Belryan |
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Avatar-1 |
That's awesome! Can't quite understand how you're making that seal?
For my part, when I'm GMing, I'm trying to work on making up proper personalities for NPCs that the scenario never specifically mentions.
Sometimes just an accent is enough to give them a bit of life (and I'm not great at accents, but practise does make perfect), but some are aggressive, some are submissive, some are ecstatic, some are depressed with no hope, and some are super true neutral indifferent.
Even though I don't consider myself very good at it, once I've done it, I'm pretty confident the players have had a better time in the game.
Belryan |
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I have a pair of dice with the Glyph of the Open Road carved into one face (replacing the six). I bought some sealing wax at Michael's, melt some wax onto the paper, let it cool slightly, and press the dice into the wax, which leaves the raised glyph behind.
Accents / voices / personalities are definitely a great idea. I usually find by the second time I run a scenario I'll usually do a lot better job of individualizing the NPCs, based on how the first group interacted with them.
Farrindor |
I don't quite get so far as the seals, but I LOVE doing up letters whenever they come up.
I also love having tangibles - if I can include tangible puzzle bits, I do so.
Also, when I get a character with something visible, I try to bring a prop to represent it. Like a feather boa for when Miss Feathers shows herself. Or when there are chests and barrels, I have a collection of props to add a 3D layer to my maps.
(What can I say... I did live action boffer roleplay before tabletop gaming dragged me back in like the Godfather.)
Thod |
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I bought a set of 6 books for the Confirmation. They are plain brown paper notebooks. It was a compromise between looking good and appropriate and not willing to shell out enough for 6 paperblanks which would have been my first choice.
Players are instructed to use them from the first free page and I trust in them not looking (in detail) at anything other have added before. No harm if they get a glimpse of a map or other art being done before.
It really helps immersion and leaves a permanent document of the game.
GM Harpwizard Venture-Captain, Vermont—Peacham |
I love letters and handouts and I like to seal them with real wax if it makes sense. I love the reactions I get from players.
The other thing that I love to do (if possible) is include suspenseful music. I've even dimmed the lights and used candle light when entering a dungeon. They are small things, but they all go toward creating a great experience.
Speaking of handouts, I wrote a letter for the Veteran's Vault where Sascha is giving directions to the players on how to get to her Vault. I posted it in the Veteran's Vault GM Discussion thread, but nobody seems to be looking at that thread any more. This thread is talking about exactly what I am trying to do. I prefer to have a real letter that gives directions rather than simply telling the players that they received a note that tells them where to go. Can any of you who have run the Veteran's Vault give me some feedback on that letter and see if it sounds useful and/or suspenseful?
Mark Stratton Venture-Lieutenant, Indiana—Indianapolis |
I have a pair of dice with the Glyph of the Open Road carved into one face (replacing the six). I bought some sealing wax at Michael's, melt some wax onto the paper, let it cool slightly, and press the dice into the wax, which leaves the raised glyph behind.
Accents / voices / personalities are definitely a great idea. I usually find by the second time I run a scenario I'll usually do a lot better job of individualizing the NPCs, based on how the first group interacted with them.
Where might one get said dice? I think this is great!
Artoo |
Belryan wrote:Where might one get said dice? I think this is great!I have a pair of dice with the Glyph of the Open Road carved into one face (replacing the six). I bought some sealing wax at Michael's, melt some wax onto the paper, let it cool slightly, and press the dice into the wax, which leaves the raised glyph behind.
Accents / voices / personalities are definitely a great idea. I usually find by the second time I run a scenario I'll usually do a lot better job of individualizing the NPCs, based on how the first group interacted with them.
We got them from our local Venture Captain, he gave me the impression that several of the venture officers got together and had a bunch of them custom made. So maybe try checking with one of your local venture officers.
Mark Stratton Venture-Lieutenant, Indiana—Indianapolis |
I made personalized letters for Eyes of the Ten with a similar wax seal, although the dice hadn't come out yet - great idea!
Mark, most V-O's have access to some, it's a bulk order that gets done every year for V-O's to hand out at events (paid for by the V-O's themselves).
Well, cut my calories and call me skinny! It's that easy? Wow!
I'm a new VO (since March) and this is the first I have heard of these! Awesome!
Woran Venture-Captain, Netherlands |
nosig |
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I print up the VC briefing and create a hand-out from that. the little map from the settings section, or maybe the city map (like for First Steps), and a few lines for the PCs to take notes. This esp. helps 3 hours later when the players are trying to remember what the heck their mission was... and also helps them understand it when I'm giving the briefing in a crowded CON room...
Sometimes I'll also print up the questions from the example questions and answers - and hand each to a different player... so that after the briefing the Fighter can say something like "Who the heck is the Spider?" - and several of the players get to interact inside the briefing. It helps to "brake the ice" and helps get the players talking in character.
Woran Venture-Captain, Netherlands |
Woran wrote:I cant read or write hieroglyphs, and neither can my players. So instead of giving out text, I wrote it all out in rebus form so they could puzzle with it.additional information please. I did not understand this post...
Additional information about what? Do you want to know what a hieroglyph is? Or what a rebus is? Or how you make a rebus?
My players wanted to translate some hyroglyphs. But as I tought giving them the translation was boring, I made a rebus of the text so they could puzzle it out as their characters had to do that too.
nosig |
nosig wrote:Woran wrote:I cant read or write hieroglyphs, and neither can my players. So instead of giving out text, I wrote it all out in rebus form so they could puzzle with it.additional information please. I did not understand this post...Additional information about what? Do you want to know what a hieroglyph is? Or what a rebus is? Or how you make a rebus?
My players wanted to translate some hyroglyphs. But as I tought giving them the translation was boring, I made a rebus of the text so they could puzzle it out as their characters had to do that too.
ah! thank you.
I was trying to relate this in a PFS setting (as PCs), realizing that hyroglyphs combined both logographic and alphabetic elements, but a rebus (as I understand it) is purely logographic (an allusional device), while still relying on common language (likely american english in this case, though I figured it would be represented in game as Talden). I was missing the connection... I realize now that you were supplying it as a puzzle for the players to solve, rather than as a challange for the PCs. Thank you for your reply.
Woran Venture-Captain, Netherlands |
ah! thank you.I was trying to relate this in a PFS setting (as PCs), realizing that hyroglyphs combined both logographic and alphabetic elements, but a rebus (as I understand it) is purely logographic (an allusional device), while still relying on common language (likely american english in this case, though I figured it would be represented in game as Talden). I was missing the connection... I realize now that you were supplying it as a puzzle for the players to solve, rather than as a challange for the PCs. Thank you for your reply.
Ah, you might not be english native speaker (I am not), and it might be called different in your language, hence the difficulty understanding eachother.
It was more a puzzle, yes. Instead of saying "yeah, your character spends half an hour on this and then has this translation", I just gave them an actual puzzle to solve. Much more fun that way.
nosig |
nosig wrote:
ah! thank you.I was trying to relate this in a PFS setting (as PCs), realizing that hyroglyphs combined both logographic and alphabetic elements, but a rebus (as I understand it) is purely logographic (an allusional device), while still relying on common language (likely american english in this case, though I figured it would be represented in game as Talden). I was missing the connection... I realize now that you were supplying it as a puzzle for the players to solve, rather than as a challange for the PCs. Thank you for your reply.
Ah, you might not be english native speaker (I am not), and it might be called different in your language, hence the difficulty understanding eachother.
It was more a puzzle, yes. Instead of saying "yeah, your character spends half an hour on this and then has this translation", I just gave them an actual puzzle to solve. Much more fun that way.
regretfully, I am just a speaker of American English (no other languages of note), though at times I seem to even have trouble with that one.
:-)
thanks for takeing the time to reply
Woran Venture-Captain, Netherlands |
regretfully, I am just a speaker of American English (no other languages of note), though at times I seem to even have trouble with that one.
:-)
thanks for takeing the time to reply
My mistake. I was assuming that a rebus was a rebus in american english too, but that might have been uk english then.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Well I like to use music to set the mood. When I ran The Disappeared I queued up "The Plot" from the original Mission Impossible when they were working on the cypher. I also player the Magnificent Seven theme for the mission briefing for Defenders of Nesting Swallow, and the A Team theme when they were plotting how to do the defending.
Battlestar Operatica also works for chamber music. :-)
Silbeg |
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Have to say that I usually end up wishing I did more (and do every time).
One of the things I like to do is to create pages with images of everyone (and sometimes things) that the PCs will face. If I am short of time, it might only be those people with face shots in the scenario, but often times I will go further... pulling images from the bestiaries, Seekers of Secrets, etc.
When appropriate, I also like having things the players can manipulate.
For GenCon, I am planning on printing out the mission briefings (on higher quality paper or vellum), to help with the noise factors. I'll do the same for the "face cards", and perhaps try and find something good to use to prop them up.
I'll be doing that again, if I ever GM a social scenario like this one.
nosig |
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Sometimes, when we play at someone's house, I'll change the VC briefing to be over lunch (or some other meal) and bring a "spread". Fruit tray, crackers and cheese, lunch meat - finger food mostly. Then we do the briefing during a meal, with the VC waving carrot sticks (or rolled up lunch meat) around like pointers.
Having three younger players (ages 9 to 13) attending games the last month or two, several times I've invested in a bottle of sparkling juice (grape or peach) that looks a like champagne - then brake out a set of champagne flutes and we have "wine" with our "meal"...
Great fun and a bit of a social event.
GM Lamplighter |
I used music for the first time last night (for the module "Midnight Mirror") and it had a huge impact on the game! I'd always wanted to do this, but we usually play in a crowded room with 2-3 other tables, and I find the background noise is already hard enough to deal with without adding more. I will definitely be doing this for home games in the future!
I like handouts, and have created a bunch of these for various PFS scenarios. I also bring maps wherever possible, to try and put PCs in the Golarion frame of mind.
PolydactylPolymath |
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I've made tea to serve to players at the appropriate time during The Ghenett Manor Gauntlet.
I also brought one of the dishes from The Immortal Conundrum to our PFS Christmas potluck.
Leathert |
If I have time I like to make appropriate handouts look old/worn. First I tear the edges of the paper, then soak it in black tea or coffee for a while and leave it to dry overnight. Then I write onto it with a black marker. Actual ink would be cool but I have no idea how to actually use it.
Sometimes I have bought thematically fitting food (like figs and dates for Our Lady in Silver) or found some sound effects/music, though the latter are apparently a bit distracting or not heard debenging on the volume, so I have started to not do that that much anymore.
Muser |
I've used music several times, since it is both a moodsetter and a patcher of sorts - even a crap session can be turned around by some choice tunes.
For instance, SoI part 2: Exiles in Winter is a really disappointing scenario, but put on choice bleak, cold themes and see how even a disjointed mess can turn into an awesome roleplaying venue.
I'm a fairly new gm, but really like enhancing the atmosphere. This thread is a goldmine!
Themes86 |
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When 1st Steps Part II was legal, I created custom invitations with the Lantern Lodge Symbol on the outside from the media package and Amara Li picture on the inside with the letter from the scenario. I would request the adventurers name in advance if I could and filled them in the Greetings line.
For Master of the Fallen Fortress, I had one session with two players who brought characters with 1 or 2 xp and had adventurer previously together. I created letters from their Venture Captains with instructions to pull together new recruits (the other players at the table who all brought brand new characters). I allowed those two players to set up the adventure.
Both groups enjoyed the extra touch. Wish I had more time to do things like that.