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roleplayingtips and Johnn Four

Started by Strolen Jul 19, 2007 82 posts Locked

  1. roleplayingtips and Johnn Four

    #1

    Strolen,

    I'm gearing up for another content-generating contest in the e-zine. I was wondering if you'd like to join forces on it? Perhaps we take entries through both our communities and then post a combined and edited version at each of our sites? I have some prize sponsors lined up. I'd need help with entry editing, but I'd be happy to put together a co-branded PDF of contest entries once editing is done, plus I'd put some entries in the ezine and you could host them all on your site in the relevant section.

    Cheers,

    Johnn



    I am going to jump on this one. You guys in for creating a quest associated with it...whatever the hell it is going to be?

    Johnn has PM'd a couple times and is really taken by the site and the community.
  2. Re: roleplayingtips and Johnn Four

    #2
    Holy Shitballs! yeah, yeah, yeah!!!

    lets do it!
  3. Re: roleplayingtips and Johnn Four

    #3
    Aren't you glad I invited him over here?  I have submitted a thing or three to his newsletter. We were exchanging pings the other day and I told him, oh soooo casually, that I was spending most of my time here. And I gave him the URL.

    The rest is Strolen's site's magic.

    Remember, when you post on other fan or rpg sites,  link back to here. Reference submissions and articles here. Lure people here. You will sometimes be suprised on who comes.

    And I still apologize for Kevin.

  4. Re: roleplayingtips and Johnn Four

    #4
    From what I remember, those contests are usually about small entries - think an ordinary sub, or even a solid scroll post for us. So depending on what it is, we might not even have to break our Quest - or just slightly prolong it.


    And I like the idea!


    Got to know the details now, too - what will be the contest about (in general, no need to spoil the fun), how long are the entries to be, and most importantly, how will we choose the best of the best?
  5. Re: roleplayingtips and Johnn Four

    #5
    (MoonHunter posted in-between, so...)

    1. No need to apologize for the dice guy - he turned out to be useful after all.

    2. Not to be outdone with boasting this time, I can claim a share on the luring as well. It was through silly generators, of all things! :p
  6. Re: roleplayingtips and Johnn Four

    #6
    choosing will be...dicey, me'thinks. Must come up with a fool-proof plan to avoid all possible unpleasantries.
  7. Re: roleplayingtips and Johnn Four

    #7
    manfred is a submitter to the site, I have seen his goods in there. Moon's fishing and manfred's awesome work have hooked us a good chance.

    It will be an interesting collaboration, but with his viewer base it will be a sweet plug...I like the fact that he came to us too. Now THAT is awesome!

    And I have come around to Kevin now and like the guy. He is just Kevin and likes dice? What the hell?

    My thoughts were similiar to manfred's (length question) but if he is making a pdf, depending on the topic, it might not matter. I would assume the topic will drive the size so it might simply be a scroll type thing which we could do.

    Be worth coding some extra quest stuff to use it with scrolls somehow. May have to have some temporary changes to accomodate it. All that is conjecture, we will see what he has up his sleeves.
  8. Re: roleplayingtips and Johnn Four

    #8
    My PM. Hope I didn't sound stupid. ;)


    Strolen,

    I'm gearing up for another content-generating contest in the e-zine. I was wondering if you'd like to join forces on it? Perhaps we take entries through both our communities and then post a combined and edited version at each of our sites? I have some prize sponsors lined up. I'd need help with entry editing, but I'd be happy to put together a co-branded PDF of contest entries once editing is done, plus I'd put some entries in the ezine and you could host them all on your site in the relevant section.

    Cheers,

    Johnn



    I thought it sounded like a fun idea and my admins are all for it, so let's do it!

    We still have 30 days left in our current "quest" and I would hate to cut that short. This one has been in the planning for awhile and is probably the most challenging yet. It won't get our normal amount of quest submissions because of the difficulty level, but those that will be submitting are spending some time on them.

    Not sure the timeframe you were looking at, but if you could wait for about 35 days or so to do this, we would be much more concentrated on it and the results from our side would be much better. That would give us time to finish and vote for a winner.

    I am not super firm on this as I think we would agree to adjust our quest to accomodate your time frame, but if timing isn't a must for you, we would much appreciate the delay.

    PDF sounds great and we would greatly benefit from your experience on that. It is on our list to compile some of our stuff into netbook/pdf type things to distribute but none of us have messed with pdfs so it keeps falling off the priority list. Once we see one with our stuff that idea may be rejuvinated.

    Editing and all that is no problem, we have quite a few people that would be able to help with that. We aren't grammar experts, but we are sticklers for submissions that are readable. :)

    The only other questions were:

    How long would expect the typical submission for this to be?
    - We tend to get wordy with much of our stuff so if you have limits, that would have to be established early.

    What is the intended topic?
    -While not super important, it will also help us get an idea of the size and how we will treat it on the site.

    That is all that came up in a short discussion I had with my admins. (Moonhunter, manfred (both of which you have published) and Murometz) The other admins weren't around in time to speak up tonight but I am certain they will all be excited about this. Your ezine has been part of all of us for a long time. Thrilled that you took interest in our little part of the web.

    We LOVE challenges!

    -Mike
  9. Re: roleplayingtips and Johnn Four

    #9
    He is changing the date to accomodate us. :)
  10. Re: roleplayingtips and Johnn Four

    #10
    It would be nice if 3.0 was in place before all this happened, but still it will drive a ton of traffic here.

    So what kind of quest do we have in mind for this?

  11. Re: roleplayingtips and Johnn Four

    #11
    Will be fun.

    Don't forget the question about how the final winners will be determined. That should be known before it starts.
  12. Re: roleplayingtips and Johnn Four

    #12
    He just asked for an email contact and said that he told the sponsor about the change in timeframe. Two short sentences.

    So I sent him my email and will wait. :)
  13. Re: roleplayingtips and Johnn Four

    #13
    ::raises hand:: 
    I've gotten a few little pieces out in Johnn's e-zine and I've won one of his contests a few years ago.
  14. Re: roleplayingtips and Johnn Four

    #14
    Well, this looks like a dandy idea.
  15. Re: roleplayingtips and Johnn Four

    #15
    Hi Mike,

    > Not sure the timeframe you were looking at, but if you could wait for
    about 35 days or so to do this, we would be much more concentrated on it
    and the results from our side would be much better. That would give us
    time to finish and vote for a winner.

    Ok, done. Let's touch base mid-August to see where things are at. My
    contest entry windows last about 3 weeks on average - is that ok with you?


    > PDF sounds great and we would greatly benefit from your experience on
    that. It is on our list to compile some of our stuff into netbook/pdf
    type things to distribute but none of us have messed with pdfs so it
    keeps falling off the priority list. Once we see one with our stuff that
    idea may be rejuvinated.

    Unfortunately, I'm no artist. :) I'll just be using Open Office to lay
    out simple pages with a common header and footer. I'll append our logos
    either to a front page or in the footer, with maybe site blurbs at the
    front or back as well. I haven't used OpenOffice to produce PDFs before,
    so it'll be an experiment. If you know of any artists who might want to
    contribute some B&W art, let me know. We could use a header/footer
    divider, and inline art. No problem if the PDF goes without art, it's
    just a nice-to-have.

    Anywho, I'll send you what I whip up before release for feedback,
    tweaks, and suggestions. I'm always looking to improve.


    > Editing and all that is no problem, we have quite a few people that
    would be able to help with that. We aren't grammar experts, but we are
    sticklers for submissions that are readable. Smile

    Awesome. I'll send you a file of compiled entries and you can batch them
    out for editing.


    > What is the intended topic?
    >-While not super important, it will also help us get an idea of the
    size and how we will treat it on the site.

    This is open for discussion. Currently, I'm thinking of plug 'n play NPC
    personalities. I'd like to see a list of roleplaying cues GMs can
    instantly attach to any NPC. Just before the contest runs, I'll write an
    article in the e-zine covering tips for NPC personalities, along with a
    "stat block" type of format, and ask folks to use that for their
    submissions. That way all entries have the same format and contain the
    same info. How could we work this into your community? We could post my
    article at your site as well, or maybe a web form?

    I'm also open to suggestions. I'm still digesting Moonhunter's 30s
    series, and maybe you folks are tired of NPCs. :)


    > How long would expect the typical submission for this to be?
    I need short entries. I prefer topics that are accessible to most Tips
    readers, where even the busiest reader would have time to dash off an
    entry.

    I don't mind long entry types of contests, but I haven't run one in
    awhile and I'd like to make this one as accessible as possible.

    I have an idea for another fun contest that would run 1000+ words per
    entry. If the NPC contest works out and we're both happy with things,
    maybe we can follow-up with that. More details to come after the current
    contest is over.


    Feel free to ping me if you have any more questions.

    Cheers,

    Johnn
    http://www.RoleplayingTips.com

    ==============

    Seems to me that we already have a generator chalk full of these, right manfred. :)

    http://www.strolen.com/random.php?page=npc

    Any comments before I send a response.

  16. Re: roleplayingtips and Johnn Four

    #16
    Hi Mike,

    Just checking in, as I see there's two days, 11 hours, and 13 minutes
    left in your Five in One challenge. :)

    I have an issue coming up about dungeon themes, and I've always wanted
    to hold a contest the revolved around my 5 Room Dungeon tip:
    http://www.roleplayingtips.com/readissue.php?number=156#1

    What do you think about a contest where entrants write-up 5 Room
    Dungeons? I'd edit and revise the 5 Room Dungeon tip and then let the
    hounds loose. Dungeons would need to be fairly generic (stat blocks
    optional and seperated from the dungeon room descriptions). They could
    be of any genre (sci-fi: abandoned space ship, planet colony; modern:
    abandoned building, gang hideout; fantasy, etc.). And they don't need to
    be long (I'm thinking 1 paragraph minimum for each room, so entries
    could be as short as 5 paragraphs - 500 words).

    I figure this format makes it accessible to many folk who don't have
    time to write larger adventures, plus entries would be highly valued by
    the community.

    What do you think? My worry is that it might be too similar to your
    current Five in One quest....



    Cheers,

    Johnn
  17. Re: roleplayingtips and Johnn Four

    #17
    I like the idea, and as long as we don't have specific elements that they *have* to use, it should be fine.  And will probably get a better turn out...
  18. Re: roleplayingtips and Johnn Four

    #18
    I'm up for it  :twisted:
  19. Re: roleplayingtips and Johnn Four

    #19
    This week I've got some dungeon tips queued up to get folks warmed up to
    the topic. On September 2nd I hope to send out the 5 Room Dungeon Tips
    revised and launch the contest.

    I'll get sponsors and details to you both this week so you can mirror
    the contest at Strolen.

    So:

    Aug 27-29ish Johnn to get you contest and prize details

    September 2: Johnn sends out e-zine with contest announce. Launch
    contest on Strolen.

    September 23: contest ends. Want more time? Maybe end September 30?

    September 24-28ish Johnn collates entries, coordinates with Strolen's
    entries.

    September 30 - Announce winners. Johnn sends Strolen compiled entries
    for editing.

    That's a rough timeline.

    Cheers,

    Johnn
  20. Re: roleplayingtips and Johnn Four

    #20
    Wooo!
  21. Re: roleplayingtips and Johnn Four

    #21
    I haven't had a chance to read through the entire article and won't until later tonight.

    If anybody has any thoughts on how to do it, please let me know. Otherwise I will put this up sometime tonight or first thing in the morning!!


    ================================================
    Hi guys,

    Attached is newsletter issue #372 with the contest details in it. You
    are free to launch the contest at your site any time (hopefully today or
    Monday). I'll wait until you've launched it to send the e-zine so I can
    get a specific URL to put in the e-zine.

    Notes:
    * Feel free to chop the issue up and post only the contest details, or
    details + article, or the whole issue. Or re-word everything / anything
    to your satisfaction. Whatever works for you and your community. As long
    as the contest rules are consistent between the e-zine and your posting.

    * I shifted the end date to Sep 26 as that gives me one more issue
    mailout with a final reminder.

    * If you want to change anything about the contest rules, or if you spot
    any errors, let me know. Everything is still open for discussion until
    you post.

    * Are you happy with your coverage in the issue? I figure I'll have
    opportunities to point folks your way to the contest thread to see
    examples in upcoming issues. If you want to change how/where Strolen's
    is mentioned, just let me know. I'm also hoping to grab an entry or two
    from my submissions and/or yours to show people additional examples.
    And, of course, we'll have Strolen's featured in the final PDF.

    * Note that the HTML version of the e-zine will appear at
    http://www.roleplayingtips.com in the next week or so. Once it's online,
    I'll send out news to various sites.


    Cheers,

    Johnn

    =========================================
    - Show quoted text -


    Roleplaying Tips Weekly E-Zine Issue #372

    5 Room Dungeons + Contest

    _______________________________________________________
    *******************************************************
            Sponsored By Expeditious Retreat Press
                http://www.xrpshop.citymax.com

    Sent by Subscription Only with Compliments
    From: Johnn Four, http://www.roleplayingtips.com
          johnn@roleplayingtips.com

    Contents:
    --> A Brief Word From Johnn

    --> This Week's Tips:
        1. Why Do I Like 5 Room Dungeons?
        2. Room One: Entrance and Guardian
        3. Room Two: Puzzle or Roleplaying Challenge
        4. Room Three: Trick or Setback
        5. Room Four: Climax, Big Battle, or Conflict
        6. Room Five: Reward, Revelation, Plot Twist
        7. Example 5 Room Dungeon - Library of the Ancients

    --> Readers' Tips Of The Week:
        1. Cyberpunk Resources
        2. Easy Method For Creating Objectives

    --> Subscribe/Unsubscribe/Switch/Submissions/RSS Info

    Do you know a GM who doesn't subscribe? Please send them a
    copy of the e-zine or suggest they drop by the site. Thanks!
    _______________________________________________________
    *******************************************************

    Advanced Adventures in Stock!

    Expeditious Retreat Press has all your old-school needs
    covered with Advanced Adventures, modules compatible with
    the world's most popular fantasy role-playing game! Pick up
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    _______________________________________________________
    *******************************************************

    A Brief Word From Johnn

    5 Room Dungeon Contest
    ============================================================
    This week's tips are about a quick format template for
    making easy designs and entertaining game sessions. The 5
    Room Dungeon is perfect for busy GMs with little prep time
    or those who dislike long crawls.

    In conjunction with the fine folks at Strolen's Citadel, the
    5 Room Dungeon contest gives you a chance to win some loot,
    have fun wielding your creativity, and help other GMs with
    your designs.


    Entries
    ------------------------------------------------------------
    To enter the contest, send in one or more 5 Room Dungeons of
    your own creation. Use the tips in this issue to help build
    your designs. Use the example at the end of the tips as a
    model.

    * Make each room 1-3ish paragraphs long. Your 5 Room Dungeon
    can be as short as five paragraphs, or longer if you like.

      Room One: Entrance And Guardian
      Room Two: Puzzle Or Roleplaying Challenge
      Room Three: Trick or Setback
      Room Four: Climax, Big Battle Or Conflict
      Room Five: Reward, Revelation, Plot Twist

    * Keep your designs as rules-free as possible. The best
    designs should serve as skeletons that other GMs can pick up
    and flesh out for their game system and campaign. No need
    for stat blocks or complex rules annotations.

    * Maps are definitely optional. Most 5 Room dungeon designs
    won't need a map as the layout will be intuitive.

    * Multiple entries are welcome.

    * As with past contests, entries will be edited and given
    back to the community for free so all GMs can benefit from
    your designs.

    * Winners will be drawn at random, so don't worry if you
    aren't confident about your designs - every entry has an
    equal chance of winning, and it's just your participation
    that counts. Have some fun with it.

    * E-mail, text files, Word docs, and Open Office files are
    welcome.

    * E-mail your entries to johnn@roleplayingtips.com or submit
    them at the Strolen's Citadel website:
    http://www.strolen.com/index.php


    Deadline
    ------------------------------------------------------------
    Please submit your entries by September 26.


    Prizes
    ------------------------------------------------------------
    The following prizes have been generously supplied to
    support this contest. Please visit sponsor sites and check
    out their products.

    1 x D&D Icons Gargantuan Black Dragon
    From: Legend Games
    http://www.legendgames.co.uk/

    3 x MyInfo Personal Reference Software licenses
    From: Milenix Software
    http://www.milenix.com

    3 x D&D modules:
    * DCC #46 Book of Treasure Maps
    * DCC #47 Tears of the Genie
    * DCC #50 Vault of the Iron Overlord by Monte Cook
    From: Goodman Games
    http://www.goodmangames.com

    5 x Adventure PDFs:
    * 1 on 1 Adventures #5 Vale of the Sepulcher
    * #6 Shroud of Olindor
    * #7 Eyes of the Dragon
    * #8 Blood Brothers
    * Advanced Adventures #3 The Curse of the Witch Head
    From: Expeditious Retreat Press
    http://www.xrpshop.citymax.com


    To summarize, craft your own 5 Room Dungeons and submit them
    for a chance to win some great loot. Entries will be edited
    and formatted and given back to the community so others can
    have more fun at every game.

    Good luck!

    Cheers,

    Johnn Four
    johnn@roleplayingtips.com

    _______________________________________________________
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    5 Room Dungeons

    By Johnn Four

    The following tips originally appeared in Issue #156, and
    they are among my favourite. I thought it was time to
    feature them again with some edits, a new tip or two, and a
    contest.


    1. Why Do I Like 5 Room Dungeons?
    ============================================================
    This format, or creation method, has a number of advantages:

    * Any location. Though I call them 5 Room Dungeons, they
    actually apply to any location with five or so areas. They
    don't have to be fantasy or dungeons. They could take the
    form of a small space craft, a floor in a business tower, a
    wing of a mansion, a camp site, a neighbourhood.

    * Short. Many players dislike long dungeon crawls, and ADD
    GMs like to switch environments up often. In addition, some
    players dislike dungeons all together, but will go along
    with the play if they know it's just a short romp. This
    helps ease conflicts between play styles and desires.

    * Quick to plan. With just five rooms to configure, design
    is manageable and fast. Next time you are killing time, whip
    out your notepad and write down ideas for themes, locations,
    and rooms. Knock off as many designs as you can and choose
    the best to flesh out when you have more time and to GM next
    session.

    * Easier to polish. Large designs often take so long to
    complete that game night arrives before you can return to
    the beginning and do one or more rounds of tweaking and
    polishing. The design speed of 5 Room Dungeons leaves room
    most of the time to iterate.

    * Easy to move. 5 Room Dungeons can squeeze into many places
    larger locations and designs can't. If your dungeon goes
    unused or if you want to pick it up and drop it on a new
    path the PCs take, it's often easier to do than when
    wielding a larger crawl.

    * Flexible size. They are called 5 Room Dungeons, but this
    is just a guideline. Feel free to make 3-area locations or
    10-cave complexes. The idea works for any small, self-
    contained area.

    * Easy to integrate. A two to four hour dungeon romp
    quickens flagging campaign and session pacing, and can be
    squeezed into almost any story thread. It also grants a
    quick success (or failure) to keep the players engaged. The
    format is also easy to drop into most settings with minimal
    consistency issues.


    2. Room One: Entrance And Guardian
    ============================================================
    There needs to be a reason why your dungeon hasn't been
    plundered before or why the PCs are the heroes for the job.
    A guardian or challenge at the entrance is a good
    rejustification why the location remains intact. Also, a
    guardian sets up early action to capture player interest and
    energize a session.

    Room One challenge ideas:
    * The entrance is trapped.
    * The entrance is cleverly hidden.
    * The entrance requires a special key, such as a ceremony,
      command word, or physical object.
    * The guardian was deliberately placed to keep intruders
      out. Examples: a golem, robot, or electric fence.
    * The guardian is not indigenous to the dungeon and is a
      tough creature or force who's made its lair in room one.
    * The entrance is hazardous and requires special skills and
      equipment to bypass. For example: radiation leaks, security
      clearance, wall of fire.

    Room One is also your opportunity to establish mood and
    theme to your dungeon, so dress it up with care.


    3. Room Two: Puzzle Or Roleplaying Challenge
    ============================================================
    The PCs are victorious over the challenge of the first room
    and are now presented with a trial that cannot be solved
    with steel. This keeps problem solvers in your group happy
    and breaks the action up for good pacing.

    Make Room Two a puzzle, skill-based, or roleplaying
    encounter, if possible. Room Two should shine the limelight
    on different PCs than Room One, change gameplay up, and
    offer variety between the challenge at the entrance and the
    challenge at the end.

    Note, if Room One was this type of encounter, then feel free
    to make Room Two combat-oriented.

    Room Two should allow for multiple solutions to prevent the
    game from stalling.

    Room Two ideas:
    * Magic puzzle, such as a chessboard tile floor with special
      squares.
    * An AI blocks access to the rest of the complex and must be
      befriended, not fought.
    * A buzzer panel for all the apartments, but the person the
      PCs are looking for has listed themselves under a different
      name, which can be figured out through previous clues you've
      dropped.
    * A concierge at the front desk must be bluffed or coerced
      without him raising the alarm.
    * A dirt floor crawls with poisonous snakes that will
      slither out of the way to avoid open flame. (A few might
      follow at a distance and strike later on.)
    * The PCs must convince a bouncer to let them in without
      confiscating their weapons.

    Once you've figured out what Room Two is, try to plant one
    or more clues in Room One about potential solutions. This
    ties the adventure together a little tighter, will delight
    the problem solvers, and can be a back-up for you if the
    players get stuck.


    4. Room Three: Trick or Setback
    ============================================================
    The purpose of this room is to build tension. Do this using
    a trick, trap, or setback. For example, after defeating a
    tough monster, and players think they've finally found the
    treasure and achieved their goal, they learn they've been
    tricked and the room is a false crypt.

    Depending on your game system, use this room to cater to any
    player or character types not yet served by the first two
    areas. Alternatively, give your group a double-dose of
    gameplay that they enjoy the most, such as more combat or
    roleplaying.

    Room Three ideas:
    * The PCs rescue a number of prisoners or hostages. However,
      the victims might be enemies in disguise, are booby-trapped,
      or create a dilemma as they plead to be escorted back to
      safety immediately.
    * A collapsed structure blocks part of the area. The debris
      is dangerous and blocks nothing of importance, another trap,
      or a new threat.
    * Contains a one-way exit (the PCs must return and deal with
      Rooms One and Two again). i.e. Teleport trap, one-way door,
      2000 foot water slide trap.
    * The PCs finally find the artifact required to defeat the
      villain, but the artifact is broken, cursed, or has parts
      missing, and clues reveal a solution lies ahead.
    * Believing the object of the quest now lays within easy
      reach, an NPC companion turns traitor and betrays the PCs.

    Another potential payoff for Room Three is to weaken the PCs
    as build-up to a dramatic struggle in Room Four. It might
    contain a tough combat encounter, take down a key defense,
    exhaust an important resource, or make the party susceptible
    to a certain type of attack.

    For example, if Room Four contains a mummy whose secret
    weakness is fire, then make Room Three a troll lair (or
    another creature susceptible to fire) so the PCs might be
    tempted to burn off a lot of their fire magic, oil, and
    other flammable resources. This would turn a plain old troll
    battle into a gotcha once the PCs hit Room Four and realize
    the are out of fire resources.

    Don't forget to dress Room Three up with your theme
    elements.


    5. Room Four: Climax, Big Battle or Conflict
    ============================================================
    This room is The Big Show. It's the final combat or conflict
    encounter of the dungeon. Use all the tactics you can summon
    to make this encounter memorable and entertaining.

    * As always, generate interesting terrain that will impact
      the battle.

    * Start or end with roleplay. Maybe the bad guy needs to
      stall for time to let PC buffs wear out, to wait for help to
      arrive, or to stir himself into a rage. Perhaps the combat
      ends with the bad guy bleeding to death and a few short
      words can be exchanged, or there are helpless minions or
      prisoners to roleplay with once the threat is dealt with.

    * Give the bad guy unexpected powers, abilities, or
      equipment.

    * Previous rooms might contain warning signals or an alarm,
      so the bad guy has had time to prepare.

    * The bay guys tries to settle things in an unusual way,
      such as through a wager or a duel.

    * The lair is trapped. The bad guy knows what or where to
      avoid, or has the ability to set off the traps at opportune
      moments.

    * The bad guy reveals The Big Reward and threatens to break
      it or put it out of the PCs' so reach so they'll never
      collect it.

    * The bad guy has a secret weakness that the PCs figure out
      how to exploit.

    * A variety of PC skills and talents are required to
      successfully complete the encounter.


    6. Room Five: Reward, Revelation, Plot Twist
    ============================================================
    Here's your opportunity to change the players' bragging to
    "we came, we saw, we slipped on a banana peel." Room Five
    doesn't always represent a complication or point of failure
    for the PCs, but it can. Room Five doesn't always need to be
    a physical location either - it can be a twist revealed in
    Room Four.

    Room Five is where your creativity can shine and is often
    what will make the dungeon different and memorable from the
    other crawls in your campaigns.

    In addition, if you haven't supplied the reward yet for
    conquering the dungeon, here is a good place to put the
    object of the quest, chests of loot, or the valuable
    information the PCs need to save the kingdom.

    As accounting tasks take over from recent, thrilling, combat
    tasks, this would also be a good time to make a campaign or
    world revelation, or a plot twist. Perhaps the location of
    the next 5 Room Dungeon is uncovered, along with sufficient
    motivation to accept the quest. Maybe the true identity of
    the bad guy is revealed. New clues and information
    pertaining to a major plot arc might be embedded in the
    treasure, perhaps sewn into a valuable carpet, drawn in
    painting, or written on a slip of paper stuffed into a
    scroll tube or encoded on a data chip.

    Room Five ideas:
    * Another guardian awaits in the treasure container.
    * A trap that resurrects or renews the challenge from
      Room Four.
    * Bonus treasure is discovered that leads to another
      adventure, such as a piece of a magic item or a map
      fragment.
    * A rival enters and tries to steal the reward while the PCs
      are weakened after the big challenge of Room Four.
    * The object of the quest/final reward isn't what it seems
      or has a complication. i.e. The kidnapped king doesn't want
      to return.
    * The quest was a trick. By killing the dungeon's bad guy
      the PCs have actually helped the campaign villain or a
      rival. Perhaps the bad guy was actually a good guy under a
      curse, transformed, or placed into difficult circumstances.
    * The bad guy turns out to be a PC's father.
    * The true, gruesome meaning behind a national holiday is
      discovered.
    * The source of an alien race's hostility towards others is
      uncovered, transforming them from villains to sympathetic
      characters in the story.
    * The true meaning of the prophecy or poem that lead the PCs
      to the dungeon is finally understood, and it's not what the
      PCs thought.


    7. Example 5 Room Dungeon - Library of the Ancients
    ============================================================
    Here is an example 5 Room Dungeon to inspire your contest
    entries. In your campaign, you'll need to flesh out some of
    the details, but this skeleton format is perfect for GMs to
    pick up and customize for their own memorable sessions.

    Room One: Entrance
    ------------------------------------------------------------
    The guardian is a permanent hurricane situated over a small,
    rocky island that is far from civilization. Approach by air
    and sea is too difficult by normal means. The storm energies
    have attracted numerous elementals to the region as well,
    and though most can be bypassed with caution, it's likely at
    least one or two will be encountered and fought.

    Room Two: Puzzle or Roleplay
    ------------------------------------------------------------
    The island has been swept clean so now it is bare, slippery
    rock. Winds threaten to carry away anything not secured to
    the ground. High up on one of the cliffs is a cave with
    flickering light streaming out. The first challenge is
    puzzling out how to reach the cave.

    At the back of the cave is a large portal sealed by magic. A
    command word is required to open the valve, and the PCs
    should have enough clues found previously to figure it out.
    Perhaps it is the name of an item or NPC.

    A castaway lives in the cave, though he is either out or
    cleverly hidden when the PCs arrive. He survives by climbing
    down a hidden, sheltered path that leads to a protected bay
    where he fishes and salvages what the currents wash up. He
    knows the command word but is insane from solitude and the
    continual violence of the storm. He craves to see the sun
    again - if the PCs can show him the sun he'll reveal the
    password.

    Room Three: Trick or Setback
    ------------------------------------------------------------
    Using the command word, a special ability, or quite a bit of
    destruction, the PCs bypass the portal and travel down a
    long set of stairs. Angry booming from wind and wave echoes
    through the tunnel.

    If the PCs don't spot and flip a switch, the tunnel
    continues on until it opens up into a huge cavern full of
    bookshelves and dry, ancient tomes. Invaluable knowledge is
    stored here, as are a pair of immortal fire guardians.

    The guardians are sentient and can be parleyed with. If they
    deem the PCs worthy, they provide knowledge of the switch
    back up in the stairwell, which opens an entrance to a
    second tunnel.

    Their primary task is to protect the library from evil, and
    they will start torching the books if the PCs attack or if
    the guardians deem the action necessary.

    Room Four: Big Battle
    ------------------------------------------------------------
    The secret passage leads down to a cave where a powerful
    elemental has been imprisoned. The elemental was tricked by
    the builders of the library and was told his realm was under
    attack. Over the course of weeks, the builders brought
    evidence that the elemental's home had been destroyed.
    Already angry at being imprisoned, the elemental's rage grew
    and grew as he came to believe that his home and kin were
    destroyed. As intended, the creature's rage was funneled and
    amplified until it fueled a small hurricane that surrounded
    the island.

    The builders told the elemental his prison sentence was
    1,000 years, which is true, and with that deadline and plans
    for revenge, his rage has not diminished over time.

    The elemental is free to move about in his cave, and can
    communicate in broken common with the PCs if they try. It's
    not true that his realm was destroyed all those years ago,
    which can be confirmed by any of the elementals outside. If
    the PCs can convince the creature his realm is safe, or calm
    him down another way, the hurricane will disperse after a
    day.

    Killing the elemental will be very tough. The hurricane also
    disperses a day after the creature's death.

    Room Five: Reward or Twist
    ------------------------------------------------------------
    The object of the quest lies within a chest protected by the
    elemental at the centre of the cave. The builders lied and
    told the creature the last of his realm's essence was
    trapped inside the chest, and opening the chest would
    release the essence, forever ensuring a new realm could not
    be built. This further fueled the creature's rage, the chest
    serving as a goading reminder, but the creature is unwilling
    to destroy the container as it plans to wait the 1,000 years
    and rebuild.

    The chest can contain the object of the PCs' quest, or it
    can contain a map and clues to the real location of the
    treasure, which happens to be deep inside an active volcano
    thousands of miles distant. It also contains a note to the
    elemental, in case it did break open the container,
    revealing the builders' lies and rubbing the creature's nose
    in its own stupidity. This should reveal the twist of the
    backstory to the PCs if they opted to attack the creature
    and killed it. If the creature still lives it will demand to
    read the note, which will likely send it into a blind rage
    all over again, giving the PCs a bit of a dilemma.

    * * *

    The five room format is simple yet allows for variety and
    permutation, thus it's a powerful little GM tool. I feel a
    GM is always better off improving their dungeons by making
    them smaller because it gives them more planning time for
    clues, plot hooks, character involvement, twists, and so on.

    Don't forget to enter contest. If you have any questions,
    feel free to e-mail me.

    _______________________________________________________
    *******************************************************

    Dragon Magazine #359 - Final Issue!

    The super-sized Final Printed Issue of Dragon:
    * Super villains of D&D
    * Relics of Greyhawk
    * Mysteries of D&D - Dozens of D&D's darkest secrets finally
      revealed!
    * The Ecology of the Tarrasque
    * The final Volo's Guide, Dragonmarks, Savage Tidings, Class
      Acts, Order of the Stick, and more

    http://roleplayingtips.rpgshop.com/product_info.php?products_id=39297

    _______________________________________________________
    *******************************************************

    Readers' Tips Of The Week

    Have some GM advice you'd like to share? E-mail it to
    johnn@roleplayingtips.com - thanks!


    1. Cyberpunk Resources
        From: Kate Manchester
    ============================================================
    In cyberpunk campaigns, I find visual aids are quite
    helpful. Location layouts can be generated using Google
    Earth, and there's always lots of other pictures to be found
    on the web.

    Event-wise, there should be some sort of disaster(s) that
    happened. Shadowrun mentions the Crash of '29, which took
    out all the computer systems, the eruptions of 5 volcanoes
    in the Pacific Rim, and the Goblinization that turned
    ordinary humans into meta-humans, just to name a few.

    A Cyberpunk campaign should have a gritty sort of feel to
    it, in my opinion. The future has arrived, but it's a
    dystopia instead of the promised paradise. Blade Runner is a
    good example of a cyberpunk world.

    Here's a couple links that might be helpful:

    Cyberpunk Authors:
    http://www.euro.net/mark-space/Cyberpunk/CYauthorsR.html

    The Cyberpunk project, with all sorts of resources:
    http://project.cyberpunk.ru/idb/index.html

    Cyberpunk 2020 sites:
    http://www.cyberpunk2020.com/news.php
    http://en.wikipedia.org/wiki/Cyberpunk_2020

    Now, some equal time for you Shadowrunners:

    Shadowrun on Wikipedia:
    http://en.wikipedia.org/wiki/Shadowrun

    An interactive map of Seattle:
    http://www.wizkidsgames.com/shadowrun/shadowland/article.asp?cid=37607

    Site with the SR missions (that don't seem to be available
    on the Fanpro site now):
    http://shadowrun-fr.spaces.live.com/

    A forum devoted to Shadowrun, with PbP gaming available:
    http://www.theshadowrun.net


    2. Easy Method For Creating Objectives
        From: Brody Guest
    ============================================================
    In pretty much every game I've played you have objectives of
    some sort, be it mission objectives in a military game or
    quests in a role-playing game. However, it all boils down to
    a similar thing: something you want/need to get done for
    something good to happen. So, I thought, why not see how it
    goes giving my players objectives that were more than just
    quests. I came up with 3 categories:

    1) Primary
    2) Personal
    3) Secret

    Primary objectives are the big quests and obvious ones. They
    are usually a good reason for all the PCs to stick together,
    defeat the evil tyrant, escape from prison and clear their
    names, and all the "forced to work together" ones.

    Personal objectives are individual motivations for each
    character, that might not be party goals, and are something
    the individual hopes to achieve during the course of
    adventure. These objectives help the party know what kind of
    person their new friend is.

    Secret objectives are those the PC would not or cannot tell
    the others about. It might be a dark secret they hope to
    fulfil or an old grudge they aim to settle. The reward is
    often substantial (family heirloom weapon, gaining a title,
    self satisfaction, and most of all: EXP).

    Let's see how they apply to William, the bold Fighter:

    Primary Objective: William, before now, was just the usual
    hired muscle, guarding caravans, stopping raids - the usual
    stuff. On his last mission, however, he wasn't quite working
    for who he thought he was. He ended up attacking the wrong
    people and was put in prison. So, his primary objective is
    to escape with the help of others, clear his name, and bring
    the real bad guys to justice.

    Personal Objective: William has been working the trade
    routes in a hope to find better work. He wants to be spotted
    by a veteran group that needs an extra sword. He wants fame,
    fortune, and glory through using his physical talents.

    Secret Objective: Little does his party know, William only
    wants all this fame and fortune because he wants to be
    better than his childhood rival who always put him in second
    place as a youth.

    Even with only these three objectives in mind, you can
    quickly start to get a feel for what kind of person this
    warrior is, and for a GM, there are plenty of plot hooks you
    can throw at the PC while they try to complete these
    objectives.

    Rewarding Objectives
    ------------------------------------------------------------
    Primary: Primary objectives are your standard main quests,
    so a reward that suits the quest is expected: saving the
    village and being rewarded with a plot of land, helping the
    king and being granted a title of some sort, looting the
    ruins and finding a horde of gold.

    The reward would be something that could be divided evenly
    between the part members, or would benefit everyone in some
    way.

    Personal: These are often a character development quest, and
    most objectives I've thought of would be rewarded with just
    experience points. However, saying that, feel free to reward
    your players generously for completing these. Keep in mind
    that most rewards for these objectives will focus on the
    player that completed it.

    Secret: This is my favourite objective, because with my
    players I've added the condition that they aren't allowed to
    let the other players (or PCs) know they are trying to
    complete this objective. At the same time, the reward for
    the individual is much greater than any other quest or
    objective.

    If they do tell the others I lower the reward accordingly,
    but if I know they managed to get the group to help them
    pull it off without them knowing, then full marks – lots of
    EXP and a big sack of loot (within reason).

    Once your player completes an objective, replace it with
    another. So, during the course of your games, your players
    constantly have up to three things they want to do all at
    the same time. I'm currently playing with only a group of
    two players, and looking at expanding, but with more players
    the amount of objectives and plot hooks just goes through
    the roof!

    _______________________________________________________
    *******************************************************

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    _______________________________________________________
    *******************************************************

    That's it for this week's issue.

    Have more fun at every game!

    Johnn Four
  22. Re: roleplayingtips and Johnn Four

    #22
    I talked with Muro, and we can add two or three T-Shirts on the heap. If we are part of the competition, we should add something of our own.
  23. Re: roleplayingtips and Johnn Four

    #23
    All his are donations from retailers, nothing out of his pocket...but nobody will say no to the offer.
  24. Re: roleplayingtips and Johnn Four

    #24
    Yay for prizes.  As for the contest itself, I would say post the rules (of course), and maybe the descriptions and/or examples, although I'm not sure about that so much, since I'm curious to see what we'd get just going from the contest rules and base descriptions.
  25. Re: roleplayingtips and Johnn Four

    #25
    We can post the whole article in a thread, and use a summary for the Quest itself - of course linking to the forum thread. (And once it is up on his page, a link to RPG Tips as well.)
  26. Re: roleplayingtips and Johnn Four

    #26
    OR we could post the article as an article... sounds quite meaningful, actually.
  27. Re: roleplayingtips and Johnn Four

    #27
    Should I use this joint quest as an opportunity to send out a mass email to the entire citadel? I only did that once before on accident. Would this be a chance to do it again...on purpose?
  28. Re: roleplayingtips and Johnn Four

    #28
    Hi Mike,

    5 entries here so far. I suspect that will be the bulk of them for this
    week. I should get a couple more with each issue reminder, so my early
    forecast is 12.


    Johnn
  29. Re: roleplayingtips and Johnn Four

    #29
    If anybody is interested in editing (and/or reading) the other submissions. Here they be.

    Any editing would be appreciated, just let us know what you are doing and upload the new document. I won't get a chance to touch it till late this week at the earliest.

    Thanks in advance to those that help!


    ====================

    Attached is a Word doc with the entries. If you need another format,
    such as RTF or OpenOffice, let me know.

    Editing ideas:
    * Each entry should have a title. A cool, descriptive name that makes
    GMs interested in checking out that particular 5 Room Dungeon. If a name
    isn't present, please create one.
    * Each entry should have a Written By: credit.
    * Formatting consistency. A general editor should take any and all
    edited fragments and go through the master doc for consistency. i.e.
    Room #s are either spelled (One, Two, etc.) or numbered (1., 2., etc.).
    The whole document should be formatted with the same set of styles, and
    so on.
    * Spelling
    * Grammar - just edit for readability. i.e. I wouldn't be worried about
    comma use unless it ruins the meaning of a sentence or creates ambiguity.
    * Edit for professionalism. I'd switch out cuss words, for example, and
    make any changes that would tarnish the participation of our sponsors.

    Overall, I figure the editing style should be light. This is a community
    document and we can let the authors' styles and voices come through.
  30. Re: roleplayingtips and Johnn Four

    #30
    If some nonadmins wish to help edit or read, feel free to distribute it. I just didn't want to post it for any of the public to see prior to the official release. Once the editing is done and it is compiled it will be a pdf that will be free for all.
  31. Re: roleplayingtips and Johnn Four

    #31
    I have breezed through it, there doesn't seem to be much editing to do (some spell check and cleaning up of the format will do half of the work).

    On an even more positive note, we can certainly supply more quality than these guys.  :up:
    (Okay, there are quite a few interesting ideas inside, but most don't seem to break out of the dungeon lands.)
  32. Re: roleplayingtips and Johnn Four

    #32
    First round of spellchecking and editing done. Wasn't that hard, only one had more than a few typos (it still looks ugly, but it would have to be rewritten so it can stay). I guess we can start considering the right formatting.

    To do:
    - the titles are still missing in some places
    - is 'pissed off' to be edited out? (seems like the only cuss word anyway)
    - formatting (note: will need to be compatible with the Citadel submission format)
    - ??? anything else
  33. Re: roleplayingtips and Johnn Four

    #33
    Formatting will have to be compatible with a pdf is the main thing. The Citadel submissions may require the most reformatting to conform to whatever we do with word because we get creative with that. He will take word and zap it to pdf using OpenOffice or something similiar. He gave us everything so whatever format we decide on will be the standard. We could probably get fancy with borders or headers/footers if somebody can find some open source or free ones. Where was that thread with somebody that had examples of pdfs?

    I will hopefully jump into it tomorrow night, but Friday night I should be able to whack away at the formatting if nobody else jumps into it. Like manfred said, probably won't take long after something is decided.

    I would probably edit pissed off myself. If that is the only thing then it will stand out, better to just change it.
  34. Re: roleplayingtips and Johnn Four

    #34
    Added all the formatting and broke it up into the categories and added a little icon by each title.

    Room One: Entrance and Guardian

    Room Two: Puzzle or Roleplaying Challenge

    Room Three: Trick or Setback

    Room Four: Climax, Big Battle, or Conflict

    Room Five: Reward, Revelation, Plot Twist

    I haven't read any of them, just formatted them.

    Still needs:

    A few need to be read and appropriate titles added.
    There are one or two that need to be read and properly broken up in Rooms. They didn't just jump out at me so I skipped them.

    (will attach in a moment, need to up authorized file size)
  35. Re: roleplayingtips and Johnn Four

    #35
    Here is round 2 from Johnn.

    Another 42 unedited pages of 5 room dungeons. :)

  36. Re: roleplayingtips and Johnn Four

    #36
    Ow. Another batch processed.

    - formatted according to your standard, just left out the fancy graphics for now
    - a few titles still missing, named them Insert Title for reference
    - two were reposted here on the Citadel by Stomphoof, marked them Citadel Duplicate so we know of them
    - some rooms have actual titles supplied by posters, many don't; chosen format: bigger font for general room title, empty line, poster's title in bold followed by the description itself (no empty line in-between)

    Btw, how will we call/separate the authors of our own submissions? Don't want to wave the flag for it's own sake, but it would be nice to do something in that direction. Plus, we have to provide a link to the submission here... or will we just make the title a link?


    - best idea award (but I didn't read them all): "A resourceful party could even decide not to inform anyone of their success, and have the locals keep delivering gold and goods and beautiful virgins to what used to the dragon's lair."
  37. Re: roleplayingtips and Johnn Four

    #37
    Sweet! Will check it out tomorrow, have midnight deadline for some homework tonight. Will edit the first one to match you separate title format.

    For giving our site some props, maybe add the source under the title

    Title
    www.strolen.com
    manfred

    Title
    www.roleplayingtips.com
    Juniper
  38. Re: roleplayingtips and Johnn Four

    #38
    For the future: in the following collaborative Quests, we may need to institute limiting rules for linking in Citadellian submissions. Some people posted a crapload of links to other subs, which is generally fine; but not necessarily for outside consumption.
  39. Re: roleplayingtips and Johnn Four

    #39
    Since we have a little inofficial time, until we collect our subs, I have declared via shoutbox there is still time to polish the submissions. Some of them need it badly (Thewizard63, definitely).

    So... how about we leave tomorrow for polishing, and attack the thing in the weekend?
  40. Re: roleplayingtips and Johnn Four

    #40
    Absolutely, continue to spread the news. Will accept lates ones too through this weekend.

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