[Twilight Time] Bride of Instant Plot Hook - Items I
Heather Grove
heather at burningvoid.com
Mon Apr 1 13:26:48 EST 2002
April 1, 2002 - Bride of Instant Plot Hook - Items! Part I...
Volume 3, Issue 5
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Good morning!
...And happy April Fool's Day! It's been a wild three weeks - we
have four new articles and a review up (check out the site update
after the article), and things have been hectic around here. We
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Without further ado (although I have that nagging feeling that
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Have a great afternoon,
Heather
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Bride of Instant Plot Hook - Wild & Weird Items Part I
More than a year ago we introduced the concept of the "instant
plot hook" - these are little things that you can drop into your
game at a moment's notice. They're meant to give your players
something to do when you've run out of material half-way through
the night, or when you're having a bout of non-creativity, but
they can often be expanded into longer, more interesting plots.
They also have a tendency to go off in weird and unexpected
directions, since they're designed to be dropped into the game
without much planning on your part.
Last issue we talked about interesting items you can drop into
your game that can give the player characters (PCs) something a
little "special" without unbalancing the game. These are items
that *aren't* overly powerful or valuable, but have other aspects
that make them interesting.
This month we're going to combine these two concepts. Provided
for your amusement and use, instant plot items! Or should that
be, instant item hooks? Or maybe... oh, right, not all of these
are entirely "instant." Some of them will need to be worked into
the structure of your game world a little. Others you can drop in
and *then* work into your game world. Still others can be used
entirely randomly.
Note: we're using the same categories of item that we came up
with in the last issue, mostly so you can easily use this issue
as a set of illustrative examples as well as a set of actual,
usable items. As an additional note, remember to detail any
powers that an item has in the terms of your own game system! If
you haven't read it yet, you might want to look at last week's
article, "Fun Items (with Balance!)" first:
http://two.pairlist.net/pipermail/twilighttime/2002/000001.html
Plot-Relevant Items
For obvious reasons this is probably the toughest category to
give you good, usable examples for. After all, you want to give
the PCs something that's relevant to *your* plots, not mine.
Hopefully you can use these as illustrative examples, however -
things to guide you in coming up with items relevant to your own
plots. You might also be able to adapt some of the concepts.
#1. Perhaps a tragic death sits at the center of your current
plot. A prince was killed just before his wedding night by some
sort of villain, who happened to take the locket given to the
prince by his betrothed (it was a trophy, the killer needed proof
that the deed was done, or perhaps the locket just looked
valuable). In defeating the villain, the PCs get their hands on
the locket.
The locket has a mirror inside of it. Anyone who gazes into the
mirror sees the face of their beloved (or, if they have no
beloved, they see a blank silvery surface that appears to reflect
nothing). They see their beloved in her current circumstances.
Although they only see a slight bit of the area around their
beloved's face, this might allow them to figure out if their
beloved is in trouble. It might also allow them to see enough of
the background to figure out where their beloved is.
The prince's beloved might be grateful to the PCs for returning
the one memento she has of him. Or they could use the locket to
help someone else in a later plot who wants to find the love of
his life. If one of the PCs has a beloved, he might find the
locket directly relevant.
#2. The current plot involves a long-dead madman. Somewhere along
the way the PCs found a pair of gold-rimmed glasses with a slight
aura of power to them that used to belong to said madman.
What sort of glasses would a madman want? Ones that helped him to
see the "truth" of the world (as he saw it)? Ones that allowed
someone else to see what he saw? Might the visions induced by the
glasses give the wearer insight into himself, ultimately
strengthening his will or resolve if he can withstand the truths
shown him? Perhaps the glasses would show the wearer things that
are invisible - and hallucinations of things that aren't really
there. How do you tell the difference? What's real and what isn't?
Whatever the glasses show, it should be relevant to the form the
man's madness took - not random. It should be helpful to the PCs
as well as difficult or warping!
#3. Almost any plot involving someone whose life must be saved
(or whose life was saved in the past) could yield an item with
healing powers. If a life must be saved, then the item could be
very narrowly focused (it will only heal wounds caused by cursed
blades; it will only heal a certain class of poisons; it will
only heal wounds inflicted by a certain race of people) yet
extremely useful.
The value would come from what the person whose life needs to be
saved is willing to do for the party once they save him - a
valuable alliance could be forged; a favor could be owed. If
someone's life was saved by the item in the past, then part of
the value would be the reverence in which it is held by those who
know of its past. That mystique could rub off on the PCs if they
have the item; they could be seen in a more favorable light by
the people whose ruler or hero was saved by the item.
Items Once Owned by a Celebrity
#1. An old and respected member of society was once a great hero
in his days of youth and strength. He is still approached for his
counsel and wisdom, although he is too old and frail to take up
arms. The PCs find the first weapon the hero used, whether a
handgun or a dagger, axe or sword. It is rough, poor quality, and
flawed, but lovingly made or cared for.
Carrying or using the weapon might increase a PC's status in
others' eyes. Some non-player characters (NPCs) might see the
weapon as a sign that the PC is the heir to the old hero's
legacy. Or returning the weapon to the old hero might cause him
to offer the party something out of sheer sentimentality (his
advice? An introduction to someone else who normally wouldn't
give them the time of day?). The item also might carry some small
bonuses to damage or to hit, based on an enchantment that the
hero had laid upon the weapon.
#2. A twisted and terrible person was once a good man, on his way
to becoming a hero, in fact. Something made him go bad, and no
one knows what. In the process of fighting him and his forces,
the party somehow gets their hands on a simple silver ring. They
find out that he gave this ring to the woman he planned to marry,
who died mysteriously and violently before they could be married.
The ring and the woman's tale could lead them to information
about the villain that could help them to defeat him. Some old
friend of the villain's could decide to talk to them once shown
the ring - it could be a reminder to him that something needs to
be done. Or showing the villain himself the ring could distract
him just long enough with his memories to allow the PCs to defeat
him. Perhaps the woman's ghost is connected to the ring, and she
would be willing to help the PCs if they convinced her that they
didn't actually want to *hurt* the villain.
#3. April Fool's: A PC gets his hands on an old top hat that once
belonged to an excellent stage magician (no one knows exactly
what happened to him - he disappeared in a puff of smoke after a
show one night). The hat has the wonderful property that as long
as someone wears it he cannot be tied up or shackled - any such
devices simply fall away from his wrists, ankles, and so on
exactly ten minutes after he is bound.
After the first few times he wears it, however, something strange
will happen every time the PC removes the hat. Real flowers will
tumble out over his head. A rabbit will be sitting on his head. A
handful of fireflies will fly out of the hat. Streamers or
confetti will shoot out of the hat and over the wearer's head.
Occasionally one of the surprises might even be a little bit
dangerous.
All the wearer has to do is keep the hat on his head. Which is
easy to do, right? Until a strong wind comes along, or someone
takes offense at the fact that the wearer hasn't respectfully
removed his hat! And then there's the matter of taking it off to
sleep...
Historically Relevant Items
For obvious reasons these will overlap a bit with the last
category - celebrity-related items - since historical events are
often intimately wrapped up with the people involved with them.
#1. Many years ago a revolution occurred (there's always a
revolution). This particular one wasn't successful. The
mastermind of said revolution (now a martyr, of course) had
adopted a particular symbol as the sign of his movement. In fact,
he'd had that symbol cast in gold and inlaid with some sort of
precious stone. Or maybe there are words in an odd, alien-looking
script across the back. Maybe he didn't design the symbol at all
- he used it because he found the item somewhere.
This item can have several layers of significance. If there are
people around who still wish to revolt, and who still think of
this man as a martyr, then the symbol could provide something for
people to rally around. If the symbol existed before the
revolutionary, then maybe it gradually shapes its wielder into a
revolutionary by causing him to see actions of the government in
the most negative light possible - a mild twisting of the senses.
You could add in a little something nice to balance that out,
like an increase in the wielder's ability to attract followers to
his cause (an increase to a Leadership skill or a Charisma-type
ability).
#2. The PCs uncover a hand-written book - the actual accounting
of what happened during some mysterious event in history, written
by someone who was there at the time. It could give valuable plot
clues; it could simply fulfill the players' curiosity if you've
built up a great mystery around this event. It could tell the PCs
where something valuable is hidden, or how to use some technology
that no one understands any more. It might contain hints that
could guide the PCs in creating rituals that have been lost for
centuries.
These sorts of books make great plot hooks, but try to make the
book an interesting item in its own right! If you have way too
much spare time on your hands, you might even pick up a nice
blank book from a book store and fill it in.
#3. The PCs find that a certain ancient tree in a forest nearby
was the first tree ever planted in their part of the world, when
the area was colonized or settled some centuries ago. The
significance of this depends on the type of world you run. If
there are spell-casters who use material components, then perhaps
parts of this tree substituted for similar components might have
unusual and beneficial effects on spells (they might inflict,
reduce, or heal slightly more damage than usual, increase the
range of effect or number of people affected, or have even
stranger effects).
If herbalism is a skill, then perhaps the leaves, bark, or roots
have unusual (but not spectacular) healing abilities, or can be
used to magnify the effects of other herbal preparations.
Alternatively, the town or colony's founders might have buried
something important in the tree's roots. Or the tree could house
a spirit that watches over the town - perhaps that spirit sleeps
now, but it could be woken if the town were ever in great danger.
Personally Relevant Items
#1. A PC inherits her mother's wedding band. As long as she has
it the spirit of her mother will watch over her in little ways.
This ghost cannot entirely interact with the real world, but she
can move very small objects, and uses this to try to warn her
daughter of dangers or help her in other ways. It's a little like
having a weak guardian angel.
#2. A PC is given a weapon handed down in her family through many
generations. It has strange powers, but those powers work
differently for each wielder, so her parent cannot tell her how
it works. Such powers might take the form of visions regarding
people she must help, or a berserker battle-frenzy that allows
her to stay standing past the normal point of unconsciousness in
battle. It should be something related to her own personal hopes,
dreams, and abilities.
#3. Upon completing training with a particularly harsh taskmaster
of a teacher, a PC is given a token by the teacher. This token
could take the form of a ring, a pendant, pin, brooch, torque,
circlet, or any other small and mysterious item that is worn on
the body. The PC is told only that the item is a symbol of his
achievement during his training. However, if a significant amount
of the wearer's own blood is ever spilled on the item (for
example, during a fight the wielder is injured and bleeds on the
ring he wears), some sort of protective effect springs up around
the wielder.
Depending on the system, the wielder becomes more difficult to
hit, or the first couple of hit points or health levels of any
blow dealt to him doesn't affect him, or something similar.
Define the amount of blood that must be spilled in terms of hit
points or health levels (or whatever your system uses) dealt to
the PC in one blow. Yes, this does mean that if he ever figures
the amount out he can activate the effect by deliberately
injuring himself - keep that in mind when deciding how effective
it is!
Join us next time when we finish off our list of spiffy items.
Related Articles:
The Instant Plot Hook:
http://www.burningvoid.com/pipermail/void/2001q1/000009.html
Creepy Plot Hooks:
http://www.burningvoid.com/pipermail/void/2001q1/000015.html
Fun Things to Hand Out (That Won't Unbalance Your Game!):
http://two.pairlist.net/pipermail/twilighttime/2002/000001.html
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass
any of your suggestions on (either through the newsletter or the
RPG resources page), I'll attribute them to you. Be sure to tell
me if you don't want me to use your name and/or comments!
Next Issue:
Item-Hooks Part II! Yet more wild & weird items for your games.
Coming in just a few weeks (late April).
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SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Reviews/0302-1.html
Jeffrey Howard's review of "Rage Across Egypt," a region
sourcebook for White Wolf's "Werewolf: the Apocalypse" that's
packed chock full with 120% of the USRDA of plot hooks!
http://www.burningvoid.com/users/heather/writing/ms/essay/rpgwrite12.html
What it's like to write for the RPG industry 12: Getting your
game published!
I guess this article has been a long time coming, judging by all
the emails I get asking about the subject. First we talk a little
about the state of the industry with respect to publishing your
game. Then we move on to a few things you should think about
before trying to get your game published. Finally, a few thoughts
on your publishing options and some places you can go for more
information.
http://www.burningvoid.com/users/heather/roleplaying/Essays/beyondability.html
Players Playing Characters IV: Playing Beyond Ability
How to help your players play the characters they love - even if
their characters are smarter or more charming than they are!
http://www.burningvoid.com/users/heather/roleplaying/Essays/playercomm.html
How to Get Along with Your Gaming Group
I've written plenty of articles for GMs on accommodating player
preferences and getting along with their players. It's only fair
that I take a look at things from the other side...
http://www.burningvoid.com/users/heather/roleplaying/Essays/mental5.html
Mental Illness in Roleplaying V: Treatment and Stress
More themes, topics and plot hooks for GMs and players who want
to explore the subject of mental illness within roleplaying games.
Don't worry - we haven't finished the "Game Worlds Designed for
Roleplaying" series of articles. The next article will come out soon.
+++++++++++++++++++++++++++++++++++++++++++++
ANNOUNCEMENTS:
(Trademarks are property of their respective holders and are used
for identifying purposes only.) When we get long press releases
we only excerpt a couple of paragraphs; check out the provided
URLs for more information.
From a Guardians of Order press release:
http://www.guardiansorder.com/
GUARDIANS OF ORDER LAUNCHES CREATOR-OWNED IMPRINT: MAGNUM OPUS
Guardians Of Order, Inc. proudly announced today the formation of
Magnum Opus, their new creator-owned role-playing game publishing
imprint. The new line, which Guardians Of Order will produce,
distribute, and administer on behalf of their creative partners,
will feature core rulebooks and game supplements developed under
license for the critically acclaimed Tri-Stat System.
Three new game companies - La Mancha Games, Phile, and Primal
Utterings - concurrently declared their intentions to produce
products for the Magnum Opus imprint. Guardians Of Order also
announced that they are currently negotiating with several other
companies to publish Magnum Opus titles in 2003.
From a Hogshead Publishing Press Release
CORRUPTING INFLUENCE:
THE BEST OF WARPSTONE Volume One
http://www.hogshead.demon.co.uk/
http://www.warpstone.darcore.net/
Warpstone, the independent magazine for Warhammer Fantasy
Roleplay, is pleased to announce the release of Corrupting
Influence: The Best of Warpstone Volume One.
Corrupting Influence gathers together the best articles,
background, fiction and scenarios from issues 1-9 of Warpstone
magazine. These early issues were originally published between
1996 and 1998, but are long sold-out and exchange hands for over
twenty-five times their original price. "With such demand, we
couldn't say no to requests to reprint the early material. With a
few years' distance and the ever-increasing popularity of
Warhammer FRP, it seemed an excellent time to revisit these
issues," co-editor John Foody observed.
From an ISSARIES, INC. PRESS RELEASE
Oakland, CA
March 18, 2002
http://www.glorantha.com/products/1001.html
As some of you know from the GAMA Trade Show last week or the
Issaries, Inc. web site, Hero Wars 2nd edition is no more.
HeroQuest is back!
Issaries, Inc. proudly presents
HeroQuest, Roleplaying in Glorantha
A new game by the Grand Masters of Roleplaying
HeroQuest, Roleplaying in Glorantha is the culmination of 27
years of design, creation, and revision. Says president Stafford,
"For 27 years I've said it would be out 'next year.' Well, now it
is next year. HeroQuest will be released 'this year,' after it
goes through the entire editorial process. I am excited to
finally have this ready for the world."
+++++++++++++++++++++++++++++++++++++++++++++
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