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Ramsey “Tome Wyrm” Lundock
Instant GM
A Bag of Tricks
by Ramsey “Tome Wyrm” Lundock
Edited by Wayne Tonjes
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Instant GM
A Bag of Tricks
by Ramsey “Tome Wyrm” Lundock
Edited by Wayne Tonjes
Contents
Introduction 1
1) Plot Seeds 1
Writing with Plot Seeds 1
Using Plot Seeds to Prepare for a Game 2
GMing with Plot Seeds 2
Example Plot Seeds 3
2) Stock Characters 7
Stock Character Library 7
3) Rakugo Props 15
Windbreaker 15
Baseball Cap 16
Pen 17
4) Conclusion 17
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Ramsey “Tome Wyrm” Lundock
Introduction
The players have to constantly adlib and adapt to
plot developments. If they become overwhelmed, it
is “in character” to stop and discuss the situation with
each other. The Game Master on the other hand has
no conidants. He is expected to react instantly to what
the players describe their characters doing.
The typical GM spends hours preparing before a game;
planning for everything the characters might try. But
no matter how much you prepare, the only sure bet is
that the players will think of something you didn’t. In
fact the more material you prepare, the more likely it
is that one of the players will latch on to an incidental
detail and take of in an unexpected direction faster
than you can say “Red Herring.”
Every Game Master has his own style. But all of them
need to be able to think on their feet. Improvising during
a game is easier if you are ready to step away from the
written game and go in the direction the players want
to try. Remember the player characters are the main
characters in the story you are telling. By deinition the
plot is what they do, not what you planned for them.
You want to gently guide the group ‘back on track’
without letting them realize that they ever deviated
from the script.
There are three techniques which can improve your
improvisation behind the GM screen: Plot Seeds, Stock
Characters, and Rakugo Props. (On a personal note:
Some of the best games I’ve ever run, I’ve shown up
at the table armed only with this bag of tricks and no
fore planning to get in the way.)
1) Plot Seeds
Plot seeds are generic plots, suitable for any genre. They’re
no more than a single sentence, often only a phrase, that sums up
the goal of the adventure and the type of obstacles separating
the heroes from that goal.
Plot seeds are helpful for writing, preparing for, or running
a game. They give you an easy way to remind yourself how the
adventure is supposed to develop. Keeping the Plot Seed in mind
while you write creates an adventure more consistent in tone and
pace. Behind the GM screen, the Plot Seed reminds you not only
what track to aim the players, but what are the appropriate ways to
guide them, so that they make the right decision on their own.
Writing with Plot Seeds
When writing with Plot Seeds, choose one you think
your group will enjoy. Next decide how it will work in
the genre in which your game is set. The Plot Seed “Kill
the Monster” probably means an alien-nasty in a SF
game, a bear, alligator, or big cat in a realistic modern
setting, and some form of ghoul or ghost for a horror
game.
Once you have this in place, think of reasons why the
characters would become involved in this type of plot.
This gives you a chance to customize to your group if
you know them very well: a rogue who would never
lift a inger to save a princess from the space pirates,
might leap into action if it’s his girlfriend or younger
sister who was taken to the secret asteroid base. Both
scenarios are still the Plot Seed of “Save the Princess.”
I cannot emphasis enough the importance of making
the Plot Seed relevant to the player characters. The
standard way to get the characters involved is to have
someone hire them. Since this one is practically fool
proof, it has been overused to the point of comedy.
You don’t have to write a generic plot. You know your
players and their characters. Think of someway to get
them involved. Even something as simple as having
one of the characters inherit a haunted house that
needs exorcising can make the players interested in
an otherwise “standard” adventure.
The next step is to determine what type of challenges
keeps the heroes from achieving their goal from the
onset. Do they have to hurry? investigate? ight? deceive?
This is another excellent opportunity to customize the
adventure to your group. If one of the characters is a
computer expert, throw him a computerized lock or
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Instant GM: A Bag of Tricks
encrypted treasure map once or twice an adventure
to keep him interested and let him show of.
It is important to keep the encounters true to the
spirit of the Plot Seed. If the characters are trying to
uncover a smuggler operation, they won’t want to spend
much time with a shady merchant, who turns out to
know nothing except how to pass of defective goods.
An occasional red herring is ine, but if used too often,
the players will learn not to take encounters seriously
until near the end of the gaming session. Keeping
everything plot related will force your players to pay
attention.
action movie, don’t waste game time on it. If your
players are the type who after killing the evil wizard,
strip his lab of everything of value and go through his
laundry looking for loose change, you’re going to need
to develop your games in greater detail.
GMing with Plot Seeds
When behind the GM screen , keep the Plot Seed in
mind, and maybe even on a sticky note on the back of
the screen. Try not to let the adventure stray too far
from the Plot Seed. Unless the goal of the adventure
is to interview everyone in a city, once the characters
have learned the relevant information from members
of the populace, give them a reason to move on. If
the heroes do go of on a tangent, either rope them
back in, or better yet , have the tangent lead back to
the plot. This way your players think that you had a
detailed scenario planned, and that they worked their
way through it. They get a feeling of accomplishment,
and think you must be genius to have ‘anticipated’ their
moves.
Example: The characters are convinced the town
watchmaker is suspicious because he is constantly
cleaning his glasses (hmm? magic glasses?) Actually you
know the watchmaker is developing an eye stigmatism,
and so is trying to wipe away the spots he always sees.
Rather than let the players follow the watchmaker
around until they’re convinced he’s harmless, have
him be attacked by the vampire the party should be
looking for.
When adlibbing during a game, a Plot Seed gives
you an idea what kind of challenges it with the theme.
If a Plot Seed requires parley and political maneuvering,
throwing muggers and monsters at the characters when
they stray from the plot is not a good idea. Perhaps the
commoner they are wasting time with is actually the
mother of one of the domestic servants at the palace
and has heard some juicy morsels of gossip. Or if the
player characters insist on wandering back allies, have the
thug they encounter be part of a criminal organization
with political clout. He’ll still rob the heroes, but having
the stolen jewelry turn up in someone else’s possession,
could give the party insight into the underground
network.
Finally, the Plot Seed reminds you what climax the
adventure is building towards. You can adjust the pacing
of the game to make sure the characters reach it without
Using Plot Seeds to Prepare for a Game
If a plot springs fully formed into your mind, or you
are using a professional module, you’ll need to reverse
engineer the Plot Seed. Reduce the core concept to
as few words as possible. Use generic words, to help
simplify the idea further. When you get down to one
sentence or less, that could be used in any setting,
you’ve found the Plot Seed.
Example: The characters need to go to a neighboring
village and bring back a healer to help a sick friend.
The essential elements of this plot are that the
characters must travel, retrieve something and return
with it. Time is probably of the essence since a healer
is involved, so this plot simpliies to the Plot Seed: The
Race. The characters must move as quickly as possible.
Obstacles and encounters which slow the characters
will be the focus of the game. A broken wagon wheel
could be just as distressing as a bandit attack.
If speed is a secondary concern but for some reason
the healer is diicult to handle, or doesn’t want to come,
“The Delivery” would be a more appropriate Plot Seed.
If the primary diiculty is supposed to be dealing with
the peculiarities of the other town, the adventure might
become a “Quest.”
Once you have determined the seed of your plot,
consider each encounter, scene and character, and ask
“Does this it well with the Plot Seed?” If the answer is
`no , cut it or gloss over it. This encourages cinematic
play. It is safe to assume that an evil wizard must have
places to sleep, prepare food, and dispose of bodily
waste, but unless there is something interesting about
them, there’s no reason to develop or dwell on them.
Every GM must ind her own level of realism. My
rule of thumb is: if it wouldn’t get screen time in an
Ramsey “Tome Wyrm” Lundock
having large amounts of dénouement. When you reach
the climax make sure to convey the importance to your
players though your descriptions, mannerisms and
tone of voice.
They must track down leads and try to prevent any
plots of which they learn. Paranoia runs high in these
situations and the heroes might be manipulated into
unknowingly helping their enemies. The most eicient
way to deal with the situation may be to lay a trap for
the assailant.
Defend the Fort : This is another type of reactive
adventure. The characters are given a position to
protect. It could be a town, a derelict starship, or an
actual castle. Much of the adventure time is spent
planning for an attack. A map is usually necessary so
the players can identify weak points and try to bolster
them. Once the party is dug in, the climax is when the
enemy arrives. Usually the enemy comes en mass but
a few very powerful opponents such as dragons or
giants could also pose a threat to the fortiication. The
situation may be complicated with non-combatants
that the heroes need to protect.
Delivery : The party needs to get an object from
point A to point B, but for some reason either the area
between the start and inish is inhospitable, or the
delivery itself is diicult to handle. The terrain could be
badlands, or not very well mapped. The object could
be large and/or fragile requiring extra care. A common
variant is for the delivery to be alive. Delivering a cattle
rustler to trial or a not-quite-willing princess to charm
school can make an otherwise simple journey quite a
headache. The climax is not when the object is delivered,
it is actually when heroes overcome the largest obstacle.
(If the characters have fought of wolves and bandits
and jury-rigged gliders to ly across a chasm, don’t make
them deal with a washed out road just before the end.
It’s anticlimactic.)
Diplomacy : The player characters want something
and they have to negotiate for it. Regardless of whether
they want to make peace between warring star systems,
close a corporate deal, or one of them just wants a
date with the girl in the front row, they have to make
other people do what they want. Few people will give
something for nothing, and there might even be those
who want the same thing as player characters, or simply
don’t want the PCs to get it.
T hese are role-playing intensive adventures, with
little or no need for combat or even most skill checks.
Lies, manipulation, bribery, and limited violence can be
used, but there will be repercussions if the party doesn’t
cover their tracks well enough. On the other hand being
Example Plot Seeds
Here is a list of Plot Seeds for use in your campaign.
This isn’t an exhaustive list of all possible Plot Seeds.
You may think of some that aren’t covered here.
Body Snatchers : Through magic, brainwashing,
or cybernetic implants the villain takes control of a
large number of innocent people. The victims act semi-
normal, but are working to advance some diabolical
plot. What makes these adventures challenging is that
the heroes don’t know who they can trust. Authority
igures who have been compromised can legally make
the characters lives very diicult, and it is in the party’s
best interest not to hurt the people who have been
possessed. The climax occurs when the heroes confront
the mastermind, or as they try to administer the cure
(for example: putting trace amounts of copper into
the water supply to kill the neuro-parasites).
The Chase : The heroes are chasing something.
Usually whatever it is doesn’t want to be caught. The
heroes must track their prey, and try to gain ground
on it. Typical challenges include places where the trail
becomes hard follow, such as at crossroads or interstellar
dust clouds. Anything which slows the party down
such as border guards and mechanical failures must
also be dealt with quickly. The climax occurs when the
characters catch up to their quarry.
Chase Variant: Hot Potato : In this variant of the
Chase the heroes are after an object such as a crystal
statue of a falcon or a briefcase of national secrets.
They track down the person with the item only to ind
that it has already been lost/stolen/sold. This process
is repeated several times until the characters inally
catch up with their objective. Hot Potato can be an
extremely frustrating adventure if mishandled. Ideally
the heroes should never feel completely defeated, but
should be reduced to “if this last lead doesn’t turn up
anything we’re inished.”
Counter Ops : The heroes are spy catchers. They are
defending either a project or a person from covert attack.
Sabotage, assassination, and terrorism are common
plots to be foiled. Counter Ops adventures are reactive,
in that the characters never get to make the irst move.
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