends up becoming the main plot of
the story.

These type of equipment-spawned plots might suit your
campaigns, worlds, and milieus better than plague-bearing
artefacts or comets falling from the sky. If so, then
consider the following steps that could be part of your
item's distribution chain:

1) Inventor
Who designed the item? The inventor is often either self-
motivated (with various goals ranging from wanting to make
money to seeking revenge) or hired to invent an item based
on specifications provided (which begs the question, who
hired the inventor and why?).

Also, consider the process the inventor used. Some inventors
start building based on a vision and continue iterating
until trial and error brings success, final failure, or
catastrophe. Other inventors start with the design stage,
crafting plans, and doing research. Each approach can
provide interesting elements for your game, such as
prototypes and blueprints.

Campaign use: An inventor NPC of a specific item in your
campaign can be a source of clues, knowledge, plot threads,
and roleplaying encounters.

* Find the inventor (or his grave, notes, laboratory, etc.)
- instruct on an item's use
- hire to build a new invention
- learn more about a sought-after item
- get the knowledge to build more of a particular item
- reverse-engineer a strange new item
* Save the inventor
* Kill or detain the inventor (i.e. could be an evil
NPC/creature inventing weapons for the enemy)
* Find other items invented by the same NPC

2) Crafter
The one who invents an item and the one(s) who build current
versions of it are often different. A crafter might have
purchased, stolen, or stumbled onto the knowledge of how to
build an item proven to have worked at least once, or a
guild might provide plans obtained from an inventor to
authorized, licensed, or approved craftsmen for

Crafters and inventors have many similar needs that can feed
into your GMing designs:

* Raw materials: find, purchase, steal, discover.
* Tools: these involve the same distribution chain as the
final piece of equipment itself! Tools might need to be
obtained, invented, or crafted before the item can be
invented or crafted.
* Storage: tools, parts, ingredients, prototypes, completed
items, and so on need a sheltered and possibly secure
location. Finding a hidden workshop, guarding a storage
area, or using a storage place as a cool encounter
location are just some of the potential campaign uses.
* By-products: does any part of the inventing or crafting
process create waste materials? Are the materials hazardous,
valuable, or troublesome in any way?

Note that each of the above bullets can be used as grist for
clues, puzzles, encounter details, and plot hooks.

3) Retailer
Someone needs to get the crafted product to the end user.
The crafter or inventor might deal directly with employers
or customers, but often they don't to save themselves having
to deal with sales, customer service and support, and
finding a market.

Retailers come in many forms, such as a merchant in a shop,
a caravan or travelling salesman, or a consultant or expert.
Retailers might specialize in one particular item or type of
item, or sell a range of items.

Campaign use:

* Find a retailer who sells the item
* Parley with a retailer to find out where they got the item
* Get knowledge from a retailer about an item's use or
* Find out who has purchased (or stolen) the item

4) Distributor
In some societies or markets, there's an opportunity for a
middleman to act as an agent between the crafter and the
retailer. Crafters want to craft and retailers want to be in
front of customers as much as possible with inventory in
hand. Therein lies an opportunity for an individual or
agency to discover and bring new items to the market, supply
one or more retailers with an item (minimizing retailer and
crafter travel time), manage relationships (and pricing)
with crafters, and so on.

Distributors are essentially retailers whose customers are
other retailers. Clever distributors will try to employ a
few different tactics that can have fun campaign

* Corner the market. By being the sole source of an item it
forces all retailers to deal with them and prevents other
distributors from interfering.
* Protect the identity of the crafter and inventor. This
helps prevent retailers from bypassing the distributor or
dealing directly with an item's originator.
* Secure rights, licenses, laws, and agreements for as much
exclusivity as possible from whatever authorities prevail in
a region. This prevents other distributors, craftsmen, and
retailers from competing with the distributor.
* Price fixing.
* Disruption of retailer and crafting guilds. If a
distributor can keep the upper hand by being the most
powerful part of the distribution chain, its prosperity is
* Elimination of competing products. Through means legal and
not, a distributor gain advantage if there are no better or
alternative items available in a region.

These actions will often generate reactions from craftsmen
and retailers. For example, merchants might try to form a
guild or send out agents to other regions to find other
distributors. Kings might play distributors off against
retailers while collecting taxes from everybody. Once you
get into the details, it's a very exciting opportunity for
game design!

5) Customer
Ultimately, an item needs an end user or it has no value,
other than perhaps being a hobby for the inventor or

Campaign use:

* Who wants the item and why?
* Who knows about the item's availability in the first

Often, a special item defines or reveals something about a
customer, as in the case of poison or expensive clothes.
Always try to consider equipment in the context of the end-

The distribution chain can serve as the structure for an
adventure all by itself. The PCs must start at one end to
get to their desired goal at the other. For example, they
might have to track down the inventor and their only lead is
a traveling merchant who is known to sell the item from time
to time. Through the merchant, they find the supplier. From
the supplier, they learn the crafter's identity. Through the
crafter, they learn where he got the blueprints. Optionally,
some links in the chain might need to be repeated. Merchant
A bought the item from Merchant B who stole the item from
Merchant C, for example.

The distribution chain can also help you vary your
encounters. Rather than the PCs always finding special
equipment through treasure or merchants, perhaps they
stumble upon the inventor or the distributor's warehouse.
Prying the items out of these sources might require some
good roleplaying, puzzle solving, or violence, as per your
encounter design.

* * *

Stay tuned for more equipment tips in an upcoming issue.


Check Out These Cool Dice

12 Month d12: Months on a dice!

Rock, Paper, Scissors die:

Pipped d12: Dots instead of numbers



1. Pegboard for Initiative Tracking
From: Gillian Wiseman
Having followed the discussion on using crib boards for
tracking spells and initiatives, I'd like to describe the
system I came up with. I bought some cork squares (the kind
used to cover a wall) at a home improvement store. I cut
one-inch strips from one square, and hot glued three of them
together to create a nice, thick inch-wide strip. I used a
sharpie to number 1-30 on it, for initiative rolls. At the
top, above the initiative numbers, I divided off a section
and numbered it 1-15 (the initiative numbers were all one
long string, but the round numbers above were in three

Then I bought colored push-pins (I recommend solid colors,
not translucent, as they're easier to read). On each pin I
can write a PC's initials, numbers for foes, or letters for
spells and effects. I have one pin that I use to track what
round a combat is in, and the others can be used wherever
needed. We all really like using this system, and it seems
to give us the flexibility we need. Simply cutting wider
strips would allow more space for tracking larger groups or
more effects at one time.

It was cheap, and is easy to replace when the cork gets too
crumbly from use.

[Scot - For additional ideas on using cribbage boards for
tracking purposes see: ]

2. Character Perceptions
From: JM
Some of the characters in the party are probably smarter
and/or more perceptive than their players. Know the PCs'
abilities and skills so that you don't shortchange them on
information. If a PC has a huge modifier on Survival and the
Track feat, then even the most boring and ordinary room may
hold footprints to fascinate them. Don't underestimate the
intuition of a high-WIS character (or the knowledge of a
high INT, or both since the party probably has both). If you
want to quantify intuition, use Sense Motive. Regardless,
intuition is probably going to pick up more of those little
hooks to tell them what sort of people are in an area based
on items (is it a library of unread bestsellers or is that
the Necronomicon on the shelf?) and the condition of items
(is it a lively bar with cheerfully worn stuff, or a rowdy
bar with randomly abused stuff?)

Knowing character abilities is also very important for
listen & spot checks. If you don't know the maximum
audible/visible distance for the characters, then you won't
know when they can hear or see folks approaching resulting
in inappropriate ambushes against the characters. For
example, a couple of large creatures sauntering up while
chatting that are detected by a 20 listen check start 200'
away, not 80'.

If you doubt this, consider: a human starting with an INT of
18 is fluent in 5 languages; how many languages is the
player fluent in? How about the game's DM?

3. Music in Games
From: Tom G.
As we all know, the right music playing in the background
adds drive to a game, heightens emotions, and incorporates a
whole new layer to an RPG experience. Music that I've used
in the past includes, but is not limited to:

* Yngwie Malmsteen (song title, then source)
- Crying, Trilogy
- Dark Ages, Trilogy
- Trilogy Suite Op: 5, Trilogy
- Disciples of Hell, Rising Force: Marching Out
- I am a Viking, Rising Force: Marching Out
- Overture 1383, Rising Force: Marching Out
- Soldier without Faith, Rising Force: Marching Out
- Marching Out, Rising Force: Marching Out
- Molto Arpeggiosa, Rising Force: War to End All Wars
- Preludium, Rising Force: War to End All Wars
- Tarot, Rising Force: War to End All Wars
- Instrumental Institution, Rising Force: War to End
All Wars
- Black Star, The Yngwie Malmsteen Collection
- Judas, The Yngwie Malmsteen Collection

The majority of Malmsteen's stuff is the perfect flavor for
medieval roleplaying, but 5 discs of it will get old pretty
quickly. Above are the tracks that I prefer to use for

* Glenn Danzig
- Black Aria (all tracks)

Black Aria brings a decidedly sinister feel to a game, and
increases both tension and foreboding feelings.

* Kronos Quartet
- Black Angels (all tracks)

Truly bizarre, this music is great for leap frog scares.

* Tomb Raider Soundtrack
- Original game (Leave out voice tracks, unless you can work
them in)

Very versatile soundtrack, great adventure music.

* Kodo
- Japanese Taiko drums, this stuff is great!

For some Asian flavor (or any culture that uses drums, not
many of those, are there?).

* Huun-Huur-Tu & Tuva
- Mongolian Throat Singers for a culture-shock experience.

Sending your players to a new continent, new plane of
existence, etc.? This is well worth working into your plans.
One voice, two different pitches at the same time!

* Midnight Syndicate
- Any and all discs

Great gaming music, any way you look at it!

* Eberron Soundtrack
- Came with Sharn: City of Towers sourcebook

No-brainer on this one, it came with an RPG book!

* Last of the Mohicans soundtrack
* Independence Day soundtrack
* Power of One soundtrack (African flavor)
* Lord of the Rings soundtracks

Of course, soundtracks play a huge role. Use your favorites,
but one word of caution. Try not to use music that is too
distinct; Star Wars or Indiana Jones are good examples. If
your players hear something that they know and know well,
you may well find that they start listening, and thinking
about Darth Maul and Yoda instead of the orc that's now
barreling down upon them. If you're playing a Star Wars
game, obviously, the Star Wars soundtrack is the perfect
thing to use, but you get the idea.

4. Visual Aids
From Chris Dyszelski
[ In response to RPT #260 ]

I started doing something of this sort when I was running a
Vampire game set in my hometown of Milwaukee when I lived in
Ohio. I took pics of some of the major locales by night
(Vampires after all). I also collected lots of things like
phone books, maps, tourist brochures, and newspapers, to
provide a local flavor. I got a book on local architecture
to help people to visualize certain neighborhoods. I used
the Internet to find out about major events in town
(concerts, sporting events, conventions) to work into events
in the campaign, like the traffic jam downtown when the game
lets out that prevents characters from getting where they
want to go. I kept all the information in a master calendar
which I could then track the campaign time in.


Dungeons & Dragons for Dummies

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D&D and start playing right away with Dungeons & Dragons For
Dummies. Book produced in partnership with Wizards of the
Coast and written by D&D game designers.

Topics include:
* Finding a game
* Learning the rules
* Choosing a character
* Creating a character
* D&D etiquette
* Becoming a Dungeon Master


That's it for this week's issue.

Have more fun at every game!

Johnn Four
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