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Zone of Truth / Magic Circle - d1sk

I can’t do a murder mystery because the PCs will just cast zone of truth!

Awhile back I shared Random GM Tip: Speak With Dead Mysteries, which looks at the particular challenges of designing a murder mystery scenario when the PCs have access to the speak with dead spell (or some similar magical or technological effect). A common follow-up question from people reading this article is, “But what about zone of truth?”

As I mentioned in the original article, you have to start by embracing the fundamental dynamic of a mystery: It’s not to withhold information from the detective(s); it’s about the detective(s) acquiring information.

Insofar as the zone of truth serves as one method that the PCs can use to acquire information, therefore, it won’t be a problem. It will only become a problem if (a) it trivializes all other methods of acquiring information and/or (b) short circuits a specific investigation.

Keeping that in mind, let’s take a closer look.

WHICH ZONE OF TRUTH?

There can be considerable differences in how zone of truth and similar effects work, and this will obviously have an impact on how it affects investigations.

First: Do spellcasters know when the targets of their spells — particularly enchantment spells — make their saving throws?

Personally, I prefer No. (And will often apply this as a house rule even in systems where the answer would be Yes under the rules-as-written or rules-as-intended.) I think pretending to go along with a caster’s domination spell, for example, is a classic genre trope.

This is how zone of truth worked in D&D 2nd Edition and 3rd Edition, and it obviously adds a layer of ambiguity to the spell. (If two people contradict each other, is that just a difference of opinion/belief? Or did one of them make their saving throw? Or both of them?) D&D 5th Edition, on the other hand, adds specific language allowing the caster to know when the spell is in effect, stripping ambiguity.

Second: How often can a character resist the effects of the zone of truth? Do they make a single saving throw when entering the zone? Make a new saving throw every round? Make a saving throw each time they need to make a declarative statement or answer an explicit question?

Once again, D&D 5th Edition’s version of the effect is the most troublesome for mysteries.

Third: Does the target know they’re in a zone of truth before they speak? If so, it allows them to account for the zone in what they say and how they choose to answer questions.

This has been true for every version of the D&D spell. Wonder Woman’s golden lasso, on the other hand, is usually depicted as surprising those bound by it.

Fourth: Does the effect compel the target to answer direct questions? This would obviously also make the spell a much more powerful tool in the detective’s arsenal, but it’s also not how the D&D spell works.

IDENTIFY THE QUESTION

To paraphrase something Margaret Frazer’s Dame Frevisse once said, the secret to solving a mystery is less about the answers you get to your questions than it is knowing what questions to ask and who to ask them of in the first place.

Often when talking about zone of truth mysteries in a hypothetical sense rather than a practical one, it seems people often default to thinking about an Agatha Christie-style murder mystery where there are eight specific suspects isolated on a country estate. In this scenario, with access to a zone of truth, it’s quite easy to identify both the question (Did you kill Bob?) and who you need to ask (the eight suspects).

But this type of scenario isn’t really common in RPGs to begin with: The plotting of these stories depends on the author having tight control over which questions are asked and when they’re asked in order to create a clever logic puzzle, the solution of which can only occur to the detective at the moment of the author’s choosing. Even if you want to prep a plot in an RPG — and you shouldn’t — it’s still basically impossible to force this kind of sequencing at the table.

As a result, RPG mystery scenarios tend to be built around other structures. For example, it’s not unusual for a mystery scenario to begin at a crime scene filled with physical evidence — e.g., the bloody carnage of a worg attack or the pale gray corpse of a vampire killing — and nary a suspect in sight. Before the PCs can start asking questions, they’ll first need to figure out — as Dame Frevisse said — what the questions are.

To put it another way: Zone of truth can’t short circuit the investigation if the investigation is about figuring who you need to question in the first place.

Next time you’re reading a well-made RPG mystery scenario — like Eternal Lies or Quantronic Heat — take note of how rarely NPCs actually lie to the PCs. Even NPCs who are just withholding information aren’t terribly common. In other words, even without a zone of truth, it’s not unusual for every NPC in these scenarios to say nothing but true things, and the scenario still works just fine.

There is one exploit, however, that clever players can use a zone of truth to unlock:

Can you think of anything that would help our investigation if we knew about it?

Given any kind of limited suspect pool, this question can be used as a quick shortcut for identifying the question(s) they need to ask to solve the mystery, so if you don’t want to get caught flat-footed at the table, it can be useful to prep the clever answer your bad guy(s) will use to evade it.

A good, one-size-fits-all solution here is the incomplete answer: They have to speak the truth, so they do, in fact, have to give the PCs something helpful. But it doesn’t have to be everything that they know would be helpful, nor does it need to be the most helpful thing. Stuff that wastes a ton of time while, technically, being useful is a great fit here.

Can you think of anything else that would be helpful?

Clever player.

The NPC can’t say, “No,” of course, but deflecting back to the first answer is usually possible.

Player: Can you think of anything that would help our investigation if we knew about it?

Bad Guy: I’d check the security cameras.

Player: Can you think of anything else that would be helpful?

Bad Guy: Hmm… I really think the security cameras are what you should check next.

GAIN ACCESS

The other crucial thing about deploying a zone of truth is that you need to (a) get the suspect in the zone and (b) get them to answer your questions.

Returning to our Christie-style manor mystery, if seven of the suspects all readily hop into your zone of truth and the eighth suspect refuses, then the jig is probably up. To avoid this problem, you need to have multiple suspects refuse. The PCs may still be able to use the spell (or the threat of the spell) to narrow the scope of their investigation, but not close it.

The reason for refusal might be specific to each character. The most likely explanation would be some dark secret unrelated (or at least not directly related) to the crime that they nevertheless do not want discovered.

Alternatively, it might be a society-wide condition that can be broadly applied. For example, it might be a cultural more that casting an enchantment spell on someone is unacceptably rude or unethical, such that even suggesting it will likely provoke an outraged response. It could even be a matter of explicit law, with the use of such spells being tightly regulated, limited, and controlled.

This touches on another issue, which is whether or not the PCs have the authority to question people. If they’re police detectives, then it will give them an advantage. (Although they’ll also probably have to abide more closely to the aforementioned laws, in which case they may need to do a bunch of legwork before they can deploy their spell.) If they’re just a bunch of random bozos who have wandered into town, it may be a lot easier for the suspect to dodge their calls.

Which leads us to another obstacle to gaining access, which is just literally finding them. Sure, you want to question Bob. But the door to his apartment has been kicked in, the place has been ransacked, and he’s either been kidnapped or is in the wind. In other words, the mystery — or a significant part of the mystery — can just literally be trying to track down the person you want to use your zone of truth spell on.

Of course, in order to find the person you want to question, you first have to identify them. The manor mystery, of course, still assumes that the list of suspects is immediately obvious, but in a lot of mysteries it’s anything but.

For example, you’ve found Bob: He’s been brutally murdered and his corpse dumped in an alley. You can’t question every single person in the city, so you’re going to have to figure out how to narrow down your suspect list first.

Even once you’ve gotten a suspect into the zone of truth, though, access can continue to be a problem if you enforce the time limit. The D&D 5th Edition spell, for example, only lasts for ten minutes. That time can vanish surprisingly quickly, so set a timer.

This can be even more of a limitation in a manor house mystery: How many suspects can you rush through the circle before you run out of spells for the day?

If the PCs are trying to rush bunches of NPCs through their zones and you don’t want to play through every encounter, might rule that each witness requires 2d6 minutes or questioning; or perhaps 1d4+1 minutes if the PCs take disadvantage on their interrogation checks.

DESIGN THE CRIME

Imagine that it’s 1850 and you’re anachronistically GMing a roleplaying game. The science fiction game you’re running describes strange devices known as “security cameras” which record everything that takes place in a room.

“How am I supposed to design a mystery scenario when there are security cameras everywhere?!” you cry. “They can just see who did the crime!”

Modern criminals, of course, simply know that security cameras exist and they plan their crimes accordingly. In many cases, the evidence they leave behind while countering the security cameras will be the very clues detectives use to track them down!

An easy solution, of course, is to say something like, “I drank a potion of anti-enchantment that lasts for forty-eight hours,” thus negating the zone of truth entirely. (A clever criminal, of course, will make sure they have some perfectly reasonable pretext for having done so. An even cleverer criminal will have slipped it into the drinks last night and everyone at the manor house has immunity.)

This sort of stonewalling — where the PCs’ abilities are simply negated — is mostly just frustrating, however. It’s usually more fun to find ways that don’t just completely shut off the spell.

To put our suspect at their maximum disadvantage, let’s once again return to the manor house scenario that takes so many other options (access, identifications, etc.) off the table. This, however, is precisely the situation in which the murderer would anticipate a zone of truth. So how would they plan for that?

  • They would anticipate the question, “Did you kill so-and-so?” and therefore have planned their crime so that they can honestly say, “No,” (e.g., they tricked them into suicide, arranged for a convenient accident, or hired someone else to kill them).
  • They sent a dominated doppelganger disguised as themselves to enter the zone of truth. If the doppelganger’s identity is discovered, the PCs will find the NPC “knocked out” and tied up in their room. Who did this to them?! The mystery deepens. (Meanwhile, the zone of truth has expired.)
  • They covertly trigger a dispel magic effect that destroys the zone of truth, possibly while someone else is being questioned. How many of those spells can you cast today, exactly?
  • They arrange for a distraction. “Can you confirm that your name is Miguel Cavaste?” “Yes.” “Can you—” EXPLOSION. By the time of the chaos of the explosion is dealt with, the zone of truth has once again expired.

And so forth.

CONVERSATIONAL GAMBITS

Taking all of the above into consideration, there will nonetheless come the time when the suspect is in the zone of truth and faced with the PCs’ questions.

Maybe that’s all she wrote: Either they confess dramatically, surrender meekly, or initiate the final action scene by attacking the PCs, summoning reinforcements, or attempting to flee.

On the other hand, maybe not.

Instead, the zone of truth questioning can become a cat-and-mouse game: a final riddle for the players to unravel.

Let’s take a look at the conversational gambits an NPC (or PC!) might use when trapped, literally or metaphorically, in a zone of truth.

We’ve already mentioned giving incomplete answers. Just because you have to say true things, doesn’t mean you need to say EVERY true thing you know. Questions like, “Did you see anything suspicious last night?” gives the suspect a huge latitude in directing the interrogators’ attention towards any number of useful distractions.

They can also answer a question with a question. A question, technically, cannot be a lie. So if they can slip this past the interrogators, it can often create the illusion of a false answer: “Do you think Robert could have done this?” or “I had drinks with Marcia last night… what time was it? Around six?”

Another option is to simply refuse to answer. This, of course, looks suspicious. However, we’ve previously talked about cultural mores (“I plead the fifth!”) and simply feigning outrage (“How dare you ask me that?!”) can deflect or, at the very least, buy time.

On that note, simply rambling, delaying, feigning confusion, or otherwise running out the clock is also a perfectly viable strategy when you know the zone of truth has an unforgiving time limit.

SOLUTION IS A KEY, NOT A CONCLUSION

If you think in terms of node-based scenario design, the goal of any interrogation is to gain a lead that will point you to another node where you can continue your investigation.

As long as this remains true, the zone of truth only provides a key that you wanted the PCs to get in the first place. And therefore, of course, the zone of truth isn’t a problem at all.

So this can also bring us back to some basic first principles in RPG scenario design: Don’t prep the specific things that the PCs will do. Instead, prep a robust, dynamic situation for the PCs to interact with.

If you try to prep a specific thing for the PCs to do, the zone of truth can thwart you by giving them an alternative method of achieving their goal. But if you’ve prepped an interesting situation, then the zone of truth will often just be one more prompt for you to respond to with all the cool toys you’ve made for yourself.

FURTHER READING
Speak with Dead Mysteries
Three Clue Rule

Golden Warlord - warmtail (Edited)

Go to Table of Contents

Looking over our options, it’s clear that there are A LOT of different directions the end of our campaign could go. Trying to come to grips with this myriad complexity — particularly if we tried to imagine doing so as a set of linear or branching paths — may feel like a daunting or even impossible task.

But we have a couple of advantages in our favor.

First, we don’t need to fully commit to anything specific until we know a lot more about what the specific group of PCs in our campaign is going to do: Are they going to ally with the Harpers and hunt giants? Ally with the storm giants and squash the many-headed giant rebellions? Lead a draconic crusade? We don’t need to worry about all the details of the stuff they don’t do; we just need to focus on the fallout from the actions they actually take.

Second, we don’t need to prep this stuff as linear plots. In fact, we definitely don’t want to do that. In a campaign as wide-open and far-flung as Storm King’s Thunder, that would lead us down a maddening and almost inconceivable rabbit hole of hopeless contingency-planning. On the other hand, we also don’t want to just leave the entire end of the campaign a blank tabula rasa with the hope that it will all magically work itself out.

Instead, what we want to do is prep the situation, creating a set of toys that will let us flexibly respond to whatever path the PCs choose to take (even if it’s a completely unexpected one that they forge for themselves). To do this, let’s step back and take a broad look at all the options we’ve considered for the final act of the campaign and identify the core mechanisms used in our imagined paths.

DESTROY THE THREAT

  • The PCs will wage war against the giants, smashing their strongholds.
  • To do this, they will need to form alliances that can help them defeat the giants.

PATH OF CONQUEST

  • The PCs will form an alliance with a giant faction.
  • The PCs will help them wage war against the other giant clans.

A DRACONIC CRUSADE

  • The PCs will form an alliance with a giant faction.
  • The PCs will help them wage war on the dragons.

LEAD THE FUTURE

  • Likely after beginning to follow one of the paths above, the PCs will gather allies, forming a faction that will eventually rule the new Ordning.

Broken down like this, it’s immediately obvious that there’s a common structure here, and also what that structure needs:

  • Details on the various factions in the campaign, along with a structure by which the PCs can forge alliances with the factions.
  • A structure for waging war, allowing us to pit these factions against each other.

This is our toolkit, and if we set it up properly then these tools will allow us to easily and actively respond to whatever the PCs do, no matter what path they decide to take.

Go to Part 5D: Making Alliances

Saruman

DISCUSSING
In the Shadow of the Spire – Session 34A: In the Dust of the Old City

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

Sauron and Saruman.

The similarity in their names — and the confusion it’s engendered in generations of book-readers and film-watchers — is often held up as a cautionary tale to writers: If character names are too similar to each other, it will make it difficult for your readers to differentiate them.

In the specific case of Sauron and Saruman, the confusion was so feared that, infamously, Saruman’s name was changed to Aruman in Ralph Bakshi’s animated version of The Lord of the Rings.

The questionable wisdom of Bakshi’s decision aside, this is nevertheless advice also well-heeded by GMs.

This confusion of names is actually something I ran afoul of in this session. In brief:

  • Urnst is the name of the Commissar who rules the city of Ptolus.
  • Urnest is the name of a chaos cultist based out of the Temple of the Rat God.

So when my players encountered this note from Urnest, the entire group was suddenly filled with dread: Oh, no! The Commissar is in league with the cultists!

… and this was despite the fact that they’d already made this mistake once before.

In that older installment of Running the Campaign, I talked about how and why you can maneuver your way out of that situation, but I wanted to approach it from a slightly different angle today: While acknowledging the logistical challenges that can be created by similar names, why would you want to nevertheless have similar names?

First, if you’re dealing with a sufficiently large cast of characters (which is not unusual in a long-running RPG campaign), it can simply be a matter of necessity. For example, you’ll sometimes hear the Sauron/Saruman rule given as, “You should never have two character names with the same first letter.”

Except that would mean never including more than twenty-six characters, and then only if you’re willing to include some exotic X’s and Z’s and the like. (Although this is quite a bit easier in your typical fantasy fare.)

Second, there could by any number of practical reasons for doing so. Tolkien, for example, may have chosen the names deliberately for their similarity and the thematic resonance it would have in the book. Or, because the names were ultimately derived from the languages he had created from Middle Earth, the linguistic world-building may have been the most important factor for him. (He never commented on this issue, so we don’t really know if it ever occurred to him.)

Similarly, in the Ptolus sourcebook there are two more characters named Urnst: Vladimir and Taltos Urnst are alchemists operating a shop in the Undercity. Unlike Urnest, however, the similarity of their names to Commissar Igor Urnst is not a coincidence, as they “claim to be distant cousins of the Commissar…”

When you have similarly named characters, though, there are a few things you can do to help your players (and maybe even yourself) keep things straight:

  • Keep the characters in different spheres of the campaign from each other — different locations or different factions, for example.
  • Is there a different name that they could be referred to? (A first name or nickname, for example.)
  • Give one or more of the characters a title (Lord, Chancellor, Empress) and use it consistently to distinguish the characters.
  • Provide context reminders to help nudge your players’ memory (e.g., “Tessa, who you meet at the tavern last week…”).

Some of these tips are a good idea even if the character’s name ISN’T similar to anyone else!

Campaign Journal: Session 34B – Running the Campaign: TBD
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 34A: IN THE DUST OF THE OLD CITY

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Night of Dissolution - Map of the Old City (Monte Cook Games)

They decided to pursue Theral and the ratling west through the illusionary wall. On the other side they found a vast, open chamber – clearly of new construction, with walls, floor, and ceiling formed of dark stones laid in strange patterns. To the south there was a flight of stairs and to the west there was another hall leading out of the chamber.

Based on what Uranik had told them, they guessed that the stairs to the south would lead back to the sewers. They thought it likely that Theral might have fled in that direction. Or, if not, then they could quickly eliminate it as a possibility.

At the top of the short flight of stairs they found a rust- and grime-free door of iron. From this side it was obvious that the door had been rigged with a simple wire-based alarm bell. Tee snipped the wire on the crude mechanical device and then opened the door.

They’d been right: The door opened directly into the sewers. Agnarr studied the ground, but couldn’t pick any clear or particular trail from the morass of tracks in the slime and muck of the walkway. If Theral had gone this way, he could be anywhere in Ptolus already.

They took the western hall, following it as it winded its way into a medium-sized chamber littered with garbage and feces. Amid piles of rotting refuse they could see, here and there, hollowed out rats’ nests of various sizes and shapes.

Tee took one look at the disgusting muck and decided that she didn’t want to waste her time poking through it.

“But we have to search!” Agnarr said with a grunt and started bull-headedly digging his way through the piles, sending various globs of filth flying into the air.

The others groaned at Agnarr’s display, but then Tee’s sharp eyes saw a folded piece of parchment suddenly tossed up into the air. Reaching out she snatched it.

A few minutes passed and Agnarr eventually gave up and turned back to them – his hands and forearms caked in a brown film of filth. “I guess there’s nothing here.”

Tee held up the letter.

URNEST’S LETTER

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

INTO THE OLD CITY

They were badly fatigued from their exertions over the past two hours and the spellcasters – particularly Ranthir – had almost completely depleted their mystic reserves.

But if they didn’t push on, they would lose the advantage of surprise. They weren’t sure what waited for them below – down the stairs that Vocaetun had attempted to flee – but they were certain that if they left they would find these halls freshly held against them when they returned.

And so down they went.

After turning many times, the old and worn stairs bottomed out into a large cavern. Pieces of fairly crude (and very old) masonry jutted out of the cavern walls here and there. The far side of the cavern ended in a wall of ancient clay bricks, out of which bulged a half-ruined tower that extended from roof to ceiling.

Ranthir recognized these ruins for what they were, and explained it to the others as they moved down onto the hard-packed dirt floor: These were the remains of the original city of Ptolus, founded by the great sorcerer who had apprenticed Danar and been destroyed by the Banelord. It was known that many such remnants of the ancient city could still be found, having been swallowed up figuratively by time and literally by the earth.

Tee left the others behind and crossed to the door in the wall of the tower. Agnarr followed, but not too closely.

Tee quickly ascertained that the door wasn’t locked, but spent a few more moments performing a quick inspection for traps. She began to turn back towards the others to announce the all-clear—

And, with an implosion of sulphur-laced air, a dog-sized rat with flame spewing from its eye-sockets appeared directly behind her.

If she hadn’t already started turning, she might have been caught completely off-guard. Instead, as the rat launched itself towards her, she was able to spin to one side – leaving the rat to thud loudly into the door behind her.

As the rat whirled back to her, Tee rolled onto her back and stabbed up through its neck. Almost simultaneously, Agnarr – who had come rushing forward – stabbed down through its head. Their blades crossed through its throat.

As the rat squalled a dying scream, Tee’s sharp ears caught the soft murmurings of arcane chants coming from somewhere above them. But before she could shout a warning to the others, she was suddenly afflicted with a magical malaise that left her dazed.

Agnarr, seeing her eyes glaze over, frowned with concern. “Tee? Are you all right?”

Running the Campaign: A Confusion of NamesCampaign Journal: Session 34B
In the Shadow of the Spire: Index

Review: Keeper Tips

January 23rd, 2024

Keeper Trips - Chaosium (2021)

Released by Chaosium in 2021 as part of the 40th Anniversary celebrations for Call of Cthulhu, Keeper Tips: Collected Wisdom on Running Games is a pocket-sized hardcover filled with exactly what the title promises — a motley collection of small tips and random thoughts, each generally no longer than a paragraph, about running Call of Cthulhu games and RPGs in general.

(A “Keeper,” for those out of the loop, is what a game master is referred to as in Call of Cthulhu.)

It’s a handsome volume, with a faux-leather cover and gilt print accompanied by a burgundy bookmark ribbon. Very much the sort of thing you can drop into a pocket and draw out from time to ruminate upon its contents, which are roughly divided into a number of categories:

  • Ground Rules
  • Inclusivity
  • Preparation
  • Players
  • Sensitivity
  • Designing Scenarios
  • Gameplay
  • Keepering
  • Horror
  • Sanity
  • The Cthulhu Mythos
  • Non-Player Characters
  • Monsters
  • Online Play
  • Props & Handouts
  • Miscellaneous

The tips themselves are drawn from almost two dozen Keepers associated with Call of Cthulhu from its very beginning to its most recent days. As editor Mike Mason writes, “Some of the tips are contradictory. Some repeat or reinforce advice. Imagine, if you will, that you are sat with a group of experienced Keepers, each sharing and building upon the ideas of the others. Take from this what you will.”

As you read through Keeper Tips, you will undoubtedly encounter much that is familiar, much that you agree with, and also much that you will disagree with. You may even read certain passages that will raise your hackles. But as I’ve slowly worked my way through the book, it has never failed to provoke a thoughtful insight.

I say “slowly,” and indeed this is how I would recommend one experience Keeper Tips. It’s a collection that invites you to read perhaps one or two pages at a time and then set it aside while you think about what you’ve read. Was there some new insight? How will you use it? Was there a unique twist or perspective on something you’ve done yourself? Is there something you vehemently disagree with? Why do you think it wrong and what would you do differently? Is this tip useful for tables with new players, experienced players, or both? And why?

Then, perhaps later in the day or the next day or a week later, you’ll pick the book up again and choose another page to meditate upon. Perhaps the next page. Or perhaps one that you flip to randomly.

To gives you a sampling of what you can expect to find inside, consider these tips:

Counsel your players to create characters that are involved in the story, rather than be passive observers. Example: an expedition to the Antarctic will be an active game for scientists and explorers, not so much for the pilot and radio operator.

Undermine the pillars of the PCs’ confidence. Are they members of an anti-Mythos organization? Drop hints that it has been infiltrated. Do they have academic allies? Strike those mentors with public disgrace. Do they have family? Keep the PCs afraid for them — or of them. Do they have high social statue or loads of income? Chip away at that through media gossip, the Company Board turning on them, threats of unemployment, a hostile company takeover, or a stock market slide.

When making NPCs, assign each of them an adjective (greedy, suspicious, trusting, etc.). This makes them easier to portray in a memorable and fun way for the players.

Pre-made NPCs can be useful as instant replacement investigators.

For an extended game, ask about an investigator’s history, and then say, “What was your first experience with the Mythos?” and let them make it up. The reason is to get past the boring, “No, no, this isn’t real,” part of the scenario. They ‘know’ it’s real.

Never be afraid to rewrite a scenario’s plot hook to better fit your party’s occupations or backstories. All the details in published adventures should be considered more as suggestions rather than as strict guidelines.

If you’d like to see more of the book “in action,” so to speak, I’ve actually featured it a few times on my Twitch streams, using it very much as I describe above as a spur for commentary and deeper thought. (You can see one of these streams here.)

Along similar lines, I think it could be quite rewarding to organize a GM’s book club, gathering fellow masters of the game and using Keeper Tips as a prompt text for any number of wide-ranging discussions.

Ultimately, whether for your own private circumspection or as the nucleus for shared discussion, I can strongly recommend slipping a copy of Keeper Tips into your own pocket.

Grade: B+

Editor: Mike Mason
Contributors: Daniel Aniolowski, Sean Branney, Allan Carey, Keris McDonald, Jason Durall, Paul Fricker, Bob Geis, Lynne Hardy, Bridgett Jeffries, Jo Kreil, David Larkins, Mike Mason, Mark Morrison, Thom Raley, Matthew Sanderson, Becca Scott, Seth Skorkowsky

Publisher: Chaosium
Price: $17.95
Page Count: 128

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