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RoleplayingTips.com Pick Pockets Contest

Started by Strolen May 16, 2010 2 posts Locked

  1. RoleplayingTips.com Pick Pockets Contest

    #1

    e-mail: johnn@roleplayingtips.com
    web site: http://www.roleplayingtips.com

    Pick Pockets Contest = Win NBOS Software

    Time for another contest. The theme is items you'd find when
    picking pockets. But there's a twist, as I'll outline below.
    But first, what are the prizes?

    Thanks to new ezine sponsor NBOS, three winners will be
    selected at random and each gets their pick of one NBOS
    software title. Visit http://www.nbos.com to see what GM
    software you can choose if you win. Perhaps Fractal Mapper
    will help your campaign mapping. Maybe Astrosynthesis is
    what you need to chart the galaxy. Have you checked out The
    Keep yet?

    Deadline = Monday, May 31. There's not much time for this
    one, so get your entries in now - multiple entries are
    welcome.


    Pick Pockets + Hook

    Imagine you found a fortune cookie in every pocket you
    picked. Instead of a future prediction or lottery numbers
    though, you find a juicy detail about your world, your
    enemies or your quest.

    Every GM's dream:

    "In his pockets you find [roll, roll] 23 gold pieces and a
    handful of rice. One grain looks rotten due to its brownish
    tinge."

    "Oooh! I throw away the money and investigate that brown
    piece of rice. Does it have any markings? Has it been carved
    into a shape? I look very closely at it in the best light I
    can find."

    When a character picks a pocket and comes away with some
    loot, try to use that treasure to enhance the game with
    details and hooks. Sure you can roll up 2d20 copper pieces
    and a bit of lint, but that's boring. Liven up your games
    with interesting pocket contents.

    For example, in a past campaign a pocket contained a locket
    with a painted portrait of a beautiful young lady in it. The
    PC investigated and learned where the lady was. He paid her
    a visit and this spawned a new side quest, which was to
    eventually tie back into one of the main plots (which was
    unplanned but I seized the opportunity of the PC's
    interest). Unfortunately, the PC died before he could take
    things further.

    Here are examples of types of details you can add to pocket
    contents to enhance your campaigns:

    Types of Details
    * Clues
    * Answers (i.e. a detail finally explained)
    * World development
    * Plot development
    * Race and class development
    * Character development
    * NPC development

    Types of Objects
    * Notes
    * Lists
    * Maps
    * Names or initials
    * Special material that can be traced
    * Picture, drawing
    * Symbol or rune
    * Letters
    * Cards
    * Poem
    * Unique item that can be traced

    Remember that the pick pocket victim is rarely killed in
    RPG. So, based on what is found in his pockets, the PCs can
    return to attempt to parley, shake down, follow or
    investigate the person.

    The pocket contents do not have to shoulder the burden of
    supplying a lot of answers. The contents just provide enough
    information to help the PCs decide to take further action.
    Whether the action gets the group closer to their goals or
    not is up to you and the pocket contents. A red herring once
    in awhile helps players stay on their toes.

    Pocket contents do not have to lead the PCs back to the
    victim, either. The interesting detail can point the
    characters to groups, other NPCs, locations or keywords for
    research. The detail could also reframe existing
    information, helping the PCs with a breakthrough by new
    interpretation of known facts. It would get repetitious for
    pocket contents to always lead the PCs back to the victim
    for follow-up action, so make contents details point to all
    aspects of your campaign.

    Sometimes a PC chooses a random victim. They're bored or
    need more wealth, and they either target a random NPC or you
    let them know a juicy target just walked by. Sometimes,
    however, the victim is chosen for a reason. In either case,
    you can use pocket contents to propel your game forward.
    Just avoid too much of this with random victims because
    sense of disbelief disappears once every pocket contains a
    plot element.

    Targets picked for a reason can have the desired item in
    their pockets, plus another item or two with juicy details
    that lead the PCs to new directions. Do not be satisfied
    with the status quo: "Item found. Quest over. Check."
    Complicate things or dovetail things so there are always
    interesting possibilities afoot.

    For example, the PCs pick an enemy's pocket and come away
    with a small bag. Inside is [roll, roll] 1 small emerald, 4
    gold pieces, the diary the group was after, and a pair of
    dice. Further investigation reveals the dice have been
    expertly shaved. The party gambler takes these and starts
    using them. As the game plays out, the dice generate all
    sorts of interesting acquisitions in pots won, plus get the
    group in trouble from time to time when the gambler is
    caught cheating. All this great gameplay from a small,
    extraneous detail in a pick pocket encounter.


    How to enter

    Email your entries to me at johnn@roleplayingtips.com

    Each entry is one pick pocket item that has an interesting
    hook or detail that would enhance a GM's game.

    Multiple entries are welcome.

    Use the tips and ideas above for inspiration if you get
    stuck. I think the best way to enter would be to develop
    five or ten interesting pocket contents items you could use
    in your campaign right now. Not only does that give you a
    bunch of contest entries, but you've just done a bit of
    campaign planning as well!

    Example entries, item + hook:

    A napkin with a crude map on it, and the name of the tavern
      where the napkin came from.
    A claw from a monster the PCs are about to quest for.
    A pair of ladies' gloves with the initials A.L. on them.
    A key with a symbol of Kane on it.
    A rock made of some strange flecked material with the word
      "Barakus" written on the bottom.

    Good luck! If you have any questions, drop me an email.
  2. Re: RoleplayingTips.com Pick Pockets Contest

    #2
    Missed this somehow the first time around. What a fun idea! This one could use a part II.

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