Magic and Frauds

Just a pre­view of some pro­posed optional rules to allow magic in the Newsies & Boot­blacks game. These are to be included in the main book. Please read them and share what you think could be improved and how.

Magic is not sup­posed to exist in the world of Newsies & Boot­blacks . Respectable per­sons con­sider it noth­ing but super­sti­tions and fairy tales and those who speak about magic, mes­merism or what-you-have-you are noth­ing but obscu­ran­tists which impede human progress. The Game Mas­ter might con­sider the mere exis­tence of magic a C to E rumor. How­ever, its effects are impor­tant enough not to leave this deci­sion to a dice roll. One good com­pro­mise could be to con­sider magic to be a mere fan­tasy unless the adven­ture played includes it.

Player Char­ac­ters should not be allowed to use magic except in very spe­cific cir­cum­stances directly related to an adven­ture. That lim­i­ta­tion should be enforced seam­lessly to not look arbi­trary and unfair. For exam­ple, the game mas­ter, could allow play­ers a spell to fight off vam­pires on a new moon. As vam­pires do not appear in nor­mal life, this spell could only be used in adven­tures. Alter­na­tively, the spell could demand such a hefty price, that the player char­ac­ters would only use it in extreme circumstances.

1.1  Types of Magic

Pow­ers can either be Bless­ings or Curses. Bless­ings are ordained by God (or some good-natured Source) while Curses are the province of Evil. Gen­er­ally speak­ing only saintly char­ac­ters (player or non-player) can cast bless­ings. Curses, on the other hand, are offered by Evil to any­body it whims, often as an attempt to snare them into lead­ing them away from God (or the Good Source).

Pow­ers (bothw bless­ings and curses) can be either Sub­tle, Nor­mal or Pow­er­ful. Sub­tle pow­ers are those which prod­uct effects that could have a non-magical source.

1.2  Ele­ments of Magic

Magic in Newsies & Boot­blacks is described in terms of effects, lim­i­ta­tions, skill and price.

1.2.1  Effects

This is the desired out­come of the pow­ers. These can be any the Game Mas­ter can think up.

1.2.2  Lim­i­ta­tions to powers.

In Newsies & Boot­blacks, all pow­ers suf­fer lim­i­ta­tions of both Time and Place. Most pow­ers can only be used in the 13 days sur­round­ing Hal­loween (curses) or Christ­mas (bless­ings) and/or in spe­cific loca­tions no longer than a build­ing or, if in the open, a foot­ball field.

Some pow­ers can only be casted so many times per day, week, month or sea­son, even if the magic user can casts spells more often, see the sub­sec­tion below. ,

Bless­ings

1.2.3  Limi­ti­a­tions to casters.

A magic user can only cast so many spells per day, week month or sea­son. The pre­cise num­ber and rates is for the game mas­ter to decide. Gen­er­ally, speak­ing, how­ever, an appren­tice magic user should not be allowed to cast more than three curses per week, while a vet­eran spell caster should be able to cast up to 6 a day.

No magic user, by the way, should be allowed to cast more than 13 spells a day.

1.2.4  Skill

Magic is a skill linked to the Edu­ca­tion attribute. All char­ac­ters are “Bad at” Magic, and hence utterly unable to cast any pow­ers. Player Char­ac­ters can­not nor­mally learn magic, save by direct per­mis­sion of the game mas­ters nor­mally within an adventure.

To cast a sub­tle spell demands a TN of 13. Nor­mal Spells require a TN of 15. A Pow­er­ful Spell requires a TN of 17. In any case, char­ac­ters who are “Bad at” Magic can­not attempt to cast any magic power at all.

1.2.5  Price

Cast­ing curses, in Newsies & Boot­blacks, is a dis­rup­tion of the nat­ural power and often evil. There­fore nature demands a price on magic users. Price is always unknown to the magic user, until he suf­fers it. This price is often deferred in time, but sooner or later, in a time unknown to the magic user, it shall have to be paid. The table below is just an exam­ple, Game Mas­ters are encour­age to build their own.

Demons and the such are pay­ing with an eter­nity of suf­fer­ing and hence, do not have to pay any spe­cial price for cast­ing powers.

Curse is Sub­tle Nor­mal Pow­er­ful Time Deferred
2 or less Scared Unlucky, 1 week Mole on nose –1 to CHA 4 d months
3 Lose some­thing Mole on nose –1 to CHA Roll twice on Nor­mal Column 2 d months
4 Unlucky, 1 week Roll twice on Sub­tle Column Sick (9.6.4) 1 d weeks
5 Mole on nose –1 to CHA Slum­ber Fire 1 d days
6 One year older Six years older Loss of Memory 1 d hours
7 Sick (9.6.2) Sick (9.6.3) Slum­ber half an hour
8 Sick (9.6.3) Sick (9.6.4) 6 years older 3 d minutes
9 Slum­ber Loss of Memory Mon­ster 2 d minutes
10 Loss of Memory Mon­ster 36 years older 1 d minutes
11 Mon­ster Six years older Dead 1 minute
12 or more One year older Dead Fate worse than death None

Roll 2 dice. Add 3 to the dice roll if a fum­ble, Sub­stract 3 on a spec­tac­u­lar success

Expla­na­tions:

Scared: Par­a­lyzed by fear the user can’t act next turn.

Lose some­thing: The Game Mas­ter chooses one item for the char­ac­ter to lose.

Unlucky: Re-roll all dice which favor the magic user.

One year older: Adjust Age. The Game Mas­ter can con­sider to adjust the magic user stats.

Sick (fol­low the rules ref­er­enced in brackets)

Slum­ber (The char­ac­ter falls in a deep slum­ber, to awake only 1 d years later or if kissed by some­one pure of heart.

Loss of Mem­ory: The magic user becomes “Bad at” a ran­domly cho­sen skill.

Mon­ster: A mon­ster appears bent to kill the user.

Death: The magic user is dead, forever.

Fate worse than death: You would not want me to tell about that, would you?

  • Remem­ber that bless­ings, are granted by God (or angels, or the Mys­tery) and hence do not claim a price, except if the bless­ing is used to com­mit an evil action

1.3  Some curses

These are taken from the primer, mod­i­fied to fit these rules

  1. For­saken. (Pow­er­ful)* The vic­tim is for­got­ten by every­body who is not with him at the time of the curse. The witch can only place this curse once per sea­son; though it will remain for life unless the witch is defeated.
  2. Sick. (Nor­mal) The vic­tim will burst out in a sud­den fever, pain and dizzi­ness. All his actions are at –5.
  3. Blind­ness. (Nor­mal) The vic­tim can’t see for 1 turn. All the actions that are depen­dent on sight will be at –10.
  4. Tri­umph of the will. (Pow­er­ful) The vic­tim will freeze in place until some­body com­mands him some­thing. He’ll then pro­ceed to com­plete the task assigned to his most ability.
  5. Fear. (Sub­tle) The vic­tim is engulfed by ter­ror. All actions that require brav­ery will be at –3.
  6. Net­tle. (Nor­mal) The room will be instantly cov­ered with net­tles, block­ing the way. The net­tles will wither away and die in 3 turns. This curse can be placed thrice per day.
  7. Sloth. (Sub­tle) The afflicted player will fall in a slum­ber, not being able to act.
  8. Avarice. (Nor­mal) Gold nuggets will fall from the ceel­ing. Those who fail to avoid them (Dodge TN of 9) will suf­fer bruises for a –1 malus. This malus will not heal until a good night of rest. This curse can be placed thrice per day.
  9. Gates to Hell. (Pow­er­ful) A door will open in the mid­dle of the room. Through it, the play­ers will be able to see hell and its thou­sands of demons. The demons can’t enter to earth, but if any­body steps there will­ingly or unwill­ingly, there’s no way back.
  10. Rag doll. (Pow­er­ful) The afflicted char­ac­ter is par­a­lyzed from the neck down. This curse lasts until some­body does some­thing kind for the afflicted per­son. The witch can no longer use this curse dur­ing this season.
  11. Despair. (Sub­tle) The vic­tim will begin to feel incred­i­bly sad, burst­ing into tears, lose 1d chits.

1.4  Frauds

Frauds regard­ing the super­nat­ural should be at least as com­mon as real bless­ings or curses in a game of Newsies & Boot­blacks. This is but a rec­om­men­da­tion for the Game Mas­ter when design­ing their own cam­paigns and adventures..

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MiniM Role-playing Mission Statement

Oh, am I really going to do that? A mis­sion state­ment? For this one per­son ven­ture? Yes. I believe it is nec­es­sary to focus myself and to state where I stand in the role-playing world, but also to inform part­ners and con­trib­u­tors of what I am look­ing for.

Ready?

Mis­sion Statement

MiniM Role-playing will

  1. Pro­vide role-playing game set­tings which are orig­i­nal, fun, fam­ily friendly and ethical.
  2. Strive for clear, easy to use and remem­ber rules that will be as com­plex as the game demands, but not one inch more.
  3. Focus on qual­ity, not quan­tity in content.
  4. Deal with part­ners, clients, free­lancers and con­trib­u­tors with utmost hon­esty and diligence.
  5. A min­i­mal­ist busi­ness approach.

Revi­sion

This state­ment will be revised on the first days of Decem­ber, to adapt to what­ever the mar­ket (that’s you :) ) demands and what I learn along the way.

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A new rule for Newsies & Bootblacks

Well, not exactly a new rule, but more like a bit more of infor­ma­tion for the game mas­ter. As the say­ing says, the best laid play-test adven­tures do not sur­vive con­tact with expe­ri­enced players.

It is only for­tu­nate, because it show­cases the weaker points of your sys­tem. Those pesky play­ers always seem to do the unex­pected. So that’s how I fig­ured out I needed a few rules to deter­mine how much time char­ac­ters could move in and around New Paris.

The sys­tem takes into account method of trans­porta­tion — walk­ing, ele­vated and under­ground train and coach –, area of New Paris and the use of the street­wise skill, along with a table of aver­age travel times. No dice rolling, sim­ply put, those who are “good at” Street­wise will move faster and those who are “bad at” street­wise will move slower.

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Introducing the Newsies & Bootblacks Primer

So what’s a primer?

A primer is one of those book­lets they give free in shops and con­ven­tions so that play­ers can have a taste of the game in the hope they will like it and move to buy the real thing.

First Game”: The Newsies & Boot­blacks Primer

It’s set in one col­umn with a 11 point sized font, for a total of word-count of around 15,000. It’s now 55 pages long of US-Letter size, but the addi­tion of a few good illus­tra­tions would prob­a­bly add a few pages.

Why one column?

Because it is meant to be read mainly on a com­puter screen and two columns are a pain to read in most screens. It looks great printed too, the only down­side being that it requires a few more pages. Two columns are more com­pact and excel at dis­play­ing lists and small tables, but, again, they are has­sle when you have to scroll up and down to fol­low the text. I am speak­ing from per­sonal expe­ri­ence here.

Why an 11 sized font?

Because I wanted to be easy to read on a com­puter screen. The down­side is that it adds a few pages to print, but I expect that most play­ers will only print a few ref­er­ence pages, if at all. E-book read­ers, thin lap­tops, and net­books make it easy for a game-master to never feel the need to print any­thing but the char­ac­ter sheets — if at all.

Why an US-Letter size?

Because I expect most of the play­ers to be Amer­i­can. Print­ing it on DIN-A4 only adds some extra white-space which, if dis­liked, can be eas­ily trimmed in any shop which pro­vides print­ing services.

If there is a real demand, how­ever, I would con­sider other sizes.

On illus­tra­tions

I will fol­low a sim­ple rule that will guide every MiniM Role-Playing prod­uct unless proven wrong: good illus­tra­tions only. They can be small, or just a few, but they need to be good. I pre­fer the beauty of nicely set bare text than to endure a cheesy home-made doo­dle just for the sake of hav­ing pics.

Unfor­tu­nately, I lack the resources to buy many illus­tra­tions, so I will resort to old but excel­lent pub­lic domain images, stock images and what­ever I can pay. In this primer I will, at least, pro­vide with one illus­tra­tion every 5 pages, mak­ing sure that there is one per chap­ter too. That will mean around 10 to 12 illus­tra­tions of dif­fer­ent sizes.

On Con­tent

It begins with an intro­duc­tion, which con­tains a 2 pages primer on the city of New Paris, which you can see you drafted on this very blog and b/w map of New Paris.

Then there are two chap­ters on the basic rules, which are pretty much the same than the stan­dard rules except for, char­ac­ter cre­ation, the optional rules, unusual weapons and the like. Any player who goes through the primer will have a very good grasp on the reg­u­lar game.

Then there’s a very con­densed chap­ter on equip­ment, fol­lowed by game prepa­ra­tion, includ­ing six pre-generated characters.

The book closes with “For­saken”, an adven­ture that com­bines action, some think­ing, learn­ing who to trust and a fla­vor of camp­fire scary tales.

Free as in free beer

First Game will be free to acquire on rpg­now as soon as it will be avail­able. So please don’t go around pirat­ing the stan­dard game. You will me harm­ing my dreams and mak­ing fun of my hard work and the dreams and hard work of others.

If you want to test the Newsies & Boot­blacks, “First Game” will do that nicely for free. And if you can’t afford the stan­dard game, or you need it for a children’s home or a school just con­tact me and I will email the pdf to you discreetly.

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Game progressing nicely

Yes­ter­day, I had the oppor­tu­nity to test the Newsies & Boot­blacks primer in my local friendly store. The game was fine and helped me to spot a few rough edges in the rules and a few more in the adven­ture itself. That granted, it was a great game and every­body had a great time.

By Mon­day the final man­u­script will be sent to, Davina, my proof-reader and after that, I’ll work fast to get it into rpg­now as soos as possible.

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And the cover keeps improving

The proposed cover for Newsies & Bootblacks rpg

Changes: the red band has been placed to the left, mostly, and added a leather tex­ture cour­tesy of Web­treats with a 60% trans­parency on The GIMP.

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An adventure skeleton: Oliver Twist

Below this lines lies an adven­ture out­line for Oliver Twist I cre­ated to play with the Mythic Role-playing Game but it’s generic enough to be used with any game. The notes below assume that the game mas­ter has a good grasp of the novel and / or the films — there are 15 of them –. I am shar­ing it here to demon­strate an easy way to cre­ate an adven­ture by tak­ing inspi­ra­tion on a work of fic­tion you know well.

This skele­ton does need a few things to flesh it out: npc stats, both stock (cops, aver­age guy, a pick­pocket…) and main char­ac­ters (such as Fagin. Bill Sikes or the Art­ful Dodger); then per­haps a map or two; some descrip­tions (you could take these from the novel itself); and to expand some loose ends.

Obvi­ously, there is lit­tle chance you can sur­prise most peo­ple with Oliver Twist — except your son or younger brother — but:

  1. There’s noth­ing can stop you from tin­ker­ing with that skeleton.
  2. There’s a host of nov­els and films out there you could adapt. Choose one you know well but which is rel­a­tively obscure, change some details and that’s that. As long as you don’t intend to pub­lish, you have noth­ing to worry about copyrights.

So, with­out fur­ther delay: The Oliver Twist Adven­ture skele­ton Con­tinue read­ing

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This is New Paris

An intro­duc­tion to the world of Newsies & Bootblacks

Click for a larger image

© Joyce Anne Martin

Fore­word

It’s some year between 1890 and 1910, some­where south of New York and north of Vir­ginia lies the state and city of New Paris. This very first line drafts the spirit of this arti­cle; New Paris City is not and will not ever be defined. It’s yours to develop, explore and live. I know there are many who pre­fer to have every­thing set up for them, and they are lucky because there are many excel­lent set­tings for them to choose.

I believe in the power of sug­ges­tion. Every work of fic­tion sug­gests: from Beowulf through Oliver Twist to the last best­seller, an author kin­dle the spark of imag­i­na­tion that resides in the read­ers. It is them who fin­ish his work, ever new with each gen­er­a­tion and per­son. A nar­ra­tive game, such as this, should do exactly that. My role as author is merely to pro­vide the essen­tial mate­ri­als the game mas­ter needs to, in turn, spark the story in the imag­i­na­tions of gam­ing group who — pay atten­tion — help him to cre­ate the adven­ture, to unfold the world and to build a bet­ter setting.

Who am I to fet­ter all that in words of stone?

A bit of history

New Paris began its life as a French set­tle­ment in the mouth of the River Onhat­tan. Iso­lated from other French pos­s­e­sions, too close to Vir­ginia, it was promptly taken by the British, despite its mag­nif­i­cent defenses. Since then it has shared the fate of what it would become the United States of America.

New Paris was be spared the worst of the Civil War, with only a few skir­mishes fought inside its bor­ders, and since then it has grown rapidly, to rival the likes of Chicago or New York

A bit of technology

New Paris, as the rest of the nation, is expe­ri­enc­ing a period of tech­no­log­i­cal progress. Though, this come in dif­fer­ent speeds: the wealthy take it faster, the poor slowler. The first auto­mo­biles run along­side mule-drawn carts and while a few man­sions can sport the nov­elty of elec­tric light bulbs, most peo­ple resort to petrol lights. Pocket watches exist as a lux­ury item while most peo­ple resort to the church bells or the town­hall clock to keep track of time. Steam­ers have taken their place as ships of the line and transan­latic traders, but sails are still a com­mon sight in every harbor.

The com­mon peo­ple is fas­ci­nated and fright­ened by all this new techonol­ogy and the changes it’s bring­ing. Sci­ence seems have no lim­its; and who knows what some sci­en­tist could be doing some­where: steam-mans?, fly­ing machines?, ships that could reach the Moon?, Mars?, Jupiter?, the far stars? Can elec­tric­ity bring back the death to life? Or is the world to die through the negli­cence of some too enthu­si­as­tic doctor?

New Paris and its precints.

New Paris is divided into six rough areas as seen on the map: Royal Island, Inner Expanses, West­ern Gate, Outer Expanses, Con­cor­dia and the Decree Slums. Royal Island is a mod­ernist dream: the place of the wealthy and the learned, filled with gaudy build­ings, fash­ion­able parks, libraries and muse­ums. The seat of the New Paris Gov­er­ment is there, along with the main offices of the largest and more con­ser­v­a­tive cor­po­ra­tions. A few news­boys are born into this place, the unfor­tu­nate chil­dren of a too trust­ing young maid and a bold young heir, or that’s what the prune ladies say.

In any case, the Inner Expanses is the nat­ural birth­place of the inde­pen­dent young boy. This, pre­vi­ously afflu­ent area, is now home to man­sions turned into tenen­ment build­ings by ever divid­ing its inte­rior into smaller and smaller one-room home. Every­thing, from cook­ing to sleep­ing and wash­ing must be done there.

West­ern Gate has risen to become the home of a new class of entre­pe­uners. The New Paris Stock Exchange is located there, along with the most impor­tant News­pa­pers and lawyers. Money is the blood of West­ern Gate and its heart is always pump­ing. There is not a day or hour in which you can not find some­one work­ing in a new business.

A sea of fac­to­ries and ware­houses, of smoke and rushed traf­fic, that’s the first impres­sion a vis­i­tor gets from the Outer Expanses. And yet the new, and most impor­tant har­bor of the city is there as there are more than a few rows of tall yet dirty and squalid appart­ment build­ings. Many fac­tory work­ers only walk as far as to their job, and back to their appart­ment, with lit­tle hope but sav­ing so their chil­dren can have a chance. Many die long before.

Con­cor­dia lies south of the River Onhat­tan. Nice, ordered, clean, Con­cor­dia is much more mixed and var­ied than any of the other areas of the city. Con­cor­dians con­sider them­selves tol­er­ant, hard-working, lovers of inno­va­tion and change. Not all change is always wel­comed, like the tra­di­tional small shops fac­ing a tougher and tougher com­pe­ti­tion from the depart­ment stores. Shop­ping and small work­shops aside, the other major income of Con­cor­dia is recre­ation, in which the New Paris beach plays a large role. Though lim­ited to the Sum­mer sea­son, the beach and its prom­e­nade attracts crowds of vaca­tion­ers of every sta­tion in life.

And then we have Decree, locked between the sea and and the New Paris dump. Once, they were the home of the wealth­i­est, until the Great Plague of New Paris changed all that. Aban­doned in days, it took years for the home­less, the poor, the crim­i­nal and the des­per­ate to slowly fill it. Years after years, New Paris for­got about Decree, refer­ing to it as if a coun­try beyond the sea . Soon, street fights turned into wars among gangs which has never ended. This is a den of poverty, sick­ness and crime. Vio­lence is ram­part and rumor has it, that some of their chil­dren, end up as slaves in some exotic cor­ner of Earth. The news­boys, boot­blacks and oth­ers who run from this place often keep their ori­gins to them­selves and make a point of not ever returning.

The News­boy Lodge

New Paris may be rich, but that’s not the case of every of its inhab­i­tants. Located poverty, bank­rup­tucies, immi­gra­tion and sick­ness has put many chil­dren to the streets, home­less and with no adult to care for them. They are just a minor­ity of the major­ity of chil­dren who work, at least part time, in every trade. But these have no place to call home, nobody to guide them, and lit­tle earn­ings to rent even a squalid room in the Inner Expanses. It’s no won­der many of them ended dead or in reform schools.

The mem­bers of the New Paris Soci­ety for Chil­dren Aid, see­ing the need, pooled their money to buy an old manor home, near the News­pa­per houses, and set it to house the news­boys. The boys –and girls– can have for a small pay­ment room and board, a place to play and hang out, con­sult with adult vol­un­teers and, for a lit­tle extra, attend a night school.

It should be noted that, despite its, name, every­body younger than 16, with no crim­i­nal record is wel­comed there.

A few ran­dom facts about New Paris

  1. Hal­loween is not a big tra­di­tion in New Paris, but kids don’t seem to notice.
  2. It is com­mon to see chil­dren younger than 15 walk­ing bare­foot almost anywhere.
  3. It is com­mon to see peo­ple fully clothed to hat and coat walk­ing on the sands of the beach.
  4. Most peo­ple rise up at 5:00 AM.
  5. In the Inner Expanses, West­ern Gate and the Outer Expanses, all chil­dren are wel­comed in any pub­lic place to buy what­ever they can pay.
  6. Chil­dren of any age can be clients of a bank with lit­tle restric­tions, no mat­ter how small the deposit. Many news­boys, ped­dlers and boot­blacks hold sav­ing accounts.
  7. The New Paris sew­ers is a world in itself, with secret pas­sages and cham­bers and, some say, hid­den treasures.
  8. Rumor has it that… New Paris has a hoard of urban leg­ends, a few of which are actu­ally true.
  9. New Paris is the home of the Utopian Party, a technophile move­ment which wants to change the world, though into what is still hotly debated.
  10. The New Paris Ele­vated Train com­pany has, in fact, a under­ground lines.
  11. The New Paris beach does extend into the inner expanses, yet its waters are con­t­a­m­i­nated with the trash of the ships and only a few dare­devil poor kids swim there.
  12. Out­side of Royal Island, West­ern Gate and Con­cor­dia, many streets are still unpaved, either because they never were or because the pave­ment has been lit­er­ally stolen as build­ing mate­ri­als –like in the Inner Expanses.

Note

This intro­duc­tion is to appear, once it’s edited, on the primer, and it’s only a glimpse of the infor­ma­tion avail­able in the main set­ting book.

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Thank it forward

Strange things hap­pen when you thank peo­ple, when you truly do so. The angels start work­ing some won­ders and then, out of nothing,

Joyce Anne Mar­tin offered me this –scaled down– small illus­tra­tion, a text sep­a­ra­tor, to help with the type­set­ting. I am not sure where and how I will be using it in the game, but it surely made my day.

Tes­ti­mo­nial

See her port­fo­lio. If you like what you see, don’t hes­i­tate to hire her. I can bear wit­ness she is a delight to work with; no trou­bles what­so­ever and always under­stand­ing of the needs and lim­i­ta­tions of small publishers.

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Show and tell for gamemasters –1st

If you are into writ­ing, you have prob­a­bly read the advice: show, don’t tell. What does it mean? Sim­ply put

Tell

He was obese.

Show

There walked a man, heav­ily breath­ing as if every step were a quest. Eyes mov­ing fast, head hang­ing low try­ing to spot those who would silently laugh at his body and, at the same time, if it were indeed pos­si­ble to hide its huge, amor­phous shape.

Show and tell

Now, many peo­ple would par­rot the old “Show, don’t tell” advice and try to spot obses­sively for any instance of telling. In fact they both have a place in writ­ing and in gamemastering.

Show is expen­sive. Sup­pose we are play­ing in your typ­i­cal medieval fan­tasy and our obese friend is a shop owner. In the cam­paign you are play­ing, he’s there only as a provider of new weapons and other sup­plies. Is it a good idea to describe every “extra” non play­ing char­ac­ter in-depth?

Show focus the play­ers atten­tion. Play­ers notice when you care, they sup­pose that when you spend time with some­thing it’s because that some­thing is very impor­tant for the adven­ture and/or their char­ac­ters’ well­be­ing. If you spend a lot of time “show­ing” the shop and its owner, they will come up to the con­clu­sion that it’s much more than just a shop… and act accord­ingly. They will explore the place, make ques­tions you aren’t ready to answer and, in the end, feel ulti­mately cheated when they finally real­ize it was just a shop.

What to show

I will expand this sec­tion on a spe­cific post. For this intro­duc­tion a list should suffice.

The Hook

Sup­pose your player-characters have to find a potion to fight a ter­ri­ble epi­demic. Let the aid to mori­bund kids, let them see the charts filled with corpses, an arti­san work­ing fast on new tomb­stones, mourn­ers and prayers.

Is there a trea­sure to be found?, let them find a scroll prais­ing its won­ders, the huge palace that was built with the last trea­sure they found, make them meet a loser, a failed, crip­pled, npc adven­turer who remem­bers the day he almost put his hands on the trea­sure… only to have to flight from some aber­rant horror.

The theme

Don’t believe that just by telling the play­ers, this is a “hard sci­ence fic­tion” game, they have under­stood what to expect and what is all about. This is spe­cially impor­tant in games which have an orig­i­nal set­ting and focus, as I believe N&B is; but even in a well known game is a must.

Your play­ers need to see this is not –just another run of the same old game-. Does your fan­tasy con­tains ele­ments of romance? Let them see it. Is your game-world under the joke of some megal­ma­niac tyrant? Let the play­ers lis­ten to a new procla­ma­tion of the Grand Emperor of demand­ing one slave from each fam­ily to build his sum­mer pyramid.

The essen­tial information

Why do play­ers for­get to go to the library which con­tained all they needed to know to defeat an ages old hor­ror? Because they thought it was just a library. Or because they weren’t pay­ing atten­tion to your words.

Had you shown the library: its Vic­to­rian dec­o­ra­tion, the para-normal inves­ti­ga­tor who comes out of it with a heavy note­book burst­ing with hand scrib­bled notes, the black­ened win­dows from a recent and mys­te­ri­ous fire… your play­ers would have noticed.

Main Non Player Characters

Actions show a true char­ac­ter, but so do their emo­tions, words and man­ner­isms as you show them to your play­ers. Obvi­ously some char­ac­ters would like to hide their true selves: then show their façade, show what they do to fool the player characters.

Above all, bring them to life through their inter­ac­tions with other char­ac­ters, espe­cially player characters.

Most impor­tant actions

Why are com­bat actions mem­o­rable in role-playing? Some may say, because it’s fun — which is not always true — some may say because it’s extremely impor­tant for the sur­vival of the char­ac­ters — and there is truth in it — but also because they are told and played in vivid detail.

If, as a Game Mas­ter you want play­ers to love social inter­ac­tion: try­ing to con­quer a lover, gather infor­ma­tion or some intrigue, then do not leave it all to a few rolled dice. Plan it, develop, bring details, con­sider the “tac­tics” that could be involved. And show the play­ers why they should care, show what’s at stake.

The end

Which should be a link for another game. Even if you are not play­ing a cam­paign, it never hurts to let the play­ers want­ing for more, to hint that there could be more adven­tures left after the adventure.

Your play­ers have worked hard for their tri­umph. Let them enjoy a crown­ing cer­e­mony, be knighted, be granted a medal, or a huge vil­lage party with loads of roasted pork. Show them they have achieved something.

Or show their fail­ure, what the con­se­quences have been. If they are dead, con­sider a funeral or a statue. And bring some hope, if there is still any.

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